three.js 1.1 MB

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  1. (function (global, factory) {
  2. typeof exports === 'object' && typeof module !== 'undefined' ? factory(exports) :
  3. typeof define === 'function' && define.amd ? define(['exports'], factory) :
  4. (global = global || self, factory(global.THREE = {}));
  5. }(this, function (exports) { 'use strict';
  6. // Polyfills
  7. if ( Number.EPSILON === undefined ) {
  8. Number.EPSILON = Math.pow( 2, - 52 );
  9. }
  10. if ( Number.isInteger === undefined ) {
  11. // Missing in IE
  12. // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number/isInteger
  13. Number.isInteger = function ( value ) {
  14. return typeof value === 'number' && isFinite( value ) && Math.floor( value ) === value;
  15. };
  16. }
  17. //
  18. if ( Math.sign === undefined ) {
  19. // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/sign
  20. Math.sign = function ( x ) {
  21. return ( x < 0 ) ? - 1 : ( x > 0 ) ? 1 : + x;
  22. };
  23. }
  24. if ( 'name' in Function.prototype === false ) {
  25. // Missing in IE
  26. // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Function/name
  27. Object.defineProperty( Function.prototype, 'name', {
  28. get: function () {
  29. return this.toString().match( /^\s*function\s*([^\(\s]*)/ )[ 1 ];
  30. }
  31. } );
  32. }
  33. if ( Object.assign === undefined ) {
  34. // Missing in IE
  35. // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/assign
  36. ( function () {
  37. Object.assign = function ( target ) {
  38. if ( target === undefined || target === null ) {
  39. throw new TypeError( 'Cannot convert undefined or null to object' );
  40. }
  41. var output = Object( target );
  42. for ( var index = 1; index < arguments.length; index ++ ) {
  43. var source = arguments[ index ];
  44. if ( source !== undefined && source !== null ) {
  45. for ( var nextKey in source ) {
  46. if ( Object.prototype.hasOwnProperty.call( source, nextKey ) ) {
  47. output[ nextKey ] = source[ nextKey ];
  48. }
  49. }
  50. }
  51. }
  52. return output;
  53. };
  54. } )();
  55. }
  56. /**
  57. * https://github.com/mrdoob/eventdispatcher.js/
  58. */
  59. function EventDispatcher() {}
  60. Object.assign( EventDispatcher.prototype, {
  61. addEventListener: function ( type, listener ) {
  62. if ( this._listeners === undefined ) this._listeners = {};
  63. var listeners = this._listeners;
  64. if ( listeners[ type ] === undefined ) {
  65. listeners[ type ] = [];
  66. }
  67. if ( listeners[ type ].indexOf( listener ) === - 1 ) {
  68. listeners[ type ].push( listener );
  69. }
  70. },
  71. hasEventListener: function ( type, listener ) {
  72. if ( this._listeners === undefined ) return false;
  73. var listeners = this._listeners;
  74. return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1;
  75. },
  76. removeEventListener: function ( type, listener ) {
  77. if ( this._listeners === undefined ) return;
  78. var listeners = this._listeners;
  79. var listenerArray = listeners[ type ];
  80. if ( listenerArray !== undefined ) {
  81. var index = listenerArray.indexOf( listener );
  82. if ( index !== - 1 ) {
  83. listenerArray.splice( index, 1 );
  84. }
  85. }
  86. },
  87. dispatchEvent: function ( event ) {
  88. if ( this._listeners === undefined ) return;
  89. var listeners = this._listeners;
  90. var listenerArray = listeners[ event.type ];
  91. if ( listenerArray !== undefined ) {
  92. event.target = this;
  93. var array = listenerArray.slice( 0 );
  94. for ( var i = 0, l = array.length; i < l; i ++ ) {
  95. array[ i ].call( this, event );
  96. }
  97. }
  98. }
  99. } );
  100. var REVISION = '102dev';
  101. var MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2 };
  102. var CullFaceNone = 0;
  103. var CullFaceBack = 1;
  104. var CullFaceFront = 2;
  105. var CullFaceFrontBack = 3;
  106. var FrontFaceDirectionCW = 0;
  107. var FrontFaceDirectionCCW = 1;
  108. var BasicShadowMap = 0;
  109. var PCFShadowMap = 1;
  110. var PCFSoftShadowMap = 2;
  111. var FrontSide = 0;
  112. var BackSide = 1;
  113. var DoubleSide = 2;
  114. var FlatShading = 1;
  115. var SmoothShading = 2;
  116. var NoColors = 0;
  117. var FaceColors = 1;
  118. var VertexColors = 2;
  119. var NoBlending = 0;
  120. var NormalBlending = 1;
  121. var AdditiveBlending = 2;
  122. var SubtractiveBlending = 3;
  123. var MultiplyBlending = 4;
  124. var CustomBlending = 5;
  125. var AddEquation = 100;
  126. var SubtractEquation = 101;
  127. var ReverseSubtractEquation = 102;
  128. var MinEquation = 103;
  129. var MaxEquation = 104;
  130. var ZeroFactor = 200;
  131. var OneFactor = 201;
  132. var SrcColorFactor = 202;
  133. var OneMinusSrcColorFactor = 203;
  134. var SrcAlphaFactor = 204;
  135. var OneMinusSrcAlphaFactor = 205;
  136. var DstAlphaFactor = 206;
  137. var OneMinusDstAlphaFactor = 207;
  138. var DstColorFactor = 208;
  139. var OneMinusDstColorFactor = 209;
  140. var SrcAlphaSaturateFactor = 210;
  141. var NeverDepth = 0;
  142. var AlwaysDepth = 1;
  143. var LessDepth = 2;
  144. var LessEqualDepth = 3;
  145. var EqualDepth = 4;
  146. var GreaterEqualDepth = 5;
  147. var GreaterDepth = 6;
  148. var NotEqualDepth = 7;
  149. var MultiplyOperation = 0;
  150. var MixOperation = 1;
  151. var AddOperation = 2;
  152. var NoToneMapping = 0;
  153. var LinearToneMapping = 1;
  154. var ReinhardToneMapping = 2;
  155. var Uncharted2ToneMapping = 3;
  156. var CineonToneMapping = 4;
  157. var ACESFilmicToneMapping = 5;
  158. var UVMapping = 300;
  159. var CubeReflectionMapping = 301;
  160. var CubeRefractionMapping = 302;
  161. var EquirectangularReflectionMapping = 303;
  162. var EquirectangularRefractionMapping = 304;
  163. var SphericalReflectionMapping = 305;
  164. var CubeUVReflectionMapping = 306;
  165. var CubeUVRefractionMapping = 307;
  166. var RepeatWrapping = 1000;
  167. var ClampToEdgeWrapping = 1001;
  168. var MirroredRepeatWrapping = 1002;
  169. var NearestFilter = 1003;
  170. var NearestMipMapNearestFilter = 1004;
  171. var NearestMipMapLinearFilter = 1005;
  172. var LinearFilter = 1006;
  173. var LinearMipMapNearestFilter = 1007;
  174. var LinearMipMapLinearFilter = 1008;
  175. var UnsignedByteType = 1009;
  176. var ByteType = 1010;
  177. var ShortType = 1011;
  178. var UnsignedShortType = 1012;
  179. var IntType = 1013;
  180. var UnsignedIntType = 1014;
  181. var FloatType = 1015;
  182. var HalfFloatType = 1016;
  183. var UnsignedShort4444Type = 1017;
  184. var UnsignedShort5551Type = 1018;
  185. var UnsignedShort565Type = 1019;
  186. var UnsignedInt248Type = 1020;
  187. var AlphaFormat = 1021;
  188. var RGBFormat = 1022;
  189. var RGBAFormat = 1023;
  190. var LuminanceFormat = 1024;
  191. var LuminanceAlphaFormat = 1025;
  192. var RGBEFormat = RGBAFormat;
  193. var DepthFormat = 1026;
  194. var DepthStencilFormat = 1027;
  195. var RedFormat = 1028;
  196. var RGB_S3TC_DXT1_Format = 33776;
  197. var RGBA_S3TC_DXT1_Format = 33777;
  198. var RGBA_S3TC_DXT3_Format = 33778;
  199. var RGBA_S3TC_DXT5_Format = 33779;
  200. var RGB_PVRTC_4BPPV1_Format = 35840;
  201. var RGB_PVRTC_2BPPV1_Format = 35841;
  202. var RGBA_PVRTC_4BPPV1_Format = 35842;
  203. var RGBA_PVRTC_2BPPV1_Format = 35843;
  204. var RGB_ETC1_Format = 36196;
  205. var RGBA_ASTC_4x4_Format = 37808;
  206. var RGBA_ASTC_5x4_Format = 37809;
  207. var RGBA_ASTC_5x5_Format = 37810;
  208. var RGBA_ASTC_6x5_Format = 37811;
  209. var RGBA_ASTC_6x6_Format = 37812;
  210. var RGBA_ASTC_8x5_Format = 37813;
  211. var RGBA_ASTC_8x6_Format = 37814;
  212. var RGBA_ASTC_8x8_Format = 37815;
  213. var RGBA_ASTC_10x5_Format = 37816;
  214. var RGBA_ASTC_10x6_Format = 37817;
  215. var RGBA_ASTC_10x8_Format = 37818;
  216. var RGBA_ASTC_10x10_Format = 37819;
  217. var RGBA_ASTC_12x10_Format = 37820;
  218. var RGBA_ASTC_12x12_Format = 37821;
  219. var LoopOnce = 2200;
  220. var LoopRepeat = 2201;
  221. var LoopPingPong = 2202;
  222. var InterpolateDiscrete = 2300;
  223. var InterpolateLinear = 2301;
  224. var InterpolateSmooth = 2302;
  225. var ZeroCurvatureEnding = 2400;
  226. var ZeroSlopeEnding = 2401;
  227. var WrapAroundEnding = 2402;
  228. var TrianglesDrawMode = 0;
  229. var TriangleStripDrawMode = 1;
  230. var TriangleFanDrawMode = 2;
  231. var LinearEncoding = 3000;
  232. var sRGBEncoding = 3001;
  233. var GammaEncoding = 3007;
  234. var RGBEEncoding = 3002;
  235. var LogLuvEncoding = 3003;
  236. var RGBM7Encoding = 3004;
  237. var RGBM16Encoding = 3005;
  238. var RGBDEncoding = 3006;
  239. var BasicDepthPacking = 3200;
  240. var RGBADepthPacking = 3201;
  241. var TangentSpaceNormalMap = 0;
  242. var ObjectSpaceNormalMap = 1;
  243. /**
  244. * @author alteredq / http://alteredqualia.com/
  245. * @author mrdoob / http://mrdoob.com/
  246. */
  247. var _Math = {
  248. DEG2RAD: Math.PI / 180,
  249. RAD2DEG: 180 / Math.PI,
  250. generateUUID: ( function () {
  251. // http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136
  252. var lut = [];
  253. for ( var i = 0; i < 256; i ++ ) {
  254. lut[ i ] = ( i < 16 ? '0' : '' ) + ( i ).toString( 16 );
  255. }
  256. return function generateUUID() {
  257. var d0 = Math.random() * 0xffffffff | 0;
  258. var d1 = Math.random() * 0xffffffff | 0;
  259. var d2 = Math.random() * 0xffffffff | 0;
  260. var d3 = Math.random() * 0xffffffff | 0;
  261. var uuid = lut[ d0 & 0xff ] + lut[ d0 >> 8 & 0xff ] + lut[ d0 >> 16 & 0xff ] + lut[ d0 >> 24 & 0xff ] + '-' +
  262. lut[ d1 & 0xff ] + lut[ d1 >> 8 & 0xff ] + '-' + lut[ d1 >> 16 & 0x0f | 0x40 ] + lut[ d1 >> 24 & 0xff ] + '-' +
  263. lut[ d2 & 0x3f | 0x80 ] + lut[ d2 >> 8 & 0xff ] + '-' + lut[ d2 >> 16 & 0xff ] + lut[ d2 >> 24 & 0xff ] +
  264. lut[ d3 & 0xff ] + lut[ d3 >> 8 & 0xff ] + lut[ d3 >> 16 & 0xff ] + lut[ d3 >> 24 & 0xff ];
  265. // .toUpperCase() here flattens concatenated strings to save heap memory space.
  266. return uuid.toUpperCase();
  267. };
  268. } )(),
  269. clamp: function ( value, min, max ) {
  270. return Math.max( min, Math.min( max, value ) );
  271. },
  272. // compute euclidian modulo of m % n
  273. // https://en.wikipedia.org/wiki/Modulo_operation
  274. euclideanModulo: function ( n, m ) {
  275. return ( ( n % m ) + m ) % m;
  276. },
  277. // Linear mapping from range <a1, a2> to range <b1, b2>
  278. mapLinear: function ( x, a1, a2, b1, b2 ) {
  279. return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
  280. },
  281. // https://en.wikipedia.org/wiki/Linear_interpolation
  282. lerp: function ( x, y, t ) {
  283. return ( 1 - t ) * x + t * y;
  284. },
  285. // http://en.wikipedia.org/wiki/Smoothstep
  286. smoothstep: function ( x, min, max ) {
  287. if ( x <= min ) return 0;
  288. if ( x >= max ) return 1;
  289. x = ( x - min ) / ( max - min );
  290. return x * x * ( 3 - 2 * x );
  291. },
  292. smootherstep: function ( x, min, max ) {
  293. if ( x <= min ) return 0;
  294. if ( x >= max ) return 1;
  295. x = ( x - min ) / ( max - min );
  296. return x * x * x * ( x * ( x * 6 - 15 ) + 10 );
  297. },
  298. // Random integer from <low, high> interval
  299. randInt: function ( low, high ) {
  300. return low + Math.floor( Math.random() * ( high - low + 1 ) );
  301. },
  302. // Random float from <low, high> interval
  303. randFloat: function ( low, high ) {
  304. return low + Math.random() * ( high - low );
  305. },
  306. // Random float from <-range/2, range/2> interval
  307. randFloatSpread: function ( range ) {
  308. return range * ( 0.5 - Math.random() );
  309. },
  310. degToRad: function ( degrees ) {
  311. return degrees * _Math.DEG2RAD;
  312. },
  313. radToDeg: function ( radians ) {
  314. return radians * _Math.RAD2DEG;
  315. },
  316. isPowerOfTwo: function ( value ) {
  317. return ( value & ( value - 1 ) ) === 0 && value !== 0;
  318. },
  319. ceilPowerOfTwo: function ( value ) {
  320. return Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) );
  321. },
  322. floorPowerOfTwo: function ( value ) {
  323. return Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );
  324. }
  325. };
  326. /**
  327. * @author mrdoob / http://mrdoob.com/
  328. * @author philogb / http://blog.thejit.org/
  329. * @author egraether / http://egraether.com/
  330. * @author zz85 / http://www.lab4games.net/zz85/blog
  331. */
  332. function Vector2( x, y ) {
  333. this.x = x || 0;
  334. this.y = y || 0;
  335. }
  336. Object.defineProperties( Vector2.prototype, {
  337. "width": {
  338. get: function () {
  339. return this.x;
  340. },
  341. set: function ( value ) {
  342. this.x = value;
  343. }
  344. },
  345. "height": {
  346. get: function () {
  347. return this.y;
  348. },
  349. set: function ( value ) {
  350. this.y = value;
  351. }
  352. }
  353. } );
  354. Object.assign( Vector2.prototype, {
  355. isVector2: true,
  356. set: function ( x, y ) {
  357. this.x = x;
  358. this.y = y;
  359. return this;
  360. },
  361. setScalar: function ( scalar ) {
  362. this.x = scalar;
  363. this.y = scalar;
  364. return this;
  365. },
  366. setX: function ( x ) {
  367. this.x = x;
  368. return this;
  369. },
  370. setY: function ( y ) {
  371. this.y = y;
  372. return this;
  373. },
  374. setComponent: function ( index, value ) {
  375. switch ( index ) {
  376. case 0: this.x = value; break;
  377. case 1: this.y = value; break;
  378. default: throw new Error( 'index is out of range: ' + index );
  379. }
  380. return this;
  381. },
  382. getComponent: function ( index ) {
  383. switch ( index ) {
  384. case 0: return this.x;
  385. case 1: return this.y;
  386. default: throw new Error( 'index is out of range: ' + index );
  387. }
  388. },
  389. clone: function () {
  390. return new this.constructor( this.x, this.y );
  391. },
  392. copy: function ( v ) {
  393. this.x = v.x;
  394. this.y = v.y;
  395. return this;
  396. },
  397. add: function ( v, w ) {
  398. if ( w !== undefined ) {
  399. console.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  400. return this.addVectors( v, w );
  401. }
  402. this.x += v.x;
  403. this.y += v.y;
  404. return this;
  405. },
  406. addScalar: function ( s ) {
  407. this.x += s;
  408. this.y += s;
  409. return this;
  410. },
  411. addVectors: function ( a, b ) {
  412. this.x = a.x + b.x;
  413. this.y = a.y + b.y;
  414. return this;
  415. },
  416. addScaledVector: function ( v, s ) {
  417. this.x += v.x * s;
  418. this.y += v.y * s;
  419. return this;
  420. },
  421. sub: function ( v, w ) {
  422. if ( w !== undefined ) {
  423. console.warn( 'THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  424. return this.subVectors( v, w );
  425. }
  426. this.x -= v.x;
  427. this.y -= v.y;
  428. return this;
  429. },
  430. subScalar: function ( s ) {
  431. this.x -= s;
  432. this.y -= s;
  433. return this;
  434. },
  435. subVectors: function ( a, b ) {
  436. this.x = a.x - b.x;
  437. this.y = a.y - b.y;
  438. return this;
  439. },
  440. multiply: function ( v ) {
  441. this.x *= v.x;
  442. this.y *= v.y;
  443. return this;
  444. },
  445. multiplyScalar: function ( scalar ) {
  446. this.x *= scalar;
  447. this.y *= scalar;
  448. return this;
  449. },
  450. divide: function ( v ) {
  451. this.x /= v.x;
  452. this.y /= v.y;
  453. return this;
  454. },
  455. divideScalar: function ( scalar ) {
  456. return this.multiplyScalar( 1 / scalar );
  457. },
  458. applyMatrix3: function ( m ) {
  459. var x = this.x, y = this.y;
  460. var e = m.elements;
  461. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ];
  462. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ];
  463. return this;
  464. },
  465. min: function ( v ) {
  466. this.x = Math.min( this.x, v.x );
  467. this.y = Math.min( this.y, v.y );
  468. return this;
  469. },
  470. max: function ( v ) {
  471. this.x = Math.max( this.x, v.x );
  472. this.y = Math.max( this.y, v.y );
  473. return this;
  474. },
  475. clamp: function ( min, max ) {
  476. // assumes min < max, componentwise
  477. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  478. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  479. return this;
  480. },
  481. clampScalar: function () {
  482. var min = new Vector2();
  483. var max = new Vector2();
  484. return function clampScalar( minVal, maxVal ) {
  485. min.set( minVal, minVal );
  486. max.set( maxVal, maxVal );
  487. return this.clamp( min, max );
  488. };
  489. }(),
  490. clampLength: function ( min, max ) {
  491. var length = this.length();
  492. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  493. },
  494. floor: function () {
  495. this.x = Math.floor( this.x );
  496. this.y = Math.floor( this.y );
  497. return this;
  498. },
  499. ceil: function () {
  500. this.x = Math.ceil( this.x );
  501. this.y = Math.ceil( this.y );
  502. return this;
  503. },
  504. round: function () {
  505. this.x = Math.round( this.x );
  506. this.y = Math.round( this.y );
  507. return this;
  508. },
  509. roundToZero: function () {
  510. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  511. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  512. return this;
  513. },
  514. negate: function () {
  515. this.x = - this.x;
  516. this.y = - this.y;
  517. return this;
  518. },
  519. dot: function ( v ) {
  520. return this.x * v.x + this.y * v.y;
  521. },
  522. cross: function ( v ) {
  523. return this.x * v.y - this.y * v.x;
  524. },
  525. lengthSq: function () {
  526. return this.x * this.x + this.y * this.y;
  527. },
  528. length: function () {
  529. return Math.sqrt( this.x * this.x + this.y * this.y );
  530. },
  531. manhattanLength: function () {
  532. return Math.abs( this.x ) + Math.abs( this.y );
  533. },
  534. normalize: function () {
  535. return this.divideScalar( this.length() || 1 );
  536. },
  537. angle: function () {
  538. // computes the angle in radians with respect to the positive x-axis
  539. var angle = Math.atan2( this.y, this.x );
  540. if ( angle < 0 ) angle += 2 * Math.PI;
  541. return angle;
  542. },
  543. distanceTo: function ( v ) {
  544. return Math.sqrt( this.distanceToSquared( v ) );
  545. },
  546. distanceToSquared: function ( v ) {
  547. var dx = this.x - v.x, dy = this.y - v.y;
  548. return dx * dx + dy * dy;
  549. },
  550. manhattanDistanceTo: function ( v ) {
  551. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );
  552. },
  553. setLength: function ( length ) {
  554. return this.normalize().multiplyScalar( length );
  555. },
  556. lerp: function ( v, alpha ) {
  557. this.x += ( v.x - this.x ) * alpha;
  558. this.y += ( v.y - this.y ) * alpha;
  559. return this;
  560. },
  561. lerpVectors: function ( v1, v2, alpha ) {
  562. return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
  563. },
  564. equals: function ( v ) {
  565. return ( ( v.x === this.x ) && ( v.y === this.y ) );
  566. },
  567. fromArray: function ( array, offset ) {
  568. if ( offset === undefined ) offset = 0;
  569. this.x = array[ offset ];
  570. this.y = array[ offset + 1 ];
  571. return this;
  572. },
  573. toArray: function ( array, offset ) {
  574. if ( array === undefined ) array = [];
  575. if ( offset === undefined ) offset = 0;
  576. array[ offset ] = this.x;
  577. array[ offset + 1 ] = this.y;
  578. return array;
  579. },
  580. fromBufferAttribute: function ( attribute, index, offset ) {
  581. if ( offset !== undefined ) {
  582. console.warn( 'THREE.Vector2: offset has been removed from .fromBufferAttribute().' );
  583. }
  584. this.x = attribute.getX( index );
  585. this.y = attribute.getY( index );
  586. return this;
  587. },
  588. rotateAround: function ( center, angle ) {
  589. var c = Math.cos( angle ), s = Math.sin( angle );
  590. var x = this.x - center.x;
  591. var y = this.y - center.y;
  592. this.x = x * c - y * s + center.x;
  593. this.y = x * s + y * c + center.y;
  594. return this;
  595. }
  596. } );
  597. /**
  598. * @author mrdoob / http://mrdoob.com/
  599. * @author supereggbert / http://www.paulbrunt.co.uk/
  600. * @author philogb / http://blog.thejit.org/
  601. * @author jordi_ros / http://plattsoft.com
  602. * @author D1plo1d / http://github.com/D1plo1d
  603. * @author alteredq / http://alteredqualia.com/
  604. * @author mikael emtinger / http://gomo.se/
  605. * @author timknip / http://www.floorplanner.com/
  606. * @author bhouston / http://clara.io
  607. * @author WestLangley / http://github.com/WestLangley
  608. */
  609. function Matrix4() {
  610. this.elements = [
  611. 1, 0, 0, 0,
  612. 0, 1, 0, 0,
  613. 0, 0, 1, 0,
  614. 0, 0, 0, 1
  615. ];
  616. if ( arguments.length > 0 ) {
  617. console.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' );
  618. }
  619. }
  620. Object.assign( Matrix4.prototype, {
  621. isMatrix4: true,
  622. set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  623. var te = this.elements;
  624. te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;
  625. te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;
  626. te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;
  627. te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;
  628. return this;
  629. },
  630. identity: function () {
  631. this.set(
  632. 1, 0, 0, 0,
  633. 0, 1, 0, 0,
  634. 0, 0, 1, 0,
  635. 0, 0, 0, 1
  636. );
  637. return this;
  638. },
  639. clone: function () {
  640. return new Matrix4().fromArray( this.elements );
  641. },
  642. copy: function ( m ) {
  643. var te = this.elements;
  644. var me = m.elements;
  645. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];
  646. te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];
  647. te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];
  648. te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];
  649. return this;
  650. },
  651. copyPosition: function ( m ) {
  652. var te = this.elements, me = m.elements;
  653. te[ 12 ] = me[ 12 ];
  654. te[ 13 ] = me[ 13 ];
  655. te[ 14 ] = me[ 14 ];
  656. return this;
  657. },
  658. extractBasis: function ( xAxis, yAxis, zAxis ) {
  659. xAxis.setFromMatrixColumn( this, 0 );
  660. yAxis.setFromMatrixColumn( this, 1 );
  661. zAxis.setFromMatrixColumn( this, 2 );
  662. return this;
  663. },
  664. makeBasis: function ( xAxis, yAxis, zAxis ) {
  665. this.set(
  666. xAxis.x, yAxis.x, zAxis.x, 0,
  667. xAxis.y, yAxis.y, zAxis.y, 0,
  668. xAxis.z, yAxis.z, zAxis.z, 0,
  669. 0, 0, 0, 1
  670. );
  671. return this;
  672. },
  673. extractRotation: function () {
  674. var v1 = new Vector3();
  675. return function extractRotation( m ) {
  676. // this method does not support reflection matrices
  677. var te = this.elements;
  678. var me = m.elements;
  679. var scaleX = 1 / v1.setFromMatrixColumn( m, 0 ).length();
  680. var scaleY = 1 / v1.setFromMatrixColumn( m, 1 ).length();
  681. var scaleZ = 1 / v1.setFromMatrixColumn( m, 2 ).length();
  682. te[ 0 ] = me[ 0 ] * scaleX;
  683. te[ 1 ] = me[ 1 ] * scaleX;
  684. te[ 2 ] = me[ 2 ] * scaleX;
  685. te[ 3 ] = 0;
  686. te[ 4 ] = me[ 4 ] * scaleY;
  687. te[ 5 ] = me[ 5 ] * scaleY;
  688. te[ 6 ] = me[ 6 ] * scaleY;
  689. te[ 7 ] = 0;
  690. te[ 8 ] = me[ 8 ] * scaleZ;
  691. te[ 9 ] = me[ 9 ] * scaleZ;
  692. te[ 10 ] = me[ 10 ] * scaleZ;
  693. te[ 11 ] = 0;
  694. te[ 12 ] = 0;
  695. te[ 13 ] = 0;
  696. te[ 14 ] = 0;
  697. te[ 15 ] = 1;
  698. return this;
  699. };
  700. }(),
  701. makeRotationFromEuler: function ( euler ) {
  702. if ( ! ( euler && euler.isEuler ) ) {
  703. console.error( 'THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );
  704. }
  705. var te = this.elements;
  706. var x = euler.x, y = euler.y, z = euler.z;
  707. var a = Math.cos( x ), b = Math.sin( x );
  708. var c = Math.cos( y ), d = Math.sin( y );
  709. var e = Math.cos( z ), f = Math.sin( z );
  710. if ( euler.order === 'XYZ' ) {
  711. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  712. te[ 0 ] = c * e;
  713. te[ 4 ] = - c * f;
  714. te[ 8 ] = d;
  715. te[ 1 ] = af + be * d;
  716. te[ 5 ] = ae - bf * d;
  717. te[ 9 ] = - b * c;
  718. te[ 2 ] = bf - ae * d;
  719. te[ 6 ] = be + af * d;
  720. te[ 10 ] = a * c;
  721. } else if ( euler.order === 'YXZ' ) {
  722. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  723. te[ 0 ] = ce + df * b;
  724. te[ 4 ] = de * b - cf;
  725. te[ 8 ] = a * d;
  726. te[ 1 ] = a * f;
  727. te[ 5 ] = a * e;
  728. te[ 9 ] = - b;
  729. te[ 2 ] = cf * b - de;
  730. te[ 6 ] = df + ce * b;
  731. te[ 10 ] = a * c;
  732. } else if ( euler.order === 'ZXY' ) {
  733. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  734. te[ 0 ] = ce - df * b;
  735. te[ 4 ] = - a * f;
  736. te[ 8 ] = de + cf * b;
  737. te[ 1 ] = cf + de * b;
  738. te[ 5 ] = a * e;
  739. te[ 9 ] = df - ce * b;
  740. te[ 2 ] = - a * d;
  741. te[ 6 ] = b;
  742. te[ 10 ] = a * c;
  743. } else if ( euler.order === 'ZYX' ) {
  744. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  745. te[ 0 ] = c * e;
  746. te[ 4 ] = be * d - af;
  747. te[ 8 ] = ae * d + bf;
  748. te[ 1 ] = c * f;
  749. te[ 5 ] = bf * d + ae;
  750. te[ 9 ] = af * d - be;
  751. te[ 2 ] = - d;
  752. te[ 6 ] = b * c;
  753. te[ 10 ] = a * c;
  754. } else if ( euler.order === 'YZX' ) {
  755. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  756. te[ 0 ] = c * e;
  757. te[ 4 ] = bd - ac * f;
  758. te[ 8 ] = bc * f + ad;
  759. te[ 1 ] = f;
  760. te[ 5 ] = a * e;
  761. te[ 9 ] = - b * e;
  762. te[ 2 ] = - d * e;
  763. te[ 6 ] = ad * f + bc;
  764. te[ 10 ] = ac - bd * f;
  765. } else if ( euler.order === 'XZY' ) {
  766. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  767. te[ 0 ] = c * e;
  768. te[ 4 ] = - f;
  769. te[ 8 ] = d * e;
  770. te[ 1 ] = ac * f + bd;
  771. te[ 5 ] = a * e;
  772. te[ 9 ] = ad * f - bc;
  773. te[ 2 ] = bc * f - ad;
  774. te[ 6 ] = b * e;
  775. te[ 10 ] = bd * f + ac;
  776. }
  777. // bottom row
  778. te[ 3 ] = 0;
  779. te[ 7 ] = 0;
  780. te[ 11 ] = 0;
  781. // last column
  782. te[ 12 ] = 0;
  783. te[ 13 ] = 0;
  784. te[ 14 ] = 0;
  785. te[ 15 ] = 1;
  786. return this;
  787. },
  788. makeRotationFromQuaternion: function () {
  789. var zero = new Vector3( 0, 0, 0 );
  790. var one = new Vector3( 1, 1, 1 );
  791. return function makeRotationFromQuaternion( q ) {
  792. return this.compose( zero, q, one );
  793. };
  794. }(),
  795. lookAt: function () {
  796. var x = new Vector3();
  797. var y = new Vector3();
  798. var z = new Vector3();
  799. return function lookAt( eye, target, up ) {
  800. var te = this.elements;
  801. z.subVectors( eye, target );
  802. if ( z.lengthSq() === 0 ) {
  803. // eye and target are in the same position
  804. z.z = 1;
  805. }
  806. z.normalize();
  807. x.crossVectors( up, z );
  808. if ( x.lengthSq() === 0 ) {
  809. // up and z are parallel
  810. if ( Math.abs( up.z ) === 1 ) {
  811. z.x += 0.0001;
  812. } else {
  813. z.z += 0.0001;
  814. }
  815. z.normalize();
  816. x.crossVectors( up, z );
  817. }
  818. x.normalize();
  819. y.crossVectors( z, x );
  820. te[ 0 ] = x.x; te[ 4 ] = y.x; te[ 8 ] = z.x;
  821. te[ 1 ] = x.y; te[ 5 ] = y.y; te[ 9 ] = z.y;
  822. te[ 2 ] = x.z; te[ 6 ] = y.z; te[ 10 ] = z.z;
  823. return this;
  824. };
  825. }(),
  826. multiply: function ( m, n ) {
  827. if ( n !== undefined ) {
  828. console.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );
  829. return this.multiplyMatrices( m, n );
  830. }
  831. return this.multiplyMatrices( this, m );
  832. },
  833. premultiply: function ( m ) {
  834. return this.multiplyMatrices( m, this );
  835. },
  836. multiplyMatrices: function ( a, b ) {
  837. var ae = a.elements;
  838. var be = b.elements;
  839. var te = this.elements;
  840. var a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
  841. var a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
  842. var a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
  843. var a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];
  844. var b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
  845. var b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
  846. var b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
  847. var b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];
  848. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
  849. te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
  850. te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
  851. te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
  852. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
  853. te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
  854. te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
  855. te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
  856. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
  857. te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
  858. te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
  859. te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
  860. te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
  861. te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
  862. te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
  863. te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
  864. return this;
  865. },
  866. multiplyScalar: function ( s ) {
  867. var te = this.elements;
  868. te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
  869. te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
  870. te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;
  871. te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;
  872. return this;
  873. },
  874. applyToBufferAttribute: function () {
  875. var v1 = new Vector3();
  876. return function applyToBufferAttribute( attribute ) {
  877. for ( var i = 0, l = attribute.count; i < l; i ++ ) {
  878. v1.x = attribute.getX( i );
  879. v1.y = attribute.getY( i );
  880. v1.z = attribute.getZ( i );
  881. v1.applyMatrix4( this );
  882. attribute.setXYZ( i, v1.x, v1.y, v1.z );
  883. }
  884. return attribute;
  885. };
  886. }(),
  887. determinant: function () {
  888. var te = this.elements;
  889. var n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
  890. var n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
  891. var n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
  892. var n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];
  893. //TODO: make this more efficient
  894. //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
  895. return (
  896. n41 * (
  897. + n14 * n23 * n32
  898. - n13 * n24 * n32
  899. - n14 * n22 * n33
  900. + n12 * n24 * n33
  901. + n13 * n22 * n34
  902. - n12 * n23 * n34
  903. ) +
  904. n42 * (
  905. + n11 * n23 * n34
  906. - n11 * n24 * n33
  907. + n14 * n21 * n33
  908. - n13 * n21 * n34
  909. + n13 * n24 * n31
  910. - n14 * n23 * n31
  911. ) +
  912. n43 * (
  913. + n11 * n24 * n32
  914. - n11 * n22 * n34
  915. - n14 * n21 * n32
  916. + n12 * n21 * n34
  917. + n14 * n22 * n31
  918. - n12 * n24 * n31
  919. ) +
  920. n44 * (
  921. - n13 * n22 * n31
  922. - n11 * n23 * n32
  923. + n11 * n22 * n33
  924. + n13 * n21 * n32
  925. - n12 * n21 * n33
  926. + n12 * n23 * n31
  927. )
  928. );
  929. },
  930. transpose: function () {
  931. var te = this.elements;
  932. var tmp;
  933. tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
  934. tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
  935. tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;
  936. tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
  937. tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
  938. tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;
  939. return this;
  940. },
  941. setPosition: function ( v ) {
  942. var te = this.elements;
  943. te[ 12 ] = v.x;
  944. te[ 13 ] = v.y;
  945. te[ 14 ] = v.z;
  946. return this;
  947. },
  948. getInverse: function ( m, throwOnDegenerate ) {
  949. // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
  950. var te = this.elements,
  951. me = m.elements,
  952. n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ], n41 = me[ 3 ],
  953. n12 = me[ 4 ], n22 = me[ 5 ], n32 = me[ 6 ], n42 = me[ 7 ],
  954. n13 = me[ 8 ], n23 = me[ 9 ], n33 = me[ 10 ], n43 = me[ 11 ],
  955. n14 = me[ 12 ], n24 = me[ 13 ], n34 = me[ 14 ], n44 = me[ 15 ],
  956. t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,
  957. t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,
  958. t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,
  959. t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
  960. var det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;
  961. if ( det === 0 ) {
  962. var msg = "THREE.Matrix4: .getInverse() can't invert matrix, determinant is 0";
  963. if ( throwOnDegenerate === true ) {
  964. throw new Error( msg );
  965. } else {
  966. console.warn( msg );
  967. }
  968. return this.identity();
  969. }
  970. var detInv = 1 / det;
  971. te[ 0 ] = t11 * detInv;
  972. te[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv;
  973. te[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv;
  974. te[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;
  975. te[ 4 ] = t12 * detInv;
  976. te[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv;
  977. te[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv;
  978. te[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv;
  979. te[ 8 ] = t13 * detInv;
  980. te[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv;
  981. te[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv;
  982. te[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv;
  983. te[ 12 ] = t14 * detInv;
  984. te[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv;
  985. te[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv;
  986. te[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv;
  987. return this;
  988. },
  989. scale: function ( v ) {
  990. var te = this.elements;
  991. var x = v.x, y = v.y, z = v.z;
  992. te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;
  993. te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;
  994. te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;
  995. te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;
  996. return this;
  997. },
  998. getMaxScaleOnAxis: function () {
  999. var te = this.elements;
  1000. var scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];
  1001. var scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];
  1002. var scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];
  1003. return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );
  1004. },
  1005. makeTranslation: function ( x, y, z ) {
  1006. this.set(
  1007. 1, 0, 0, x,
  1008. 0, 1, 0, y,
  1009. 0, 0, 1, z,
  1010. 0, 0, 0, 1
  1011. );
  1012. return this;
  1013. },
  1014. makeRotationX: function ( theta ) {
  1015. var c = Math.cos( theta ), s = Math.sin( theta );
  1016. this.set(
  1017. 1, 0, 0, 0,
  1018. 0, c, - s, 0,
  1019. 0, s, c, 0,
  1020. 0, 0, 0, 1
  1021. );
  1022. return this;
  1023. },
  1024. makeRotationY: function ( theta ) {
  1025. var c = Math.cos( theta ), s = Math.sin( theta );
  1026. this.set(
  1027. c, 0, s, 0,
  1028. 0, 1, 0, 0,
  1029. - s, 0, c, 0,
  1030. 0, 0, 0, 1
  1031. );
  1032. return this;
  1033. },
  1034. makeRotationZ: function ( theta ) {
  1035. var c = Math.cos( theta ), s = Math.sin( theta );
  1036. this.set(
  1037. c, - s, 0, 0,
  1038. s, c, 0, 0,
  1039. 0, 0, 1, 0,
  1040. 0, 0, 0, 1
  1041. );
  1042. return this;
  1043. },
  1044. makeRotationAxis: function ( axis, angle ) {
  1045. // Based on http://www.gamedev.net/reference/articles/article1199.asp
  1046. var c = Math.cos( angle );
  1047. var s = Math.sin( angle );
  1048. var t = 1 - c;
  1049. var x = axis.x, y = axis.y, z = axis.z;
  1050. var tx = t * x, ty = t * y;
  1051. this.set(
  1052. tx * x + c, tx * y - s * z, tx * z + s * y, 0,
  1053. tx * y + s * z, ty * y + c, ty * z - s * x, 0,
  1054. tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
  1055. 0, 0, 0, 1
  1056. );
  1057. return this;
  1058. },
  1059. makeScale: function ( x, y, z ) {
  1060. this.set(
  1061. x, 0, 0, 0,
  1062. 0, y, 0, 0,
  1063. 0, 0, z, 0,
  1064. 0, 0, 0, 1
  1065. );
  1066. return this;
  1067. },
  1068. makeShear: function ( x, y, z ) {
  1069. this.set(
  1070. 1, y, z, 0,
  1071. x, 1, z, 0,
  1072. x, y, 1, 0,
  1073. 0, 0, 0, 1
  1074. );
  1075. return this;
  1076. },
  1077. compose: function ( position, quaternion, scale ) {
  1078. var te = this.elements;
  1079. var x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;
  1080. var x2 = x + x, y2 = y + y, z2 = z + z;
  1081. var xx = x * x2, xy = x * y2, xz = x * z2;
  1082. var yy = y * y2, yz = y * z2, zz = z * z2;
  1083. var wx = w * x2, wy = w * y2, wz = w * z2;
  1084. var sx = scale.x, sy = scale.y, sz = scale.z;
  1085. te[ 0 ] = ( 1 - ( yy + zz ) ) * sx;
  1086. te[ 1 ] = ( xy + wz ) * sx;
  1087. te[ 2 ] = ( xz - wy ) * sx;
  1088. te[ 3 ] = 0;
  1089. te[ 4 ] = ( xy - wz ) * sy;
  1090. te[ 5 ] = ( 1 - ( xx + zz ) ) * sy;
  1091. te[ 6 ] = ( yz + wx ) * sy;
  1092. te[ 7 ] = 0;
  1093. te[ 8 ] = ( xz + wy ) * sz;
  1094. te[ 9 ] = ( yz - wx ) * sz;
  1095. te[ 10 ] = ( 1 - ( xx + yy ) ) * sz;
  1096. te[ 11 ] = 0;
  1097. te[ 12 ] = position.x;
  1098. te[ 13 ] = position.y;
  1099. te[ 14 ] = position.z;
  1100. te[ 15 ] = 1;
  1101. return this;
  1102. },
  1103. decompose: function () {
  1104. var vector = new Vector3();
  1105. var matrix = new Matrix4();
  1106. return function decompose( position, quaternion, scale ) {
  1107. var te = this.elements;
  1108. var sx = vector.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
  1109. var sy = vector.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
  1110. var sz = vector.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
  1111. // if determine is negative, we need to invert one scale
  1112. var det = this.determinant();
  1113. if ( det < 0 ) sx = - sx;
  1114. position.x = te[ 12 ];
  1115. position.y = te[ 13 ];
  1116. position.z = te[ 14 ];
  1117. // scale the rotation part
  1118. matrix.copy( this );
  1119. var invSX = 1 / sx;
  1120. var invSY = 1 / sy;
  1121. var invSZ = 1 / sz;
  1122. matrix.elements[ 0 ] *= invSX;
  1123. matrix.elements[ 1 ] *= invSX;
  1124. matrix.elements[ 2 ] *= invSX;
  1125. matrix.elements[ 4 ] *= invSY;
  1126. matrix.elements[ 5 ] *= invSY;
  1127. matrix.elements[ 6 ] *= invSY;
  1128. matrix.elements[ 8 ] *= invSZ;
  1129. matrix.elements[ 9 ] *= invSZ;
  1130. matrix.elements[ 10 ] *= invSZ;
  1131. quaternion.setFromRotationMatrix( matrix );
  1132. scale.x = sx;
  1133. scale.y = sy;
  1134. scale.z = sz;
  1135. return this;
  1136. };
  1137. }(),
  1138. makePerspective: function ( left, right, top, bottom, near, far ) {
  1139. if ( far === undefined ) {
  1140. console.warn( 'THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.' );
  1141. }
  1142. var te = this.elements;
  1143. var x = 2 * near / ( right - left );
  1144. var y = 2 * near / ( top - bottom );
  1145. var a = ( right + left ) / ( right - left );
  1146. var b = ( top + bottom ) / ( top - bottom );
  1147. var c = - ( far + near ) / ( far - near );
  1148. var d = - 2 * far * near / ( far - near );
  1149. te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0;
  1150. te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0;
  1151. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
  1152. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = - 1; te[ 15 ] = 0;
  1153. return this;
  1154. },
  1155. makeOrthographic: function ( left, right, top, bottom, near, far ) {
  1156. var te = this.elements;
  1157. var w = 1.0 / ( right - left );
  1158. var h = 1.0 / ( top - bottom );
  1159. var p = 1.0 / ( far - near );
  1160. var x = ( right + left ) * w;
  1161. var y = ( top + bottom ) * h;
  1162. var z = ( far + near ) * p;
  1163. te[ 0 ] = 2 * w; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = - x;
  1164. te[ 1 ] = 0; te[ 5 ] = 2 * h; te[ 9 ] = 0; te[ 13 ] = - y;
  1165. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = - 2 * p; te[ 14 ] = - z;
  1166. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1;
  1167. return this;
  1168. },
  1169. equals: function ( matrix ) {
  1170. var te = this.elements;
  1171. var me = matrix.elements;
  1172. for ( var i = 0; i < 16; i ++ ) {
  1173. if ( te[ i ] !== me[ i ] ) return false;
  1174. }
  1175. return true;
  1176. },
  1177. fromArray: function ( array, offset ) {
  1178. if ( offset === undefined ) offset = 0;
  1179. for ( var i = 0; i < 16; i ++ ) {
  1180. this.elements[ i ] = array[ i + offset ];
  1181. }
  1182. return this;
  1183. },
  1184. toArray: function ( array, offset ) {
  1185. if ( array === undefined ) array = [];
  1186. if ( offset === undefined ) offset = 0;
  1187. var te = this.elements;
  1188. array[ offset ] = te[ 0 ];
  1189. array[ offset + 1 ] = te[ 1 ];
  1190. array[ offset + 2 ] = te[ 2 ];
  1191. array[ offset + 3 ] = te[ 3 ];
  1192. array[ offset + 4 ] = te[ 4 ];
  1193. array[ offset + 5 ] = te[ 5 ];
  1194. array[ offset + 6 ] = te[ 6 ];
  1195. array[ offset + 7 ] = te[ 7 ];
  1196. array[ offset + 8 ] = te[ 8 ];
  1197. array[ offset + 9 ] = te[ 9 ];
  1198. array[ offset + 10 ] = te[ 10 ];
  1199. array[ offset + 11 ] = te[ 11 ];
  1200. array[ offset + 12 ] = te[ 12 ];
  1201. array[ offset + 13 ] = te[ 13 ];
  1202. array[ offset + 14 ] = te[ 14 ];
  1203. array[ offset + 15 ] = te[ 15 ];
  1204. return array;
  1205. }
  1206. } );
  1207. /**
  1208. * @author mikael emtinger / http://gomo.se/
  1209. * @author alteredq / http://alteredqualia.com/
  1210. * @author WestLangley / http://github.com/WestLangley
  1211. * @author bhouston / http://clara.io
  1212. */
  1213. function Quaternion( x, y, z, w ) {
  1214. this._x = x || 0;
  1215. this._y = y || 0;
  1216. this._z = z || 0;
  1217. this._w = ( w !== undefined ) ? w : 1;
  1218. }
  1219. Object.assign( Quaternion, {
  1220. slerp: function ( qa, qb, qm, t ) {
  1221. return qm.copy( qa ).slerp( qb, t );
  1222. },
  1223. slerpFlat: function ( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {
  1224. // fuzz-free, array-based Quaternion SLERP operation
  1225. var x0 = src0[ srcOffset0 + 0 ],
  1226. y0 = src0[ srcOffset0 + 1 ],
  1227. z0 = src0[ srcOffset0 + 2 ],
  1228. w0 = src0[ srcOffset0 + 3 ],
  1229. x1 = src1[ srcOffset1 + 0 ],
  1230. y1 = src1[ srcOffset1 + 1 ],
  1231. z1 = src1[ srcOffset1 + 2 ],
  1232. w1 = src1[ srcOffset1 + 3 ];
  1233. if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {
  1234. var s = 1 - t,
  1235. cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1,
  1236. dir = ( cos >= 0 ? 1 : - 1 ),
  1237. sqrSin = 1 - cos * cos;
  1238. // Skip the Slerp for tiny steps to avoid numeric problems:
  1239. if ( sqrSin > Number.EPSILON ) {
  1240. var sin = Math.sqrt( sqrSin ),
  1241. len = Math.atan2( sin, cos * dir );
  1242. s = Math.sin( s * len ) / sin;
  1243. t = Math.sin( t * len ) / sin;
  1244. }
  1245. var tDir = t * dir;
  1246. x0 = x0 * s + x1 * tDir;
  1247. y0 = y0 * s + y1 * tDir;
  1248. z0 = z0 * s + z1 * tDir;
  1249. w0 = w0 * s + w1 * tDir;
  1250. // Normalize in case we just did a lerp:
  1251. if ( s === 1 - t ) {
  1252. var f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );
  1253. x0 *= f;
  1254. y0 *= f;
  1255. z0 *= f;
  1256. w0 *= f;
  1257. }
  1258. }
  1259. dst[ dstOffset ] = x0;
  1260. dst[ dstOffset + 1 ] = y0;
  1261. dst[ dstOffset + 2 ] = z0;
  1262. dst[ dstOffset + 3 ] = w0;
  1263. }
  1264. } );
  1265. Object.defineProperties( Quaternion.prototype, {
  1266. x: {
  1267. get: function () {
  1268. return this._x;
  1269. },
  1270. set: function ( value ) {
  1271. this._x = value;
  1272. this.onChangeCallback();
  1273. }
  1274. },
  1275. y: {
  1276. get: function () {
  1277. return this._y;
  1278. },
  1279. set: function ( value ) {
  1280. this._y = value;
  1281. this.onChangeCallback();
  1282. }
  1283. },
  1284. z: {
  1285. get: function () {
  1286. return this._z;
  1287. },
  1288. set: function ( value ) {
  1289. this._z = value;
  1290. this.onChangeCallback();
  1291. }
  1292. },
  1293. w: {
  1294. get: function () {
  1295. return this._w;
  1296. },
  1297. set: function ( value ) {
  1298. this._w = value;
  1299. this.onChangeCallback();
  1300. }
  1301. }
  1302. } );
  1303. Object.assign( Quaternion.prototype, {
  1304. isQuaternion: true,
  1305. set: function ( x, y, z, w ) {
  1306. this._x = x;
  1307. this._y = y;
  1308. this._z = z;
  1309. this._w = w;
  1310. this.onChangeCallback();
  1311. return this;
  1312. },
  1313. clone: function () {
  1314. return new this.constructor( this._x, this._y, this._z, this._w );
  1315. },
  1316. copy: function ( quaternion ) {
  1317. this._x = quaternion.x;
  1318. this._y = quaternion.y;
  1319. this._z = quaternion.z;
  1320. this._w = quaternion.w;
  1321. this.onChangeCallback();
  1322. return this;
  1323. },
  1324. setFromEuler: function ( euler, update ) {
  1325. if ( ! ( euler && euler.isEuler ) ) {
  1326. throw new Error( 'THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.' );
  1327. }
  1328. var x = euler._x, y = euler._y, z = euler._z, order = euler.order;
  1329. // http://www.mathworks.com/matlabcentral/fileexchange/
  1330. // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
  1331. // content/SpinCalc.m
  1332. var cos = Math.cos;
  1333. var sin = Math.sin;
  1334. var c1 = cos( x / 2 );
  1335. var c2 = cos( y / 2 );
  1336. var c3 = cos( z / 2 );
  1337. var s1 = sin( x / 2 );
  1338. var s2 = sin( y / 2 );
  1339. var s3 = sin( z / 2 );
  1340. if ( order === 'XYZ' ) {
  1341. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  1342. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  1343. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  1344. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  1345. } else if ( order === 'YXZ' ) {
  1346. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  1347. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  1348. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  1349. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  1350. } else if ( order === 'ZXY' ) {
  1351. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  1352. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  1353. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  1354. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  1355. } else if ( order === 'ZYX' ) {
  1356. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  1357. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  1358. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  1359. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  1360. } else if ( order === 'YZX' ) {
  1361. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  1362. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  1363. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  1364. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  1365. } else if ( order === 'XZY' ) {
  1366. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  1367. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  1368. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  1369. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  1370. }
  1371. if ( update !== false ) this.onChangeCallback();
  1372. return this;
  1373. },
  1374. setFromAxisAngle: function ( axis, angle ) {
  1375. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
  1376. // assumes axis is normalized
  1377. var halfAngle = angle / 2, s = Math.sin( halfAngle );
  1378. this._x = axis.x * s;
  1379. this._y = axis.y * s;
  1380. this._z = axis.z * s;
  1381. this._w = Math.cos( halfAngle );
  1382. this.onChangeCallback();
  1383. return this;
  1384. },
  1385. setFromRotationMatrix: function ( m ) {
  1386. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
  1387. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  1388. var te = m.elements,
  1389. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  1390. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  1391. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],
  1392. trace = m11 + m22 + m33,
  1393. s;
  1394. if ( trace > 0 ) {
  1395. s = 0.5 / Math.sqrt( trace + 1.0 );
  1396. this._w = 0.25 / s;
  1397. this._x = ( m32 - m23 ) * s;
  1398. this._y = ( m13 - m31 ) * s;
  1399. this._z = ( m21 - m12 ) * s;
  1400. } else if ( m11 > m22 && m11 > m33 ) {
  1401. s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
  1402. this._w = ( m32 - m23 ) / s;
  1403. this._x = 0.25 * s;
  1404. this._y = ( m12 + m21 ) / s;
  1405. this._z = ( m13 + m31 ) / s;
  1406. } else if ( m22 > m33 ) {
  1407. s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
  1408. this._w = ( m13 - m31 ) / s;
  1409. this._x = ( m12 + m21 ) / s;
  1410. this._y = 0.25 * s;
  1411. this._z = ( m23 + m32 ) / s;
  1412. } else {
  1413. s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
  1414. this._w = ( m21 - m12 ) / s;
  1415. this._x = ( m13 + m31 ) / s;
  1416. this._y = ( m23 + m32 ) / s;
  1417. this._z = 0.25 * s;
  1418. }
  1419. this.onChangeCallback();
  1420. return this;
  1421. },
  1422. setFromUnitVectors: function () {
  1423. // assumes direction vectors vFrom and vTo are normalized
  1424. var v1 = new Vector3();
  1425. var r;
  1426. var EPS = 0.000001;
  1427. return function setFromUnitVectors( vFrom, vTo ) {
  1428. if ( v1 === undefined ) v1 = new Vector3();
  1429. r = vFrom.dot( vTo ) + 1;
  1430. if ( r < EPS ) {
  1431. r = 0;
  1432. if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {
  1433. v1.set( - vFrom.y, vFrom.x, 0 );
  1434. } else {
  1435. v1.set( 0, - vFrom.z, vFrom.y );
  1436. }
  1437. } else {
  1438. v1.crossVectors( vFrom, vTo );
  1439. }
  1440. this._x = v1.x;
  1441. this._y = v1.y;
  1442. this._z = v1.z;
  1443. this._w = r;
  1444. return this.normalize();
  1445. };
  1446. }(),
  1447. angleTo: function ( q ) {
  1448. return 2 * Math.acos( Math.abs( _Math.clamp( this.dot( q ), - 1, 1 ) ) );
  1449. },
  1450. rotateTowards: function ( q, step ) {
  1451. var angle = this.angleTo( q );
  1452. if ( angle === 0 ) return this;
  1453. var t = Math.min( 1, step / angle );
  1454. this.slerp( q, t );
  1455. return this;
  1456. },
  1457. inverse: function () {
  1458. // quaternion is assumed to have unit length
  1459. return this.conjugate();
  1460. },
  1461. conjugate: function () {
  1462. this._x *= - 1;
  1463. this._y *= - 1;
  1464. this._z *= - 1;
  1465. this.onChangeCallback();
  1466. return this;
  1467. },
  1468. dot: function ( v ) {
  1469. return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
  1470. },
  1471. lengthSq: function () {
  1472. return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
  1473. },
  1474. length: function () {
  1475. return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );
  1476. },
  1477. normalize: function () {
  1478. var l = this.length();
  1479. if ( l === 0 ) {
  1480. this._x = 0;
  1481. this._y = 0;
  1482. this._z = 0;
  1483. this._w = 1;
  1484. } else {
  1485. l = 1 / l;
  1486. this._x = this._x * l;
  1487. this._y = this._y * l;
  1488. this._z = this._z * l;
  1489. this._w = this._w * l;
  1490. }
  1491. this.onChangeCallback();
  1492. return this;
  1493. },
  1494. multiply: function ( q, p ) {
  1495. if ( p !== undefined ) {
  1496. console.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' );
  1497. return this.multiplyQuaternions( q, p );
  1498. }
  1499. return this.multiplyQuaternions( this, q );
  1500. },
  1501. premultiply: function ( q ) {
  1502. return this.multiplyQuaternions( q, this );
  1503. },
  1504. multiplyQuaternions: function ( a, b ) {
  1505. // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
  1506. var qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
  1507. var qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;
  1508. this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
  1509. this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
  1510. this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
  1511. this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
  1512. this.onChangeCallback();
  1513. return this;
  1514. },
  1515. slerp: function ( qb, t ) {
  1516. if ( t === 0 ) return this;
  1517. if ( t === 1 ) return this.copy( qb );
  1518. var x = this._x, y = this._y, z = this._z, w = this._w;
  1519. // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
  1520. var cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;
  1521. if ( cosHalfTheta < 0 ) {
  1522. this._w = - qb._w;
  1523. this._x = - qb._x;
  1524. this._y = - qb._y;
  1525. this._z = - qb._z;
  1526. cosHalfTheta = - cosHalfTheta;
  1527. } else {
  1528. this.copy( qb );
  1529. }
  1530. if ( cosHalfTheta >= 1.0 ) {
  1531. this._w = w;
  1532. this._x = x;
  1533. this._y = y;
  1534. this._z = z;
  1535. return this;
  1536. }
  1537. var sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta;
  1538. if ( sqrSinHalfTheta <= Number.EPSILON ) {
  1539. var s = 1 - t;
  1540. this._w = s * w + t * this._w;
  1541. this._x = s * x + t * this._x;
  1542. this._y = s * y + t * this._y;
  1543. this._z = s * z + t * this._z;
  1544. return this.normalize();
  1545. }
  1546. var sinHalfTheta = Math.sqrt( sqrSinHalfTheta );
  1547. var halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta );
  1548. var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,
  1549. ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;
  1550. this._w = ( w * ratioA + this._w * ratioB );
  1551. this._x = ( x * ratioA + this._x * ratioB );
  1552. this._y = ( y * ratioA + this._y * ratioB );
  1553. this._z = ( z * ratioA + this._z * ratioB );
  1554. this.onChangeCallback();
  1555. return this;
  1556. },
  1557. equals: function ( quaternion ) {
  1558. return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
  1559. },
  1560. fromArray: function ( array, offset ) {
  1561. if ( offset === undefined ) offset = 0;
  1562. this._x = array[ offset ];
  1563. this._y = array[ offset + 1 ];
  1564. this._z = array[ offset + 2 ];
  1565. this._w = array[ offset + 3 ];
  1566. this.onChangeCallback();
  1567. return this;
  1568. },
  1569. toArray: function ( array, offset ) {
  1570. if ( array === undefined ) array = [];
  1571. if ( offset === undefined ) offset = 0;
  1572. array[ offset ] = this._x;
  1573. array[ offset + 1 ] = this._y;
  1574. array[ offset + 2 ] = this._z;
  1575. array[ offset + 3 ] = this._w;
  1576. return array;
  1577. },
  1578. onChange: function ( callback ) {
  1579. this.onChangeCallback = callback;
  1580. return this;
  1581. },
  1582. onChangeCallback: function () {}
  1583. } );
  1584. /**
  1585. * @author mrdoob / http://mrdoob.com/
  1586. * @author kile / http://kile.stravaganza.org/
  1587. * @author philogb / http://blog.thejit.org/
  1588. * @author mikael emtinger / http://gomo.se/
  1589. * @author egraether / http://egraether.com/
  1590. * @author WestLangley / http://github.com/WestLangley
  1591. */
  1592. function Vector3( x, y, z ) {
  1593. this.x = x || 0;
  1594. this.y = y || 0;
  1595. this.z = z || 0;
  1596. }
  1597. Object.assign( Vector3.prototype, {
  1598. isVector3: true,
  1599. set: function ( x, y, z ) {
  1600. this.x = x;
  1601. this.y = y;
  1602. this.z = z;
  1603. return this;
  1604. },
  1605. setScalar: function ( scalar ) {
  1606. this.x = scalar;
  1607. this.y = scalar;
  1608. this.z = scalar;
  1609. return this;
  1610. },
  1611. setX: function ( x ) {
  1612. this.x = x;
  1613. return this;
  1614. },
  1615. setY: function ( y ) {
  1616. this.y = y;
  1617. return this;
  1618. },
  1619. setZ: function ( z ) {
  1620. this.z = z;
  1621. return this;
  1622. },
  1623. setComponent: function ( index, value ) {
  1624. switch ( index ) {
  1625. case 0: this.x = value; break;
  1626. case 1: this.y = value; break;
  1627. case 2: this.z = value; break;
  1628. default: throw new Error( 'index is out of range: ' + index );
  1629. }
  1630. return this;
  1631. },
  1632. getComponent: function ( index ) {
  1633. switch ( index ) {
  1634. case 0: return this.x;
  1635. case 1: return this.y;
  1636. case 2: return this.z;
  1637. default: throw new Error( 'index is out of range: ' + index );
  1638. }
  1639. },
  1640. clone: function () {
  1641. return new this.constructor( this.x, this.y, this.z );
  1642. },
  1643. copy: function ( v ) {
  1644. this.x = v.x;
  1645. this.y = v.y;
  1646. this.z = v.z;
  1647. return this;
  1648. },
  1649. add: function ( v, w ) {
  1650. if ( w !== undefined ) {
  1651. console.warn( 'THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  1652. return this.addVectors( v, w );
  1653. }
  1654. this.x += v.x;
  1655. this.y += v.y;
  1656. this.z += v.z;
  1657. return this;
  1658. },
  1659. addScalar: function ( s ) {
  1660. this.x += s;
  1661. this.y += s;
  1662. this.z += s;
  1663. return this;
  1664. },
  1665. addVectors: function ( a, b ) {
  1666. this.x = a.x + b.x;
  1667. this.y = a.y + b.y;
  1668. this.z = a.z + b.z;
  1669. return this;
  1670. },
  1671. addScaledVector: function ( v, s ) {
  1672. this.x += v.x * s;
  1673. this.y += v.y * s;
  1674. this.z += v.z * s;
  1675. return this;
  1676. },
  1677. sub: function ( v, w ) {
  1678. if ( w !== undefined ) {
  1679. console.warn( 'THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  1680. return this.subVectors( v, w );
  1681. }
  1682. this.x -= v.x;
  1683. this.y -= v.y;
  1684. this.z -= v.z;
  1685. return this;
  1686. },
  1687. subScalar: function ( s ) {
  1688. this.x -= s;
  1689. this.y -= s;
  1690. this.z -= s;
  1691. return this;
  1692. },
  1693. subVectors: function ( a, b ) {
  1694. this.x = a.x - b.x;
  1695. this.y = a.y - b.y;
  1696. this.z = a.z - b.z;
  1697. return this;
  1698. },
  1699. multiply: function ( v, w ) {
  1700. if ( w !== undefined ) {
  1701. console.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' );
  1702. return this.multiplyVectors( v, w );
  1703. }
  1704. this.x *= v.x;
  1705. this.y *= v.y;
  1706. this.z *= v.z;
  1707. return this;
  1708. },
  1709. multiplyScalar: function ( scalar ) {
  1710. this.x *= scalar;
  1711. this.y *= scalar;
  1712. this.z *= scalar;
  1713. return this;
  1714. },
  1715. multiplyVectors: function ( a, b ) {
  1716. this.x = a.x * b.x;
  1717. this.y = a.y * b.y;
  1718. this.z = a.z * b.z;
  1719. return this;
  1720. },
  1721. applyEuler: function () {
  1722. var quaternion = new Quaternion();
  1723. return function applyEuler( euler ) {
  1724. if ( ! ( euler && euler.isEuler ) ) {
  1725. console.error( 'THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.' );
  1726. }
  1727. return this.applyQuaternion( quaternion.setFromEuler( euler ) );
  1728. };
  1729. }(),
  1730. applyAxisAngle: function () {
  1731. var quaternion = new Quaternion();
  1732. return function applyAxisAngle( axis, angle ) {
  1733. return this.applyQuaternion( quaternion.setFromAxisAngle( axis, angle ) );
  1734. };
  1735. }(),
  1736. applyMatrix3: function ( m ) {
  1737. var x = this.x, y = this.y, z = this.z;
  1738. var e = m.elements;
  1739. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;
  1740. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;
  1741. this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;
  1742. return this;
  1743. },
  1744. applyMatrix4: function ( m ) {
  1745. var x = this.x, y = this.y, z = this.z;
  1746. var e = m.elements;
  1747. var w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );
  1748. this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w;
  1749. this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w;
  1750. this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w;
  1751. return this;
  1752. },
  1753. applyQuaternion: function ( q ) {
  1754. var x = this.x, y = this.y, z = this.z;
  1755. var qx = q.x, qy = q.y, qz = q.z, qw = q.w;
  1756. // calculate quat * vector
  1757. var ix = qw * x + qy * z - qz * y;
  1758. var iy = qw * y + qz * x - qx * z;
  1759. var iz = qw * z + qx * y - qy * x;
  1760. var iw = - qx * x - qy * y - qz * z;
  1761. // calculate result * inverse quat
  1762. this.x = ix * qw + iw * - qx + iy * - qz - iz * - qy;
  1763. this.y = iy * qw + iw * - qy + iz * - qx - ix * - qz;
  1764. this.z = iz * qw + iw * - qz + ix * - qy - iy * - qx;
  1765. return this;
  1766. },
  1767. project: function ( camera ) {
  1768. return this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );
  1769. },
  1770. unproject: function () {
  1771. var matrix = new Matrix4();
  1772. return function unproject( camera ) {
  1773. return this.applyMatrix4( matrix.getInverse( camera.projectionMatrix ) ).applyMatrix4( camera.matrixWorld );
  1774. };
  1775. }(),
  1776. transformDirection: function ( m ) {
  1777. // input: THREE.Matrix4 affine matrix
  1778. // vector interpreted as a direction
  1779. var x = this.x, y = this.y, z = this.z;
  1780. var e = m.elements;
  1781. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;
  1782. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;
  1783. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;
  1784. return this.normalize();
  1785. },
  1786. divide: function ( v ) {
  1787. this.x /= v.x;
  1788. this.y /= v.y;
  1789. this.z /= v.z;
  1790. return this;
  1791. },
  1792. divideScalar: function ( scalar ) {
  1793. return this.multiplyScalar( 1 / scalar );
  1794. },
  1795. min: function ( v ) {
  1796. this.x = Math.min( this.x, v.x );
  1797. this.y = Math.min( this.y, v.y );
  1798. this.z = Math.min( this.z, v.z );
  1799. return this;
  1800. },
  1801. max: function ( v ) {
  1802. this.x = Math.max( this.x, v.x );
  1803. this.y = Math.max( this.y, v.y );
  1804. this.z = Math.max( this.z, v.z );
  1805. return this;
  1806. },
  1807. clamp: function ( min, max ) {
  1808. // assumes min < max, componentwise
  1809. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  1810. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  1811. this.z = Math.max( min.z, Math.min( max.z, this.z ) );
  1812. return this;
  1813. },
  1814. clampScalar: function () {
  1815. var min = new Vector3();
  1816. var max = new Vector3();
  1817. return function clampScalar( minVal, maxVal ) {
  1818. min.set( minVal, minVal, minVal );
  1819. max.set( maxVal, maxVal, maxVal );
  1820. return this.clamp( min, max );
  1821. };
  1822. }(),
  1823. clampLength: function ( min, max ) {
  1824. var length = this.length();
  1825. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  1826. },
  1827. floor: function () {
  1828. this.x = Math.floor( this.x );
  1829. this.y = Math.floor( this.y );
  1830. this.z = Math.floor( this.z );
  1831. return this;
  1832. },
  1833. ceil: function () {
  1834. this.x = Math.ceil( this.x );
  1835. this.y = Math.ceil( this.y );
  1836. this.z = Math.ceil( this.z );
  1837. return this;
  1838. },
  1839. round: function () {
  1840. this.x = Math.round( this.x );
  1841. this.y = Math.round( this.y );
  1842. this.z = Math.round( this.z );
  1843. return this;
  1844. },
  1845. roundToZero: function () {
  1846. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  1847. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  1848. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  1849. return this;
  1850. },
  1851. negate: function () {
  1852. this.x = - this.x;
  1853. this.y = - this.y;
  1854. this.z = - this.z;
  1855. return this;
  1856. },
  1857. dot: function ( v ) {
  1858. return this.x * v.x + this.y * v.y + this.z * v.z;
  1859. },
  1860. // TODO lengthSquared?
  1861. lengthSq: function () {
  1862. return this.x * this.x + this.y * this.y + this.z * this.z;
  1863. },
  1864. length: function () {
  1865. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
  1866. },
  1867. manhattanLength: function () {
  1868. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
  1869. },
  1870. normalize: function () {
  1871. return this.divideScalar( this.length() || 1 );
  1872. },
  1873. setLength: function ( length ) {
  1874. return this.normalize().multiplyScalar( length );
  1875. },
  1876. lerp: function ( v, alpha ) {
  1877. this.x += ( v.x - this.x ) * alpha;
  1878. this.y += ( v.y - this.y ) * alpha;
  1879. this.z += ( v.z - this.z ) * alpha;
  1880. return this;
  1881. },
  1882. lerpVectors: function ( v1, v2, alpha ) {
  1883. return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
  1884. },
  1885. cross: function ( v, w ) {
  1886. if ( w !== undefined ) {
  1887. console.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );
  1888. return this.crossVectors( v, w );
  1889. }
  1890. return this.crossVectors( this, v );
  1891. },
  1892. crossVectors: function ( a, b ) {
  1893. var ax = a.x, ay = a.y, az = a.z;
  1894. var bx = b.x, by = b.y, bz = b.z;
  1895. this.x = ay * bz - az * by;
  1896. this.y = az * bx - ax * bz;
  1897. this.z = ax * by - ay * bx;
  1898. return this;
  1899. },
  1900. projectOnVector: function ( vector ) {
  1901. var scalar = vector.dot( this ) / vector.lengthSq();
  1902. return this.copy( vector ).multiplyScalar( scalar );
  1903. },
  1904. projectOnPlane: function () {
  1905. var v1 = new Vector3();
  1906. return function projectOnPlane( planeNormal ) {
  1907. v1.copy( this ).projectOnVector( planeNormal );
  1908. return this.sub( v1 );
  1909. };
  1910. }(),
  1911. reflect: function () {
  1912. // reflect incident vector off plane orthogonal to normal
  1913. // normal is assumed to have unit length
  1914. var v1 = new Vector3();
  1915. return function reflect( normal ) {
  1916. return this.sub( v1.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
  1917. };
  1918. }(),
  1919. angleTo: function ( v ) {
  1920. var theta = this.dot( v ) / ( Math.sqrt( this.lengthSq() * v.lengthSq() ) );
  1921. // clamp, to handle numerical problems
  1922. return Math.acos( _Math.clamp( theta, - 1, 1 ) );
  1923. },
  1924. distanceTo: function ( v ) {
  1925. return Math.sqrt( this.distanceToSquared( v ) );
  1926. },
  1927. distanceToSquared: function ( v ) {
  1928. var dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;
  1929. return dx * dx + dy * dy + dz * dz;
  1930. },
  1931. manhattanDistanceTo: function ( v ) {
  1932. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );
  1933. },
  1934. setFromSpherical: function ( s ) {
  1935. return this.setFromSphericalCoords( s.radius, s.phi, s.theta );
  1936. },
  1937. setFromSphericalCoords: function ( radius, phi, theta ) {
  1938. var sinPhiRadius = Math.sin( phi ) * radius;
  1939. this.x = sinPhiRadius * Math.sin( theta );
  1940. this.y = Math.cos( phi ) * radius;
  1941. this.z = sinPhiRadius * Math.cos( theta );
  1942. return this;
  1943. },
  1944. setFromCylindrical: function ( c ) {
  1945. return this.setFromCylindricalCoords( c.radius, c.theta, c.y );
  1946. },
  1947. setFromCylindricalCoords: function ( radius, theta, y ) {
  1948. this.x = radius * Math.sin( theta );
  1949. this.y = y;
  1950. this.z = radius * Math.cos( theta );
  1951. return this;
  1952. },
  1953. setFromMatrixPosition: function ( m ) {
  1954. var e = m.elements;
  1955. this.x = e[ 12 ];
  1956. this.y = e[ 13 ];
  1957. this.z = e[ 14 ];
  1958. return this;
  1959. },
  1960. setFromMatrixScale: function ( m ) {
  1961. var sx = this.setFromMatrixColumn( m, 0 ).length();
  1962. var sy = this.setFromMatrixColumn( m, 1 ).length();
  1963. var sz = this.setFromMatrixColumn( m, 2 ).length();
  1964. this.x = sx;
  1965. this.y = sy;
  1966. this.z = sz;
  1967. return this;
  1968. },
  1969. setFromMatrixColumn: function ( m, index ) {
  1970. return this.fromArray( m.elements, index * 4 );
  1971. },
  1972. equals: function ( v ) {
  1973. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
  1974. },
  1975. fromArray: function ( array, offset ) {
  1976. if ( offset === undefined ) offset = 0;
  1977. this.x = array[ offset ];
  1978. this.y = array[ offset + 1 ];
  1979. this.z = array[ offset + 2 ];
  1980. return this;
  1981. },
  1982. toArray: function ( array, offset ) {
  1983. if ( array === undefined ) array = [];
  1984. if ( offset === undefined ) offset = 0;
  1985. array[ offset ] = this.x;
  1986. array[ offset + 1 ] = this.y;
  1987. array[ offset + 2 ] = this.z;
  1988. return array;
  1989. },
  1990. fromBufferAttribute: function ( attribute, index, offset ) {
  1991. if ( offset !== undefined ) {
  1992. console.warn( 'THREE.Vector3: offset has been removed from .fromBufferAttribute().' );
  1993. }
  1994. this.x = attribute.getX( index );
  1995. this.y = attribute.getY( index );
  1996. this.z = attribute.getZ( index );
  1997. return this;
  1998. }
  1999. } );
  2000. /**
  2001. * @author alteredq / http://alteredqualia.com/
  2002. * @author WestLangley / http://github.com/WestLangley
  2003. * @author bhouston / http://clara.io
  2004. * @author tschw
  2005. */
  2006. function Matrix3() {
  2007. this.elements = [
  2008. 1, 0, 0,
  2009. 0, 1, 0,
  2010. 0, 0, 1
  2011. ];
  2012. if ( arguments.length > 0 ) {
  2013. console.error( 'THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.' );
  2014. }
  2015. }
  2016. Object.assign( Matrix3.prototype, {
  2017. isMatrix3: true,
  2018. set: function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  2019. var te = this.elements;
  2020. te[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;
  2021. te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;
  2022. te[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;
  2023. return this;
  2024. },
  2025. identity: function () {
  2026. this.set(
  2027. 1, 0, 0,
  2028. 0, 1, 0,
  2029. 0, 0, 1
  2030. );
  2031. return this;
  2032. },
  2033. clone: function () {
  2034. return new this.constructor().fromArray( this.elements );
  2035. },
  2036. copy: function ( m ) {
  2037. var te = this.elements;
  2038. var me = m.elements;
  2039. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ];
  2040. te[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ];
  2041. te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ];
  2042. return this;
  2043. },
  2044. setFromMatrix4: function ( m ) {
  2045. var me = m.elements;
  2046. this.set(
  2047. me[ 0 ], me[ 4 ], me[ 8 ],
  2048. me[ 1 ], me[ 5 ], me[ 9 ],
  2049. me[ 2 ], me[ 6 ], me[ 10 ]
  2050. );
  2051. return this;
  2052. },
  2053. applyToBufferAttribute: function () {
  2054. var v1 = new Vector3();
  2055. return function applyToBufferAttribute( attribute ) {
  2056. for ( var i = 0, l = attribute.count; i < l; i ++ ) {
  2057. v1.x = attribute.getX( i );
  2058. v1.y = attribute.getY( i );
  2059. v1.z = attribute.getZ( i );
  2060. v1.applyMatrix3( this );
  2061. attribute.setXYZ( i, v1.x, v1.y, v1.z );
  2062. }
  2063. return attribute;
  2064. };
  2065. }(),
  2066. multiply: function ( m ) {
  2067. return this.multiplyMatrices( this, m );
  2068. },
  2069. premultiply: function ( m ) {
  2070. return this.multiplyMatrices( m, this );
  2071. },
  2072. multiplyMatrices: function ( a, b ) {
  2073. var ae = a.elements;
  2074. var be = b.elements;
  2075. var te = this.elements;
  2076. var a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ];
  2077. var a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ];
  2078. var a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ];
  2079. var b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ];
  2080. var b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ];
  2081. var b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ];
  2082. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31;
  2083. te[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32;
  2084. te[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33;
  2085. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31;
  2086. te[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32;
  2087. te[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33;
  2088. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31;
  2089. te[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32;
  2090. te[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33;
  2091. return this;
  2092. },
  2093. multiplyScalar: function ( s ) {
  2094. var te = this.elements;
  2095. te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;
  2096. te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;
  2097. te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;
  2098. return this;
  2099. },
  2100. determinant: function () {
  2101. var te = this.elements;
  2102. var a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],
  2103. d = te[ 3 ], e = te[ 4 ], f = te[ 5 ],
  2104. g = te[ 6 ], h = te[ 7 ], i = te[ 8 ];
  2105. return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
  2106. },
  2107. getInverse: function ( matrix, throwOnDegenerate ) {
  2108. if ( matrix && matrix.isMatrix4 ) {
  2109. console.error( "THREE.Matrix3: .getInverse() no longer takes a Matrix4 argument." );
  2110. }
  2111. var me = matrix.elements,
  2112. te = this.elements,
  2113. n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ],
  2114. n12 = me[ 3 ], n22 = me[ 4 ], n32 = me[ 5 ],
  2115. n13 = me[ 6 ], n23 = me[ 7 ], n33 = me[ 8 ],
  2116. t11 = n33 * n22 - n32 * n23,
  2117. t12 = n32 * n13 - n33 * n12,
  2118. t13 = n23 * n12 - n22 * n13,
  2119. det = n11 * t11 + n21 * t12 + n31 * t13;
  2120. if ( det === 0 ) {
  2121. var msg = "THREE.Matrix3: .getInverse() can't invert matrix, determinant is 0";
  2122. if ( throwOnDegenerate === true ) {
  2123. throw new Error( msg );
  2124. } else {
  2125. console.warn( msg );
  2126. }
  2127. return this.identity();
  2128. }
  2129. var detInv = 1 / det;
  2130. te[ 0 ] = t11 * detInv;
  2131. te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;
  2132. te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;
  2133. te[ 3 ] = t12 * detInv;
  2134. te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;
  2135. te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;
  2136. te[ 6 ] = t13 * detInv;
  2137. te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;
  2138. te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;
  2139. return this;
  2140. },
  2141. transpose: function () {
  2142. var tmp, m = this.elements;
  2143. tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;
  2144. tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;
  2145. tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;
  2146. return this;
  2147. },
  2148. getNormalMatrix: function ( matrix4 ) {
  2149. return this.setFromMatrix4( matrix4 ).getInverse( this ).transpose();
  2150. },
  2151. transposeIntoArray: function ( r ) {
  2152. var m = this.elements;
  2153. r[ 0 ] = m[ 0 ];
  2154. r[ 1 ] = m[ 3 ];
  2155. r[ 2 ] = m[ 6 ];
  2156. r[ 3 ] = m[ 1 ];
  2157. r[ 4 ] = m[ 4 ];
  2158. r[ 5 ] = m[ 7 ];
  2159. r[ 6 ] = m[ 2 ];
  2160. r[ 7 ] = m[ 5 ];
  2161. r[ 8 ] = m[ 8 ];
  2162. return this;
  2163. },
  2164. setUvTransform: function ( tx, ty, sx, sy, rotation, cx, cy ) {
  2165. var c = Math.cos( rotation );
  2166. var s = Math.sin( rotation );
  2167. this.set(
  2168. sx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx,
  2169. - sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty,
  2170. 0, 0, 1
  2171. );
  2172. },
  2173. scale: function ( sx, sy ) {
  2174. var te = this.elements;
  2175. te[ 0 ] *= sx; te[ 3 ] *= sx; te[ 6 ] *= sx;
  2176. te[ 1 ] *= sy; te[ 4 ] *= sy; te[ 7 ] *= sy;
  2177. return this;
  2178. },
  2179. rotate: function ( theta ) {
  2180. var c = Math.cos( theta );
  2181. var s = Math.sin( theta );
  2182. var te = this.elements;
  2183. var a11 = te[ 0 ], a12 = te[ 3 ], a13 = te[ 6 ];
  2184. var a21 = te[ 1 ], a22 = te[ 4 ], a23 = te[ 7 ];
  2185. te[ 0 ] = c * a11 + s * a21;
  2186. te[ 3 ] = c * a12 + s * a22;
  2187. te[ 6 ] = c * a13 + s * a23;
  2188. te[ 1 ] = - s * a11 + c * a21;
  2189. te[ 4 ] = - s * a12 + c * a22;
  2190. te[ 7 ] = - s * a13 + c * a23;
  2191. return this;
  2192. },
  2193. translate: function ( tx, ty ) {
  2194. var te = this.elements;
  2195. te[ 0 ] += tx * te[ 2 ]; te[ 3 ] += tx * te[ 5 ]; te[ 6 ] += tx * te[ 8 ];
  2196. te[ 1 ] += ty * te[ 2 ]; te[ 4 ] += ty * te[ 5 ]; te[ 7 ] += ty * te[ 8 ];
  2197. return this;
  2198. },
  2199. equals: function ( matrix ) {
  2200. var te = this.elements;
  2201. var me = matrix.elements;
  2202. for ( var i = 0; i < 9; i ++ ) {
  2203. if ( te[ i ] !== me[ i ] ) return false;
  2204. }
  2205. return true;
  2206. },
  2207. fromArray: function ( array, offset ) {
  2208. if ( offset === undefined ) offset = 0;
  2209. for ( var i = 0; i < 9; i ++ ) {
  2210. this.elements[ i ] = array[ i + offset ];
  2211. }
  2212. return this;
  2213. },
  2214. toArray: function ( array, offset ) {
  2215. if ( array === undefined ) array = [];
  2216. if ( offset === undefined ) offset = 0;
  2217. var te = this.elements;
  2218. array[ offset ] = te[ 0 ];
  2219. array[ offset + 1 ] = te[ 1 ];
  2220. array[ offset + 2 ] = te[ 2 ];
  2221. array[ offset + 3 ] = te[ 3 ];
  2222. array[ offset + 4 ] = te[ 4 ];
  2223. array[ offset + 5 ] = te[ 5 ];
  2224. array[ offset + 6 ] = te[ 6 ];
  2225. array[ offset + 7 ] = te[ 7 ];
  2226. array[ offset + 8 ] = te[ 8 ];
  2227. return array;
  2228. }
  2229. } );
  2230. /**
  2231. * @author mrdoob / http://mrdoob.com/
  2232. * @author alteredq / http://alteredqualia.com/
  2233. * @author szimek / https://github.com/szimek/
  2234. */
  2235. var _canvas;
  2236. var ImageUtils = {
  2237. getDataURL: function ( image ) {
  2238. var canvas;
  2239. if ( typeof HTMLCanvasElement == 'undefined' ) {
  2240. return image.src;
  2241. } else if ( image instanceof HTMLCanvasElement ) {
  2242. canvas = image;
  2243. } else {
  2244. if ( _canvas === undefined ) _canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
  2245. _canvas.width = image.width;
  2246. _canvas.height = image.height;
  2247. var context = _canvas.getContext( '2d' );
  2248. if ( image instanceof ImageData ) {
  2249. context.putImageData( image, 0, 0 );
  2250. } else {
  2251. context.drawImage( image, 0, 0, image.width, image.height );
  2252. }
  2253. canvas = _canvas;
  2254. }
  2255. if ( canvas.width > 2048 || canvas.height > 2048 ) {
  2256. return canvas.toDataURL( 'image/jpeg', 0.6 );
  2257. } else {
  2258. return canvas.toDataURL( 'image/png' );
  2259. }
  2260. }
  2261. };
  2262. /**
  2263. * @author mrdoob / http://mrdoob.com/
  2264. * @author alteredq / http://alteredqualia.com/
  2265. * @author szimek / https://github.com/szimek/
  2266. */
  2267. var textureId = 0;
  2268. function Texture( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
  2269. Object.defineProperty( this, 'id', { value: textureId ++ } );
  2270. this.uuid = _Math.generateUUID();
  2271. this.name = '';
  2272. this.image = image !== undefined ? image : Texture.DEFAULT_IMAGE;
  2273. this.mipmaps = [];
  2274. this.mapping = mapping !== undefined ? mapping : Texture.DEFAULT_MAPPING;
  2275. this.wrapS = wrapS !== undefined ? wrapS : ClampToEdgeWrapping;
  2276. this.wrapT = wrapT !== undefined ? wrapT : ClampToEdgeWrapping;
  2277. this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
  2278. this.minFilter = minFilter !== undefined ? minFilter : LinearMipMapLinearFilter;
  2279. this.anisotropy = anisotropy !== undefined ? anisotropy : 1;
  2280. this.format = format !== undefined ? format : RGBAFormat;
  2281. this.type = type !== undefined ? type : UnsignedByteType;
  2282. this.offset = new Vector2( 0, 0 );
  2283. this.repeat = new Vector2( 1, 1 );
  2284. this.center = new Vector2( 0, 0 );
  2285. this.rotation = 0;
  2286. this.matrixAutoUpdate = true;
  2287. this.matrix = new Matrix3();
  2288. this.generateMipmaps = true;
  2289. this.premultiplyAlpha = false;
  2290. this.flipY = true;
  2291. this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
  2292. // Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap.
  2293. //
  2294. // Also changing the encoding after already used by a Material will not automatically make the Material
  2295. // update. You need to explicitly call Material.needsUpdate to trigger it to recompile.
  2296. this.encoding = encoding !== undefined ? encoding : LinearEncoding;
  2297. this.version = 0;
  2298. this.onUpdate = null;
  2299. }
  2300. Texture.DEFAULT_IMAGE = undefined;
  2301. Texture.DEFAULT_MAPPING = UVMapping;
  2302. Texture.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  2303. constructor: Texture,
  2304. isTexture: true,
  2305. updateMatrix: function () {
  2306. this.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y );
  2307. },
  2308. clone: function () {
  2309. return new this.constructor().copy( this );
  2310. },
  2311. copy: function ( source ) {
  2312. this.name = source.name;
  2313. this.image = source.image;
  2314. this.mipmaps = source.mipmaps.slice( 0 );
  2315. this.mapping = source.mapping;
  2316. this.wrapS = source.wrapS;
  2317. this.wrapT = source.wrapT;
  2318. this.magFilter = source.magFilter;
  2319. this.minFilter = source.minFilter;
  2320. this.anisotropy = source.anisotropy;
  2321. this.format = source.format;
  2322. this.type = source.type;
  2323. this.offset.copy( source.offset );
  2324. this.repeat.copy( source.repeat );
  2325. this.center.copy( source.center );
  2326. this.rotation = source.rotation;
  2327. this.matrixAutoUpdate = source.matrixAutoUpdate;
  2328. this.matrix.copy( source.matrix );
  2329. this.generateMipmaps = source.generateMipmaps;
  2330. this.premultiplyAlpha = source.premultiplyAlpha;
  2331. this.flipY = source.flipY;
  2332. this.unpackAlignment = source.unpackAlignment;
  2333. this.encoding = source.encoding;
  2334. return this;
  2335. },
  2336. toJSON: function ( meta ) {
  2337. var isRootObject = ( meta === undefined || typeof meta === 'string' );
  2338. if ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) {
  2339. return meta.textures[ this.uuid ];
  2340. }
  2341. var output = {
  2342. metadata: {
  2343. version: 4.5,
  2344. type: 'Texture',
  2345. generator: 'Texture.toJSON'
  2346. },
  2347. uuid: this.uuid,
  2348. name: this.name,
  2349. mapping: this.mapping,
  2350. repeat: [ this.repeat.x, this.repeat.y ],
  2351. offset: [ this.offset.x, this.offset.y ],
  2352. center: [ this.center.x, this.center.y ],
  2353. rotation: this.rotation,
  2354. wrap: [ this.wrapS, this.wrapT ],
  2355. format: this.format,
  2356. type: this.type,
  2357. encoding: this.encoding,
  2358. minFilter: this.minFilter,
  2359. magFilter: this.magFilter,
  2360. anisotropy: this.anisotropy,
  2361. flipY: this.flipY,
  2362. premultiplyAlpha: this.premultiplyAlpha,
  2363. unpackAlignment: this.unpackAlignment
  2364. };
  2365. if ( this.image !== undefined ) {
  2366. // TODO: Move to THREE.Image
  2367. var image = this.image;
  2368. if ( image.uuid === undefined ) {
  2369. image.uuid = _Math.generateUUID(); // UGH
  2370. }
  2371. if ( ! isRootObject && meta.images[ image.uuid ] === undefined ) {
  2372. var url;
  2373. if ( Array.isArray( image ) ) {
  2374. // process array of images e.g. CubeTexture
  2375. url = [];
  2376. for ( var i = 0, l = image.length; i < l; i ++ ) {
  2377. url.push( ImageUtils.getDataURL( image[ i ] ) );
  2378. }
  2379. } else {
  2380. // process single image
  2381. url = ImageUtils.getDataURL( image );
  2382. }
  2383. meta.images[ image.uuid ] = {
  2384. uuid: image.uuid,
  2385. url: url
  2386. };
  2387. }
  2388. output.image = image.uuid;
  2389. }
  2390. if ( ! isRootObject ) {
  2391. meta.textures[ this.uuid ] = output;
  2392. }
  2393. return output;
  2394. },
  2395. dispose: function () {
  2396. this.dispatchEvent( { type: 'dispose' } );
  2397. },
  2398. transformUv: function ( uv ) {
  2399. if ( this.mapping !== UVMapping ) return uv;
  2400. uv.applyMatrix3( this.matrix );
  2401. if ( uv.x < 0 || uv.x > 1 ) {
  2402. switch ( this.wrapS ) {
  2403. case RepeatWrapping:
  2404. uv.x = uv.x - Math.floor( uv.x );
  2405. break;
  2406. case ClampToEdgeWrapping:
  2407. uv.x = uv.x < 0 ? 0 : 1;
  2408. break;
  2409. case MirroredRepeatWrapping:
  2410. if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {
  2411. uv.x = Math.ceil( uv.x ) - uv.x;
  2412. } else {
  2413. uv.x = uv.x - Math.floor( uv.x );
  2414. }
  2415. break;
  2416. }
  2417. }
  2418. if ( uv.y < 0 || uv.y > 1 ) {
  2419. switch ( this.wrapT ) {
  2420. case RepeatWrapping:
  2421. uv.y = uv.y - Math.floor( uv.y );
  2422. break;
  2423. case ClampToEdgeWrapping:
  2424. uv.y = uv.y < 0 ? 0 : 1;
  2425. break;
  2426. case MirroredRepeatWrapping:
  2427. if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {
  2428. uv.y = Math.ceil( uv.y ) - uv.y;
  2429. } else {
  2430. uv.y = uv.y - Math.floor( uv.y );
  2431. }
  2432. break;
  2433. }
  2434. }
  2435. if ( this.flipY ) {
  2436. uv.y = 1 - uv.y;
  2437. }
  2438. return uv;
  2439. }
  2440. } );
  2441. Object.defineProperty( Texture.prototype, "needsUpdate", {
  2442. set: function ( value ) {
  2443. if ( value === true ) this.version ++;
  2444. }
  2445. } );
  2446. /**
  2447. * @author supereggbert / http://www.paulbrunt.co.uk/
  2448. * @author philogb / http://blog.thejit.org/
  2449. * @author mikael emtinger / http://gomo.se/
  2450. * @author egraether / http://egraether.com/
  2451. * @author WestLangley / http://github.com/WestLangley
  2452. */
  2453. function Vector4( x, y, z, w ) {
  2454. this.x = x || 0;
  2455. this.y = y || 0;
  2456. this.z = z || 0;
  2457. this.w = ( w !== undefined ) ? w : 1;
  2458. }
  2459. Object.assign( Vector4.prototype, {
  2460. isVector4: true,
  2461. set: function ( x, y, z, w ) {
  2462. this.x = x;
  2463. this.y = y;
  2464. this.z = z;
  2465. this.w = w;
  2466. return this;
  2467. },
  2468. setScalar: function ( scalar ) {
  2469. this.x = scalar;
  2470. this.y = scalar;
  2471. this.z = scalar;
  2472. this.w = scalar;
  2473. return this;
  2474. },
  2475. setX: function ( x ) {
  2476. this.x = x;
  2477. return this;
  2478. },
  2479. setY: function ( y ) {
  2480. this.y = y;
  2481. return this;
  2482. },
  2483. setZ: function ( z ) {
  2484. this.z = z;
  2485. return this;
  2486. },
  2487. setW: function ( w ) {
  2488. this.w = w;
  2489. return this;
  2490. },
  2491. setComponent: function ( index, value ) {
  2492. switch ( index ) {
  2493. case 0: this.x = value; break;
  2494. case 1: this.y = value; break;
  2495. case 2: this.z = value; break;
  2496. case 3: this.w = value; break;
  2497. default: throw new Error( 'index is out of range: ' + index );
  2498. }
  2499. return this;
  2500. },
  2501. getComponent: function ( index ) {
  2502. switch ( index ) {
  2503. case 0: return this.x;
  2504. case 1: return this.y;
  2505. case 2: return this.z;
  2506. case 3: return this.w;
  2507. default: throw new Error( 'index is out of range: ' + index );
  2508. }
  2509. },
  2510. clone: function () {
  2511. return new this.constructor( this.x, this.y, this.z, this.w );
  2512. },
  2513. copy: function ( v ) {
  2514. this.x = v.x;
  2515. this.y = v.y;
  2516. this.z = v.z;
  2517. this.w = ( v.w !== undefined ) ? v.w : 1;
  2518. return this;
  2519. },
  2520. add: function ( v, w ) {
  2521. if ( w !== undefined ) {
  2522. console.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  2523. return this.addVectors( v, w );
  2524. }
  2525. this.x += v.x;
  2526. this.y += v.y;
  2527. this.z += v.z;
  2528. this.w += v.w;
  2529. return this;
  2530. },
  2531. addScalar: function ( s ) {
  2532. this.x += s;
  2533. this.y += s;
  2534. this.z += s;
  2535. this.w += s;
  2536. return this;
  2537. },
  2538. addVectors: function ( a, b ) {
  2539. this.x = a.x + b.x;
  2540. this.y = a.y + b.y;
  2541. this.z = a.z + b.z;
  2542. this.w = a.w + b.w;
  2543. return this;
  2544. },
  2545. addScaledVector: function ( v, s ) {
  2546. this.x += v.x * s;
  2547. this.y += v.y * s;
  2548. this.z += v.z * s;
  2549. this.w += v.w * s;
  2550. return this;
  2551. },
  2552. sub: function ( v, w ) {
  2553. if ( w !== undefined ) {
  2554. console.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  2555. return this.subVectors( v, w );
  2556. }
  2557. this.x -= v.x;
  2558. this.y -= v.y;
  2559. this.z -= v.z;
  2560. this.w -= v.w;
  2561. return this;
  2562. },
  2563. subScalar: function ( s ) {
  2564. this.x -= s;
  2565. this.y -= s;
  2566. this.z -= s;
  2567. this.w -= s;
  2568. return this;
  2569. },
  2570. subVectors: function ( a, b ) {
  2571. this.x = a.x - b.x;
  2572. this.y = a.y - b.y;
  2573. this.z = a.z - b.z;
  2574. this.w = a.w - b.w;
  2575. return this;
  2576. },
  2577. multiplyScalar: function ( scalar ) {
  2578. this.x *= scalar;
  2579. this.y *= scalar;
  2580. this.z *= scalar;
  2581. this.w *= scalar;
  2582. return this;
  2583. },
  2584. applyMatrix4: function ( m ) {
  2585. var x = this.x, y = this.y, z = this.z, w = this.w;
  2586. var e = m.elements;
  2587. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;
  2588. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;
  2589. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;
  2590. this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;
  2591. return this;
  2592. },
  2593. divideScalar: function ( scalar ) {
  2594. return this.multiplyScalar( 1 / scalar );
  2595. },
  2596. setAxisAngleFromQuaternion: function ( q ) {
  2597. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
  2598. // q is assumed to be normalized
  2599. this.w = 2 * Math.acos( q.w );
  2600. var s = Math.sqrt( 1 - q.w * q.w );
  2601. if ( s < 0.0001 ) {
  2602. this.x = 1;
  2603. this.y = 0;
  2604. this.z = 0;
  2605. } else {
  2606. this.x = q.x / s;
  2607. this.y = q.y / s;
  2608. this.z = q.z / s;
  2609. }
  2610. return this;
  2611. },
  2612. setAxisAngleFromRotationMatrix: function ( m ) {
  2613. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
  2614. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  2615. var angle, x, y, z, // variables for result
  2616. epsilon = 0.01, // margin to allow for rounding errors
  2617. epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees
  2618. te = m.elements,
  2619. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  2620. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  2621. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  2622. if ( ( Math.abs( m12 - m21 ) < epsilon ) &&
  2623. ( Math.abs( m13 - m31 ) < epsilon ) &&
  2624. ( Math.abs( m23 - m32 ) < epsilon ) ) {
  2625. // singularity found
  2626. // first check for identity matrix which must have +1 for all terms
  2627. // in leading diagonal and zero in other terms
  2628. if ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&
  2629. ( Math.abs( m13 + m31 ) < epsilon2 ) &&
  2630. ( Math.abs( m23 + m32 ) < epsilon2 ) &&
  2631. ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
  2632. // this singularity is identity matrix so angle = 0
  2633. this.set( 1, 0, 0, 0 );
  2634. return this; // zero angle, arbitrary axis
  2635. }
  2636. // otherwise this singularity is angle = 180
  2637. angle = Math.PI;
  2638. var xx = ( m11 + 1 ) / 2;
  2639. var yy = ( m22 + 1 ) / 2;
  2640. var zz = ( m33 + 1 ) / 2;
  2641. var xy = ( m12 + m21 ) / 4;
  2642. var xz = ( m13 + m31 ) / 4;
  2643. var yz = ( m23 + m32 ) / 4;
  2644. if ( ( xx > yy ) && ( xx > zz ) ) {
  2645. // m11 is the largest diagonal term
  2646. if ( xx < epsilon ) {
  2647. x = 0;
  2648. y = 0.707106781;
  2649. z = 0.707106781;
  2650. } else {
  2651. x = Math.sqrt( xx );
  2652. y = xy / x;
  2653. z = xz / x;
  2654. }
  2655. } else if ( yy > zz ) {
  2656. // m22 is the largest diagonal term
  2657. if ( yy < epsilon ) {
  2658. x = 0.707106781;
  2659. y = 0;
  2660. z = 0.707106781;
  2661. } else {
  2662. y = Math.sqrt( yy );
  2663. x = xy / y;
  2664. z = yz / y;
  2665. }
  2666. } else {
  2667. // m33 is the largest diagonal term so base result on this
  2668. if ( zz < epsilon ) {
  2669. x = 0.707106781;
  2670. y = 0.707106781;
  2671. z = 0;
  2672. } else {
  2673. z = Math.sqrt( zz );
  2674. x = xz / z;
  2675. y = yz / z;
  2676. }
  2677. }
  2678. this.set( x, y, z, angle );
  2679. return this; // return 180 deg rotation
  2680. }
  2681. // as we have reached here there are no singularities so we can handle normally
  2682. var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +
  2683. ( m13 - m31 ) * ( m13 - m31 ) +
  2684. ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
  2685. if ( Math.abs( s ) < 0.001 ) s = 1;
  2686. // prevent divide by zero, should not happen if matrix is orthogonal and should be
  2687. // caught by singularity test above, but I've left it in just in case
  2688. this.x = ( m32 - m23 ) / s;
  2689. this.y = ( m13 - m31 ) / s;
  2690. this.z = ( m21 - m12 ) / s;
  2691. this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
  2692. return this;
  2693. },
  2694. min: function ( v ) {
  2695. this.x = Math.min( this.x, v.x );
  2696. this.y = Math.min( this.y, v.y );
  2697. this.z = Math.min( this.z, v.z );
  2698. this.w = Math.min( this.w, v.w );
  2699. return this;
  2700. },
  2701. max: function ( v ) {
  2702. this.x = Math.max( this.x, v.x );
  2703. this.y = Math.max( this.y, v.y );
  2704. this.z = Math.max( this.z, v.z );
  2705. this.w = Math.max( this.w, v.w );
  2706. return this;
  2707. },
  2708. clamp: function ( min, max ) {
  2709. // assumes min < max, componentwise
  2710. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  2711. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  2712. this.z = Math.max( min.z, Math.min( max.z, this.z ) );
  2713. this.w = Math.max( min.w, Math.min( max.w, this.w ) );
  2714. return this;
  2715. },
  2716. clampScalar: function () {
  2717. var min, max;
  2718. return function clampScalar( minVal, maxVal ) {
  2719. if ( min === undefined ) {
  2720. min = new Vector4();
  2721. max = new Vector4();
  2722. }
  2723. min.set( minVal, minVal, minVal, minVal );
  2724. max.set( maxVal, maxVal, maxVal, maxVal );
  2725. return this.clamp( min, max );
  2726. };
  2727. }(),
  2728. clampLength: function ( min, max ) {
  2729. var length = this.length();
  2730. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  2731. },
  2732. floor: function () {
  2733. this.x = Math.floor( this.x );
  2734. this.y = Math.floor( this.y );
  2735. this.z = Math.floor( this.z );
  2736. this.w = Math.floor( this.w );
  2737. return this;
  2738. },
  2739. ceil: function () {
  2740. this.x = Math.ceil( this.x );
  2741. this.y = Math.ceil( this.y );
  2742. this.z = Math.ceil( this.z );
  2743. this.w = Math.ceil( this.w );
  2744. return this;
  2745. },
  2746. round: function () {
  2747. this.x = Math.round( this.x );
  2748. this.y = Math.round( this.y );
  2749. this.z = Math.round( this.z );
  2750. this.w = Math.round( this.w );
  2751. return this;
  2752. },
  2753. roundToZero: function () {
  2754. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  2755. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  2756. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  2757. this.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w );
  2758. return this;
  2759. },
  2760. negate: function () {
  2761. this.x = - this.x;
  2762. this.y = - this.y;
  2763. this.z = - this.z;
  2764. this.w = - this.w;
  2765. return this;
  2766. },
  2767. dot: function ( v ) {
  2768. return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
  2769. },
  2770. lengthSq: function () {
  2771. return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
  2772. },
  2773. length: function () {
  2774. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
  2775. },
  2776. manhattanLength: function () {
  2777. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
  2778. },
  2779. normalize: function () {
  2780. return this.divideScalar( this.length() || 1 );
  2781. },
  2782. setLength: function ( length ) {
  2783. return this.normalize().multiplyScalar( length );
  2784. },
  2785. lerp: function ( v, alpha ) {
  2786. this.x += ( v.x - this.x ) * alpha;
  2787. this.y += ( v.y - this.y ) * alpha;
  2788. this.z += ( v.z - this.z ) * alpha;
  2789. this.w += ( v.w - this.w ) * alpha;
  2790. return this;
  2791. },
  2792. lerpVectors: function ( v1, v2, alpha ) {
  2793. return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
  2794. },
  2795. equals: function ( v ) {
  2796. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
  2797. },
  2798. fromArray: function ( array, offset ) {
  2799. if ( offset === undefined ) offset = 0;
  2800. this.x = array[ offset ];
  2801. this.y = array[ offset + 1 ];
  2802. this.z = array[ offset + 2 ];
  2803. this.w = array[ offset + 3 ];
  2804. return this;
  2805. },
  2806. toArray: function ( array, offset ) {
  2807. if ( array === undefined ) array = [];
  2808. if ( offset === undefined ) offset = 0;
  2809. array[ offset ] = this.x;
  2810. array[ offset + 1 ] = this.y;
  2811. array[ offset + 2 ] = this.z;
  2812. array[ offset + 3 ] = this.w;
  2813. return array;
  2814. },
  2815. fromBufferAttribute: function ( attribute, index, offset ) {
  2816. if ( offset !== undefined ) {
  2817. console.warn( 'THREE.Vector4: offset has been removed from .fromBufferAttribute().' );
  2818. }
  2819. this.x = attribute.getX( index );
  2820. this.y = attribute.getY( index );
  2821. this.z = attribute.getZ( index );
  2822. this.w = attribute.getW( index );
  2823. return this;
  2824. }
  2825. } );
  2826. /**
  2827. * @author szimek / https://github.com/szimek/
  2828. * @author alteredq / http://alteredqualia.com/
  2829. * @author Marius Kintel / https://github.com/kintel
  2830. */
  2831. /*
  2832. In options, we can specify:
  2833. * Texture parameters for an auto-generated target texture
  2834. * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers
  2835. */
  2836. function WebGLRenderTarget( width, height, options ) {
  2837. this.width = width;
  2838. this.height = height;
  2839. this.scissor = new Vector4( 0, 0, width, height );
  2840. this.scissorTest = false;
  2841. this.viewport = new Vector4( 0, 0, width, height );
  2842. options = options || {};
  2843. this.texture = new Texture( undefined, undefined, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding );
  2844. this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;
  2845. this.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;
  2846. this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;
  2847. this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true;
  2848. this.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null;
  2849. }
  2850. WebGLRenderTarget.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  2851. constructor: WebGLRenderTarget,
  2852. isWebGLRenderTarget: true,
  2853. setSize: function ( width, height ) {
  2854. if ( this.width !== width || this.height !== height ) {
  2855. this.width = width;
  2856. this.height = height;
  2857. this.dispose();
  2858. }
  2859. this.viewport.set( 0, 0, width, height );
  2860. this.scissor.set( 0, 0, width, height );
  2861. },
  2862. clone: function () {
  2863. return new this.constructor().copy( this );
  2864. },
  2865. copy: function ( source ) {
  2866. this.width = source.width;
  2867. this.height = source.height;
  2868. this.viewport.copy( source.viewport );
  2869. this.texture = source.texture.clone();
  2870. this.depthBuffer = source.depthBuffer;
  2871. this.stencilBuffer = source.stencilBuffer;
  2872. this.depthTexture = source.depthTexture;
  2873. return this;
  2874. },
  2875. dispose: function () {
  2876. this.dispatchEvent( { type: 'dispose' } );
  2877. }
  2878. } );
  2879. /**
  2880. * @author Mugen87 / https://github.com/Mugen87
  2881. * @author Matt DesLauriers / @mattdesl
  2882. */
  2883. function WebGLMultisampleRenderTarget( width, height, options ) {
  2884. WebGLRenderTarget.call( this, width, height, options );
  2885. this.samples = 4;
  2886. }
  2887. WebGLMultisampleRenderTarget.prototype = Object.assign( Object.create( WebGLRenderTarget.prototype ), {
  2888. constructor: WebGLMultisampleRenderTarget,
  2889. isWebGLMultisampleRenderTarget: true,
  2890. copy: function ( source ) {
  2891. WebGLRenderTarget.prototype.copy.call( this, source );
  2892. this.samples = source.samples;
  2893. return this;
  2894. }
  2895. } );
  2896. /**
  2897. * @author alteredq / http://alteredqualia.com
  2898. */
  2899. function WebGLRenderTargetCube( width, height, options ) {
  2900. WebGLRenderTarget.call( this, width, height, options );
  2901. this.activeCubeFace = 0; // PX 0, NX 1, PY 2, NY 3, PZ 4, NZ 5
  2902. this.activeMipMapLevel = 0;
  2903. }
  2904. WebGLRenderTargetCube.prototype = Object.create( WebGLRenderTarget.prototype );
  2905. WebGLRenderTargetCube.prototype.constructor = WebGLRenderTargetCube;
  2906. WebGLRenderTargetCube.prototype.isWebGLRenderTargetCube = true;
  2907. /**
  2908. * @author alteredq / http://alteredqualia.com/
  2909. */
  2910. function DataTexture( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
  2911. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  2912. this.image = { data: data, width: width, height: height };
  2913. this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
  2914. this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
  2915. this.generateMipmaps = false;
  2916. this.flipY = false;
  2917. this.unpackAlignment = 1;
  2918. }
  2919. DataTexture.prototype = Object.create( Texture.prototype );
  2920. DataTexture.prototype.constructor = DataTexture;
  2921. DataTexture.prototype.isDataTexture = true;
  2922. /**
  2923. * @author bhouston / http://clara.io
  2924. * @author WestLangley / http://github.com/WestLangley
  2925. */
  2926. function Box3( min, max ) {
  2927. this.min = ( min !== undefined ) ? min : new Vector3( + Infinity, + Infinity, + Infinity );
  2928. this.max = ( max !== undefined ) ? max : new Vector3( - Infinity, - Infinity, - Infinity );
  2929. }
  2930. Object.assign( Box3.prototype, {
  2931. isBox3: true,
  2932. set: function ( min, max ) {
  2933. this.min.copy( min );
  2934. this.max.copy( max );
  2935. return this;
  2936. },
  2937. setFromArray: function ( array ) {
  2938. var minX = + Infinity;
  2939. var minY = + Infinity;
  2940. var minZ = + Infinity;
  2941. var maxX = - Infinity;
  2942. var maxY = - Infinity;
  2943. var maxZ = - Infinity;
  2944. for ( var i = 0, l = array.length; i < l; i += 3 ) {
  2945. var x = array[ i ];
  2946. var y = array[ i + 1 ];
  2947. var z = array[ i + 2 ];
  2948. if ( x < minX ) minX = x;
  2949. if ( y < minY ) minY = y;
  2950. if ( z < minZ ) minZ = z;
  2951. if ( x > maxX ) maxX = x;
  2952. if ( y > maxY ) maxY = y;
  2953. if ( z > maxZ ) maxZ = z;
  2954. }
  2955. this.min.set( minX, minY, minZ );
  2956. this.max.set( maxX, maxY, maxZ );
  2957. return this;
  2958. },
  2959. setFromBufferAttribute: function ( attribute ) {
  2960. var minX = + Infinity;
  2961. var minY = + Infinity;
  2962. var minZ = + Infinity;
  2963. var maxX = - Infinity;
  2964. var maxY = - Infinity;
  2965. var maxZ = - Infinity;
  2966. for ( var i = 0, l = attribute.count; i < l; i ++ ) {
  2967. var x = attribute.getX( i );
  2968. var y = attribute.getY( i );
  2969. var z = attribute.getZ( i );
  2970. if ( x < minX ) minX = x;
  2971. if ( y < minY ) minY = y;
  2972. if ( z < minZ ) minZ = z;
  2973. if ( x > maxX ) maxX = x;
  2974. if ( y > maxY ) maxY = y;
  2975. if ( z > maxZ ) maxZ = z;
  2976. }
  2977. this.min.set( minX, minY, minZ );
  2978. this.max.set( maxX, maxY, maxZ );
  2979. return this;
  2980. },
  2981. setFromPoints: function ( points ) {
  2982. this.makeEmpty();
  2983. for ( var i = 0, il = points.length; i < il; i ++ ) {
  2984. this.expandByPoint( points[ i ] );
  2985. }
  2986. return this;
  2987. },
  2988. setFromCenterAndSize: function () {
  2989. var v1 = new Vector3();
  2990. return function setFromCenterAndSize( center, size ) {
  2991. var halfSize = v1.copy( size ).multiplyScalar( 0.5 );
  2992. this.min.copy( center ).sub( halfSize );
  2993. this.max.copy( center ).add( halfSize );
  2994. return this;
  2995. };
  2996. }(),
  2997. setFromObject: function ( object ) {
  2998. this.makeEmpty();
  2999. return this.expandByObject( object );
  3000. },
  3001. clone: function () {
  3002. return new this.constructor().copy( this );
  3003. },
  3004. copy: function ( box ) {
  3005. this.min.copy( box.min );
  3006. this.max.copy( box.max );
  3007. return this;
  3008. },
  3009. makeEmpty: function () {
  3010. this.min.x = this.min.y = this.min.z = + Infinity;
  3011. this.max.x = this.max.y = this.max.z = - Infinity;
  3012. return this;
  3013. },
  3014. isEmpty: function () {
  3015. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  3016. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
  3017. },
  3018. getCenter: function ( target ) {
  3019. if ( target === undefined ) {
  3020. console.warn( 'THREE.Box3: .getCenter() target is now required' );
  3021. target = new Vector3();
  3022. }
  3023. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  3024. },
  3025. getSize: function ( target ) {
  3026. if ( target === undefined ) {
  3027. console.warn( 'THREE.Box3: .getSize() target is now required' );
  3028. target = new Vector3();
  3029. }
  3030. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );
  3031. },
  3032. expandByPoint: function ( point ) {
  3033. this.min.min( point );
  3034. this.max.max( point );
  3035. return this;
  3036. },
  3037. expandByVector: function ( vector ) {
  3038. this.min.sub( vector );
  3039. this.max.add( vector );
  3040. return this;
  3041. },
  3042. expandByScalar: function ( scalar ) {
  3043. this.min.addScalar( - scalar );
  3044. this.max.addScalar( scalar );
  3045. return this;
  3046. },
  3047. expandByObject: function () {
  3048. // Computes the world-axis-aligned bounding box of an object (including its children),
  3049. // accounting for both the object's, and children's, world transforms
  3050. var scope, i, l;
  3051. var v1 = new Vector3();
  3052. function traverse( node ) {
  3053. var geometry = node.geometry;
  3054. if ( geometry !== undefined ) {
  3055. if ( geometry.isGeometry ) {
  3056. var vertices = geometry.vertices;
  3057. for ( i = 0, l = vertices.length; i < l; i ++ ) {
  3058. v1.copy( vertices[ i ] );
  3059. v1.applyMatrix4( node.matrixWorld );
  3060. scope.expandByPoint( v1 );
  3061. }
  3062. } else if ( geometry.isBufferGeometry ) {
  3063. var attribute = geometry.attributes.position;
  3064. if ( attribute !== undefined ) {
  3065. for ( i = 0, l = attribute.count; i < l; i ++ ) {
  3066. v1.fromBufferAttribute( attribute, i ).applyMatrix4( node.matrixWorld );
  3067. scope.expandByPoint( v1 );
  3068. }
  3069. }
  3070. }
  3071. }
  3072. }
  3073. return function expandByObject( object ) {
  3074. scope = this;
  3075. object.updateMatrixWorld( true );
  3076. object.traverse( traverse );
  3077. return this;
  3078. };
  3079. }(),
  3080. containsPoint: function ( point ) {
  3081. return point.x < this.min.x || point.x > this.max.x ||
  3082. point.y < this.min.y || point.y > this.max.y ||
  3083. point.z < this.min.z || point.z > this.max.z ? false : true;
  3084. },
  3085. containsBox: function ( box ) {
  3086. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  3087. this.min.y <= box.min.y && box.max.y <= this.max.y &&
  3088. this.min.z <= box.min.z && box.max.z <= this.max.z;
  3089. },
  3090. getParameter: function ( point, target ) {
  3091. // This can potentially have a divide by zero if the box
  3092. // has a size dimension of 0.
  3093. if ( target === undefined ) {
  3094. console.warn( 'THREE.Box3: .getParameter() target is now required' );
  3095. target = new Vector3();
  3096. }
  3097. return target.set(
  3098. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  3099. ( point.y - this.min.y ) / ( this.max.y - this.min.y ),
  3100. ( point.z - this.min.z ) / ( this.max.z - this.min.z )
  3101. );
  3102. },
  3103. intersectsBox: function ( box ) {
  3104. // using 6 splitting planes to rule out intersections.
  3105. return box.max.x < this.min.x || box.min.x > this.max.x ||
  3106. box.max.y < this.min.y || box.min.y > this.max.y ||
  3107. box.max.z < this.min.z || box.min.z > this.max.z ? false : true;
  3108. },
  3109. intersectsSphere: ( function () {
  3110. var closestPoint = new Vector3();
  3111. return function intersectsSphere( sphere ) {
  3112. // Find the point on the AABB closest to the sphere center.
  3113. this.clampPoint( sphere.center, closestPoint );
  3114. // If that point is inside the sphere, the AABB and sphere intersect.
  3115. return closestPoint.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );
  3116. };
  3117. } )(),
  3118. intersectsPlane: function ( plane ) {
  3119. // We compute the minimum and maximum dot product values. If those values
  3120. // are on the same side (back or front) of the plane, then there is no intersection.
  3121. var min, max;
  3122. if ( plane.normal.x > 0 ) {
  3123. min = plane.normal.x * this.min.x;
  3124. max = plane.normal.x * this.max.x;
  3125. } else {
  3126. min = plane.normal.x * this.max.x;
  3127. max = plane.normal.x * this.min.x;
  3128. }
  3129. if ( plane.normal.y > 0 ) {
  3130. min += plane.normal.y * this.min.y;
  3131. max += plane.normal.y * this.max.y;
  3132. } else {
  3133. min += plane.normal.y * this.max.y;
  3134. max += plane.normal.y * this.min.y;
  3135. }
  3136. if ( plane.normal.z > 0 ) {
  3137. min += plane.normal.z * this.min.z;
  3138. max += plane.normal.z * this.max.z;
  3139. } else {
  3140. min += plane.normal.z * this.max.z;
  3141. max += plane.normal.z * this.min.z;
  3142. }
  3143. return ( min <= - plane.constant && max >= - plane.constant );
  3144. },
  3145. intersectsTriangle: ( function () {
  3146. // triangle centered vertices
  3147. var v0 = new Vector3();
  3148. var v1 = new Vector3();
  3149. var v2 = new Vector3();
  3150. // triangle edge vectors
  3151. var f0 = new Vector3();
  3152. var f1 = new Vector3();
  3153. var f2 = new Vector3();
  3154. var testAxis = new Vector3();
  3155. var center = new Vector3();
  3156. var extents = new Vector3();
  3157. var triangleNormal = new Vector3();
  3158. function satForAxes( axes ) {
  3159. var i, j;
  3160. for ( i = 0, j = axes.length - 3; i <= j; i += 3 ) {
  3161. testAxis.fromArray( axes, i );
  3162. // project the aabb onto the seperating axis
  3163. var r = extents.x * Math.abs( testAxis.x ) + extents.y * Math.abs( testAxis.y ) + extents.z * Math.abs( testAxis.z );
  3164. // project all 3 vertices of the triangle onto the seperating axis
  3165. var p0 = v0.dot( testAxis );
  3166. var p1 = v1.dot( testAxis );
  3167. var p2 = v2.dot( testAxis );
  3168. // actual test, basically see if either of the most extreme of the triangle points intersects r
  3169. if ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {
  3170. // points of the projected triangle are outside the projected half-length of the aabb
  3171. // the axis is seperating and we can exit
  3172. return false;
  3173. }
  3174. }
  3175. return true;
  3176. }
  3177. return function intersectsTriangle( triangle ) {
  3178. if ( this.isEmpty() ) {
  3179. return false;
  3180. }
  3181. // compute box center and extents
  3182. this.getCenter( center );
  3183. extents.subVectors( this.max, center );
  3184. // translate triangle to aabb origin
  3185. v0.subVectors( triangle.a, center );
  3186. v1.subVectors( triangle.b, center );
  3187. v2.subVectors( triangle.c, center );
  3188. // compute edge vectors for triangle
  3189. f0.subVectors( v1, v0 );
  3190. f1.subVectors( v2, v1 );
  3191. f2.subVectors( v0, v2 );
  3192. // test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb
  3193. // 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
  3194. // axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)
  3195. var axes = [
  3196. 0, - f0.z, f0.y, 0, - f1.z, f1.y, 0, - f2.z, f2.y,
  3197. f0.z, 0, - f0.x, f1.z, 0, - f1.x, f2.z, 0, - f2.x,
  3198. - f0.y, f0.x, 0, - f1.y, f1.x, 0, - f2.y, f2.x, 0
  3199. ];
  3200. if ( ! satForAxes( axes ) ) {
  3201. return false;
  3202. }
  3203. // test 3 face normals from the aabb
  3204. axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];
  3205. if ( ! satForAxes( axes ) ) {
  3206. return false;
  3207. }
  3208. // finally testing the face normal of the triangle
  3209. // use already existing triangle edge vectors here
  3210. triangleNormal.crossVectors( f0, f1 );
  3211. axes = [ triangleNormal.x, triangleNormal.y, triangleNormal.z ];
  3212. return satForAxes( axes );
  3213. };
  3214. } )(),
  3215. clampPoint: function ( point, target ) {
  3216. if ( target === undefined ) {
  3217. console.warn( 'THREE.Box3: .clampPoint() target is now required' );
  3218. target = new Vector3();
  3219. }
  3220. return target.copy( point ).clamp( this.min, this.max );
  3221. },
  3222. distanceToPoint: function () {
  3223. var v1 = new Vector3();
  3224. return function distanceToPoint( point ) {
  3225. var clampedPoint = v1.copy( point ).clamp( this.min, this.max );
  3226. return clampedPoint.sub( point ).length();
  3227. };
  3228. }(),
  3229. getBoundingSphere: function () {
  3230. var v1 = new Vector3();
  3231. return function getBoundingSphere( target ) {
  3232. if ( target === undefined ) {
  3233. console.warn( 'THREE.Box3: .getBoundingSphere() target is now required' );
  3234. target = new Sphere();
  3235. }
  3236. this.getCenter( target.center );
  3237. target.radius = this.getSize( v1 ).length() * 0.5;
  3238. return target;
  3239. };
  3240. }(),
  3241. intersect: function ( box ) {
  3242. this.min.max( box.min );
  3243. this.max.min( box.max );
  3244. // 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.
  3245. if ( this.isEmpty() ) this.makeEmpty();
  3246. return this;
  3247. },
  3248. union: function ( box ) {
  3249. this.min.min( box.min );
  3250. this.max.max( box.max );
  3251. return this;
  3252. },
  3253. applyMatrix4: function () {
  3254. var points = [
  3255. new Vector3(),
  3256. new Vector3(),
  3257. new Vector3(),
  3258. new Vector3(),
  3259. new Vector3(),
  3260. new Vector3(),
  3261. new Vector3(),
  3262. new Vector3()
  3263. ];
  3264. return function applyMatrix4( matrix ) {
  3265. // transform of empty box is an empty box.
  3266. if ( this.isEmpty() ) return this;
  3267. // NOTE: I am using a binary pattern to specify all 2^3 combinations below
  3268. points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
  3269. points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
  3270. points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
  3271. points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
  3272. points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
  3273. points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
  3274. points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
  3275. points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
  3276. this.setFromPoints( points );
  3277. return this;
  3278. };
  3279. }(),
  3280. translate: function ( offset ) {
  3281. this.min.add( offset );
  3282. this.max.add( offset );
  3283. return this;
  3284. },
  3285. equals: function ( box ) {
  3286. return box.min.equals( this.min ) && box.max.equals( this.max );
  3287. }
  3288. } );
  3289. /**
  3290. * @author bhouston / http://clara.io
  3291. * @author mrdoob / http://mrdoob.com/
  3292. */
  3293. function Sphere( center, radius ) {
  3294. this.center = ( center !== undefined ) ? center : new Vector3();
  3295. this.radius = ( radius !== undefined ) ? radius : 0;
  3296. }
  3297. Object.assign( Sphere.prototype, {
  3298. set: function ( center, radius ) {
  3299. this.center.copy( center );
  3300. this.radius = radius;
  3301. return this;
  3302. },
  3303. setFromPoints: function () {
  3304. var box = new Box3();
  3305. return function setFromPoints( points, optionalCenter ) {
  3306. var center = this.center;
  3307. if ( optionalCenter !== undefined ) {
  3308. center.copy( optionalCenter );
  3309. } else {
  3310. box.setFromPoints( points ).getCenter( center );
  3311. }
  3312. var maxRadiusSq = 0;
  3313. for ( var i = 0, il = points.length; i < il; i ++ ) {
  3314. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );
  3315. }
  3316. this.radius = Math.sqrt( maxRadiusSq );
  3317. return this;
  3318. };
  3319. }(),
  3320. clone: function () {
  3321. return new this.constructor().copy( this );
  3322. },
  3323. copy: function ( sphere ) {
  3324. this.center.copy( sphere.center );
  3325. this.radius = sphere.radius;
  3326. return this;
  3327. },
  3328. empty: function () {
  3329. return ( this.radius <= 0 );
  3330. },
  3331. containsPoint: function ( point ) {
  3332. return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
  3333. },
  3334. distanceToPoint: function ( point ) {
  3335. return ( point.distanceTo( this.center ) - this.radius );
  3336. },
  3337. intersectsSphere: function ( sphere ) {
  3338. var radiusSum = this.radius + sphere.radius;
  3339. return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
  3340. },
  3341. intersectsBox: function ( box ) {
  3342. return box.intersectsSphere( this );
  3343. },
  3344. intersectsPlane: function ( plane ) {
  3345. return Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius;
  3346. },
  3347. clampPoint: function ( point, target ) {
  3348. var deltaLengthSq = this.center.distanceToSquared( point );
  3349. if ( target === undefined ) {
  3350. console.warn( 'THREE.Sphere: .clampPoint() target is now required' );
  3351. target = new Vector3();
  3352. }
  3353. target.copy( point );
  3354. if ( deltaLengthSq > ( this.radius * this.radius ) ) {
  3355. target.sub( this.center ).normalize();
  3356. target.multiplyScalar( this.radius ).add( this.center );
  3357. }
  3358. return target;
  3359. },
  3360. getBoundingBox: function ( target ) {
  3361. if ( target === undefined ) {
  3362. console.warn( 'THREE.Sphere: .getBoundingBox() target is now required' );
  3363. target = new Box3();
  3364. }
  3365. target.set( this.center, this.center );
  3366. target.expandByScalar( this.radius );
  3367. return target;
  3368. },
  3369. applyMatrix4: function ( matrix ) {
  3370. this.center.applyMatrix4( matrix );
  3371. this.radius = this.radius * matrix.getMaxScaleOnAxis();
  3372. return this;
  3373. },
  3374. translate: function ( offset ) {
  3375. this.center.add( offset );
  3376. return this;
  3377. },
  3378. equals: function ( sphere ) {
  3379. return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
  3380. }
  3381. } );
  3382. /**
  3383. * @author bhouston / http://clara.io
  3384. */
  3385. function Plane( normal, constant ) {
  3386. // normal is assumed to be normalized
  3387. this.normal = ( normal !== undefined ) ? normal : new Vector3( 1, 0, 0 );
  3388. this.constant = ( constant !== undefined ) ? constant : 0;
  3389. }
  3390. Object.assign( Plane.prototype, {
  3391. set: function ( normal, constant ) {
  3392. this.normal.copy( normal );
  3393. this.constant = constant;
  3394. return this;
  3395. },
  3396. setComponents: function ( x, y, z, w ) {
  3397. this.normal.set( x, y, z );
  3398. this.constant = w;
  3399. return this;
  3400. },
  3401. setFromNormalAndCoplanarPoint: function ( normal, point ) {
  3402. this.normal.copy( normal );
  3403. this.constant = - point.dot( this.normal );
  3404. return this;
  3405. },
  3406. setFromCoplanarPoints: function () {
  3407. var v1 = new Vector3();
  3408. var v2 = new Vector3();
  3409. return function setFromCoplanarPoints( a, b, c ) {
  3410. var normal = v1.subVectors( c, b ).cross( v2.subVectors( a, b ) ).normalize();
  3411. // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
  3412. this.setFromNormalAndCoplanarPoint( normal, a );
  3413. return this;
  3414. };
  3415. }(),
  3416. clone: function () {
  3417. return new this.constructor().copy( this );
  3418. },
  3419. copy: function ( plane ) {
  3420. this.normal.copy( plane.normal );
  3421. this.constant = plane.constant;
  3422. return this;
  3423. },
  3424. normalize: function () {
  3425. // Note: will lead to a divide by zero if the plane is invalid.
  3426. var inverseNormalLength = 1.0 / this.normal.length();
  3427. this.normal.multiplyScalar( inverseNormalLength );
  3428. this.constant *= inverseNormalLength;
  3429. return this;
  3430. },
  3431. negate: function () {
  3432. this.constant *= - 1;
  3433. this.normal.negate();
  3434. return this;
  3435. },
  3436. distanceToPoint: function ( point ) {
  3437. return this.normal.dot( point ) + this.constant;
  3438. },
  3439. distanceToSphere: function ( sphere ) {
  3440. return this.distanceToPoint( sphere.center ) - sphere.radius;
  3441. },
  3442. projectPoint: function ( point, target ) {
  3443. if ( target === undefined ) {
  3444. console.warn( 'THREE.Plane: .projectPoint() target is now required' );
  3445. target = new Vector3();
  3446. }
  3447. return target.copy( this.normal ).multiplyScalar( - this.distanceToPoint( point ) ).add( point );
  3448. },
  3449. intersectLine: function () {
  3450. var v1 = new Vector3();
  3451. return function intersectLine( line, target ) {
  3452. if ( target === undefined ) {
  3453. console.warn( 'THREE.Plane: .intersectLine() target is now required' );
  3454. target = new Vector3();
  3455. }
  3456. var direction = line.delta( v1 );
  3457. var denominator = this.normal.dot( direction );
  3458. if ( denominator === 0 ) {
  3459. // line is coplanar, return origin
  3460. if ( this.distanceToPoint( line.start ) === 0 ) {
  3461. return target.copy( line.start );
  3462. }
  3463. // Unsure if this is the correct method to handle this case.
  3464. return undefined;
  3465. }
  3466. var t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
  3467. if ( t < 0 || t > 1 ) {
  3468. return undefined;
  3469. }
  3470. return target.copy( direction ).multiplyScalar( t ).add( line.start );
  3471. };
  3472. }(),
  3473. intersectsLine: function ( line ) {
  3474. // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
  3475. var startSign = this.distanceToPoint( line.start );
  3476. var endSign = this.distanceToPoint( line.end );
  3477. return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
  3478. },
  3479. intersectsBox: function ( box ) {
  3480. return box.intersectsPlane( this );
  3481. },
  3482. intersectsSphere: function ( sphere ) {
  3483. return sphere.intersectsPlane( this );
  3484. },
  3485. coplanarPoint: function ( target ) {
  3486. if ( target === undefined ) {
  3487. console.warn( 'THREE.Plane: .coplanarPoint() target is now required' );
  3488. target = new Vector3();
  3489. }
  3490. return target.copy( this.normal ).multiplyScalar( - this.constant );
  3491. },
  3492. applyMatrix4: function () {
  3493. var v1 = new Vector3();
  3494. var m1 = new Matrix3();
  3495. return function applyMatrix4( matrix, optionalNormalMatrix ) {
  3496. var normalMatrix = optionalNormalMatrix || m1.getNormalMatrix( matrix );
  3497. var referencePoint = this.coplanarPoint( v1 ).applyMatrix4( matrix );
  3498. var normal = this.normal.applyMatrix3( normalMatrix ).normalize();
  3499. this.constant = - referencePoint.dot( normal );
  3500. return this;
  3501. };
  3502. }(),
  3503. translate: function ( offset ) {
  3504. this.constant -= offset.dot( this.normal );
  3505. return this;
  3506. },
  3507. equals: function ( plane ) {
  3508. return plane.normal.equals( this.normal ) && ( plane.constant === this.constant );
  3509. }
  3510. } );
  3511. /**
  3512. * @author mrdoob / http://mrdoob.com/
  3513. * @author alteredq / http://alteredqualia.com/
  3514. * @author bhouston / http://clara.io
  3515. */
  3516. function Frustum( p0, p1, p2, p3, p4, p5 ) {
  3517. this.planes = [
  3518. ( p0 !== undefined ) ? p0 : new Plane(),
  3519. ( p1 !== undefined ) ? p1 : new Plane(),
  3520. ( p2 !== undefined ) ? p2 : new Plane(),
  3521. ( p3 !== undefined ) ? p3 : new Plane(),
  3522. ( p4 !== undefined ) ? p4 : new Plane(),
  3523. ( p5 !== undefined ) ? p5 : new Plane()
  3524. ];
  3525. }
  3526. Object.assign( Frustum.prototype, {
  3527. set: function ( p0, p1, p2, p3, p4, p5 ) {
  3528. var planes = this.planes;
  3529. planes[ 0 ].copy( p0 );
  3530. planes[ 1 ].copy( p1 );
  3531. planes[ 2 ].copy( p2 );
  3532. planes[ 3 ].copy( p3 );
  3533. planes[ 4 ].copy( p4 );
  3534. planes[ 5 ].copy( p5 );
  3535. return this;
  3536. },
  3537. clone: function () {
  3538. return new this.constructor().copy( this );
  3539. },
  3540. copy: function ( frustum ) {
  3541. var planes = this.planes;
  3542. for ( var i = 0; i < 6; i ++ ) {
  3543. planes[ i ].copy( frustum.planes[ i ] );
  3544. }
  3545. return this;
  3546. },
  3547. setFromMatrix: function ( m ) {
  3548. var planes = this.planes;
  3549. var me = m.elements;
  3550. var me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
  3551. var me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
  3552. var me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
  3553. var me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];
  3554. planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
  3555. planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
  3556. planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
  3557. planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
  3558. planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();
  3559. planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();
  3560. return this;
  3561. },
  3562. intersectsObject: function () {
  3563. var sphere = new Sphere();
  3564. return function intersectsObject( object ) {
  3565. var geometry = object.geometry;
  3566. if ( geometry.boundingSphere === null )
  3567. geometry.computeBoundingSphere();
  3568. sphere.copy( geometry.boundingSphere )
  3569. .applyMatrix4( object.matrixWorld );
  3570. return this.intersectsSphere( sphere );
  3571. };
  3572. }(),
  3573. intersectsSprite: function () {
  3574. var sphere = new Sphere();
  3575. return function intersectsSprite( sprite ) {
  3576. sphere.center.set( 0, 0, 0 );
  3577. sphere.radius = 0.7071067811865476;
  3578. sphere.applyMatrix4( sprite.matrixWorld );
  3579. return this.intersectsSphere( sphere );
  3580. };
  3581. }(),
  3582. intersectsSphere: function ( sphere ) {
  3583. var planes = this.planes;
  3584. var center = sphere.center;
  3585. var negRadius = - sphere.radius;
  3586. for ( var i = 0; i < 6; i ++ ) {
  3587. var distance = planes[ i ].distanceToPoint( center );
  3588. if ( distance < negRadius ) {
  3589. return false;
  3590. }
  3591. }
  3592. return true;
  3593. },
  3594. intersectsBox: function () {
  3595. var p = new Vector3();
  3596. return function intersectsBox( box ) {
  3597. var planes = this.planes;
  3598. for ( var i = 0; i < 6; i ++ ) {
  3599. var plane = planes[ i ];
  3600. // corner at max distance
  3601. p.x = plane.normal.x > 0 ? box.max.x : box.min.x;
  3602. p.y = plane.normal.y > 0 ? box.max.y : box.min.y;
  3603. p.z = plane.normal.z > 0 ? box.max.z : box.min.z;
  3604. if ( plane.distanceToPoint( p ) < 0 ) {
  3605. return false;
  3606. }
  3607. }
  3608. return true;
  3609. };
  3610. }(),
  3611. containsPoint: function ( point ) {
  3612. var planes = this.planes;
  3613. for ( var i = 0; i < 6; i ++ ) {
  3614. if ( planes[ i ].distanceToPoint( point ) < 0 ) {
  3615. return false;
  3616. }
  3617. }
  3618. return true;
  3619. }
  3620. } );
  3621. var alphamap_fragment = "#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif";
  3622. var alphamap_pars_fragment = "#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif";
  3623. var alphatest_fragment = "#ifdef ALPHATEST\n\tif ( diffuseColor.a < ALPHATEST ) discard;\n#endif";
  3624. var aomap_fragment = "#ifdef USE_AOMAP\n\tfloat ambientOcclusion = ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0;\n\treflectedLight.indirectDiffuse *= ambientOcclusion;\n\t#if defined( USE_ENVMAP ) && defined( PHYSICAL )\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.specularRoughness );\n\t#endif\n#endif";
  3625. var aomap_pars_fragment = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif";
  3626. var begin_vertex = "vec3 transformed = vec3( position );";
  3627. var beginnormal_vertex = "vec3 objectNormal = vec3( normal );\n#ifdef USE_TANGENT\n\tvec3 objectTangent = vec3( tangent.xyz );\n#endif";
  3628. 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}\nfloat G_GGX_Smith( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gl = dotNL + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\tfloat gv = dotNV + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\treturn 1.0 / ( gl * gv );\n}\nfloat G_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\treturn 0.5 / max( gv + gl, EPSILON );\n}\nfloat D_GGX( const in float alpha, const in float dotNH ) {\n\tfloat a2 = pow2( alpha );\n\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\n\treturn RECIPROCAL_PI * a2 / pow2( denom );\n}\nvec3 BRDF_Specular_GGX( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float roughness ) {\n\tfloat alpha = pow2( roughness );\n\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\n\tfloat dotNL = saturate( dot( geometry.normal, incidentLight.direction ) );\n\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\tfloat D = D_GGX( alpha, dotNH );\n\treturn F * ( G * D );\n}\nvec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {\n\tconst float LUT_SIZE = 64.0;\n\tconst float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;\n\tconst float LUT_BIAS = 0.5 / LUT_SIZE;\n\tfloat dotNV = saturate( dot( N, V ) );\n\tvec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );\n\tuv = uv * LUT_SCALE + LUT_BIAS;\n\treturn uv;\n}\nfloat LTC_ClippedSphereFormFactor( const in vec3 f ) {\n\tfloat l = length( f );\n\treturn max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );\n}\nvec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {\n\tfloat x = dot( v1, v2 );\n\tfloat y = abs( x );\n\tfloat a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;\n\tfloat b = 3.4175940 + ( 4.1616724 + y ) * y;\n\tfloat v = a / b;\n\tfloat theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;\n\treturn cross( v1, v2 ) * theta_sintheta;\n}\nvec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {\n\tvec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];\n\tvec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];\n\tvec3 lightNormal = cross( v1, v2 );\n\tif( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );\n\tvec3 T1, T2;\n\tT1 = normalize( V - N * dot( V, N ) );\n\tT2 = - cross( N, T1 );\n\tmat3 mat = mInv * transposeMat3( mat3( T1, T2, N ) );\n\tvec3 coords[ 4 ];\n\tcoords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\n\tcoords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\n\tcoords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\n\tcoords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\n\tcoords[ 0 ] = normalize( coords[ 0 ] );\n\tcoords[ 1 ] = normalize( coords[ 1 ] );\n\tcoords[ 2 ] = normalize( coords[ 2 ] );\n\tcoords[ 3 ] = normalize( coords[ 3 ] );\n\tvec3 vectorFormFactor = vec3( 0.0 );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\n\tfloat result = LTC_ClippedSphereFormFactor( vectorFormFactor );\n\treturn vec3( result );\n}\nvec3 BRDF_Specular_GGX_Environment( const in GeometricContext geometry, const in vec3 specularColor, const in float roughness ) {\n\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\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( specularColor, dotNV );\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}";
  3629. 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";
  3630. 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";
  3631. var clipping_planes_pars_fragment = "#if NUM_CLIPPING_PLANES > 0\n\t#if ! defined( PHYSICAL ) && ! defined( PHONG ) && ! defined( MATCAP )\n\t\tvarying vec3 vViewPosition;\n\t#endif\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif";
  3632. var clipping_planes_pars_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG ) && ! defined( MATCAP )\n\tvarying vec3 vViewPosition;\n#endif";
  3633. var clipping_planes_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG ) && ! defined( MATCAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif";
  3634. var color_fragment = "#ifdef USE_COLOR\n\tdiffuseColor.rgb *= vColor;\n#endif";
  3635. var color_pars_fragment = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";
  3636. var color_pars_vertex = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";
  3637. var color_vertex = "#ifdef USE_COLOR\n\tvColor.xyz = color.xyz;\n#endif";
  3638. var common = "#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI_HALF 1.5707963267949\n#define RECIPROCAL_PI 0.31830988618\n#define RECIPROCAL_PI2 0.15915494\n#define LOG2 1.442695\n#define EPSILON 1e-6\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#define whiteCompliment(a) ( 1.0 - saturate( a ) )\nfloat pow2( const in float x ) { return x*x; }\nfloat pow3( const in float x ) { return x*x*x; }\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\nfloat average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\nhighp float rand( const in vec2 uv ) {\n\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\n\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\n\treturn fract(sin(sn) * c);\n}\nstruct IncidentLight {\n\tvec3 color;\n\tvec3 direction;\n\tbool visible;\n};\nstruct ReflectedLight {\n\tvec3 directDiffuse;\n\tvec3 directSpecular;\n\tvec3 indirectDiffuse;\n\tvec3 indirectSpecular;\n};\nstruct GeometricContext {\n\tvec3 position;\n\tvec3 normal;\n\tvec3 viewDir;\n};\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n}\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\n}\nvec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\tfloat distance = dot( planeNormal, point - pointOnPlane );\n\treturn - distance * planeNormal + point;\n}\nfloat sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn sign( dot( point - pointOnPlane, planeNormal ) );\n}\nvec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;\n}\nmat3 transposeMat3( const in mat3 m ) {\n\tmat3 tmp;\n\ttmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );\n\ttmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );\n\ttmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );\n\treturn tmp;\n}\nfloat linearToRelativeLuminance( const in vec3 color ) {\n\tvec3 weights = vec3( 0.2126, 0.7152, 0.0722 );\n\treturn dot( weights, color.rgb );\n}";
  3639. var cube_uv_reflection_fragment = "#ifdef ENVMAP_TYPE_CUBE_UV\n#define cubeUV_textureSize (1024.0)\nint getFaceFromDirection(vec3 direction) {\n\tvec3 absDirection = abs(direction);\n\tint face = -1;\n\tif( absDirection.x > absDirection.z ) {\n\t\tif(absDirection.x > absDirection.y )\n\t\t\tface = direction.x > 0.0 ? 0 : 3;\n\t\telse\n\t\t\tface = direction.y > 0.0 ? 1 : 4;\n\t}\n\telse {\n\t\tif(absDirection.z > absDirection.y )\n\t\t\tface = direction.z > 0.0 ? 2 : 5;\n\t\telse\n\t\t\tface = direction.y > 0.0 ? 1 : 4;\n\t}\n\treturn face;\n}\n#define cubeUV_maxLods1 (log2(cubeUV_textureSize*0.25) - 1.0)\n#define cubeUV_rangeClamp (exp2((6.0 - 1.0) * 2.0))\nvec2 MipLevelInfo( vec3 vec, float roughnessLevel, float roughness ) {\n\tfloat scale = exp2(cubeUV_maxLods1 - roughnessLevel);\n\tfloat dxRoughness = dFdx(roughness);\n\tfloat dyRoughness = dFdy(roughness);\n\tvec3 dx = dFdx( vec * scale * dxRoughness );\n\tvec3 dy = dFdy( vec * scale * dyRoughness );\n\tfloat d = max( dot( dx, dx ), dot( dy, dy ) );\n\td = clamp(d, 1.0, cubeUV_rangeClamp);\n\tfloat mipLevel = 0.5 * log2(d);\n\treturn vec2(floor(mipLevel), fract(mipLevel));\n}\n#define cubeUV_maxLods2 (log2(cubeUV_textureSize*0.25) - 2.0)\n#define cubeUV_rcpTextureSize (1.0 / cubeUV_textureSize)\nvec2 getCubeUV(vec3 direction, float roughnessLevel, float mipLevel) {\n\tmipLevel = roughnessLevel > cubeUV_maxLods2 - 3.0 ? 0.0 : mipLevel;\n\tfloat a = 16.0 * cubeUV_rcpTextureSize;\n\tvec2 exp2_packed = exp2( vec2( roughnessLevel, mipLevel ) );\n\tvec2 rcp_exp2_packed = vec2( 1.0 ) / exp2_packed;\n\tfloat powScale = exp2_packed.x * exp2_packed.y;\n\tfloat scale = rcp_exp2_packed.x * rcp_exp2_packed.y * 0.25;\n\tfloat mipOffset = 0.75*(1.0 - rcp_exp2_packed.y) * rcp_exp2_packed.x;\n\tbool bRes = mipLevel == 0.0;\n\tscale = bRes && (scale < a) ? a : scale;\n\tvec3 r;\n\tvec2 offset;\n\tint face = getFaceFromDirection(direction);\n\tfloat rcpPowScale = 1.0 / powScale;\n\tif( face == 0) {\n\t\tr = vec3(direction.x, -direction.z, direction.y);\n\t\toffset = vec2(0.0+mipOffset,0.75 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n\t}\n\telse if( face == 1) {\n\t\tr = vec3(direction.y, direction.x, direction.z);\n\t\toffset = vec2(scale+mipOffset, 0.75 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n\t}\n\telse if( face == 2) {\n\t\tr = vec3(direction.z, direction.x, direction.y);\n\t\toffset = vec2(2.0*scale+mipOffset, 0.75 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n\t}\n\telse if( face == 3) {\n\t\tr = vec3(direction.x, direction.z, direction.y);\n\t\toffset = vec2(0.0+mipOffset,0.5 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n\t}\n\telse if( face == 4) {\n\t\tr = vec3(direction.y, direction.x, -direction.z);\n\t\toffset = vec2(scale+mipOffset, 0.5 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n\t}\n\telse {\n\t\tr = vec3(direction.z, -direction.x, direction.y);\n\t\toffset = vec2(2.0*scale+mipOffset, 0.5 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n\t}\n\tr = normalize(r);\n\tfloat texelOffset = 0.5 * cubeUV_rcpTextureSize;\n\tvec2 s = ( r.yz / abs( r.x ) + vec2( 1.0 ) ) * 0.5;\n\tvec2 base = offset + vec2( texelOffset );\n\treturn base + s * ( scale - 2.0 * texelOffset );\n}\n#define cubeUV_maxLods3 (log2(cubeUV_textureSize*0.25) - 3.0)\nvec4 textureCubeUV( sampler2D envMap, vec3 reflectedDirection, float roughness ) {\n\tfloat roughnessVal = roughness* cubeUV_maxLods3;\n\tfloat r1 = floor(roughnessVal);\n\tfloat r2 = r1 + 1.0;\n\tfloat t = fract(roughnessVal);\n\tvec2 mipInfo = MipLevelInfo(reflectedDirection, r1, roughness);\n\tfloat s = mipInfo.y;\n\tfloat level0 = mipInfo.x;\n\tfloat level1 = level0 + 1.0;\n\tlevel1 = level1 > 5.0 ? 5.0 : level1;\n\tlevel0 += min( floor( s + 0.5 ), 5.0 );\n\tvec2 uv_10 = getCubeUV(reflectedDirection, r1, level0);\n\tvec4 color10 = envMapTexelToLinear(texture2D(envMap, uv_10));\n\tvec2 uv_20 = getCubeUV(reflectedDirection, r2, level0);\n\tvec4 color20 = envMapTexelToLinear(texture2D(envMap, uv_20));\n\tvec4 result = mix(color10, color20, t);\n\treturn vec4(result.rgb, 1.0);\n}\n#endif";
  3640. var defaultnormal_vertex = "vec3 transformedNormal = normalMatrix * objectNormal;\n#ifdef FLIP_SIDED\n\ttransformedNormal = - transformedNormal;\n#endif\n#ifdef USE_TANGENT\n\tvec3 transformedTangent = normalMatrix * objectTangent;\n\t#ifdef FLIP_SIDED\n\t\ttransformedTangent = - transformedTangent;\n\t#endif\n#endif";
  3641. var displacementmap_pars_vertex = "#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif";
  3642. var displacementmap_vertex = "#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, uv ).x * displacementScale + displacementBias );\n#endif";
  3643. var emissivemap_fragment = "#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif";
  3644. var emissivemap_pars_fragment = "#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif";
  3645. var encodings_fragment = "gl_FragColor = linearToOutputTexel( gl_FragColor );";
  3646. var encodings_pars_fragment = "\nvec4 LinearToLinear( in vec4 value ) {\n\treturn value;\n}\nvec4 GammaToLinear( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.rgb, vec3( gammaFactor ) ), value.a );\n}\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.rgb, vec3( 1.0 / gammaFactor ) ), value.a );\n}\nvec4 sRGBToLinear( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.a );\n}\nvec4 LinearTosRGB( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );\n}\nvec4 RGBEToLinear( in vec4 value ) {\n\treturn vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 );\n}\nvec4 LinearToRGBE( in vec4 value ) {\n\tfloat maxComponent = max( max( value.r, value.g ), value.b );\n\tfloat fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 );\n\treturn vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 );\n}\nvec4 RGBMToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * value.a * maxRange, 1.0 );\n}\nvec4 LinearToRGBM( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\n\tfloat M = clamp( maxRGB / maxRange, 0.0, 1.0 );\n\tM = ceil( M * 255.0 ) / 255.0;\n\treturn vec4( value.rgb / ( M * maxRange ), M );\n}\nvec4 RGBDToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 );\n}\nvec4 LinearToRGBD( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\n\tfloat D = max( maxRange / maxRGB, 1.0 );\n\tD = min( floor( D ) / 255.0, 1.0 );\n\treturn vec4( value.rgb * ( D * ( 255.0 / maxRange ) ), D );\n}\nconst mat3 cLogLuvM = mat3( 0.2209, 0.3390, 0.4184, 0.1138, 0.6780, 0.7319, 0.0102, 0.1130, 0.2969 );\nvec4 LinearToLogLuv( in vec4 value ) {\n\tvec3 Xp_Y_XYZp = cLogLuvM * value.rgb;\n\tXp_Y_XYZp = max( Xp_Y_XYZp, vec3( 1e-6, 1e-6, 1e-6 ) );\n\tvec4 vResult;\n\tvResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;\n\tfloat Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;\n\tvResult.w = fract( Le );\n\tvResult.z = ( Le - ( floor( vResult.w * 255.0 ) ) / 255.0 ) / 255.0;\n\treturn vResult;\n}\nconst mat3 cLogLuvInverseM = mat3( 6.0014, -2.7008, -1.7996, -1.3320, 3.1029, -5.7721, 0.3008, -1.0882, 5.6268 );\nvec4 LogLuvToLinear( in vec4 value ) {\n\tfloat Le = value.z * 255.0 + value.w;\n\tvec3 Xp_Y_XYZp;\n\tXp_Y_XYZp.y = exp2( ( Le - 127.0 ) / 2.0 );\n\tXp_Y_XYZp.z = Xp_Y_XYZp.y / value.y;\n\tXp_Y_XYZp.x = value.x * Xp_Y_XYZp.z;\n\tvec3 vRGB = cLogLuvInverseM * Xp_Y_XYZp.rgb;\n\treturn vec4( max( vRGB, 0.0 ), 1.0 );\n}";
  3647. var envmap_fragment = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\tvec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\tvec2 sampleUV;\n\t\treflectVec = normalize( reflectVec );\n\t\tsampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\t\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\tvec4 envColor = texture2D( envMap, sampleUV );\n\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\treflectVec = normalize( reflectVec );\n\t\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0, 0.0, 1.0 ) );\n\t\tvec4 envColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5 );\n\t#else\n\t\tvec4 envColor = vec4( 0.0 );\n\t#endif\n\tenvColor = envMapTexelToLinear( envColor );\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_MIX )\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_ADD )\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\t#endif\n#endif";
  3648. var envmap_pars_fragment = "#if defined( USE_ENVMAP ) || defined( PHYSICAL )\n\tuniform float reflectivity;\n\tuniform float envMapIntensity;\n#endif\n#ifdef USE_ENVMAP\n\t#if ! defined( PHYSICAL ) && ( defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) )\n\t\tvarying vec3 vWorldPosition;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tuniform samplerCube envMap;\n\t#else\n\t\tuniform sampler2D envMap;\n\t#endif\n\tuniform float flipEnvMap;\n\tuniform int maxMipLevel;\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( PHYSICAL )\n\t\tuniform float refractionRatio;\n\t#else\n\t\tvarying vec3 vReflect;\n\t#endif\n#endif";
  3649. var envmap_pars_vertex = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\tvarying vec3 vWorldPosition;\n\t#else\n\t\tvarying vec3 vReflect;\n\t\tuniform float refractionRatio;\n\t#endif\n#endif";
  3650. var envmap_vertex = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\tvWorldPosition = worldPosition.xyz;\n\t#else\n\t\tvec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\t\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvReflect = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#endif\n#endif";
  3651. var fog_vertex = "#ifdef USE_FOG\n\tfogDepth = -mvPosition.z;\n#endif";
  3652. var fog_pars_vertex = "#ifdef USE_FOG\n\tvarying float fogDepth;\n#endif";
  3653. var fog_fragment = "#ifdef USE_FOG\n\t#ifdef FOG_EXP2\n\t\tfloat fogFactor = whiteCompliment( exp2( - fogDensity * fogDensity * fogDepth * fogDepth * LOG2 ) );\n\t#else\n\t\tfloat fogFactor = smoothstep( fogNear, fogFar, fogDepth );\n\t#endif\n\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\n#endif";
  3654. 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";
  3655. var gradientmap_pars_fragment = "#ifdef TOON\n\tuniform sampler2D gradientMap;\n\tvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\n\t\tfloat dotNL = dot( normal, lightDirection );\n\t\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\n\t\t#ifdef USE_GRADIENTMAP\n\t\t\treturn texture2D( gradientMap, coord ).rgb;\n\t\t#else\n\t\t\treturn ( coord.x < 0.7 ) ? vec3( 0.7 ) : vec3( 1.0 );\n\t\t#endif\n\t}\n#endif";
  3656. var lightmap_fragment = "#ifdef USE_LIGHTMAP\n\treflectedLight.indirectDiffuse += PI * texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n#endif";
  3657. var lightmap_pars_fragment = "#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif";
  3658. var lights_lambert_vertex = "vec3 diffuse = vec3( 1.0 );\nGeometricContext geometry;\ngeometry.position = mvPosition.xyz;\ngeometry.normal = normalize( transformedNormal );\ngeometry.viewDir = normalize( -mvPosition.xyz );\nGeometricContext backGeometry;\nbackGeometry.position = geometry.position;\nbackGeometry.normal = -geometry.normal;\nbackGeometry.viewDir = geometry.viewDir;\nvLightFront = vec3( 0.0 );\nvIndirectFront = vec3( 0.0 );\n#ifdef DOUBLE_SIDED\n\tvLightBack = vec3( 0.0 );\n\tvIndirectBack = vec3( 0.0 );\n#endif\nIncidentLight directLight;\nfloat dotNL;\nvec3 directLightColor_Diffuse;\n#if NUM_POINT_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tgetPointDirectLightIrradiance( pointLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tgetSpotDirectLightIrradiance( spotLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_DIR_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tgetDirectionalDirectLightIrradiance( directionalLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\tvIndirectFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvIndirectBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );\n\t\t#endif\n\t}\n#endif";
  3659. var lights_pars_begin = "uniform vec3 ambientLightColor;\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n\tvec3 irradiance = ambientLightColor;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treturn irradiance;\n}\n#if NUM_DIR_LIGHTS > 0\n\tstruct DirectionalLight {\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t};\n\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n\tvoid getDirectionalDirectLightIrradiance( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tdirectLight.color = directionalLight.color;\n\t\tdirectLight.direction = directionalLight.direction;\n\t\tdirectLight.visible = true;\n\t}\n#endif\n#if NUM_POINT_LIGHTS > 0\n\tstruct PointLight {\n\t\tvec3 position;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t\tfloat shadowCameraNear;\n\t\tfloat shadowCameraFar;\n\t};\n\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n\tvoid getPointDirectLightIrradiance( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = pointLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tdirectLight.color = pointLight.color;\n\t\tdirectLight.color *= punctualLightIntensityToIrradianceFactor( lightDistance, pointLight.distance, pointLight.decay );\n\t\tdirectLight.visible = ( directLight.color != vec3( 0.0 ) );\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tstruct SpotLight {\n\t\tvec3 position;\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tfloat coneCos;\n\t\tfloat penumbraCos;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t};\n\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n\tvoid getSpotDirectLightIrradiance( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = spotLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tfloat angleCos = dot( directLight.direction, spotLight.direction );\n\t\tif ( angleCos > spotLight.coneCos ) {\n\t\t\tfloat spotEffect = smoothstep( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n\t\t\tdirectLight.color = spotLight.color;\n\t\t\tdirectLight.color *= spotEffect * punctualLightIntensityToIrradianceFactor( lightDistance, spotLight.distance, spotLight.decay );\n\t\t\tdirectLight.visible = true;\n\t\t} else {\n\t\t\tdirectLight.color = vec3( 0.0 );\n\t\t\tdirectLight.visible = false;\n\t\t}\n\t}\n#endif\n#if NUM_RECT_AREA_LIGHTS > 0\n\tstruct RectAreaLight {\n\t\tvec3 color;\n\t\tvec3 position;\n\t\tvec3 halfWidth;\n\t\tvec3 halfHeight;\n\t};\n\tuniform sampler2D ltc_1;\tuniform sampler2D ltc_2;\n\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\tstruct HemisphereLight {\n\t\tvec3 direction;\n\t\tvec3 skyColor;\n\t\tvec3 groundColor;\n\t};\n\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\n\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in GeometricContext geometry ) {\n\t\tfloat dotNL = dot( geometry.normal, hemiLight.direction );\n\t\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n\t\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tirradiance *= PI;\n\t\t#endif\n\t\treturn irradiance;\n\t}\n#endif";
  3660. var envmap_physical_pars_fragment = "#if defined( USE_ENVMAP ) && defined( PHYSICAL )\n\tvec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {\n\t\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, queryVec, 1.0 );\n\t\t#else\n\t\t\tvec4 envMapColor = vec4( 0.0 );\n\t\t#endif\n\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t}\n\tfloat getSpecularMIPLevel( const in float blinnShininessExponent, const in int maxMIPLevel ) {\n\t\tfloat maxMIPLevelScalar = float( maxMIPLevel );\n\t\tfloat desiredMIPLevel = maxMIPLevelScalar + 0.79248 - 0.5 * log2( pow2( blinnShininessExponent ) + 1.0 );\n\t\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\n\t}\n\tvec3 getLightProbeIndirectRadiance( const in GeometricContext geometry, const in float blinnShininessExponent, const in int maxMIPLevel ) {\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( -geometry.viewDir, geometry.normal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( -geometry.viewDir, geometry.normal, refractionRatio );\n\t\t#endif\n\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\tfloat specularMIPLevel = getSpecularMIPLevel( blinnShininessExponent, maxMIPLevel );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, queryReflectVec, BlinnExponentToGGXRoughness(blinnShininessExponent ));\n\t\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\t\tvec2 sampleUV;\n\t\t\tsampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\t\t\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, sampleUV, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, sampleUV, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\t\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0,0.0,1.0 ) );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#endif\n\t\treturn envMapColor.rgb * envMapIntensity;\n\t}\n#endif";
  3661. var lights_phong_fragment = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;";
  3662. var lights_phong_pars_fragment = "varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct BlinnPhongMaterial {\n\tvec3\tdiffuseColor;\n\tvec3\tspecularColor;\n\tfloat\tspecularShininess;\n\tfloat\tspecularStrength;\n};\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\t#ifdef TOON\n\t\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\n\t#else\n\t\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\t\tvec3 irradiance = dotNL * directLight.color;\n\t#endif\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_BlinnPhong\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_BlinnPhong\n#define Material_LightProbeLOD( material )\t(0)";
  3663. var lights_physical_fragment = "PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nmaterial.specularRoughness = clamp( roughnessFactor, 0.04, 1.0 );\n#ifdef STANDARD\n\tmaterial.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );\n\tmaterial.clearCoat = saturate( clearCoat );\tmaterial.clearCoatRoughness = clamp( clearCoatRoughness, 0.04, 1.0 );\n#endif";
  3664. var lights_physical_pars_fragment = "struct PhysicalMaterial {\n\tvec3\tdiffuseColor;\n\tfloat\tspecularRoughness;\n\tvec3\tspecularColor;\n\t#ifndef STANDARD\n\t\tfloat clearCoat;\n\t\tfloat clearCoatRoughness;\n\t#endif\n};\n#define MAXIMUM_SPECULAR_COEFFICIENT 0.16\n#define DEFAULT_SPECULAR_COEFFICIENT 0.04\nfloat clearCoatDHRApprox( const in float roughness, const in float dotNL ) {\n\treturn DEFAULT_SPECULAR_COEFFICIENT + ( 1.0 - DEFAULT_SPECULAR_COEFFICIENT ) * ( pow( 1.0 - dotNL, 5.0 ) * pow( 1.0 - roughness, 2.0 ) );\n}\n#if NUM_RECT_AREA_LIGHTS > 0\n\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t\tvec3 normal = geometry.normal;\n\t\tvec3 viewDir = geometry.viewDir;\n\t\tvec3 position = geometry.position;\n\t\tvec3 lightPos = rectAreaLight.position;\n\t\tvec3 halfWidth = rectAreaLight.halfWidth;\n\t\tvec3 halfHeight = rectAreaLight.halfHeight;\n\t\tvec3 lightColor = rectAreaLight.color;\n\t\tfloat roughness = material.specularRoughness;\n\t\tvec3 rectCoords[ 4 ];\n\t\trectCoords[ 0 ] = lightPos + halfWidth - halfHeight;\t\trectCoords[ 1 ] = lightPos - halfWidth - halfHeight;\n\t\trectCoords[ 2 ] = lightPos - halfWidth + halfHeight;\n\t\trectCoords[ 3 ] = lightPos + halfWidth + halfHeight;\n\t\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\n\t\tvec4 t1 = texture2D( ltc_1, uv );\n\t\tvec4 t2 = texture2D( ltc_2, uv );\n\t\tmat3 mInv = mat3(\n\t\t\tvec3( t1.x, 0, t1.y ),\n\t\t\tvec3( 0, 1, 0 ),\n\t\t\tvec3( t1.z, 0, t1.w )\n\t\t);\n\t\tvec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y );\n\t\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\n\t\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\n\t}\n#endif\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\t#ifndef STANDARD\n\t\tfloat clearCoatDHR = material.clearCoat * clearCoatDHRApprox( material.clearCoatRoughness, dotNL );\n\t#else\n\t\tfloat clearCoatDHR = 0.0;\n\t#endif\n\treflectedLight.directSpecular += ( 1.0 - clearCoatDHR ) * irradiance * BRDF_Specular_GGX( directLight, geometry, material.specularColor, material.specularRoughness );\n\treflectedLight.directDiffuse += ( 1.0 - clearCoatDHR ) * irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\t#ifndef STANDARD\n\t\treflectedLight.directSpecular += irradiance * material.clearCoat * BRDF_Specular_GGX( directLight, geometry, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearCoatRoughness );\n\t#endif\n}\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t#ifndef ENVMAP_TYPE_CUBE_UV\n\t\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\t#endif\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#ifndef STANDARD\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\t\tfloat dotNL = dotNV;\n\t\tfloat clearCoatDHR = material.clearCoat * clearCoatDHRApprox( material.clearCoatRoughness, dotNL );\n\t#else\n\t\tfloat clearCoatDHR = 0.0;\n\t#endif\n\tfloat clearCoatInv = 1.0 - clearCoatDHR;\n\t#if defined( ENVMAP_TYPE_CUBE_UV )\n\t\tvec3 singleScattering = vec3( 0.0 );\n\t\tvec3 multiScattering = vec3( 0.0 );\n\t\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\n\t\tBRDF_Specular_Multiscattering_Environment( geometry, material.specularColor, material.specularRoughness, singleScattering, multiScattering );\n\t\tvec3 diffuse = material.diffuseColor;\n\t\treflectedLight.indirectSpecular += clearCoatInv * radiance * singleScattering;\n\t\treflectedLight.indirectDiffuse += multiScattering * cosineWeightedIrradiance;\n\t\treflectedLight.indirectDiffuse += diffuse * cosineWeightedIrradiance;\n\t#else\n\t\treflectedLight.indirectSpecular += clearCoatInv * radiance * BRDF_Specular_GGX_Environment( geometry, material.specularColor, material.specularRoughness );\n\t#endif\n\t#ifndef STANDARD\n\t\treflectedLight.indirectSpecular += clearCoatRadiance * material.clearCoat * BRDF_Specular_GGX_Environment( geometry, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearCoatRoughness );\n\t#endif\n}\n#define RE_Direct\t\t\t\tRE_Direct_Physical\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_Physical\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Physical\n#define RE_IndirectSpecular\t\tRE_IndirectSpecular_Physical\n#define Material_BlinnShininessExponent( material ) GGXRoughnessToBlinnExponent( material.specularRoughness )\n#define Material_ClearCoat_BlinnShininessExponent( material ) GGXRoughnessToBlinnExponent( material.clearCoatRoughness )\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\n\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}";
  3665. var lights_fragment_begin = "\nGeometricContext geometry;\ngeometry.position = - vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = normalize( vViewPosition );\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\tPointLight pointLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tgetPointDirectLightIrradiance( pointLight, geometry, directLight );\n\t\t#ifdef USE_SHADOWMAP\n\t\tdirectLight.color *= all( bvec2( pointLight.shadow, directLight.visible ) ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tgetSpotDirectLightIrradiance( spotLight, geometry, directLight );\n\t\t#ifdef USE_SHADOWMAP\n\t\tdirectLight.color *= all( bvec2( spotLight.shadow, directLight.visible ) ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );\n\t\t#ifdef USE_SHADOWMAP\n\t\tdirectLight.color *= all( bvec2( directionalLight.shadow, directLight.visible ) ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\tRectAreaLight rectAreaLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\t\trectAreaLight = rectAreaLights[ i ];\n\t\tRE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if defined( RE_IndirectDiffuse )\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\t#pragma unroll_loop\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t}\n\t#endif\n#endif\n#if defined( RE_IndirectSpecular )\n\tvec3 radiance = vec3( 0.0 );\n\tvec3 clearCoatRadiance = vec3( 0.0 );\n#endif";
  3666. var lights_fragment_maps = "#if defined( RE_IndirectDiffuse )\n\t#ifdef USE_LIGHTMAP\n\t\tvec3 lightMapIrradiance = texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tlightMapIrradiance *= PI;\n\t\t#endif\n\t\tirradiance += lightMapIrradiance;\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( PHYSICAL ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t\tirradiance += getLightProbeIndirectIrradiance( geometry, maxMipLevel );\n\t#endif\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\tradiance += getLightProbeIndirectRadiance( geometry, Material_BlinnShininessExponent( material ), maxMipLevel );\n\t#ifndef STANDARD\n\t\tclearCoatRadiance += getLightProbeIndirectRadiance( geometry, Material_ClearCoat_BlinnShininessExponent( material ), maxMipLevel );\n\t#endif\n#endif";
  3667. 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, irradiance, clearCoatRadiance, geometry, material, reflectedLight );\n#endif";
  3668. var logdepthbuf_fragment = "#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tgl_FragDepthEXT = log2( vFragDepth ) * logDepthBufFC * 0.5;\n#endif";
  3669. var logdepthbuf_pars_fragment = "#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tuniform float logDepthBufFC;\n\tvarying float vFragDepth;\n#endif";
  3670. var logdepthbuf_pars_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvarying float vFragDepth;\n\t#else\n\t\tuniform float logDepthBufFC;\n\t#endif\n#endif";
  3671. var logdepthbuf_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvFragDepth = 1.0 + gl_Position.w;\n\t#else\n\t\tgl_Position.z = log2( max( EPSILON, gl_Position.w + 1.0 ) ) * logDepthBufFC - 1.0;\n\t\tgl_Position.z *= gl_Position.w;\n\t#endif\n#endif";
  3672. var map_fragment = "#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif";
  3673. var map_pars_fragment = "#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif";
  3674. var map_particle_fragment = "#ifdef USE_MAP\n\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\n\tvec4 mapTexel = texture2D( map, uv );\n\tdiffuseColor *= mapTexelToLinear( mapTexel );\n#endif";
  3675. var map_particle_pars_fragment = "#ifdef USE_MAP\n\tuniform mat3 uvTransform;\n\tuniform sampler2D map;\n#endif";
  3676. var metalnessmap_fragment = "float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif";
  3677. var metalnessmap_pars_fragment = "#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif";
  3678. var morphnormal_vertex = "#ifdef USE_MORPHNORMALS\n\tobjectNormal += ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];\n\tobjectNormal += ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];\n\tobjectNormal += ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];\n\tobjectNormal += ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];\n#endif";
  3679. var morphtarget_pars_vertex = "#ifdef USE_MORPHTARGETS\n\t#ifndef USE_MORPHNORMALS\n\tuniform float morphTargetInfluences[ 8 ];\n\t#else\n\tuniform float morphTargetInfluences[ 4 ];\n\t#endif\n#endif";
  3680. var morphtarget_vertex = "#ifdef USE_MORPHTARGETS\n\ttransformed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];\n\ttransformed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];\n\ttransformed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];\n\ttransformed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];\n\t#ifndef USE_MORPHNORMALS\n\ttransformed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];\n\ttransformed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];\n\ttransformed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];\n\ttransformed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];\n\t#endif\n#endif";
  3681. var normal_fragment_begin = "#ifdef FLAT_SHADED\n\tvec3 fdx = vec3( dFdx( vViewPosition.x ), dFdx( vViewPosition.y ), dFdx( vViewPosition.z ) );\n\tvec3 fdy = vec3( dFdy( vViewPosition.x ), dFdy( vViewPosition.y ), dFdy( vViewPosition.z ) );\n\tvec3 normal = normalize( cross( fdx, fdy ) );\n#else\n\tvec3 normal = normalize( vNormal );\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t#endif\n\t#ifdef USE_TANGENT\n\t\tvec3 tangent = normalize( vTangent );\n\t\tvec3 bitangent = normalize( vBitangent );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\ttangent = tangent * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t\tbitangent = bitangent * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t#endif\n\t#endif\n#endif";
  3682. var normal_fragment_maps = "#ifdef USE_NORMALMAP\n\t#ifdef OBJECTSPACE_NORMALMAP\n\t\tnormal = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t\t#ifdef FLIP_SIDED\n\t\t\tnormal = - normal;\n\t\t#endif\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t#endif\n\t\tnormal = normalize( normalMatrix * normal );\n\t#else\n\t\t#ifdef USE_TANGENT\n\t\t\tmat3 vTBN = mat3( tangent, bitangent, normal );\n\t\t\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t\t\tmapN.xy = normalScale * mapN.xy;\n\t\t\tnormal = normalize( vTBN * mapN );\n\t\t#else\n\t\t\tnormal = perturbNormal2Arb( -vViewPosition, normal );\n\t\t#endif\n\t#endif\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\n#endif";
  3683. var normalmap_pars_fragment = "#ifdef USE_NORMALMAP\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n\t#ifdef OBJECTSPACE_NORMALMAP\n\t\tuniform mat3 normalMatrix;\n\t#else\n\t\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm ) {\n\t\t\tvec3 q0 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) );\n\t\t\tvec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) );\n\t\t\tvec2 st0 = dFdx( vUv.st );\n\t\t\tvec2 st1 = dFdy( vUv.st );\n\t\t\tfloat scale = sign( st1.t * st0.s - st0.t * st1.s );\n\t\t\tvec3 S = normalize( ( q0 * st1.t - q1 * st0.t ) * scale );\n\t\t\tvec3 T = normalize( ( - q0 * st1.s + q1 * st0.s ) * scale );\n\t\t\tvec3 N = normalize( surf_norm );\n\t\t\tmat3 tsn = mat3( S, T, N );\n\t\t\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t\t\tmapN.xy *= normalScale;\n\t\t\tmapN.xy *= ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t\treturn normalize( tsn * mapN );\n\t\t}\n\t#endif\n#endif";
  3684. var packing = "vec3 packNormalToRGB( const in vec3 normal ) {\n\treturn normalize( normal ) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n\treturn 2.0 * rgb.xyz - 1.0;\n}\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\nconst float ShiftRight8 = 1. / 256.;\nvec4 packDepthToRGBA( const in float v ) {\n\tvec4 r = vec4( fract( v * PackFactors ), v );\n\tr.yzw -= r.xyz * ShiftRight8;\treturn r * PackUpscale;\n}\nfloat unpackRGBAToDepth( const in vec4 v ) {\n\treturn dot( v, UnpackFactors );\n}\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( viewZ + near ) / ( near - far );\n}\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\n\treturn linearClipZ * ( near - far ) - near;\n}\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn (( near + viewZ ) * far ) / (( far - near ) * viewZ );\n}\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\n\treturn ( near * far ) / ( ( far - near ) * invClipZ - far );\n}";
  3685. var premultiplied_alpha_fragment = "#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif";
  3686. var project_vertex = "vec4 mvPosition = modelViewMatrix * vec4( transformed, 1.0 );\ngl_Position = projectionMatrix * mvPosition;";
  3687. var dithering_fragment = "#if defined( DITHERING )\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif";
  3688. var dithering_pars_fragment = "#if defined( DITHERING )\n\tvec3 dithering( vec3 color ) {\n\t\tfloat grid_position = rand( gl_FragCoord.xy );\n\t\tvec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );\n\t\tdither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );\n\t\treturn color + dither_shift_RGB;\n\t}\n#endif";
  3689. var roughnessmap_fragment = "float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif";
  3690. var roughnessmap_pars_fragment = "#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif";
  3691. var shadowmap_pars_fragment = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHTS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHTS ];\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHTS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHTS ];\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHTS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHTS ];\n\t#endif\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n\t}\n\tfloat texture2DShadowLerp( sampler2D depths, vec2 size, vec2 uv, float compare ) {\n\t\tconst vec2 offset = vec2( 0.0, 1.0 );\n\t\tvec2 texelSize = vec2( 1.0 ) / size;\n\t\tvec2 centroidUV = floor( uv * size + 0.5 ) / size;\n\t\tfloat lb = texture2DCompare( depths, centroidUV + texelSize * offset.xx, compare );\n\t\tfloat lt = texture2DCompare( depths, centroidUV + texelSize * offset.xy, compare );\n\t\tfloat rb = texture2DCompare( depths, centroidUV + texelSize * offset.yx, compare );\n\t\tfloat rt = texture2DCompare( depths, centroidUV + texelSize * offset.yy, compare );\n\t\tvec2 f = fract( uv * size + 0.5 );\n\t\tfloat a = mix( lb, lt, f.y );\n\t\tfloat b = mix( rb, rt, f.y );\n\t\tfloat c = mix( a, b, f.x );\n\t\treturn c;\n\t}\n\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\tfloat shadow = 1.0;\n\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\tshadowCoord.z += shadowBias;\n\t\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\n\t\tbool inFrustum = all( inFrustumVec );\n\t\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n\t\tbool frustumTest = all( frustumTestVec );\n\t\tif ( frustumTest ) {\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tshadow = (\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#endif\n\t\t}\n\t\treturn shadow;\n\t}\n\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\n\t\tvec3 absV = abs( v );\n\t\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n\t\tabsV *= scaleToCube;\n\t\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n\t\tvec2 planar = v.xy;\n\t\tfloat almostATexel = 1.5 * texelSizeY;\n\t\tfloat almostOne = 1.0 - almostATexel;\n\t\tif ( absV.z >= almostOne ) {\n\t\t\tif ( v.z > 0.0 )\n\t\t\t\tplanar.x = 4.0 - v.x;\n\t\t} else if ( absV.x >= almostOne ) {\n\t\t\tfloat signX = sign( v.x );\n\t\t\tplanar.x = v.z * signX + 2.0 * signX;\n\t\t} else if ( absV.y >= almostOne ) {\n\t\t\tfloat signY = sign( v.y );\n\t\t\tplanar.x = v.x + 2.0 * signY + 2.0;\n\t\t\tplanar.y = v.z * signY - 2.0;\n\t\t}\n\t\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n\t}\n\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tfloat dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\t\tdp += shadowBias;\n\t\tvec3 bd3D = normalize( lightToPosition );\n\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n\t\t\treturn (\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n\t\t#endif\n\t}\n#endif";
  3692. var shadowmap_pars_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\t\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHTS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHTS ];\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\t\tuniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHTS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHTS ];\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\t\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHTS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHTS ];\n\t#endif\n#endif";
  3693. var shadowmap_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n#endif";
  3694. var shadowmask_pars_fragment = "float getShadowMask() {\n\tfloat shadow = 1.0;\n\t#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\tDirectionalLight directionalLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tshadow *= bool( directionalLight.shadow ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\tSpotLight spotLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tshadow *= bool( spotLight.shadow ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\tPointLight pointLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tshadow *= bool( pointLight.shadow ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t}\n\t#endif\n\t#endif\n\treturn shadow;\n}";
  3695. 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";
  3696. var skinning_pars_vertex = "#ifdef USE_SKINNING\n\tuniform mat4 bindMatrix;\n\tuniform mat4 bindMatrixInverse;\n\t#ifdef BONE_TEXTURE\n\t\tuniform sampler2D boneTexture;\n\t\tuniform int boneTextureSize;\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tfloat j = i * 4.0;\n\t\t\tfloat x = mod( j, float( boneTextureSize ) );\n\t\t\tfloat y = floor( j / float( boneTextureSize ) );\n\t\t\tfloat dx = 1.0 / float( boneTextureSize );\n\t\t\tfloat dy = 1.0 / float( boneTextureSize );\n\t\t\ty = dy * ( y + 0.5 );\n\t\t\tvec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\n\t\t\tvec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\n\t\t\tvec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\n\t\t\tvec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\n\t\t\tmat4 bone = mat4( v1, v2, v3, v4 );\n\t\t\treturn bone;\n\t\t}\n\t#else\n\t\tuniform mat4 boneMatrices[ MAX_BONES ];\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tmat4 bone = boneMatrices[ int(i) ];\n\t\t\treturn bone;\n\t\t}\n\t#endif\n#endif";
  3697. 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";
  3698. 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";
  3699. 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";
  3700. var specularmap_pars_fragment = "#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif";
  3701. var tonemapping_fragment = "#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif";
  3702. var tonemapping_pars_fragment = "#ifndef saturate\n\t#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\nuniform float toneMappingWhitePoint;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn toneMappingExposure * color;\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\n#define Uncharted2Helper( x ) max( ( ( x * ( 0.15 * x + 0.10 * 0.50 ) + 0.20 * 0.02 ) / ( x * ( 0.15 * x + 0.50 ) + 0.20 * 0.30 ) ) - 0.02 / 0.30, vec3( 0.0 ) )\nvec3 Uncharted2ToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( Uncharted2Helper( color ) / Uncharted2Helper( vec3( toneMappingWhitePoint ) ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\nvec3 ACESFilmicToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( ( color * ( 2.51 * color + 0.03 ) ) / ( color * ( 2.43 * color + 0.59 ) + 0.14 ) );\n}";
  3703. var uv_pars_fragment = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n\tvarying vec2 vUv;\n#endif";
  3704. var uv_pars_vertex = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n\tvarying vec2 vUv;\n\tuniform mat3 uvTransform;\n#endif";
  3705. var uv_vertex = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n#endif";
  3706. var uv2_pars_fragment = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif";
  3707. var uv2_pars_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n#endif";
  3708. var uv2_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = uv2;\n#endif";
  3709. var worldpos_vertex = "#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP )\n\tvec4 worldPosition = modelMatrix * vec4( transformed, 1.0 );\n#endif";
  3710. 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}";
  3711. 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}";
  3712. var cube_frag = "uniform samplerCube tCube;\nuniform float tFlip;\nuniform float opacity;\nvarying vec3 vWorldDirection;\nvoid main() {\n\tvec4 texColor = textureCube( tCube, vec3( tFlip * vWorldDirection.x, vWorldDirection.yz ) );\n\tgl_FragColor = mapTexelToLinear( texColor );\n\tgl_FragColor.a *= opacity;\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n}";
  3713. 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}";
  3714. 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}";
  3715. 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}";
  3716. 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}";
  3717. 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}";
  3718. 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}";
  3719. 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}";
  3720. var linedashed_frag = "uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\n\t\tdiscard;\n\t}\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <color_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
  3721. 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}";
  3722. var meshbasic_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <envmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\t#ifdef USE_LIGHTMAP\n\t\treflectedLight.indirectDiffuse += texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n\t#else\n\t\treflectedLight.indirectDiffuse += vec3( 1.0 );\n\t#endif\n\t#include <aomap_fragment>\n\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
  3723. 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}";
  3724. 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_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <fog_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <emissivemap_fragment>\n\treflectedLight.indirectDiffuse = getAmbientLightIrradiance( ambientLightColor );\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.indirectDiffuse += ( gl_FrontFacing ) ? vIndirectFront : vIndirectBack;\n\t#else\n\t\treflectedLight.indirectDiffuse += vIndirectFront;\n\t#endif\n\t#include <lightmap_fragment>\n\treflectedLight.indirectDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb );\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;\n\t#else\n\t\treflectedLight.directDiffuse = vLightFront;\n\t#endif\n\treflectedLight.directDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ) * getShadowMask();\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  3725. 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}";
  3726. var meshmatcap_frag = "#define MATCAP\nuniform vec3 diffuse;\nuniform float opacity;\nuniform sampler2D matcap;\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\tvec3 viewDir = normalize( vViewPosition );\n\tvec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) );\n\tvec3 y = cross( viewDir, x );\n\tvec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5;\n\t#ifdef USE_MATCAP\n\t\tvec4 matcapColor = texture2D( matcap, uv );\n\t\tmatcapColor = matcapTexelToLinear( matcapColor );\n\t#else\n\t\tvec4 matcapColor = vec4( 1.0 );\n\t#endif\n\tvec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
  3727. 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}";
  3728. var meshphong_frag = "#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_pars_fragment>\n#include <gradientmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <lights_phong_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_phong_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  3729. 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}";
  3730. var meshphysical_frag = "#define PHYSICAL\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifndef STANDARD\n\tuniform float clearCoat;\n\tuniform float clearCoatRoughness;\n#endif\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\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_pars_fragment>\n#include <envmap_physical_pars_fragment>\n#include <fog_pars_fragment>\n#include <lights_pars_begin>\n#include <lights_physical_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <roughnessmap_pars_fragment>\n#include <metalnessmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <roughnessmap_fragment>\n\t#include <metalnessmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_physical_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  3731. var meshphysical_vert = "#define PHYSICAL\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}";
  3732. var normal_frag = "#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || ( defined( USE_NORMALMAP ) && ! defined( OBJECTSPACE_NORMALMAP ) )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\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>\nvoid main() {\n\t#include <logdepthbuf_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\tgl_FragColor = vec4( packNormalToRGB( normal ), opacity );\n}";
  3733. var normal_vert = "#define NORMAL\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || ( defined( USE_NORMALMAP ) && ! defined( OBJECTSPACE_NORMALMAP ) )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\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#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || ( defined( USE_NORMALMAP ) && ! defined( OBJECTSPACE_NORMALMAP ) )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n}";
  3734. var points_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#include <common>\n#include <color_pars_fragment>\n#include <map_particle_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_particle_fragment>\n\t#include <color_fragment>\n\t#include <alphatest_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
  3735. var points_vert = "uniform float size;\nuniform float scale;\n#include <common>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <color_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <project_vertex>\n\tgl_PointSize = size;\n\t#ifdef USE_SIZEATTENUATION\n\t\tbool isPerspective = ( projectionMatrix[ 2 ][ 3 ] == - 1.0 );\n\t\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\n\t#endif\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <worldpos_vertex>\n\t#include <fog_vertex>\n}";
  3736. var shadow_frag = "uniform vec3 color;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\nvoid main() {\n\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\n\t#include <fog_fragment>\n}";
  3737. 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}";
  3738. var sprite_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#include <common>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <alphatest_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
  3739. var sprite_vert = "uniform float rotation;\nuniform vec2 center;\n#include <common>\n#include <uv_pars_vertex>\n#include <fog_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\tvec4 mvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );\n\tvec2 scale;\n\tscale.x = length( vec3( modelMatrix[ 0 ].x, modelMatrix[ 0 ].y, modelMatrix[ 0 ].z ) );\n\tscale.y = length( vec3( modelMatrix[ 1 ].x, modelMatrix[ 1 ].y, modelMatrix[ 1 ].z ) );\n\t#ifndef USE_SIZEATTENUATION\n\t\tbool isPerspective = ( projectionMatrix[ 2 ][ 3 ] == - 1.0 );\n\t\tif ( isPerspective ) scale *= - mvPosition.z;\n\t#endif\n\tvec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale;\n\tvec2 rotatedPosition;\n\trotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\n\trotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\n\tmvPosition.xy += rotatedPosition;\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n}";
  3740. var ShaderChunk = {
  3741. alphamap_fragment: alphamap_fragment,
  3742. alphamap_pars_fragment: alphamap_pars_fragment,
  3743. alphatest_fragment: alphatest_fragment,
  3744. aomap_fragment: aomap_fragment,
  3745. aomap_pars_fragment: aomap_pars_fragment,
  3746. begin_vertex: begin_vertex,
  3747. beginnormal_vertex: beginnormal_vertex,
  3748. bsdfs: bsdfs,
  3749. bumpmap_pars_fragment: bumpmap_pars_fragment,
  3750. clipping_planes_fragment: clipping_planes_fragment,
  3751. clipping_planes_pars_fragment: clipping_planes_pars_fragment,
  3752. clipping_planes_pars_vertex: clipping_planes_pars_vertex,
  3753. clipping_planes_vertex: clipping_planes_vertex,
  3754. color_fragment: color_fragment,
  3755. color_pars_fragment: color_pars_fragment,
  3756. color_pars_vertex: color_pars_vertex,
  3757. color_vertex: color_vertex,
  3758. common: common,
  3759. cube_uv_reflection_fragment: cube_uv_reflection_fragment,
  3760. defaultnormal_vertex: defaultnormal_vertex,
  3761. displacementmap_pars_vertex: displacementmap_pars_vertex,
  3762. displacementmap_vertex: displacementmap_vertex,
  3763. emissivemap_fragment: emissivemap_fragment,
  3764. emissivemap_pars_fragment: emissivemap_pars_fragment,
  3765. encodings_fragment: encodings_fragment,
  3766. encodings_pars_fragment: encodings_pars_fragment,
  3767. envmap_fragment: envmap_fragment,
  3768. envmap_pars_fragment: envmap_pars_fragment,
  3769. envmap_pars_vertex: envmap_pars_vertex,
  3770. envmap_physical_pars_fragment: envmap_physical_pars_fragment,
  3771. envmap_vertex: envmap_vertex,
  3772. fog_vertex: fog_vertex,
  3773. fog_pars_vertex: fog_pars_vertex,
  3774. fog_fragment: fog_fragment,
  3775. fog_pars_fragment: fog_pars_fragment,
  3776. gradientmap_pars_fragment: gradientmap_pars_fragment,
  3777. lightmap_fragment: lightmap_fragment,
  3778. lightmap_pars_fragment: lightmap_pars_fragment,
  3779. lights_lambert_vertex: lights_lambert_vertex,
  3780. lights_pars_begin: lights_pars_begin,
  3781. lights_phong_fragment: lights_phong_fragment,
  3782. lights_phong_pars_fragment: lights_phong_pars_fragment,
  3783. lights_physical_fragment: lights_physical_fragment,
  3784. lights_physical_pars_fragment: lights_physical_pars_fragment,
  3785. lights_fragment_begin: lights_fragment_begin,
  3786. lights_fragment_maps: lights_fragment_maps,
  3787. lights_fragment_end: lights_fragment_end,
  3788. logdepthbuf_fragment: logdepthbuf_fragment,
  3789. logdepthbuf_pars_fragment: logdepthbuf_pars_fragment,
  3790. logdepthbuf_pars_vertex: logdepthbuf_pars_vertex,
  3791. logdepthbuf_vertex: logdepthbuf_vertex,
  3792. map_fragment: map_fragment,
  3793. map_pars_fragment: map_pars_fragment,
  3794. map_particle_fragment: map_particle_fragment,
  3795. map_particle_pars_fragment: map_particle_pars_fragment,
  3796. metalnessmap_fragment: metalnessmap_fragment,
  3797. metalnessmap_pars_fragment: metalnessmap_pars_fragment,
  3798. morphnormal_vertex: morphnormal_vertex,
  3799. morphtarget_pars_vertex: morphtarget_pars_vertex,
  3800. morphtarget_vertex: morphtarget_vertex,
  3801. normal_fragment_begin: normal_fragment_begin,
  3802. normal_fragment_maps: normal_fragment_maps,
  3803. normalmap_pars_fragment: normalmap_pars_fragment,
  3804. packing: packing,
  3805. premultiplied_alpha_fragment: premultiplied_alpha_fragment,
  3806. project_vertex: project_vertex,
  3807. dithering_fragment: dithering_fragment,
  3808. dithering_pars_fragment: dithering_pars_fragment,
  3809. roughnessmap_fragment: roughnessmap_fragment,
  3810. roughnessmap_pars_fragment: roughnessmap_pars_fragment,
  3811. shadowmap_pars_fragment: shadowmap_pars_fragment,
  3812. shadowmap_pars_vertex: shadowmap_pars_vertex,
  3813. shadowmap_vertex: shadowmap_vertex,
  3814. shadowmask_pars_fragment: shadowmask_pars_fragment,
  3815. skinbase_vertex: skinbase_vertex,
  3816. skinning_pars_vertex: skinning_pars_vertex,
  3817. skinning_vertex: skinning_vertex,
  3818. skinnormal_vertex: skinnormal_vertex,
  3819. specularmap_fragment: specularmap_fragment,
  3820. specularmap_pars_fragment: specularmap_pars_fragment,
  3821. tonemapping_fragment: tonemapping_fragment,
  3822. tonemapping_pars_fragment: tonemapping_pars_fragment,
  3823. uv_pars_fragment: uv_pars_fragment,
  3824. uv_pars_vertex: uv_pars_vertex,
  3825. uv_vertex: uv_vertex,
  3826. uv2_pars_fragment: uv2_pars_fragment,
  3827. uv2_pars_vertex: uv2_pars_vertex,
  3828. uv2_vertex: uv2_vertex,
  3829. worldpos_vertex: worldpos_vertex,
  3830. background_frag: background_frag,
  3831. background_vert: background_vert,
  3832. cube_frag: cube_frag,
  3833. cube_vert: cube_vert,
  3834. depth_frag: depth_frag,
  3835. depth_vert: depth_vert,
  3836. distanceRGBA_frag: distanceRGBA_frag,
  3837. distanceRGBA_vert: distanceRGBA_vert,
  3838. equirect_frag: equirect_frag,
  3839. equirect_vert: equirect_vert,
  3840. linedashed_frag: linedashed_frag,
  3841. linedashed_vert: linedashed_vert,
  3842. meshbasic_frag: meshbasic_frag,
  3843. meshbasic_vert: meshbasic_vert,
  3844. meshlambert_frag: meshlambert_frag,
  3845. meshlambert_vert: meshlambert_vert,
  3846. meshmatcap_frag: meshmatcap_frag,
  3847. meshmatcap_vert: meshmatcap_vert,
  3848. meshphong_frag: meshphong_frag,
  3849. meshphong_vert: meshphong_vert,
  3850. meshphysical_frag: meshphysical_frag,
  3851. meshphysical_vert: meshphysical_vert,
  3852. normal_frag: normal_frag,
  3853. normal_vert: normal_vert,
  3854. points_frag: points_frag,
  3855. points_vert: points_vert,
  3856. shadow_frag: shadow_frag,
  3857. shadow_vert: shadow_vert,
  3858. sprite_frag: sprite_frag,
  3859. sprite_vert: sprite_vert
  3860. };
  3861. /**
  3862. * Uniform Utilities
  3863. */
  3864. function cloneUniforms( src ) {
  3865. var dst = {};
  3866. for ( var u in src ) {
  3867. dst[ u ] = {};
  3868. for ( var p in src[ u ] ) {
  3869. var property = src[ u ][ p ];
  3870. if ( property && ( property.isColor ||
  3871. property.isMatrix3 || property.isMatrix4 ||
  3872. property.isVector2 || property.isVector3 || property.isVector4 ||
  3873. property.isTexture ) ) {
  3874. dst[ u ][ p ] = property.clone();
  3875. } else if ( Array.isArray( property ) ) {
  3876. dst[ u ][ p ] = property.slice();
  3877. } else {
  3878. dst[ u ][ p ] = property;
  3879. }
  3880. }
  3881. }
  3882. return dst;
  3883. }
  3884. function mergeUniforms( uniforms ) {
  3885. var merged = {};
  3886. for ( var u = 0; u < uniforms.length; u ++ ) {
  3887. var tmp = cloneUniforms( uniforms[ u ] );
  3888. for ( var p in tmp ) {
  3889. merged[ p ] = tmp[ p ];
  3890. }
  3891. }
  3892. return merged;
  3893. }
  3894. // Legacy
  3895. var UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms };
  3896. /**
  3897. * @author mrdoob / http://mrdoob.com/
  3898. */
  3899. var ColorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,
  3900. 'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,
  3901. 'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,
  3902. 'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,
  3903. 'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,
  3904. 'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,
  3905. 'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,
  3906. 'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,
  3907. 'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,
  3908. 'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,
  3909. 'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,
  3910. 'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,
  3911. 'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,
  3912. 'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,
  3913. 'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,
  3914. 'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,
  3915. 'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,
  3916. 'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,
  3917. 'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,
  3918. 'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,
  3919. 'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,
  3920. 'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,
  3921. 'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,
  3922. 'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };
  3923. function Color( r, g, b ) {
  3924. if ( g === undefined && b === undefined ) {
  3925. // r is THREE.Color, hex or string
  3926. return this.set( r );
  3927. }
  3928. return this.setRGB( r, g, b );
  3929. }
  3930. Object.assign( Color.prototype, {
  3931. isColor: true,
  3932. r: 1, g: 1, b: 1,
  3933. set: function ( value ) {
  3934. if ( value && value.isColor ) {
  3935. this.copy( value );
  3936. } else if ( typeof value === 'number' ) {
  3937. this.setHex( value );
  3938. } else if ( typeof value === 'string' ) {
  3939. this.setStyle( value );
  3940. }
  3941. return this;
  3942. },
  3943. setScalar: function ( scalar ) {
  3944. this.r = scalar;
  3945. this.g = scalar;
  3946. this.b = scalar;
  3947. return this;
  3948. },
  3949. setHex: function ( hex ) {
  3950. hex = Math.floor( hex );
  3951. this.r = ( hex >> 16 & 255 ) / 255;
  3952. this.g = ( hex >> 8 & 255 ) / 255;
  3953. this.b = ( hex & 255 ) / 255;
  3954. return this;
  3955. },
  3956. setRGB: function ( r, g, b ) {
  3957. this.r = r;
  3958. this.g = g;
  3959. this.b = b;
  3960. return this;
  3961. },
  3962. setHSL: function () {
  3963. function hue2rgb( p, q, t ) {
  3964. if ( t < 0 ) t += 1;
  3965. if ( t > 1 ) t -= 1;
  3966. if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t;
  3967. if ( t < 1 / 2 ) return q;
  3968. if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t );
  3969. return p;
  3970. }
  3971. return function setHSL( h, s, l ) {
  3972. // h,s,l ranges are in 0.0 - 1.0
  3973. h = _Math.euclideanModulo( h, 1 );
  3974. s = _Math.clamp( s, 0, 1 );
  3975. l = _Math.clamp( l, 0, 1 );
  3976. if ( s === 0 ) {
  3977. this.r = this.g = this.b = l;
  3978. } else {
  3979. var p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
  3980. var q = ( 2 * l ) - p;
  3981. this.r = hue2rgb( q, p, h + 1 / 3 );
  3982. this.g = hue2rgb( q, p, h );
  3983. this.b = hue2rgb( q, p, h - 1 / 3 );
  3984. }
  3985. return this;
  3986. };
  3987. }(),
  3988. setStyle: function ( style ) {
  3989. function handleAlpha( string ) {
  3990. if ( string === undefined ) return;
  3991. if ( parseFloat( string ) < 1 ) {
  3992. console.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' );
  3993. }
  3994. }
  3995. var m;
  3996. if ( m = /^((?:rgb|hsl)a?)\(\s*([^\)]*)\)/.exec( style ) ) {
  3997. // rgb / hsl
  3998. var color;
  3999. var name = m[ 1 ];
  4000. var components = m[ 2 ];
  4001. switch ( name ) {
  4002. case 'rgb':
  4003. case 'rgba':
  4004. if ( color = /^(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4005. // rgb(255,0,0) rgba(255,0,0,0.5)
  4006. this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255;
  4007. this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255;
  4008. this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255;
  4009. handleAlpha( color[ 5 ] );
  4010. return this;
  4011. }
  4012. if ( color = /^(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4013. // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)
  4014. this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;
  4015. this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;
  4016. this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;
  4017. handleAlpha( color[ 5 ] );
  4018. return this;
  4019. }
  4020. break;
  4021. case 'hsl':
  4022. case 'hsla':
  4023. if ( color = /^([0-9]*\.?[0-9]+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4024. // hsl(120,50%,50%) hsla(120,50%,50%,0.5)
  4025. var h = parseFloat( color[ 1 ] ) / 360;
  4026. var s = parseInt( color[ 2 ], 10 ) / 100;
  4027. var l = parseInt( color[ 3 ], 10 ) / 100;
  4028. handleAlpha( color[ 5 ] );
  4029. return this.setHSL( h, s, l );
  4030. }
  4031. break;
  4032. }
  4033. } else if ( m = /^\#([A-Fa-f0-9]+)$/.exec( style ) ) {
  4034. // hex color
  4035. var hex = m[ 1 ];
  4036. var size = hex.length;
  4037. if ( size === 3 ) {
  4038. // #ff0
  4039. this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 0 ), 16 ) / 255;
  4040. this.g = parseInt( hex.charAt( 1 ) + hex.charAt( 1 ), 16 ) / 255;
  4041. this.b = parseInt( hex.charAt( 2 ) + hex.charAt( 2 ), 16 ) / 255;
  4042. return this;
  4043. } else if ( size === 6 ) {
  4044. // #ff0000
  4045. this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 1 ), 16 ) / 255;
  4046. this.g = parseInt( hex.charAt( 2 ) + hex.charAt( 3 ), 16 ) / 255;
  4047. this.b = parseInt( hex.charAt( 4 ) + hex.charAt( 5 ), 16 ) / 255;
  4048. return this;
  4049. }
  4050. }
  4051. if ( style && style.length > 0 ) {
  4052. // color keywords
  4053. var hex = ColorKeywords[ style ];
  4054. if ( hex !== undefined ) {
  4055. // red
  4056. this.setHex( hex );
  4057. } else {
  4058. // unknown color
  4059. console.warn( 'THREE.Color: Unknown color ' + style );
  4060. }
  4061. }
  4062. return this;
  4063. },
  4064. clone: function () {
  4065. return new this.constructor( this.r, this.g, this.b );
  4066. },
  4067. copy: function ( color ) {
  4068. this.r = color.r;
  4069. this.g = color.g;
  4070. this.b = color.b;
  4071. return this;
  4072. },
  4073. copyGammaToLinear: function ( color, gammaFactor ) {
  4074. if ( gammaFactor === undefined ) gammaFactor = 2.0;
  4075. this.r = Math.pow( color.r, gammaFactor );
  4076. this.g = Math.pow( color.g, gammaFactor );
  4077. this.b = Math.pow( color.b, gammaFactor );
  4078. return this;
  4079. },
  4080. copyLinearToGamma: function ( color, gammaFactor ) {
  4081. if ( gammaFactor === undefined ) gammaFactor = 2.0;
  4082. var safeInverse = ( gammaFactor > 0 ) ? ( 1.0 / gammaFactor ) : 1.0;
  4083. this.r = Math.pow( color.r, safeInverse );
  4084. this.g = Math.pow( color.g, safeInverse );
  4085. this.b = Math.pow( color.b, safeInverse );
  4086. return this;
  4087. },
  4088. convertGammaToLinear: function ( gammaFactor ) {
  4089. this.copyGammaToLinear( this, gammaFactor );
  4090. return this;
  4091. },
  4092. convertLinearToGamma: function ( gammaFactor ) {
  4093. this.copyLinearToGamma( this, gammaFactor );
  4094. return this;
  4095. },
  4096. copySRGBToLinear: function () {
  4097. function SRGBToLinear( c ) {
  4098. return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );
  4099. }
  4100. return function copySRGBToLinear( color ) {
  4101. this.r = SRGBToLinear( color.r );
  4102. this.g = SRGBToLinear( color.g );
  4103. this.b = SRGBToLinear( color.b );
  4104. return this;
  4105. };
  4106. }(),
  4107. copyLinearToSRGB: function () {
  4108. function LinearToSRGB( c ) {
  4109. return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;
  4110. }
  4111. return function copyLinearToSRGB( color ) {
  4112. this.r = LinearToSRGB( color.r );
  4113. this.g = LinearToSRGB( color.g );
  4114. this.b = LinearToSRGB( color.b );
  4115. return this;
  4116. };
  4117. }(),
  4118. convertSRGBToLinear: function () {
  4119. this.copySRGBToLinear( this );
  4120. return this;
  4121. },
  4122. convertLinearToSRGB: function () {
  4123. this.copyLinearToSRGB( this );
  4124. return this;
  4125. },
  4126. getHex: function () {
  4127. return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;
  4128. },
  4129. getHexString: function () {
  4130. return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );
  4131. },
  4132. getHSL: function ( target ) {
  4133. // h,s,l ranges are in 0.0 - 1.0
  4134. if ( target === undefined ) {
  4135. console.warn( 'THREE.Color: .getHSL() target is now required' );
  4136. target = { h: 0, s: 0, l: 0 };
  4137. }
  4138. var r = this.r, g = this.g, b = this.b;
  4139. var max = Math.max( r, g, b );
  4140. var min = Math.min( r, g, b );
  4141. var hue, saturation;
  4142. var lightness = ( min + max ) / 2.0;
  4143. if ( min === max ) {
  4144. hue = 0;
  4145. saturation = 0;
  4146. } else {
  4147. var delta = max - min;
  4148. saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
  4149. switch ( max ) {
  4150. case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
  4151. case g: hue = ( b - r ) / delta + 2; break;
  4152. case b: hue = ( r - g ) / delta + 4; break;
  4153. }
  4154. hue /= 6;
  4155. }
  4156. target.h = hue;
  4157. target.s = saturation;
  4158. target.l = lightness;
  4159. return target;
  4160. },
  4161. getStyle: function () {
  4162. return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';
  4163. },
  4164. offsetHSL: function () {
  4165. var hsl = {};
  4166. return function ( h, s, l ) {
  4167. this.getHSL( hsl );
  4168. hsl.h += h; hsl.s += s; hsl.l += l;
  4169. this.setHSL( hsl.h, hsl.s, hsl.l );
  4170. return this;
  4171. };
  4172. }(),
  4173. add: function ( color ) {
  4174. this.r += color.r;
  4175. this.g += color.g;
  4176. this.b += color.b;
  4177. return this;
  4178. },
  4179. addColors: function ( color1, color2 ) {
  4180. this.r = color1.r + color2.r;
  4181. this.g = color1.g + color2.g;
  4182. this.b = color1.b + color2.b;
  4183. return this;
  4184. },
  4185. addScalar: function ( s ) {
  4186. this.r += s;
  4187. this.g += s;
  4188. this.b += s;
  4189. return this;
  4190. },
  4191. sub: function ( color ) {
  4192. this.r = Math.max( 0, this.r - color.r );
  4193. this.g = Math.max( 0, this.g - color.g );
  4194. this.b = Math.max( 0, this.b - color.b );
  4195. return this;
  4196. },
  4197. multiply: function ( color ) {
  4198. this.r *= color.r;
  4199. this.g *= color.g;
  4200. this.b *= color.b;
  4201. return this;
  4202. },
  4203. multiplyScalar: function ( s ) {
  4204. this.r *= s;
  4205. this.g *= s;
  4206. this.b *= s;
  4207. return this;
  4208. },
  4209. lerp: function ( color, alpha ) {
  4210. this.r += ( color.r - this.r ) * alpha;
  4211. this.g += ( color.g - this.g ) * alpha;
  4212. this.b += ( color.b - this.b ) * alpha;
  4213. return this;
  4214. },
  4215. lerpHSL: function () {
  4216. var hslA = { h: 0, s: 0, l: 0 };
  4217. var hslB = { h: 0, s: 0, l: 0 };
  4218. return function lerpHSL( color, alpha ) {
  4219. this.getHSL( hslA );
  4220. color.getHSL( hslB );
  4221. var h = _Math.lerp( hslA.h, hslB.h, alpha );
  4222. var s = _Math.lerp( hslA.s, hslB.s, alpha );
  4223. var l = _Math.lerp( hslA.l, hslB.l, alpha );
  4224. this.setHSL( h, s, l );
  4225. return this;
  4226. };
  4227. }(),
  4228. equals: function ( c ) {
  4229. return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
  4230. },
  4231. fromArray: function ( array, offset ) {
  4232. if ( offset === undefined ) offset = 0;
  4233. this.r = array[ offset ];
  4234. this.g = array[ offset + 1 ];
  4235. this.b = array[ offset + 2 ];
  4236. return this;
  4237. },
  4238. toArray: function ( array, offset ) {
  4239. if ( array === undefined ) array = [];
  4240. if ( offset === undefined ) offset = 0;
  4241. array[ offset ] = this.r;
  4242. array[ offset + 1 ] = this.g;
  4243. array[ offset + 2 ] = this.b;
  4244. return array;
  4245. },
  4246. toJSON: function () {
  4247. return this.getHex();
  4248. }
  4249. } );
  4250. /**
  4251. * Uniforms library for shared webgl shaders
  4252. */
  4253. var UniformsLib = {
  4254. common: {
  4255. diffuse: { value: new Color( 0xeeeeee ) },
  4256. opacity: { value: 1.0 },
  4257. map: { value: null },
  4258. uvTransform: { value: new Matrix3() },
  4259. alphaMap: { value: null },
  4260. },
  4261. specularmap: {
  4262. specularMap: { value: null },
  4263. },
  4264. envmap: {
  4265. envMap: { value: null },
  4266. flipEnvMap: { value: - 1 },
  4267. reflectivity: { value: 1.0 },
  4268. refractionRatio: { value: 0.98 },
  4269. maxMipLevel: { value: 0 }
  4270. },
  4271. aomap: {
  4272. aoMap: { value: null },
  4273. aoMapIntensity: { value: 1 }
  4274. },
  4275. lightmap: {
  4276. lightMap: { value: null },
  4277. lightMapIntensity: { value: 1 }
  4278. },
  4279. emissivemap: {
  4280. emissiveMap: { value: null }
  4281. },
  4282. bumpmap: {
  4283. bumpMap: { value: null },
  4284. bumpScale: { value: 1 }
  4285. },
  4286. normalmap: {
  4287. normalMap: { value: null },
  4288. normalScale: { value: new Vector2( 1, 1 ) }
  4289. },
  4290. displacementmap: {
  4291. displacementMap: { value: null },
  4292. displacementScale: { value: 1 },
  4293. displacementBias: { value: 0 }
  4294. },
  4295. roughnessmap: {
  4296. roughnessMap: { value: null }
  4297. },
  4298. metalnessmap: {
  4299. metalnessMap: { value: null }
  4300. },
  4301. gradientmap: {
  4302. gradientMap: { value: null }
  4303. },
  4304. fog: {
  4305. fogDensity: { value: 0.00025 },
  4306. fogNear: { value: 1 },
  4307. fogFar: { value: 2000 },
  4308. fogColor: { value: new Color( 0xffffff ) }
  4309. },
  4310. lights: {
  4311. ambientLightColor: { value: [] },
  4312. directionalLights: { value: [], properties: {
  4313. direction: {},
  4314. color: {},
  4315. shadow: {},
  4316. shadowBias: {},
  4317. shadowRadius: {},
  4318. shadowMapSize: {}
  4319. } },
  4320. directionalShadowMap: { value: [] },
  4321. directionalShadowMatrix: { value: [] },
  4322. spotLights: { value: [], properties: {
  4323. color: {},
  4324. position: {},
  4325. direction: {},
  4326. distance: {},
  4327. coneCos: {},
  4328. penumbraCos: {},
  4329. decay: {},
  4330. shadow: {},
  4331. shadowBias: {},
  4332. shadowRadius: {},
  4333. shadowMapSize: {}
  4334. } },
  4335. spotShadowMap: { value: [] },
  4336. spotShadowMatrix: { value: [] },
  4337. pointLights: { value: [], properties: {
  4338. color: {},
  4339. position: {},
  4340. decay: {},
  4341. distance: {},
  4342. shadow: {},
  4343. shadowBias: {},
  4344. shadowRadius: {},
  4345. shadowMapSize: {},
  4346. shadowCameraNear: {},
  4347. shadowCameraFar: {}
  4348. } },
  4349. pointShadowMap: { value: [] },
  4350. pointShadowMatrix: { value: [] },
  4351. hemisphereLights: { value: [], properties: {
  4352. direction: {},
  4353. skyColor: {},
  4354. groundColor: {}
  4355. } },
  4356. // TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src
  4357. rectAreaLights: { value: [], properties: {
  4358. color: {},
  4359. position: {},
  4360. width: {},
  4361. height: {}
  4362. } }
  4363. },
  4364. points: {
  4365. diffuse: { value: new Color( 0xeeeeee ) },
  4366. opacity: { value: 1.0 },
  4367. size: { value: 1.0 },
  4368. scale: { value: 1.0 },
  4369. map: { value: null },
  4370. uvTransform: { value: new Matrix3() }
  4371. },
  4372. sprite: {
  4373. diffuse: { value: new Color( 0xeeeeee ) },
  4374. opacity: { value: 1.0 },
  4375. center: { value: new Vector2( 0.5, 0.5 ) },
  4376. rotation: { value: 0.0 },
  4377. map: { value: null },
  4378. uvTransform: { value: new Matrix3() }
  4379. }
  4380. };
  4381. /**
  4382. * @author alteredq / http://alteredqualia.com/
  4383. * @author mrdoob / http://mrdoob.com/
  4384. * @author mikael emtinger / http://gomo.se/
  4385. */
  4386. var ShaderLib = {
  4387. basic: {
  4388. uniforms: mergeUniforms( [
  4389. UniformsLib.common,
  4390. UniformsLib.specularmap,
  4391. UniformsLib.envmap,
  4392. UniformsLib.aomap,
  4393. UniformsLib.lightmap,
  4394. UniformsLib.fog
  4395. ] ),
  4396. vertexShader: ShaderChunk.meshbasic_vert,
  4397. fragmentShader: ShaderChunk.meshbasic_frag
  4398. },
  4399. lambert: {
  4400. uniforms: mergeUniforms( [
  4401. UniformsLib.common,
  4402. UniformsLib.specularmap,
  4403. UniformsLib.envmap,
  4404. UniformsLib.aomap,
  4405. UniformsLib.lightmap,
  4406. UniformsLib.emissivemap,
  4407. UniformsLib.fog,
  4408. UniformsLib.lights,
  4409. {
  4410. emissive: { value: new Color( 0x000000 ) }
  4411. }
  4412. ] ),
  4413. vertexShader: ShaderChunk.meshlambert_vert,
  4414. fragmentShader: ShaderChunk.meshlambert_frag
  4415. },
  4416. phong: {
  4417. uniforms: mergeUniforms( [
  4418. UniformsLib.common,
  4419. UniformsLib.specularmap,
  4420. UniformsLib.envmap,
  4421. UniformsLib.aomap,
  4422. UniformsLib.lightmap,
  4423. UniformsLib.emissivemap,
  4424. UniformsLib.bumpmap,
  4425. UniformsLib.normalmap,
  4426. UniformsLib.displacementmap,
  4427. UniformsLib.gradientmap,
  4428. UniformsLib.fog,
  4429. UniformsLib.lights,
  4430. {
  4431. emissive: { value: new Color( 0x000000 ) },
  4432. specular: { value: new Color( 0x111111 ) },
  4433. shininess: { value: 30 }
  4434. }
  4435. ] ),
  4436. vertexShader: ShaderChunk.meshphong_vert,
  4437. fragmentShader: ShaderChunk.meshphong_frag
  4438. },
  4439. standard: {
  4440. uniforms: mergeUniforms( [
  4441. UniformsLib.common,
  4442. UniformsLib.envmap,
  4443. UniformsLib.aomap,
  4444. UniformsLib.lightmap,
  4445. UniformsLib.emissivemap,
  4446. UniformsLib.bumpmap,
  4447. UniformsLib.normalmap,
  4448. UniformsLib.displacementmap,
  4449. UniformsLib.roughnessmap,
  4450. UniformsLib.metalnessmap,
  4451. UniformsLib.fog,
  4452. UniformsLib.lights,
  4453. {
  4454. emissive: { value: new Color( 0x000000 ) },
  4455. roughness: { value: 0.5 },
  4456. metalness: { value: 0.5 },
  4457. envMapIntensity: { value: 1 } // temporary
  4458. }
  4459. ] ),
  4460. vertexShader: ShaderChunk.meshphysical_vert,
  4461. fragmentShader: ShaderChunk.meshphysical_frag
  4462. },
  4463. matcap: {
  4464. uniforms: mergeUniforms( [
  4465. UniformsLib.common,
  4466. UniformsLib.bumpmap,
  4467. UniformsLib.normalmap,
  4468. UniformsLib.displacementmap,
  4469. UniformsLib.fog,
  4470. {
  4471. matcap: { value: null }
  4472. }
  4473. ] ),
  4474. vertexShader: ShaderChunk.meshmatcap_vert,
  4475. fragmentShader: ShaderChunk.meshmatcap_frag
  4476. },
  4477. points: {
  4478. uniforms: mergeUniforms( [
  4479. UniformsLib.points,
  4480. UniformsLib.fog
  4481. ] ),
  4482. vertexShader: ShaderChunk.points_vert,
  4483. fragmentShader: ShaderChunk.points_frag
  4484. },
  4485. dashed: {
  4486. uniforms: mergeUniforms( [
  4487. UniformsLib.common,
  4488. UniformsLib.fog,
  4489. {
  4490. scale: { value: 1 },
  4491. dashSize: { value: 1 },
  4492. totalSize: { value: 2 }
  4493. }
  4494. ] ),
  4495. vertexShader: ShaderChunk.linedashed_vert,
  4496. fragmentShader: ShaderChunk.linedashed_frag
  4497. },
  4498. depth: {
  4499. uniforms: mergeUniforms( [
  4500. UniformsLib.common,
  4501. UniformsLib.displacementmap
  4502. ] ),
  4503. vertexShader: ShaderChunk.depth_vert,
  4504. fragmentShader: ShaderChunk.depth_frag
  4505. },
  4506. normal: {
  4507. uniforms: mergeUniforms( [
  4508. UniformsLib.common,
  4509. UniformsLib.bumpmap,
  4510. UniformsLib.normalmap,
  4511. UniformsLib.displacementmap,
  4512. {
  4513. opacity: { value: 1.0 }
  4514. }
  4515. ] ),
  4516. vertexShader: ShaderChunk.normal_vert,
  4517. fragmentShader: ShaderChunk.normal_frag
  4518. },
  4519. sprite: {
  4520. uniforms: mergeUniforms( [
  4521. UniformsLib.sprite,
  4522. UniformsLib.fog
  4523. ] ),
  4524. vertexShader: ShaderChunk.sprite_vert,
  4525. fragmentShader: ShaderChunk.sprite_frag
  4526. },
  4527. background: {
  4528. uniforms: {
  4529. uvTransform: { value: new Matrix3() },
  4530. t2D: { value: null },
  4531. },
  4532. vertexShader: ShaderChunk.background_vert,
  4533. fragmentShader: ShaderChunk.background_frag
  4534. },
  4535. /* -------------------------------------------------------------------------
  4536. // Cube map shader
  4537. ------------------------------------------------------------------------- */
  4538. cube: {
  4539. uniforms: {
  4540. tCube: { value: null },
  4541. tFlip: { value: - 1 },
  4542. opacity: { value: 1.0 }
  4543. },
  4544. vertexShader: ShaderChunk.cube_vert,
  4545. fragmentShader: ShaderChunk.cube_frag
  4546. },
  4547. equirect: {
  4548. uniforms: {
  4549. tEquirect: { value: null },
  4550. },
  4551. vertexShader: ShaderChunk.equirect_vert,
  4552. fragmentShader: ShaderChunk.equirect_frag
  4553. },
  4554. distanceRGBA: {
  4555. uniforms: mergeUniforms( [
  4556. UniformsLib.common,
  4557. UniformsLib.displacementmap,
  4558. {
  4559. referencePosition: { value: new Vector3() },
  4560. nearDistance: { value: 1 },
  4561. farDistance: { value: 1000 }
  4562. }
  4563. ] ),
  4564. vertexShader: ShaderChunk.distanceRGBA_vert,
  4565. fragmentShader: ShaderChunk.distanceRGBA_frag
  4566. },
  4567. shadow: {
  4568. uniforms: mergeUniforms( [
  4569. UniformsLib.lights,
  4570. UniformsLib.fog,
  4571. {
  4572. color: { value: new Color( 0x00000 ) },
  4573. opacity: { value: 1.0 }
  4574. },
  4575. ] ),
  4576. vertexShader: ShaderChunk.shadow_vert,
  4577. fragmentShader: ShaderChunk.shadow_frag
  4578. }
  4579. };
  4580. ShaderLib.physical = {
  4581. uniforms: mergeUniforms( [
  4582. ShaderLib.standard.uniforms,
  4583. {
  4584. clearCoat: { value: 0 },
  4585. clearCoatRoughness: { value: 0 }
  4586. }
  4587. ] ),
  4588. vertexShader: ShaderChunk.meshphysical_vert,
  4589. fragmentShader: ShaderChunk.meshphysical_frag
  4590. };
  4591. /**
  4592. * @author mrdoob / http://mrdoob.com/
  4593. */
  4594. function WebGLAnimation() {
  4595. var context = null;
  4596. var isAnimating = false;
  4597. var animationLoop = null;
  4598. function onAnimationFrame( time, frame ) {
  4599. if ( isAnimating === false ) return;
  4600. animationLoop( time, frame );
  4601. context.requestAnimationFrame( onAnimationFrame );
  4602. }
  4603. return {
  4604. start: function () {
  4605. if ( isAnimating === true ) return;
  4606. if ( animationLoop === null ) return;
  4607. context.requestAnimationFrame( onAnimationFrame );
  4608. isAnimating = true;
  4609. },
  4610. stop: function () {
  4611. isAnimating = false;
  4612. },
  4613. setAnimationLoop: function ( callback ) {
  4614. animationLoop = callback;
  4615. },
  4616. setContext: function ( value ) {
  4617. context = value;
  4618. }
  4619. };
  4620. }
  4621. /**
  4622. * @author mrdoob / http://mrdoob.com/
  4623. */
  4624. function WebGLAttributes( gl ) {
  4625. var buffers = new WeakMap();
  4626. function createBuffer( attribute, bufferType ) {
  4627. var array = attribute.array;
  4628. var usage = attribute.dynamic ? 35048 : 35044;
  4629. var buffer = gl.createBuffer();
  4630. gl.bindBuffer( bufferType, buffer );
  4631. gl.bufferData( bufferType, array, usage );
  4632. attribute.onUploadCallback();
  4633. var type = 5126;
  4634. if ( array instanceof Float32Array ) {
  4635. type = 5126;
  4636. } else if ( array instanceof Float64Array ) {
  4637. console.warn( 'THREE.WebGLAttributes: Unsupported data buffer format: Float64Array.' );
  4638. } else if ( array instanceof Uint16Array ) {
  4639. type = 5123;
  4640. } else if ( array instanceof Int16Array ) {
  4641. type = 5122;
  4642. } else if ( array instanceof Uint32Array ) {
  4643. type = 5125;
  4644. } else if ( array instanceof Int32Array ) {
  4645. type = 5124;
  4646. } else if ( array instanceof Int8Array ) {
  4647. type = 5120;
  4648. } else if ( array instanceof Uint8Array ) {
  4649. type = 5121;
  4650. }
  4651. return {
  4652. buffer: buffer,
  4653. type: type,
  4654. bytesPerElement: array.BYTES_PER_ELEMENT,
  4655. version: attribute.version
  4656. };
  4657. }
  4658. function updateBuffer( buffer, attribute, bufferType ) {
  4659. var array = attribute.array;
  4660. var updateRange = attribute.updateRange;
  4661. gl.bindBuffer( bufferType, buffer );
  4662. if ( attribute.dynamic === false ) {
  4663. gl.bufferData( bufferType, array, 35044 );
  4664. } else if ( updateRange.count === - 1 ) {
  4665. // Not using update ranges
  4666. gl.bufferSubData( bufferType, 0, array );
  4667. } else if ( updateRange.count === 0 ) {
  4668. console.error( 'THREE.WebGLObjects.updateBuffer: dynamic THREE.BufferAttribute marked as needsUpdate but updateRange.count is 0, ensure you are using set methods or updating manually.' );
  4669. } else {
  4670. gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,
  4671. array.subarray( updateRange.offset, updateRange.offset + updateRange.count ) );
  4672. updateRange.count = - 1; // reset range
  4673. }
  4674. }
  4675. //
  4676. function get( attribute ) {
  4677. if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;
  4678. return buffers.get( attribute );
  4679. }
  4680. function remove( attribute ) {
  4681. if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;
  4682. var data = buffers.get( attribute );
  4683. if ( data ) {
  4684. gl.deleteBuffer( data.buffer );
  4685. buffers.delete( attribute );
  4686. }
  4687. }
  4688. function update( attribute, bufferType ) {
  4689. if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;
  4690. var data = buffers.get( attribute );
  4691. if ( data === undefined ) {
  4692. buffers.set( attribute, createBuffer( attribute, bufferType ) );
  4693. } else if ( data.version < attribute.version ) {
  4694. updateBuffer( data.buffer, attribute, bufferType );
  4695. data.version = attribute.version;
  4696. }
  4697. }
  4698. return {
  4699. get: get,
  4700. remove: remove,
  4701. update: update
  4702. };
  4703. }
  4704. /**
  4705. * @author mrdoob / http://mrdoob.com/
  4706. * @author alteredq / http://alteredqualia.com/
  4707. */
  4708. function Face3( a, b, c, normal, color, materialIndex ) {
  4709. this.a = a;
  4710. this.b = b;
  4711. this.c = c;
  4712. this.normal = ( normal && normal.isVector3 ) ? normal : new Vector3();
  4713. this.vertexNormals = Array.isArray( normal ) ? normal : [];
  4714. this.color = ( color && color.isColor ) ? color : new Color();
  4715. this.vertexColors = Array.isArray( color ) ? color : [];
  4716. this.materialIndex = materialIndex !== undefined ? materialIndex : 0;
  4717. }
  4718. Object.assign( Face3.prototype, {
  4719. clone: function () {
  4720. return new this.constructor().copy( this );
  4721. },
  4722. copy: function ( source ) {
  4723. this.a = source.a;
  4724. this.b = source.b;
  4725. this.c = source.c;
  4726. this.normal.copy( source.normal );
  4727. this.color.copy( source.color );
  4728. this.materialIndex = source.materialIndex;
  4729. for ( var i = 0, il = source.vertexNormals.length; i < il; i ++ ) {
  4730. this.vertexNormals[ i ] = source.vertexNormals[ i ].clone();
  4731. }
  4732. for ( var i = 0, il = source.vertexColors.length; i < il; i ++ ) {
  4733. this.vertexColors[ i ] = source.vertexColors[ i ].clone();
  4734. }
  4735. return this;
  4736. }
  4737. } );
  4738. /**
  4739. * @author mrdoob / http://mrdoob.com/
  4740. * @author WestLangley / http://github.com/WestLangley
  4741. * @author bhouston / http://clara.io
  4742. */
  4743. function Euler( x, y, z, order ) {
  4744. this._x = x || 0;
  4745. this._y = y || 0;
  4746. this._z = z || 0;
  4747. this._order = order || Euler.DefaultOrder;
  4748. }
  4749. Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ];
  4750. Euler.DefaultOrder = 'XYZ';
  4751. Object.defineProperties( Euler.prototype, {
  4752. x: {
  4753. get: function () {
  4754. return this._x;
  4755. },
  4756. set: function ( value ) {
  4757. this._x = value;
  4758. this.onChangeCallback();
  4759. }
  4760. },
  4761. y: {
  4762. get: function () {
  4763. return this._y;
  4764. },
  4765. set: function ( value ) {
  4766. this._y = value;
  4767. this.onChangeCallback();
  4768. }
  4769. },
  4770. z: {
  4771. get: function () {
  4772. return this._z;
  4773. },
  4774. set: function ( value ) {
  4775. this._z = value;
  4776. this.onChangeCallback();
  4777. }
  4778. },
  4779. order: {
  4780. get: function () {
  4781. return this._order;
  4782. },
  4783. set: function ( value ) {
  4784. this._order = value;
  4785. this.onChangeCallback();
  4786. }
  4787. }
  4788. } );
  4789. Object.assign( Euler.prototype, {
  4790. isEuler: true,
  4791. set: function ( x, y, z, order ) {
  4792. this._x = x;
  4793. this._y = y;
  4794. this._z = z;
  4795. this._order = order || this._order;
  4796. this.onChangeCallback();
  4797. return this;
  4798. },
  4799. clone: function () {
  4800. return new this.constructor( this._x, this._y, this._z, this._order );
  4801. },
  4802. copy: function ( euler ) {
  4803. this._x = euler._x;
  4804. this._y = euler._y;
  4805. this._z = euler._z;
  4806. this._order = euler._order;
  4807. this.onChangeCallback();
  4808. return this;
  4809. },
  4810. setFromRotationMatrix: function ( m, order, update ) {
  4811. var clamp = _Math.clamp;
  4812. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  4813. var te = m.elements;
  4814. var m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];
  4815. var m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];
  4816. var m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  4817. order = order || this._order;
  4818. if ( order === 'XYZ' ) {
  4819. this._y = Math.asin( clamp( m13, - 1, 1 ) );
  4820. if ( Math.abs( m13 ) < 0.99999 ) {
  4821. this._x = Math.atan2( - m23, m33 );
  4822. this._z = Math.atan2( - m12, m11 );
  4823. } else {
  4824. this._x = Math.atan2( m32, m22 );
  4825. this._z = 0;
  4826. }
  4827. } else if ( order === 'YXZ' ) {
  4828. this._x = Math.asin( - clamp( m23, - 1, 1 ) );
  4829. if ( Math.abs( m23 ) < 0.99999 ) {
  4830. this._y = Math.atan2( m13, m33 );
  4831. this._z = Math.atan2( m21, m22 );
  4832. } else {
  4833. this._y = Math.atan2( - m31, m11 );
  4834. this._z = 0;
  4835. }
  4836. } else if ( order === 'ZXY' ) {
  4837. this._x = Math.asin( clamp( m32, - 1, 1 ) );
  4838. if ( Math.abs( m32 ) < 0.99999 ) {
  4839. this._y = Math.atan2( - m31, m33 );
  4840. this._z = Math.atan2( - m12, m22 );
  4841. } else {
  4842. this._y = 0;
  4843. this._z = Math.atan2( m21, m11 );
  4844. }
  4845. } else if ( order === 'ZYX' ) {
  4846. this._y = Math.asin( - clamp( m31, - 1, 1 ) );
  4847. if ( Math.abs( m31 ) < 0.99999 ) {
  4848. this._x = Math.atan2( m32, m33 );
  4849. this._z = Math.atan2( m21, m11 );
  4850. } else {
  4851. this._x = 0;
  4852. this._z = Math.atan2( - m12, m22 );
  4853. }
  4854. } else if ( order === 'YZX' ) {
  4855. this._z = Math.asin( clamp( m21, - 1, 1 ) );
  4856. if ( Math.abs( m21 ) < 0.99999 ) {
  4857. this._x = Math.atan2( - m23, m22 );
  4858. this._y = Math.atan2( - m31, m11 );
  4859. } else {
  4860. this._x = 0;
  4861. this._y = Math.atan2( m13, m33 );
  4862. }
  4863. } else if ( order === 'XZY' ) {
  4864. this._z = Math.asin( - clamp( m12, - 1, 1 ) );
  4865. if ( Math.abs( m12 ) < 0.99999 ) {
  4866. this._x = Math.atan2( m32, m22 );
  4867. this._y = Math.atan2( m13, m11 );
  4868. } else {
  4869. this._x = Math.atan2( - m23, m33 );
  4870. this._y = 0;
  4871. }
  4872. } else {
  4873. console.warn( 'THREE.Euler: .setFromRotationMatrix() given unsupported order: ' + order );
  4874. }
  4875. this._order = order;
  4876. if ( update !== false ) this.onChangeCallback();
  4877. return this;
  4878. },
  4879. setFromQuaternion: function () {
  4880. var matrix = new Matrix4();
  4881. return function setFromQuaternion( q, order, update ) {
  4882. matrix.makeRotationFromQuaternion( q );
  4883. return this.setFromRotationMatrix( matrix, order, update );
  4884. };
  4885. }(),
  4886. setFromVector3: function ( v, order ) {
  4887. return this.set( v.x, v.y, v.z, order || this._order );
  4888. },
  4889. reorder: function () {
  4890. // WARNING: this discards revolution information -bhouston
  4891. var q = new Quaternion();
  4892. return function reorder( newOrder ) {
  4893. q.setFromEuler( this );
  4894. return this.setFromQuaternion( q, newOrder );
  4895. };
  4896. }(),
  4897. equals: function ( euler ) {
  4898. return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
  4899. },
  4900. fromArray: function ( array ) {
  4901. this._x = array[ 0 ];
  4902. this._y = array[ 1 ];
  4903. this._z = array[ 2 ];
  4904. if ( array[ 3 ] !== undefined ) this._order = array[ 3 ];
  4905. this.onChangeCallback();
  4906. return this;
  4907. },
  4908. toArray: function ( array, offset ) {
  4909. if ( array === undefined ) array = [];
  4910. if ( offset === undefined ) offset = 0;
  4911. array[ offset ] = this._x;
  4912. array[ offset + 1 ] = this._y;
  4913. array[ offset + 2 ] = this._z;
  4914. array[ offset + 3 ] = this._order;
  4915. return array;
  4916. },
  4917. toVector3: function ( optionalResult ) {
  4918. if ( optionalResult ) {
  4919. return optionalResult.set( this._x, this._y, this._z );
  4920. } else {
  4921. return new Vector3( this._x, this._y, this._z );
  4922. }
  4923. },
  4924. onChange: function ( callback ) {
  4925. this.onChangeCallback = callback;
  4926. return this;
  4927. },
  4928. onChangeCallback: function () {}
  4929. } );
  4930. /**
  4931. * @author mrdoob / http://mrdoob.com/
  4932. */
  4933. function Layers() {
  4934. this.mask = 1 | 0;
  4935. }
  4936. Object.assign( Layers.prototype, {
  4937. set: function ( channel ) {
  4938. this.mask = 1 << channel | 0;
  4939. },
  4940. enable: function ( channel ) {
  4941. this.mask |= 1 << channel | 0;
  4942. },
  4943. toggle: function ( channel ) {
  4944. this.mask ^= 1 << channel | 0;
  4945. },
  4946. disable: function ( channel ) {
  4947. this.mask &= ~ ( 1 << channel | 0 );
  4948. },
  4949. test: function ( layers ) {
  4950. return ( this.mask & layers.mask ) !== 0;
  4951. }
  4952. } );
  4953. /**
  4954. * @author mrdoob / http://mrdoob.com/
  4955. * @author mikael emtinger / http://gomo.se/
  4956. * @author alteredq / http://alteredqualia.com/
  4957. * @author WestLangley / http://github.com/WestLangley
  4958. * @author elephantatwork / www.elephantatwork.ch
  4959. */
  4960. var object3DId = 0;
  4961. function Object3D() {
  4962. Object.defineProperty( this, 'id', { value: object3DId ++ } );
  4963. this.uuid = _Math.generateUUID();
  4964. this.name = '';
  4965. this.type = 'Object3D';
  4966. this.parent = null;
  4967. this.children = [];
  4968. this.up = Object3D.DefaultUp.clone();
  4969. var position = new Vector3();
  4970. var rotation = new Euler();
  4971. var quaternion = new Quaternion();
  4972. var scale = new Vector3( 1, 1, 1 );
  4973. function onRotationChange() {
  4974. quaternion.setFromEuler( rotation, false );
  4975. }
  4976. function onQuaternionChange() {
  4977. rotation.setFromQuaternion( quaternion, undefined, false );
  4978. }
  4979. rotation.onChange( onRotationChange );
  4980. quaternion.onChange( onQuaternionChange );
  4981. Object.defineProperties( this, {
  4982. position: {
  4983. configurable: true,
  4984. enumerable: true,
  4985. value: position
  4986. },
  4987. rotation: {
  4988. configurable: true,
  4989. enumerable: true,
  4990. value: rotation
  4991. },
  4992. quaternion: {
  4993. configurable: true,
  4994. enumerable: true,
  4995. value: quaternion
  4996. },
  4997. scale: {
  4998. configurable: true,
  4999. enumerable: true,
  5000. value: scale
  5001. },
  5002. modelViewMatrix: {
  5003. value: new Matrix4()
  5004. },
  5005. normalMatrix: {
  5006. value: new Matrix3()
  5007. }
  5008. } );
  5009. this.matrix = new Matrix4();
  5010. this.matrixWorld = new Matrix4();
  5011. this.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate;
  5012. this.matrixWorldNeedsUpdate = false;
  5013. this.layers = new Layers();
  5014. this.visible = true;
  5015. this.castShadow = false;
  5016. this.receiveShadow = false;
  5017. this.frustumCulled = true;
  5018. this.renderOrder = 0;
  5019. this.userData = {};
  5020. }
  5021. Object3D.DefaultUp = new Vector3( 0, 1, 0 );
  5022. Object3D.DefaultMatrixAutoUpdate = true;
  5023. Object3D.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  5024. constructor: Object3D,
  5025. isObject3D: true,
  5026. onBeforeRender: function () {},
  5027. onAfterRender: function () {},
  5028. applyMatrix: function ( matrix ) {
  5029. this.matrix.multiplyMatrices( matrix, this.matrix );
  5030. this.matrix.decompose( this.position, this.quaternion, this.scale );
  5031. },
  5032. applyQuaternion: function ( q ) {
  5033. this.quaternion.premultiply( q );
  5034. return this;
  5035. },
  5036. setRotationFromAxisAngle: function ( axis, angle ) {
  5037. // assumes axis is normalized
  5038. this.quaternion.setFromAxisAngle( axis, angle );
  5039. },
  5040. setRotationFromEuler: function ( euler ) {
  5041. this.quaternion.setFromEuler( euler, true );
  5042. },
  5043. setRotationFromMatrix: function ( m ) {
  5044. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  5045. this.quaternion.setFromRotationMatrix( m );
  5046. },
  5047. setRotationFromQuaternion: function ( q ) {
  5048. // assumes q is normalized
  5049. this.quaternion.copy( q );
  5050. },
  5051. rotateOnAxis: function () {
  5052. // rotate object on axis in object space
  5053. // axis is assumed to be normalized
  5054. var q1 = new Quaternion();
  5055. return function rotateOnAxis( axis, angle ) {
  5056. q1.setFromAxisAngle( axis, angle );
  5057. this.quaternion.multiply( q1 );
  5058. return this;
  5059. };
  5060. }(),
  5061. rotateOnWorldAxis: function () {
  5062. // rotate object on axis in world space
  5063. // axis is assumed to be normalized
  5064. // method assumes no rotated parent
  5065. var q1 = new Quaternion();
  5066. return function rotateOnWorldAxis( axis, angle ) {
  5067. q1.setFromAxisAngle( axis, angle );
  5068. this.quaternion.premultiply( q1 );
  5069. return this;
  5070. };
  5071. }(),
  5072. rotateX: function () {
  5073. var v1 = new Vector3( 1, 0, 0 );
  5074. return function rotateX( angle ) {
  5075. return this.rotateOnAxis( v1, angle );
  5076. };
  5077. }(),
  5078. rotateY: function () {
  5079. var v1 = new Vector3( 0, 1, 0 );
  5080. return function rotateY( angle ) {
  5081. return this.rotateOnAxis( v1, angle );
  5082. };
  5083. }(),
  5084. rotateZ: function () {
  5085. var v1 = new Vector3( 0, 0, 1 );
  5086. return function rotateZ( angle ) {
  5087. return this.rotateOnAxis( v1, angle );
  5088. };
  5089. }(),
  5090. translateOnAxis: function () {
  5091. // translate object by distance along axis in object space
  5092. // axis is assumed to be normalized
  5093. var v1 = new Vector3();
  5094. return function translateOnAxis( axis, distance ) {
  5095. v1.copy( axis ).applyQuaternion( this.quaternion );
  5096. this.position.add( v1.multiplyScalar( distance ) );
  5097. return this;
  5098. };
  5099. }(),
  5100. translateX: function () {
  5101. var v1 = new Vector3( 1, 0, 0 );
  5102. return function translateX( distance ) {
  5103. return this.translateOnAxis( v1, distance );
  5104. };
  5105. }(),
  5106. translateY: function () {
  5107. var v1 = new Vector3( 0, 1, 0 );
  5108. return function translateY( distance ) {
  5109. return this.translateOnAxis( v1, distance );
  5110. };
  5111. }(),
  5112. translateZ: function () {
  5113. var v1 = new Vector3( 0, 0, 1 );
  5114. return function translateZ( distance ) {
  5115. return this.translateOnAxis( v1, distance );
  5116. };
  5117. }(),
  5118. localToWorld: function ( vector ) {
  5119. return vector.applyMatrix4( this.matrixWorld );
  5120. },
  5121. worldToLocal: function () {
  5122. var m1 = new Matrix4();
  5123. return function worldToLocal( vector ) {
  5124. return vector.applyMatrix4( m1.getInverse( this.matrixWorld ) );
  5125. };
  5126. }(),
  5127. lookAt: function () {
  5128. // This method does not support objects having non-uniformly-scaled parent(s)
  5129. var q1 = new Quaternion();
  5130. var m1 = new Matrix4();
  5131. var target = new Vector3();
  5132. var position = new Vector3();
  5133. return function lookAt( x, y, z ) {
  5134. if ( x.isVector3 ) {
  5135. target.copy( x );
  5136. } else {
  5137. target.set( x, y, z );
  5138. }
  5139. var parent = this.parent;
  5140. this.updateWorldMatrix( true, false );
  5141. position.setFromMatrixPosition( this.matrixWorld );
  5142. if ( this.isCamera || this.isLight ) {
  5143. m1.lookAt( position, target, this.up );
  5144. } else {
  5145. m1.lookAt( target, position, this.up );
  5146. }
  5147. this.quaternion.setFromRotationMatrix( m1 );
  5148. if ( parent ) {
  5149. m1.extractRotation( parent.matrixWorld );
  5150. q1.setFromRotationMatrix( m1 );
  5151. this.quaternion.premultiply( q1.inverse() );
  5152. }
  5153. };
  5154. }(),
  5155. add: function ( object ) {
  5156. if ( arguments.length > 1 ) {
  5157. for ( var i = 0; i < arguments.length; i ++ ) {
  5158. this.add( arguments[ i ] );
  5159. }
  5160. return this;
  5161. }
  5162. if ( object === this ) {
  5163. console.error( "THREE.Object3D.add: object can't be added as a child of itself.", object );
  5164. return this;
  5165. }
  5166. if ( ( object && object.isObject3D ) ) {
  5167. if ( object.parent !== null ) {
  5168. object.parent.remove( object );
  5169. }
  5170. object.parent = this;
  5171. object.dispatchEvent( { type: 'added' } );
  5172. this.children.push( object );
  5173. } else {
  5174. console.error( "THREE.Object3D.add: object not an instance of THREE.Object3D.", object );
  5175. }
  5176. return this;
  5177. },
  5178. remove: function ( object ) {
  5179. if ( arguments.length > 1 ) {
  5180. for ( var i = 0; i < arguments.length; i ++ ) {
  5181. this.remove( arguments[ i ] );
  5182. }
  5183. return this;
  5184. }
  5185. var index = this.children.indexOf( object );
  5186. if ( index !== - 1 ) {
  5187. object.parent = null;
  5188. object.dispatchEvent( { type: 'removed' } );
  5189. this.children.splice( index, 1 );
  5190. }
  5191. return this;
  5192. },
  5193. getObjectById: function ( id ) {
  5194. return this.getObjectByProperty( 'id', id );
  5195. },
  5196. getObjectByName: function ( name ) {
  5197. return this.getObjectByProperty( 'name', name );
  5198. },
  5199. getObjectByProperty: function ( name, value ) {
  5200. if ( this[ name ] === value ) return this;
  5201. for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  5202. var child = this.children[ i ];
  5203. var object = child.getObjectByProperty( name, value );
  5204. if ( object !== undefined ) {
  5205. return object;
  5206. }
  5207. }
  5208. return undefined;
  5209. },
  5210. getWorldPosition: function ( target ) {
  5211. if ( target === undefined ) {
  5212. console.warn( 'THREE.Object3D: .getWorldPosition() target is now required' );
  5213. target = new Vector3();
  5214. }
  5215. this.updateMatrixWorld( true );
  5216. return target.setFromMatrixPosition( this.matrixWorld );
  5217. },
  5218. getWorldQuaternion: function () {
  5219. var position = new Vector3();
  5220. var scale = new Vector3();
  5221. return function getWorldQuaternion( target ) {
  5222. if ( target === undefined ) {
  5223. console.warn( 'THREE.Object3D: .getWorldQuaternion() target is now required' );
  5224. target = new Quaternion();
  5225. }
  5226. this.updateMatrixWorld( true );
  5227. this.matrixWorld.decompose( position, target, scale );
  5228. return target;
  5229. };
  5230. }(),
  5231. getWorldScale: function () {
  5232. var position = new Vector3();
  5233. var quaternion = new Quaternion();
  5234. return function getWorldScale( target ) {
  5235. if ( target === undefined ) {
  5236. console.warn( 'THREE.Object3D: .getWorldScale() target is now required' );
  5237. target = new Vector3();
  5238. }
  5239. this.updateMatrixWorld( true );
  5240. this.matrixWorld.decompose( position, quaternion, target );
  5241. return target;
  5242. };
  5243. }(),
  5244. getWorldDirection: function ( target ) {
  5245. if ( target === undefined ) {
  5246. console.warn( 'THREE.Object3D: .getWorldDirection() target is now required' );
  5247. target = new Vector3();
  5248. }
  5249. this.updateMatrixWorld( true );
  5250. var e = this.matrixWorld.elements;
  5251. return target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize();
  5252. },
  5253. raycast: function () {},
  5254. traverse: function ( callback ) {
  5255. callback( this );
  5256. var children = this.children;
  5257. for ( var i = 0, l = children.length; i < l; i ++ ) {
  5258. children[ i ].traverse( callback );
  5259. }
  5260. },
  5261. traverseVisible: function ( callback ) {
  5262. if ( this.visible === false ) return;
  5263. callback( this );
  5264. var children = this.children;
  5265. for ( var i = 0, l = children.length; i < l; i ++ ) {
  5266. children[ i ].traverseVisible( callback );
  5267. }
  5268. },
  5269. traverseAncestors: function ( callback ) {
  5270. var parent = this.parent;
  5271. if ( parent !== null ) {
  5272. callback( parent );
  5273. parent.traverseAncestors( callback );
  5274. }
  5275. },
  5276. updateMatrix: function () {
  5277. this.matrix.compose( this.position, this.quaternion, this.scale );
  5278. this.matrixWorldNeedsUpdate = true;
  5279. },
  5280. updateMatrixWorld: function ( force ) {
  5281. if ( this.matrixAutoUpdate ) this.updateMatrix();
  5282. if ( this.matrixWorldNeedsUpdate || force ) {
  5283. if ( this.parent === null ) {
  5284. this.matrixWorld.copy( this.matrix );
  5285. } else {
  5286. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  5287. }
  5288. this.matrixWorldNeedsUpdate = false;
  5289. force = true;
  5290. }
  5291. // update children
  5292. var children = this.children;
  5293. for ( var i = 0, l = children.length; i < l; i ++ ) {
  5294. children[ i ].updateMatrixWorld( force );
  5295. }
  5296. },
  5297. updateWorldMatrix: function ( updateParents, updateChildren ) {
  5298. var parent = this.parent;
  5299. if ( updateParents === true && parent !== null ) {
  5300. parent.updateWorldMatrix( true, false );
  5301. }
  5302. if ( this.matrixAutoUpdate ) this.updateMatrix();
  5303. if ( this.parent === null ) {
  5304. this.matrixWorld.copy( this.matrix );
  5305. } else {
  5306. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  5307. }
  5308. // update children
  5309. if ( updateChildren === true ) {
  5310. var children = this.children;
  5311. for ( var i = 0, l = children.length; i < l; i ++ ) {
  5312. children[ i ].updateWorldMatrix( false, true );
  5313. }
  5314. }
  5315. },
  5316. toJSON: function ( meta ) {
  5317. // meta is a string when called from JSON.stringify
  5318. var isRootObject = ( meta === undefined || typeof meta === 'string' );
  5319. var output = {};
  5320. // meta is a hash used to collect geometries, materials.
  5321. // not providing it implies that this is the root object
  5322. // being serialized.
  5323. if ( isRootObject ) {
  5324. // initialize meta obj
  5325. meta = {
  5326. geometries: {},
  5327. materials: {},
  5328. textures: {},
  5329. images: {},
  5330. shapes: {}
  5331. };
  5332. output.metadata = {
  5333. version: 4.5,
  5334. type: 'Object',
  5335. generator: 'Object3D.toJSON'
  5336. };
  5337. }
  5338. // standard Object3D serialization
  5339. var object = {};
  5340. object.uuid = this.uuid;
  5341. object.type = this.type;
  5342. if ( this.name !== '' ) object.name = this.name;
  5343. if ( this.castShadow === true ) object.castShadow = true;
  5344. if ( this.receiveShadow === true ) object.receiveShadow = true;
  5345. if ( this.visible === false ) object.visible = false;
  5346. if ( this.frustumCulled === false ) object.frustumCulled = false;
  5347. if ( this.renderOrder !== 0 ) object.renderOrder = this.renderOrder;
  5348. if ( JSON.stringify( this.userData ) !== '{}' ) object.userData = this.userData;
  5349. object.layers = this.layers.mask;
  5350. object.matrix = this.matrix.toArray();
  5351. if ( this.matrixAutoUpdate === false ) object.matrixAutoUpdate = false;
  5352. // object specific properties
  5353. if ( this.isMesh && this.drawMode !== TrianglesDrawMode ) object.drawMode = this.drawMode;
  5354. //
  5355. function serialize( library, element ) {
  5356. if ( library[ element.uuid ] === undefined ) {
  5357. library[ element.uuid ] = element.toJSON( meta );
  5358. }
  5359. return element.uuid;
  5360. }
  5361. if ( this.isMesh || this.isLine || this.isPoints ) {
  5362. object.geometry = serialize( meta.geometries, this.geometry );
  5363. var parameters = this.geometry.parameters;
  5364. if ( parameters !== undefined && parameters.shapes !== undefined ) {
  5365. var shapes = parameters.shapes;
  5366. if ( Array.isArray( shapes ) ) {
  5367. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  5368. var shape = shapes[ i ];
  5369. serialize( meta.shapes, shape );
  5370. }
  5371. } else {
  5372. serialize( meta.shapes, shapes );
  5373. }
  5374. }
  5375. }
  5376. if ( this.material !== undefined ) {
  5377. if ( Array.isArray( this.material ) ) {
  5378. var uuids = [];
  5379. for ( var i = 0, l = this.material.length; i < l; i ++ ) {
  5380. uuids.push( serialize( meta.materials, this.material[ i ] ) );
  5381. }
  5382. object.material = uuids;
  5383. } else {
  5384. object.material = serialize( meta.materials, this.material );
  5385. }
  5386. }
  5387. //
  5388. if ( this.children.length > 0 ) {
  5389. object.children = [];
  5390. for ( var i = 0; i < this.children.length; i ++ ) {
  5391. object.children.push( this.children[ i ].toJSON( meta ).object );
  5392. }
  5393. }
  5394. if ( isRootObject ) {
  5395. var geometries = extractFromCache( meta.geometries );
  5396. var materials = extractFromCache( meta.materials );
  5397. var textures = extractFromCache( meta.textures );
  5398. var images = extractFromCache( meta.images );
  5399. var shapes = extractFromCache( meta.shapes );
  5400. if ( geometries.length > 0 ) output.geometries = geometries;
  5401. if ( materials.length > 0 ) output.materials = materials;
  5402. if ( textures.length > 0 ) output.textures = textures;
  5403. if ( images.length > 0 ) output.images = images;
  5404. if ( shapes.length > 0 ) output.shapes = shapes;
  5405. }
  5406. output.object = object;
  5407. return output;
  5408. // extract data from the cache hash
  5409. // remove metadata on each item
  5410. // and return as array
  5411. function extractFromCache( cache ) {
  5412. var values = [];
  5413. for ( var key in cache ) {
  5414. var data = cache[ key ];
  5415. delete data.metadata;
  5416. values.push( data );
  5417. }
  5418. return values;
  5419. }
  5420. },
  5421. clone: function ( recursive ) {
  5422. return new this.constructor().copy( this, recursive );
  5423. },
  5424. copy: function ( source, recursive ) {
  5425. if ( recursive === undefined ) recursive = true;
  5426. this.name = source.name;
  5427. this.up.copy( source.up );
  5428. this.position.copy( source.position );
  5429. this.quaternion.copy( source.quaternion );
  5430. this.scale.copy( source.scale );
  5431. this.matrix.copy( source.matrix );
  5432. this.matrixWorld.copy( source.matrixWorld );
  5433. this.matrixAutoUpdate = source.matrixAutoUpdate;
  5434. this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;
  5435. this.layers.mask = source.layers.mask;
  5436. this.visible = source.visible;
  5437. this.castShadow = source.castShadow;
  5438. this.receiveShadow = source.receiveShadow;
  5439. this.frustumCulled = source.frustumCulled;
  5440. this.renderOrder = source.renderOrder;
  5441. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  5442. if ( recursive === true ) {
  5443. for ( var i = 0; i < source.children.length; i ++ ) {
  5444. var child = source.children[ i ];
  5445. this.add( child.clone() );
  5446. }
  5447. }
  5448. return this;
  5449. }
  5450. } );
  5451. /**
  5452. * @author mrdoob / http://mrdoob.com/
  5453. * @author kile / http://kile.stravaganza.org/
  5454. * @author alteredq / http://alteredqualia.com/
  5455. * @author mikael emtinger / http://gomo.se/
  5456. * @author zz85 / http://www.lab4games.net/zz85/blog
  5457. * @author bhouston / http://clara.io
  5458. */
  5459. var geometryId = 0; // Geometry uses even numbers as Id
  5460. function Geometry() {
  5461. Object.defineProperty( this, 'id', { value: geometryId += 2 } );
  5462. this.uuid = _Math.generateUUID();
  5463. this.name = '';
  5464. this.type = 'Geometry';
  5465. this.vertices = [];
  5466. this.colors = [];
  5467. this.faces = [];
  5468. this.faceVertexUvs = [[]];
  5469. this.morphTargets = [];
  5470. this.morphNormals = [];
  5471. this.skinWeights = [];
  5472. this.skinIndices = [];
  5473. this.lineDistances = [];
  5474. this.boundingBox = null;
  5475. this.boundingSphere = null;
  5476. // update flags
  5477. this.elementsNeedUpdate = false;
  5478. this.verticesNeedUpdate = false;
  5479. this.uvsNeedUpdate = false;
  5480. this.normalsNeedUpdate = false;
  5481. this.colorsNeedUpdate = false;
  5482. this.lineDistancesNeedUpdate = false;
  5483. this.groupsNeedUpdate = false;
  5484. }
  5485. Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  5486. constructor: Geometry,
  5487. isGeometry: true,
  5488. applyMatrix: function ( matrix ) {
  5489. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  5490. for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {
  5491. var vertex = this.vertices[ i ];
  5492. vertex.applyMatrix4( matrix );
  5493. }
  5494. for ( var i = 0, il = this.faces.length; i < il; i ++ ) {
  5495. var face = this.faces[ i ];
  5496. face.normal.applyMatrix3( normalMatrix ).normalize();
  5497. for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
  5498. face.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize();
  5499. }
  5500. }
  5501. if ( this.boundingBox !== null ) {
  5502. this.computeBoundingBox();
  5503. }
  5504. if ( this.boundingSphere !== null ) {
  5505. this.computeBoundingSphere();
  5506. }
  5507. this.verticesNeedUpdate = true;
  5508. this.normalsNeedUpdate = true;
  5509. return this;
  5510. },
  5511. rotateX: function () {
  5512. // rotate geometry around world x-axis
  5513. var m1 = new Matrix4();
  5514. return function rotateX( angle ) {
  5515. m1.makeRotationX( angle );
  5516. this.applyMatrix( m1 );
  5517. return this;
  5518. };
  5519. }(),
  5520. rotateY: function () {
  5521. // rotate geometry around world y-axis
  5522. var m1 = new Matrix4();
  5523. return function rotateY( angle ) {
  5524. m1.makeRotationY( angle );
  5525. this.applyMatrix( m1 );
  5526. return this;
  5527. };
  5528. }(),
  5529. rotateZ: function () {
  5530. // rotate geometry around world z-axis
  5531. var m1 = new Matrix4();
  5532. return function rotateZ( angle ) {
  5533. m1.makeRotationZ( angle );
  5534. this.applyMatrix( m1 );
  5535. return this;
  5536. };
  5537. }(),
  5538. translate: function () {
  5539. // translate geometry
  5540. var m1 = new Matrix4();
  5541. return function translate( x, y, z ) {
  5542. m1.makeTranslation( x, y, z );
  5543. this.applyMatrix( m1 );
  5544. return this;
  5545. };
  5546. }(),
  5547. scale: function () {
  5548. // scale geometry
  5549. var m1 = new Matrix4();
  5550. return function scale( x, y, z ) {
  5551. m1.makeScale( x, y, z );
  5552. this.applyMatrix( m1 );
  5553. return this;
  5554. };
  5555. }(),
  5556. lookAt: function () {
  5557. var obj = new Object3D();
  5558. return function lookAt( vector ) {
  5559. obj.lookAt( vector );
  5560. obj.updateMatrix();
  5561. this.applyMatrix( obj.matrix );
  5562. };
  5563. }(),
  5564. fromBufferGeometry: function ( geometry ) {
  5565. var scope = this;
  5566. var indices = geometry.index !== null ? geometry.index.array : undefined;
  5567. var attributes = geometry.attributes;
  5568. var positions = attributes.position.array;
  5569. var normals = attributes.normal !== undefined ? attributes.normal.array : undefined;
  5570. var colors = attributes.color !== undefined ? attributes.color.array : undefined;
  5571. var uvs = attributes.uv !== undefined ? attributes.uv.array : undefined;
  5572. var uvs2 = attributes.uv2 !== undefined ? attributes.uv2.array : undefined;
  5573. if ( uvs2 !== undefined ) this.faceVertexUvs[ 1 ] = [];
  5574. for ( var i = 0, j = 0; i < positions.length; i += 3, j += 2 ) {
  5575. scope.vertices.push( new Vector3().fromArray( positions, i ) );
  5576. if ( colors !== undefined ) {
  5577. scope.colors.push( new Color().fromArray( colors, i ) );
  5578. }
  5579. }
  5580. function addFace( a, b, c, materialIndex ) {
  5581. var vertexColors = ( colors === undefined ) ? [] : [
  5582. scope.colors[ a ].clone(),
  5583. scope.colors[ b ].clone(),
  5584. scope.colors[ c ].clone() ];
  5585. var vertexNormals = ( normals === undefined ) ? [] : [
  5586. new Vector3().fromArray( normals, a * 3 ),
  5587. new Vector3().fromArray( normals, b * 3 ),
  5588. new Vector3().fromArray( normals, c * 3 )
  5589. ];
  5590. var face = new Face3( a, b, c, vertexNormals, vertexColors, materialIndex );
  5591. scope.faces.push( face );
  5592. if ( uvs !== undefined ) {
  5593. scope.faceVertexUvs[ 0 ].push( [
  5594. new Vector2().fromArray( uvs, a * 2 ),
  5595. new Vector2().fromArray( uvs, b * 2 ),
  5596. new Vector2().fromArray( uvs, c * 2 )
  5597. ] );
  5598. }
  5599. if ( uvs2 !== undefined ) {
  5600. scope.faceVertexUvs[ 1 ].push( [
  5601. new Vector2().fromArray( uvs2, a * 2 ),
  5602. new Vector2().fromArray( uvs2, b * 2 ),
  5603. new Vector2().fromArray( uvs2, c * 2 )
  5604. ] );
  5605. }
  5606. }
  5607. var groups = geometry.groups;
  5608. if ( groups.length > 0 ) {
  5609. for ( var i = 0; i < groups.length; i ++ ) {
  5610. var group = groups[ i ];
  5611. var start = group.start;
  5612. var count = group.count;
  5613. for ( var j = start, jl = start + count; j < jl; j += 3 ) {
  5614. if ( indices !== undefined ) {
  5615. addFace( indices[ j ], indices[ j + 1 ], indices[ j + 2 ], group.materialIndex );
  5616. } else {
  5617. addFace( j, j + 1, j + 2, group.materialIndex );
  5618. }
  5619. }
  5620. }
  5621. } else {
  5622. if ( indices !== undefined ) {
  5623. for ( var i = 0; i < indices.length; i += 3 ) {
  5624. addFace( indices[ i ], indices[ i + 1 ], indices[ i + 2 ] );
  5625. }
  5626. } else {
  5627. for ( var i = 0; i < positions.length / 3; i += 3 ) {
  5628. addFace( i, i + 1, i + 2 );
  5629. }
  5630. }
  5631. }
  5632. this.computeFaceNormals();
  5633. if ( geometry.boundingBox !== null ) {
  5634. this.boundingBox = geometry.boundingBox.clone();
  5635. }
  5636. if ( geometry.boundingSphere !== null ) {
  5637. this.boundingSphere = geometry.boundingSphere.clone();
  5638. }
  5639. return this;
  5640. },
  5641. center: function () {
  5642. var offset = new Vector3();
  5643. return function center() {
  5644. this.computeBoundingBox();
  5645. this.boundingBox.getCenter( offset ).negate();
  5646. this.translate( offset.x, offset.y, offset.z );
  5647. return this;
  5648. };
  5649. }(),
  5650. normalize: function () {
  5651. this.computeBoundingSphere();
  5652. var center = this.boundingSphere.center;
  5653. var radius = this.boundingSphere.radius;
  5654. var s = radius === 0 ? 1 : 1.0 / radius;
  5655. var matrix = new Matrix4();
  5656. matrix.set(
  5657. s, 0, 0, - s * center.x,
  5658. 0, s, 0, - s * center.y,
  5659. 0, 0, s, - s * center.z,
  5660. 0, 0, 0, 1
  5661. );
  5662. this.applyMatrix( matrix );
  5663. return this;
  5664. },
  5665. computeFaceNormals: function () {
  5666. var cb = new Vector3(), ab = new Vector3();
  5667. for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5668. var face = this.faces[ f ];
  5669. var vA = this.vertices[ face.a ];
  5670. var vB = this.vertices[ face.b ];
  5671. var vC = this.vertices[ face.c ];
  5672. cb.subVectors( vC, vB );
  5673. ab.subVectors( vA, vB );
  5674. cb.cross( ab );
  5675. cb.normalize();
  5676. face.normal.copy( cb );
  5677. }
  5678. },
  5679. computeVertexNormals: function ( areaWeighted ) {
  5680. if ( areaWeighted === undefined ) areaWeighted = true;
  5681. var v, vl, f, fl, face, vertices;
  5682. vertices = new Array( this.vertices.length );
  5683. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  5684. vertices[ v ] = new Vector3();
  5685. }
  5686. if ( areaWeighted ) {
  5687. // vertex normals weighted by triangle areas
  5688. // http://www.iquilezles.org/www/articles/normals/normals.htm
  5689. var vA, vB, vC;
  5690. var cb = new Vector3(), ab = new Vector3();
  5691. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5692. face = this.faces[ f ];
  5693. vA = this.vertices[ face.a ];
  5694. vB = this.vertices[ face.b ];
  5695. vC = this.vertices[ face.c ];
  5696. cb.subVectors( vC, vB );
  5697. ab.subVectors( vA, vB );
  5698. cb.cross( ab );
  5699. vertices[ face.a ].add( cb );
  5700. vertices[ face.b ].add( cb );
  5701. vertices[ face.c ].add( cb );
  5702. }
  5703. } else {
  5704. this.computeFaceNormals();
  5705. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5706. face = this.faces[ f ];
  5707. vertices[ face.a ].add( face.normal );
  5708. vertices[ face.b ].add( face.normal );
  5709. vertices[ face.c ].add( face.normal );
  5710. }
  5711. }
  5712. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  5713. vertices[ v ].normalize();
  5714. }
  5715. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5716. face = this.faces[ f ];
  5717. var vertexNormals = face.vertexNormals;
  5718. if ( vertexNormals.length === 3 ) {
  5719. vertexNormals[ 0 ].copy( vertices[ face.a ] );
  5720. vertexNormals[ 1 ].copy( vertices[ face.b ] );
  5721. vertexNormals[ 2 ].copy( vertices[ face.c ] );
  5722. } else {
  5723. vertexNormals[ 0 ] = vertices[ face.a ].clone();
  5724. vertexNormals[ 1 ] = vertices[ face.b ].clone();
  5725. vertexNormals[ 2 ] = vertices[ face.c ].clone();
  5726. }
  5727. }
  5728. if ( this.faces.length > 0 ) {
  5729. this.normalsNeedUpdate = true;
  5730. }
  5731. },
  5732. computeFlatVertexNormals: function () {
  5733. var f, fl, face;
  5734. this.computeFaceNormals();
  5735. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5736. face = this.faces[ f ];
  5737. var vertexNormals = face.vertexNormals;
  5738. if ( vertexNormals.length === 3 ) {
  5739. vertexNormals[ 0 ].copy( face.normal );
  5740. vertexNormals[ 1 ].copy( face.normal );
  5741. vertexNormals[ 2 ].copy( face.normal );
  5742. } else {
  5743. vertexNormals[ 0 ] = face.normal.clone();
  5744. vertexNormals[ 1 ] = face.normal.clone();
  5745. vertexNormals[ 2 ] = face.normal.clone();
  5746. }
  5747. }
  5748. if ( this.faces.length > 0 ) {
  5749. this.normalsNeedUpdate = true;
  5750. }
  5751. },
  5752. computeMorphNormals: function () {
  5753. var i, il, f, fl, face;
  5754. // save original normals
  5755. // - create temp variables on first access
  5756. // otherwise just copy (for faster repeated calls)
  5757. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5758. face = this.faces[ f ];
  5759. if ( ! face.__originalFaceNormal ) {
  5760. face.__originalFaceNormal = face.normal.clone();
  5761. } else {
  5762. face.__originalFaceNormal.copy( face.normal );
  5763. }
  5764. if ( ! face.__originalVertexNormals ) face.__originalVertexNormals = [];
  5765. for ( i = 0, il = face.vertexNormals.length; i < il; i ++ ) {
  5766. if ( ! face.__originalVertexNormals[ i ] ) {
  5767. face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone();
  5768. } else {
  5769. face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] );
  5770. }
  5771. }
  5772. }
  5773. // use temp geometry to compute face and vertex normals for each morph
  5774. var tmpGeo = new Geometry();
  5775. tmpGeo.faces = this.faces;
  5776. for ( i = 0, il = this.morphTargets.length; i < il; i ++ ) {
  5777. // create on first access
  5778. if ( ! this.morphNormals[ i ] ) {
  5779. this.morphNormals[ i ] = {};
  5780. this.morphNormals[ i ].faceNormals = [];
  5781. this.morphNormals[ i ].vertexNormals = [];
  5782. var dstNormalsFace = this.morphNormals[ i ].faceNormals;
  5783. var dstNormalsVertex = this.morphNormals[ i ].vertexNormals;
  5784. var faceNormal, vertexNormals;
  5785. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5786. faceNormal = new Vector3();
  5787. vertexNormals = { a: new Vector3(), b: new Vector3(), c: new Vector3() };
  5788. dstNormalsFace.push( faceNormal );
  5789. dstNormalsVertex.push( vertexNormals );
  5790. }
  5791. }
  5792. var morphNormals = this.morphNormals[ i ];
  5793. // set vertices to morph target
  5794. tmpGeo.vertices = this.morphTargets[ i ].vertices;
  5795. // compute morph normals
  5796. tmpGeo.computeFaceNormals();
  5797. tmpGeo.computeVertexNormals();
  5798. // store morph normals
  5799. var faceNormal, vertexNormals;
  5800. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5801. face = this.faces[ f ];
  5802. faceNormal = morphNormals.faceNormals[ f ];
  5803. vertexNormals = morphNormals.vertexNormals[ f ];
  5804. faceNormal.copy( face.normal );
  5805. vertexNormals.a.copy( face.vertexNormals[ 0 ] );
  5806. vertexNormals.b.copy( face.vertexNormals[ 1 ] );
  5807. vertexNormals.c.copy( face.vertexNormals[ 2 ] );
  5808. }
  5809. }
  5810. // restore original normals
  5811. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5812. face = this.faces[ f ];
  5813. face.normal = face.__originalFaceNormal;
  5814. face.vertexNormals = face.__originalVertexNormals;
  5815. }
  5816. },
  5817. computeBoundingBox: function () {
  5818. if ( this.boundingBox === null ) {
  5819. this.boundingBox = new Box3();
  5820. }
  5821. this.boundingBox.setFromPoints( this.vertices );
  5822. },
  5823. computeBoundingSphere: function () {
  5824. if ( this.boundingSphere === null ) {
  5825. this.boundingSphere = new Sphere();
  5826. }
  5827. this.boundingSphere.setFromPoints( this.vertices );
  5828. },
  5829. merge: function ( geometry, matrix, materialIndexOffset ) {
  5830. if ( ! ( geometry && geometry.isGeometry ) ) {
  5831. console.error( 'THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.', geometry );
  5832. return;
  5833. }
  5834. var normalMatrix,
  5835. vertexOffset = this.vertices.length,
  5836. vertices1 = this.vertices,
  5837. vertices2 = geometry.vertices,
  5838. faces1 = this.faces,
  5839. faces2 = geometry.faces,
  5840. uvs1 = this.faceVertexUvs[ 0 ],
  5841. uvs2 = geometry.faceVertexUvs[ 0 ],
  5842. colors1 = this.colors,
  5843. colors2 = geometry.colors;
  5844. if ( materialIndexOffset === undefined ) materialIndexOffset = 0;
  5845. if ( matrix !== undefined ) {
  5846. normalMatrix = new Matrix3().getNormalMatrix( matrix );
  5847. }
  5848. // vertices
  5849. for ( var i = 0, il = vertices2.length; i < il; i ++ ) {
  5850. var vertex = vertices2[ i ];
  5851. var vertexCopy = vertex.clone();
  5852. if ( matrix !== undefined ) vertexCopy.applyMatrix4( matrix );
  5853. vertices1.push( vertexCopy );
  5854. }
  5855. // colors
  5856. for ( var i = 0, il = colors2.length; i < il; i ++ ) {
  5857. colors1.push( colors2[ i ].clone() );
  5858. }
  5859. // faces
  5860. for ( i = 0, il = faces2.length; i < il; i ++ ) {
  5861. var face = faces2[ i ], faceCopy, normal, color,
  5862. faceVertexNormals = face.vertexNormals,
  5863. faceVertexColors = face.vertexColors;
  5864. faceCopy = new Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset );
  5865. faceCopy.normal.copy( face.normal );
  5866. if ( normalMatrix !== undefined ) {
  5867. faceCopy.normal.applyMatrix3( normalMatrix ).normalize();
  5868. }
  5869. for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) {
  5870. normal = faceVertexNormals[ j ].clone();
  5871. if ( normalMatrix !== undefined ) {
  5872. normal.applyMatrix3( normalMatrix ).normalize();
  5873. }
  5874. faceCopy.vertexNormals.push( normal );
  5875. }
  5876. faceCopy.color.copy( face.color );
  5877. for ( var j = 0, jl = faceVertexColors.length; j < jl; j ++ ) {
  5878. color = faceVertexColors[ j ];
  5879. faceCopy.vertexColors.push( color.clone() );
  5880. }
  5881. faceCopy.materialIndex = face.materialIndex + materialIndexOffset;
  5882. faces1.push( faceCopy );
  5883. }
  5884. // uvs
  5885. for ( i = 0, il = uvs2.length; i < il; i ++ ) {
  5886. var uv = uvs2[ i ], uvCopy = [];
  5887. if ( uv === undefined ) {
  5888. continue;
  5889. }
  5890. for ( var j = 0, jl = uv.length; j < jl; j ++ ) {
  5891. uvCopy.push( uv[ j ].clone() );
  5892. }
  5893. uvs1.push( uvCopy );
  5894. }
  5895. },
  5896. mergeMesh: function ( mesh ) {
  5897. if ( ! ( mesh && mesh.isMesh ) ) {
  5898. console.error( 'THREE.Geometry.mergeMesh(): mesh not an instance of THREE.Mesh.', mesh );
  5899. return;
  5900. }
  5901. if ( mesh.matrixAutoUpdate ) mesh.updateMatrix();
  5902. this.merge( mesh.geometry, mesh.matrix );
  5903. },
  5904. /*
  5905. * Checks for duplicate vertices with hashmap.
  5906. * Duplicated vertices are removed
  5907. * and faces' vertices are updated.
  5908. */
  5909. mergeVertices: function () {
  5910. var verticesMap = {}; // Hashmap for looking up vertices by position coordinates (and making sure they are unique)
  5911. var unique = [], changes = [];
  5912. var v, key;
  5913. var precisionPoints = 4; // number of decimal points, e.g. 4 for epsilon of 0.0001
  5914. var precision = Math.pow( 10, precisionPoints );
  5915. var i, il, face;
  5916. var indices, j, jl;
  5917. for ( i = 0, il = this.vertices.length; i < il; i ++ ) {
  5918. v = this.vertices[ i ];
  5919. key = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision );
  5920. if ( verticesMap[ key ] === undefined ) {
  5921. verticesMap[ key ] = i;
  5922. unique.push( this.vertices[ i ] );
  5923. changes[ i ] = unique.length - 1;
  5924. } else {
  5925. //console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);
  5926. changes[ i ] = changes[ verticesMap[ key ] ];
  5927. }
  5928. }
  5929. // if faces are completely degenerate after merging vertices, we
  5930. // have to remove them from the geometry.
  5931. var faceIndicesToRemove = [];
  5932. for ( i = 0, il = this.faces.length; i < il; i ++ ) {
  5933. face = this.faces[ i ];
  5934. face.a = changes[ face.a ];
  5935. face.b = changes[ face.b ];
  5936. face.c = changes[ face.c ];
  5937. indices = [ face.a, face.b, face.c ];
  5938. // if any duplicate vertices are found in a Face3
  5939. // we have to remove the face as nothing can be saved
  5940. for ( var n = 0; n < 3; n ++ ) {
  5941. if ( indices[ n ] === indices[ ( n + 1 ) % 3 ] ) {
  5942. faceIndicesToRemove.push( i );
  5943. break;
  5944. }
  5945. }
  5946. }
  5947. for ( i = faceIndicesToRemove.length - 1; i >= 0; i -- ) {
  5948. var idx = faceIndicesToRemove[ i ];
  5949. this.faces.splice( idx, 1 );
  5950. for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {
  5951. this.faceVertexUvs[ j ].splice( idx, 1 );
  5952. }
  5953. }
  5954. // Use unique set of vertices
  5955. var diff = this.vertices.length - unique.length;
  5956. this.vertices = unique;
  5957. return diff;
  5958. },
  5959. setFromPoints: function ( points ) {
  5960. this.vertices = [];
  5961. for ( var i = 0, l = points.length; i < l; i ++ ) {
  5962. var point = points[ i ];
  5963. this.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );
  5964. }
  5965. return this;
  5966. },
  5967. sortFacesByMaterialIndex: function () {
  5968. var faces = this.faces;
  5969. var length = faces.length;
  5970. // tag faces
  5971. for ( var i = 0; i < length; i ++ ) {
  5972. faces[ i ]._id = i;
  5973. }
  5974. // sort faces
  5975. function materialIndexSort( a, b ) {
  5976. return a.materialIndex - b.materialIndex;
  5977. }
  5978. faces.sort( materialIndexSort );
  5979. // sort uvs
  5980. var uvs1 = this.faceVertexUvs[ 0 ];
  5981. var uvs2 = this.faceVertexUvs[ 1 ];
  5982. var newUvs1, newUvs2;
  5983. if ( uvs1 && uvs1.length === length ) newUvs1 = [];
  5984. if ( uvs2 && uvs2.length === length ) newUvs2 = [];
  5985. for ( var i = 0; i < length; i ++ ) {
  5986. var id = faces[ i ]._id;
  5987. if ( newUvs1 ) newUvs1.push( uvs1[ id ] );
  5988. if ( newUvs2 ) newUvs2.push( uvs2[ id ] );
  5989. }
  5990. if ( newUvs1 ) this.faceVertexUvs[ 0 ] = newUvs1;
  5991. if ( newUvs2 ) this.faceVertexUvs[ 1 ] = newUvs2;
  5992. },
  5993. toJSON: function () {
  5994. var data = {
  5995. metadata: {
  5996. version: 4.5,
  5997. type: 'Geometry',
  5998. generator: 'Geometry.toJSON'
  5999. }
  6000. };
  6001. // standard Geometry serialization
  6002. data.uuid = this.uuid;
  6003. data.type = this.type;
  6004. if ( this.name !== '' ) data.name = this.name;
  6005. if ( this.parameters !== undefined ) {
  6006. var parameters = this.parameters;
  6007. for ( var key in parameters ) {
  6008. if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];
  6009. }
  6010. return data;
  6011. }
  6012. var vertices = [];
  6013. for ( var i = 0; i < this.vertices.length; i ++ ) {
  6014. var vertex = this.vertices[ i ];
  6015. vertices.push( vertex.x, vertex.y, vertex.z );
  6016. }
  6017. var faces = [];
  6018. var normals = [];
  6019. var normalsHash = {};
  6020. var colors = [];
  6021. var colorsHash = {};
  6022. var uvs = [];
  6023. var uvsHash = {};
  6024. for ( var i = 0; i < this.faces.length; i ++ ) {
  6025. var face = this.faces[ i ];
  6026. var hasMaterial = true;
  6027. var hasFaceUv = false; // deprecated
  6028. var hasFaceVertexUv = this.faceVertexUvs[ 0 ][ i ] !== undefined;
  6029. var hasFaceNormal = face.normal.length() > 0;
  6030. var hasFaceVertexNormal = face.vertexNormals.length > 0;
  6031. var hasFaceColor = face.color.r !== 1 || face.color.g !== 1 || face.color.b !== 1;
  6032. var hasFaceVertexColor = face.vertexColors.length > 0;
  6033. var faceType = 0;
  6034. faceType = setBit( faceType, 0, 0 ); // isQuad
  6035. faceType = setBit( faceType, 1, hasMaterial );
  6036. faceType = setBit( faceType, 2, hasFaceUv );
  6037. faceType = setBit( faceType, 3, hasFaceVertexUv );
  6038. faceType = setBit( faceType, 4, hasFaceNormal );
  6039. faceType = setBit( faceType, 5, hasFaceVertexNormal );
  6040. faceType = setBit( faceType, 6, hasFaceColor );
  6041. faceType = setBit( faceType, 7, hasFaceVertexColor );
  6042. faces.push( faceType );
  6043. faces.push( face.a, face.b, face.c );
  6044. faces.push( face.materialIndex );
  6045. if ( hasFaceVertexUv ) {
  6046. var faceVertexUvs = this.faceVertexUvs[ 0 ][ i ];
  6047. faces.push(
  6048. getUvIndex( faceVertexUvs[ 0 ] ),
  6049. getUvIndex( faceVertexUvs[ 1 ] ),
  6050. getUvIndex( faceVertexUvs[ 2 ] )
  6051. );
  6052. }
  6053. if ( hasFaceNormal ) {
  6054. faces.push( getNormalIndex( face.normal ) );
  6055. }
  6056. if ( hasFaceVertexNormal ) {
  6057. var vertexNormals = face.vertexNormals;
  6058. faces.push(
  6059. getNormalIndex( vertexNormals[ 0 ] ),
  6060. getNormalIndex( vertexNormals[ 1 ] ),
  6061. getNormalIndex( vertexNormals[ 2 ] )
  6062. );
  6063. }
  6064. if ( hasFaceColor ) {
  6065. faces.push( getColorIndex( face.color ) );
  6066. }
  6067. if ( hasFaceVertexColor ) {
  6068. var vertexColors = face.vertexColors;
  6069. faces.push(
  6070. getColorIndex( vertexColors[ 0 ] ),
  6071. getColorIndex( vertexColors[ 1 ] ),
  6072. getColorIndex( vertexColors[ 2 ] )
  6073. );
  6074. }
  6075. }
  6076. function setBit( value, position, enabled ) {
  6077. return enabled ? value | ( 1 << position ) : value & ( ~ ( 1 << position ) );
  6078. }
  6079. function getNormalIndex( normal ) {
  6080. var hash = normal.x.toString() + normal.y.toString() + normal.z.toString();
  6081. if ( normalsHash[ hash ] !== undefined ) {
  6082. return normalsHash[ hash ];
  6083. }
  6084. normalsHash[ hash ] = normals.length / 3;
  6085. normals.push( normal.x, normal.y, normal.z );
  6086. return normalsHash[ hash ];
  6087. }
  6088. function getColorIndex( color ) {
  6089. var hash = color.r.toString() + color.g.toString() + color.b.toString();
  6090. if ( colorsHash[ hash ] !== undefined ) {
  6091. return colorsHash[ hash ];
  6092. }
  6093. colorsHash[ hash ] = colors.length;
  6094. colors.push( color.getHex() );
  6095. return colorsHash[ hash ];
  6096. }
  6097. function getUvIndex( uv ) {
  6098. var hash = uv.x.toString() + uv.y.toString();
  6099. if ( uvsHash[ hash ] !== undefined ) {
  6100. return uvsHash[ hash ];
  6101. }
  6102. uvsHash[ hash ] = uvs.length / 2;
  6103. uvs.push( uv.x, uv.y );
  6104. return uvsHash[ hash ];
  6105. }
  6106. data.data = {};
  6107. data.data.vertices = vertices;
  6108. data.data.normals = normals;
  6109. if ( colors.length > 0 ) data.data.colors = colors;
  6110. if ( uvs.length > 0 ) data.data.uvs = [ uvs ]; // temporal backward compatibility
  6111. data.data.faces = faces;
  6112. return data;
  6113. },
  6114. clone: function () {
  6115. /*
  6116. // Handle primitives
  6117. var parameters = this.parameters;
  6118. if ( parameters !== undefined ) {
  6119. var values = [];
  6120. for ( var key in parameters ) {
  6121. values.push( parameters[ key ] );
  6122. }
  6123. var geometry = Object.create( this.constructor.prototype );
  6124. this.constructor.apply( geometry, values );
  6125. return geometry;
  6126. }
  6127. return new this.constructor().copy( this );
  6128. */
  6129. return new Geometry().copy( this );
  6130. },
  6131. copy: function ( source ) {
  6132. var i, il, j, jl, k, kl;
  6133. // reset
  6134. this.vertices = [];
  6135. this.colors = [];
  6136. this.faces = [];
  6137. this.faceVertexUvs = [[]];
  6138. this.morphTargets = [];
  6139. this.morphNormals = [];
  6140. this.skinWeights = [];
  6141. this.skinIndices = [];
  6142. this.lineDistances = [];
  6143. this.boundingBox = null;
  6144. this.boundingSphere = null;
  6145. // name
  6146. this.name = source.name;
  6147. // vertices
  6148. var vertices = source.vertices;
  6149. for ( i = 0, il = vertices.length; i < il; i ++ ) {
  6150. this.vertices.push( vertices[ i ].clone() );
  6151. }
  6152. // colors
  6153. var colors = source.colors;
  6154. for ( i = 0, il = colors.length; i < il; i ++ ) {
  6155. this.colors.push( colors[ i ].clone() );
  6156. }
  6157. // faces
  6158. var faces = source.faces;
  6159. for ( i = 0, il = faces.length; i < il; i ++ ) {
  6160. this.faces.push( faces[ i ].clone() );
  6161. }
  6162. // face vertex uvs
  6163. for ( i = 0, il = source.faceVertexUvs.length; i < il; i ++ ) {
  6164. var faceVertexUvs = source.faceVertexUvs[ i ];
  6165. if ( this.faceVertexUvs[ i ] === undefined ) {
  6166. this.faceVertexUvs[ i ] = [];
  6167. }
  6168. for ( j = 0, jl = faceVertexUvs.length; j < jl; j ++ ) {
  6169. var uvs = faceVertexUvs[ j ], uvsCopy = [];
  6170. for ( k = 0, kl = uvs.length; k < kl; k ++ ) {
  6171. var uv = uvs[ k ];
  6172. uvsCopy.push( uv.clone() );
  6173. }
  6174. this.faceVertexUvs[ i ].push( uvsCopy );
  6175. }
  6176. }
  6177. // morph targets
  6178. var morphTargets = source.morphTargets;
  6179. for ( i = 0, il = morphTargets.length; i < il; i ++ ) {
  6180. var morphTarget = {};
  6181. morphTarget.name = morphTargets[ i ].name;
  6182. // vertices
  6183. if ( morphTargets[ i ].vertices !== undefined ) {
  6184. morphTarget.vertices = [];
  6185. for ( j = 0, jl = morphTargets[ i ].vertices.length; j < jl; j ++ ) {
  6186. morphTarget.vertices.push( morphTargets[ i ].vertices[ j ].clone() );
  6187. }
  6188. }
  6189. // normals
  6190. if ( morphTargets[ i ].normals !== undefined ) {
  6191. morphTarget.normals = [];
  6192. for ( j = 0, jl = morphTargets[ i ].normals.length; j < jl; j ++ ) {
  6193. morphTarget.normals.push( morphTargets[ i ].normals[ j ].clone() );
  6194. }
  6195. }
  6196. this.morphTargets.push( morphTarget );
  6197. }
  6198. // morph normals
  6199. var morphNormals = source.morphNormals;
  6200. for ( i = 0, il = morphNormals.length; i < il; i ++ ) {
  6201. var morphNormal = {};
  6202. // vertex normals
  6203. if ( morphNormals[ i ].vertexNormals !== undefined ) {
  6204. morphNormal.vertexNormals = [];
  6205. for ( j = 0, jl = morphNormals[ i ].vertexNormals.length; j < jl; j ++ ) {
  6206. var srcVertexNormal = morphNormals[ i ].vertexNormals[ j ];
  6207. var destVertexNormal = {};
  6208. destVertexNormal.a = srcVertexNormal.a.clone();
  6209. destVertexNormal.b = srcVertexNormal.b.clone();
  6210. destVertexNormal.c = srcVertexNormal.c.clone();
  6211. morphNormal.vertexNormals.push( destVertexNormal );
  6212. }
  6213. }
  6214. // face normals
  6215. if ( morphNormals[ i ].faceNormals !== undefined ) {
  6216. morphNormal.faceNormals = [];
  6217. for ( j = 0, jl = morphNormals[ i ].faceNormals.length; j < jl; j ++ ) {
  6218. morphNormal.faceNormals.push( morphNormals[ i ].faceNormals[ j ].clone() );
  6219. }
  6220. }
  6221. this.morphNormals.push( morphNormal );
  6222. }
  6223. // skin weights
  6224. var skinWeights = source.skinWeights;
  6225. for ( i = 0, il = skinWeights.length; i < il; i ++ ) {
  6226. this.skinWeights.push( skinWeights[ i ].clone() );
  6227. }
  6228. // skin indices
  6229. var skinIndices = source.skinIndices;
  6230. for ( i = 0, il = skinIndices.length; i < il; i ++ ) {
  6231. this.skinIndices.push( skinIndices[ i ].clone() );
  6232. }
  6233. // line distances
  6234. var lineDistances = source.lineDistances;
  6235. for ( i = 0, il = lineDistances.length; i < il; i ++ ) {
  6236. this.lineDistances.push( lineDistances[ i ] );
  6237. }
  6238. // bounding box
  6239. var boundingBox = source.boundingBox;
  6240. if ( boundingBox !== null ) {
  6241. this.boundingBox = boundingBox.clone();
  6242. }
  6243. // bounding sphere
  6244. var boundingSphere = source.boundingSphere;
  6245. if ( boundingSphere !== null ) {
  6246. this.boundingSphere = boundingSphere.clone();
  6247. }
  6248. // update flags
  6249. this.elementsNeedUpdate = source.elementsNeedUpdate;
  6250. this.verticesNeedUpdate = source.verticesNeedUpdate;
  6251. this.uvsNeedUpdate = source.uvsNeedUpdate;
  6252. this.normalsNeedUpdate = source.normalsNeedUpdate;
  6253. this.colorsNeedUpdate = source.colorsNeedUpdate;
  6254. this.lineDistancesNeedUpdate = source.lineDistancesNeedUpdate;
  6255. this.groupsNeedUpdate = source.groupsNeedUpdate;
  6256. return this;
  6257. },
  6258. dispose: function () {
  6259. this.dispatchEvent( { type: 'dispose' } );
  6260. }
  6261. } );
  6262. /**
  6263. * @author mrdoob / http://mrdoob.com/
  6264. */
  6265. function BufferAttribute( array, itemSize, normalized ) {
  6266. if ( Array.isArray( array ) ) {
  6267. throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
  6268. }
  6269. this.name = '';
  6270. this.array = array;
  6271. this.itemSize = itemSize;
  6272. this.count = array !== undefined ? array.length / itemSize : 0;
  6273. this.normalized = normalized === true;
  6274. this.dynamic = false;
  6275. this.updateRange = { offset: 0, count: - 1 };
  6276. this.version = 0;
  6277. }
  6278. Object.defineProperty( BufferAttribute.prototype, 'needsUpdate', {
  6279. set: function ( value ) {
  6280. if ( value === true ) this.version ++;
  6281. }
  6282. } );
  6283. Object.assign( BufferAttribute.prototype, {
  6284. isBufferAttribute: true,
  6285. onUploadCallback: function () {},
  6286. setArray: function ( array ) {
  6287. if ( Array.isArray( array ) ) {
  6288. throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
  6289. }
  6290. this.count = array !== undefined ? array.length / this.itemSize : 0;
  6291. this.array = array;
  6292. return this;
  6293. },
  6294. setDynamic: function ( value ) {
  6295. this.dynamic = value;
  6296. return this;
  6297. },
  6298. copy: function ( source ) {
  6299. this.name = source.name;
  6300. this.array = new source.array.constructor( source.array );
  6301. this.itemSize = source.itemSize;
  6302. this.count = source.count;
  6303. this.normalized = source.normalized;
  6304. this.dynamic = source.dynamic;
  6305. return this;
  6306. },
  6307. copyAt: function ( index1, attribute, index2 ) {
  6308. index1 *= this.itemSize;
  6309. index2 *= attribute.itemSize;
  6310. for ( var i = 0, l = this.itemSize; i < l; i ++ ) {
  6311. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  6312. }
  6313. return this;
  6314. },
  6315. copyArray: function ( array ) {
  6316. this.array.set( array );
  6317. return this;
  6318. },
  6319. copyColorsArray: function ( colors ) {
  6320. var array = this.array, offset = 0;
  6321. for ( var i = 0, l = colors.length; i < l; i ++ ) {
  6322. var color = colors[ i ];
  6323. if ( color === undefined ) {
  6324. console.warn( 'THREE.BufferAttribute.copyColorsArray(): color is undefined', i );
  6325. color = new Color();
  6326. }
  6327. array[ offset ++ ] = color.r;
  6328. array[ offset ++ ] = color.g;
  6329. array[ offset ++ ] = color.b;
  6330. }
  6331. return this;
  6332. },
  6333. copyVector2sArray: function ( vectors ) {
  6334. var array = this.array, offset = 0;
  6335. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  6336. var vector = vectors[ i ];
  6337. if ( vector === undefined ) {
  6338. console.warn( 'THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i );
  6339. vector = new Vector2();
  6340. }
  6341. array[ offset ++ ] = vector.x;
  6342. array[ offset ++ ] = vector.y;
  6343. }
  6344. return this;
  6345. },
  6346. copyVector3sArray: function ( vectors ) {
  6347. var array = this.array, offset = 0;
  6348. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  6349. var vector = vectors[ i ];
  6350. if ( vector === undefined ) {
  6351. console.warn( 'THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i );
  6352. vector = new Vector3();
  6353. }
  6354. array[ offset ++ ] = vector.x;
  6355. array[ offset ++ ] = vector.y;
  6356. array[ offset ++ ] = vector.z;
  6357. }
  6358. return this;
  6359. },
  6360. copyVector4sArray: function ( vectors ) {
  6361. var array = this.array, offset = 0;
  6362. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  6363. var vector = vectors[ i ];
  6364. if ( vector === undefined ) {
  6365. console.warn( 'THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i );
  6366. vector = new Vector4();
  6367. }
  6368. array[ offset ++ ] = vector.x;
  6369. array[ offset ++ ] = vector.y;
  6370. array[ offset ++ ] = vector.z;
  6371. array[ offset ++ ] = vector.w;
  6372. }
  6373. return this;
  6374. },
  6375. set: function ( value, offset ) {
  6376. if ( offset === undefined ) offset = 0;
  6377. this.array.set( value, offset );
  6378. return this;
  6379. },
  6380. getX: function ( index ) {
  6381. return this.array[ index * this.itemSize ];
  6382. },
  6383. setX: function ( index, x ) {
  6384. this.array[ index * this.itemSize ] = x;
  6385. return this;
  6386. },
  6387. getY: function ( index ) {
  6388. return this.array[ index * this.itemSize + 1 ];
  6389. },
  6390. setY: function ( index, y ) {
  6391. this.array[ index * this.itemSize + 1 ] = y;
  6392. return this;
  6393. },
  6394. getZ: function ( index ) {
  6395. return this.array[ index * this.itemSize + 2 ];
  6396. },
  6397. setZ: function ( index, z ) {
  6398. this.array[ index * this.itemSize + 2 ] = z;
  6399. return this;
  6400. },
  6401. getW: function ( index ) {
  6402. return this.array[ index * this.itemSize + 3 ];
  6403. },
  6404. setW: function ( index, w ) {
  6405. this.array[ index * this.itemSize + 3 ] = w;
  6406. return this;
  6407. },
  6408. setXY: function ( index, x, y ) {
  6409. index *= this.itemSize;
  6410. this.array[ index + 0 ] = x;
  6411. this.array[ index + 1 ] = y;
  6412. return this;
  6413. },
  6414. setXYZ: function ( index, x, y, z ) {
  6415. index *= this.itemSize;
  6416. this.array[ index + 0 ] = x;
  6417. this.array[ index + 1 ] = y;
  6418. this.array[ index + 2 ] = z;
  6419. return this;
  6420. },
  6421. setXYZW: function ( index, x, y, z, w ) {
  6422. index *= this.itemSize;
  6423. this.array[ index + 0 ] = x;
  6424. this.array[ index + 1 ] = y;
  6425. this.array[ index + 2 ] = z;
  6426. this.array[ index + 3 ] = w;
  6427. return this;
  6428. },
  6429. onUpload: function ( callback ) {
  6430. this.onUploadCallback = callback;
  6431. return this;
  6432. },
  6433. clone: function () {
  6434. return new this.constructor( this.array, this.itemSize ).copy( this );
  6435. }
  6436. } );
  6437. //
  6438. function Int8BufferAttribute( array, itemSize, normalized ) {
  6439. BufferAttribute.call( this, new Int8Array( array ), itemSize, normalized );
  6440. }
  6441. Int8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  6442. Int8BufferAttribute.prototype.constructor = Int8BufferAttribute;
  6443. function Uint8BufferAttribute( array, itemSize, normalized ) {
  6444. BufferAttribute.call( this, new Uint8Array( array ), itemSize, normalized );
  6445. }
  6446. Uint8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  6447. Uint8BufferAttribute.prototype.constructor = Uint8BufferAttribute;
  6448. function Uint8ClampedBufferAttribute( array, itemSize, normalized ) {
  6449. BufferAttribute.call( this, new Uint8ClampedArray( array ), itemSize, normalized );
  6450. }
  6451. Uint8ClampedBufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  6452. Uint8ClampedBufferAttribute.prototype.constructor = Uint8ClampedBufferAttribute;
  6453. function Int16BufferAttribute( array, itemSize, normalized ) {
  6454. BufferAttribute.call( this, new Int16Array( array ), itemSize, normalized );
  6455. }
  6456. Int16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  6457. Int16BufferAttribute.prototype.constructor = Int16BufferAttribute;
  6458. function Uint16BufferAttribute( array, itemSize, normalized ) {
  6459. BufferAttribute.call( this, new Uint16Array( array ), itemSize, normalized );
  6460. }
  6461. Uint16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  6462. Uint16BufferAttribute.prototype.constructor = Uint16BufferAttribute;
  6463. function Int32BufferAttribute( array, itemSize, normalized ) {
  6464. BufferAttribute.call( this, new Int32Array( array ), itemSize, normalized );
  6465. }
  6466. Int32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  6467. Int32BufferAttribute.prototype.constructor = Int32BufferAttribute;
  6468. function Uint32BufferAttribute( array, itemSize, normalized ) {
  6469. BufferAttribute.call( this, new Uint32Array( array ), itemSize, normalized );
  6470. }
  6471. Uint32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  6472. Uint32BufferAttribute.prototype.constructor = Uint32BufferAttribute;
  6473. function Float32BufferAttribute( array, itemSize, normalized ) {
  6474. BufferAttribute.call( this, new Float32Array( array ), itemSize, normalized );
  6475. }
  6476. Float32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  6477. Float32BufferAttribute.prototype.constructor = Float32BufferAttribute;
  6478. function Float64BufferAttribute( array, itemSize, normalized ) {
  6479. BufferAttribute.call( this, new Float64Array( array ), itemSize, normalized );
  6480. }
  6481. Float64BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  6482. Float64BufferAttribute.prototype.constructor = Float64BufferAttribute;
  6483. /**
  6484. * @author mrdoob / http://mrdoob.com/
  6485. */
  6486. function DirectGeometry() {
  6487. this.vertices = [];
  6488. this.normals = [];
  6489. this.colors = [];
  6490. this.uvs = [];
  6491. this.uvs2 = [];
  6492. this.groups = [];
  6493. this.morphTargets = {};
  6494. this.skinWeights = [];
  6495. this.skinIndices = [];
  6496. // this.lineDistances = [];
  6497. this.boundingBox = null;
  6498. this.boundingSphere = null;
  6499. // update flags
  6500. this.verticesNeedUpdate = false;
  6501. this.normalsNeedUpdate = false;
  6502. this.colorsNeedUpdate = false;
  6503. this.uvsNeedUpdate = false;
  6504. this.groupsNeedUpdate = false;
  6505. }
  6506. Object.assign( DirectGeometry.prototype, {
  6507. computeGroups: function ( geometry ) {
  6508. var group;
  6509. var groups = [];
  6510. var materialIndex = undefined;
  6511. var faces = geometry.faces;
  6512. for ( var i = 0; i < faces.length; i ++ ) {
  6513. var face = faces[ i ];
  6514. // materials
  6515. if ( face.materialIndex !== materialIndex ) {
  6516. materialIndex = face.materialIndex;
  6517. if ( group !== undefined ) {
  6518. group.count = ( i * 3 ) - group.start;
  6519. groups.push( group );
  6520. }
  6521. group = {
  6522. start: i * 3,
  6523. materialIndex: materialIndex
  6524. };
  6525. }
  6526. }
  6527. if ( group !== undefined ) {
  6528. group.count = ( i * 3 ) - group.start;
  6529. groups.push( group );
  6530. }
  6531. this.groups = groups;
  6532. },
  6533. fromGeometry: function ( geometry ) {
  6534. var faces = geometry.faces;
  6535. var vertices = geometry.vertices;
  6536. var faceVertexUvs = geometry.faceVertexUvs;
  6537. var hasFaceVertexUv = faceVertexUvs[ 0 ] && faceVertexUvs[ 0 ].length > 0;
  6538. var hasFaceVertexUv2 = faceVertexUvs[ 1 ] && faceVertexUvs[ 1 ].length > 0;
  6539. // morphs
  6540. var morphTargets = geometry.morphTargets;
  6541. var morphTargetsLength = morphTargets.length;
  6542. var morphTargetsPosition;
  6543. if ( morphTargetsLength > 0 ) {
  6544. morphTargetsPosition = [];
  6545. for ( var i = 0; i < morphTargetsLength; i ++ ) {
  6546. morphTargetsPosition[ i ] = {
  6547. name: morphTargets[ i ].name,
  6548. data: []
  6549. };
  6550. }
  6551. this.morphTargets.position = morphTargetsPosition;
  6552. }
  6553. var morphNormals = geometry.morphNormals;
  6554. var morphNormalsLength = morphNormals.length;
  6555. var morphTargetsNormal;
  6556. if ( morphNormalsLength > 0 ) {
  6557. morphTargetsNormal = [];
  6558. for ( var i = 0; i < morphNormalsLength; i ++ ) {
  6559. morphTargetsNormal[ i ] = {
  6560. name: morphNormals[ i ].name,
  6561. data: []
  6562. };
  6563. }
  6564. this.morphTargets.normal = morphTargetsNormal;
  6565. }
  6566. // skins
  6567. var skinIndices = geometry.skinIndices;
  6568. var skinWeights = geometry.skinWeights;
  6569. var hasSkinIndices = skinIndices.length === vertices.length;
  6570. var hasSkinWeights = skinWeights.length === vertices.length;
  6571. //
  6572. if ( vertices.length > 0 && faces.length === 0 ) {
  6573. console.error( 'THREE.DirectGeometry: Faceless geometries are not supported.' );
  6574. }
  6575. for ( var i = 0; i < faces.length; i ++ ) {
  6576. var face = faces[ i ];
  6577. this.vertices.push( vertices[ face.a ], vertices[ face.b ], vertices[ face.c ] );
  6578. var vertexNormals = face.vertexNormals;
  6579. if ( vertexNormals.length === 3 ) {
  6580. this.normals.push( vertexNormals[ 0 ], vertexNormals[ 1 ], vertexNormals[ 2 ] );
  6581. } else {
  6582. var normal = face.normal;
  6583. this.normals.push( normal, normal, normal );
  6584. }
  6585. var vertexColors = face.vertexColors;
  6586. if ( vertexColors.length === 3 ) {
  6587. this.colors.push( vertexColors[ 0 ], vertexColors[ 1 ], vertexColors[ 2 ] );
  6588. } else {
  6589. var color = face.color;
  6590. this.colors.push( color, color, color );
  6591. }
  6592. if ( hasFaceVertexUv === true ) {
  6593. var vertexUvs = faceVertexUvs[ 0 ][ i ];
  6594. if ( vertexUvs !== undefined ) {
  6595. this.uvs.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
  6596. } else {
  6597. console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv ', i );
  6598. this.uvs.push( new Vector2(), new Vector2(), new Vector2() );
  6599. }
  6600. }
  6601. if ( hasFaceVertexUv2 === true ) {
  6602. var vertexUvs = faceVertexUvs[ 1 ][ i ];
  6603. if ( vertexUvs !== undefined ) {
  6604. this.uvs2.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
  6605. } else {
  6606. console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv2 ', i );
  6607. this.uvs2.push( new Vector2(), new Vector2(), new Vector2() );
  6608. }
  6609. }
  6610. // morphs
  6611. for ( var j = 0; j < morphTargetsLength; j ++ ) {
  6612. var morphTarget = morphTargets[ j ].vertices;
  6613. morphTargetsPosition[ j ].data.push( morphTarget[ face.a ], morphTarget[ face.b ], morphTarget[ face.c ] );
  6614. }
  6615. for ( var j = 0; j < morphNormalsLength; j ++ ) {
  6616. var morphNormal = morphNormals[ j ].vertexNormals[ i ];
  6617. morphTargetsNormal[ j ].data.push( morphNormal.a, morphNormal.b, morphNormal.c );
  6618. }
  6619. // skins
  6620. if ( hasSkinIndices ) {
  6621. this.skinIndices.push( skinIndices[ face.a ], skinIndices[ face.b ], skinIndices[ face.c ] );
  6622. }
  6623. if ( hasSkinWeights ) {
  6624. this.skinWeights.push( skinWeights[ face.a ], skinWeights[ face.b ], skinWeights[ face.c ] );
  6625. }
  6626. }
  6627. this.computeGroups( geometry );
  6628. this.verticesNeedUpdate = geometry.verticesNeedUpdate;
  6629. this.normalsNeedUpdate = geometry.normalsNeedUpdate;
  6630. this.colorsNeedUpdate = geometry.colorsNeedUpdate;
  6631. this.uvsNeedUpdate = geometry.uvsNeedUpdate;
  6632. this.groupsNeedUpdate = geometry.groupsNeedUpdate;
  6633. return this;
  6634. }
  6635. } );
  6636. /**
  6637. * @author mrdoob / http://mrdoob.com/
  6638. */
  6639. function arrayMax( array ) {
  6640. if ( array.length === 0 ) return - Infinity;
  6641. var max = array[ 0 ];
  6642. for ( var i = 1, l = array.length; i < l; ++ i ) {
  6643. if ( array[ i ] > max ) max = array[ i ];
  6644. }
  6645. return max;
  6646. }
  6647. /**
  6648. * @author alteredq / http://alteredqualia.com/
  6649. * @author mrdoob / http://mrdoob.com/
  6650. */
  6651. var bufferGeometryId = 1; // BufferGeometry uses odd numbers as Id
  6652. function BufferGeometry() {
  6653. Object.defineProperty( this, 'id', { value: bufferGeometryId += 2 } );
  6654. this.uuid = _Math.generateUUID();
  6655. this.name = '';
  6656. this.type = 'BufferGeometry';
  6657. this.index = null;
  6658. this.attributes = {};
  6659. this.morphAttributes = {};
  6660. this.groups = [];
  6661. this.boundingBox = null;
  6662. this.boundingSphere = null;
  6663. this.drawRange = { start: 0, count: Infinity };
  6664. this.userData = {};
  6665. }
  6666. BufferGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  6667. constructor: BufferGeometry,
  6668. isBufferGeometry: true,
  6669. getIndex: function () {
  6670. return this.index;
  6671. },
  6672. setIndex: function ( index ) {
  6673. if ( Array.isArray( index ) ) {
  6674. this.index = new ( arrayMax( index ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );
  6675. } else {
  6676. this.index = index;
  6677. }
  6678. },
  6679. addAttribute: function ( name, attribute ) {
  6680. if ( ! ( attribute && attribute.isBufferAttribute ) && ! ( attribute && attribute.isInterleavedBufferAttribute ) ) {
  6681. console.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' );
  6682. return this.addAttribute( name, new BufferAttribute( arguments[ 1 ], arguments[ 2 ] ) );
  6683. }
  6684. if ( name === 'index' ) {
  6685. console.warn( 'THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.' );
  6686. this.setIndex( attribute );
  6687. return this;
  6688. }
  6689. this.attributes[ name ] = attribute;
  6690. return this;
  6691. },
  6692. getAttribute: function ( name ) {
  6693. return this.attributes[ name ];
  6694. },
  6695. removeAttribute: function ( name ) {
  6696. delete this.attributes[ name ];
  6697. return this;
  6698. },
  6699. addGroup: function ( start, count, materialIndex ) {
  6700. this.groups.push( {
  6701. start: start,
  6702. count: count,
  6703. materialIndex: materialIndex !== undefined ? materialIndex : 0
  6704. } );
  6705. },
  6706. clearGroups: function () {
  6707. this.groups = [];
  6708. },
  6709. setDrawRange: function ( start, count ) {
  6710. this.drawRange.start = start;
  6711. this.drawRange.count = count;
  6712. },
  6713. applyMatrix: function ( matrix ) {
  6714. var position = this.attributes.position;
  6715. if ( position !== undefined ) {
  6716. matrix.applyToBufferAttribute( position );
  6717. position.needsUpdate = true;
  6718. }
  6719. var normal = this.attributes.normal;
  6720. if ( normal !== undefined ) {
  6721. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  6722. normalMatrix.applyToBufferAttribute( normal );
  6723. normal.needsUpdate = true;
  6724. }
  6725. var tangent = this.attributes.tangent;
  6726. if ( tangent !== undefined ) {
  6727. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  6728. // Tangent is vec4, but the '.w' component is a sign value (+1/-1).
  6729. normalMatrix.applyToBufferAttribute( tangent );
  6730. tangent.needsUpdate = true;
  6731. }
  6732. if ( this.boundingBox !== null ) {
  6733. this.computeBoundingBox();
  6734. }
  6735. if ( this.boundingSphere !== null ) {
  6736. this.computeBoundingSphere();
  6737. }
  6738. return this;
  6739. },
  6740. rotateX: function () {
  6741. // rotate geometry around world x-axis
  6742. var m1 = new Matrix4();
  6743. return function rotateX( angle ) {
  6744. m1.makeRotationX( angle );
  6745. this.applyMatrix( m1 );
  6746. return this;
  6747. };
  6748. }(),
  6749. rotateY: function () {
  6750. // rotate geometry around world y-axis
  6751. var m1 = new Matrix4();
  6752. return function rotateY( angle ) {
  6753. m1.makeRotationY( angle );
  6754. this.applyMatrix( m1 );
  6755. return this;
  6756. };
  6757. }(),
  6758. rotateZ: function () {
  6759. // rotate geometry around world z-axis
  6760. var m1 = new Matrix4();
  6761. return function rotateZ( angle ) {
  6762. m1.makeRotationZ( angle );
  6763. this.applyMatrix( m1 );
  6764. return this;
  6765. };
  6766. }(),
  6767. translate: function () {
  6768. // translate geometry
  6769. var m1 = new Matrix4();
  6770. return function translate( x, y, z ) {
  6771. m1.makeTranslation( x, y, z );
  6772. this.applyMatrix( m1 );
  6773. return this;
  6774. };
  6775. }(),
  6776. scale: function () {
  6777. // scale geometry
  6778. var m1 = new Matrix4();
  6779. return function scale( x, y, z ) {
  6780. m1.makeScale( x, y, z );
  6781. this.applyMatrix( m1 );
  6782. return this;
  6783. };
  6784. }(),
  6785. lookAt: function () {
  6786. var obj = new Object3D();
  6787. return function lookAt( vector ) {
  6788. obj.lookAt( vector );
  6789. obj.updateMatrix();
  6790. this.applyMatrix( obj.matrix );
  6791. };
  6792. }(),
  6793. center: function () {
  6794. var offset = new Vector3();
  6795. return function center() {
  6796. this.computeBoundingBox();
  6797. this.boundingBox.getCenter( offset ).negate();
  6798. this.translate( offset.x, offset.y, offset.z );
  6799. return this;
  6800. };
  6801. }(),
  6802. setFromObject: function ( object ) {
  6803. // console.log( 'THREE.BufferGeometry.setFromObject(). Converting', object, this );
  6804. var geometry = object.geometry;
  6805. if ( object.isPoints || object.isLine ) {
  6806. var positions = new Float32BufferAttribute( geometry.vertices.length * 3, 3 );
  6807. var colors = new Float32BufferAttribute( geometry.colors.length * 3, 3 );
  6808. this.addAttribute( 'position', positions.copyVector3sArray( geometry.vertices ) );
  6809. this.addAttribute( 'color', colors.copyColorsArray( geometry.colors ) );
  6810. if ( geometry.lineDistances && geometry.lineDistances.length === geometry.vertices.length ) {
  6811. var lineDistances = new Float32BufferAttribute( geometry.lineDistances.length, 1 );
  6812. this.addAttribute( 'lineDistance', lineDistances.copyArray( geometry.lineDistances ) );
  6813. }
  6814. if ( geometry.boundingSphere !== null ) {
  6815. this.boundingSphere = geometry.boundingSphere.clone();
  6816. }
  6817. if ( geometry.boundingBox !== null ) {
  6818. this.boundingBox = geometry.boundingBox.clone();
  6819. }
  6820. } else if ( object.isMesh ) {
  6821. if ( geometry && geometry.isGeometry ) {
  6822. this.fromGeometry( geometry );
  6823. }
  6824. }
  6825. return this;
  6826. },
  6827. setFromPoints: function ( points ) {
  6828. var position = [];
  6829. for ( var i = 0, l = points.length; i < l; i ++ ) {
  6830. var point = points[ i ];
  6831. position.push( point.x, point.y, point.z || 0 );
  6832. }
  6833. this.addAttribute( 'position', new Float32BufferAttribute( position, 3 ) );
  6834. return this;
  6835. },
  6836. updateFromObject: function ( object ) {
  6837. var geometry = object.geometry;
  6838. if ( object.isMesh ) {
  6839. var direct = geometry.__directGeometry;
  6840. if ( geometry.elementsNeedUpdate === true ) {
  6841. direct = undefined;
  6842. geometry.elementsNeedUpdate = false;
  6843. }
  6844. if ( direct === undefined ) {
  6845. return this.fromGeometry( geometry );
  6846. }
  6847. direct.verticesNeedUpdate = geometry.verticesNeedUpdate;
  6848. direct.normalsNeedUpdate = geometry.normalsNeedUpdate;
  6849. direct.colorsNeedUpdate = geometry.colorsNeedUpdate;
  6850. direct.uvsNeedUpdate = geometry.uvsNeedUpdate;
  6851. direct.groupsNeedUpdate = geometry.groupsNeedUpdate;
  6852. geometry.verticesNeedUpdate = false;
  6853. geometry.normalsNeedUpdate = false;
  6854. geometry.colorsNeedUpdate = false;
  6855. geometry.uvsNeedUpdate = false;
  6856. geometry.groupsNeedUpdate = false;
  6857. geometry = direct;
  6858. }
  6859. var attribute;
  6860. if ( geometry.verticesNeedUpdate === true ) {
  6861. attribute = this.attributes.position;
  6862. if ( attribute !== undefined ) {
  6863. attribute.copyVector3sArray( geometry.vertices );
  6864. attribute.needsUpdate = true;
  6865. }
  6866. geometry.verticesNeedUpdate = false;
  6867. }
  6868. if ( geometry.normalsNeedUpdate === true ) {
  6869. attribute = this.attributes.normal;
  6870. if ( attribute !== undefined ) {
  6871. attribute.copyVector3sArray( geometry.normals );
  6872. attribute.needsUpdate = true;
  6873. }
  6874. geometry.normalsNeedUpdate = false;
  6875. }
  6876. if ( geometry.colorsNeedUpdate === true ) {
  6877. attribute = this.attributes.color;
  6878. if ( attribute !== undefined ) {
  6879. attribute.copyColorsArray( geometry.colors );
  6880. attribute.needsUpdate = true;
  6881. }
  6882. geometry.colorsNeedUpdate = false;
  6883. }
  6884. if ( geometry.uvsNeedUpdate ) {
  6885. attribute = this.attributes.uv;
  6886. if ( attribute !== undefined ) {
  6887. attribute.copyVector2sArray( geometry.uvs );
  6888. attribute.needsUpdate = true;
  6889. }
  6890. geometry.uvsNeedUpdate = false;
  6891. }
  6892. if ( geometry.lineDistancesNeedUpdate ) {
  6893. attribute = this.attributes.lineDistance;
  6894. if ( attribute !== undefined ) {
  6895. attribute.copyArray( geometry.lineDistances );
  6896. attribute.needsUpdate = true;
  6897. }
  6898. geometry.lineDistancesNeedUpdate = false;
  6899. }
  6900. if ( geometry.groupsNeedUpdate ) {
  6901. geometry.computeGroups( object.geometry );
  6902. this.groups = geometry.groups;
  6903. geometry.groupsNeedUpdate = false;
  6904. }
  6905. return this;
  6906. },
  6907. fromGeometry: function ( geometry ) {
  6908. geometry.__directGeometry = new DirectGeometry().fromGeometry( geometry );
  6909. return this.fromDirectGeometry( geometry.__directGeometry );
  6910. },
  6911. fromDirectGeometry: function ( geometry ) {
  6912. var positions = new Float32Array( geometry.vertices.length * 3 );
  6913. this.addAttribute( 'position', new BufferAttribute( positions, 3 ).copyVector3sArray( geometry.vertices ) );
  6914. if ( geometry.normals.length > 0 ) {
  6915. var normals = new Float32Array( geometry.normals.length * 3 );
  6916. this.addAttribute( 'normal', new BufferAttribute( normals, 3 ).copyVector3sArray( geometry.normals ) );
  6917. }
  6918. if ( geometry.colors.length > 0 ) {
  6919. var colors = new Float32Array( geometry.colors.length * 3 );
  6920. this.addAttribute( 'color', new BufferAttribute( colors, 3 ).copyColorsArray( geometry.colors ) );
  6921. }
  6922. if ( geometry.uvs.length > 0 ) {
  6923. var uvs = new Float32Array( geometry.uvs.length * 2 );
  6924. this.addAttribute( 'uv', new BufferAttribute( uvs, 2 ).copyVector2sArray( geometry.uvs ) );
  6925. }
  6926. if ( geometry.uvs2.length > 0 ) {
  6927. var uvs2 = new Float32Array( geometry.uvs2.length * 2 );
  6928. this.addAttribute( 'uv2', new BufferAttribute( uvs2, 2 ).copyVector2sArray( geometry.uvs2 ) );
  6929. }
  6930. // groups
  6931. this.groups = geometry.groups;
  6932. // morphs
  6933. for ( var name in geometry.morphTargets ) {
  6934. var array = [];
  6935. var morphTargets = geometry.morphTargets[ name ];
  6936. for ( var i = 0, l = morphTargets.length; i < l; i ++ ) {
  6937. var morphTarget = morphTargets[ i ];
  6938. var attribute = new Float32BufferAttribute( morphTarget.data.length * 3, 3 );
  6939. attribute.name = morphTarget.name;
  6940. array.push( attribute.copyVector3sArray( morphTarget.data ) );
  6941. }
  6942. this.morphAttributes[ name ] = array;
  6943. }
  6944. // skinning
  6945. if ( geometry.skinIndices.length > 0 ) {
  6946. var skinIndices = new Float32BufferAttribute( geometry.skinIndices.length * 4, 4 );
  6947. this.addAttribute( 'skinIndex', skinIndices.copyVector4sArray( geometry.skinIndices ) );
  6948. }
  6949. if ( geometry.skinWeights.length > 0 ) {
  6950. var skinWeights = new Float32BufferAttribute( geometry.skinWeights.length * 4, 4 );
  6951. this.addAttribute( 'skinWeight', skinWeights.copyVector4sArray( geometry.skinWeights ) );
  6952. }
  6953. //
  6954. if ( geometry.boundingSphere !== null ) {
  6955. this.boundingSphere = geometry.boundingSphere.clone();
  6956. }
  6957. if ( geometry.boundingBox !== null ) {
  6958. this.boundingBox = geometry.boundingBox.clone();
  6959. }
  6960. return this;
  6961. },
  6962. computeBoundingBox: function () {
  6963. if ( this.boundingBox === null ) {
  6964. this.boundingBox = new Box3();
  6965. }
  6966. var position = this.attributes.position;
  6967. if ( position !== undefined ) {
  6968. this.boundingBox.setFromBufferAttribute( position );
  6969. } else {
  6970. this.boundingBox.makeEmpty();
  6971. }
  6972. if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
  6973. console.error( 'THREE.BufferGeometry.computeBoundingBox: Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this );
  6974. }
  6975. },
  6976. computeBoundingSphere: function () {
  6977. var box = new Box3();
  6978. var vector = new Vector3();
  6979. return function computeBoundingSphere() {
  6980. if ( this.boundingSphere === null ) {
  6981. this.boundingSphere = new Sphere();
  6982. }
  6983. var position = this.attributes.position;
  6984. if ( position ) {
  6985. var center = this.boundingSphere.center;
  6986. box.setFromBufferAttribute( position );
  6987. box.getCenter( center );
  6988. // hoping to find a boundingSphere with a radius smaller than the
  6989. // boundingSphere of the boundingBox: sqrt(3) smaller in the best case
  6990. var maxRadiusSq = 0;
  6991. for ( var i = 0, il = position.count; i < il; i ++ ) {
  6992. vector.x = position.getX( i );
  6993. vector.y = position.getY( i );
  6994. vector.z = position.getZ( i );
  6995. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( vector ) );
  6996. }
  6997. this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
  6998. if ( isNaN( this.boundingSphere.radius ) ) {
  6999. console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this );
  7000. }
  7001. }
  7002. };
  7003. }(),
  7004. computeFaceNormals: function () {
  7005. // backwards compatibility
  7006. },
  7007. computeVertexNormals: function () {
  7008. var index = this.index;
  7009. var attributes = this.attributes;
  7010. if ( attributes.position ) {
  7011. var positions = attributes.position.array;
  7012. if ( attributes.normal === undefined ) {
  7013. this.addAttribute( 'normal', new BufferAttribute( new Float32Array( positions.length ), 3 ) );
  7014. } else {
  7015. // reset existing normals to zero
  7016. var array = attributes.normal.array;
  7017. for ( var i = 0, il = array.length; i < il; i ++ ) {
  7018. array[ i ] = 0;
  7019. }
  7020. }
  7021. var normals = attributes.normal.array;
  7022. var vA, vB, vC;
  7023. var pA = new Vector3(), pB = new Vector3(), pC = new Vector3();
  7024. var cb = new Vector3(), ab = new Vector3();
  7025. // indexed elements
  7026. if ( index ) {
  7027. var indices = index.array;
  7028. for ( var i = 0, il = index.count; i < il; i += 3 ) {
  7029. vA = indices[ i + 0 ] * 3;
  7030. vB = indices[ i + 1 ] * 3;
  7031. vC = indices[ i + 2 ] * 3;
  7032. pA.fromArray( positions, vA );
  7033. pB.fromArray( positions, vB );
  7034. pC.fromArray( positions, vC );
  7035. cb.subVectors( pC, pB );
  7036. ab.subVectors( pA, pB );
  7037. cb.cross( ab );
  7038. normals[ vA ] += cb.x;
  7039. normals[ vA + 1 ] += cb.y;
  7040. normals[ vA + 2 ] += cb.z;
  7041. normals[ vB ] += cb.x;
  7042. normals[ vB + 1 ] += cb.y;
  7043. normals[ vB + 2 ] += cb.z;
  7044. normals[ vC ] += cb.x;
  7045. normals[ vC + 1 ] += cb.y;
  7046. normals[ vC + 2 ] += cb.z;
  7047. }
  7048. } else {
  7049. // non-indexed elements (unconnected triangle soup)
  7050. for ( var i = 0, il = positions.length; i < il; i += 9 ) {
  7051. pA.fromArray( positions, i );
  7052. pB.fromArray( positions, i + 3 );
  7053. pC.fromArray( positions, i + 6 );
  7054. cb.subVectors( pC, pB );
  7055. ab.subVectors( pA, pB );
  7056. cb.cross( ab );
  7057. normals[ i ] = cb.x;
  7058. normals[ i + 1 ] = cb.y;
  7059. normals[ i + 2 ] = cb.z;
  7060. normals[ i + 3 ] = cb.x;
  7061. normals[ i + 4 ] = cb.y;
  7062. normals[ i + 5 ] = cb.z;
  7063. normals[ i + 6 ] = cb.x;
  7064. normals[ i + 7 ] = cb.y;
  7065. normals[ i + 8 ] = cb.z;
  7066. }
  7067. }
  7068. this.normalizeNormals();
  7069. attributes.normal.needsUpdate = true;
  7070. }
  7071. },
  7072. merge: function ( geometry, offset ) {
  7073. if ( ! ( geometry && geometry.isBufferGeometry ) ) {
  7074. console.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry );
  7075. return;
  7076. }
  7077. if ( offset === undefined ) {
  7078. offset = 0;
  7079. console.warn(
  7080. 'THREE.BufferGeometry.merge(): Overwriting original geometry, starting at offset=0. '
  7081. + 'Use BufferGeometryUtils.mergeBufferGeometries() for lossless merge.'
  7082. );
  7083. }
  7084. var attributes = this.attributes;
  7085. for ( var key in attributes ) {
  7086. if ( geometry.attributes[ key ] === undefined ) continue;
  7087. var attribute1 = attributes[ key ];
  7088. var attributeArray1 = attribute1.array;
  7089. var attribute2 = geometry.attributes[ key ];
  7090. var attributeArray2 = attribute2.array;
  7091. var attributeSize = attribute2.itemSize;
  7092. for ( var i = 0, j = attributeSize * offset; i < attributeArray2.length; i ++, j ++ ) {
  7093. attributeArray1[ j ] = attributeArray2[ i ];
  7094. }
  7095. }
  7096. return this;
  7097. },
  7098. normalizeNormals: function () {
  7099. var vector = new Vector3();
  7100. return function normalizeNormals() {
  7101. var normals = this.attributes.normal;
  7102. for ( var i = 0, il = normals.count; i < il; i ++ ) {
  7103. vector.x = normals.getX( i );
  7104. vector.y = normals.getY( i );
  7105. vector.z = normals.getZ( i );
  7106. vector.normalize();
  7107. normals.setXYZ( i, vector.x, vector.y, vector.z );
  7108. }
  7109. };
  7110. }(),
  7111. toNonIndexed: function () {
  7112. function convertBufferAttribute( attribute, indices ) {
  7113. var array = attribute.array;
  7114. var itemSize = attribute.itemSize;
  7115. var array2 = new array.constructor( indices.length * itemSize );
  7116. var index = 0, index2 = 0;
  7117. for ( var i = 0, l = indices.length; i < l; i ++ ) {
  7118. index = indices[ i ] * itemSize;
  7119. for ( var j = 0; j < itemSize; j ++ ) {
  7120. array2[ index2 ++ ] = array[ index ++ ];
  7121. }
  7122. }
  7123. return new BufferAttribute( array2, itemSize );
  7124. }
  7125. //
  7126. if ( this.index === null ) {
  7127. console.warn( 'THREE.BufferGeometry.toNonIndexed(): Geometry is already non-indexed.' );
  7128. return this;
  7129. }
  7130. var geometry2 = new BufferGeometry();
  7131. var indices = this.index.array;
  7132. var attributes = this.attributes;
  7133. // attributes
  7134. for ( var name in attributes ) {
  7135. var attribute = attributes[ name ];
  7136. var newAttribute = convertBufferAttribute( attribute, indices );
  7137. geometry2.addAttribute( name, newAttribute );
  7138. }
  7139. // morph attributes
  7140. var morphAttributes = this.morphAttributes;
  7141. for ( name in morphAttributes ) {
  7142. var morphArray = [];
  7143. var morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  7144. for ( var i = 0, il = morphAttribute.length; i < il; i ++ ) {
  7145. var attribute = morphAttribute[ i ];
  7146. var newAttribute = convertBufferAttribute( attribute, indices );
  7147. morphArray.push( newAttribute );
  7148. }
  7149. geometry2.morphAttributes[ name ] = morphArray;
  7150. }
  7151. // groups
  7152. var groups = this.groups;
  7153. for ( var i = 0, l = groups.length; i < l; i ++ ) {
  7154. var group = groups[ i ];
  7155. geometry2.addGroup( group.start, group.count, group.materialIndex );
  7156. }
  7157. return geometry2;
  7158. },
  7159. toJSON: function () {
  7160. var data = {
  7161. metadata: {
  7162. version: 4.5,
  7163. type: 'BufferGeometry',
  7164. generator: 'BufferGeometry.toJSON'
  7165. }
  7166. };
  7167. // standard BufferGeometry serialization
  7168. data.uuid = this.uuid;
  7169. data.type = this.type;
  7170. if ( this.name !== '' ) data.name = this.name;
  7171. if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;
  7172. if ( this.parameters !== undefined ) {
  7173. var parameters = this.parameters;
  7174. for ( var key in parameters ) {
  7175. if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];
  7176. }
  7177. return data;
  7178. }
  7179. data.data = { attributes: {} };
  7180. var index = this.index;
  7181. if ( index !== null ) {
  7182. var array = Array.prototype.slice.call( index.array );
  7183. data.data.index = {
  7184. type: index.array.constructor.name,
  7185. array: array
  7186. };
  7187. }
  7188. var attributes = this.attributes;
  7189. for ( var key in attributes ) {
  7190. var attribute = attributes[ key ];
  7191. var array = Array.prototype.slice.call( attribute.array );
  7192. data.data.attributes[ key ] = {
  7193. itemSize: attribute.itemSize,
  7194. type: attribute.array.constructor.name,
  7195. array: array,
  7196. normalized: attribute.normalized
  7197. };
  7198. }
  7199. var groups = this.groups;
  7200. if ( groups.length > 0 ) {
  7201. data.data.groups = JSON.parse( JSON.stringify( groups ) );
  7202. }
  7203. var boundingSphere = this.boundingSphere;
  7204. if ( boundingSphere !== null ) {
  7205. data.data.boundingSphere = {
  7206. center: boundingSphere.center.toArray(),
  7207. radius: boundingSphere.radius
  7208. };
  7209. }
  7210. return data;
  7211. },
  7212. clone: function () {
  7213. /*
  7214. // Handle primitives
  7215. var parameters = this.parameters;
  7216. if ( parameters !== undefined ) {
  7217. var values = [];
  7218. for ( var key in parameters ) {
  7219. values.push( parameters[ key ] );
  7220. }
  7221. var geometry = Object.create( this.constructor.prototype );
  7222. this.constructor.apply( geometry, values );
  7223. return geometry;
  7224. }
  7225. return new this.constructor().copy( this );
  7226. */
  7227. return new BufferGeometry().copy( this );
  7228. },
  7229. copy: function ( source ) {
  7230. var name, i, l;
  7231. // reset
  7232. this.index = null;
  7233. this.attributes = {};
  7234. this.morphAttributes = {};
  7235. this.groups = [];
  7236. this.boundingBox = null;
  7237. this.boundingSphere = null;
  7238. // name
  7239. this.name = source.name;
  7240. // index
  7241. var index = source.index;
  7242. if ( index !== null ) {
  7243. this.setIndex( index.clone() );
  7244. }
  7245. // attributes
  7246. var attributes = source.attributes;
  7247. for ( name in attributes ) {
  7248. var attribute = attributes[ name ];
  7249. this.addAttribute( name, attribute.clone() );
  7250. }
  7251. // morph attributes
  7252. var morphAttributes = source.morphAttributes;
  7253. for ( name in morphAttributes ) {
  7254. var array = [];
  7255. var morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  7256. for ( i = 0, l = morphAttribute.length; i < l; i ++ ) {
  7257. array.push( morphAttribute[ i ].clone() );
  7258. }
  7259. this.morphAttributes[ name ] = array;
  7260. }
  7261. // groups
  7262. var groups = source.groups;
  7263. for ( i = 0, l = groups.length; i < l; i ++ ) {
  7264. var group = groups[ i ];
  7265. this.addGroup( group.start, group.count, group.materialIndex );
  7266. }
  7267. // bounding box
  7268. var boundingBox = source.boundingBox;
  7269. if ( boundingBox !== null ) {
  7270. this.boundingBox = boundingBox.clone();
  7271. }
  7272. // bounding sphere
  7273. var boundingSphere = source.boundingSphere;
  7274. if ( boundingSphere !== null ) {
  7275. this.boundingSphere = boundingSphere.clone();
  7276. }
  7277. // draw range
  7278. this.drawRange.start = source.drawRange.start;
  7279. this.drawRange.count = source.drawRange.count;
  7280. // user data
  7281. this.userData = source.userData;
  7282. return this;
  7283. },
  7284. dispose: function () {
  7285. this.dispatchEvent( { type: 'dispose' } );
  7286. }
  7287. } );
  7288. /**
  7289. * @author mrdoob / http://mrdoob.com/
  7290. * @author Mugen87 / https://github.com/Mugen87
  7291. */
  7292. // BoxGeometry
  7293. function BoxGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  7294. Geometry.call( this );
  7295. this.type = 'BoxGeometry';
  7296. this.parameters = {
  7297. width: width,
  7298. height: height,
  7299. depth: depth,
  7300. widthSegments: widthSegments,
  7301. heightSegments: heightSegments,
  7302. depthSegments: depthSegments
  7303. };
  7304. this.fromBufferGeometry( new BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) );
  7305. this.mergeVertices();
  7306. }
  7307. BoxGeometry.prototype = Object.create( Geometry.prototype );
  7308. BoxGeometry.prototype.constructor = BoxGeometry;
  7309. // BoxBufferGeometry
  7310. function BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  7311. BufferGeometry.call( this );
  7312. this.type = 'BoxBufferGeometry';
  7313. this.parameters = {
  7314. width: width,
  7315. height: height,
  7316. depth: depth,
  7317. widthSegments: widthSegments,
  7318. heightSegments: heightSegments,
  7319. depthSegments: depthSegments
  7320. };
  7321. var scope = this;
  7322. width = width || 1;
  7323. height = height || 1;
  7324. depth = depth || 1;
  7325. // segments
  7326. widthSegments = Math.floor( widthSegments ) || 1;
  7327. heightSegments = Math.floor( heightSegments ) || 1;
  7328. depthSegments = Math.floor( depthSegments ) || 1;
  7329. // buffers
  7330. var indices = [];
  7331. var vertices = [];
  7332. var normals = [];
  7333. var uvs = [];
  7334. // helper variables
  7335. var numberOfVertices = 0;
  7336. var groupStart = 0;
  7337. // build each side of the box geometry
  7338. buildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px
  7339. buildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx
  7340. buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py
  7341. buildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny
  7342. buildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz
  7343. buildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz
  7344. // build geometry
  7345. this.setIndex( indices );
  7346. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  7347. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  7348. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  7349. function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {
  7350. var segmentWidth = width / gridX;
  7351. var segmentHeight = height / gridY;
  7352. var widthHalf = width / 2;
  7353. var heightHalf = height / 2;
  7354. var depthHalf = depth / 2;
  7355. var gridX1 = gridX + 1;
  7356. var gridY1 = gridY + 1;
  7357. var vertexCounter = 0;
  7358. var groupCount = 0;
  7359. var ix, iy;
  7360. var vector = new Vector3();
  7361. // generate vertices, normals and uvs
  7362. for ( iy = 0; iy < gridY1; iy ++ ) {
  7363. var y = iy * segmentHeight - heightHalf;
  7364. for ( ix = 0; ix < gridX1; ix ++ ) {
  7365. var x = ix * segmentWidth - widthHalf;
  7366. // set values to correct vector component
  7367. vector[ u ] = x * udir;
  7368. vector[ v ] = y * vdir;
  7369. vector[ w ] = depthHalf;
  7370. // now apply vector to vertex buffer
  7371. vertices.push( vector.x, vector.y, vector.z );
  7372. // set values to correct vector component
  7373. vector[ u ] = 0;
  7374. vector[ v ] = 0;
  7375. vector[ w ] = depth > 0 ? 1 : - 1;
  7376. // now apply vector to normal buffer
  7377. normals.push( vector.x, vector.y, vector.z );
  7378. // uvs
  7379. uvs.push( ix / gridX );
  7380. uvs.push( 1 - ( iy / gridY ) );
  7381. // counters
  7382. vertexCounter += 1;
  7383. }
  7384. }
  7385. // indices
  7386. // 1. you need three indices to draw a single face
  7387. // 2. a single segment consists of two faces
  7388. // 3. so we need to generate six (2*3) indices per segment
  7389. for ( iy = 0; iy < gridY; iy ++ ) {
  7390. for ( ix = 0; ix < gridX; ix ++ ) {
  7391. var a = numberOfVertices + ix + gridX1 * iy;
  7392. var b = numberOfVertices + ix + gridX1 * ( iy + 1 );
  7393. var c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 );
  7394. var d = numberOfVertices + ( ix + 1 ) + gridX1 * iy;
  7395. // faces
  7396. indices.push( a, b, d );
  7397. indices.push( b, c, d );
  7398. // increase counter
  7399. groupCount += 6;
  7400. }
  7401. }
  7402. // add a group to the geometry. this will ensure multi material support
  7403. scope.addGroup( groupStart, groupCount, materialIndex );
  7404. // calculate new start value for groups
  7405. groupStart += groupCount;
  7406. // update total number of vertices
  7407. numberOfVertices += vertexCounter;
  7408. }
  7409. }
  7410. BoxBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  7411. BoxBufferGeometry.prototype.constructor = BoxBufferGeometry;
  7412. /**
  7413. * @author mrdoob / http://mrdoob.com/
  7414. * @author Mugen87 / https://github.com/Mugen87
  7415. */
  7416. // PlaneGeometry
  7417. function PlaneGeometry( width, height, widthSegments, heightSegments ) {
  7418. Geometry.call( this );
  7419. this.type = 'PlaneGeometry';
  7420. this.parameters = {
  7421. width: width,
  7422. height: height,
  7423. widthSegments: widthSegments,
  7424. heightSegments: heightSegments
  7425. };
  7426. this.fromBufferGeometry( new PlaneBufferGeometry( width, height, widthSegments, heightSegments ) );
  7427. this.mergeVertices();
  7428. }
  7429. PlaneGeometry.prototype = Object.create( Geometry.prototype );
  7430. PlaneGeometry.prototype.constructor = PlaneGeometry;
  7431. // PlaneBufferGeometry
  7432. function PlaneBufferGeometry( width, height, widthSegments, heightSegments ) {
  7433. BufferGeometry.call( this );
  7434. this.type = 'PlaneBufferGeometry';
  7435. this.parameters = {
  7436. width: width,
  7437. height: height,
  7438. widthSegments: widthSegments,
  7439. heightSegments: heightSegments
  7440. };
  7441. width = width || 1;
  7442. height = height || 1;
  7443. var width_half = width / 2;
  7444. var height_half = height / 2;
  7445. var gridX = Math.floor( widthSegments ) || 1;
  7446. var gridY = Math.floor( heightSegments ) || 1;
  7447. var gridX1 = gridX + 1;
  7448. var gridY1 = gridY + 1;
  7449. var segment_width = width / gridX;
  7450. var segment_height = height / gridY;
  7451. var ix, iy;
  7452. // buffers
  7453. var indices = [];
  7454. var vertices = [];
  7455. var normals = [];
  7456. var uvs = [];
  7457. // generate vertices, normals and uvs
  7458. for ( iy = 0; iy < gridY1; iy ++ ) {
  7459. var y = iy * segment_height - height_half;
  7460. for ( ix = 0; ix < gridX1; ix ++ ) {
  7461. var x = ix * segment_width - width_half;
  7462. vertices.push( x, - y, 0 );
  7463. normals.push( 0, 0, 1 );
  7464. uvs.push( ix / gridX );
  7465. uvs.push( 1 - ( iy / gridY ) );
  7466. }
  7467. }
  7468. // indices
  7469. for ( iy = 0; iy < gridY; iy ++ ) {
  7470. for ( ix = 0; ix < gridX; ix ++ ) {
  7471. var a = ix + gridX1 * iy;
  7472. var b = ix + gridX1 * ( iy + 1 );
  7473. var c = ( ix + 1 ) + gridX1 * ( iy + 1 );
  7474. var d = ( ix + 1 ) + gridX1 * iy;
  7475. // faces
  7476. indices.push( a, b, d );
  7477. indices.push( b, c, d );
  7478. }
  7479. }
  7480. // build geometry
  7481. this.setIndex( indices );
  7482. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  7483. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  7484. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  7485. }
  7486. PlaneBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  7487. PlaneBufferGeometry.prototype.constructor = PlaneBufferGeometry;
  7488. /**
  7489. * @author mrdoob / http://mrdoob.com/
  7490. * @author alteredq / http://alteredqualia.com/
  7491. */
  7492. var materialId = 0;
  7493. function Material() {
  7494. Object.defineProperty( this, 'id', { value: materialId ++ } );
  7495. this.uuid = _Math.generateUUID();
  7496. this.name = '';
  7497. this.type = 'Material';
  7498. this.fog = true;
  7499. this.lights = true;
  7500. this.blending = NormalBlending;
  7501. this.side = FrontSide;
  7502. this.flatShading = false;
  7503. this.vertexTangents = false;
  7504. this.vertexColors = NoColors; // THREE.NoColors, THREE.VertexColors, THREE.FaceColors
  7505. this.opacity = 1;
  7506. this.transparent = false;
  7507. this.blendSrc = SrcAlphaFactor;
  7508. this.blendDst = OneMinusSrcAlphaFactor;
  7509. this.blendEquation = AddEquation;
  7510. this.blendSrcAlpha = null;
  7511. this.blendDstAlpha = null;
  7512. this.blendEquationAlpha = null;
  7513. this.depthFunc = LessEqualDepth;
  7514. this.depthTest = true;
  7515. this.depthWrite = true;
  7516. this.clippingPlanes = null;
  7517. this.clipIntersection = false;
  7518. this.clipShadows = false;
  7519. this.shadowSide = null;
  7520. this.colorWrite = true;
  7521. this.precision = null; // override the renderer's default precision for this material
  7522. this.polygonOffset = false;
  7523. this.polygonOffsetFactor = 0;
  7524. this.polygonOffsetUnits = 0;
  7525. this.dithering = false;
  7526. this.alphaTest = 0;
  7527. this.premultipliedAlpha = false;
  7528. this.visible = true;
  7529. this.userData = {};
  7530. this.needsUpdate = true;
  7531. }
  7532. Material.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  7533. constructor: Material,
  7534. isMaterial: true,
  7535. onBeforeCompile: function () {},
  7536. setValues: function ( values ) {
  7537. if ( values === undefined ) return;
  7538. for ( var key in values ) {
  7539. var newValue = values[ key ];
  7540. if ( newValue === undefined ) {
  7541. console.warn( "THREE.Material: '" + key + "' parameter is undefined." );
  7542. continue;
  7543. }
  7544. // for backward compatability if shading is set in the constructor
  7545. if ( key === 'shading' ) {
  7546. console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  7547. this.flatShading = ( newValue === FlatShading ) ? true : false;
  7548. continue;
  7549. }
  7550. var currentValue = this[ key ];
  7551. if ( currentValue === undefined ) {
  7552. console.warn( "THREE." + this.type + ": '" + key + "' is not a property of this material." );
  7553. continue;
  7554. }
  7555. if ( currentValue && currentValue.isColor ) {
  7556. currentValue.set( newValue );
  7557. } else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {
  7558. currentValue.copy( newValue );
  7559. } else {
  7560. this[ key ] = newValue;
  7561. }
  7562. }
  7563. },
  7564. toJSON: function ( meta ) {
  7565. var isRoot = ( meta === undefined || typeof meta === 'string' );
  7566. if ( isRoot ) {
  7567. meta = {
  7568. textures: {},
  7569. images: {}
  7570. };
  7571. }
  7572. var data = {
  7573. metadata: {
  7574. version: 4.5,
  7575. type: 'Material',
  7576. generator: 'Material.toJSON'
  7577. }
  7578. };
  7579. // standard Material serialization
  7580. data.uuid = this.uuid;
  7581. data.type = this.type;
  7582. if ( this.name !== '' ) data.name = this.name;
  7583. if ( this.color && this.color.isColor ) data.color = this.color.getHex();
  7584. if ( this.roughness !== undefined ) data.roughness = this.roughness;
  7585. if ( this.metalness !== undefined ) data.metalness = this.metalness;
  7586. if ( this.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex();
  7587. if ( this.emissiveIntensity !== 1 ) data.emissiveIntensity = this.emissiveIntensity;
  7588. if ( this.specular && this.specular.isColor ) data.specular = this.specular.getHex();
  7589. if ( this.shininess !== undefined ) data.shininess = this.shininess;
  7590. if ( this.clearCoat !== undefined ) data.clearCoat = this.clearCoat;
  7591. if ( this.clearCoatRoughness !== undefined ) data.clearCoatRoughness = this.clearCoatRoughness;
  7592. if ( this.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid;
  7593. if ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid;
  7594. if ( this.lightMap && this.lightMap.isTexture ) data.lightMap = this.lightMap.toJSON( meta ).uuid;
  7595. if ( this.aoMap && this.aoMap.isTexture ) {
  7596. data.aoMap = this.aoMap.toJSON( meta ).uuid;
  7597. data.aoMapIntensity = this.aoMapIntensity;
  7598. }
  7599. if ( this.bumpMap && this.bumpMap.isTexture ) {
  7600. data.bumpMap = this.bumpMap.toJSON( meta ).uuid;
  7601. data.bumpScale = this.bumpScale;
  7602. }
  7603. if ( this.normalMap && this.normalMap.isTexture ) {
  7604. data.normalMap = this.normalMap.toJSON( meta ).uuid;
  7605. data.normalMapType = this.normalMapType;
  7606. data.normalScale = this.normalScale.toArray();
  7607. }
  7608. if ( this.displacementMap && this.displacementMap.isTexture ) {
  7609. data.displacementMap = this.displacementMap.toJSON( meta ).uuid;
  7610. data.displacementScale = this.displacementScale;
  7611. data.displacementBias = this.displacementBias;
  7612. }
  7613. if ( this.roughnessMap && this.roughnessMap.isTexture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid;
  7614. if ( this.metalnessMap && this.metalnessMap.isTexture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid;
  7615. if ( this.emissiveMap && this.emissiveMap.isTexture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid;
  7616. if ( this.specularMap && this.specularMap.isTexture ) data.specularMap = this.specularMap.toJSON( meta ).uuid;
  7617. if ( this.envMap && this.envMap.isTexture ) {
  7618. data.envMap = this.envMap.toJSON( meta ).uuid;
  7619. data.reflectivity = this.reflectivity; // Scale behind envMap
  7620. if ( this.combine !== undefined ) data.combine = this.combine;
  7621. if ( this.envMapIntensity !== undefined ) data.envMapIntensity = this.envMapIntensity;
  7622. }
  7623. if ( this.gradientMap && this.gradientMap.isTexture ) {
  7624. data.gradientMap = this.gradientMap.toJSON( meta ).uuid;
  7625. }
  7626. if ( this.size !== undefined ) data.size = this.size;
  7627. if ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation;
  7628. if ( this.blending !== NormalBlending ) data.blending = this.blending;
  7629. if ( this.flatShading === true ) data.flatShading = this.flatShading;
  7630. if ( this.side !== FrontSide ) data.side = this.side;
  7631. if ( this.vertexColors !== NoColors ) data.vertexColors = this.vertexColors;
  7632. if ( this.opacity < 1 ) data.opacity = this.opacity;
  7633. if ( this.transparent === true ) data.transparent = this.transparent;
  7634. data.depthFunc = this.depthFunc;
  7635. data.depthTest = this.depthTest;
  7636. data.depthWrite = this.depthWrite;
  7637. // rotation (SpriteMaterial)
  7638. if ( this.rotation !== 0 ) data.rotation = this.rotation;
  7639. if ( this.polygonOffset === true ) data.polygonOffset = true;
  7640. if ( this.polygonOffsetFactor !== 0 ) data.polygonOffsetFactor = this.polygonOffsetFactor;
  7641. if ( this.polygonOffsetUnits !== 0 ) data.polygonOffsetUnits = this.polygonOffsetUnits;
  7642. if ( this.linewidth !== 1 ) data.linewidth = this.linewidth;
  7643. if ( this.dashSize !== undefined ) data.dashSize = this.dashSize;
  7644. if ( this.gapSize !== undefined ) data.gapSize = this.gapSize;
  7645. if ( this.scale !== undefined ) data.scale = this.scale;
  7646. if ( this.dithering === true ) data.dithering = true;
  7647. if ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest;
  7648. if ( this.premultipliedAlpha === true ) data.premultipliedAlpha = this.premultipliedAlpha;
  7649. if ( this.wireframe === true ) data.wireframe = this.wireframe;
  7650. if ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth;
  7651. if ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap;
  7652. if ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin;
  7653. if ( this.morphTargets === true ) data.morphTargets = true;
  7654. if ( this.skinning === true ) data.skinning = true;
  7655. if ( this.visible === false ) data.visible = false;
  7656. if ( JSON.stringify( this.userData ) !== '{}' ) data.userData = this.userData;
  7657. // TODO: Copied from Object3D.toJSON
  7658. function extractFromCache( cache ) {
  7659. var values = [];
  7660. for ( var key in cache ) {
  7661. var data = cache[ key ];
  7662. delete data.metadata;
  7663. values.push( data );
  7664. }
  7665. return values;
  7666. }
  7667. if ( isRoot ) {
  7668. var textures = extractFromCache( meta.textures );
  7669. var images = extractFromCache( meta.images );
  7670. if ( textures.length > 0 ) data.textures = textures;
  7671. if ( images.length > 0 ) data.images = images;
  7672. }
  7673. return data;
  7674. },
  7675. clone: function () {
  7676. return new this.constructor().copy( this );
  7677. },
  7678. copy: function ( source ) {
  7679. this.name = source.name;
  7680. this.fog = source.fog;
  7681. this.lights = source.lights;
  7682. this.blending = source.blending;
  7683. this.side = source.side;
  7684. this.flatShading = source.flatShading;
  7685. this.vertexColors = source.vertexColors;
  7686. this.opacity = source.opacity;
  7687. this.transparent = source.transparent;
  7688. this.blendSrc = source.blendSrc;
  7689. this.blendDst = source.blendDst;
  7690. this.blendEquation = source.blendEquation;
  7691. this.blendSrcAlpha = source.blendSrcAlpha;
  7692. this.blendDstAlpha = source.blendDstAlpha;
  7693. this.blendEquationAlpha = source.blendEquationAlpha;
  7694. this.depthFunc = source.depthFunc;
  7695. this.depthTest = source.depthTest;
  7696. this.depthWrite = source.depthWrite;
  7697. this.colorWrite = source.colorWrite;
  7698. this.precision = source.precision;
  7699. this.polygonOffset = source.polygonOffset;
  7700. this.polygonOffsetFactor = source.polygonOffsetFactor;
  7701. this.polygonOffsetUnits = source.polygonOffsetUnits;
  7702. this.dithering = source.dithering;
  7703. this.alphaTest = source.alphaTest;
  7704. this.premultipliedAlpha = source.premultipliedAlpha;
  7705. this.visible = source.visible;
  7706. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  7707. this.clipShadows = source.clipShadows;
  7708. this.clipIntersection = source.clipIntersection;
  7709. var srcPlanes = source.clippingPlanes,
  7710. dstPlanes = null;
  7711. if ( srcPlanes !== null ) {
  7712. var n = srcPlanes.length;
  7713. dstPlanes = new Array( n );
  7714. for ( var i = 0; i !== n; ++ i )
  7715. dstPlanes[ i ] = srcPlanes[ i ].clone();
  7716. }
  7717. this.clippingPlanes = dstPlanes;
  7718. this.shadowSide = source.shadowSide;
  7719. return this;
  7720. },
  7721. dispose: function () {
  7722. this.dispatchEvent( { type: 'dispose' } );
  7723. }
  7724. } );
  7725. var default_vertex = "void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}";
  7726. var default_fragment = "void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}";
  7727. /**
  7728. * @author alteredq / http://alteredqualia.com/
  7729. *
  7730. * parameters = {
  7731. * defines: { "label" : "value" },
  7732. * uniforms: { "parameter1": { value: 1.0 }, "parameter2": { value2: 2 } },
  7733. *
  7734. * fragmentShader: <string>,
  7735. * vertexShader: <string>,
  7736. *
  7737. * wireframe: <boolean>,
  7738. * wireframeLinewidth: <float>,
  7739. *
  7740. * lights: <bool>,
  7741. *
  7742. * skinning: <bool>,
  7743. * morphTargets: <bool>,
  7744. * morphNormals: <bool>
  7745. * }
  7746. */
  7747. function ShaderMaterial( parameters ) {
  7748. Material.call( this );
  7749. this.type = 'ShaderMaterial';
  7750. this.defines = {};
  7751. this.uniforms = {};
  7752. this.vertexShader = default_vertex;
  7753. this.fragmentShader = default_fragment;
  7754. this.linewidth = 1;
  7755. this.wireframe = false;
  7756. this.wireframeLinewidth = 1;
  7757. this.fog = false; // set to use scene fog
  7758. this.lights = false; // set to use scene lights
  7759. this.clipping = false; // set to use user-defined clipping planes
  7760. this.skinning = false; // set to use skinning attribute streams
  7761. this.morphTargets = false; // set to use morph targets
  7762. this.morphNormals = false; // set to use morph normals
  7763. this.extensions = {
  7764. derivatives: false, // set to use derivatives
  7765. fragDepth: false, // set to use fragment depth values
  7766. drawBuffers: false, // set to use draw buffers
  7767. shaderTextureLOD: false // set to use shader texture LOD
  7768. };
  7769. // When rendered geometry doesn't include these attributes but the material does,
  7770. // use these default values in WebGL. This avoids errors when buffer data is missing.
  7771. this.defaultAttributeValues = {
  7772. 'color': [ 1, 1, 1 ],
  7773. 'uv': [ 0, 0 ],
  7774. 'uv2': [ 0, 0 ]
  7775. };
  7776. this.index0AttributeName = undefined;
  7777. this.uniformsNeedUpdate = false;
  7778. if ( parameters !== undefined ) {
  7779. if ( parameters.attributes !== undefined ) {
  7780. console.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' );
  7781. }
  7782. this.setValues( parameters );
  7783. }
  7784. }
  7785. ShaderMaterial.prototype = Object.create( Material.prototype );
  7786. ShaderMaterial.prototype.constructor = ShaderMaterial;
  7787. ShaderMaterial.prototype.isShaderMaterial = true;
  7788. ShaderMaterial.prototype.copy = function ( source ) {
  7789. Material.prototype.copy.call( this, source );
  7790. this.fragmentShader = source.fragmentShader;
  7791. this.vertexShader = source.vertexShader;
  7792. this.uniforms = cloneUniforms( source.uniforms );
  7793. this.defines = Object.assign( {}, source.defines );
  7794. this.wireframe = source.wireframe;
  7795. this.wireframeLinewidth = source.wireframeLinewidth;
  7796. this.lights = source.lights;
  7797. this.clipping = source.clipping;
  7798. this.skinning = source.skinning;
  7799. this.morphTargets = source.morphTargets;
  7800. this.morphNormals = source.morphNormals;
  7801. this.extensions = source.extensions;
  7802. return this;
  7803. };
  7804. ShaderMaterial.prototype.toJSON = function ( meta ) {
  7805. var data = Material.prototype.toJSON.call( this, meta );
  7806. data.uniforms = {};
  7807. for ( var name in this.uniforms ) {
  7808. var uniform = this.uniforms[ name ];
  7809. var value = uniform.value;
  7810. if ( value && value.isTexture ) {
  7811. data.uniforms[ name ] = {
  7812. type: 't',
  7813. value: value.toJSON( meta ).uuid
  7814. };
  7815. } else if ( value && value.isColor ) {
  7816. data.uniforms[ name ] = {
  7817. type: 'c',
  7818. value: value.getHex()
  7819. };
  7820. } else if ( value && value.isVector2 ) {
  7821. data.uniforms[ name ] = {
  7822. type: 'v2',
  7823. value: value.toArray()
  7824. };
  7825. } else if ( value && value.isVector3 ) {
  7826. data.uniforms[ name ] = {
  7827. type: 'v3',
  7828. value: value.toArray()
  7829. };
  7830. } else if ( value && value.isVector4 ) {
  7831. data.uniforms[ name ] = {
  7832. type: 'v4',
  7833. value: value.toArray()
  7834. };
  7835. } else if ( value && value.isMatrix3 ) {
  7836. data.uniforms[ name ] = {
  7837. type: 'm3',
  7838. value: value.toArray()
  7839. };
  7840. } else if ( value && value.isMatrix4 ) {
  7841. data.uniforms[ name ] = {
  7842. type: 'm4',
  7843. value: value.toArray()
  7844. };
  7845. } else {
  7846. data.uniforms[ name ] = {
  7847. value: value
  7848. };
  7849. // note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far
  7850. }
  7851. }
  7852. if ( Object.keys( this.defines ).length > 0 ) data.defines = this.defines;
  7853. data.vertexShader = this.vertexShader;
  7854. data.fragmentShader = this.fragmentShader;
  7855. var extensions = {};
  7856. for ( var key in this.extensions ) {
  7857. if ( this.extensions[ key ] === true ) extensions[ key ] = true;
  7858. }
  7859. if ( Object.keys( extensions ).length > 0 ) data.extensions = extensions;
  7860. return data;
  7861. };
  7862. /**
  7863. * @author bhouston / http://clara.io
  7864. */
  7865. function Ray( origin, direction ) {
  7866. this.origin = ( origin !== undefined ) ? origin : new Vector3();
  7867. this.direction = ( direction !== undefined ) ? direction : new Vector3();
  7868. }
  7869. Object.assign( Ray.prototype, {
  7870. set: function ( origin, direction ) {
  7871. this.origin.copy( origin );
  7872. this.direction.copy( direction );
  7873. return this;
  7874. },
  7875. clone: function () {
  7876. return new this.constructor().copy( this );
  7877. },
  7878. copy: function ( ray ) {
  7879. this.origin.copy( ray.origin );
  7880. this.direction.copy( ray.direction );
  7881. return this;
  7882. },
  7883. at: function ( t, target ) {
  7884. if ( target === undefined ) {
  7885. console.warn( 'THREE.Ray: .at() target is now required' );
  7886. target = new Vector3();
  7887. }
  7888. return target.copy( this.direction ).multiplyScalar( t ).add( this.origin );
  7889. },
  7890. lookAt: function ( v ) {
  7891. this.direction.copy( v ).sub( this.origin ).normalize();
  7892. return this;
  7893. },
  7894. recast: function () {
  7895. var v1 = new Vector3();
  7896. return function recast( t ) {
  7897. this.origin.copy( this.at( t, v1 ) );
  7898. return this;
  7899. };
  7900. }(),
  7901. closestPointToPoint: function ( point, target ) {
  7902. if ( target === undefined ) {
  7903. console.warn( 'THREE.Ray: .closestPointToPoint() target is now required' );
  7904. target = new Vector3();
  7905. }
  7906. target.subVectors( point, this.origin );
  7907. var directionDistance = target.dot( this.direction );
  7908. if ( directionDistance < 0 ) {
  7909. return target.copy( this.origin );
  7910. }
  7911. return target.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  7912. },
  7913. distanceToPoint: function ( point ) {
  7914. return Math.sqrt( this.distanceSqToPoint( point ) );
  7915. },
  7916. distanceSqToPoint: function () {
  7917. var v1 = new Vector3();
  7918. return function distanceSqToPoint( point ) {
  7919. var directionDistance = v1.subVectors( point, this.origin ).dot( this.direction );
  7920. // point behind the ray
  7921. if ( directionDistance < 0 ) {
  7922. return this.origin.distanceToSquared( point );
  7923. }
  7924. v1.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  7925. return v1.distanceToSquared( point );
  7926. };
  7927. }(),
  7928. distanceSqToSegment: function () {
  7929. var segCenter = new Vector3();
  7930. var segDir = new Vector3();
  7931. var diff = new Vector3();
  7932. return function distanceSqToSegment( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
  7933. // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteDistRaySegment.h
  7934. // It returns the min distance between the ray and the segment
  7935. // defined by v0 and v1
  7936. // It can also set two optional targets :
  7937. // - The closest point on the ray
  7938. // - The closest point on the segment
  7939. segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );
  7940. segDir.copy( v1 ).sub( v0 ).normalize();
  7941. diff.copy( this.origin ).sub( segCenter );
  7942. var segExtent = v0.distanceTo( v1 ) * 0.5;
  7943. var a01 = - this.direction.dot( segDir );
  7944. var b0 = diff.dot( this.direction );
  7945. var b1 = - diff.dot( segDir );
  7946. var c = diff.lengthSq();
  7947. var det = Math.abs( 1 - a01 * a01 );
  7948. var s0, s1, sqrDist, extDet;
  7949. if ( det > 0 ) {
  7950. // The ray and segment are not parallel.
  7951. s0 = a01 * b1 - b0;
  7952. s1 = a01 * b0 - b1;
  7953. extDet = segExtent * det;
  7954. if ( s0 >= 0 ) {
  7955. if ( s1 >= - extDet ) {
  7956. if ( s1 <= extDet ) {
  7957. // region 0
  7958. // Minimum at interior points of ray and segment.
  7959. var invDet = 1 / det;
  7960. s0 *= invDet;
  7961. s1 *= invDet;
  7962. sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
  7963. } else {
  7964. // region 1
  7965. s1 = segExtent;
  7966. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  7967. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  7968. }
  7969. } else {
  7970. // region 5
  7971. s1 = - segExtent;
  7972. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  7973. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  7974. }
  7975. } else {
  7976. if ( s1 <= - extDet ) {
  7977. // region 4
  7978. s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
  7979. s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  7980. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  7981. } else if ( s1 <= extDet ) {
  7982. // region 3
  7983. s0 = 0;
  7984. s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
  7985. sqrDist = s1 * ( s1 + 2 * b1 ) + c;
  7986. } else {
  7987. // region 2
  7988. s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
  7989. s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  7990. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  7991. }
  7992. }
  7993. } else {
  7994. // Ray and segment are parallel.
  7995. s1 = ( a01 > 0 ) ? - segExtent : segExtent;
  7996. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  7997. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  7998. }
  7999. if ( optionalPointOnRay ) {
  8000. optionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin );
  8001. }
  8002. if ( optionalPointOnSegment ) {
  8003. optionalPointOnSegment.copy( segDir ).multiplyScalar( s1 ).add( segCenter );
  8004. }
  8005. return sqrDist;
  8006. };
  8007. }(),
  8008. intersectSphere: function () {
  8009. var v1 = new Vector3();
  8010. return function intersectSphere( sphere, target ) {
  8011. v1.subVectors( sphere.center, this.origin );
  8012. var tca = v1.dot( this.direction );
  8013. var d2 = v1.dot( v1 ) - tca * tca;
  8014. var radius2 = sphere.radius * sphere.radius;
  8015. if ( d2 > radius2 ) return null;
  8016. var thc = Math.sqrt( radius2 - d2 );
  8017. // t0 = first intersect point - entrance on front of sphere
  8018. var t0 = tca - thc;
  8019. // t1 = second intersect point - exit point on back of sphere
  8020. var t1 = tca + thc;
  8021. // test to see if both t0 and t1 are behind the ray - if so, return null
  8022. if ( t0 < 0 && t1 < 0 ) return null;
  8023. // test to see if t0 is behind the ray:
  8024. // if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
  8025. // in order to always return an intersect point that is in front of the ray.
  8026. if ( t0 < 0 ) return this.at( t1, target );
  8027. // else t0 is in front of the ray, so return the first collision point scaled by t0
  8028. return this.at( t0, target );
  8029. };
  8030. }(),
  8031. intersectsSphere: function ( sphere ) {
  8032. return this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius );
  8033. },
  8034. distanceToPlane: function ( plane ) {
  8035. var denominator = plane.normal.dot( this.direction );
  8036. if ( denominator === 0 ) {
  8037. // line is coplanar, return origin
  8038. if ( plane.distanceToPoint( this.origin ) === 0 ) {
  8039. return 0;
  8040. }
  8041. // Null is preferable to undefined since undefined means.... it is undefined
  8042. return null;
  8043. }
  8044. var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
  8045. // Return if the ray never intersects the plane
  8046. return t >= 0 ? t : null;
  8047. },
  8048. intersectPlane: function ( plane, target ) {
  8049. var t = this.distanceToPlane( plane );
  8050. if ( t === null ) {
  8051. return null;
  8052. }
  8053. return this.at( t, target );
  8054. },
  8055. intersectsPlane: function ( plane ) {
  8056. // check if the ray lies on the plane first
  8057. var distToPoint = plane.distanceToPoint( this.origin );
  8058. if ( distToPoint === 0 ) {
  8059. return true;
  8060. }
  8061. var denominator = plane.normal.dot( this.direction );
  8062. if ( denominator * distToPoint < 0 ) {
  8063. return true;
  8064. }
  8065. // ray origin is behind the plane (and is pointing behind it)
  8066. return false;
  8067. },
  8068. intersectBox: function ( box, target ) {
  8069. var tmin, tmax, tymin, tymax, tzmin, tzmax;
  8070. var invdirx = 1 / this.direction.x,
  8071. invdiry = 1 / this.direction.y,
  8072. invdirz = 1 / this.direction.z;
  8073. var origin = this.origin;
  8074. if ( invdirx >= 0 ) {
  8075. tmin = ( box.min.x - origin.x ) * invdirx;
  8076. tmax = ( box.max.x - origin.x ) * invdirx;
  8077. } else {
  8078. tmin = ( box.max.x - origin.x ) * invdirx;
  8079. tmax = ( box.min.x - origin.x ) * invdirx;
  8080. }
  8081. if ( invdiry >= 0 ) {
  8082. tymin = ( box.min.y - origin.y ) * invdiry;
  8083. tymax = ( box.max.y - origin.y ) * invdiry;
  8084. } else {
  8085. tymin = ( box.max.y - origin.y ) * invdiry;
  8086. tymax = ( box.min.y - origin.y ) * invdiry;
  8087. }
  8088. if ( ( tmin > tymax ) || ( tymin > tmax ) ) return null;
  8089. // These lines also handle the case where tmin or tmax is NaN
  8090. // (result of 0 * Infinity). x !== x returns true if x is NaN
  8091. if ( tymin > tmin || tmin !== tmin ) tmin = tymin;
  8092. if ( tymax < tmax || tmax !== tmax ) tmax = tymax;
  8093. if ( invdirz >= 0 ) {
  8094. tzmin = ( box.min.z - origin.z ) * invdirz;
  8095. tzmax = ( box.max.z - origin.z ) * invdirz;
  8096. } else {
  8097. tzmin = ( box.max.z - origin.z ) * invdirz;
  8098. tzmax = ( box.min.z - origin.z ) * invdirz;
  8099. }
  8100. if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null;
  8101. if ( tzmin > tmin || tmin !== tmin ) tmin = tzmin;
  8102. if ( tzmax < tmax || tmax !== tmax ) tmax = tzmax;
  8103. //return point closest to the ray (positive side)
  8104. if ( tmax < 0 ) return null;
  8105. return this.at( tmin >= 0 ? tmin : tmax, target );
  8106. },
  8107. intersectsBox: ( function () {
  8108. var v = new Vector3();
  8109. return function intersectsBox( box ) {
  8110. return this.intersectBox( box, v ) !== null;
  8111. };
  8112. } )(),
  8113. intersectTriangle: function () {
  8114. // Compute the offset origin, edges, and normal.
  8115. var diff = new Vector3();
  8116. var edge1 = new Vector3();
  8117. var edge2 = new Vector3();
  8118. var normal = new Vector3();
  8119. return function intersectTriangle( a, b, c, backfaceCulling, target ) {
  8120. // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h
  8121. edge1.subVectors( b, a );
  8122. edge2.subVectors( c, a );
  8123. normal.crossVectors( edge1, edge2 );
  8124. // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
  8125. // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
  8126. // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
  8127. // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
  8128. // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
  8129. var DdN = this.direction.dot( normal );
  8130. var sign;
  8131. if ( DdN > 0 ) {
  8132. if ( backfaceCulling ) return null;
  8133. sign = 1;
  8134. } else if ( DdN < 0 ) {
  8135. sign = - 1;
  8136. DdN = - DdN;
  8137. } else {
  8138. return null;
  8139. }
  8140. diff.subVectors( this.origin, a );
  8141. var DdQxE2 = sign * this.direction.dot( edge2.crossVectors( diff, edge2 ) );
  8142. // b1 < 0, no intersection
  8143. if ( DdQxE2 < 0 ) {
  8144. return null;
  8145. }
  8146. var DdE1xQ = sign * this.direction.dot( edge1.cross( diff ) );
  8147. // b2 < 0, no intersection
  8148. if ( DdE1xQ < 0 ) {
  8149. return null;
  8150. }
  8151. // b1+b2 > 1, no intersection
  8152. if ( DdQxE2 + DdE1xQ > DdN ) {
  8153. return null;
  8154. }
  8155. // Line intersects triangle, check if ray does.
  8156. var QdN = - sign * diff.dot( normal );
  8157. // t < 0, no intersection
  8158. if ( QdN < 0 ) {
  8159. return null;
  8160. }
  8161. // Ray intersects triangle.
  8162. return this.at( QdN / DdN, target );
  8163. };
  8164. }(),
  8165. applyMatrix4: function ( matrix4 ) {
  8166. this.origin.applyMatrix4( matrix4 );
  8167. this.direction.transformDirection( matrix4 );
  8168. return this;
  8169. },
  8170. equals: function ( ray ) {
  8171. return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
  8172. }
  8173. } );
  8174. /**
  8175. * @author bhouston / http://clara.io
  8176. * @author mrdoob / http://mrdoob.com/
  8177. */
  8178. function Triangle( a, b, c ) {
  8179. this.a = ( a !== undefined ) ? a : new Vector3();
  8180. this.b = ( b !== undefined ) ? b : new Vector3();
  8181. this.c = ( c !== undefined ) ? c : new Vector3();
  8182. }
  8183. Object.assign( Triangle, {
  8184. getNormal: function () {
  8185. var v0 = new Vector3();
  8186. return function getNormal( a, b, c, target ) {
  8187. if ( target === undefined ) {
  8188. console.warn( 'THREE.Triangle: .getNormal() target is now required' );
  8189. target = new Vector3();
  8190. }
  8191. target.subVectors( c, b );
  8192. v0.subVectors( a, b );
  8193. target.cross( v0 );
  8194. var targetLengthSq = target.lengthSq();
  8195. if ( targetLengthSq > 0 ) {
  8196. return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );
  8197. }
  8198. return target.set( 0, 0, 0 );
  8199. };
  8200. }(),
  8201. // static/instance method to calculate barycentric coordinates
  8202. // based on: http://www.blackpawn.com/texts/pointinpoly/default.html
  8203. getBarycoord: function () {
  8204. var v0 = new Vector3();
  8205. var v1 = new Vector3();
  8206. var v2 = new Vector3();
  8207. return function getBarycoord( point, a, b, c, target ) {
  8208. v0.subVectors( c, a );
  8209. v1.subVectors( b, a );
  8210. v2.subVectors( point, a );
  8211. var dot00 = v0.dot( v0 );
  8212. var dot01 = v0.dot( v1 );
  8213. var dot02 = v0.dot( v2 );
  8214. var dot11 = v1.dot( v1 );
  8215. var dot12 = v1.dot( v2 );
  8216. var denom = ( dot00 * dot11 - dot01 * dot01 );
  8217. if ( target === undefined ) {
  8218. console.warn( 'THREE.Triangle: .getBarycoord() target is now required' );
  8219. target = new Vector3();
  8220. }
  8221. // collinear or singular triangle
  8222. if ( denom === 0 ) {
  8223. // arbitrary location outside of triangle?
  8224. // not sure if this is the best idea, maybe should be returning undefined
  8225. return target.set( - 2, - 1, - 1 );
  8226. }
  8227. var invDenom = 1 / denom;
  8228. var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
  8229. var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
  8230. // barycentric coordinates must always sum to 1
  8231. return target.set( 1 - u - v, v, u );
  8232. };
  8233. }(),
  8234. containsPoint: function () {
  8235. var v1 = new Vector3();
  8236. return function containsPoint( point, a, b, c ) {
  8237. Triangle.getBarycoord( point, a, b, c, v1 );
  8238. return ( v1.x >= 0 ) && ( v1.y >= 0 ) && ( ( v1.x + v1.y ) <= 1 );
  8239. };
  8240. }(),
  8241. getUV: function () {
  8242. var barycoord = new Vector3();
  8243. return function getUV( point, p1, p2, p3, uv1, uv2, uv3, target ) {
  8244. this.getBarycoord( point, p1, p2, p3, barycoord );
  8245. target.set( 0, 0 );
  8246. target.addScaledVector( uv1, barycoord.x );
  8247. target.addScaledVector( uv2, barycoord.y );
  8248. target.addScaledVector( uv3, barycoord.z );
  8249. return target;
  8250. };
  8251. }()
  8252. } );
  8253. Object.assign( Triangle.prototype, {
  8254. set: function ( a, b, c ) {
  8255. this.a.copy( a );
  8256. this.b.copy( b );
  8257. this.c.copy( c );
  8258. return this;
  8259. },
  8260. setFromPointsAndIndices: function ( points, i0, i1, i2 ) {
  8261. this.a.copy( points[ i0 ] );
  8262. this.b.copy( points[ i1 ] );
  8263. this.c.copy( points[ i2 ] );
  8264. return this;
  8265. },
  8266. clone: function () {
  8267. return new this.constructor().copy( this );
  8268. },
  8269. copy: function ( triangle ) {
  8270. this.a.copy( triangle.a );
  8271. this.b.copy( triangle.b );
  8272. this.c.copy( triangle.c );
  8273. return this;
  8274. },
  8275. getArea: function () {
  8276. var v0 = new Vector3();
  8277. var v1 = new Vector3();
  8278. return function getArea() {
  8279. v0.subVectors( this.c, this.b );
  8280. v1.subVectors( this.a, this.b );
  8281. return v0.cross( v1 ).length() * 0.5;
  8282. };
  8283. }(),
  8284. getMidpoint: function ( target ) {
  8285. if ( target === undefined ) {
  8286. console.warn( 'THREE.Triangle: .getMidpoint() target is now required' );
  8287. target = new Vector3();
  8288. }
  8289. return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
  8290. },
  8291. getNormal: function ( target ) {
  8292. return Triangle.getNormal( this.a, this.b, this.c, target );
  8293. },
  8294. getPlane: function ( target ) {
  8295. if ( target === undefined ) {
  8296. console.warn( 'THREE.Triangle: .getPlane() target is now required' );
  8297. target = new Vector3();
  8298. }
  8299. return target.setFromCoplanarPoints( this.a, this.b, this.c );
  8300. },
  8301. getBarycoord: function ( point, target ) {
  8302. return Triangle.getBarycoord( point, this.a, this.b, this.c, target );
  8303. },
  8304. containsPoint: function ( point ) {
  8305. return Triangle.containsPoint( point, this.a, this.b, this.c );
  8306. },
  8307. getUV: function ( point, uv1, uv2, uv3, result ) {
  8308. return Triangle.getUV( point, this.a, this.b, this.c, uv1, uv2, uv3, result );
  8309. },
  8310. intersectsBox: function ( box ) {
  8311. return box.intersectsTriangle( this );
  8312. },
  8313. closestPointToPoint: function () {
  8314. var vab = new Vector3();
  8315. var vac = new Vector3();
  8316. var vbc = new Vector3();
  8317. var vap = new Vector3();
  8318. var vbp = new Vector3();
  8319. var vcp = new Vector3();
  8320. return function closestPointToPoint( p, target ) {
  8321. if ( target === undefined ) {
  8322. console.warn( 'THREE.Triangle: .closestPointToPoint() target is now required' );
  8323. target = new Vector3();
  8324. }
  8325. var a = this.a, b = this.b, c = this.c;
  8326. var v, w;
  8327. // algorithm thanks to Real-Time Collision Detection by Christer Ericson,
  8328. // published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,
  8329. // under the accompanying license; see chapter 5.1.5 for detailed explanation.
  8330. // basically, we're distinguishing which of the voronoi regions of the triangle
  8331. // the point lies in with the minimum amount of redundant computation.
  8332. vab.subVectors( b, a );
  8333. vac.subVectors( c, a );
  8334. vap.subVectors( p, a );
  8335. var d1 = vab.dot( vap );
  8336. var d2 = vac.dot( vap );
  8337. if ( d1 <= 0 && d2 <= 0 ) {
  8338. // vertex region of A; barycentric coords (1, 0, 0)
  8339. return target.copy( a );
  8340. }
  8341. vbp.subVectors( p, b );
  8342. var d3 = vab.dot( vbp );
  8343. var d4 = vac.dot( vbp );
  8344. if ( d3 >= 0 && d4 <= d3 ) {
  8345. // vertex region of B; barycentric coords (0, 1, 0)
  8346. return target.copy( b );
  8347. }
  8348. var vc = d1 * d4 - d3 * d2;
  8349. if ( vc <= 0 && d1 >= 0 && d3 <= 0 ) {
  8350. v = d1 / ( d1 - d3 );
  8351. // edge region of AB; barycentric coords (1-v, v, 0)
  8352. return target.copy( a ).addScaledVector( vab, v );
  8353. }
  8354. vcp.subVectors( p, c );
  8355. var d5 = vab.dot( vcp );
  8356. var d6 = vac.dot( vcp );
  8357. if ( d6 >= 0 && d5 <= d6 ) {
  8358. // vertex region of C; barycentric coords (0, 0, 1)
  8359. return target.copy( c );
  8360. }
  8361. var vb = d5 * d2 - d1 * d6;
  8362. if ( vb <= 0 && d2 >= 0 && d6 <= 0 ) {
  8363. w = d2 / ( d2 - d6 );
  8364. // edge region of AC; barycentric coords (1-w, 0, w)
  8365. return target.copy( a ).addScaledVector( vac, w );
  8366. }
  8367. var va = d3 * d6 - d5 * d4;
  8368. if ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) {
  8369. vbc.subVectors( c, b );
  8370. w = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) );
  8371. // edge region of BC; barycentric coords (0, 1-w, w)
  8372. return target.copy( b ).addScaledVector( vbc, w ); // edge region of BC
  8373. }
  8374. // face region
  8375. var denom = 1 / ( va + vb + vc );
  8376. // u = va * denom
  8377. v = vb * denom;
  8378. w = vc * denom;
  8379. return target.copy( a ).addScaledVector( vab, v ).addScaledVector( vac, w );
  8380. };
  8381. }(),
  8382. equals: function ( triangle ) {
  8383. return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
  8384. }
  8385. } );
  8386. /**
  8387. * @author mrdoob / http://mrdoob.com/
  8388. * @author alteredq / http://alteredqualia.com/
  8389. *
  8390. * parameters = {
  8391. * color: <hex>,
  8392. * opacity: <float>,
  8393. * map: new THREE.Texture( <Image> ),
  8394. *
  8395. * lightMap: new THREE.Texture( <Image> ),
  8396. * lightMapIntensity: <float>
  8397. *
  8398. * aoMap: new THREE.Texture( <Image> ),
  8399. * aoMapIntensity: <float>
  8400. *
  8401. * specularMap: new THREE.Texture( <Image> ),
  8402. *
  8403. * alphaMap: new THREE.Texture( <Image> ),
  8404. *
  8405. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  8406. * combine: THREE.Multiply,
  8407. * reflectivity: <float>,
  8408. * refractionRatio: <float>,
  8409. *
  8410. * depthTest: <bool>,
  8411. * depthWrite: <bool>,
  8412. *
  8413. * wireframe: <boolean>,
  8414. * wireframeLinewidth: <float>,
  8415. *
  8416. * skinning: <bool>,
  8417. * morphTargets: <bool>
  8418. * }
  8419. */
  8420. function MeshBasicMaterial( parameters ) {
  8421. Material.call( this );
  8422. this.type = 'MeshBasicMaterial';
  8423. this.color = new Color( 0xffffff ); // emissive
  8424. this.map = null;
  8425. this.lightMap = null;
  8426. this.lightMapIntensity = 1.0;
  8427. this.aoMap = null;
  8428. this.aoMapIntensity = 1.0;
  8429. this.specularMap = null;
  8430. this.alphaMap = null;
  8431. this.envMap = null;
  8432. this.combine = MultiplyOperation;
  8433. this.reflectivity = 1;
  8434. this.refractionRatio = 0.98;
  8435. this.wireframe = false;
  8436. this.wireframeLinewidth = 1;
  8437. this.wireframeLinecap = 'round';
  8438. this.wireframeLinejoin = 'round';
  8439. this.skinning = false;
  8440. this.morphTargets = false;
  8441. this.lights = false;
  8442. this.setValues( parameters );
  8443. }
  8444. MeshBasicMaterial.prototype = Object.create( Material.prototype );
  8445. MeshBasicMaterial.prototype.constructor = MeshBasicMaterial;
  8446. MeshBasicMaterial.prototype.isMeshBasicMaterial = true;
  8447. MeshBasicMaterial.prototype.copy = function ( source ) {
  8448. Material.prototype.copy.call( this, source );
  8449. this.color.copy( source.color );
  8450. this.map = source.map;
  8451. this.lightMap = source.lightMap;
  8452. this.lightMapIntensity = source.lightMapIntensity;
  8453. this.aoMap = source.aoMap;
  8454. this.aoMapIntensity = source.aoMapIntensity;
  8455. this.specularMap = source.specularMap;
  8456. this.alphaMap = source.alphaMap;
  8457. this.envMap = source.envMap;
  8458. this.combine = source.combine;
  8459. this.reflectivity = source.reflectivity;
  8460. this.refractionRatio = source.refractionRatio;
  8461. this.wireframe = source.wireframe;
  8462. this.wireframeLinewidth = source.wireframeLinewidth;
  8463. this.wireframeLinecap = source.wireframeLinecap;
  8464. this.wireframeLinejoin = source.wireframeLinejoin;
  8465. this.skinning = source.skinning;
  8466. this.morphTargets = source.morphTargets;
  8467. return this;
  8468. };
  8469. /**
  8470. * @author mrdoob / http://mrdoob.com/
  8471. * @author alteredq / http://alteredqualia.com/
  8472. * @author mikael emtinger / http://gomo.se/
  8473. * @author jonobr1 / http://jonobr1.com/
  8474. */
  8475. function Mesh( geometry, material ) {
  8476. Object3D.call( this );
  8477. this.type = 'Mesh';
  8478. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  8479. this.material = material !== undefined ? material : new MeshBasicMaterial( { color: Math.random() * 0xffffff } );
  8480. this.drawMode = TrianglesDrawMode;
  8481. this.updateMorphTargets();
  8482. }
  8483. Mesh.prototype = Object.assign( Object.create( Object3D.prototype ), {
  8484. constructor: Mesh,
  8485. isMesh: true,
  8486. setDrawMode: function ( value ) {
  8487. this.drawMode = value;
  8488. },
  8489. copy: function ( source ) {
  8490. Object3D.prototype.copy.call( this, source );
  8491. this.drawMode = source.drawMode;
  8492. if ( source.morphTargetInfluences !== undefined ) {
  8493. this.morphTargetInfluences = source.morphTargetInfluences.slice();
  8494. }
  8495. if ( source.morphTargetDictionary !== undefined ) {
  8496. this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );
  8497. }
  8498. return this;
  8499. },
  8500. updateMorphTargets: function () {
  8501. var geometry = this.geometry;
  8502. var m, ml, name;
  8503. if ( geometry.isBufferGeometry ) {
  8504. var morphAttributes = geometry.morphAttributes;
  8505. var keys = Object.keys( morphAttributes );
  8506. if ( keys.length > 0 ) {
  8507. var morphAttribute = morphAttributes[ keys[ 0 ] ];
  8508. if ( morphAttribute !== undefined ) {
  8509. this.morphTargetInfluences = [];
  8510. this.morphTargetDictionary = {};
  8511. for ( m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  8512. name = morphAttribute[ m ].name || String( m );
  8513. this.morphTargetInfluences.push( 0 );
  8514. this.morphTargetDictionary[ name ] = m;
  8515. }
  8516. }
  8517. }
  8518. } else {
  8519. var morphTargets = geometry.morphTargets;
  8520. if ( morphTargets !== undefined && morphTargets.length > 0 ) {
  8521. console.error( 'THREE.Mesh.updateMorphTargets() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
  8522. }
  8523. }
  8524. },
  8525. raycast: ( function () {
  8526. var inverseMatrix = new Matrix4();
  8527. var ray = new Ray();
  8528. var sphere = new Sphere();
  8529. var vA = new Vector3();
  8530. var vB = new Vector3();
  8531. var vC = new Vector3();
  8532. var tempA = new Vector3();
  8533. var tempB = new Vector3();
  8534. var tempC = new Vector3();
  8535. var uvA = new Vector2();
  8536. var uvB = new Vector2();
  8537. var uvC = new Vector2();
  8538. var intersectionPoint = new Vector3();
  8539. var intersectionPointWorld = new Vector3();
  8540. function checkIntersection( object, material, raycaster, ray, pA, pB, pC, point ) {
  8541. var intersect;
  8542. if ( material.side === BackSide ) {
  8543. intersect = ray.intersectTriangle( pC, pB, pA, true, point );
  8544. } else {
  8545. intersect = ray.intersectTriangle( pA, pB, pC, material.side !== DoubleSide, point );
  8546. }
  8547. if ( intersect === null ) return null;
  8548. intersectionPointWorld.copy( point );
  8549. intersectionPointWorld.applyMatrix4( object.matrixWorld );
  8550. var distance = raycaster.ray.origin.distanceTo( intersectionPointWorld );
  8551. if ( distance < raycaster.near || distance > raycaster.far ) return null;
  8552. return {
  8553. distance: distance,
  8554. point: intersectionPointWorld.clone(),
  8555. object: object
  8556. };
  8557. }
  8558. function checkBufferGeometryIntersection( object, material, raycaster, ray, position, uv, a, b, c ) {
  8559. vA.fromBufferAttribute( position, a );
  8560. vB.fromBufferAttribute( position, b );
  8561. vC.fromBufferAttribute( position, c );
  8562. var intersection = checkIntersection( object, material, raycaster, ray, vA, vB, vC, intersectionPoint );
  8563. if ( intersection ) {
  8564. if ( uv ) {
  8565. uvA.fromBufferAttribute( uv, a );
  8566. uvB.fromBufferAttribute( uv, b );
  8567. uvC.fromBufferAttribute( uv, c );
  8568. intersection.uv = Triangle.getUV( intersectionPoint, vA, vB, vC, uvA, uvB, uvC, new Vector2() );
  8569. }
  8570. var face = new Face3( a, b, c );
  8571. Triangle.getNormal( vA, vB, vC, face.normal );
  8572. intersection.face = face;
  8573. }
  8574. return intersection;
  8575. }
  8576. return function raycast( raycaster, intersects ) {
  8577. var geometry = this.geometry;
  8578. var material = this.material;
  8579. var matrixWorld = this.matrixWorld;
  8580. if ( material === undefined ) return;
  8581. // Checking boundingSphere distance to ray
  8582. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  8583. sphere.copy( geometry.boundingSphere );
  8584. sphere.applyMatrix4( matrixWorld );
  8585. if ( raycaster.ray.intersectsSphere( sphere ) === false ) return;
  8586. //
  8587. inverseMatrix.getInverse( matrixWorld );
  8588. ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
  8589. // Check boundingBox before continuing
  8590. if ( geometry.boundingBox !== null ) {
  8591. if ( ray.intersectsBox( geometry.boundingBox ) === false ) return;
  8592. }
  8593. var intersection;
  8594. if ( geometry.isBufferGeometry ) {
  8595. var a, b, c;
  8596. var index = geometry.index;
  8597. var position = geometry.attributes.position;
  8598. var uv = geometry.attributes.uv;
  8599. var groups = geometry.groups;
  8600. var drawRange = geometry.drawRange;
  8601. var i, j, il, jl;
  8602. var group, groupMaterial;
  8603. var start, end;
  8604. if ( index !== null ) {
  8605. // indexed buffer geometry
  8606. if ( Array.isArray( material ) ) {
  8607. for ( i = 0, il = groups.length; i < il; i ++ ) {
  8608. group = groups[ i ];
  8609. groupMaterial = material[ group.materialIndex ];
  8610. start = Math.max( group.start, drawRange.start );
  8611. end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );
  8612. for ( j = start, jl = end; j < jl; j += 3 ) {
  8613. a = index.getX( j );
  8614. b = index.getX( j + 1 );
  8615. c = index.getX( j + 2 );
  8616. intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, ray, position, uv, a, b, c );
  8617. if ( intersection ) {
  8618. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics
  8619. intersection.face.materialIndex = group.materialIndex;
  8620. intersects.push( intersection );
  8621. }
  8622. }
  8623. }
  8624. } else {
  8625. start = Math.max( 0, drawRange.start );
  8626. end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  8627. for ( i = start, il = end; i < il; i += 3 ) {
  8628. a = index.getX( i );
  8629. b = index.getX( i + 1 );
  8630. c = index.getX( i + 2 );
  8631. intersection = checkBufferGeometryIntersection( this, material, raycaster, ray, position, uv, a, b, c );
  8632. if ( intersection ) {
  8633. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics
  8634. intersects.push( intersection );
  8635. }
  8636. }
  8637. }
  8638. } else if ( position !== undefined ) {
  8639. // non-indexed buffer geometry
  8640. if ( Array.isArray( material ) ) {
  8641. for ( i = 0, il = groups.length; i < il; i ++ ) {
  8642. group = groups[ i ];
  8643. groupMaterial = material[ group.materialIndex ];
  8644. start = Math.max( group.start, drawRange.start );
  8645. end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );
  8646. for ( j = start, jl = end; j < jl; j += 3 ) {
  8647. a = j;
  8648. b = j + 1;
  8649. c = j + 2;
  8650. intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, ray, position, uv, a, b, c );
  8651. if ( intersection ) {
  8652. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics
  8653. intersection.face.materialIndex = group.materialIndex;
  8654. intersects.push( intersection );
  8655. }
  8656. }
  8657. }
  8658. } else {
  8659. start = Math.max( 0, drawRange.start );
  8660. end = Math.min( position.count, ( drawRange.start + drawRange.count ) );
  8661. for ( i = start, il = end; i < il; i += 3 ) {
  8662. a = i;
  8663. b = i + 1;
  8664. c = i + 2;
  8665. intersection = checkBufferGeometryIntersection( this, material, raycaster, ray, position, uv, a, b, c );
  8666. if ( intersection ) {
  8667. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics
  8668. intersects.push( intersection );
  8669. }
  8670. }
  8671. }
  8672. }
  8673. } else if ( geometry.isGeometry ) {
  8674. var fvA, fvB, fvC;
  8675. var isMultiMaterial = Array.isArray( material );
  8676. var vertices = geometry.vertices;
  8677. var faces = geometry.faces;
  8678. var uvs;
  8679. var faceVertexUvs = geometry.faceVertexUvs[ 0 ];
  8680. if ( faceVertexUvs.length > 0 ) uvs = faceVertexUvs;
  8681. for ( var f = 0, fl = faces.length; f < fl; f ++ ) {
  8682. var face = faces[ f ];
  8683. var faceMaterial = isMultiMaterial ? material[ face.materialIndex ] : material;
  8684. if ( faceMaterial === undefined ) continue;
  8685. fvA = vertices[ face.a ];
  8686. fvB = vertices[ face.b ];
  8687. fvC = vertices[ face.c ];
  8688. if ( faceMaterial.morphTargets === true ) {
  8689. var morphTargets = geometry.morphTargets;
  8690. var morphInfluences = this.morphTargetInfluences;
  8691. vA.set( 0, 0, 0 );
  8692. vB.set( 0, 0, 0 );
  8693. vC.set( 0, 0, 0 );
  8694. for ( var t = 0, tl = morphTargets.length; t < tl; t ++ ) {
  8695. var influence = morphInfluences[ t ];
  8696. if ( influence === 0 ) continue;
  8697. var targets = morphTargets[ t ].vertices;
  8698. vA.addScaledVector( tempA.subVectors( targets[ face.a ], fvA ), influence );
  8699. vB.addScaledVector( tempB.subVectors( targets[ face.b ], fvB ), influence );
  8700. vC.addScaledVector( tempC.subVectors( targets[ face.c ], fvC ), influence );
  8701. }
  8702. vA.add( fvA );
  8703. vB.add( fvB );
  8704. vC.add( fvC );
  8705. fvA = vA;
  8706. fvB = vB;
  8707. fvC = vC;
  8708. }
  8709. intersection = checkIntersection( this, faceMaterial, raycaster, ray, fvA, fvB, fvC, intersectionPoint );
  8710. if ( intersection ) {
  8711. if ( uvs && uvs[ f ] ) {
  8712. var uvs_f = uvs[ f ];
  8713. uvA.copy( uvs_f[ 0 ] );
  8714. uvB.copy( uvs_f[ 1 ] );
  8715. uvC.copy( uvs_f[ 2 ] );
  8716. intersection.uv = Triangle.getUV( intersectionPoint, fvA, fvB, fvC, uvA, uvB, uvC, new Vector2() );
  8717. }
  8718. intersection.face = face;
  8719. intersection.faceIndex = f;
  8720. intersects.push( intersection );
  8721. }
  8722. }
  8723. }
  8724. };
  8725. }() ),
  8726. clone: function () {
  8727. return new this.constructor( this.geometry, this.material ).copy( this );
  8728. }
  8729. } );
  8730. /**
  8731. * @author mrdoob / http://mrdoob.com/
  8732. */
  8733. function WebGLBackground( renderer, state, objects, premultipliedAlpha ) {
  8734. var clearColor = new Color( 0x000000 );
  8735. var clearAlpha = 0;
  8736. var planeMesh;
  8737. var boxMesh;
  8738. // Store the current background texture and its `version`
  8739. // so we can recompile the material accordingly.
  8740. var currentBackground = null;
  8741. var currentBackgroundVersion = 0;
  8742. function render( renderList, scene, camera, forceClear ) {
  8743. var background = scene.background;
  8744. if ( background === null ) {
  8745. setClear( clearColor, clearAlpha );
  8746. currentBackground = null;
  8747. currentBackgroundVersion = 0;
  8748. } else if ( background && background.isColor ) {
  8749. setClear( background, 1 );
  8750. forceClear = true;
  8751. currentBackground = null;
  8752. currentBackgroundVersion = 0;
  8753. }
  8754. if ( renderer.autoClear || forceClear ) {
  8755. renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
  8756. }
  8757. if ( background && ( background.isCubeTexture || background.isWebGLRenderTargetCube ) ) {
  8758. if ( boxMesh === undefined ) {
  8759. boxMesh = new Mesh(
  8760. new BoxBufferGeometry( 1, 1, 1 ),
  8761. new ShaderMaterial( {
  8762. type: 'BackgroundCubeMaterial',
  8763. uniforms: cloneUniforms( ShaderLib.cube.uniforms ),
  8764. vertexShader: ShaderLib.cube.vertexShader,
  8765. fragmentShader: ShaderLib.cube.fragmentShader,
  8766. side: BackSide,
  8767. depthTest: false,
  8768. depthWrite: false,
  8769. fog: false
  8770. } )
  8771. );
  8772. boxMesh.geometry.removeAttribute( 'normal' );
  8773. boxMesh.geometry.removeAttribute( 'uv' );
  8774. boxMesh.onBeforeRender = function ( renderer, scene, camera ) {
  8775. this.matrixWorld.copyPosition( camera.matrixWorld );
  8776. };
  8777. // enable code injection for non-built-in material
  8778. Object.defineProperty( boxMesh.material, 'map', {
  8779. get: function () {
  8780. return this.uniforms.tCube.value;
  8781. }
  8782. } );
  8783. objects.update( boxMesh );
  8784. }
  8785. var texture = background.isWebGLRenderTargetCube ? background.texture : background;
  8786. boxMesh.material.uniforms.tCube.value = texture;
  8787. boxMesh.material.uniforms.tFlip.value = ( background.isWebGLRenderTargetCube ) ? 1 : - 1;
  8788. if ( currentBackground !== background ||
  8789. currentBackgroundVersion !== texture.version ) {
  8790. boxMesh.material.needsUpdate = true;
  8791. currentBackground = background;
  8792. currentBackgroundVersion = texture.version;
  8793. }
  8794. // push to the pre-sorted opaque render list
  8795. renderList.unshift( boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null );
  8796. } else if ( background && background.isTexture ) {
  8797. if ( planeMesh === undefined ) {
  8798. planeMesh = new Mesh(
  8799. new PlaneBufferGeometry( 2, 2 ),
  8800. new ShaderMaterial( {
  8801. type: 'BackgroundMaterial',
  8802. uniforms: cloneUniforms( ShaderLib.background.uniforms ),
  8803. vertexShader: ShaderLib.background.vertexShader,
  8804. fragmentShader: ShaderLib.background.fragmentShader,
  8805. side: FrontSide,
  8806. depthTest: false,
  8807. depthWrite: false,
  8808. fog: false
  8809. } )
  8810. );
  8811. planeMesh.geometry.removeAttribute( 'normal' );
  8812. // enable code injection for non-built-in material
  8813. Object.defineProperty( planeMesh.material, 'map', {
  8814. get: function () {
  8815. return this.uniforms.t2D.value;
  8816. }
  8817. } );
  8818. objects.update( planeMesh );
  8819. }
  8820. planeMesh.material.uniforms.t2D.value = background;
  8821. if ( background.matrixAutoUpdate === true ) {
  8822. background.updateMatrix();
  8823. }
  8824. planeMesh.material.uniforms.uvTransform.value.copy( background.matrix );
  8825. if ( currentBackground !== background ||
  8826. currentBackgroundVersion !== background.version ) {
  8827. planeMesh.material.needsUpdate = true;
  8828. currentBackground = background;
  8829. currentBackgroundVersion = background.version;
  8830. }
  8831. // push to the pre-sorted opaque render list
  8832. renderList.unshift( planeMesh, planeMesh.geometry, planeMesh.material, 0, 0, null );
  8833. }
  8834. }
  8835. function setClear( color, alpha ) {
  8836. state.buffers.color.setClear( color.r, color.g, color.b, alpha, premultipliedAlpha );
  8837. }
  8838. return {
  8839. getClearColor: function () {
  8840. return clearColor;
  8841. },
  8842. setClearColor: function ( color, alpha ) {
  8843. clearColor.set( color );
  8844. clearAlpha = alpha !== undefined ? alpha : 1;
  8845. setClear( clearColor, clearAlpha );
  8846. },
  8847. getClearAlpha: function () {
  8848. return clearAlpha;
  8849. },
  8850. setClearAlpha: function ( alpha ) {
  8851. clearAlpha = alpha;
  8852. setClear( clearColor, clearAlpha );
  8853. },
  8854. render: render
  8855. };
  8856. }
  8857. /**
  8858. * @author mrdoob / http://mrdoob.com/
  8859. */
  8860. function WebGLBufferRenderer( gl, extensions, info, capabilities ) {
  8861. var mode;
  8862. function setMode( value ) {
  8863. mode = value;
  8864. }
  8865. function render( start, count ) {
  8866. gl.drawArrays( mode, start, count );
  8867. info.update( count, mode );
  8868. }
  8869. function renderInstances( geometry, start, count ) {
  8870. var extension;
  8871. if ( capabilities.isWebGL2 ) {
  8872. extension = gl;
  8873. } else {
  8874. extension = extensions.get( 'ANGLE_instanced_arrays' );
  8875. if ( extension === null ) {
  8876. console.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  8877. return;
  8878. }
  8879. }
  8880. extension[ capabilities.isWebGL2 ? 'drawArraysInstanced' : 'drawArraysInstancedANGLE' ]( mode, start, count, geometry.maxInstancedCount );
  8881. info.update( count, mode, geometry.maxInstancedCount );
  8882. }
  8883. //
  8884. this.setMode = setMode;
  8885. this.render = render;
  8886. this.renderInstances = renderInstances;
  8887. }
  8888. /**
  8889. * @author mrdoob / http://mrdoob.com/
  8890. */
  8891. function WebGLCapabilities( gl, extensions, parameters ) {
  8892. var maxAnisotropy;
  8893. function getMaxAnisotropy() {
  8894. if ( maxAnisotropy !== undefined ) return maxAnisotropy;
  8895. var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  8896. if ( extension !== null ) {
  8897. maxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );
  8898. } else {
  8899. maxAnisotropy = 0;
  8900. }
  8901. return maxAnisotropy;
  8902. }
  8903. function getMaxPrecision( precision ) {
  8904. if ( precision === 'highp' ) {
  8905. if ( gl.getShaderPrecisionFormat( 35633, 36338 ).precision > 0 &&
  8906. gl.getShaderPrecisionFormat( 35632, 36338 ).precision > 0 ) {
  8907. return 'highp';
  8908. }
  8909. precision = 'mediump';
  8910. }
  8911. if ( precision === 'mediump' ) {
  8912. if ( gl.getShaderPrecisionFormat( 35633, 36337 ).precision > 0 &&
  8913. gl.getShaderPrecisionFormat( 35632, 36337 ).precision > 0 ) {
  8914. return 'mediump';
  8915. }
  8916. }
  8917. return 'lowp';
  8918. }
  8919. var isWebGL2 = typeof WebGL2RenderingContext !== 'undefined' && gl instanceof WebGL2RenderingContext;
  8920. var precision = parameters.precision !== undefined ? parameters.precision : 'highp';
  8921. var maxPrecision = getMaxPrecision( precision );
  8922. if ( maxPrecision !== precision ) {
  8923. console.warn( 'THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' );
  8924. precision = maxPrecision;
  8925. }
  8926. var logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true;
  8927. var maxTextures = gl.getParameter( 34930 );
  8928. var maxVertexTextures = gl.getParameter( 35660 );
  8929. var maxTextureSize = gl.getParameter( 3379 );
  8930. var maxCubemapSize = gl.getParameter( 34076 );
  8931. var maxAttributes = gl.getParameter( 34921 );
  8932. var maxVertexUniforms = gl.getParameter( 36347 );
  8933. var maxVaryings = gl.getParameter( 36348 );
  8934. var maxFragmentUniforms = gl.getParameter( 36349 );
  8935. var vertexTextures = maxVertexTextures > 0;
  8936. var floatFragmentTextures = isWebGL2 || !! extensions.get( 'OES_texture_float' );
  8937. var floatVertexTextures = vertexTextures && floatFragmentTextures;
  8938. var maxSamples = isWebGL2 ? gl.getParameter( 36183 ) : 0;
  8939. return {
  8940. isWebGL2: isWebGL2,
  8941. getMaxAnisotropy: getMaxAnisotropy,
  8942. getMaxPrecision: getMaxPrecision,
  8943. precision: precision,
  8944. logarithmicDepthBuffer: logarithmicDepthBuffer,
  8945. maxTextures: maxTextures,
  8946. maxVertexTextures: maxVertexTextures,
  8947. maxTextureSize: maxTextureSize,
  8948. maxCubemapSize: maxCubemapSize,
  8949. maxAttributes: maxAttributes,
  8950. maxVertexUniforms: maxVertexUniforms,
  8951. maxVaryings: maxVaryings,
  8952. maxFragmentUniforms: maxFragmentUniforms,
  8953. vertexTextures: vertexTextures,
  8954. floatFragmentTextures: floatFragmentTextures,
  8955. floatVertexTextures: floatVertexTextures,
  8956. maxSamples: maxSamples
  8957. };
  8958. }
  8959. /**
  8960. * @author tschw
  8961. */
  8962. function WebGLClipping() {
  8963. var scope = this,
  8964. globalState = null,
  8965. numGlobalPlanes = 0,
  8966. localClippingEnabled = false,
  8967. renderingShadows = false,
  8968. plane = new Plane(),
  8969. viewNormalMatrix = new Matrix3(),
  8970. uniform = { value: null, needsUpdate: false };
  8971. this.uniform = uniform;
  8972. this.numPlanes = 0;
  8973. this.numIntersection = 0;
  8974. this.init = function ( planes, enableLocalClipping, camera ) {
  8975. var enabled =
  8976. planes.length !== 0 ||
  8977. enableLocalClipping ||
  8978. // enable state of previous frame - the clipping code has to
  8979. // run another frame in order to reset the state:
  8980. numGlobalPlanes !== 0 ||
  8981. localClippingEnabled;
  8982. localClippingEnabled = enableLocalClipping;
  8983. globalState = projectPlanes( planes, camera, 0 );
  8984. numGlobalPlanes = planes.length;
  8985. return enabled;
  8986. };
  8987. this.beginShadows = function () {
  8988. renderingShadows = true;
  8989. projectPlanes( null );
  8990. };
  8991. this.endShadows = function () {
  8992. renderingShadows = false;
  8993. resetGlobalState();
  8994. };
  8995. this.setState = function ( planes, clipIntersection, clipShadows, camera, cache, fromCache ) {
  8996. if ( ! localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && ! clipShadows ) {
  8997. // there's no local clipping
  8998. if ( renderingShadows ) {
  8999. // there's no global clipping
  9000. projectPlanes( null );
  9001. } else {
  9002. resetGlobalState();
  9003. }
  9004. } else {
  9005. var nGlobal = renderingShadows ? 0 : numGlobalPlanes,
  9006. lGlobal = nGlobal * 4,
  9007. dstArray = cache.clippingState || null;
  9008. uniform.value = dstArray; // ensure unique state
  9009. dstArray = projectPlanes( planes, camera, lGlobal, fromCache );
  9010. for ( var i = 0; i !== lGlobal; ++ i ) {
  9011. dstArray[ i ] = globalState[ i ];
  9012. }
  9013. cache.clippingState = dstArray;
  9014. this.numIntersection = clipIntersection ? this.numPlanes : 0;
  9015. this.numPlanes += nGlobal;
  9016. }
  9017. };
  9018. function resetGlobalState() {
  9019. if ( uniform.value !== globalState ) {
  9020. uniform.value = globalState;
  9021. uniform.needsUpdate = numGlobalPlanes > 0;
  9022. }
  9023. scope.numPlanes = numGlobalPlanes;
  9024. scope.numIntersection = 0;
  9025. }
  9026. function projectPlanes( planes, camera, dstOffset, skipTransform ) {
  9027. var nPlanes = planes !== null ? planes.length : 0,
  9028. dstArray = null;
  9029. if ( nPlanes !== 0 ) {
  9030. dstArray = uniform.value;
  9031. if ( skipTransform !== true || dstArray === null ) {
  9032. var flatSize = dstOffset + nPlanes * 4,
  9033. viewMatrix = camera.matrixWorldInverse;
  9034. viewNormalMatrix.getNormalMatrix( viewMatrix );
  9035. if ( dstArray === null || dstArray.length < flatSize ) {
  9036. dstArray = new Float32Array( flatSize );
  9037. }
  9038. for ( var i = 0, i4 = dstOffset; i !== nPlanes; ++ i, i4 += 4 ) {
  9039. plane.copy( planes[ i ] ).applyMatrix4( viewMatrix, viewNormalMatrix );
  9040. plane.normal.toArray( dstArray, i4 );
  9041. dstArray[ i4 + 3 ] = plane.constant;
  9042. }
  9043. }
  9044. uniform.value = dstArray;
  9045. uniform.needsUpdate = true;
  9046. }
  9047. scope.numPlanes = nPlanes;
  9048. return dstArray;
  9049. }
  9050. }
  9051. /**
  9052. * @author mrdoob / http://mrdoob.com/
  9053. */
  9054. function WebGLExtensions( gl ) {
  9055. var extensions = {};
  9056. return {
  9057. get: function ( name ) {
  9058. if ( extensions[ name ] !== undefined ) {
  9059. return extensions[ name ];
  9060. }
  9061. var extension;
  9062. switch ( name ) {
  9063. case 'WEBGL_depth_texture':
  9064. extension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' );
  9065. break;
  9066. case 'EXT_texture_filter_anisotropic':
  9067. extension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
  9068. break;
  9069. case 'WEBGL_compressed_texture_s3tc':
  9070. extension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
  9071. break;
  9072. case 'WEBGL_compressed_texture_pvrtc':
  9073. extension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' );
  9074. break;
  9075. default:
  9076. extension = gl.getExtension( name );
  9077. }
  9078. if ( extension === null ) {
  9079. console.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' );
  9080. }
  9081. extensions[ name ] = extension;
  9082. return extension;
  9083. }
  9084. };
  9085. }
  9086. /**
  9087. * @author mrdoob / http://mrdoob.com/
  9088. */
  9089. function WebGLGeometries( gl, attributes, info ) {
  9090. var geometries = {};
  9091. var wireframeAttributes = {};
  9092. function onGeometryDispose( event ) {
  9093. var geometry = event.target;
  9094. var buffergeometry = geometries[ geometry.id ];
  9095. if ( buffergeometry.index !== null ) {
  9096. attributes.remove( buffergeometry.index );
  9097. }
  9098. for ( var name in buffergeometry.attributes ) {
  9099. attributes.remove( buffergeometry.attributes[ name ] );
  9100. }
  9101. geometry.removeEventListener( 'dispose', onGeometryDispose );
  9102. delete geometries[ geometry.id ];
  9103. var attribute = wireframeAttributes[ buffergeometry.id ];
  9104. if ( attribute ) {
  9105. attributes.remove( attribute );
  9106. delete wireframeAttributes[ buffergeometry.id ];
  9107. }
  9108. //
  9109. info.memory.geometries --;
  9110. }
  9111. function get( object, geometry ) {
  9112. var buffergeometry = geometries[ geometry.id ];
  9113. if ( buffergeometry ) return buffergeometry;
  9114. geometry.addEventListener( 'dispose', onGeometryDispose );
  9115. if ( geometry.isBufferGeometry ) {
  9116. buffergeometry = geometry;
  9117. } else if ( geometry.isGeometry ) {
  9118. if ( geometry._bufferGeometry === undefined ) {
  9119. geometry._bufferGeometry = new BufferGeometry().setFromObject( object );
  9120. }
  9121. buffergeometry = geometry._bufferGeometry;
  9122. }
  9123. geometries[ geometry.id ] = buffergeometry;
  9124. info.memory.geometries ++;
  9125. return buffergeometry;
  9126. }
  9127. function update( geometry ) {
  9128. var index = geometry.index;
  9129. var geometryAttributes = geometry.attributes;
  9130. if ( index !== null ) {
  9131. attributes.update( index, 34963 );
  9132. }
  9133. for ( var name in geometryAttributes ) {
  9134. attributes.update( geometryAttributes[ name ], 34962 );
  9135. }
  9136. // morph targets
  9137. var morphAttributes = geometry.morphAttributes;
  9138. for ( var name in morphAttributes ) {
  9139. var array = morphAttributes[ name ];
  9140. for ( var i = 0, l = array.length; i < l; i ++ ) {
  9141. attributes.update( array[ i ], 34962 );
  9142. }
  9143. }
  9144. }
  9145. function getWireframeAttribute( geometry ) {
  9146. var attribute = wireframeAttributes[ geometry.id ];
  9147. if ( attribute ) return attribute;
  9148. var indices = [];
  9149. var geometryIndex = geometry.index;
  9150. var geometryAttributes = geometry.attributes;
  9151. // console.time( 'wireframe' );
  9152. if ( geometryIndex !== null ) {
  9153. var array = geometryIndex.array;
  9154. for ( var i = 0, l = array.length; i < l; i += 3 ) {
  9155. var a = array[ i + 0 ];
  9156. var b = array[ i + 1 ];
  9157. var c = array[ i + 2 ];
  9158. indices.push( a, b, b, c, c, a );
  9159. }
  9160. } else {
  9161. var array = geometryAttributes.position.array;
  9162. for ( var i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) {
  9163. var a = i + 0;
  9164. var b = i + 1;
  9165. var c = i + 2;
  9166. indices.push( a, b, b, c, c, a );
  9167. }
  9168. }
  9169. // console.timeEnd( 'wireframe' );
  9170. attribute = new ( arrayMax( indices ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 );
  9171. attributes.update( attribute, 34963 );
  9172. wireframeAttributes[ geometry.id ] = attribute;
  9173. return attribute;
  9174. }
  9175. return {
  9176. get: get,
  9177. update: update,
  9178. getWireframeAttribute: getWireframeAttribute
  9179. };
  9180. }
  9181. /**
  9182. * @author mrdoob / http://mrdoob.com/
  9183. */
  9184. function WebGLIndexedBufferRenderer( gl, extensions, info, capabilities ) {
  9185. var mode;
  9186. function setMode( value ) {
  9187. mode = value;
  9188. }
  9189. var type, bytesPerElement;
  9190. function setIndex( value ) {
  9191. type = value.type;
  9192. bytesPerElement = value.bytesPerElement;
  9193. }
  9194. function render( start, count ) {
  9195. gl.drawElements( mode, count, type, start * bytesPerElement );
  9196. info.update( count, mode );
  9197. }
  9198. function renderInstances( geometry, start, count ) {
  9199. var extension;
  9200. if ( capabilities.isWebGL2 ) {
  9201. extension = gl;
  9202. } else {
  9203. var extension = extensions.get( 'ANGLE_instanced_arrays' );
  9204. if ( extension === null ) {
  9205. console.error( 'THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  9206. return;
  9207. }
  9208. }
  9209. extension[ capabilities.isWebGL2 ? 'drawElementsInstanced' : 'drawElementsInstancedANGLE' ]( mode, count, type, start * bytesPerElement, geometry.maxInstancedCount );
  9210. info.update( count, mode, geometry.maxInstancedCount );
  9211. }
  9212. //
  9213. this.setMode = setMode;
  9214. this.setIndex = setIndex;
  9215. this.render = render;
  9216. this.renderInstances = renderInstances;
  9217. }
  9218. /**
  9219. * @author Mugen87 / https://github.com/Mugen87
  9220. */
  9221. function WebGLInfo( gl ) {
  9222. var memory = {
  9223. geometries: 0,
  9224. textures: 0
  9225. };
  9226. var render = {
  9227. frame: 0,
  9228. calls: 0,
  9229. triangles: 0,
  9230. points: 0,
  9231. lines: 0
  9232. };
  9233. function update( count, mode, instanceCount ) {
  9234. instanceCount = instanceCount || 1;
  9235. render.calls ++;
  9236. switch ( mode ) {
  9237. case 4:
  9238. render.triangles += instanceCount * ( count / 3 );
  9239. break;
  9240. case 5:
  9241. case 6:
  9242. render.triangles += instanceCount * ( count - 2 );
  9243. break;
  9244. case 1:
  9245. render.lines += instanceCount * ( count / 2 );
  9246. break;
  9247. case 3:
  9248. render.lines += instanceCount * ( count - 1 );
  9249. break;
  9250. case 2:
  9251. render.lines += instanceCount * count;
  9252. break;
  9253. case 0:
  9254. render.points += instanceCount * count;
  9255. break;
  9256. default:
  9257. console.error( 'THREE.WebGLInfo: Unknown draw mode:', mode );
  9258. break;
  9259. }
  9260. }
  9261. function reset() {
  9262. render.frame ++;
  9263. render.calls = 0;
  9264. render.triangles = 0;
  9265. render.points = 0;
  9266. render.lines = 0;
  9267. }
  9268. return {
  9269. memory: memory,
  9270. render: render,
  9271. programs: null,
  9272. autoReset: true,
  9273. reset: reset,
  9274. update: update
  9275. };
  9276. }
  9277. /**
  9278. * @author mrdoob / http://mrdoob.com/
  9279. */
  9280. function absNumericalSort( a, b ) {
  9281. return Math.abs( b[ 1 ] ) - Math.abs( a[ 1 ] );
  9282. }
  9283. function WebGLMorphtargets( gl ) {
  9284. var influencesList = {};
  9285. var morphInfluences = new Float32Array( 8 );
  9286. function update( object, geometry, material, program ) {
  9287. var objectInfluences = object.morphTargetInfluences;
  9288. var length = objectInfluences.length;
  9289. var influences = influencesList[ geometry.id ];
  9290. if ( influences === undefined ) {
  9291. // initialise list
  9292. influences = [];
  9293. for ( var i = 0; i < length; i ++ ) {
  9294. influences[ i ] = [ i, 0 ];
  9295. }
  9296. influencesList[ geometry.id ] = influences;
  9297. }
  9298. var morphTargets = material.morphTargets && geometry.morphAttributes.position;
  9299. var morphNormals = material.morphNormals && geometry.morphAttributes.normal;
  9300. // Remove current morphAttributes
  9301. for ( var i = 0; i < length; i ++ ) {
  9302. var influence = influences[ i ];
  9303. if ( influence[ 1 ] !== 0 ) {
  9304. if ( morphTargets ) geometry.removeAttribute( 'morphTarget' + i );
  9305. if ( morphNormals ) geometry.removeAttribute( 'morphNormal' + i );
  9306. }
  9307. }
  9308. // Collect influences
  9309. for ( var i = 0; i < length; i ++ ) {
  9310. var influence = influences[ i ];
  9311. influence[ 0 ] = i;
  9312. influence[ 1 ] = objectInfluences[ i ];
  9313. }
  9314. influences.sort( absNumericalSort );
  9315. // Add morphAttributes
  9316. for ( var i = 0; i < 8; i ++ ) {
  9317. var influence = influences[ i ];
  9318. if ( influence ) {
  9319. var index = influence[ 0 ];
  9320. var value = influence[ 1 ];
  9321. if ( value ) {
  9322. if ( morphTargets ) geometry.addAttribute( 'morphTarget' + i, morphTargets[ index ] );
  9323. if ( morphNormals ) geometry.addAttribute( 'morphNormal' + i, morphNormals[ index ] );
  9324. morphInfluences[ i ] = value;
  9325. continue;
  9326. }
  9327. }
  9328. morphInfluences[ i ] = 0;
  9329. }
  9330. program.getUniforms().setValue( gl, 'morphTargetInfluences', morphInfluences );
  9331. }
  9332. return {
  9333. update: update
  9334. };
  9335. }
  9336. /**
  9337. * @author mrdoob / http://mrdoob.com/
  9338. */
  9339. function WebGLObjects( geometries, info ) {
  9340. var updateList = {};
  9341. function update( object ) {
  9342. var frame = info.render.frame;
  9343. var geometry = object.geometry;
  9344. var buffergeometry = geometries.get( object, geometry );
  9345. // Update once per frame
  9346. if ( updateList[ buffergeometry.id ] !== frame ) {
  9347. if ( geometry.isGeometry ) {
  9348. buffergeometry.updateFromObject( object );
  9349. }
  9350. geometries.update( buffergeometry );
  9351. updateList[ buffergeometry.id ] = frame;
  9352. }
  9353. return buffergeometry;
  9354. }
  9355. function dispose() {
  9356. updateList = {};
  9357. }
  9358. return {
  9359. update: update,
  9360. dispose: dispose
  9361. };
  9362. }
  9363. /**
  9364. * @author mrdoob / http://mrdoob.com/
  9365. */
  9366. function CubeTexture( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
  9367. images = images !== undefined ? images : [];
  9368. mapping = mapping !== undefined ? mapping : CubeReflectionMapping;
  9369. format = format !== undefined ? format : RGBFormat;
  9370. Texture.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  9371. this.flipY = false;
  9372. }
  9373. CubeTexture.prototype = Object.create( Texture.prototype );
  9374. CubeTexture.prototype.constructor = CubeTexture;
  9375. CubeTexture.prototype.isCubeTexture = true;
  9376. Object.defineProperty( CubeTexture.prototype, 'images', {
  9377. get: function () {
  9378. return this.image;
  9379. },
  9380. set: function ( value ) {
  9381. this.image = value;
  9382. }
  9383. } );
  9384. /**
  9385. * @author Artur Trzesiok
  9386. */
  9387. function DataTexture3D( data, width, height, depth ) {
  9388. // We're going to add .setXXX() methods for setting properties later.
  9389. // Users can still set in DataTexture3D directly.
  9390. //
  9391. // var texture = new THREE.DataTexture3D( data, width, height, depth );
  9392. // texture.anisotropy = 16;
  9393. //
  9394. // See #14839
  9395. Texture.call( this, null );
  9396. this.image = { data: data, width: width, height: height, depth: depth };
  9397. this.magFilter = NearestFilter;
  9398. this.minFilter = NearestFilter;
  9399. this.wrapR = ClampToEdgeWrapping;
  9400. this.generateMipmaps = false;
  9401. this.flipY = false;
  9402. }
  9403. DataTexture3D.prototype = Object.create( Texture.prototype );
  9404. DataTexture3D.prototype.constructor = DataTexture3D;
  9405. DataTexture3D.prototype.isDataTexture3D = true;
  9406. /**
  9407. * @author tschw
  9408. * @author Mugen87 / https://github.com/Mugen87
  9409. * @author mrdoob / http://mrdoob.com/
  9410. *
  9411. * Uniforms of a program.
  9412. * Those form a tree structure with a special top-level container for the root,
  9413. * which you get by calling 'new WebGLUniforms( gl, program, renderer )'.
  9414. *
  9415. *
  9416. * Properties of inner nodes including the top-level container:
  9417. *
  9418. * .seq - array of nested uniforms
  9419. * .map - nested uniforms by name
  9420. *
  9421. *
  9422. * Methods of all nodes except the top-level container:
  9423. *
  9424. * .setValue( gl, value, [renderer] )
  9425. *
  9426. * uploads a uniform value(s)
  9427. * the 'renderer' parameter is needed for sampler uniforms
  9428. *
  9429. *
  9430. * Static methods of the top-level container (renderer factorizations):
  9431. *
  9432. * .upload( gl, seq, values, renderer )
  9433. *
  9434. * sets uniforms in 'seq' to 'values[id].value'
  9435. *
  9436. * .seqWithValue( seq, values ) : filteredSeq
  9437. *
  9438. * filters 'seq' entries with corresponding entry in values
  9439. *
  9440. *
  9441. * Methods of the top-level container (renderer factorizations):
  9442. *
  9443. * .setValue( gl, name, value )
  9444. *
  9445. * sets uniform with name 'name' to 'value'
  9446. *
  9447. * .set( gl, obj, prop )
  9448. *
  9449. * sets uniform from object and property with same name than uniform
  9450. *
  9451. * .setOptional( gl, obj, prop )
  9452. *
  9453. * like .set for an optional property of the object
  9454. *
  9455. */
  9456. var emptyTexture = new Texture();
  9457. var emptyTexture3d = new DataTexture3D();
  9458. var emptyCubeTexture = new CubeTexture();
  9459. // --- Base for inner nodes (including the root) ---
  9460. function UniformContainer() {
  9461. this.seq = [];
  9462. this.map = {};
  9463. }
  9464. // --- Utilities ---
  9465. // Array Caches (provide typed arrays for temporary by size)
  9466. var arrayCacheF32 = [];
  9467. var arrayCacheI32 = [];
  9468. // Float32Array caches used for uploading Matrix uniforms
  9469. var mat4array = new Float32Array( 16 );
  9470. var mat3array = new Float32Array( 9 );
  9471. var mat2array = new Float32Array( 4 );
  9472. // Flattening for arrays of vectors and matrices
  9473. function flatten( array, nBlocks, blockSize ) {
  9474. var firstElem = array[ 0 ];
  9475. if ( firstElem <= 0 || firstElem > 0 ) return array;
  9476. // unoptimized: ! isNaN( firstElem )
  9477. // see http://jacksondunstan.com/articles/983
  9478. var n = nBlocks * blockSize,
  9479. r = arrayCacheF32[ n ];
  9480. if ( r === undefined ) {
  9481. r = new Float32Array( n );
  9482. arrayCacheF32[ n ] = r;
  9483. }
  9484. if ( nBlocks !== 0 ) {
  9485. firstElem.toArray( r, 0 );
  9486. for ( var i = 1, offset = 0; i !== nBlocks; ++ i ) {
  9487. offset += blockSize;
  9488. array[ i ].toArray( r, offset );
  9489. }
  9490. }
  9491. return r;
  9492. }
  9493. function arraysEqual( a, b ) {
  9494. if ( a.length !== b.length ) return false;
  9495. for ( var i = 0, l = a.length; i < l; i ++ ) {
  9496. if ( a[ i ] !== b[ i ] ) return false;
  9497. }
  9498. return true;
  9499. }
  9500. function copyArray( a, b ) {
  9501. for ( var i = 0, l = b.length; i < l; i ++ ) {
  9502. a[ i ] = b[ i ];
  9503. }
  9504. }
  9505. // Texture unit allocation
  9506. function allocTexUnits( renderer, n ) {
  9507. var r = arrayCacheI32[ n ];
  9508. if ( r === undefined ) {
  9509. r = new Int32Array( n );
  9510. arrayCacheI32[ n ] = r;
  9511. }
  9512. for ( var i = 0; i !== n; ++ i )
  9513. r[ i ] = renderer.allocTextureUnit();
  9514. return r;
  9515. }
  9516. // --- Setters ---
  9517. // Note: Defining these methods externally, because they come in a bunch
  9518. // and this way their names minify.
  9519. // Single scalar
  9520. function setValue1f( gl, v ) {
  9521. var cache = this.cache;
  9522. if ( cache[ 0 ] === v ) return;
  9523. gl.uniform1f( this.addr, v );
  9524. cache[ 0 ] = v;
  9525. }
  9526. function setValue1i( gl, v ) {
  9527. var cache = this.cache;
  9528. if ( cache[ 0 ] === v ) return;
  9529. gl.uniform1i( this.addr, v );
  9530. cache[ 0 ] = v;
  9531. }
  9532. // Single float vector (from flat array or THREE.VectorN)
  9533. function setValue2fv( gl, v ) {
  9534. var cache = this.cache;
  9535. if ( v.x !== undefined ) {
  9536. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) {
  9537. gl.uniform2f( this.addr, v.x, v.y );
  9538. cache[ 0 ] = v.x;
  9539. cache[ 1 ] = v.y;
  9540. }
  9541. } else {
  9542. if ( arraysEqual( cache, v ) ) return;
  9543. gl.uniform2fv( this.addr, v );
  9544. copyArray( cache, v );
  9545. }
  9546. }
  9547. function setValue3fv( gl, v ) {
  9548. var cache = this.cache;
  9549. if ( v.x !== undefined ) {
  9550. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) {
  9551. gl.uniform3f( this.addr, v.x, v.y, v.z );
  9552. cache[ 0 ] = v.x;
  9553. cache[ 1 ] = v.y;
  9554. cache[ 2 ] = v.z;
  9555. }
  9556. } else if ( v.r !== undefined ) {
  9557. if ( cache[ 0 ] !== v.r || cache[ 1 ] !== v.g || cache[ 2 ] !== v.b ) {
  9558. gl.uniform3f( this.addr, v.r, v.g, v.b );
  9559. cache[ 0 ] = v.r;
  9560. cache[ 1 ] = v.g;
  9561. cache[ 2 ] = v.b;
  9562. }
  9563. } else {
  9564. if ( arraysEqual( cache, v ) ) return;
  9565. gl.uniform3fv( this.addr, v );
  9566. copyArray( cache, v );
  9567. }
  9568. }
  9569. function setValue4fv( gl, v ) {
  9570. var cache = this.cache;
  9571. if ( v.x !== undefined ) {
  9572. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) {
  9573. gl.uniform4f( this.addr, v.x, v.y, v.z, v.w );
  9574. cache[ 0 ] = v.x;
  9575. cache[ 1 ] = v.y;
  9576. cache[ 2 ] = v.z;
  9577. cache[ 3 ] = v.w;
  9578. }
  9579. } else {
  9580. if ( arraysEqual( cache, v ) ) return;
  9581. gl.uniform4fv( this.addr, v );
  9582. copyArray( cache, v );
  9583. }
  9584. }
  9585. // Single matrix (from flat array or MatrixN)
  9586. function setValue2fm( gl, v ) {
  9587. var cache = this.cache;
  9588. var elements = v.elements;
  9589. if ( elements === undefined ) {
  9590. if ( arraysEqual( cache, v ) ) return;
  9591. gl.uniformMatrix2fv( this.addr, false, v );
  9592. copyArray( cache, v );
  9593. } else {
  9594. if ( arraysEqual( cache, elements ) ) return;
  9595. mat2array.set( elements );
  9596. gl.uniformMatrix2fv( this.addr, false, mat2array );
  9597. copyArray( cache, elements );
  9598. }
  9599. }
  9600. function setValue3fm( gl, v ) {
  9601. var cache = this.cache;
  9602. var elements = v.elements;
  9603. if ( elements === undefined ) {
  9604. if ( arraysEqual( cache, v ) ) return;
  9605. gl.uniformMatrix3fv( this.addr, false, v );
  9606. copyArray( cache, v );
  9607. } else {
  9608. if ( arraysEqual( cache, elements ) ) return;
  9609. mat3array.set( elements );
  9610. gl.uniformMatrix3fv( this.addr, false, mat3array );
  9611. copyArray( cache, elements );
  9612. }
  9613. }
  9614. function setValue4fm( gl, v ) {
  9615. var cache = this.cache;
  9616. var elements = v.elements;
  9617. if ( elements === undefined ) {
  9618. if ( arraysEqual( cache, v ) ) return;
  9619. gl.uniformMatrix4fv( this.addr, false, v );
  9620. copyArray( cache, v );
  9621. } else {
  9622. if ( arraysEqual( cache, elements ) ) return;
  9623. mat4array.set( elements );
  9624. gl.uniformMatrix4fv( this.addr, false, mat4array );
  9625. copyArray( cache, elements );
  9626. }
  9627. }
  9628. // Single texture (2D / Cube)
  9629. function setValueT1( gl, v, renderer ) {
  9630. var cache = this.cache;
  9631. var unit = renderer.allocTextureUnit();
  9632. if ( cache[ 0 ] !== unit ) {
  9633. gl.uniform1i( this.addr, unit );
  9634. cache[ 0 ] = unit;
  9635. }
  9636. renderer.setTexture2D( v || emptyTexture, unit );
  9637. }
  9638. function setValueT3D1( gl, v, renderer ) {
  9639. var cache = this.cache;
  9640. var unit = renderer.allocTextureUnit();
  9641. if ( cache[ 0 ] !== unit ) {
  9642. gl.uniform1i( this.addr, unit );
  9643. cache[ 0 ] = unit;
  9644. }
  9645. renderer.setTexture3D( v || emptyTexture3d, unit );
  9646. }
  9647. function setValueT6( gl, v, renderer ) {
  9648. var cache = this.cache;
  9649. var unit = renderer.allocTextureUnit();
  9650. if ( cache[ 0 ] !== unit ) {
  9651. gl.uniform1i( this.addr, unit );
  9652. cache[ 0 ] = unit;
  9653. }
  9654. renderer.setTextureCube( v || emptyCubeTexture, unit );
  9655. }
  9656. // Integer / Boolean vectors or arrays thereof (always flat arrays)
  9657. function setValue2iv( gl, v ) {
  9658. var cache = this.cache;
  9659. if ( arraysEqual( cache, v ) ) return;
  9660. gl.uniform2iv( this.addr, v );
  9661. copyArray( cache, v );
  9662. }
  9663. function setValue3iv( gl, v ) {
  9664. var cache = this.cache;
  9665. if ( arraysEqual( cache, v ) ) return;
  9666. gl.uniform3iv( this.addr, v );
  9667. copyArray( cache, v );
  9668. }
  9669. function setValue4iv( gl, v ) {
  9670. var cache = this.cache;
  9671. if ( arraysEqual( cache, v ) ) return;
  9672. gl.uniform4iv( this.addr, v );
  9673. copyArray( cache, v );
  9674. }
  9675. // Helper to pick the right setter for the singular case
  9676. function getSingularSetter( type ) {
  9677. switch ( type ) {
  9678. case 0x1406: return setValue1f; // FLOAT
  9679. case 0x8b50: return setValue2fv; // _VEC2
  9680. case 0x8b51: return setValue3fv; // _VEC3
  9681. case 0x8b52: return setValue4fv; // _VEC4
  9682. case 0x8b5a: return setValue2fm; // _MAT2
  9683. case 0x8b5b: return setValue3fm; // _MAT3
  9684. case 0x8b5c: return setValue4fm; // _MAT4
  9685. case 0x8b5e: case 0x8d66: return setValueT1; // SAMPLER_2D, SAMPLER_EXTERNAL_OES
  9686. case 0x8B5F: return setValueT3D1; // SAMPLER_3D
  9687. case 0x8b60: return setValueT6; // SAMPLER_CUBE
  9688. case 0x1404: case 0x8b56: return setValue1i; // INT, BOOL
  9689. case 0x8b53: case 0x8b57: return setValue2iv; // _VEC2
  9690. case 0x8b54: case 0x8b58: return setValue3iv; // _VEC3
  9691. case 0x8b55: case 0x8b59: return setValue4iv; // _VEC4
  9692. }
  9693. }
  9694. // Array of scalars
  9695. function setValue1fv( gl, v ) {
  9696. var cache = this.cache;
  9697. if ( arraysEqual( cache, v ) ) return;
  9698. gl.uniform1fv( this.addr, v );
  9699. copyArray( cache, v );
  9700. }
  9701. function setValue1iv( gl, v ) {
  9702. var cache = this.cache;
  9703. if ( arraysEqual( cache, v ) ) return;
  9704. gl.uniform1iv( this.addr, v );
  9705. copyArray( cache, v );
  9706. }
  9707. // Array of vectors (flat or from THREE classes)
  9708. function setValueV2a( gl, v ) {
  9709. var cache = this.cache;
  9710. var data = flatten( v, this.size, 2 );
  9711. if ( arraysEqual( cache, data ) ) return;
  9712. gl.uniform2fv( this.addr, data );
  9713. this.updateCache( data );
  9714. }
  9715. function setValueV3a( gl, v ) {
  9716. var cache = this.cache;
  9717. var data = flatten( v, this.size, 3 );
  9718. if ( arraysEqual( cache, data ) ) return;
  9719. gl.uniform3fv( this.addr, data );
  9720. this.updateCache( data );
  9721. }
  9722. function setValueV4a( gl, v ) {
  9723. var cache = this.cache;
  9724. var data = flatten( v, this.size, 4 );
  9725. if ( arraysEqual( cache, data ) ) return;
  9726. gl.uniform4fv( this.addr, data );
  9727. this.updateCache( data );
  9728. }
  9729. // Array of matrices (flat or from THREE clases)
  9730. function setValueM2a( gl, v ) {
  9731. var cache = this.cache;
  9732. var data = flatten( v, this.size, 4 );
  9733. if ( arraysEqual( cache, data ) ) return;
  9734. gl.uniformMatrix2fv( this.addr, false, data );
  9735. this.updateCache( data );
  9736. }
  9737. function setValueM3a( gl, v ) {
  9738. var cache = this.cache;
  9739. var data = flatten( v, this.size, 9 );
  9740. if ( arraysEqual( cache, data ) ) return;
  9741. gl.uniformMatrix3fv( this.addr, false, data );
  9742. this.updateCache( data );
  9743. }
  9744. function setValueM4a( gl, v ) {
  9745. var cache = this.cache;
  9746. var data = flatten( v, this.size, 16 );
  9747. if ( arraysEqual( cache, data ) ) return;
  9748. gl.uniformMatrix4fv( this.addr, false, data );
  9749. this.updateCache( data );
  9750. }
  9751. // Array of textures (2D / Cube)
  9752. function setValueT1a( gl, v, renderer ) {
  9753. var cache = this.cache;
  9754. var n = v.length;
  9755. var units = allocTexUnits( renderer, n );
  9756. if ( arraysEqual( cache, units ) === false ) {
  9757. gl.uniform1iv( this.addr, units );
  9758. copyArray( cache, units );
  9759. }
  9760. for ( var i = 0; i !== n; ++ i ) {
  9761. renderer.setTexture2D( v[ i ] || emptyTexture, units[ i ] );
  9762. }
  9763. }
  9764. function setValueT6a( gl, v, renderer ) {
  9765. var cache = this.cache;
  9766. var n = v.length;
  9767. var units = allocTexUnits( renderer, n );
  9768. if ( arraysEqual( cache, units ) === false ) {
  9769. gl.uniform1iv( this.addr, units );
  9770. copyArray( cache, units );
  9771. }
  9772. for ( var i = 0; i !== n; ++ i ) {
  9773. renderer.setTextureCube( v[ i ] || emptyCubeTexture, units[ i ] );
  9774. }
  9775. }
  9776. // Helper to pick the right setter for a pure (bottom-level) array
  9777. function getPureArraySetter( type ) {
  9778. switch ( type ) {
  9779. case 0x1406: return setValue1fv; // FLOAT
  9780. case 0x8b50: return setValueV2a; // _VEC2
  9781. case 0x8b51: return setValueV3a; // _VEC3
  9782. case 0x8b52: return setValueV4a; // _VEC4
  9783. case 0x8b5a: return setValueM2a; // _MAT2
  9784. case 0x8b5b: return setValueM3a; // _MAT3
  9785. case 0x8b5c: return setValueM4a; // _MAT4
  9786. case 0x8b5e: return setValueT1a; // SAMPLER_2D
  9787. case 0x8b60: return setValueT6a; // SAMPLER_CUBE
  9788. case 0x1404: case 0x8b56: return setValue1iv; // INT, BOOL
  9789. case 0x8b53: case 0x8b57: return setValue2iv; // _VEC2
  9790. case 0x8b54: case 0x8b58: return setValue3iv; // _VEC3
  9791. case 0x8b55: case 0x8b59: return setValue4iv; // _VEC4
  9792. }
  9793. }
  9794. // --- Uniform Classes ---
  9795. function SingleUniform( id, activeInfo, addr ) {
  9796. this.id = id;
  9797. this.addr = addr;
  9798. this.cache = [];
  9799. this.setValue = getSingularSetter( activeInfo.type );
  9800. // this.path = activeInfo.name; // DEBUG
  9801. }
  9802. function PureArrayUniform( id, activeInfo, addr ) {
  9803. this.id = id;
  9804. this.addr = addr;
  9805. this.cache = [];
  9806. this.size = activeInfo.size;
  9807. this.setValue = getPureArraySetter( activeInfo.type );
  9808. // this.path = activeInfo.name; // DEBUG
  9809. }
  9810. PureArrayUniform.prototype.updateCache = function ( data ) {
  9811. var cache = this.cache;
  9812. if ( data instanceof Float32Array && cache.length !== data.length ) {
  9813. this.cache = new Float32Array( data.length );
  9814. }
  9815. copyArray( cache, data );
  9816. };
  9817. function StructuredUniform( id ) {
  9818. this.id = id;
  9819. UniformContainer.call( this ); // mix-in
  9820. }
  9821. StructuredUniform.prototype.setValue = function ( gl, value, renderer ) {
  9822. var seq = this.seq;
  9823. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  9824. var u = seq[ i ];
  9825. u.setValue( gl, value[ u.id ], renderer );
  9826. }
  9827. };
  9828. // --- Top-level ---
  9829. // Parser - builds up the property tree from the path strings
  9830. var RePathPart = /([\w\d_]+)(\])?(\[|\.)?/g;
  9831. // extracts
  9832. // - the identifier (member name or array index)
  9833. // - followed by an optional right bracket (found when array index)
  9834. // - followed by an optional left bracket or dot (type of subscript)
  9835. //
  9836. // Note: These portions can be read in a non-overlapping fashion and
  9837. // allow straightforward parsing of the hierarchy that WebGL encodes
  9838. // in the uniform names.
  9839. function addUniform( container, uniformObject ) {
  9840. container.seq.push( uniformObject );
  9841. container.map[ uniformObject.id ] = uniformObject;
  9842. }
  9843. function parseUniform( activeInfo, addr, container ) {
  9844. var path = activeInfo.name,
  9845. pathLength = path.length;
  9846. // reset RegExp object, because of the early exit of a previous run
  9847. RePathPart.lastIndex = 0;
  9848. while ( true ) {
  9849. var match = RePathPart.exec( path ),
  9850. matchEnd = RePathPart.lastIndex,
  9851. id = match[ 1 ],
  9852. idIsIndex = match[ 2 ] === ']',
  9853. subscript = match[ 3 ];
  9854. if ( idIsIndex ) id = id | 0; // convert to integer
  9855. if ( subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength ) {
  9856. // bare name or "pure" bottom-level array "[0]" suffix
  9857. addUniform( container, subscript === undefined ?
  9858. new SingleUniform( id, activeInfo, addr ) :
  9859. new PureArrayUniform( id, activeInfo, addr ) );
  9860. break;
  9861. } else {
  9862. // step into inner node / create it in case it doesn't exist
  9863. var map = container.map, next = map[ id ];
  9864. if ( next === undefined ) {
  9865. next = new StructuredUniform( id );
  9866. addUniform( container, next );
  9867. }
  9868. container = next;
  9869. }
  9870. }
  9871. }
  9872. // Root Container
  9873. function WebGLUniforms( gl, program, renderer ) {
  9874. UniformContainer.call( this );
  9875. this.renderer = renderer;
  9876. var n = gl.getProgramParameter( program, 35718 );
  9877. for ( var i = 0; i < n; ++ i ) {
  9878. var info = gl.getActiveUniform( program, i ),
  9879. addr = gl.getUniformLocation( program, info.name );
  9880. parseUniform( info, addr, this );
  9881. }
  9882. }
  9883. WebGLUniforms.prototype.setValue = function ( gl, name, value ) {
  9884. var u = this.map[ name ];
  9885. if ( u !== undefined ) u.setValue( gl, value, this.renderer );
  9886. };
  9887. WebGLUniforms.prototype.setOptional = function ( gl, object, name ) {
  9888. var v = object[ name ];
  9889. if ( v !== undefined ) this.setValue( gl, name, v );
  9890. };
  9891. // Static interface
  9892. WebGLUniforms.upload = function ( gl, seq, values, renderer ) {
  9893. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  9894. var u = seq[ i ],
  9895. v = values[ u.id ];
  9896. if ( v.needsUpdate !== false ) {
  9897. // note: always updating when .needsUpdate is undefined
  9898. u.setValue( gl, v.value, renderer );
  9899. }
  9900. }
  9901. };
  9902. WebGLUniforms.seqWithValue = function ( seq, values ) {
  9903. var r = [];
  9904. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  9905. var u = seq[ i ];
  9906. if ( u.id in values ) r.push( u );
  9907. }
  9908. return r;
  9909. };
  9910. /**
  9911. * @author mrdoob / http://mrdoob.com/
  9912. */
  9913. function addLineNumbers( string ) {
  9914. var lines = string.split( '\n' );
  9915. for ( var i = 0; i < lines.length; i ++ ) {
  9916. lines[ i ] = ( i + 1 ) + ': ' + lines[ i ];
  9917. }
  9918. return lines.join( '\n' );
  9919. }
  9920. function WebGLShader( gl, type, string ) {
  9921. var shader = gl.createShader( type );
  9922. gl.shaderSource( shader, string );
  9923. gl.compileShader( shader );
  9924. if ( gl.getShaderParameter( shader, 35713 ) === false ) {
  9925. console.error( 'THREE.WebGLShader: Shader couldn\'t compile.' );
  9926. }
  9927. if ( gl.getShaderInfoLog( shader ) !== '' ) {
  9928. console.warn( 'THREE.WebGLShader: gl.getShaderInfoLog()', type === 35633 ? 'vertex' : 'fragment', gl.getShaderInfoLog( shader ), addLineNumbers( string ) );
  9929. }
  9930. // --enable-privileged-webgl-extension
  9931. // console.log( type, gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );
  9932. return shader;
  9933. }
  9934. /**
  9935. * @author mrdoob / http://mrdoob.com/
  9936. */
  9937. var programIdCount = 0;
  9938. function getEncodingComponents( encoding ) {
  9939. switch ( encoding ) {
  9940. case LinearEncoding:
  9941. return [ 'Linear', '( value )' ];
  9942. case sRGBEncoding:
  9943. return [ 'sRGB', '( value )' ];
  9944. case RGBEEncoding:
  9945. return [ 'RGBE', '( value )' ];
  9946. case RGBM7Encoding:
  9947. return [ 'RGBM', '( value, 7.0 )' ];
  9948. case RGBM16Encoding:
  9949. return [ 'RGBM', '( value, 16.0 )' ];
  9950. case RGBDEncoding:
  9951. return [ 'RGBD', '( value, 256.0 )' ];
  9952. case GammaEncoding:
  9953. return [ 'Gamma', '( value, float( GAMMA_FACTOR ) )' ];
  9954. default:
  9955. throw new Error( 'unsupported encoding: ' + encoding );
  9956. }
  9957. }
  9958. function getTexelDecodingFunction( functionName, encoding ) {
  9959. var components = getEncodingComponents( encoding );
  9960. return 'vec4 ' + functionName + '( vec4 value ) { return ' + components[ 0 ] + 'ToLinear' + components[ 1 ] + '; }';
  9961. }
  9962. function getTexelEncodingFunction( functionName, encoding ) {
  9963. var components = getEncodingComponents( encoding );
  9964. return 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[ 0 ] + components[ 1 ] + '; }';
  9965. }
  9966. function getToneMappingFunction( functionName, toneMapping ) {
  9967. var toneMappingName;
  9968. switch ( toneMapping ) {
  9969. case LinearToneMapping:
  9970. toneMappingName = 'Linear';
  9971. break;
  9972. case ReinhardToneMapping:
  9973. toneMappingName = 'Reinhard';
  9974. break;
  9975. case Uncharted2ToneMapping:
  9976. toneMappingName = 'Uncharted2';
  9977. break;
  9978. case CineonToneMapping:
  9979. toneMappingName = 'OptimizedCineon';
  9980. break;
  9981. case ACESFilmicToneMapping:
  9982. toneMappingName = 'ACESFilmic';
  9983. break;
  9984. default:
  9985. throw new Error( 'unsupported toneMapping: ' + toneMapping );
  9986. }
  9987. return 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }';
  9988. }
  9989. function generateExtensions( extensions, parameters, rendererExtensions ) {
  9990. extensions = extensions || {};
  9991. var chunks = [
  9992. ( extensions.derivatives || parameters.envMapCubeUV || parameters.bumpMap || ( parameters.normalMap && ! parameters.objectSpaceNormalMap ) || parameters.flatShading ) ? '#extension GL_OES_standard_derivatives : enable' : '',
  9993. ( extensions.fragDepth || parameters.logarithmicDepthBuffer ) && rendererExtensions.get( 'EXT_frag_depth' ) ? '#extension GL_EXT_frag_depth : enable' : '',
  9994. ( extensions.drawBuffers ) && rendererExtensions.get( 'WEBGL_draw_buffers' ) ? '#extension GL_EXT_draw_buffers : require' : '',
  9995. ( extensions.shaderTextureLOD || parameters.envMap ) && rendererExtensions.get( 'EXT_shader_texture_lod' ) ? '#extension GL_EXT_shader_texture_lod : enable' : ''
  9996. ];
  9997. return chunks.filter( filterEmptyLine ).join( '\n' );
  9998. }
  9999. function generateDefines( defines ) {
  10000. var chunks = [];
  10001. for ( var name in defines ) {
  10002. var value = defines[ name ];
  10003. if ( value === false ) continue;
  10004. chunks.push( '#define ' + name + ' ' + value );
  10005. }
  10006. return chunks.join( '\n' );
  10007. }
  10008. function fetchAttributeLocations( gl, program ) {
  10009. var attributes = {};
  10010. var n = gl.getProgramParameter( program, 35721 );
  10011. for ( var i = 0; i < n; i ++ ) {
  10012. var info = gl.getActiveAttrib( program, i );
  10013. var name = info.name;
  10014. // console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i );
  10015. attributes[ name ] = gl.getAttribLocation( program, name );
  10016. }
  10017. return attributes;
  10018. }
  10019. function filterEmptyLine( string ) {
  10020. return string !== '';
  10021. }
  10022. function replaceLightNums( string, parameters ) {
  10023. return string
  10024. .replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights )
  10025. .replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights )
  10026. .replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights )
  10027. .replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights )
  10028. .replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights );
  10029. }
  10030. function replaceClippingPlaneNums( string, parameters ) {
  10031. return string
  10032. .replace( /NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes )
  10033. .replace( /UNION_CLIPPING_PLANES/g, ( parameters.numClippingPlanes - parameters.numClipIntersection ) );
  10034. }
  10035. function parseIncludes( string ) {
  10036. var pattern = /^[ \t]*#include +<([\w\d./]+)>/gm;
  10037. function replace( match, include ) {
  10038. var replace = ShaderChunk[ include ];
  10039. if ( replace === undefined ) {
  10040. throw new Error( 'Can not resolve #include <' + include + '>' );
  10041. }
  10042. return parseIncludes( replace );
  10043. }
  10044. return string.replace( pattern, replace );
  10045. }
  10046. function unrollLoops( string ) {
  10047. var pattern = /#pragma unroll_loop[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g;
  10048. function replace( match, start, end, snippet ) {
  10049. var unroll = '';
  10050. for ( var i = parseInt( start ); i < parseInt( end ); i ++ ) {
  10051. unroll += snippet.replace( /\[ i \]/g, '[ ' + i + ' ]' );
  10052. }
  10053. return unroll;
  10054. }
  10055. return string.replace( pattern, replace );
  10056. }
  10057. function WebGLProgram( renderer, extensions, code, material, shader, parameters, capabilities ) {
  10058. var gl = renderer.context;
  10059. var defines = material.defines;
  10060. var vertexShader = shader.vertexShader;
  10061. var fragmentShader = shader.fragmentShader;
  10062. var shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';
  10063. if ( parameters.shadowMapType === PCFShadowMap ) {
  10064. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';
  10065. } else if ( parameters.shadowMapType === PCFSoftShadowMap ) {
  10066. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';
  10067. }
  10068. var envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  10069. var envMapModeDefine = 'ENVMAP_MODE_REFLECTION';
  10070. var envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  10071. if ( parameters.envMap ) {
  10072. switch ( material.envMap.mapping ) {
  10073. case CubeReflectionMapping:
  10074. case CubeRefractionMapping:
  10075. envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  10076. break;
  10077. case CubeUVReflectionMapping:
  10078. case CubeUVRefractionMapping:
  10079. envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';
  10080. break;
  10081. case EquirectangularReflectionMapping:
  10082. case EquirectangularRefractionMapping:
  10083. envMapTypeDefine = 'ENVMAP_TYPE_EQUIREC';
  10084. break;
  10085. case SphericalReflectionMapping:
  10086. envMapTypeDefine = 'ENVMAP_TYPE_SPHERE';
  10087. break;
  10088. }
  10089. switch ( material.envMap.mapping ) {
  10090. case CubeRefractionMapping:
  10091. case EquirectangularRefractionMapping:
  10092. envMapModeDefine = 'ENVMAP_MODE_REFRACTION';
  10093. break;
  10094. }
  10095. switch ( material.combine ) {
  10096. case MultiplyOperation:
  10097. envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  10098. break;
  10099. case MixOperation:
  10100. envMapBlendingDefine = 'ENVMAP_BLENDING_MIX';
  10101. break;
  10102. case AddOperation:
  10103. envMapBlendingDefine = 'ENVMAP_BLENDING_ADD';
  10104. break;
  10105. }
  10106. }
  10107. var gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0;
  10108. // console.log( 'building new program ' );
  10109. //
  10110. var customExtensions = capabilities.isWebGL2 ? '' : generateExtensions( material.extensions, parameters, extensions );
  10111. var customDefines = generateDefines( defines );
  10112. //
  10113. var program = gl.createProgram();
  10114. var prefixVertex, prefixFragment;
  10115. if ( material.isRawShaderMaterial ) {
  10116. prefixVertex = [
  10117. customDefines
  10118. ].filter( filterEmptyLine ).join( '\n' );
  10119. if ( prefixVertex.length > 0 ) {
  10120. prefixVertex += '\n';
  10121. }
  10122. prefixFragment = [
  10123. customExtensions,
  10124. customDefines
  10125. ].filter( filterEmptyLine ).join( '\n' );
  10126. if ( prefixFragment.length > 0 ) {
  10127. prefixFragment += '\n';
  10128. }
  10129. } else {
  10130. prefixVertex = [
  10131. 'precision ' + parameters.precision + ' float;',
  10132. 'precision ' + parameters.precision + ' int;',
  10133. '#define SHADER_NAME ' + shader.name,
  10134. customDefines,
  10135. parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',
  10136. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  10137. '#define MAX_BONES ' + parameters.maxBones,
  10138. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  10139. ( parameters.useFog && parameters.fogExp ) ? '#define FOG_EXP2' : '',
  10140. parameters.map ? '#define USE_MAP' : '',
  10141. parameters.envMap ? '#define USE_ENVMAP' : '',
  10142. parameters.envMap ? '#define ' + envMapModeDefine : '',
  10143. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  10144. parameters.aoMap ? '#define USE_AOMAP' : '',
  10145. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  10146. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  10147. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  10148. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  10149. parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '',
  10150. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  10151. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  10152. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  10153. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  10154. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  10155. parameters.vertexColors ? '#define USE_COLOR' : '',
  10156. parameters.flatShading ? '#define FLAT_SHADED' : '',
  10157. parameters.skinning ? '#define USE_SKINNING' : '',
  10158. parameters.useVertexTexture ? '#define BONE_TEXTURE' : '',
  10159. parameters.morphTargets ? '#define USE_MORPHTARGETS' : '',
  10160. parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',
  10161. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  10162. parameters.flipSided ? '#define FLIP_SIDED' : '',
  10163. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  10164. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  10165. parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',
  10166. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  10167. parameters.logarithmicDepthBuffer && ( capabilities.isWebGL2 || extensions.get( 'EXT_frag_depth' ) ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  10168. 'uniform mat4 modelMatrix;',
  10169. 'uniform mat4 modelViewMatrix;',
  10170. 'uniform mat4 projectionMatrix;',
  10171. 'uniform mat4 viewMatrix;',
  10172. 'uniform mat3 normalMatrix;',
  10173. 'uniform vec3 cameraPosition;',
  10174. 'attribute vec3 position;',
  10175. 'attribute vec3 normal;',
  10176. 'attribute vec2 uv;',
  10177. '#ifdef USE_TANGENT',
  10178. ' attribute vec4 tangent;',
  10179. '#endif',
  10180. '#ifdef USE_COLOR',
  10181. ' attribute vec3 color;',
  10182. '#endif',
  10183. '#ifdef USE_MORPHTARGETS',
  10184. ' attribute vec3 morphTarget0;',
  10185. ' attribute vec3 morphTarget1;',
  10186. ' attribute vec3 morphTarget2;',
  10187. ' attribute vec3 morphTarget3;',
  10188. ' #ifdef USE_MORPHNORMALS',
  10189. ' attribute vec3 morphNormal0;',
  10190. ' attribute vec3 morphNormal1;',
  10191. ' attribute vec3 morphNormal2;',
  10192. ' attribute vec3 morphNormal3;',
  10193. ' #else',
  10194. ' attribute vec3 morphTarget4;',
  10195. ' attribute vec3 morphTarget5;',
  10196. ' attribute vec3 morphTarget6;',
  10197. ' attribute vec3 morphTarget7;',
  10198. ' #endif',
  10199. '#endif',
  10200. '#ifdef USE_SKINNING',
  10201. ' attribute vec4 skinIndex;',
  10202. ' attribute vec4 skinWeight;',
  10203. '#endif',
  10204. '\n'
  10205. ].filter( filterEmptyLine ).join( '\n' );
  10206. prefixFragment = [
  10207. customExtensions,
  10208. 'precision ' + parameters.precision + ' float;',
  10209. 'precision ' + parameters.precision + ' int;',
  10210. '#define SHADER_NAME ' + shader.name,
  10211. customDefines,
  10212. parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest + ( parameters.alphaTest % 1 ? '' : '.0' ) : '', // add '.0' if integer
  10213. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  10214. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  10215. ( parameters.useFog && parameters.fogExp ) ? '#define FOG_EXP2' : '',
  10216. parameters.map ? '#define USE_MAP' : '',
  10217. parameters.matcap ? '#define USE_MATCAP' : '',
  10218. parameters.envMap ? '#define USE_ENVMAP' : '',
  10219. parameters.envMap ? '#define ' + envMapTypeDefine : '',
  10220. parameters.envMap ? '#define ' + envMapModeDefine : '',
  10221. parameters.envMap ? '#define ' + envMapBlendingDefine : '',
  10222. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  10223. parameters.aoMap ? '#define USE_AOMAP' : '',
  10224. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  10225. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  10226. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  10227. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  10228. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  10229. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  10230. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  10231. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  10232. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  10233. parameters.vertexColors ? '#define USE_COLOR' : '',
  10234. parameters.gradientMap ? '#define USE_GRADIENTMAP' : '',
  10235. parameters.flatShading ? '#define FLAT_SHADED' : '',
  10236. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  10237. parameters.flipSided ? '#define FLIP_SIDED' : '',
  10238. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  10239. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  10240. parameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '',
  10241. parameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '',
  10242. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  10243. parameters.logarithmicDepthBuffer && ( capabilities.isWebGL2 || extensions.get( 'EXT_frag_depth' ) ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  10244. parameters.envMap && ( capabilities.isWebGL2 || extensions.get( 'EXT_shader_texture_lod' ) ) ? '#define TEXTURE_LOD_EXT' : '',
  10245. 'uniform mat4 viewMatrix;',
  10246. 'uniform vec3 cameraPosition;',
  10247. ( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '',
  10248. ( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below
  10249. ( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '',
  10250. parameters.dithering ? '#define DITHERING' : '',
  10251. ( parameters.outputEncoding || parameters.mapEncoding || parameters.matcapEncoding || parameters.envMapEncoding || parameters.emissiveMapEncoding ) ?
  10252. ShaderChunk[ 'encodings_pars_fragment' ] : '', // this code is required here because it is used by the various encoding/decoding function defined below
  10253. parameters.mapEncoding ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '',
  10254. parameters.matcapEncoding ? getTexelDecodingFunction( 'matcapTexelToLinear', parameters.matcapEncoding ) : '',
  10255. parameters.envMapEncoding ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '',
  10256. parameters.emissiveMapEncoding ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '',
  10257. parameters.outputEncoding ? getTexelEncodingFunction( 'linearToOutputTexel', parameters.outputEncoding ) : '',
  10258. parameters.depthPacking ? '#define DEPTH_PACKING ' + material.depthPacking : '',
  10259. '\n'
  10260. ].filter( filterEmptyLine ).join( '\n' );
  10261. }
  10262. vertexShader = parseIncludes( vertexShader );
  10263. vertexShader = replaceLightNums( vertexShader, parameters );
  10264. vertexShader = replaceClippingPlaneNums( vertexShader, parameters );
  10265. fragmentShader = parseIncludes( fragmentShader );
  10266. fragmentShader = replaceLightNums( fragmentShader, parameters );
  10267. fragmentShader = replaceClippingPlaneNums( fragmentShader, parameters );
  10268. vertexShader = unrollLoops( vertexShader );
  10269. fragmentShader = unrollLoops( fragmentShader );
  10270. if ( capabilities.isWebGL2 && ! material.isRawShaderMaterial ) {
  10271. var isGLSL3ShaderMaterial = false;
  10272. var versionRegex = /^\s*#version\s+300\s+es\s*\n/;
  10273. if ( material.isShaderMaterial &&
  10274. vertexShader.match( versionRegex ) !== null &&
  10275. fragmentShader.match( versionRegex ) !== null ) {
  10276. isGLSL3ShaderMaterial = true;
  10277. vertexShader = vertexShader.replace( versionRegex, '' );
  10278. fragmentShader = fragmentShader.replace( versionRegex, '' );
  10279. }
  10280. // GLSL 3.0 conversion
  10281. prefixVertex = [
  10282. '#version 300 es\n',
  10283. '#define attribute in',
  10284. '#define varying out',
  10285. '#define texture2D texture'
  10286. ].join( '\n' ) + '\n' + prefixVertex;
  10287. prefixFragment = [
  10288. '#version 300 es\n',
  10289. '#define varying in',
  10290. isGLSL3ShaderMaterial ? '' : 'out highp vec4 pc_fragColor;',
  10291. isGLSL3ShaderMaterial ? '' : '#define gl_FragColor pc_fragColor',
  10292. '#define gl_FragDepthEXT gl_FragDepth',
  10293. '#define texture2D texture',
  10294. '#define textureCube texture',
  10295. '#define texture2DProj textureProj',
  10296. '#define texture2DLodEXT textureLod',
  10297. '#define texture2DProjLodEXT textureProjLod',
  10298. '#define textureCubeLodEXT textureLod',
  10299. '#define texture2DGradEXT textureGrad',
  10300. '#define texture2DProjGradEXT textureProjGrad',
  10301. '#define textureCubeGradEXT textureGrad'
  10302. ].join( '\n' ) + '\n' + prefixFragment;
  10303. }
  10304. var vertexGlsl = prefixVertex + vertexShader;
  10305. var fragmentGlsl = prefixFragment + fragmentShader;
  10306. // console.log( '*VERTEX*', vertexGlsl );
  10307. // console.log( '*FRAGMENT*', fragmentGlsl );
  10308. var glVertexShader = WebGLShader( gl, 35633, vertexGlsl );
  10309. var glFragmentShader = WebGLShader( gl, 35632, fragmentGlsl );
  10310. gl.attachShader( program, glVertexShader );
  10311. gl.attachShader( program, glFragmentShader );
  10312. // Force a particular attribute to index 0.
  10313. if ( material.index0AttributeName !== undefined ) {
  10314. gl.bindAttribLocation( program, 0, material.index0AttributeName );
  10315. } else if ( parameters.morphTargets === true ) {
  10316. // programs with morphTargets displace position out of attribute 0
  10317. gl.bindAttribLocation( program, 0, 'position' );
  10318. }
  10319. gl.linkProgram( program );
  10320. var programLog = gl.getProgramInfoLog( program ).trim();
  10321. var vertexLog = gl.getShaderInfoLog( glVertexShader ).trim();
  10322. var fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim();
  10323. var runnable = true;
  10324. var haveDiagnostics = true;
  10325. // console.log( '**VERTEX**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( glVertexShader ) );
  10326. // console.log( '**FRAGMENT**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( glFragmentShader ) );
  10327. if ( gl.getProgramParameter( program, 35714 ) === false ) {
  10328. runnable = false;
  10329. console.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), '35715', gl.getProgramParameter( program, 35715 ), 'gl.getProgramInfoLog', programLog, vertexLog, fragmentLog );
  10330. } else if ( programLog !== '' ) {
  10331. console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog );
  10332. } else if ( vertexLog === '' || fragmentLog === '' ) {
  10333. haveDiagnostics = false;
  10334. }
  10335. if ( haveDiagnostics ) {
  10336. this.diagnostics = {
  10337. runnable: runnable,
  10338. material: material,
  10339. programLog: programLog,
  10340. vertexShader: {
  10341. log: vertexLog,
  10342. prefix: prefixVertex
  10343. },
  10344. fragmentShader: {
  10345. log: fragmentLog,
  10346. prefix: prefixFragment
  10347. }
  10348. };
  10349. }
  10350. // clean up
  10351. gl.deleteShader( glVertexShader );
  10352. gl.deleteShader( glFragmentShader );
  10353. // set up caching for uniform locations
  10354. var cachedUniforms;
  10355. this.getUniforms = function () {
  10356. if ( cachedUniforms === undefined ) {
  10357. cachedUniforms = new WebGLUniforms( gl, program, renderer );
  10358. }
  10359. return cachedUniforms;
  10360. };
  10361. // set up caching for attribute locations
  10362. var cachedAttributes;
  10363. this.getAttributes = function () {
  10364. if ( cachedAttributes === undefined ) {
  10365. cachedAttributes = fetchAttributeLocations( gl, program );
  10366. }
  10367. return cachedAttributes;
  10368. };
  10369. // free resource
  10370. this.destroy = function () {
  10371. gl.deleteProgram( program );
  10372. this.program = undefined;
  10373. };
  10374. // DEPRECATED
  10375. Object.defineProperties( this, {
  10376. uniforms: {
  10377. get: function () {
  10378. console.warn( 'THREE.WebGLProgram: .uniforms is now .getUniforms().' );
  10379. return this.getUniforms();
  10380. }
  10381. },
  10382. attributes: {
  10383. get: function () {
  10384. console.warn( 'THREE.WebGLProgram: .attributes is now .getAttributes().' );
  10385. return this.getAttributes();
  10386. }
  10387. }
  10388. } );
  10389. //
  10390. this.name = shader.name;
  10391. this.id = programIdCount ++;
  10392. this.code = code;
  10393. this.usedTimes = 1;
  10394. this.program = program;
  10395. this.vertexShader = glVertexShader;
  10396. this.fragmentShader = glFragmentShader;
  10397. return this;
  10398. }
  10399. /**
  10400. * @author mrdoob / http://mrdoob.com/
  10401. */
  10402. function WebGLPrograms( renderer, extensions, capabilities ) {
  10403. var programs = [];
  10404. var shaderIDs = {
  10405. MeshDepthMaterial: 'depth',
  10406. MeshDistanceMaterial: 'distanceRGBA',
  10407. MeshNormalMaterial: 'normal',
  10408. MeshBasicMaterial: 'basic',
  10409. MeshLambertMaterial: 'lambert',
  10410. MeshPhongMaterial: 'phong',
  10411. MeshToonMaterial: 'phong',
  10412. MeshStandardMaterial: 'physical',
  10413. MeshPhysicalMaterial: 'physical',
  10414. MeshMatcapMaterial: 'matcap',
  10415. LineBasicMaterial: 'basic',
  10416. LineDashedMaterial: 'dashed',
  10417. PointsMaterial: 'points',
  10418. ShadowMaterial: 'shadow',
  10419. SpriteMaterial: 'sprite'
  10420. };
  10421. var parameterNames = [
  10422. "precision", "supportsVertexTextures", "map", "mapEncoding", "matcap", "matcapEncoding", "envMap", "envMapMode", "envMapEncoding",
  10423. "lightMap", "aoMap", "emissiveMap", "emissiveMapEncoding", "bumpMap", "normalMap", "objectSpaceNormalMap", "displacementMap", "specularMap",
  10424. "roughnessMap", "metalnessMap", "gradientMap",
  10425. "alphaMap", "combine", "vertexColors", "vertexTangents", "fog", "useFog", "fogExp",
  10426. "flatShading", "sizeAttenuation", "logarithmicDepthBuffer", "skinning",
  10427. "maxBones", "useVertexTexture", "morphTargets", "morphNormals",
  10428. "maxMorphTargets", "maxMorphNormals", "premultipliedAlpha",
  10429. "numDirLights", "numPointLights", "numSpotLights", "numHemiLights", "numRectAreaLights",
  10430. "shadowMapEnabled", "shadowMapType", "toneMapping", 'physicallyCorrectLights',
  10431. "alphaTest", "doubleSided", "flipSided", "numClippingPlanes", "numClipIntersection", "depthPacking", "dithering"
  10432. ];
  10433. function allocateBones( object ) {
  10434. var skeleton = object.skeleton;
  10435. var bones = skeleton.bones;
  10436. if ( capabilities.floatVertexTextures ) {
  10437. return 1024;
  10438. } else {
  10439. // default for when object is not specified
  10440. // ( for example when prebuilding shader to be used with multiple objects )
  10441. //
  10442. // - leave some extra space for other uniforms
  10443. // - limit here is ANGLE's 254 max uniform vectors
  10444. // (up to 54 should be safe)
  10445. var nVertexUniforms = capabilities.maxVertexUniforms;
  10446. var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
  10447. var maxBones = Math.min( nVertexMatrices, bones.length );
  10448. if ( maxBones < bones.length ) {
  10449. console.warn( 'THREE.WebGLRenderer: Skeleton has ' + bones.length + ' bones. This GPU supports ' + maxBones + '.' );
  10450. return 0;
  10451. }
  10452. return maxBones;
  10453. }
  10454. }
  10455. function getTextureEncodingFromMap( map, gammaOverrideLinear ) {
  10456. var encoding;
  10457. if ( ! map ) {
  10458. encoding = LinearEncoding;
  10459. } else if ( map.isTexture ) {
  10460. encoding = map.encoding;
  10461. } else if ( map.isWebGLRenderTarget ) {
  10462. console.warn( "THREE.WebGLPrograms.getTextureEncodingFromMap: don't use render targets as textures. Use their .texture property instead." );
  10463. encoding = map.texture.encoding;
  10464. }
  10465. // add backwards compatibility for WebGLRenderer.gammaInput/gammaOutput parameter, should probably be removed at some point.
  10466. if ( encoding === LinearEncoding && gammaOverrideLinear ) {
  10467. encoding = GammaEncoding;
  10468. }
  10469. return encoding;
  10470. }
  10471. this.getParameters = function ( material, lights, shadows, fog, nClipPlanes, nClipIntersection, object ) {
  10472. var shaderID = shaderIDs[ material.type ];
  10473. // heuristics to create shader parameters according to lights in the scene
  10474. // (not to blow over maxLights budget)
  10475. var maxBones = object.isSkinnedMesh ? allocateBones( object ) : 0;
  10476. var precision = capabilities.precision;
  10477. if ( material.precision !== null ) {
  10478. precision = capabilities.getMaxPrecision( material.precision );
  10479. if ( precision !== material.precision ) {
  10480. console.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' );
  10481. }
  10482. }
  10483. var currentRenderTarget = renderer.getRenderTarget();
  10484. var parameters = {
  10485. shaderID: shaderID,
  10486. precision: precision,
  10487. supportsVertexTextures: capabilities.vertexTextures,
  10488. outputEncoding: getTextureEncodingFromMap( ( ! currentRenderTarget ) ? null : currentRenderTarget.texture, renderer.gammaOutput ),
  10489. map: !! material.map,
  10490. mapEncoding: getTextureEncodingFromMap( material.map, renderer.gammaInput ),
  10491. matcap: !! material.matcap,
  10492. matcapEncoding: getTextureEncodingFromMap( material.matcap, renderer.gammaInput ),
  10493. envMap: !! material.envMap,
  10494. envMapMode: material.envMap && material.envMap.mapping,
  10495. envMapEncoding: getTextureEncodingFromMap( material.envMap, renderer.gammaInput ),
  10496. envMapCubeUV: ( !! material.envMap ) && ( ( material.envMap.mapping === CubeUVReflectionMapping ) || ( material.envMap.mapping === CubeUVRefractionMapping ) ),
  10497. lightMap: !! material.lightMap,
  10498. aoMap: !! material.aoMap,
  10499. emissiveMap: !! material.emissiveMap,
  10500. emissiveMapEncoding: getTextureEncodingFromMap( material.emissiveMap, renderer.gammaInput ),
  10501. bumpMap: !! material.bumpMap,
  10502. normalMap: !! material.normalMap,
  10503. objectSpaceNormalMap: material.normalMapType === ObjectSpaceNormalMap,
  10504. displacementMap: !! material.displacementMap,
  10505. roughnessMap: !! material.roughnessMap,
  10506. metalnessMap: !! material.metalnessMap,
  10507. specularMap: !! material.specularMap,
  10508. alphaMap: !! material.alphaMap,
  10509. gradientMap: !! material.gradientMap,
  10510. combine: material.combine,
  10511. vertexTangents: material.vertexTangents,
  10512. vertexColors: material.vertexColors,
  10513. fog: !! fog,
  10514. useFog: material.fog,
  10515. fogExp: ( fog && fog.isFogExp2 ),
  10516. flatShading: material.flatShading,
  10517. sizeAttenuation: material.sizeAttenuation,
  10518. logarithmicDepthBuffer: capabilities.logarithmicDepthBuffer,
  10519. skinning: material.skinning && maxBones > 0,
  10520. maxBones: maxBones,
  10521. useVertexTexture: capabilities.floatVertexTextures,
  10522. morphTargets: material.morphTargets,
  10523. morphNormals: material.morphNormals,
  10524. maxMorphTargets: renderer.maxMorphTargets,
  10525. maxMorphNormals: renderer.maxMorphNormals,
  10526. numDirLights: lights.directional.length,
  10527. numPointLights: lights.point.length,
  10528. numSpotLights: lights.spot.length,
  10529. numRectAreaLights: lights.rectArea.length,
  10530. numHemiLights: lights.hemi.length,
  10531. numClippingPlanes: nClipPlanes,
  10532. numClipIntersection: nClipIntersection,
  10533. dithering: material.dithering,
  10534. shadowMapEnabled: renderer.shadowMap.enabled && object.receiveShadow && shadows.length > 0,
  10535. shadowMapType: renderer.shadowMap.type,
  10536. toneMapping: renderer.toneMapping,
  10537. physicallyCorrectLights: renderer.physicallyCorrectLights,
  10538. premultipliedAlpha: material.premultipliedAlpha,
  10539. alphaTest: material.alphaTest,
  10540. doubleSided: material.side === DoubleSide,
  10541. flipSided: material.side === BackSide,
  10542. depthPacking: ( material.depthPacking !== undefined ) ? material.depthPacking : false
  10543. };
  10544. return parameters;
  10545. };
  10546. this.getProgramCode = function ( material, parameters ) {
  10547. var array = [];
  10548. if ( parameters.shaderID ) {
  10549. array.push( parameters.shaderID );
  10550. } else {
  10551. array.push( material.fragmentShader );
  10552. array.push( material.vertexShader );
  10553. }
  10554. if ( material.defines !== undefined ) {
  10555. for ( var name in material.defines ) {
  10556. array.push( name );
  10557. array.push( material.defines[ name ] );
  10558. }
  10559. }
  10560. for ( var i = 0; i < parameterNames.length; i ++ ) {
  10561. array.push( parameters[ parameterNames[ i ] ] );
  10562. }
  10563. array.push( material.onBeforeCompile.toString() );
  10564. array.push( renderer.gammaOutput );
  10565. array.push( renderer.gammaFactor );
  10566. return array.join();
  10567. };
  10568. this.acquireProgram = function ( material, shader, parameters, code ) {
  10569. var program;
  10570. // Check if code has been already compiled
  10571. for ( var p = 0, pl = programs.length; p < pl; p ++ ) {
  10572. var programInfo = programs[ p ];
  10573. if ( programInfo.code === code ) {
  10574. program = programInfo;
  10575. ++ program.usedTimes;
  10576. break;
  10577. }
  10578. }
  10579. if ( program === undefined ) {
  10580. program = new WebGLProgram( renderer, extensions, code, material, shader, parameters, capabilities );
  10581. programs.push( program );
  10582. }
  10583. return program;
  10584. };
  10585. this.releaseProgram = function ( program ) {
  10586. if ( -- program.usedTimes === 0 ) {
  10587. // Remove from unordered set
  10588. var i = programs.indexOf( program );
  10589. programs[ i ] = programs[ programs.length - 1 ];
  10590. programs.pop();
  10591. // Free WebGL resources
  10592. program.destroy();
  10593. }
  10594. };
  10595. // Exposed for resource monitoring & error feedback via renderer.info:
  10596. this.programs = programs;
  10597. }
  10598. /**
  10599. * @author fordacious / fordacious.github.io
  10600. */
  10601. function WebGLProperties() {
  10602. var properties = new WeakMap();
  10603. function get( object ) {
  10604. var map = properties.get( object );
  10605. if ( map === undefined ) {
  10606. map = {};
  10607. properties.set( object, map );
  10608. }
  10609. return map;
  10610. }
  10611. function remove( object ) {
  10612. properties.delete( object );
  10613. }
  10614. function update( object, key, value ) {
  10615. properties.get( object )[ key ] = value;
  10616. }
  10617. function dispose() {
  10618. properties = new WeakMap();
  10619. }
  10620. return {
  10621. get: get,
  10622. remove: remove,
  10623. update: update,
  10624. dispose: dispose
  10625. };
  10626. }
  10627. /**
  10628. * @author mrdoob / http://mrdoob.com/
  10629. */
  10630. function painterSortStable( a, b ) {
  10631. if ( a.groupOrder !== b.groupOrder ) {
  10632. return a.groupOrder - b.groupOrder;
  10633. } else if ( a.renderOrder !== b.renderOrder ) {
  10634. return a.renderOrder - b.renderOrder;
  10635. } else if ( a.program && b.program && a.program !== b.program ) {
  10636. return a.program.id - b.program.id;
  10637. } else if ( a.material.id !== b.material.id ) {
  10638. return a.material.id - b.material.id;
  10639. } else if ( a.z !== b.z ) {
  10640. return a.z - b.z;
  10641. } else {
  10642. return a.id - b.id;
  10643. }
  10644. }
  10645. function reversePainterSortStable( a, b ) {
  10646. if ( a.groupOrder !== b.groupOrder ) {
  10647. return a.groupOrder - b.groupOrder;
  10648. } else if ( a.renderOrder !== b.renderOrder ) {
  10649. return a.renderOrder - b.renderOrder;
  10650. } else if ( a.z !== b.z ) {
  10651. return b.z - a.z;
  10652. } else {
  10653. return a.id - b.id;
  10654. }
  10655. }
  10656. function WebGLRenderList() {
  10657. var renderItems = [];
  10658. var renderItemsIndex = 0;
  10659. var opaque = [];
  10660. var transparent = [];
  10661. function init() {
  10662. renderItemsIndex = 0;
  10663. opaque.length = 0;
  10664. transparent.length = 0;
  10665. }
  10666. function getNextRenderItem( object, geometry, material, groupOrder, z, group ) {
  10667. var renderItem = renderItems[ renderItemsIndex ];
  10668. if ( renderItem === undefined ) {
  10669. renderItem = {
  10670. id: object.id,
  10671. object: object,
  10672. geometry: geometry,
  10673. material: material,
  10674. program: material.program,
  10675. groupOrder: groupOrder,
  10676. renderOrder: object.renderOrder,
  10677. z: z,
  10678. group: group
  10679. };
  10680. renderItems[ renderItemsIndex ] = renderItem;
  10681. } else {
  10682. renderItem.id = object.id;
  10683. renderItem.object = object;
  10684. renderItem.geometry = geometry;
  10685. renderItem.material = material;
  10686. renderItem.program = material.program;
  10687. renderItem.groupOrder = groupOrder;
  10688. renderItem.renderOrder = object.renderOrder;
  10689. renderItem.z = z;
  10690. renderItem.group = group;
  10691. }
  10692. renderItemsIndex ++;
  10693. return renderItem;
  10694. }
  10695. function push( object, geometry, material, groupOrder, z, group ) {
  10696. var renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );
  10697. ( material.transparent === true ? transparent : opaque ).push( renderItem );
  10698. }
  10699. function unshift( object, geometry, material, groupOrder, z, group ) {
  10700. var renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );
  10701. ( material.transparent === true ? transparent : opaque ).unshift( renderItem );
  10702. }
  10703. function sort() {
  10704. if ( opaque.length > 1 ) opaque.sort( painterSortStable );
  10705. if ( transparent.length > 1 ) transparent.sort( reversePainterSortStable );
  10706. }
  10707. return {
  10708. opaque: opaque,
  10709. transparent: transparent,
  10710. init: init,
  10711. push: push,
  10712. unshift: unshift,
  10713. sort: sort
  10714. };
  10715. }
  10716. function WebGLRenderLists() {
  10717. var lists = {};
  10718. function onSceneDispose( event ) {
  10719. var scene = event.target;
  10720. scene.removeEventListener( 'dispose', onSceneDispose );
  10721. delete lists[ scene.id ];
  10722. }
  10723. function get( scene, camera ) {
  10724. var cameras = lists[ scene.id ];
  10725. var list;
  10726. if ( cameras === undefined ) {
  10727. list = new WebGLRenderList();
  10728. lists[ scene.id ] = {};
  10729. lists[ scene.id ][ camera.id ] = list;
  10730. scene.addEventListener( 'dispose', onSceneDispose );
  10731. } else {
  10732. list = cameras[ camera.id ];
  10733. if ( list === undefined ) {
  10734. list = new WebGLRenderList();
  10735. cameras[ camera.id ] = list;
  10736. }
  10737. }
  10738. return list;
  10739. }
  10740. function dispose() {
  10741. lists = {};
  10742. }
  10743. return {
  10744. get: get,
  10745. dispose: dispose
  10746. };
  10747. }
  10748. /**
  10749. * @author mrdoob / http://mrdoob.com/
  10750. */
  10751. function UniformsCache() {
  10752. var lights = {};
  10753. return {
  10754. get: function ( light ) {
  10755. if ( lights[ light.id ] !== undefined ) {
  10756. return lights[ light.id ];
  10757. }
  10758. var uniforms;
  10759. switch ( light.type ) {
  10760. case 'DirectionalLight':
  10761. uniforms = {
  10762. direction: new Vector3(),
  10763. color: new Color(),
  10764. shadow: false,
  10765. shadowBias: 0,
  10766. shadowRadius: 1,
  10767. shadowMapSize: new Vector2()
  10768. };
  10769. break;
  10770. case 'SpotLight':
  10771. uniforms = {
  10772. position: new Vector3(),
  10773. direction: new Vector3(),
  10774. color: new Color(),
  10775. distance: 0,
  10776. coneCos: 0,
  10777. penumbraCos: 0,
  10778. decay: 0,
  10779. shadow: false,
  10780. shadowBias: 0,
  10781. shadowRadius: 1,
  10782. shadowMapSize: new Vector2()
  10783. };
  10784. break;
  10785. case 'PointLight':
  10786. uniforms = {
  10787. position: new Vector3(),
  10788. color: new Color(),
  10789. distance: 0,
  10790. decay: 0,
  10791. shadow: false,
  10792. shadowBias: 0,
  10793. shadowRadius: 1,
  10794. shadowMapSize: new Vector2(),
  10795. shadowCameraNear: 1,
  10796. shadowCameraFar: 1000
  10797. };
  10798. break;
  10799. case 'HemisphereLight':
  10800. uniforms = {
  10801. direction: new Vector3(),
  10802. skyColor: new Color(),
  10803. groundColor: new Color()
  10804. };
  10805. break;
  10806. case 'RectAreaLight':
  10807. uniforms = {
  10808. color: new Color(),
  10809. position: new Vector3(),
  10810. halfWidth: new Vector3(),
  10811. halfHeight: new Vector3()
  10812. // TODO (abelnation): set RectAreaLight shadow uniforms
  10813. };
  10814. break;
  10815. }
  10816. lights[ light.id ] = uniforms;
  10817. return uniforms;
  10818. }
  10819. };
  10820. }
  10821. var count = 0;
  10822. function WebGLLights() {
  10823. var cache = new UniformsCache();
  10824. var state = {
  10825. id: count ++,
  10826. hash: {
  10827. stateID: - 1,
  10828. directionalLength: - 1,
  10829. pointLength: - 1,
  10830. spotLength: - 1,
  10831. rectAreaLength: - 1,
  10832. hemiLength: - 1,
  10833. shadowsLength: - 1
  10834. },
  10835. ambient: [ 0, 0, 0 ],
  10836. directional: [],
  10837. directionalShadowMap: [],
  10838. directionalShadowMatrix: [],
  10839. spot: [],
  10840. spotShadowMap: [],
  10841. spotShadowMatrix: [],
  10842. rectArea: [],
  10843. point: [],
  10844. pointShadowMap: [],
  10845. pointShadowMatrix: [],
  10846. hemi: []
  10847. };
  10848. var vector3 = new Vector3();
  10849. var matrix4 = new Matrix4();
  10850. var matrix42 = new Matrix4();
  10851. function setup( lights, shadows, camera ) {
  10852. var r = 0, g = 0, b = 0;
  10853. var directionalLength = 0;
  10854. var pointLength = 0;
  10855. var spotLength = 0;
  10856. var rectAreaLength = 0;
  10857. var hemiLength = 0;
  10858. var viewMatrix = camera.matrixWorldInverse;
  10859. for ( var i = 0, l = lights.length; i < l; i ++ ) {
  10860. var light = lights[ i ];
  10861. var color = light.color;
  10862. var intensity = light.intensity;
  10863. var distance = light.distance;
  10864. var shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;
  10865. if ( light.isAmbientLight ) {
  10866. r += color.r * intensity;
  10867. g += color.g * intensity;
  10868. b += color.b * intensity;
  10869. } else if ( light.isDirectionalLight ) {
  10870. var uniforms = cache.get( light );
  10871. uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
  10872. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  10873. vector3.setFromMatrixPosition( light.target.matrixWorld );
  10874. uniforms.direction.sub( vector3 );
  10875. uniforms.direction.transformDirection( viewMatrix );
  10876. uniforms.shadow = light.castShadow;
  10877. if ( light.castShadow ) {
  10878. var shadow = light.shadow;
  10879. uniforms.shadowBias = shadow.bias;
  10880. uniforms.shadowRadius = shadow.radius;
  10881. uniforms.shadowMapSize = shadow.mapSize;
  10882. }
  10883. state.directionalShadowMap[ directionalLength ] = shadowMap;
  10884. state.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;
  10885. state.directional[ directionalLength ] = uniforms;
  10886. directionalLength ++;
  10887. } else if ( light.isSpotLight ) {
  10888. var uniforms = cache.get( light );
  10889. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  10890. uniforms.position.applyMatrix4( viewMatrix );
  10891. uniforms.color.copy( color ).multiplyScalar( intensity );
  10892. uniforms.distance = distance;
  10893. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  10894. vector3.setFromMatrixPosition( light.target.matrixWorld );
  10895. uniforms.direction.sub( vector3 );
  10896. uniforms.direction.transformDirection( viewMatrix );
  10897. uniforms.coneCos = Math.cos( light.angle );
  10898. uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );
  10899. uniforms.decay = light.decay;
  10900. uniforms.shadow = light.castShadow;
  10901. if ( light.castShadow ) {
  10902. var shadow = light.shadow;
  10903. uniforms.shadowBias = shadow.bias;
  10904. uniforms.shadowRadius = shadow.radius;
  10905. uniforms.shadowMapSize = shadow.mapSize;
  10906. }
  10907. state.spotShadowMap[ spotLength ] = shadowMap;
  10908. state.spotShadowMatrix[ spotLength ] = light.shadow.matrix;
  10909. state.spot[ spotLength ] = uniforms;
  10910. spotLength ++;
  10911. } else if ( light.isRectAreaLight ) {
  10912. var uniforms = cache.get( light );
  10913. // (a) intensity is the total visible light emitted
  10914. //uniforms.color.copy( color ).multiplyScalar( intensity / ( light.width * light.height * Math.PI ) );
  10915. // (b) intensity is the brightness of the light
  10916. uniforms.color.copy( color ).multiplyScalar( intensity );
  10917. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  10918. uniforms.position.applyMatrix4( viewMatrix );
  10919. // extract local rotation of light to derive width/height half vectors
  10920. matrix42.identity();
  10921. matrix4.copy( light.matrixWorld );
  10922. matrix4.premultiply( viewMatrix );
  10923. matrix42.extractRotation( matrix4 );
  10924. uniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 );
  10925. uniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 );
  10926. uniforms.halfWidth.applyMatrix4( matrix42 );
  10927. uniforms.halfHeight.applyMatrix4( matrix42 );
  10928. // TODO (abelnation): RectAreaLight distance?
  10929. // uniforms.distance = distance;
  10930. state.rectArea[ rectAreaLength ] = uniforms;
  10931. rectAreaLength ++;
  10932. } else if ( light.isPointLight ) {
  10933. var uniforms = cache.get( light );
  10934. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  10935. uniforms.position.applyMatrix4( viewMatrix );
  10936. uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
  10937. uniforms.distance = light.distance;
  10938. uniforms.decay = light.decay;
  10939. uniforms.shadow = light.castShadow;
  10940. if ( light.castShadow ) {
  10941. var shadow = light.shadow;
  10942. uniforms.shadowBias = shadow.bias;
  10943. uniforms.shadowRadius = shadow.radius;
  10944. uniforms.shadowMapSize = shadow.mapSize;
  10945. uniforms.shadowCameraNear = shadow.camera.near;
  10946. uniforms.shadowCameraFar = shadow.camera.far;
  10947. }
  10948. state.pointShadowMap[ pointLength ] = shadowMap;
  10949. state.pointShadowMatrix[ pointLength ] = light.shadow.matrix;
  10950. state.point[ pointLength ] = uniforms;
  10951. pointLength ++;
  10952. } else if ( light.isHemisphereLight ) {
  10953. var uniforms = cache.get( light );
  10954. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  10955. uniforms.direction.transformDirection( viewMatrix );
  10956. uniforms.direction.normalize();
  10957. uniforms.skyColor.copy( light.color ).multiplyScalar( intensity );
  10958. uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );
  10959. state.hemi[ hemiLength ] = uniforms;
  10960. hemiLength ++;
  10961. }
  10962. }
  10963. state.ambient[ 0 ] = r;
  10964. state.ambient[ 1 ] = g;
  10965. state.ambient[ 2 ] = b;
  10966. state.directional.length = directionalLength;
  10967. state.spot.length = spotLength;
  10968. state.rectArea.length = rectAreaLength;
  10969. state.point.length = pointLength;
  10970. state.hemi.length = hemiLength;
  10971. state.hash.stateID = state.id;
  10972. state.hash.directionalLength = directionalLength;
  10973. state.hash.pointLength = pointLength;
  10974. state.hash.spotLength = spotLength;
  10975. state.hash.rectAreaLength = rectAreaLength;
  10976. state.hash.hemiLength = hemiLength;
  10977. state.hash.shadowsLength = shadows.length;
  10978. }
  10979. return {
  10980. setup: setup,
  10981. state: state
  10982. };
  10983. }
  10984. /**
  10985. * @author Mugen87 / https://github.com/Mugen87
  10986. */
  10987. function WebGLRenderState() {
  10988. var lights = new WebGLLights();
  10989. var lightsArray = [];
  10990. var shadowsArray = [];
  10991. function init() {
  10992. lightsArray.length = 0;
  10993. shadowsArray.length = 0;
  10994. }
  10995. function pushLight( light ) {
  10996. lightsArray.push( light );
  10997. }
  10998. function pushShadow( shadowLight ) {
  10999. shadowsArray.push( shadowLight );
  11000. }
  11001. function setupLights( camera ) {
  11002. lights.setup( lightsArray, shadowsArray, camera );
  11003. }
  11004. var state = {
  11005. lightsArray: lightsArray,
  11006. shadowsArray: shadowsArray,
  11007. lights: lights
  11008. };
  11009. return {
  11010. init: init,
  11011. state: state,
  11012. setupLights: setupLights,
  11013. pushLight: pushLight,
  11014. pushShadow: pushShadow
  11015. };
  11016. }
  11017. function WebGLRenderStates() {
  11018. var renderStates = {};
  11019. function onSceneDispose( event ) {
  11020. var scene = event.target;
  11021. scene.removeEventListener( 'dispose', onSceneDispose );
  11022. delete renderStates[ scene.id ];
  11023. }
  11024. function get( scene, camera ) {
  11025. var renderState;
  11026. if ( renderStates[ scene.id ] === undefined ) {
  11027. renderState = new WebGLRenderState();
  11028. renderStates[ scene.id ] = {};
  11029. renderStates[ scene.id ][ camera.id ] = renderState;
  11030. scene.addEventListener( 'dispose', onSceneDispose );
  11031. } else {
  11032. if ( renderStates[ scene.id ][ camera.id ] === undefined ) {
  11033. renderState = new WebGLRenderState();
  11034. renderStates[ scene.id ][ camera.id ] = renderState;
  11035. } else {
  11036. renderState = renderStates[ scene.id ][ camera.id ];
  11037. }
  11038. }
  11039. return renderState;
  11040. }
  11041. function dispose() {
  11042. renderStates = {};
  11043. }
  11044. return {
  11045. get: get,
  11046. dispose: dispose
  11047. };
  11048. }
  11049. /**
  11050. * @author mrdoob / http://mrdoob.com/
  11051. * @author alteredq / http://alteredqualia.com/
  11052. * @author bhouston / https://clara.io
  11053. * @author WestLangley / http://github.com/WestLangley
  11054. *
  11055. * parameters = {
  11056. *
  11057. * opacity: <float>,
  11058. *
  11059. * map: new THREE.Texture( <Image> ),
  11060. *
  11061. * alphaMap: new THREE.Texture( <Image> ),
  11062. *
  11063. * displacementMap: new THREE.Texture( <Image> ),
  11064. * displacementScale: <float>,
  11065. * displacementBias: <float>,
  11066. *
  11067. * wireframe: <boolean>,
  11068. * wireframeLinewidth: <float>
  11069. * }
  11070. */
  11071. function MeshDepthMaterial( parameters ) {
  11072. Material.call( this );
  11073. this.type = 'MeshDepthMaterial';
  11074. this.depthPacking = BasicDepthPacking;
  11075. this.skinning = false;
  11076. this.morphTargets = false;
  11077. this.map = null;
  11078. this.alphaMap = null;
  11079. this.displacementMap = null;
  11080. this.displacementScale = 1;
  11081. this.displacementBias = 0;
  11082. this.wireframe = false;
  11083. this.wireframeLinewidth = 1;
  11084. this.fog = false;
  11085. this.lights = false;
  11086. this.setValues( parameters );
  11087. }
  11088. MeshDepthMaterial.prototype = Object.create( Material.prototype );
  11089. MeshDepthMaterial.prototype.constructor = MeshDepthMaterial;
  11090. MeshDepthMaterial.prototype.isMeshDepthMaterial = true;
  11091. MeshDepthMaterial.prototype.copy = function ( source ) {
  11092. Material.prototype.copy.call( this, source );
  11093. this.depthPacking = source.depthPacking;
  11094. this.skinning = source.skinning;
  11095. this.morphTargets = source.morphTargets;
  11096. this.map = source.map;
  11097. this.alphaMap = source.alphaMap;
  11098. this.displacementMap = source.displacementMap;
  11099. this.displacementScale = source.displacementScale;
  11100. this.displacementBias = source.displacementBias;
  11101. this.wireframe = source.wireframe;
  11102. this.wireframeLinewidth = source.wireframeLinewidth;
  11103. return this;
  11104. };
  11105. /**
  11106. * @author WestLangley / http://github.com/WestLangley
  11107. *
  11108. * parameters = {
  11109. *
  11110. * referencePosition: <float>,
  11111. * nearDistance: <float>,
  11112. * farDistance: <float>,
  11113. *
  11114. * skinning: <bool>,
  11115. * morphTargets: <bool>,
  11116. *
  11117. * map: new THREE.Texture( <Image> ),
  11118. *
  11119. * alphaMap: new THREE.Texture( <Image> ),
  11120. *
  11121. * displacementMap: new THREE.Texture( <Image> ),
  11122. * displacementScale: <float>,
  11123. * displacementBias: <float>
  11124. *
  11125. * }
  11126. */
  11127. function MeshDistanceMaterial( parameters ) {
  11128. Material.call( this );
  11129. this.type = 'MeshDistanceMaterial';
  11130. this.referencePosition = new Vector3();
  11131. this.nearDistance = 1;
  11132. this.farDistance = 1000;
  11133. this.skinning = false;
  11134. this.morphTargets = false;
  11135. this.map = null;
  11136. this.alphaMap = null;
  11137. this.displacementMap = null;
  11138. this.displacementScale = 1;
  11139. this.displacementBias = 0;
  11140. this.fog = false;
  11141. this.lights = false;
  11142. this.setValues( parameters );
  11143. }
  11144. MeshDistanceMaterial.prototype = Object.create( Material.prototype );
  11145. MeshDistanceMaterial.prototype.constructor = MeshDistanceMaterial;
  11146. MeshDistanceMaterial.prototype.isMeshDistanceMaterial = true;
  11147. MeshDistanceMaterial.prototype.copy = function ( source ) {
  11148. Material.prototype.copy.call( this, source );
  11149. this.referencePosition.copy( source.referencePosition );
  11150. this.nearDistance = source.nearDistance;
  11151. this.farDistance = source.farDistance;
  11152. this.skinning = source.skinning;
  11153. this.morphTargets = source.morphTargets;
  11154. this.map = source.map;
  11155. this.alphaMap = source.alphaMap;
  11156. this.displacementMap = source.displacementMap;
  11157. this.displacementScale = source.displacementScale;
  11158. this.displacementBias = source.displacementBias;
  11159. return this;
  11160. };
  11161. /**
  11162. * @author alteredq / http://alteredqualia.com/
  11163. * @author mrdoob / http://mrdoob.com/
  11164. */
  11165. function WebGLShadowMap( _renderer, _objects, maxTextureSize ) {
  11166. var _frustum = new Frustum(),
  11167. _projScreenMatrix = new Matrix4(),
  11168. _shadowMapSize = new Vector2(),
  11169. _maxShadowMapSize = new Vector2( maxTextureSize, maxTextureSize ),
  11170. _lookTarget = new Vector3(),
  11171. _lightPositionWorld = new Vector3(),
  11172. _MorphingFlag = 1,
  11173. _SkinningFlag = 2,
  11174. _NumberOfMaterialVariants = ( _MorphingFlag | _SkinningFlag ) + 1,
  11175. _depthMaterials = new Array( _NumberOfMaterialVariants ),
  11176. _distanceMaterials = new Array( _NumberOfMaterialVariants ),
  11177. _materialCache = {};
  11178. var shadowSide = { 0: BackSide, 1: FrontSide, 2: DoubleSide };
  11179. var cubeDirections = [
  11180. new Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ),
  11181. new Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 )
  11182. ];
  11183. var cubeUps = [
  11184. new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ),
  11185. new Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ), new Vector3( 0, 0, - 1 )
  11186. ];
  11187. var cube2DViewPorts = [
  11188. new Vector4(), new Vector4(), new Vector4(),
  11189. new Vector4(), new Vector4(), new Vector4()
  11190. ];
  11191. // init
  11192. for ( var i = 0; i !== _NumberOfMaterialVariants; ++ i ) {
  11193. var useMorphing = ( i & _MorphingFlag ) !== 0;
  11194. var useSkinning = ( i & _SkinningFlag ) !== 0;
  11195. var depthMaterial = new MeshDepthMaterial( {
  11196. depthPacking: RGBADepthPacking,
  11197. morphTargets: useMorphing,
  11198. skinning: useSkinning
  11199. } );
  11200. _depthMaterials[ i ] = depthMaterial;
  11201. //
  11202. var distanceMaterial = new MeshDistanceMaterial( {
  11203. morphTargets: useMorphing,
  11204. skinning: useSkinning
  11205. } );
  11206. _distanceMaterials[ i ] = distanceMaterial;
  11207. }
  11208. //
  11209. var scope = this;
  11210. this.enabled = false;
  11211. this.autoUpdate = true;
  11212. this.needsUpdate = false;
  11213. this.type = PCFShadowMap;
  11214. this.render = function ( lights, scene, camera ) {
  11215. if ( scope.enabled === false ) return;
  11216. if ( scope.autoUpdate === false && scope.needsUpdate === false ) return;
  11217. if ( lights.length === 0 ) return;
  11218. var currentRenderTarget = _renderer.getRenderTarget();
  11219. var _state = _renderer.state;
  11220. // Set GL state for depth map.
  11221. _state.setBlending( NoBlending );
  11222. _state.buffers.color.setClear( 1, 1, 1, 1 );
  11223. _state.buffers.depth.setTest( true );
  11224. _state.setScissorTest( false );
  11225. // render depth map
  11226. var faceCount;
  11227. for ( var i = 0, il = lights.length; i < il; i ++ ) {
  11228. var light = lights[ i ];
  11229. var shadow = light.shadow;
  11230. var isPointLight = light && light.isPointLight;
  11231. if ( shadow === undefined ) {
  11232. console.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' );
  11233. continue;
  11234. }
  11235. var shadowCamera = shadow.camera;
  11236. _shadowMapSize.copy( shadow.mapSize );
  11237. _shadowMapSize.min( _maxShadowMapSize );
  11238. if ( isPointLight ) {
  11239. var vpWidth = _shadowMapSize.x;
  11240. var vpHeight = _shadowMapSize.y;
  11241. // These viewports map a cube-map onto a 2D texture with the
  11242. // following orientation:
  11243. //
  11244. // xzXZ
  11245. // y Y
  11246. //
  11247. // X - Positive x direction
  11248. // x - Negative x direction
  11249. // Y - Positive y direction
  11250. // y - Negative y direction
  11251. // Z - Positive z direction
  11252. // z - Negative z direction
  11253. // positive X
  11254. cube2DViewPorts[ 0 ].set( vpWidth * 2, vpHeight, vpWidth, vpHeight );
  11255. // negative X
  11256. cube2DViewPorts[ 1 ].set( 0, vpHeight, vpWidth, vpHeight );
  11257. // positive Z
  11258. cube2DViewPorts[ 2 ].set( vpWidth * 3, vpHeight, vpWidth, vpHeight );
  11259. // negative Z
  11260. cube2DViewPorts[ 3 ].set( vpWidth, vpHeight, vpWidth, vpHeight );
  11261. // positive Y
  11262. cube2DViewPorts[ 4 ].set( vpWidth * 3, 0, vpWidth, vpHeight );
  11263. // negative Y
  11264. cube2DViewPorts[ 5 ].set( vpWidth, 0, vpWidth, vpHeight );
  11265. _shadowMapSize.x *= 4.0;
  11266. _shadowMapSize.y *= 2.0;
  11267. }
  11268. if ( shadow.map === null ) {
  11269. var pars = { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat };
  11270. shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  11271. shadow.map.texture.name = light.name + ".shadowMap";
  11272. shadowCamera.updateProjectionMatrix();
  11273. }
  11274. if ( shadow.isSpotLightShadow ) {
  11275. shadow.update( light );
  11276. }
  11277. var shadowMap = shadow.map;
  11278. var shadowMatrix = shadow.matrix;
  11279. _lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  11280. shadowCamera.position.copy( _lightPositionWorld );
  11281. if ( isPointLight ) {
  11282. faceCount = 6;
  11283. // for point lights we set the shadow matrix to be a translation-only matrix
  11284. // equal to inverse of the light's position
  11285. shadowMatrix.makeTranslation( - _lightPositionWorld.x, - _lightPositionWorld.y, - _lightPositionWorld.z );
  11286. } else {
  11287. faceCount = 1;
  11288. _lookTarget.setFromMatrixPosition( light.target.matrixWorld );
  11289. shadowCamera.lookAt( _lookTarget );
  11290. shadowCamera.updateMatrixWorld();
  11291. // compute shadow matrix
  11292. shadowMatrix.set(
  11293. 0.5, 0.0, 0.0, 0.5,
  11294. 0.0, 0.5, 0.0, 0.5,
  11295. 0.0, 0.0, 0.5, 0.5,
  11296. 0.0, 0.0, 0.0, 1.0
  11297. );
  11298. shadowMatrix.multiply( shadowCamera.projectionMatrix );
  11299. shadowMatrix.multiply( shadowCamera.matrixWorldInverse );
  11300. }
  11301. _renderer.setRenderTarget( shadowMap );
  11302. _renderer.clear();
  11303. // render shadow map for each cube face (if omni-directional) or
  11304. // run a single pass if not
  11305. for ( var face = 0; face < faceCount; face ++ ) {
  11306. if ( isPointLight ) {
  11307. _lookTarget.copy( shadowCamera.position );
  11308. _lookTarget.add( cubeDirections[ face ] );
  11309. shadowCamera.up.copy( cubeUps[ face ] );
  11310. shadowCamera.lookAt( _lookTarget );
  11311. shadowCamera.updateMatrixWorld();
  11312. var vpDimensions = cube2DViewPorts[ face ];
  11313. _state.viewport( vpDimensions );
  11314. }
  11315. // update camera matrices and frustum
  11316. _projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
  11317. _frustum.setFromMatrix( _projScreenMatrix );
  11318. // set object matrices & frustum culling
  11319. renderObject( scene, camera, shadowCamera, isPointLight );
  11320. }
  11321. }
  11322. scope.needsUpdate = false;
  11323. _renderer.setRenderTarget( currentRenderTarget );
  11324. };
  11325. function getDepthMaterial( object, material, isPointLight, lightPositionWorld, shadowCameraNear, shadowCameraFar ) {
  11326. var geometry = object.geometry;
  11327. var result = null;
  11328. var materialVariants = _depthMaterials;
  11329. var customMaterial = object.customDepthMaterial;
  11330. if ( isPointLight ) {
  11331. materialVariants = _distanceMaterials;
  11332. customMaterial = object.customDistanceMaterial;
  11333. }
  11334. if ( ! customMaterial ) {
  11335. var useMorphing = false;
  11336. if ( material.morphTargets ) {
  11337. if ( geometry && geometry.isBufferGeometry ) {
  11338. useMorphing = geometry.morphAttributes && geometry.morphAttributes.position && geometry.morphAttributes.position.length > 0;
  11339. } else if ( geometry && geometry.isGeometry ) {
  11340. useMorphing = geometry.morphTargets && geometry.morphTargets.length > 0;
  11341. }
  11342. }
  11343. if ( object.isSkinnedMesh && material.skinning === false ) {
  11344. console.warn( 'THREE.WebGLShadowMap: THREE.SkinnedMesh with material.skinning set to false:', object );
  11345. }
  11346. var useSkinning = object.isSkinnedMesh && material.skinning;
  11347. var variantIndex = 0;
  11348. if ( useMorphing ) variantIndex |= _MorphingFlag;
  11349. if ( useSkinning ) variantIndex |= _SkinningFlag;
  11350. result = materialVariants[ variantIndex ];
  11351. } else {
  11352. result = customMaterial;
  11353. }
  11354. if ( _renderer.localClippingEnabled &&
  11355. material.clipShadows === true &&
  11356. material.clippingPlanes.length !== 0 ) {
  11357. // in this case we need a unique material instance reflecting the
  11358. // appropriate state
  11359. var keyA = result.uuid, keyB = material.uuid;
  11360. var materialsForVariant = _materialCache[ keyA ];
  11361. if ( materialsForVariant === undefined ) {
  11362. materialsForVariant = {};
  11363. _materialCache[ keyA ] = materialsForVariant;
  11364. }
  11365. var cachedMaterial = materialsForVariant[ keyB ];
  11366. if ( cachedMaterial === undefined ) {
  11367. cachedMaterial = result.clone();
  11368. materialsForVariant[ keyB ] = cachedMaterial;
  11369. }
  11370. result = cachedMaterial;
  11371. }
  11372. result.visible = material.visible;
  11373. result.wireframe = material.wireframe;
  11374. result.side = ( material.shadowSide != null ) ? material.shadowSide : shadowSide[ material.side ];
  11375. result.clipShadows = material.clipShadows;
  11376. result.clippingPlanes = material.clippingPlanes;
  11377. result.clipIntersection = material.clipIntersection;
  11378. result.wireframeLinewidth = material.wireframeLinewidth;
  11379. result.linewidth = material.linewidth;
  11380. if ( isPointLight && result.isMeshDistanceMaterial ) {
  11381. result.referencePosition.copy( lightPositionWorld );
  11382. result.nearDistance = shadowCameraNear;
  11383. result.farDistance = shadowCameraFar;
  11384. }
  11385. return result;
  11386. }
  11387. function renderObject( object, camera, shadowCamera, isPointLight ) {
  11388. if ( object.visible === false ) return;
  11389. var visible = object.layers.test( camera.layers );
  11390. if ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) {
  11391. if ( object.castShadow && ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) ) {
  11392. object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
  11393. var geometry = _objects.update( object );
  11394. var material = object.material;
  11395. if ( Array.isArray( material ) ) {
  11396. var groups = geometry.groups;
  11397. for ( var k = 0, kl = groups.length; k < kl; k ++ ) {
  11398. var group = groups[ k ];
  11399. var groupMaterial = material[ group.materialIndex ];
  11400. if ( groupMaterial && groupMaterial.visible ) {
  11401. var depthMaterial = getDepthMaterial( object, groupMaterial, isPointLight, _lightPositionWorld, shadowCamera.near, shadowCamera.far );
  11402. _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group );
  11403. }
  11404. }
  11405. } else if ( material.visible ) {
  11406. var depthMaterial = getDepthMaterial( object, material, isPointLight, _lightPositionWorld, shadowCamera.near, shadowCamera.far );
  11407. _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null );
  11408. }
  11409. }
  11410. }
  11411. var children = object.children;
  11412. for ( var i = 0, l = children.length; i < l; i ++ ) {
  11413. renderObject( children[ i ], camera, shadowCamera, isPointLight );
  11414. }
  11415. }
  11416. }
  11417. /**
  11418. * @author mrdoob / http://mrdoob.com/
  11419. */
  11420. function WebGLState( gl, extensions, utils, capabilities ) {
  11421. function ColorBuffer() {
  11422. var locked = false;
  11423. var color = new Vector4();
  11424. var currentColorMask = null;
  11425. var currentColorClear = new Vector4( 0, 0, 0, 0 );
  11426. return {
  11427. setMask: function ( colorMask ) {
  11428. if ( currentColorMask !== colorMask && ! locked ) {
  11429. gl.colorMask( colorMask, colorMask, colorMask, colorMask );
  11430. currentColorMask = colorMask;
  11431. }
  11432. },
  11433. setLocked: function ( lock ) {
  11434. locked = lock;
  11435. },
  11436. setClear: function ( r, g, b, a, premultipliedAlpha ) {
  11437. if ( premultipliedAlpha === true ) {
  11438. r *= a; g *= a; b *= a;
  11439. }
  11440. color.set( r, g, b, a );
  11441. if ( currentColorClear.equals( color ) === false ) {
  11442. gl.clearColor( r, g, b, a );
  11443. currentColorClear.copy( color );
  11444. }
  11445. },
  11446. reset: function () {
  11447. locked = false;
  11448. currentColorMask = null;
  11449. currentColorClear.set( - 1, 0, 0, 0 ); // set to invalid state
  11450. }
  11451. };
  11452. }
  11453. function DepthBuffer() {
  11454. var locked = false;
  11455. var currentDepthMask = null;
  11456. var currentDepthFunc = null;
  11457. var currentDepthClear = null;
  11458. return {
  11459. setTest: function ( depthTest ) {
  11460. if ( depthTest ) {
  11461. enable( 2929 );
  11462. } else {
  11463. disable( 2929 );
  11464. }
  11465. },
  11466. setMask: function ( depthMask ) {
  11467. if ( currentDepthMask !== depthMask && ! locked ) {
  11468. gl.depthMask( depthMask );
  11469. currentDepthMask = depthMask;
  11470. }
  11471. },
  11472. setFunc: function ( depthFunc ) {
  11473. if ( currentDepthFunc !== depthFunc ) {
  11474. if ( depthFunc ) {
  11475. switch ( depthFunc ) {
  11476. case NeverDepth:
  11477. gl.depthFunc( 512 );
  11478. break;
  11479. case AlwaysDepth:
  11480. gl.depthFunc( 519 );
  11481. break;
  11482. case LessDepth:
  11483. gl.depthFunc( 513 );
  11484. break;
  11485. case LessEqualDepth:
  11486. gl.depthFunc( 515 );
  11487. break;
  11488. case EqualDepth:
  11489. gl.depthFunc( 514 );
  11490. break;
  11491. case GreaterEqualDepth:
  11492. gl.depthFunc( 518 );
  11493. break;
  11494. case GreaterDepth:
  11495. gl.depthFunc( 516 );
  11496. break;
  11497. case NotEqualDepth:
  11498. gl.depthFunc( 517 );
  11499. break;
  11500. default:
  11501. gl.depthFunc( 515 );
  11502. }
  11503. } else {
  11504. gl.depthFunc( 515 );
  11505. }
  11506. currentDepthFunc = depthFunc;
  11507. }
  11508. },
  11509. setLocked: function ( lock ) {
  11510. locked = lock;
  11511. },
  11512. setClear: function ( depth ) {
  11513. if ( currentDepthClear !== depth ) {
  11514. gl.clearDepth( depth );
  11515. currentDepthClear = depth;
  11516. }
  11517. },
  11518. reset: function () {
  11519. locked = false;
  11520. currentDepthMask = null;
  11521. currentDepthFunc = null;
  11522. currentDepthClear = null;
  11523. }
  11524. };
  11525. }
  11526. function StencilBuffer() {
  11527. var locked = false;
  11528. var currentStencilMask = null;
  11529. var currentStencilFunc = null;
  11530. var currentStencilRef = null;
  11531. var currentStencilFuncMask = null;
  11532. var currentStencilFail = null;
  11533. var currentStencilZFail = null;
  11534. var currentStencilZPass = null;
  11535. var currentStencilClear = null;
  11536. return {
  11537. setTest: function ( stencilTest ) {
  11538. if ( stencilTest ) {
  11539. enable( 2960 );
  11540. } else {
  11541. disable( 2960 );
  11542. }
  11543. },
  11544. setMask: function ( stencilMask ) {
  11545. if ( currentStencilMask !== stencilMask && ! locked ) {
  11546. gl.stencilMask( stencilMask );
  11547. currentStencilMask = stencilMask;
  11548. }
  11549. },
  11550. setFunc: function ( stencilFunc, stencilRef, stencilMask ) {
  11551. if ( currentStencilFunc !== stencilFunc ||
  11552. currentStencilRef !== stencilRef ||
  11553. currentStencilFuncMask !== stencilMask ) {
  11554. gl.stencilFunc( stencilFunc, stencilRef, stencilMask );
  11555. currentStencilFunc = stencilFunc;
  11556. currentStencilRef = stencilRef;
  11557. currentStencilFuncMask = stencilMask;
  11558. }
  11559. },
  11560. setOp: function ( stencilFail, stencilZFail, stencilZPass ) {
  11561. if ( currentStencilFail !== stencilFail ||
  11562. currentStencilZFail !== stencilZFail ||
  11563. currentStencilZPass !== stencilZPass ) {
  11564. gl.stencilOp( stencilFail, stencilZFail, stencilZPass );
  11565. currentStencilFail = stencilFail;
  11566. currentStencilZFail = stencilZFail;
  11567. currentStencilZPass = stencilZPass;
  11568. }
  11569. },
  11570. setLocked: function ( lock ) {
  11571. locked = lock;
  11572. },
  11573. setClear: function ( stencil ) {
  11574. if ( currentStencilClear !== stencil ) {
  11575. gl.clearStencil( stencil );
  11576. currentStencilClear = stencil;
  11577. }
  11578. },
  11579. reset: function () {
  11580. locked = false;
  11581. currentStencilMask = null;
  11582. currentStencilFunc = null;
  11583. currentStencilRef = null;
  11584. currentStencilFuncMask = null;
  11585. currentStencilFail = null;
  11586. currentStencilZFail = null;
  11587. currentStencilZPass = null;
  11588. currentStencilClear = null;
  11589. }
  11590. };
  11591. }
  11592. //
  11593. var colorBuffer = new ColorBuffer();
  11594. var depthBuffer = new DepthBuffer();
  11595. var stencilBuffer = new StencilBuffer();
  11596. var maxVertexAttributes = gl.getParameter( 34921 );
  11597. var newAttributes = new Uint8Array( maxVertexAttributes );
  11598. var enabledAttributes = new Uint8Array( maxVertexAttributes );
  11599. var attributeDivisors = new Uint8Array( maxVertexAttributes );
  11600. var enabledCapabilities = {};
  11601. var compressedTextureFormats = null;
  11602. var currentProgram = null;
  11603. var currentBlendingEnabled = null;
  11604. var currentBlending = null;
  11605. var currentBlendEquation = null;
  11606. var currentBlendSrc = null;
  11607. var currentBlendDst = null;
  11608. var currentBlendEquationAlpha = null;
  11609. var currentBlendSrcAlpha = null;
  11610. var currentBlendDstAlpha = null;
  11611. var currentPremultipledAlpha = false;
  11612. var currentFlipSided = null;
  11613. var currentCullFace = null;
  11614. var currentLineWidth = null;
  11615. var currentPolygonOffsetFactor = null;
  11616. var currentPolygonOffsetUnits = null;
  11617. var maxTextures = gl.getParameter( 35661 );
  11618. var lineWidthAvailable = false;
  11619. var version = 0;
  11620. var glVersion = gl.getParameter( 7938 );
  11621. if ( glVersion.indexOf( 'WebGL' ) !== - 1 ) {
  11622. version = parseFloat( /^WebGL\ ([0-9])/.exec( glVersion )[ 1 ] );
  11623. lineWidthAvailable = ( version >= 1.0 );
  11624. } else if ( glVersion.indexOf( 'OpenGL ES' ) !== - 1 ) {
  11625. version = parseFloat( /^OpenGL\ ES\ ([0-9])/.exec( glVersion )[ 1 ] );
  11626. lineWidthAvailable = ( version >= 2.0 );
  11627. }
  11628. var currentTextureSlot = null;
  11629. var currentBoundTextures = {};
  11630. var currentScissor = new Vector4();
  11631. var currentViewport = new Vector4();
  11632. function createTexture( type, target, count ) {
  11633. var data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4.
  11634. var texture = gl.createTexture();
  11635. gl.bindTexture( type, texture );
  11636. gl.texParameteri( type, 10241, 9728 );
  11637. gl.texParameteri( type, 10240, 9728 );
  11638. for ( var i = 0; i < count; i ++ ) {
  11639. gl.texImage2D( target + i, 0, 6408, 1, 1, 0, 6408, 5121, data );
  11640. }
  11641. return texture;
  11642. }
  11643. var emptyTextures = {};
  11644. emptyTextures[ 3553 ] = createTexture( 3553, 3553, 1 );
  11645. emptyTextures[ 34067 ] = createTexture( 34067, 34069, 6 );
  11646. // init
  11647. colorBuffer.setClear( 0, 0, 0, 1 );
  11648. depthBuffer.setClear( 1 );
  11649. stencilBuffer.setClear( 0 );
  11650. enable( 2929 );
  11651. depthBuffer.setFunc( LessEqualDepth );
  11652. setFlipSided( false );
  11653. setCullFace( CullFaceBack );
  11654. enable( 2884 );
  11655. setBlending( NoBlending );
  11656. //
  11657. function initAttributes() {
  11658. for ( var i = 0, l = newAttributes.length; i < l; i ++ ) {
  11659. newAttributes[ i ] = 0;
  11660. }
  11661. }
  11662. function enableAttribute( attribute ) {
  11663. enableAttributeAndDivisor( attribute, 0 );
  11664. }
  11665. function enableAttributeAndDivisor( attribute, meshPerAttribute ) {
  11666. newAttributes[ attribute ] = 1;
  11667. if ( enabledAttributes[ attribute ] === 0 ) {
  11668. gl.enableVertexAttribArray( attribute );
  11669. enabledAttributes[ attribute ] = 1;
  11670. }
  11671. if ( attributeDivisors[ attribute ] !== meshPerAttribute ) {
  11672. var extension = capabilities.isWebGL2 ? gl : extensions.get( 'ANGLE_instanced_arrays' );
  11673. extension[ capabilities.isWebGL2 ? 'vertexAttribDivisor' : 'vertexAttribDivisorANGLE' ]( attribute, meshPerAttribute );
  11674. attributeDivisors[ attribute ] = meshPerAttribute;
  11675. }
  11676. }
  11677. function disableUnusedAttributes() {
  11678. for ( var i = 0, l = enabledAttributes.length; i !== l; ++ i ) {
  11679. if ( enabledAttributes[ i ] !== newAttributes[ i ] ) {
  11680. gl.disableVertexAttribArray( i );
  11681. enabledAttributes[ i ] = 0;
  11682. }
  11683. }
  11684. }
  11685. function enable( id ) {
  11686. if ( enabledCapabilities[ id ] !== true ) {
  11687. gl.enable( id );
  11688. enabledCapabilities[ id ] = true;
  11689. }
  11690. }
  11691. function disable( id ) {
  11692. if ( enabledCapabilities[ id ] !== false ) {
  11693. gl.disable( id );
  11694. enabledCapabilities[ id ] = false;
  11695. }
  11696. }
  11697. function getCompressedTextureFormats() {
  11698. if ( compressedTextureFormats === null ) {
  11699. compressedTextureFormats = [];
  11700. if ( extensions.get( 'WEBGL_compressed_texture_pvrtc' ) ||
  11701. extensions.get( 'WEBGL_compressed_texture_s3tc' ) ||
  11702. extensions.get( 'WEBGL_compressed_texture_etc1' ) ||
  11703. extensions.get( 'WEBGL_compressed_texture_astc' ) ) {
  11704. var formats = gl.getParameter( 34467 );
  11705. for ( var i = 0; i < formats.length; i ++ ) {
  11706. compressedTextureFormats.push( formats[ i ] );
  11707. }
  11708. }
  11709. }
  11710. return compressedTextureFormats;
  11711. }
  11712. function useProgram( program ) {
  11713. if ( currentProgram !== program ) {
  11714. gl.useProgram( program );
  11715. currentProgram = program;
  11716. return true;
  11717. }
  11718. return false;
  11719. }
  11720. function setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) {
  11721. if ( blending === NoBlending ) {
  11722. if ( currentBlendingEnabled ) {
  11723. disable( 3042 );
  11724. currentBlendingEnabled = false;
  11725. }
  11726. return;
  11727. }
  11728. if ( ! currentBlendingEnabled ) {
  11729. enable( 3042 );
  11730. currentBlendingEnabled = true;
  11731. }
  11732. if ( blending !== CustomBlending ) {
  11733. if ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) {
  11734. if ( currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation ) {
  11735. gl.blendEquation( 32774 );
  11736. currentBlendEquation = AddEquation;
  11737. currentBlendEquationAlpha = AddEquation;
  11738. }
  11739. if ( premultipliedAlpha ) {
  11740. switch ( blending ) {
  11741. case NormalBlending:
  11742. gl.blendFuncSeparate( 1, 771, 1, 771 );
  11743. break;
  11744. case AdditiveBlending:
  11745. gl.blendFunc( 1, 1 );
  11746. break;
  11747. case SubtractiveBlending:
  11748. gl.blendFuncSeparate( 0, 0, 769, 771 );
  11749. break;
  11750. case MultiplyBlending:
  11751. gl.blendFuncSeparate( 0, 768, 0, 770 );
  11752. break;
  11753. default:
  11754. console.error( 'THREE.WebGLState: Invalid blending: ', blending );
  11755. break;
  11756. }
  11757. } else {
  11758. switch ( blending ) {
  11759. case NormalBlending:
  11760. gl.blendFuncSeparate( 770, 771, 1, 771 );
  11761. break;
  11762. case AdditiveBlending:
  11763. gl.blendFunc( 770, 1 );
  11764. break;
  11765. case SubtractiveBlending:
  11766. gl.blendFunc( 0, 769 );
  11767. break;
  11768. case MultiplyBlending:
  11769. gl.blendFunc( 0, 768 );
  11770. break;
  11771. default:
  11772. console.error( 'THREE.WebGLState: Invalid blending: ', blending );
  11773. break;
  11774. }
  11775. }
  11776. currentBlendSrc = null;
  11777. currentBlendDst = null;
  11778. currentBlendSrcAlpha = null;
  11779. currentBlendDstAlpha = null;
  11780. currentBlending = blending;
  11781. currentPremultipledAlpha = premultipliedAlpha;
  11782. }
  11783. return;
  11784. }
  11785. // custom blending
  11786. blendEquationAlpha = blendEquationAlpha || blendEquation;
  11787. blendSrcAlpha = blendSrcAlpha || blendSrc;
  11788. blendDstAlpha = blendDstAlpha || blendDst;
  11789. if ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) {
  11790. gl.blendEquationSeparate( utils.convert( blendEquation ), utils.convert( blendEquationAlpha ) );
  11791. currentBlendEquation = blendEquation;
  11792. currentBlendEquationAlpha = blendEquationAlpha;
  11793. }
  11794. if ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) {
  11795. gl.blendFuncSeparate( utils.convert( blendSrc ), utils.convert( blendDst ), utils.convert( blendSrcAlpha ), utils.convert( blendDstAlpha ) );
  11796. currentBlendSrc = blendSrc;
  11797. currentBlendDst = blendDst;
  11798. currentBlendSrcAlpha = blendSrcAlpha;
  11799. currentBlendDstAlpha = blendDstAlpha;
  11800. }
  11801. currentBlending = blending;
  11802. currentPremultipledAlpha = null;
  11803. }
  11804. function setMaterial( material, frontFaceCW ) {
  11805. material.side === DoubleSide
  11806. ? disable( 2884 )
  11807. : enable( 2884 );
  11808. var flipSided = ( material.side === BackSide );
  11809. if ( frontFaceCW ) flipSided = ! flipSided;
  11810. setFlipSided( flipSided );
  11811. ( material.blending === NormalBlending && material.transparent === false )
  11812. ? setBlending( NoBlending )
  11813. : setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha );
  11814. depthBuffer.setFunc( material.depthFunc );
  11815. depthBuffer.setTest( material.depthTest );
  11816. depthBuffer.setMask( material.depthWrite );
  11817. colorBuffer.setMask( material.colorWrite );
  11818. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  11819. }
  11820. //
  11821. function setFlipSided( flipSided ) {
  11822. if ( currentFlipSided !== flipSided ) {
  11823. if ( flipSided ) {
  11824. gl.frontFace( 2304 );
  11825. } else {
  11826. gl.frontFace( 2305 );
  11827. }
  11828. currentFlipSided = flipSided;
  11829. }
  11830. }
  11831. function setCullFace( cullFace ) {
  11832. if ( cullFace !== CullFaceNone ) {
  11833. enable( 2884 );
  11834. if ( cullFace !== currentCullFace ) {
  11835. if ( cullFace === CullFaceBack ) {
  11836. gl.cullFace( 1029 );
  11837. } else if ( cullFace === CullFaceFront ) {
  11838. gl.cullFace( 1028 );
  11839. } else {
  11840. gl.cullFace( 1032 );
  11841. }
  11842. }
  11843. } else {
  11844. disable( 2884 );
  11845. }
  11846. currentCullFace = cullFace;
  11847. }
  11848. function setLineWidth( width ) {
  11849. if ( width !== currentLineWidth ) {
  11850. if ( lineWidthAvailable ) gl.lineWidth( width );
  11851. currentLineWidth = width;
  11852. }
  11853. }
  11854. function setPolygonOffset( polygonOffset, factor, units ) {
  11855. if ( polygonOffset ) {
  11856. enable( 32823 );
  11857. if ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) {
  11858. gl.polygonOffset( factor, units );
  11859. currentPolygonOffsetFactor = factor;
  11860. currentPolygonOffsetUnits = units;
  11861. }
  11862. } else {
  11863. disable( 32823 );
  11864. }
  11865. }
  11866. function setScissorTest( scissorTest ) {
  11867. if ( scissorTest ) {
  11868. enable( 3089 );
  11869. } else {
  11870. disable( 3089 );
  11871. }
  11872. }
  11873. // texture
  11874. function activeTexture( webglSlot ) {
  11875. if ( webglSlot === undefined ) webglSlot = 33984 + maxTextures - 1;
  11876. if ( currentTextureSlot !== webglSlot ) {
  11877. gl.activeTexture( webglSlot );
  11878. currentTextureSlot = webglSlot;
  11879. }
  11880. }
  11881. function bindTexture( webglType, webglTexture ) {
  11882. if ( currentTextureSlot === null ) {
  11883. activeTexture();
  11884. }
  11885. var boundTexture = currentBoundTextures[ currentTextureSlot ];
  11886. if ( boundTexture === undefined ) {
  11887. boundTexture = { type: undefined, texture: undefined };
  11888. currentBoundTextures[ currentTextureSlot ] = boundTexture;
  11889. }
  11890. if ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) {
  11891. gl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] );
  11892. boundTexture.type = webglType;
  11893. boundTexture.texture = webglTexture;
  11894. }
  11895. }
  11896. function compressedTexImage2D() {
  11897. try {
  11898. gl.compressedTexImage2D.apply( gl, arguments );
  11899. } catch ( error ) {
  11900. console.error( 'THREE.WebGLState:', error );
  11901. }
  11902. }
  11903. function texImage2D() {
  11904. try {
  11905. gl.texImage2D.apply( gl, arguments );
  11906. } catch ( error ) {
  11907. console.error( 'THREE.WebGLState:', error );
  11908. }
  11909. }
  11910. function texImage3D() {
  11911. try {
  11912. gl.texImage3D.apply( gl, arguments );
  11913. } catch ( error ) {
  11914. console.error( 'THREE.WebGLState:', error );
  11915. }
  11916. }
  11917. //
  11918. function scissor( scissor ) {
  11919. if ( currentScissor.equals( scissor ) === false ) {
  11920. gl.scissor( scissor.x, scissor.y, scissor.z, scissor.w );
  11921. currentScissor.copy( scissor );
  11922. }
  11923. }
  11924. function viewport( viewport ) {
  11925. if ( currentViewport.equals( viewport ) === false ) {
  11926. gl.viewport( viewport.x, viewport.y, viewport.z, viewport.w );
  11927. currentViewport.copy( viewport );
  11928. }
  11929. }
  11930. //
  11931. function reset() {
  11932. for ( var i = 0; i < enabledAttributes.length; i ++ ) {
  11933. if ( enabledAttributes[ i ] === 1 ) {
  11934. gl.disableVertexAttribArray( i );
  11935. enabledAttributes[ i ] = 0;
  11936. }
  11937. }
  11938. enabledCapabilities = {};
  11939. compressedTextureFormats = null;
  11940. currentTextureSlot = null;
  11941. currentBoundTextures = {};
  11942. currentProgram = null;
  11943. currentBlending = null;
  11944. currentFlipSided = null;
  11945. currentCullFace = null;
  11946. colorBuffer.reset();
  11947. depthBuffer.reset();
  11948. stencilBuffer.reset();
  11949. }
  11950. return {
  11951. buffers: {
  11952. color: colorBuffer,
  11953. depth: depthBuffer,
  11954. stencil: stencilBuffer
  11955. },
  11956. initAttributes: initAttributes,
  11957. enableAttribute: enableAttribute,
  11958. enableAttributeAndDivisor: enableAttributeAndDivisor,
  11959. disableUnusedAttributes: disableUnusedAttributes,
  11960. enable: enable,
  11961. disable: disable,
  11962. getCompressedTextureFormats: getCompressedTextureFormats,
  11963. useProgram: useProgram,
  11964. setBlending: setBlending,
  11965. setMaterial: setMaterial,
  11966. setFlipSided: setFlipSided,
  11967. setCullFace: setCullFace,
  11968. setLineWidth: setLineWidth,
  11969. setPolygonOffset: setPolygonOffset,
  11970. setScissorTest: setScissorTest,
  11971. activeTexture: activeTexture,
  11972. bindTexture: bindTexture,
  11973. compressedTexImage2D: compressedTexImage2D,
  11974. texImage2D: texImage2D,
  11975. texImage3D: texImage3D,
  11976. scissor: scissor,
  11977. viewport: viewport,
  11978. reset: reset
  11979. };
  11980. }
  11981. /**
  11982. * @author mrdoob / http://mrdoob.com/
  11983. */
  11984. function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ) {
  11985. var _videoTextures = {};
  11986. var _canvas;
  11987. //
  11988. var useOffscreenCanvas = typeof OffscreenCanvas !== 'undefined';
  11989. function createCanvas( width, height ) {
  11990. // Use OffscreenCanvas when available. Specially needed in web workers
  11991. return useOffscreenCanvas ?
  11992. new OffscreenCanvas( width, height ) :
  11993. document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
  11994. }
  11995. function resizeImage( image, needsPowerOfTwo, needsNewCanvas, maxSize ) {
  11996. var scale = 1;
  11997. // handle case if texture exceeds max size
  11998. if ( image.width > maxSize || image.height > maxSize ) {
  11999. scale = maxSize / Math.max( image.width, image.height );
  12000. }
  12001. // only perform resize if necessary
  12002. if ( scale < 1 || needsPowerOfTwo === true ) {
  12003. // only perform resize for certain image types
  12004. if ( image instanceof ImageBitmap || image instanceof HTMLImageElement || image instanceof HTMLCanvasElement ) {
  12005. var floor = needsPowerOfTwo ? _Math.floorPowerOfTwo : Math.floor;
  12006. var width = floor( scale * image.width );
  12007. var height = floor( scale * image.height );
  12008. if ( _canvas === undefined ) _canvas = createCanvas( width, height );
  12009. // cube textures can't reuse the same canvas
  12010. var canvas = needsNewCanvas ? createCanvas( width, height ) : _canvas;
  12011. canvas.width = width;
  12012. canvas.height = height;
  12013. var context = canvas.getContext( '2d' );
  12014. context.drawImage( image, 0, 0, width, height );
  12015. console.warn( 'THREE.WebGLRenderer: Texture has been resized from (' + image.width + 'x' + image.height + ') to (' + width + 'x' + height + ').' );
  12016. return useOffscreenCanvas ? canvas.transferToImageBitmap() : canvas;
  12017. } else {
  12018. if ( 'data' in image ) {
  12019. console.warn( 'THREE.WebGLRenderer: Image in DataTexture is too big (' + image.width + 'x' + image.height + ').' );
  12020. }
  12021. return image;
  12022. }
  12023. }
  12024. return image;
  12025. }
  12026. function isPowerOfTwo( image ) {
  12027. return _Math.isPowerOfTwo( image.width ) && _Math.isPowerOfTwo( image.height );
  12028. }
  12029. function textureNeedsPowerOfTwo( texture ) {
  12030. if ( capabilities.isWebGL2 ) return false;
  12031. return ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) ||
  12032. ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter );
  12033. }
  12034. function textureNeedsGenerateMipmaps( texture, supportsMips ) {
  12035. return texture.generateMipmaps && supportsMips &&
  12036. texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter;
  12037. }
  12038. function generateMipmap( target, texture, width, height ) {
  12039. _gl.generateMipmap( target );
  12040. var textureProperties = properties.get( texture );
  12041. // Note: Math.log( x ) * Math.LOG2E used instead of Math.log2( x ) which is not supported by IE11
  12042. textureProperties.__maxMipLevel = Math.log( Math.max( width, height ) ) * Math.LOG2E;
  12043. }
  12044. function getInternalFormat( glFormat, glType ) {
  12045. if ( ! capabilities.isWebGL2 ) return glFormat;
  12046. var internalFormat = glFormat;
  12047. if ( glFormat === 6403 ) {
  12048. if ( glType === 5126 ) internalFormat = 33326;
  12049. if ( glType === 5131 ) internalFormat = 33325;
  12050. if ( glType === 5121 ) internalFormat = 33321;
  12051. }
  12052. if ( glFormat === 6407 ) {
  12053. if ( glType === 5126 ) internalFormat = 34837;
  12054. if ( glType === 5131 ) internalFormat = 34843;
  12055. if ( glType === 5121 ) internalFormat = 32849;
  12056. }
  12057. if ( glFormat === 6408 ) {
  12058. if ( glType === 5126 ) internalFormat = 34836;
  12059. if ( glType === 5131 ) internalFormat = 34842;
  12060. if ( glType === 5121 ) internalFormat = 32856;
  12061. }
  12062. if ( internalFormat === 33325 || internalFormat === 33326 ||
  12063. internalFormat === 34842 || internalFormat === 34836 ) {
  12064. extensions.get( 'EXT_color_buffer_float' );
  12065. } else if ( internalFormat === 34843 || internalFormat === 34837 ) {
  12066. console.warn( 'THREE.WebGLRenderer: Floating point textures with RGB format not supported. Please use RGBA instead.' );
  12067. }
  12068. return internalFormat;
  12069. }
  12070. // Fallback filters for non-power-of-2 textures
  12071. function filterFallback( f ) {
  12072. if ( f === NearestFilter || f === NearestMipMapNearestFilter || f === NearestMipMapLinearFilter ) {
  12073. return 9728;
  12074. }
  12075. return 9729;
  12076. }
  12077. //
  12078. function onTextureDispose( event ) {
  12079. var texture = event.target;
  12080. texture.removeEventListener( 'dispose', onTextureDispose );
  12081. deallocateTexture( texture );
  12082. if ( texture.isVideoTexture ) {
  12083. delete _videoTextures[ texture.id ];
  12084. }
  12085. info.memory.textures --;
  12086. }
  12087. function onRenderTargetDispose( event ) {
  12088. var renderTarget = event.target;
  12089. renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
  12090. deallocateRenderTarget( renderTarget );
  12091. info.memory.textures --;
  12092. }
  12093. //
  12094. function deallocateTexture( texture ) {
  12095. var textureProperties = properties.get( texture );
  12096. if ( textureProperties.__webglInit === undefined ) return;
  12097. _gl.deleteTexture( textureProperties.__webglTexture );
  12098. properties.remove( texture );
  12099. }
  12100. function deallocateRenderTarget( renderTarget ) {
  12101. var renderTargetProperties = properties.get( renderTarget );
  12102. var textureProperties = properties.get( renderTarget.texture );
  12103. if ( ! renderTarget ) return;
  12104. if ( textureProperties.__webglTexture !== undefined ) {
  12105. _gl.deleteTexture( textureProperties.__webglTexture );
  12106. }
  12107. if ( renderTarget.depthTexture ) {
  12108. renderTarget.depthTexture.dispose();
  12109. }
  12110. if ( renderTarget.isWebGLRenderTargetCube ) {
  12111. for ( var i = 0; i < 6; i ++ ) {
  12112. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );
  12113. if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] );
  12114. }
  12115. } else {
  12116. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );
  12117. if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer );
  12118. }
  12119. properties.remove( renderTarget.texture );
  12120. properties.remove( renderTarget );
  12121. }
  12122. //
  12123. function setTexture2D( texture, slot ) {
  12124. var textureProperties = properties.get( texture );
  12125. if ( texture.isVideoTexture ) updateVideoTexture( texture );
  12126. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12127. var image = texture.image;
  12128. if ( image === undefined ) {
  12129. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined' );
  12130. } else if ( image.complete === false ) {
  12131. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete' );
  12132. } else {
  12133. uploadTexture( textureProperties, texture, slot );
  12134. return;
  12135. }
  12136. }
  12137. state.activeTexture( 33984 + slot );
  12138. state.bindTexture( 3553, textureProperties.__webglTexture );
  12139. }
  12140. function setTexture3D( texture, slot ) {
  12141. var textureProperties = properties.get( texture );
  12142. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12143. uploadTexture( textureProperties, texture, slot );
  12144. return;
  12145. }
  12146. state.activeTexture( 33984 + slot );
  12147. state.bindTexture( 32879, textureProperties.__webglTexture );
  12148. }
  12149. function setTextureCube( texture, slot ) {
  12150. var textureProperties = properties.get( texture );
  12151. if ( texture.image.length === 6 ) {
  12152. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12153. initTexture( textureProperties, texture );
  12154. state.activeTexture( 33984 + slot );
  12155. state.bindTexture( 34067, textureProperties.__webglTexture );
  12156. _gl.pixelStorei( 37440, texture.flipY );
  12157. var isCompressed = ( texture && texture.isCompressedTexture );
  12158. var isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture );
  12159. var cubeImage = [];
  12160. for ( var i = 0; i < 6; i ++ ) {
  12161. if ( ! isCompressed && ! isDataTexture ) {
  12162. cubeImage[ i ] = resizeImage( texture.image[ i ], false, true, capabilities.maxCubemapSize );
  12163. } else {
  12164. cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
  12165. }
  12166. }
  12167. var image = cubeImage[ 0 ],
  12168. supportsMips = isPowerOfTwo( image ) || capabilities.isWebGL2,
  12169. glFormat = utils.convert( texture.format ),
  12170. glType = utils.convert( texture.type ),
  12171. glInternalFormat = getInternalFormat( glFormat, glType );
  12172. setTextureParameters( 34067, texture, supportsMips );
  12173. for ( var i = 0; i < 6; i ++ ) {
  12174. if ( ! isCompressed ) {
  12175. if ( isDataTexture ) {
  12176. state.texImage2D( 34069 + i, 0, glInternalFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );
  12177. } else {
  12178. state.texImage2D( 34069 + i, 0, glInternalFormat, glFormat, glType, cubeImage[ i ] );
  12179. }
  12180. } else {
  12181. var mipmap, mipmaps = cubeImage[ i ].mipmaps;
  12182. for ( var j = 0, jl = mipmaps.length; j < jl; j ++ ) {
  12183. mipmap = mipmaps[ j ];
  12184. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  12185. if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {
  12186. state.compressedTexImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  12187. } else {
  12188. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()' );
  12189. }
  12190. } else {
  12191. state.texImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  12192. }
  12193. }
  12194. }
  12195. }
  12196. if ( ! isCompressed ) {
  12197. textureProperties.__maxMipLevel = 0;
  12198. } else {
  12199. textureProperties.__maxMipLevel = mipmaps.length - 1;
  12200. }
  12201. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  12202. // We assume images for cube map have the same size.
  12203. generateMipmap( 34067, texture, image.width, image.height );
  12204. }
  12205. textureProperties.__version = texture.version;
  12206. if ( texture.onUpdate ) texture.onUpdate( texture );
  12207. } else {
  12208. state.activeTexture( 33984 + slot );
  12209. state.bindTexture( 34067, textureProperties.__webglTexture );
  12210. }
  12211. }
  12212. }
  12213. function setTextureCubeDynamic( texture, slot ) {
  12214. state.activeTexture( 33984 + slot );
  12215. state.bindTexture( 34067, properties.get( texture ).__webglTexture );
  12216. }
  12217. function setTextureParameters( textureType, texture, supportsMips ) {
  12218. var extension;
  12219. if ( supportsMips ) {
  12220. _gl.texParameteri( textureType, 10242, utils.convert( texture.wrapS ) );
  12221. _gl.texParameteri( textureType, 10243, utils.convert( texture.wrapT ) );
  12222. if ( textureType === 32879 ) {
  12223. _gl.texParameteri( textureType, 32882, utils.convert( texture.wrapR ) );
  12224. }
  12225. _gl.texParameteri( textureType, 10240, utils.convert( texture.magFilter ) );
  12226. _gl.texParameteri( textureType, 10241, utils.convert( texture.minFilter ) );
  12227. } else {
  12228. _gl.texParameteri( textureType, 10242, 33071 );
  12229. _gl.texParameteri( textureType, 10243, 33071 );
  12230. if ( textureType === 32879 ) {
  12231. _gl.texParameteri( textureType, 32882, 33071 );
  12232. }
  12233. if ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) {
  12234. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.' );
  12235. }
  12236. _gl.texParameteri( textureType, 10240, filterFallback( texture.magFilter ) );
  12237. _gl.texParameteri( textureType, 10241, filterFallback( texture.minFilter ) );
  12238. if ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) {
  12239. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.' );
  12240. }
  12241. }
  12242. extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  12243. if ( extension ) {
  12244. if ( texture.type === FloatType && extensions.get( 'OES_texture_float_linear' ) === null ) return;
  12245. if ( texture.type === HalfFloatType && ( capabilities.isWebGL2 || extensions.get( 'OES_texture_half_float_linear' ) ) === null ) return;
  12246. if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {
  12247. _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) );
  12248. properties.get( texture ).__currentAnisotropy = texture.anisotropy;
  12249. }
  12250. }
  12251. }
  12252. function initTexture( textureProperties, texture ) {
  12253. if ( textureProperties.__webglInit === undefined ) {
  12254. textureProperties.__webglInit = true;
  12255. texture.addEventListener( 'dispose', onTextureDispose );
  12256. textureProperties.__webglTexture = _gl.createTexture();
  12257. info.memory.textures ++;
  12258. }
  12259. }
  12260. function uploadTexture( textureProperties, texture, slot ) {
  12261. var textureType = ( texture.isDataTexture3D ) ? 32879 : 3553;
  12262. initTexture( textureProperties, texture );
  12263. state.activeTexture( 33984 + slot );
  12264. state.bindTexture( textureType, textureProperties.__webglTexture );
  12265. _gl.pixelStorei( 37440, texture.flipY );
  12266. _gl.pixelStorei( 37441, texture.premultiplyAlpha );
  12267. _gl.pixelStorei( 3317, texture.unpackAlignment );
  12268. var needsPowerOfTwo = textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( texture.image ) === false;
  12269. var image = resizeImage( texture.image, needsPowerOfTwo, false, capabilities.maxTextureSize );
  12270. var supportsMips = isPowerOfTwo( image ) || capabilities.isWebGL2,
  12271. glFormat = utils.convert( texture.format ),
  12272. glType = utils.convert( texture.type ),
  12273. glInternalFormat = getInternalFormat( glFormat, glType );
  12274. setTextureParameters( textureType, texture, supportsMips );
  12275. var mipmap, mipmaps = texture.mipmaps;
  12276. if ( texture.isDepthTexture ) {
  12277. // populate depth texture with dummy data
  12278. glInternalFormat = 6402;
  12279. if ( texture.type === FloatType ) {
  12280. if ( ! capabilities.isWebGL2 ) throw new Error( 'Float Depth Texture only supported in WebGL2.0' );
  12281. glInternalFormat = 36012;
  12282. } else if ( capabilities.isWebGL2 ) {
  12283. // WebGL 2.0 requires signed internalformat for glTexImage2D
  12284. glInternalFormat = 33189;
  12285. }
  12286. if ( texture.format === DepthFormat && glInternalFormat === 6402 ) {
  12287. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  12288. // DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT
  12289. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  12290. if ( texture.type !== UnsignedShortType && texture.type !== UnsignedIntType ) {
  12291. console.warn( 'THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.' );
  12292. texture.type = UnsignedShortType;
  12293. glType = utils.convert( texture.type );
  12294. }
  12295. }
  12296. // Depth stencil textures need the DEPTH_STENCIL internal format
  12297. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  12298. if ( texture.format === DepthStencilFormat ) {
  12299. glInternalFormat = 34041;
  12300. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  12301. // DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL.
  12302. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  12303. if ( texture.type !== UnsignedInt248Type ) {
  12304. console.warn( 'THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.' );
  12305. texture.type = UnsignedInt248Type;
  12306. glType = utils.convert( texture.type );
  12307. }
  12308. }
  12309. state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null );
  12310. } else if ( texture.isDataTexture ) {
  12311. // use manually created mipmaps if available
  12312. // if there are no manual mipmaps
  12313. // set 0 level mipmap and then use GL to generate other mipmap levels
  12314. if ( mipmaps.length > 0 && supportsMips ) {
  12315. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  12316. mipmap = mipmaps[ i ];
  12317. state.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  12318. }
  12319. texture.generateMipmaps = false;
  12320. textureProperties.__maxMipLevel = mipmaps.length - 1;
  12321. } else {
  12322. state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data );
  12323. textureProperties.__maxMipLevel = 0;
  12324. }
  12325. } else if ( texture.isCompressedTexture ) {
  12326. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  12327. mipmap = mipmaps[ i ];
  12328. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  12329. if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {
  12330. state.compressedTexImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  12331. } else {
  12332. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' );
  12333. }
  12334. } else {
  12335. state.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  12336. }
  12337. }
  12338. textureProperties.__maxMipLevel = mipmaps.length - 1;
  12339. } else if ( texture.isDataTexture3D ) {
  12340. state.texImage3D( 32879, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
  12341. textureProperties.__maxMipLevel = 0;
  12342. } else {
  12343. // regular Texture (image, video, canvas)
  12344. // use manually created mipmaps if available
  12345. // if there are no manual mipmaps
  12346. // set 0 level mipmap and then use GL to generate other mipmap levels
  12347. if ( mipmaps.length > 0 && supportsMips ) {
  12348. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  12349. mipmap = mipmaps[ i ];
  12350. state.texImage2D( 3553, i, glInternalFormat, glFormat, glType, mipmap );
  12351. }
  12352. texture.generateMipmaps = false;
  12353. textureProperties.__maxMipLevel = mipmaps.length - 1;
  12354. } else {
  12355. state.texImage2D( 3553, 0, glInternalFormat, glFormat, glType, image );
  12356. textureProperties.__maxMipLevel = 0;
  12357. }
  12358. }
  12359. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  12360. generateMipmap( 3553, texture, image.width, image.height );
  12361. }
  12362. textureProperties.__version = texture.version;
  12363. if ( texture.onUpdate ) texture.onUpdate( texture );
  12364. }
  12365. // Render targets
  12366. // Setup storage for target texture and bind it to correct framebuffer
  12367. function setupFrameBufferTexture( framebuffer, renderTarget, attachment, textureTarget ) {
  12368. var glFormat = utils.convert( renderTarget.texture.format );
  12369. var glType = utils.convert( renderTarget.texture.type );
  12370. var glInternalFormat = getInternalFormat( glFormat, glType );
  12371. state.texImage2D( textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  12372. _gl.bindFramebuffer( 36160, framebuffer );
  12373. _gl.framebufferTexture2D( 36160, attachment, textureTarget, properties.get( renderTarget.texture ).__webglTexture, 0 );
  12374. _gl.bindFramebuffer( 36160, null );
  12375. }
  12376. // Setup storage for internal depth/stencil buffers and bind to correct framebuffer
  12377. function setupRenderBufferStorage( renderbuffer, renderTarget, isMultisample ) {
  12378. _gl.bindRenderbuffer( 36161, renderbuffer );
  12379. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  12380. if ( isMultisample ) {
  12381. var samples = getRenderTargetSamples( renderTarget );
  12382. _gl.renderbufferStorageMultisample( 36161, samples, 33189, renderTarget.width, renderTarget.height );
  12383. } else {
  12384. _gl.renderbufferStorage( 36161, 33189, renderTarget.width, renderTarget.height );
  12385. }
  12386. _gl.framebufferRenderbuffer( 36160, 36096, 36161, renderbuffer );
  12387. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  12388. if ( isMultisample ) {
  12389. var samples = getRenderTargetSamples( renderTarget );
  12390. _gl.renderbufferStorageMultisample( 36161, samples, 34041, renderTarget.width, renderTarget.height );
  12391. } else {
  12392. _gl.renderbufferStorage( 36161, 34041, renderTarget.width, renderTarget.height );
  12393. }
  12394. _gl.framebufferRenderbuffer( 36160, 33306, 36161, renderbuffer );
  12395. } else {
  12396. var glFormat = utils.convert( renderTarget.texture.format );
  12397. var glType = utils.convert( renderTarget.texture.type );
  12398. var glInternalFormat = getInternalFormat( glFormat, glType );
  12399. if ( isMultisample ) {
  12400. var samples = getRenderTargetSamples( renderTarget );
  12401. _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  12402. } else {
  12403. _gl.renderbufferStorage( 36161, glInternalFormat, renderTarget.width, renderTarget.height );
  12404. }
  12405. }
  12406. _gl.bindRenderbuffer( 36161, null );
  12407. }
  12408. // Setup resources for a Depth Texture for a FBO (needs an extension)
  12409. function setupDepthTexture( framebuffer, renderTarget ) {
  12410. var isCube = ( renderTarget && renderTarget.isWebGLRenderTargetCube );
  12411. if ( isCube ) throw new Error( 'Depth Texture with cube render targets is not supported' );
  12412. _gl.bindFramebuffer( 36160, framebuffer );
  12413. if ( ! ( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) {
  12414. throw new Error( 'renderTarget.depthTexture must be an instance of THREE.DepthTexture' );
  12415. }
  12416. // upload an empty depth texture with framebuffer size
  12417. if ( ! properties.get( renderTarget.depthTexture ).__webglTexture ||
  12418. renderTarget.depthTexture.image.width !== renderTarget.width ||
  12419. renderTarget.depthTexture.image.height !== renderTarget.height ) {
  12420. renderTarget.depthTexture.image.width = renderTarget.width;
  12421. renderTarget.depthTexture.image.height = renderTarget.height;
  12422. renderTarget.depthTexture.needsUpdate = true;
  12423. }
  12424. setTexture2D( renderTarget.depthTexture, 0 );
  12425. var webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture;
  12426. if ( renderTarget.depthTexture.format === DepthFormat ) {
  12427. _gl.framebufferTexture2D( 36160, 36096, 3553, webglDepthTexture, 0 );
  12428. } else if ( renderTarget.depthTexture.format === DepthStencilFormat ) {
  12429. _gl.framebufferTexture2D( 36160, 33306, 3553, webglDepthTexture, 0 );
  12430. } else {
  12431. throw new Error( 'Unknown depthTexture format' );
  12432. }
  12433. }
  12434. // Setup GL resources for a non-texture depth buffer
  12435. function setupDepthRenderbuffer( renderTarget ) {
  12436. var renderTargetProperties = properties.get( renderTarget );
  12437. var isCube = ( renderTarget.isWebGLRenderTargetCube === true );
  12438. if ( renderTarget.depthTexture ) {
  12439. if ( isCube ) throw new Error( 'target.depthTexture not supported in Cube render targets' );
  12440. setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget );
  12441. } else {
  12442. if ( isCube ) {
  12443. renderTargetProperties.__webglDepthbuffer = [];
  12444. for ( var i = 0; i < 6; i ++ ) {
  12445. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer[ i ] );
  12446. renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();
  12447. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget );
  12448. }
  12449. } else {
  12450. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer );
  12451. renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();
  12452. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget );
  12453. }
  12454. }
  12455. _gl.bindFramebuffer( 36160, null );
  12456. }
  12457. // Set up GL resources for the render target
  12458. function setupRenderTarget( renderTarget ) {
  12459. var renderTargetProperties = properties.get( renderTarget );
  12460. var textureProperties = properties.get( renderTarget.texture );
  12461. renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
  12462. textureProperties.__webglTexture = _gl.createTexture();
  12463. info.memory.textures ++;
  12464. var isCube = ( renderTarget.isWebGLRenderTargetCube === true );
  12465. var isMultisample = ( renderTarget.isWebGLMultisampleRenderTarget === true );
  12466. var supportsMips = isPowerOfTwo( renderTarget ) || capabilities.isWebGL2;
  12467. // Setup framebuffer
  12468. if ( isCube ) {
  12469. renderTargetProperties.__webglFramebuffer = [];
  12470. for ( var i = 0; i < 6; i ++ ) {
  12471. renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  12472. }
  12473. } else {
  12474. renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();
  12475. if ( isMultisample ) {
  12476. if ( capabilities.isWebGL2 ) {
  12477. renderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer();
  12478. renderTargetProperties.__webglColorRenderbuffer = _gl.createRenderbuffer();
  12479. _gl.bindRenderbuffer( 36161, renderTargetProperties.__webglColorRenderbuffer );
  12480. var glFormat = utils.convert( renderTarget.texture.format );
  12481. var glType = utils.convert( renderTarget.texture.type );
  12482. var glInternalFormat = getInternalFormat( glFormat, glType );
  12483. var samples = getRenderTargetSamples( renderTarget );
  12484. _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  12485. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer );
  12486. _gl.framebufferRenderbuffer( 36160, 36064, 36161, renderTargetProperties.__webglColorRenderbuffer );
  12487. _gl.bindRenderbuffer( 36161, null );
  12488. if ( renderTarget.depthBuffer ) {
  12489. renderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer();
  12490. setupRenderBufferStorage( renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true );
  12491. }
  12492. _gl.bindFramebuffer( 36160, null );
  12493. } else {
  12494. console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
  12495. }
  12496. }
  12497. }
  12498. // Setup color buffer
  12499. if ( isCube ) {
  12500. state.bindTexture( 34067, textureProperties.__webglTexture );
  12501. setTextureParameters( 34067, renderTarget.texture, supportsMips );
  12502. for ( var i = 0; i < 6; i ++ ) {
  12503. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, 36064, 34069 + i );
  12504. }
  12505. if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {
  12506. generateMipmap( 34067, renderTarget.texture, renderTarget.width, renderTarget.height );
  12507. }
  12508. state.bindTexture( 34067, null );
  12509. } else {
  12510. state.bindTexture( 3553, textureProperties.__webglTexture );
  12511. setTextureParameters( 3553, renderTarget.texture, supportsMips );
  12512. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, 36064, 3553 );
  12513. if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {
  12514. generateMipmap( 3553, renderTarget.texture, renderTarget.width, renderTarget.height );
  12515. }
  12516. state.bindTexture( 3553, null );
  12517. }
  12518. // Setup depth and stencil buffers
  12519. if ( renderTarget.depthBuffer ) {
  12520. setupDepthRenderbuffer( renderTarget );
  12521. }
  12522. }
  12523. function updateRenderTargetMipmap( renderTarget ) {
  12524. var texture = renderTarget.texture;
  12525. var supportsMips = isPowerOfTwo( renderTarget ) || capabilities.isWebGL2;
  12526. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  12527. var target = renderTarget.isWebGLRenderTargetCube ? 34067 : 3553;
  12528. var webglTexture = properties.get( texture ).__webglTexture;
  12529. state.bindTexture( target, webglTexture );
  12530. generateMipmap( target, texture, renderTarget.width, renderTarget.height );
  12531. state.bindTexture( target, null );
  12532. }
  12533. }
  12534. function updateMultisampleRenderTarget( renderTarget ) {
  12535. if ( renderTarget.isWebGLMultisampleRenderTarget ) {
  12536. if ( capabilities.isWebGL2 ) {
  12537. var renderTargetProperties = properties.get( renderTarget );
  12538. _gl.bindFramebuffer( 36008, renderTargetProperties.__webglMultisampledFramebuffer );
  12539. _gl.bindFramebuffer( 36009, renderTargetProperties.__webglFramebuffer );
  12540. var width = renderTarget.width;
  12541. var height = renderTarget.height;
  12542. var mask = 16384;
  12543. if ( renderTarget.depthBuffer ) mask |= 256;
  12544. if ( renderTarget.stencilBuffer ) mask |= 1024;
  12545. _gl.blitFramebuffer( 0, 0, width, height, 0, 0, width, height, mask, 9728 );
  12546. } else {
  12547. console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
  12548. }
  12549. }
  12550. }
  12551. function getRenderTargetSamples( renderTarget ) {
  12552. return ( capabilities.isWebGL2 && renderTarget.isWebGLMultisampleRenderTarget ) ?
  12553. Math.min( capabilities.maxSamples, renderTarget.samples ) : 0;
  12554. }
  12555. function updateVideoTexture( texture ) {
  12556. var id = texture.id;
  12557. var frame = info.render.frame;
  12558. // Check the last frame we updated the VideoTexture
  12559. if ( _videoTextures[ id ] !== frame ) {
  12560. _videoTextures[ id ] = frame;
  12561. texture.update();
  12562. }
  12563. }
  12564. this.setTexture2D = setTexture2D;
  12565. this.setTexture3D = setTexture3D;
  12566. this.setTextureCube = setTextureCube;
  12567. this.setTextureCubeDynamic = setTextureCubeDynamic;
  12568. this.setupRenderTarget = setupRenderTarget;
  12569. this.updateRenderTargetMipmap = updateRenderTargetMipmap;
  12570. this.updateMultisampleRenderTarget = updateMultisampleRenderTarget;
  12571. }
  12572. /**
  12573. * @author thespite / http://www.twitter.com/thespite
  12574. */
  12575. function WebGLUtils( gl, extensions, capabilities ) {
  12576. function convert( p ) {
  12577. var extension;
  12578. if ( p === RepeatWrapping ) return 10497;
  12579. if ( p === ClampToEdgeWrapping ) return 33071;
  12580. if ( p === MirroredRepeatWrapping ) return 33648;
  12581. if ( p === NearestFilter ) return 9728;
  12582. if ( p === NearestMipMapNearestFilter ) return 9984;
  12583. if ( p === NearestMipMapLinearFilter ) return 9986;
  12584. if ( p === LinearFilter ) return 9729;
  12585. if ( p === LinearMipMapNearestFilter ) return 9985;
  12586. if ( p === LinearMipMapLinearFilter ) return 9987;
  12587. if ( p === UnsignedByteType ) return 5121;
  12588. if ( p === UnsignedShort4444Type ) return 32819;
  12589. if ( p === UnsignedShort5551Type ) return 32820;
  12590. if ( p === UnsignedShort565Type ) return 33635;
  12591. if ( p === ByteType ) return 5120;
  12592. if ( p === ShortType ) return 5122;
  12593. if ( p === UnsignedShortType ) return 5123;
  12594. if ( p === IntType ) return 5124;
  12595. if ( p === UnsignedIntType ) return 5125;
  12596. if ( p === FloatType ) return 5126;
  12597. if ( p === HalfFloatType ) {
  12598. if ( capabilities.isWebGL2 ) return 5131;
  12599. extension = extensions.get( 'OES_texture_half_float' );
  12600. if ( extension !== null ) return extension.HALF_FLOAT_OES;
  12601. }
  12602. if ( p === AlphaFormat ) return 6406;
  12603. if ( p === RGBFormat ) return 6407;
  12604. if ( p === RGBAFormat ) return 6408;
  12605. if ( p === LuminanceFormat ) return 6409;
  12606. if ( p === LuminanceAlphaFormat ) return 6410;
  12607. if ( p === DepthFormat ) return 6402;
  12608. if ( p === DepthStencilFormat ) return 34041;
  12609. if ( p === RedFormat ) return 6403;
  12610. if ( p === AddEquation ) return 32774;
  12611. if ( p === SubtractEquation ) return 32778;
  12612. if ( p === ReverseSubtractEquation ) return 32779;
  12613. if ( p === ZeroFactor ) return 0;
  12614. if ( p === OneFactor ) return 1;
  12615. if ( p === SrcColorFactor ) return 768;
  12616. if ( p === OneMinusSrcColorFactor ) return 769;
  12617. if ( p === SrcAlphaFactor ) return 770;
  12618. if ( p === OneMinusSrcAlphaFactor ) return 771;
  12619. if ( p === DstAlphaFactor ) return 772;
  12620. if ( p === OneMinusDstAlphaFactor ) return 773;
  12621. if ( p === DstColorFactor ) return 774;
  12622. if ( p === OneMinusDstColorFactor ) return 775;
  12623. if ( p === SrcAlphaSaturateFactor ) return 776;
  12624. if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format ||
  12625. p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {
  12626. extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
  12627. if ( extension !== null ) {
  12628. if ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;
  12629. if ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;
  12630. if ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;
  12631. if ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;
  12632. }
  12633. }
  12634. if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format ||
  12635. p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {
  12636. extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  12637. if ( extension !== null ) {
  12638. if ( p === RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
  12639. if ( p === RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
  12640. if ( p === RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
  12641. if ( p === RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
  12642. }
  12643. }
  12644. if ( p === RGB_ETC1_Format ) {
  12645. extension = extensions.get( 'WEBGL_compressed_texture_etc1' );
  12646. if ( extension !== null ) return extension.COMPRESSED_RGB_ETC1_WEBGL;
  12647. }
  12648. if ( p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format ||
  12649. p === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format ||
  12650. p === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format ||
  12651. p === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format ||
  12652. p === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format ) {
  12653. extension = extensions.get( 'WEBGL_compressed_texture_astc' );
  12654. if ( extension !== null ) {
  12655. return p;
  12656. }
  12657. }
  12658. if ( p === MinEquation || p === MaxEquation ) {
  12659. if ( capabilities.isWebGL2 ) {
  12660. if ( p === MinEquation ) return 32775;
  12661. if ( p === MaxEquation ) return 32776;
  12662. }
  12663. extension = extensions.get( 'EXT_blend_minmax' );
  12664. if ( extension !== null ) {
  12665. if ( p === MinEquation ) return extension.MIN_EXT;
  12666. if ( p === MaxEquation ) return extension.MAX_EXT;
  12667. }
  12668. }
  12669. if ( p === UnsignedInt248Type ) {
  12670. if ( capabilities.isWebGL2 ) return 34042;
  12671. extension = extensions.get( 'WEBGL_depth_texture' );
  12672. if ( extension !== null ) return extension.UNSIGNED_INT_24_8_WEBGL;
  12673. }
  12674. return 0;
  12675. }
  12676. return { convert: convert };
  12677. }
  12678. /**
  12679. * @author mrdoob / http://mrdoob.com/
  12680. */
  12681. function Group() {
  12682. Object3D.call( this );
  12683. this.type = 'Group';
  12684. }
  12685. Group.prototype = Object.assign( Object.create( Object3D.prototype ), {
  12686. constructor: Group,
  12687. isGroup: true
  12688. } );
  12689. /**
  12690. * @author mrdoob / http://mrdoob.com/
  12691. * @author mikael emtinger / http://gomo.se/
  12692. * @author WestLangley / http://github.com/WestLangley
  12693. */
  12694. function Camera() {
  12695. Object3D.call( this );
  12696. this.type = 'Camera';
  12697. this.matrixWorldInverse = new Matrix4();
  12698. this.projectionMatrix = new Matrix4();
  12699. this.projectionMatrixInverse = new Matrix4();
  12700. }
  12701. Camera.prototype = Object.assign( Object.create( Object3D.prototype ), {
  12702. constructor: Camera,
  12703. isCamera: true,
  12704. copy: function ( source, recursive ) {
  12705. Object3D.prototype.copy.call( this, source, recursive );
  12706. this.matrixWorldInverse.copy( source.matrixWorldInverse );
  12707. this.projectionMatrix.copy( source.projectionMatrix );
  12708. this.projectionMatrixInverse.copy( source.projectionMatrixInverse );
  12709. return this;
  12710. },
  12711. getWorldDirection: function ( target ) {
  12712. if ( target === undefined ) {
  12713. console.warn( 'THREE.Camera: .getWorldDirection() target is now required' );
  12714. target = new Vector3();
  12715. }
  12716. this.updateMatrixWorld( true );
  12717. var e = this.matrixWorld.elements;
  12718. return target.set( - e[ 8 ], - e[ 9 ], - e[ 10 ] ).normalize();
  12719. },
  12720. updateMatrixWorld: function ( force ) {
  12721. Object3D.prototype.updateMatrixWorld.call( this, force );
  12722. this.matrixWorldInverse.getInverse( this.matrixWorld );
  12723. },
  12724. clone: function () {
  12725. return new this.constructor().copy( this );
  12726. }
  12727. } );
  12728. /**
  12729. * @author mrdoob / http://mrdoob.com/
  12730. * @author greggman / http://games.greggman.com/
  12731. * @author zz85 / http://www.lab4games.net/zz85/blog
  12732. * @author tschw
  12733. */
  12734. function PerspectiveCamera( fov, aspect, near, far ) {
  12735. Camera.call( this );
  12736. this.type = 'PerspectiveCamera';
  12737. this.fov = fov !== undefined ? fov : 50;
  12738. this.zoom = 1;
  12739. this.near = near !== undefined ? near : 0.1;
  12740. this.far = far !== undefined ? far : 2000;
  12741. this.focus = 10;
  12742. this.aspect = aspect !== undefined ? aspect : 1;
  12743. this.view = null;
  12744. this.filmGauge = 35; // width of the film (default in millimeters)
  12745. this.filmOffset = 0; // horizontal film offset (same unit as gauge)
  12746. this.updateProjectionMatrix();
  12747. }
  12748. PerspectiveCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
  12749. constructor: PerspectiveCamera,
  12750. isPerspectiveCamera: true,
  12751. copy: function ( source, recursive ) {
  12752. Camera.prototype.copy.call( this, source, recursive );
  12753. this.fov = source.fov;
  12754. this.zoom = source.zoom;
  12755. this.near = source.near;
  12756. this.far = source.far;
  12757. this.focus = source.focus;
  12758. this.aspect = source.aspect;
  12759. this.view = source.view === null ? null : Object.assign( {}, source.view );
  12760. this.filmGauge = source.filmGauge;
  12761. this.filmOffset = source.filmOffset;
  12762. return this;
  12763. },
  12764. /**
  12765. * Sets the FOV by focal length in respect to the current .filmGauge.
  12766. *
  12767. * The default film gauge is 35, so that the focal length can be specified for
  12768. * a 35mm (full frame) camera.
  12769. *
  12770. * Values for focal length and film gauge must have the same unit.
  12771. */
  12772. setFocalLength: function ( focalLength ) {
  12773. // see http://www.bobatkins.com/photography/technical/field_of_view.html
  12774. var vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;
  12775. this.fov = _Math.RAD2DEG * 2 * Math.atan( vExtentSlope );
  12776. this.updateProjectionMatrix();
  12777. },
  12778. /**
  12779. * Calculates the focal length from the current .fov and .filmGauge.
  12780. */
  12781. getFocalLength: function () {
  12782. var vExtentSlope = Math.tan( _Math.DEG2RAD * 0.5 * this.fov );
  12783. return 0.5 * this.getFilmHeight() / vExtentSlope;
  12784. },
  12785. getEffectiveFOV: function () {
  12786. return _Math.RAD2DEG * 2 * Math.atan(
  12787. Math.tan( _Math.DEG2RAD * 0.5 * this.fov ) / this.zoom );
  12788. },
  12789. getFilmWidth: function () {
  12790. // film not completely covered in portrait format (aspect < 1)
  12791. return this.filmGauge * Math.min( this.aspect, 1 );
  12792. },
  12793. getFilmHeight: function () {
  12794. // film not completely covered in landscape format (aspect > 1)
  12795. return this.filmGauge / Math.max( this.aspect, 1 );
  12796. },
  12797. /**
  12798. * Sets an offset in a larger frustum. This is useful for multi-window or
  12799. * multi-monitor/multi-machine setups.
  12800. *
  12801. * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
  12802. * the monitors are in grid like this
  12803. *
  12804. * +---+---+---+
  12805. * | A | B | C |
  12806. * +---+---+---+
  12807. * | D | E | F |
  12808. * +---+---+---+
  12809. *
  12810. * then for each monitor you would call it like this
  12811. *
  12812. * var w = 1920;
  12813. * var h = 1080;
  12814. * var fullWidth = w * 3;
  12815. * var fullHeight = h * 2;
  12816. *
  12817. * --A--
  12818. * camera.setOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
  12819. * --B--
  12820. * camera.setOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
  12821. * --C--
  12822. * camera.setOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
  12823. * --D--
  12824. * camera.setOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
  12825. * --E--
  12826. * camera.setOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
  12827. * --F--
  12828. * camera.setOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
  12829. *
  12830. * Note there is no reason monitors have to be the same size or in a grid.
  12831. */
  12832. setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
  12833. this.aspect = fullWidth / fullHeight;
  12834. if ( this.view === null ) {
  12835. this.view = {
  12836. enabled: true,
  12837. fullWidth: 1,
  12838. fullHeight: 1,
  12839. offsetX: 0,
  12840. offsetY: 0,
  12841. width: 1,
  12842. height: 1
  12843. };
  12844. }
  12845. this.view.enabled = true;
  12846. this.view.fullWidth = fullWidth;
  12847. this.view.fullHeight = fullHeight;
  12848. this.view.offsetX = x;
  12849. this.view.offsetY = y;
  12850. this.view.width = width;
  12851. this.view.height = height;
  12852. this.updateProjectionMatrix();
  12853. },
  12854. clearViewOffset: function () {
  12855. if ( this.view !== null ) {
  12856. this.view.enabled = false;
  12857. }
  12858. this.updateProjectionMatrix();
  12859. },
  12860. updateProjectionMatrix: function () {
  12861. var near = this.near,
  12862. top = near * Math.tan( _Math.DEG2RAD * 0.5 * this.fov ) / this.zoom,
  12863. height = 2 * top,
  12864. width = this.aspect * height,
  12865. left = - 0.5 * width,
  12866. view = this.view;
  12867. if ( this.view !== null && this.view.enabled ) {
  12868. var fullWidth = view.fullWidth,
  12869. fullHeight = view.fullHeight;
  12870. left += view.offsetX * width / fullWidth;
  12871. top -= view.offsetY * height / fullHeight;
  12872. width *= view.width / fullWidth;
  12873. height *= view.height / fullHeight;
  12874. }
  12875. var skew = this.filmOffset;
  12876. if ( skew !== 0 ) left += near * skew / this.getFilmWidth();
  12877. this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far );
  12878. this.projectionMatrixInverse.getInverse( this.projectionMatrix );
  12879. },
  12880. toJSON: function ( meta ) {
  12881. var data = Object3D.prototype.toJSON.call( this, meta );
  12882. data.object.fov = this.fov;
  12883. data.object.zoom = this.zoom;
  12884. data.object.near = this.near;
  12885. data.object.far = this.far;
  12886. data.object.focus = this.focus;
  12887. data.object.aspect = this.aspect;
  12888. if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
  12889. data.object.filmGauge = this.filmGauge;
  12890. data.object.filmOffset = this.filmOffset;
  12891. return data;
  12892. }
  12893. } );
  12894. /**
  12895. * @author mrdoob / http://mrdoob.com/
  12896. */
  12897. function ArrayCamera( array ) {
  12898. PerspectiveCamera.call( this );
  12899. this.cameras = array || [];
  12900. }
  12901. ArrayCamera.prototype = Object.assign( Object.create( PerspectiveCamera.prototype ), {
  12902. constructor: ArrayCamera,
  12903. isArrayCamera: true
  12904. } );
  12905. /**
  12906. * @author jsantell / https://www.jsantell.com/
  12907. * @author mrdoob / http://mrdoob.com/
  12908. */
  12909. var cameraLPos = new Vector3();
  12910. var cameraRPos = new Vector3();
  12911. /**
  12912. * Assumes 2 cameras that are parallel and share an X-axis, and that
  12913. * the cameras' projection and world matrices have already been set.
  12914. * And that near and far planes are identical for both cameras.
  12915. * Visualization of this technique: https://computergraphics.stackexchange.com/a/4765
  12916. */
  12917. function setProjectionFromUnion( camera, cameraL, cameraR ) {
  12918. cameraLPos.setFromMatrixPosition( cameraL.matrixWorld );
  12919. cameraRPos.setFromMatrixPosition( cameraR.matrixWorld );
  12920. var ipd = cameraLPos.distanceTo( cameraRPos );
  12921. var projL = cameraL.projectionMatrix.elements;
  12922. var projR = cameraR.projectionMatrix.elements;
  12923. // VR systems will have identical far and near planes, and
  12924. // most likely identical top and bottom frustum extents.
  12925. // Use the left camera for these values.
  12926. var near = projL[ 14 ] / ( projL[ 10 ] - 1 );
  12927. var far = projL[ 14 ] / ( projL[ 10 ] + 1 );
  12928. var topFov = ( projL[ 9 ] + 1 ) / projL[ 5 ];
  12929. var bottomFov = ( projL[ 9 ] - 1 ) / projL[ 5 ];
  12930. var leftFov = ( projL[ 8 ] - 1 ) / projL[ 0 ];
  12931. var rightFov = ( projR[ 8 ] + 1 ) / projR[ 0 ];
  12932. var left = near * leftFov;
  12933. var right = near * rightFov;
  12934. // Calculate the new camera's position offset from the
  12935. // left camera. xOffset should be roughly half `ipd`.
  12936. var zOffset = ipd / ( - leftFov + rightFov );
  12937. var xOffset = zOffset * - leftFov;
  12938. // TODO: Better way to apply this offset?
  12939. cameraL.matrixWorld.decompose( camera.position, camera.quaternion, camera.scale );
  12940. camera.translateX( xOffset );
  12941. camera.translateZ( zOffset );
  12942. camera.matrixWorld.compose( camera.position, camera.quaternion, camera.scale );
  12943. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  12944. // Find the union of the frustum values of the cameras and scale
  12945. // the values so that the near plane's position does not change in world space,
  12946. // although must now be relative to the new union camera.
  12947. var near2 = near + zOffset;
  12948. var far2 = far + zOffset;
  12949. var left2 = left - xOffset;
  12950. var right2 = right + ( ipd - xOffset );
  12951. var top2 = topFov * far / far2 * near2;
  12952. var bottom2 = bottomFov * far / far2 * near2;
  12953. camera.projectionMatrix.makePerspective( left2, right2, top2, bottom2, near2, far2 );
  12954. }
  12955. /**
  12956. * @author mrdoob / http://mrdoob.com/
  12957. */
  12958. function WebVRManager( renderer ) {
  12959. var scope = this;
  12960. var device = null;
  12961. var frameData = null;
  12962. var poseTarget = null;
  12963. var controllers = [];
  12964. var standingMatrix = new Matrix4();
  12965. var standingMatrixInverse = new Matrix4();
  12966. var framebufferScaleFactor = 1.0;
  12967. var frameOfReferenceType = 'stage';
  12968. if ( typeof window !== 'undefined' && 'VRFrameData' in window ) {
  12969. frameData = new window.VRFrameData();
  12970. window.addEventListener( 'vrdisplaypresentchange', onVRDisplayPresentChange, false );
  12971. }
  12972. var matrixWorldInverse = new Matrix4();
  12973. var tempQuaternion = new Quaternion();
  12974. var tempPosition = new Vector3();
  12975. var cameraL = new PerspectiveCamera();
  12976. cameraL.bounds = new Vector4( 0.0, 0.0, 0.5, 1.0 );
  12977. cameraL.layers.enable( 1 );
  12978. var cameraR = new PerspectiveCamera();
  12979. cameraR.bounds = new Vector4( 0.5, 0.0, 0.5, 1.0 );
  12980. cameraR.layers.enable( 2 );
  12981. var cameraVR = new ArrayCamera( [ cameraL, cameraR ] );
  12982. cameraVR.layers.enable( 1 );
  12983. cameraVR.layers.enable( 2 );
  12984. //
  12985. function isPresenting() {
  12986. return device !== null && device.isPresenting === true;
  12987. }
  12988. var currentSize = new Vector2(), currentPixelRatio;
  12989. function onVRDisplayPresentChange() {
  12990. if ( isPresenting() ) {
  12991. var eyeParameters = device.getEyeParameters( 'left' );
  12992. var renderWidth = eyeParameters.renderWidth * framebufferScaleFactor;
  12993. var renderHeight = eyeParameters.renderHeight * framebufferScaleFactor;
  12994. currentPixelRatio = renderer.getPixelRatio();
  12995. renderer.getSize( currentSize );
  12996. renderer.setDrawingBufferSize( renderWidth * 2, renderHeight, 1 );
  12997. animation.start();
  12998. } else {
  12999. if ( scope.enabled ) {
  13000. renderer.setDrawingBufferSize( currentSize.width, currentSize.height, currentPixelRatio );
  13001. }
  13002. animation.stop();
  13003. }
  13004. }
  13005. //
  13006. var triggers = [];
  13007. function findGamepad( id ) {
  13008. var gamepads = navigator.getGamepads && navigator.getGamepads();
  13009. for ( var i = 0, j = 0, l = gamepads.length; i < l; i ++ ) {
  13010. var gamepad = gamepads[ i ];
  13011. if ( gamepad && ( gamepad.id === 'Daydream Controller' ||
  13012. gamepad.id === 'Gear VR Controller' || gamepad.id === 'Oculus Go Controller' ||
  13013. gamepad.id === 'OpenVR Gamepad' || gamepad.id.startsWith( 'Oculus Touch' ) ||
  13014. gamepad.id.startsWith( 'Spatial Controller' ) ) ) {
  13015. if ( j === id ) return gamepad;
  13016. j ++;
  13017. }
  13018. }
  13019. }
  13020. function updateControllers() {
  13021. for ( var i = 0; i < controllers.length; i ++ ) {
  13022. var controller = controllers[ i ];
  13023. var gamepad = findGamepad( i );
  13024. if ( gamepad !== undefined && gamepad.pose !== undefined ) {
  13025. if ( gamepad.pose === null ) return;
  13026. // Pose
  13027. var pose = gamepad.pose;
  13028. if ( pose.hasPosition === false ) controller.position.set( 0.2, - 0.6, - 0.05 );
  13029. if ( pose.position !== null ) controller.position.fromArray( pose.position );
  13030. if ( pose.orientation !== null ) controller.quaternion.fromArray( pose.orientation );
  13031. controller.matrix.compose( controller.position, controller.quaternion, controller.scale );
  13032. controller.matrix.premultiply( standingMatrix );
  13033. controller.matrix.decompose( controller.position, controller.quaternion, controller.scale );
  13034. controller.matrixWorldNeedsUpdate = true;
  13035. controller.visible = true;
  13036. // Trigger
  13037. var buttonId = gamepad.id === 'Daydream Controller' ? 0 : 1;
  13038. if ( triggers[ i ] !== gamepad.buttons[ buttonId ].pressed ) {
  13039. triggers[ i ] = gamepad.buttons[ buttonId ].pressed;
  13040. if ( triggers[ i ] === true ) {
  13041. controller.dispatchEvent( { type: 'selectstart' } );
  13042. } else {
  13043. controller.dispatchEvent( { type: 'selectend' } );
  13044. controller.dispatchEvent( { type: 'select' } );
  13045. }
  13046. }
  13047. } else {
  13048. controller.visible = false;
  13049. }
  13050. }
  13051. }
  13052. //
  13053. this.enabled = false;
  13054. this.getController = function ( id ) {
  13055. var controller = controllers[ id ];
  13056. if ( controller === undefined ) {
  13057. controller = new Group();
  13058. controller.matrixAutoUpdate = false;
  13059. controller.visible = false;
  13060. controllers[ id ] = controller;
  13061. }
  13062. return controller;
  13063. };
  13064. this.getDevice = function () {
  13065. return device;
  13066. };
  13067. this.setDevice = function ( value ) {
  13068. if ( value !== undefined ) device = value;
  13069. animation.setContext( value );
  13070. };
  13071. this.setFramebufferScaleFactor = function ( value ) {
  13072. framebufferScaleFactor = value;
  13073. };
  13074. this.setFrameOfReferenceType = function ( value ) {
  13075. frameOfReferenceType = value;
  13076. };
  13077. this.setPoseTarget = function ( object ) {
  13078. if ( object !== undefined ) poseTarget = object;
  13079. };
  13080. this.getCamera = function ( camera ) {
  13081. var userHeight = frameOfReferenceType === 'stage' ? 1.6 : 0;
  13082. if ( device === null ) {
  13083. camera.position.set( 0, userHeight, 0 );
  13084. return camera;
  13085. }
  13086. device.depthNear = camera.near;
  13087. device.depthFar = camera.far;
  13088. device.getFrameData( frameData );
  13089. //
  13090. if ( frameOfReferenceType === 'stage' ) {
  13091. var stageParameters = device.stageParameters;
  13092. if ( stageParameters ) {
  13093. standingMatrix.fromArray( stageParameters.sittingToStandingTransform );
  13094. } else {
  13095. standingMatrix.makeTranslation( 0, userHeight, 0 );
  13096. }
  13097. }
  13098. var pose = frameData.pose;
  13099. var poseObject = poseTarget !== null ? poseTarget : camera;
  13100. // We want to manipulate poseObject by its position and quaternion components since users may rely on them.
  13101. poseObject.matrix.copy( standingMatrix );
  13102. poseObject.matrix.decompose( poseObject.position, poseObject.quaternion, poseObject.scale );
  13103. if ( pose.orientation !== null ) {
  13104. tempQuaternion.fromArray( pose.orientation );
  13105. poseObject.quaternion.multiply( tempQuaternion );
  13106. }
  13107. if ( pose.position !== null ) {
  13108. tempQuaternion.setFromRotationMatrix( standingMatrix );
  13109. tempPosition.fromArray( pose.position );
  13110. tempPosition.applyQuaternion( tempQuaternion );
  13111. poseObject.position.add( tempPosition );
  13112. }
  13113. poseObject.updateMatrixWorld();
  13114. if ( device.isPresenting === false ) return camera;
  13115. //
  13116. cameraL.near = camera.near;
  13117. cameraR.near = camera.near;
  13118. cameraL.far = camera.far;
  13119. cameraR.far = camera.far;
  13120. cameraL.matrixWorldInverse.fromArray( frameData.leftViewMatrix );
  13121. cameraR.matrixWorldInverse.fromArray( frameData.rightViewMatrix );
  13122. // TODO (mrdoob) Double check this code
  13123. standingMatrixInverse.getInverse( standingMatrix );
  13124. if ( frameOfReferenceType === 'stage' ) {
  13125. cameraL.matrixWorldInverse.multiply( standingMatrixInverse );
  13126. cameraR.matrixWorldInverse.multiply( standingMatrixInverse );
  13127. }
  13128. var parent = poseObject.parent;
  13129. if ( parent !== null ) {
  13130. matrixWorldInverse.getInverse( parent.matrixWorld );
  13131. cameraL.matrixWorldInverse.multiply( matrixWorldInverse );
  13132. cameraR.matrixWorldInverse.multiply( matrixWorldInverse );
  13133. }
  13134. // envMap and Mirror needs camera.matrixWorld
  13135. cameraL.matrixWorld.getInverse( cameraL.matrixWorldInverse );
  13136. cameraR.matrixWorld.getInverse( cameraR.matrixWorldInverse );
  13137. cameraL.projectionMatrix.fromArray( frameData.leftProjectionMatrix );
  13138. cameraR.projectionMatrix.fromArray( frameData.rightProjectionMatrix );
  13139. setProjectionFromUnion( cameraVR, cameraL, cameraR );
  13140. //
  13141. var layers = device.getLayers();
  13142. if ( layers.length ) {
  13143. var layer = layers[ 0 ];
  13144. if ( layer.leftBounds !== null && layer.leftBounds.length === 4 ) {
  13145. cameraL.bounds.fromArray( layer.leftBounds );
  13146. }
  13147. if ( layer.rightBounds !== null && layer.rightBounds.length === 4 ) {
  13148. cameraR.bounds.fromArray( layer.rightBounds );
  13149. }
  13150. }
  13151. updateControllers();
  13152. return cameraVR;
  13153. };
  13154. this.getStandingMatrix = function () {
  13155. return standingMatrix;
  13156. };
  13157. this.isPresenting = isPresenting;
  13158. // Animation Loop
  13159. var animation = new WebGLAnimation();
  13160. this.setAnimationLoop = function ( callback ) {
  13161. animation.setAnimationLoop( callback );
  13162. };
  13163. this.submitFrame = function () {
  13164. if ( isPresenting() ) device.submitFrame();
  13165. };
  13166. this.dispose = function () {
  13167. if ( typeof window !== 'undefined' ) {
  13168. window.removeEventListener( 'vrdisplaypresentchange', onVRDisplayPresentChange );
  13169. }
  13170. };
  13171. }
  13172. /**
  13173. * @author mrdoob / http://mrdoob.com/
  13174. */
  13175. function WebXRManager( renderer ) {
  13176. var gl = renderer.context;
  13177. var device = null;
  13178. var session = null;
  13179. var framebufferScaleFactor = 1.0;
  13180. var frameOfReference = null;
  13181. var frameOfReferenceType = 'stage';
  13182. var pose = null;
  13183. var controllers = [];
  13184. var inputSources = [];
  13185. function isPresenting() {
  13186. return session !== null && frameOfReference !== null;
  13187. }
  13188. //
  13189. var cameraL = new PerspectiveCamera();
  13190. cameraL.layers.enable( 1 );
  13191. cameraL.viewport = new Vector4();
  13192. var cameraR = new PerspectiveCamera();
  13193. cameraR.layers.enable( 2 );
  13194. cameraR.viewport = new Vector4();
  13195. var cameraVR = new ArrayCamera( [ cameraL, cameraR ] );
  13196. cameraVR.layers.enable( 1 );
  13197. cameraVR.layers.enable( 2 );
  13198. //
  13199. this.enabled = false;
  13200. this.getController = function ( id ) {
  13201. var controller = controllers[ id ];
  13202. if ( controller === undefined ) {
  13203. controller = new Group();
  13204. controller.matrixAutoUpdate = false;
  13205. controller.visible = false;
  13206. controllers[ id ] = controller;
  13207. }
  13208. return controller;
  13209. };
  13210. this.getDevice = function () {
  13211. return device;
  13212. };
  13213. this.setDevice = function ( value ) {
  13214. if ( value !== undefined ) device = value;
  13215. if ( value instanceof XRDevice ) gl.setCompatibleXRDevice( value );
  13216. };
  13217. //
  13218. function onSessionEvent( event ) {
  13219. var controller = controllers[ inputSources.indexOf( event.inputSource ) ];
  13220. if ( controller ) controller.dispatchEvent( { type: event.type } );
  13221. }
  13222. function onSessionEnd() {
  13223. renderer.setFramebuffer( null );
  13224. animation.stop();
  13225. }
  13226. this.setFramebufferScaleFactor = function ( value ) {
  13227. framebufferScaleFactor = value;
  13228. };
  13229. this.setFrameOfReferenceType = function ( value ) {
  13230. frameOfReferenceType = value;
  13231. };
  13232. this.setSession = function ( value ) {
  13233. session = value;
  13234. if ( session !== null ) {
  13235. session.addEventListener( 'select', onSessionEvent );
  13236. session.addEventListener( 'selectstart', onSessionEvent );
  13237. session.addEventListener( 'selectend', onSessionEvent );
  13238. session.addEventListener( 'end', onSessionEnd );
  13239. session.baseLayer = new XRWebGLLayer( session, gl, { framebufferScaleFactor: framebufferScaleFactor } );
  13240. session.requestFrameOfReference( frameOfReferenceType ).then( function ( value ) {
  13241. frameOfReference = value;
  13242. renderer.setFramebuffer( session.baseLayer.framebuffer );
  13243. animation.setContext( session );
  13244. animation.start();
  13245. } );
  13246. //
  13247. inputSources = session.getInputSources();
  13248. session.addEventListener( 'inputsourceschange', function () {
  13249. inputSources = session.getInputSources();
  13250. console.log( inputSources );
  13251. for ( var i = 0; i < controllers.length; i ++ ) {
  13252. var controller = controllers[ i ];
  13253. controller.userData.inputSource = inputSources[ i ];
  13254. }
  13255. } );
  13256. }
  13257. };
  13258. function updateCamera( camera, parent ) {
  13259. if ( parent === null ) {
  13260. camera.matrixWorld.copy( camera.matrix );
  13261. } else {
  13262. camera.matrixWorld.multiplyMatrices( parent.matrixWorld, camera.matrix );
  13263. }
  13264. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  13265. }
  13266. this.getCamera = function ( camera ) {
  13267. if ( isPresenting() ) {
  13268. var parent = camera.parent;
  13269. var cameras = cameraVR.cameras;
  13270. updateCamera( cameraVR, parent );
  13271. for ( var i = 0; i < cameras.length; i ++ ) {
  13272. updateCamera( cameras[ i ], parent );
  13273. }
  13274. // update camera and its children
  13275. camera.matrixWorld.copy( cameraVR.matrixWorld );
  13276. var children = camera.children;
  13277. for ( var i = 0, l = children.length; i < l; i ++ ) {
  13278. children[ i ].updateMatrixWorld( true );
  13279. }
  13280. setProjectionFromUnion( cameraVR, cameraL, cameraR );
  13281. return cameraVR;
  13282. }
  13283. return camera;
  13284. };
  13285. this.isPresenting = isPresenting;
  13286. // Animation Loop
  13287. var onAnimationFrameCallback = null;
  13288. function onAnimationFrame( time, frame ) {
  13289. pose = frame.getDevicePose( frameOfReference );
  13290. if ( pose !== null ) {
  13291. var layer = session.baseLayer;
  13292. var views = frame.views;
  13293. for ( var i = 0; i < views.length; i ++ ) {
  13294. var view = views[ i ];
  13295. var viewport = layer.getViewport( view );
  13296. var viewMatrix = pose.getViewMatrix( view );
  13297. var camera = cameraVR.cameras[ i ];
  13298. camera.matrix.fromArray( viewMatrix ).getInverse( camera.matrix );
  13299. camera.projectionMatrix.fromArray( view.projectionMatrix );
  13300. camera.viewport.set( viewport.x, viewport.y, viewport.width, viewport.height );
  13301. if ( i === 0 ) {
  13302. cameraVR.matrix.copy( camera.matrix );
  13303. }
  13304. }
  13305. }
  13306. //
  13307. for ( var i = 0; i < controllers.length; i ++ ) {
  13308. var controller = controllers[ i ];
  13309. var inputSource = inputSources[ i ];
  13310. if ( inputSource ) {
  13311. var inputPose = frame.getInputPose( inputSource, frameOfReference );
  13312. if ( inputPose !== null ) {
  13313. if ( 'targetRay' in inputPose ) {
  13314. controller.matrix.elements = inputPose.targetRay.transformMatrix;
  13315. } else if ( 'pointerMatrix' in inputPose ) {
  13316. // DEPRECATED
  13317. controller.matrix.elements = inputPose.pointerMatrix;
  13318. }
  13319. controller.matrix.decompose( controller.position, controller.rotation, controller.scale );
  13320. controller.visible = true;
  13321. continue;
  13322. }
  13323. }
  13324. controller.visible = false;
  13325. }
  13326. if ( onAnimationFrameCallback ) onAnimationFrameCallback( time );
  13327. }
  13328. var animation = new WebGLAnimation();
  13329. animation.setAnimationLoop( onAnimationFrame );
  13330. this.setAnimationLoop = function ( callback ) {
  13331. onAnimationFrameCallback = callback;
  13332. };
  13333. this.dispose = function () {};
  13334. // DEPRECATED
  13335. this.getStandingMatrix = function () {
  13336. console.warn( 'THREE.WebXRManager: getStandingMatrix() is no longer needed.' );
  13337. return new THREE.Matrix4();
  13338. };
  13339. this.submitFrame = function () {};
  13340. }
  13341. /**
  13342. * @author supereggbert / http://www.paulbrunt.co.uk/
  13343. * @author mrdoob / http://mrdoob.com/
  13344. * @author alteredq / http://alteredqualia.com/
  13345. * @author szimek / https://github.com/szimek/
  13346. * @author tschw
  13347. */
  13348. function WebGLRenderer( parameters ) {
  13349. console.log( 'THREE.WebGLRenderer', REVISION );
  13350. parameters = parameters || {};
  13351. var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ),
  13352. _context = parameters.context !== undefined ? parameters.context : null,
  13353. _alpha = parameters.alpha !== undefined ? parameters.alpha : false,
  13354. _depth = parameters.depth !== undefined ? parameters.depth : true,
  13355. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  13356. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  13357. _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
  13358. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  13359. _powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default';
  13360. var currentRenderList = null;
  13361. var currentRenderState = null;
  13362. // public properties
  13363. this.domElement = _canvas;
  13364. this.context = null;
  13365. // clearing
  13366. this.autoClear = true;
  13367. this.autoClearColor = true;
  13368. this.autoClearDepth = true;
  13369. this.autoClearStencil = true;
  13370. // scene graph
  13371. this.sortObjects = true;
  13372. // user-defined clipping
  13373. this.clippingPlanes = [];
  13374. this.localClippingEnabled = false;
  13375. // physically based shading
  13376. this.gammaFactor = 2.0; // for backwards compatibility
  13377. this.gammaInput = false;
  13378. this.gammaOutput = false;
  13379. // physical lights
  13380. this.physicallyCorrectLights = false;
  13381. // tone mapping
  13382. this.toneMapping = LinearToneMapping;
  13383. this.toneMappingExposure = 1.0;
  13384. this.toneMappingWhitePoint = 1.0;
  13385. // morphs
  13386. this.maxMorphTargets = 8;
  13387. this.maxMorphNormals = 4;
  13388. // internal properties
  13389. var _this = this,
  13390. _isContextLost = false,
  13391. // internal state cache
  13392. _framebuffer = null,
  13393. _currentRenderTarget = null,
  13394. _currentFramebuffer = null,
  13395. _currentMaterialId = - 1,
  13396. // geometry and program caching
  13397. _currentGeometryProgram = {
  13398. geometry: null,
  13399. program: null,
  13400. wireframe: false
  13401. },
  13402. _currentCamera = null,
  13403. _currentArrayCamera = null,
  13404. _currentViewport = new Vector4(),
  13405. _currentScissor = new Vector4(),
  13406. _currentScissorTest = null,
  13407. //
  13408. _usedTextureUnits = 0,
  13409. //
  13410. _width = _canvas.width,
  13411. _height = _canvas.height,
  13412. _pixelRatio = 1,
  13413. _viewport = new Vector4( 0, 0, _width, _height ),
  13414. _scissor = new Vector4( 0, 0, _width, _height ),
  13415. _scissorTest = false,
  13416. // frustum
  13417. _frustum = new Frustum(),
  13418. // clipping
  13419. _clipping = new WebGLClipping(),
  13420. _clippingEnabled = false,
  13421. _localClippingEnabled = false,
  13422. // camera matrices cache
  13423. _projScreenMatrix = new Matrix4(),
  13424. _vector3 = new Vector3();
  13425. function getTargetPixelRatio() {
  13426. return _currentRenderTarget === null ? _pixelRatio : 1;
  13427. }
  13428. // initialize
  13429. var _gl;
  13430. try {
  13431. var contextAttributes = {
  13432. alpha: _alpha,
  13433. depth: _depth,
  13434. stencil: _stencil,
  13435. antialias: _antialias,
  13436. premultipliedAlpha: _premultipliedAlpha,
  13437. preserveDrawingBuffer: _preserveDrawingBuffer,
  13438. powerPreference: _powerPreference
  13439. };
  13440. // event listeners must be registered before WebGL context is created, see #12753
  13441. _canvas.addEventListener( 'webglcontextlost', onContextLost, false );
  13442. _canvas.addEventListener( 'webglcontextrestored', onContextRestore, false );
  13443. _gl = _context || _canvas.getContext( 'webgl', contextAttributes ) || _canvas.getContext( 'experimental-webgl', contextAttributes );
  13444. if ( _gl === null ) {
  13445. if ( _canvas.getContext( 'webgl' ) !== null ) {
  13446. throw new Error( 'Error creating WebGL context with your selected attributes.' );
  13447. } else {
  13448. throw new Error( 'Error creating WebGL context.' );
  13449. }
  13450. }
  13451. // Some experimental-webgl implementations do not have getShaderPrecisionFormat
  13452. if ( _gl.getShaderPrecisionFormat === undefined ) {
  13453. _gl.getShaderPrecisionFormat = function () {
  13454. return { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 };
  13455. };
  13456. }
  13457. } catch ( error ) {
  13458. console.error( 'THREE.WebGLRenderer: ' + error.message );
  13459. }
  13460. var extensions, capabilities, state, info;
  13461. var properties, textures, attributes, geometries, objects;
  13462. var programCache, renderLists, renderStates;
  13463. var background, morphtargets, bufferRenderer, indexedBufferRenderer;
  13464. var utils;
  13465. function initGLContext() {
  13466. extensions = new WebGLExtensions( _gl );
  13467. capabilities = new WebGLCapabilities( _gl, extensions, parameters );
  13468. if ( ! capabilities.isWebGL2 ) {
  13469. extensions.get( 'WEBGL_depth_texture' );
  13470. extensions.get( 'OES_texture_float' );
  13471. extensions.get( 'OES_texture_half_float' );
  13472. extensions.get( 'OES_texture_half_float_linear' );
  13473. extensions.get( 'OES_standard_derivatives' );
  13474. extensions.get( 'OES_element_index_uint' );
  13475. extensions.get( 'ANGLE_instanced_arrays' );
  13476. }
  13477. extensions.get( 'OES_texture_float_linear' );
  13478. utils = new WebGLUtils( _gl, extensions, capabilities );
  13479. state = new WebGLState( _gl, extensions, utils, capabilities );
  13480. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ) );
  13481. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ) );
  13482. info = new WebGLInfo( _gl );
  13483. properties = new WebGLProperties();
  13484. textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );
  13485. attributes = new WebGLAttributes( _gl );
  13486. geometries = new WebGLGeometries( _gl, attributes, info );
  13487. objects = new WebGLObjects( geometries, info );
  13488. morphtargets = new WebGLMorphtargets( _gl );
  13489. programCache = new WebGLPrograms( _this, extensions, capabilities );
  13490. renderLists = new WebGLRenderLists();
  13491. renderStates = new WebGLRenderStates();
  13492. background = new WebGLBackground( _this, state, objects, _premultipliedAlpha );
  13493. bufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities );
  13494. indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities );
  13495. info.programs = programCache.programs;
  13496. _this.context = _gl;
  13497. _this.capabilities = capabilities;
  13498. _this.extensions = extensions;
  13499. _this.properties = properties;
  13500. _this.renderLists = renderLists;
  13501. _this.state = state;
  13502. _this.info = info;
  13503. }
  13504. initGLContext();
  13505. // vr
  13506. var vr = null;
  13507. if ( typeof navigator !== 'undefined' ) {
  13508. vr = ( 'xr' in navigator ) ? new WebXRManager( _this ) : new WebVRManager( _this );
  13509. }
  13510. this.vr = vr;
  13511. // shadow map
  13512. var shadowMap = new WebGLShadowMap( _this, objects, capabilities.maxTextureSize );
  13513. this.shadowMap = shadowMap;
  13514. // API
  13515. this.getContext = function () {
  13516. return _gl;
  13517. };
  13518. this.getContextAttributes = function () {
  13519. return _gl.getContextAttributes();
  13520. };
  13521. this.forceContextLoss = function () {
  13522. var extension = extensions.get( 'WEBGL_lose_context' );
  13523. if ( extension ) extension.loseContext();
  13524. };
  13525. this.forceContextRestore = function () {
  13526. var extension = extensions.get( 'WEBGL_lose_context' );
  13527. if ( extension ) extension.restoreContext();
  13528. };
  13529. this.getPixelRatio = function () {
  13530. return _pixelRatio;
  13531. };
  13532. this.setPixelRatio = function ( value ) {
  13533. if ( value === undefined ) return;
  13534. _pixelRatio = value;
  13535. this.setSize( _width, _height, false );
  13536. };
  13537. this.getSize = function ( target ) {
  13538. if ( target === undefined ) {
  13539. console.warn( 'WebGLRenderer: .getsize() now requires a Vector2 as an argument' );
  13540. target = new Vector2();
  13541. }
  13542. return target.set( _width, _height );
  13543. };
  13544. this.setSize = function ( width, height, updateStyle ) {
  13545. if ( vr.isPresenting() ) {
  13546. console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' );
  13547. return;
  13548. }
  13549. _width = width;
  13550. _height = height;
  13551. _canvas.width = width * _pixelRatio;
  13552. _canvas.height = height * _pixelRatio;
  13553. if ( updateStyle !== false ) {
  13554. _canvas.style.width = width + 'px';
  13555. _canvas.style.height = height + 'px';
  13556. }
  13557. this.setViewport( 0, 0, width, height );
  13558. };
  13559. this.getDrawingBufferSize = function ( target ) {
  13560. if ( target === undefined ) {
  13561. console.warn( 'WebGLRenderer: .getdrawingBufferSize() now requires a Vector2 as an argument' );
  13562. target = new Vector2();
  13563. }
  13564. return target.set( _width * _pixelRatio, _height * _pixelRatio );
  13565. };
  13566. this.setDrawingBufferSize = function ( width, height, pixelRatio ) {
  13567. _width = width;
  13568. _height = height;
  13569. _pixelRatio = pixelRatio;
  13570. _canvas.width = width * pixelRatio;
  13571. _canvas.height = height * pixelRatio;
  13572. this.setViewport( 0, 0, width, height );
  13573. };
  13574. this.getCurrentViewport = function ( target ) {
  13575. if ( target === undefined ) {
  13576. console.warn( 'WebGLRenderer: .getCurrentViewport() now requires a Vector4 as an argument' );
  13577. target = new Vector4();
  13578. }
  13579. return target.copy( _currentViewport );
  13580. };
  13581. this.getViewport = function ( target ) {
  13582. return target.copy( _viewport );
  13583. };
  13584. this.setViewport = function ( x, y, width, height ) {
  13585. _viewport.set( x, y, width, height );
  13586. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ) );
  13587. };
  13588. this.setScissor = function ( x, y, width, height ) {
  13589. _scissor.set( x, y, width, height );
  13590. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ) );
  13591. };
  13592. this.setScissorTest = function ( boolean ) {
  13593. state.setScissorTest( _scissorTest = boolean );
  13594. };
  13595. // Clearing
  13596. this.getClearColor = function () {
  13597. return background.getClearColor();
  13598. };
  13599. this.setClearColor = function () {
  13600. background.setClearColor.apply( background, arguments );
  13601. };
  13602. this.getClearAlpha = function () {
  13603. return background.getClearAlpha();
  13604. };
  13605. this.setClearAlpha = function () {
  13606. background.setClearAlpha.apply( background, arguments );
  13607. };
  13608. this.clear = function ( color, depth, stencil ) {
  13609. var bits = 0;
  13610. if ( color === undefined || color ) bits |= 16384;
  13611. if ( depth === undefined || depth ) bits |= 256;
  13612. if ( stencil === undefined || stencil ) bits |= 1024;
  13613. _gl.clear( bits );
  13614. };
  13615. this.clearColor = function () {
  13616. this.clear( true, false, false );
  13617. };
  13618. this.clearDepth = function () {
  13619. this.clear( false, true, false );
  13620. };
  13621. this.clearStencil = function () {
  13622. this.clear( false, false, true );
  13623. };
  13624. //
  13625. this.dispose = function () {
  13626. _canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
  13627. _canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );
  13628. renderLists.dispose();
  13629. renderStates.dispose();
  13630. properties.dispose();
  13631. objects.dispose();
  13632. vr.dispose();
  13633. animation.stop();
  13634. };
  13635. // Events
  13636. function onContextLost( event ) {
  13637. event.preventDefault();
  13638. console.log( 'THREE.WebGLRenderer: Context Lost.' );
  13639. _isContextLost = true;
  13640. }
  13641. function onContextRestore( /* event */ ) {
  13642. console.log( 'THREE.WebGLRenderer: Context Restored.' );
  13643. _isContextLost = false;
  13644. initGLContext();
  13645. }
  13646. function onMaterialDispose( event ) {
  13647. var material = event.target;
  13648. material.removeEventListener( 'dispose', onMaterialDispose );
  13649. deallocateMaterial( material );
  13650. }
  13651. // Buffer deallocation
  13652. function deallocateMaterial( material ) {
  13653. releaseMaterialProgramReference( material );
  13654. properties.remove( material );
  13655. }
  13656. function releaseMaterialProgramReference( material ) {
  13657. var programInfo = properties.get( material ).program;
  13658. material.program = undefined;
  13659. if ( programInfo !== undefined ) {
  13660. programCache.releaseProgram( programInfo );
  13661. }
  13662. }
  13663. // Buffer rendering
  13664. function renderObjectImmediate( object, program ) {
  13665. object.render( function ( object ) {
  13666. _this.renderBufferImmediate( object, program );
  13667. } );
  13668. }
  13669. this.renderBufferImmediate = function ( object, program ) {
  13670. state.initAttributes();
  13671. var buffers = properties.get( object );
  13672. if ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer();
  13673. if ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer();
  13674. if ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer();
  13675. if ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer();
  13676. var programAttributes = program.getAttributes();
  13677. if ( object.hasPositions ) {
  13678. _gl.bindBuffer( 34962, buffers.position );
  13679. _gl.bufferData( 34962, object.positionArray, 35048 );
  13680. state.enableAttribute( programAttributes.position );
  13681. _gl.vertexAttribPointer( programAttributes.position, 3, 5126, false, 0, 0 );
  13682. }
  13683. if ( object.hasNormals ) {
  13684. _gl.bindBuffer( 34962, buffers.normal );
  13685. _gl.bufferData( 34962, object.normalArray, 35048 );
  13686. state.enableAttribute( programAttributes.normal );
  13687. _gl.vertexAttribPointer( programAttributes.normal, 3, 5126, false, 0, 0 );
  13688. }
  13689. if ( object.hasUvs ) {
  13690. _gl.bindBuffer( 34962, buffers.uv );
  13691. _gl.bufferData( 34962, object.uvArray, 35048 );
  13692. state.enableAttribute( programAttributes.uv );
  13693. _gl.vertexAttribPointer( programAttributes.uv, 2, 5126, false, 0, 0 );
  13694. }
  13695. if ( object.hasColors ) {
  13696. _gl.bindBuffer( 34962, buffers.color );
  13697. _gl.bufferData( 34962, object.colorArray, 35048 );
  13698. state.enableAttribute( programAttributes.color );
  13699. _gl.vertexAttribPointer( programAttributes.color, 3, 5126, false, 0, 0 );
  13700. }
  13701. state.disableUnusedAttributes();
  13702. _gl.drawArrays( 4, 0, object.count );
  13703. object.count = 0;
  13704. };
  13705. this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
  13706. var frontFaceCW = ( object.isMesh && object.normalMatrix.determinant() < 0 );
  13707. state.setMaterial( material, frontFaceCW );
  13708. var program = setProgram( camera, fog, material, object );
  13709. var updateBuffers = false;
  13710. if ( _currentGeometryProgram.geometry !== geometry.id ||
  13711. _currentGeometryProgram.program !== program.id ||
  13712. _currentGeometryProgram.wireframe !== ( material.wireframe === true ) ) {
  13713. _currentGeometryProgram.geometry = geometry.id;
  13714. _currentGeometryProgram.program = program.id;
  13715. _currentGeometryProgram.wireframe = material.wireframe === true;
  13716. updateBuffers = true;
  13717. }
  13718. if ( object.morphTargetInfluences ) {
  13719. morphtargets.update( object, geometry, material, program );
  13720. updateBuffers = true;
  13721. }
  13722. //
  13723. var index = geometry.index;
  13724. var position = geometry.attributes.position;
  13725. var rangeFactor = 1;
  13726. if ( material.wireframe === true ) {
  13727. index = geometries.getWireframeAttribute( geometry );
  13728. rangeFactor = 2;
  13729. }
  13730. var attribute;
  13731. var renderer = bufferRenderer;
  13732. if ( index !== null ) {
  13733. attribute = attributes.get( index );
  13734. renderer = indexedBufferRenderer;
  13735. renderer.setIndex( attribute );
  13736. }
  13737. if ( updateBuffers ) {
  13738. setupVertexAttributes( material, program, geometry );
  13739. if ( index !== null ) {
  13740. _gl.bindBuffer( 34963, attribute.buffer );
  13741. }
  13742. }
  13743. //
  13744. var dataCount = Infinity;
  13745. if ( index !== null ) {
  13746. dataCount = index.count;
  13747. } else if ( position !== undefined ) {
  13748. dataCount = position.count;
  13749. }
  13750. var rangeStart = geometry.drawRange.start * rangeFactor;
  13751. var rangeCount = geometry.drawRange.count * rangeFactor;
  13752. var groupStart = group !== null ? group.start * rangeFactor : 0;
  13753. var groupCount = group !== null ? group.count * rangeFactor : Infinity;
  13754. var drawStart = Math.max( rangeStart, groupStart );
  13755. var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
  13756. var drawCount = Math.max( 0, drawEnd - drawStart + 1 );
  13757. if ( drawCount === 0 ) return;
  13758. //
  13759. if ( object.isMesh ) {
  13760. if ( material.wireframe === true ) {
  13761. state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
  13762. renderer.setMode( 1 );
  13763. } else {
  13764. switch ( object.drawMode ) {
  13765. case TrianglesDrawMode:
  13766. renderer.setMode( 4 );
  13767. break;
  13768. case TriangleStripDrawMode:
  13769. renderer.setMode( 5 );
  13770. break;
  13771. case TriangleFanDrawMode:
  13772. renderer.setMode( 6 );
  13773. break;
  13774. }
  13775. }
  13776. } else if ( object.isLine ) {
  13777. var lineWidth = material.linewidth;
  13778. if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
  13779. state.setLineWidth( lineWidth * getTargetPixelRatio() );
  13780. if ( object.isLineSegments ) {
  13781. renderer.setMode( 1 );
  13782. } else if ( object.isLineLoop ) {
  13783. renderer.setMode( 2 );
  13784. } else {
  13785. renderer.setMode( 3 );
  13786. }
  13787. } else if ( object.isPoints ) {
  13788. renderer.setMode( 0 );
  13789. } else if ( object.isSprite ) {
  13790. renderer.setMode( 4 );
  13791. }
  13792. if ( geometry && geometry.isInstancedBufferGeometry ) {
  13793. if ( geometry.maxInstancedCount > 0 ) {
  13794. renderer.renderInstances( geometry, drawStart, drawCount );
  13795. }
  13796. } else {
  13797. renderer.render( drawStart, drawCount );
  13798. }
  13799. };
  13800. function setupVertexAttributes( material, program, geometry ) {
  13801. if ( geometry && geometry.isInstancedBufferGeometry && ! capabilities.isWebGL2 ) {
  13802. if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) {
  13803. console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  13804. return;
  13805. }
  13806. }
  13807. state.initAttributes();
  13808. var geometryAttributes = geometry.attributes;
  13809. var programAttributes = program.getAttributes();
  13810. var materialDefaultAttributeValues = material.defaultAttributeValues;
  13811. for ( var name in programAttributes ) {
  13812. var programAttribute = programAttributes[ name ];
  13813. if ( programAttribute >= 0 ) {
  13814. var geometryAttribute = geometryAttributes[ name ];
  13815. if ( geometryAttribute !== undefined ) {
  13816. var normalized = geometryAttribute.normalized;
  13817. var size = geometryAttribute.itemSize;
  13818. var attribute = attributes.get( geometryAttribute );
  13819. // TODO Attribute may not be available on context restore
  13820. if ( attribute === undefined ) continue;
  13821. var buffer = attribute.buffer;
  13822. var type = attribute.type;
  13823. var bytesPerElement = attribute.bytesPerElement;
  13824. if ( geometryAttribute.isInterleavedBufferAttribute ) {
  13825. var data = geometryAttribute.data;
  13826. var stride = data.stride;
  13827. var offset = geometryAttribute.offset;
  13828. if ( data && data.isInstancedInterleavedBuffer ) {
  13829. state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );
  13830. if ( geometry.maxInstancedCount === undefined ) {
  13831. geometry.maxInstancedCount = data.meshPerAttribute * data.count;
  13832. }
  13833. } else {
  13834. state.enableAttribute( programAttribute );
  13835. }
  13836. _gl.bindBuffer( 34962, buffer );
  13837. _gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement );
  13838. } else {
  13839. if ( geometryAttribute.isInstancedBufferAttribute ) {
  13840. state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );
  13841. if ( geometry.maxInstancedCount === undefined ) {
  13842. geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
  13843. }
  13844. } else {
  13845. state.enableAttribute( programAttribute );
  13846. }
  13847. _gl.bindBuffer( 34962, buffer );
  13848. _gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, 0 );
  13849. }
  13850. } else if ( materialDefaultAttributeValues !== undefined ) {
  13851. var value = materialDefaultAttributeValues[ name ];
  13852. if ( value !== undefined ) {
  13853. switch ( value.length ) {
  13854. case 2:
  13855. _gl.vertexAttrib2fv( programAttribute, value );
  13856. break;
  13857. case 3:
  13858. _gl.vertexAttrib3fv( programAttribute, value );
  13859. break;
  13860. case 4:
  13861. _gl.vertexAttrib4fv( programAttribute, value );
  13862. break;
  13863. default:
  13864. _gl.vertexAttrib1fv( programAttribute, value );
  13865. }
  13866. }
  13867. }
  13868. }
  13869. }
  13870. state.disableUnusedAttributes();
  13871. }
  13872. // Compile
  13873. this.compile = function ( scene, camera ) {
  13874. currentRenderState = renderStates.get( scene, camera );
  13875. currentRenderState.init();
  13876. scene.traverse( function ( object ) {
  13877. if ( object.isLight ) {
  13878. currentRenderState.pushLight( object );
  13879. if ( object.castShadow ) {
  13880. currentRenderState.pushShadow( object );
  13881. }
  13882. }
  13883. } );
  13884. currentRenderState.setupLights( camera );
  13885. scene.traverse( function ( object ) {
  13886. if ( object.material ) {
  13887. if ( Array.isArray( object.material ) ) {
  13888. for ( var i = 0; i < object.material.length; i ++ ) {
  13889. initMaterial( object.material[ i ], scene.fog, object );
  13890. }
  13891. } else {
  13892. initMaterial( object.material, scene.fog, object );
  13893. }
  13894. }
  13895. } );
  13896. };
  13897. // Animation Loop
  13898. var onAnimationFrameCallback = null;
  13899. function onAnimationFrame( time ) {
  13900. if ( vr.isPresenting() ) return;
  13901. if ( onAnimationFrameCallback ) onAnimationFrameCallback( time );
  13902. }
  13903. var animation = new WebGLAnimation();
  13904. animation.setAnimationLoop( onAnimationFrame );
  13905. if ( typeof window !== 'undefined' ) animation.setContext( window );
  13906. this.setAnimationLoop = function ( callback ) {
  13907. onAnimationFrameCallback = callback;
  13908. vr.setAnimationLoop( callback );
  13909. animation.start();
  13910. };
  13911. // Rendering
  13912. this.render = function ( scene, camera ) {
  13913. var renderTarget, forceClear;
  13914. if ( arguments[ 2 ] !== undefined ) {
  13915. console.warn( 'THREE.WebGLRenderer.render(): the renderTarget argument has been removed. Use .setRenderTarget() instead.' );
  13916. renderTarget = arguments[ 2 ];
  13917. }
  13918. if ( arguments[ 3 ] !== undefined ) {
  13919. console.warn( 'THREE.WebGLRenderer.render(): the forceClear argument has been removed. Use .clear() instead.' );
  13920. forceClear = arguments[ 3 ];
  13921. }
  13922. if ( ! ( camera && camera.isCamera ) ) {
  13923. console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
  13924. return;
  13925. }
  13926. if ( _isContextLost ) return;
  13927. // reset caching for this frame
  13928. _currentGeometryProgram.geometry = null;
  13929. _currentGeometryProgram.program = null;
  13930. _currentGeometryProgram.wireframe = false;
  13931. _currentMaterialId = - 1;
  13932. _currentCamera = null;
  13933. // update scene graph
  13934. if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
  13935. // update camera matrices and frustum
  13936. if ( camera.parent === null ) camera.updateMatrixWorld();
  13937. if ( vr.enabled ) {
  13938. camera = vr.getCamera( camera );
  13939. }
  13940. //
  13941. currentRenderState = renderStates.get( scene, camera );
  13942. currentRenderState.init();
  13943. scene.onBeforeRender( _this, scene, camera, renderTarget || _currentRenderTarget );
  13944. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  13945. _frustum.setFromMatrix( _projScreenMatrix );
  13946. _localClippingEnabled = this.localClippingEnabled;
  13947. _clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
  13948. currentRenderList = renderLists.get( scene, camera );
  13949. currentRenderList.init();
  13950. projectObject( scene, camera, 0, _this.sortObjects );
  13951. if ( _this.sortObjects === true ) {
  13952. currentRenderList.sort();
  13953. }
  13954. //
  13955. if ( _clippingEnabled ) _clipping.beginShadows();
  13956. var shadowsArray = currentRenderState.state.shadowsArray;
  13957. shadowMap.render( shadowsArray, scene, camera );
  13958. currentRenderState.setupLights( camera );
  13959. if ( _clippingEnabled ) _clipping.endShadows();
  13960. //
  13961. if ( this.info.autoReset ) this.info.reset();
  13962. if ( renderTarget !== undefined ) {
  13963. this.setRenderTarget( renderTarget );
  13964. }
  13965. //
  13966. background.render( currentRenderList, scene, camera, forceClear );
  13967. // render scene
  13968. var opaqueObjects = currentRenderList.opaque;
  13969. var transparentObjects = currentRenderList.transparent;
  13970. if ( scene.overrideMaterial ) {
  13971. var overrideMaterial = scene.overrideMaterial;
  13972. if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera, overrideMaterial );
  13973. if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera, overrideMaterial );
  13974. } else {
  13975. // opaque pass (front-to-back order)
  13976. if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera );
  13977. // transparent pass (back-to-front order)
  13978. if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera );
  13979. }
  13980. //
  13981. if ( _currentRenderTarget !== null ) {
  13982. // Generate mipmap if we're using any kind of mipmap filtering
  13983. textures.updateRenderTargetMipmap( _currentRenderTarget );
  13984. // resolve multisample renderbuffers to a single-sample texture if necessary
  13985. textures.updateMultisampleRenderTarget( _currentRenderTarget );
  13986. }
  13987. // Ensure depth buffer writing is enabled so it can be cleared on next render
  13988. state.buffers.depth.setTest( true );
  13989. state.buffers.depth.setMask( true );
  13990. state.buffers.color.setMask( true );
  13991. state.setPolygonOffset( false );
  13992. scene.onAfterRender( _this, scene, camera );
  13993. if ( vr.enabled ) {
  13994. vr.submitFrame();
  13995. }
  13996. // _gl.finish();
  13997. currentRenderList = null;
  13998. currentRenderState = null;
  13999. };
  14000. function projectObject( object, camera, groupOrder, sortObjects ) {
  14001. if ( object.visible === false ) return;
  14002. var visible = object.layers.test( camera.layers );
  14003. if ( visible ) {
  14004. if ( object.isGroup ) {
  14005. groupOrder = object.renderOrder;
  14006. } else if ( object.isLight ) {
  14007. currentRenderState.pushLight( object );
  14008. if ( object.castShadow ) {
  14009. currentRenderState.pushShadow( object );
  14010. }
  14011. } else if ( object.isSprite ) {
  14012. if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
  14013. if ( sortObjects ) {
  14014. _vector3.setFromMatrixPosition( object.matrixWorld )
  14015. .applyMatrix4( _projScreenMatrix );
  14016. }
  14017. var geometry = objects.update( object );
  14018. var material = object.material;
  14019. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  14020. }
  14021. } else if ( object.isImmediateRenderObject ) {
  14022. if ( sortObjects ) {
  14023. _vector3.setFromMatrixPosition( object.matrixWorld )
  14024. .applyMatrix4( _projScreenMatrix );
  14025. }
  14026. currentRenderList.push( object, null, object.material, groupOrder, _vector3.z, null );
  14027. } else if ( object.isMesh || object.isLine || object.isPoints ) {
  14028. if ( object.isSkinnedMesh ) {
  14029. object.skeleton.update();
  14030. }
  14031. if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
  14032. if ( sortObjects ) {
  14033. _vector3.setFromMatrixPosition( object.matrixWorld )
  14034. .applyMatrix4( _projScreenMatrix );
  14035. }
  14036. var geometry = objects.update( object );
  14037. var material = object.material;
  14038. if ( Array.isArray( material ) ) {
  14039. var groups = geometry.groups;
  14040. for ( var i = 0, l = groups.length; i < l; i ++ ) {
  14041. var group = groups[ i ];
  14042. var groupMaterial = material[ group.materialIndex ];
  14043. if ( groupMaterial && groupMaterial.visible ) {
  14044. currentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group );
  14045. }
  14046. }
  14047. } else if ( material.visible ) {
  14048. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  14049. }
  14050. }
  14051. }
  14052. }
  14053. var children = object.children;
  14054. for ( var i = 0, l = children.length; i < l; i ++ ) {
  14055. projectObject( children[ i ], camera, groupOrder, sortObjects );
  14056. }
  14057. }
  14058. function renderObjects( renderList, scene, camera, overrideMaterial ) {
  14059. for ( var i = 0, l = renderList.length; i < l; i ++ ) {
  14060. var renderItem = renderList[ i ];
  14061. var object = renderItem.object;
  14062. var geometry = renderItem.geometry;
  14063. var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
  14064. var group = renderItem.group;
  14065. if ( camera.isArrayCamera ) {
  14066. _currentArrayCamera = camera;
  14067. var cameras = camera.cameras;
  14068. for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
  14069. var camera2 = cameras[ j ];
  14070. if ( object.layers.test( camera2.layers ) ) {
  14071. if ( 'viewport' in camera2 ) { // XR
  14072. state.viewport( _currentViewport.copy( camera2.viewport ) );
  14073. } else {
  14074. var bounds = camera2.bounds;
  14075. var x = bounds.x * _width;
  14076. var y = bounds.y * _height;
  14077. var width = bounds.z * _width;
  14078. var height = bounds.w * _height;
  14079. state.viewport( _currentViewport.set( x, y, width, height ).multiplyScalar( _pixelRatio ) );
  14080. }
  14081. currentRenderState.setupLights( camera2 );
  14082. renderObject( object, scene, camera2, geometry, material, group );
  14083. }
  14084. }
  14085. } else {
  14086. _currentArrayCamera = null;
  14087. renderObject( object, scene, camera, geometry, material, group );
  14088. }
  14089. }
  14090. }
  14091. function renderObject( object, scene, camera, geometry, material, group ) {
  14092. object.onBeforeRender( _this, scene, camera, geometry, material, group );
  14093. currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
  14094. object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  14095. object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
  14096. if ( object.isImmediateRenderObject ) {
  14097. state.setMaterial( material );
  14098. var program = setProgram( camera, scene.fog, material, object );
  14099. _currentGeometryProgram.geometry = null;
  14100. _currentGeometryProgram.program = null;
  14101. _currentGeometryProgram.wireframe = false;
  14102. renderObjectImmediate( object, program );
  14103. } else {
  14104. _this.renderBufferDirect( camera, scene.fog, geometry, material, object, group );
  14105. }
  14106. object.onAfterRender( _this, scene, camera, geometry, material, group );
  14107. currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
  14108. }
  14109. function initMaterial( material, fog, object ) {
  14110. var materialProperties = properties.get( material );
  14111. var lights = currentRenderState.state.lights;
  14112. var shadowsArray = currentRenderState.state.shadowsArray;
  14113. var lightsHash = materialProperties.lightsHash;
  14114. var lightsStateHash = lights.state.hash;
  14115. var parameters = programCache.getParameters(
  14116. material, lights.state, shadowsArray, fog, _clipping.numPlanes, _clipping.numIntersection, object );
  14117. var code = programCache.getProgramCode( material, parameters );
  14118. var program = materialProperties.program;
  14119. var programChange = true;
  14120. if ( program === undefined ) {
  14121. // new material
  14122. material.addEventListener( 'dispose', onMaterialDispose );
  14123. } else if ( program.code !== code ) {
  14124. // changed glsl or parameters
  14125. releaseMaterialProgramReference( material );
  14126. } else if ( lightsHash.stateID !== lightsStateHash.stateID ||
  14127. lightsHash.directionalLength !== lightsStateHash.directionalLength ||
  14128. lightsHash.pointLength !== lightsStateHash.pointLength ||
  14129. lightsHash.spotLength !== lightsStateHash.spotLength ||
  14130. lightsHash.rectAreaLength !== lightsStateHash.rectAreaLength ||
  14131. lightsHash.hemiLength !== lightsStateHash.hemiLength ||
  14132. lightsHash.shadowsLength !== lightsStateHash.shadowsLength ) {
  14133. lightsHash.stateID = lightsStateHash.stateID;
  14134. lightsHash.directionalLength = lightsStateHash.directionalLength;
  14135. lightsHash.pointLength = lightsStateHash.pointLength;
  14136. lightsHash.spotLength = lightsStateHash.spotLength;
  14137. lightsHash.rectAreaLength = lightsStateHash.rectAreaLength;
  14138. lightsHash.hemiLength = lightsStateHash.hemiLength;
  14139. lightsHash.shadowsLength = lightsStateHash.shadowsLength;
  14140. programChange = false;
  14141. } else if ( parameters.shaderID !== undefined ) {
  14142. // same glsl and uniform list
  14143. return;
  14144. } else {
  14145. // only rebuild uniform list
  14146. programChange = false;
  14147. }
  14148. if ( programChange ) {
  14149. if ( parameters.shaderID ) {
  14150. var shader = ShaderLib[ parameters.shaderID ];
  14151. materialProperties.shader = {
  14152. name: material.type,
  14153. uniforms: cloneUniforms( shader.uniforms ),
  14154. vertexShader: shader.vertexShader,
  14155. fragmentShader: shader.fragmentShader
  14156. };
  14157. } else {
  14158. materialProperties.shader = {
  14159. name: material.type,
  14160. uniforms: material.uniforms,
  14161. vertexShader: material.vertexShader,
  14162. fragmentShader: material.fragmentShader
  14163. };
  14164. }
  14165. material.onBeforeCompile( materialProperties.shader, _this );
  14166. // Computing code again as onBeforeCompile may have changed the shaders
  14167. code = programCache.getProgramCode( material, parameters );
  14168. program = programCache.acquireProgram( material, materialProperties.shader, parameters, code );
  14169. materialProperties.program = program;
  14170. material.program = program;
  14171. }
  14172. var programAttributes = program.getAttributes();
  14173. if ( material.morphTargets ) {
  14174. material.numSupportedMorphTargets = 0;
  14175. for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
  14176. if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
  14177. material.numSupportedMorphTargets ++;
  14178. }
  14179. }
  14180. }
  14181. if ( material.morphNormals ) {
  14182. material.numSupportedMorphNormals = 0;
  14183. for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
  14184. if ( programAttributes[ 'morphNormal' + i ] >= 0 ) {
  14185. material.numSupportedMorphNormals ++;
  14186. }
  14187. }
  14188. }
  14189. var uniforms = materialProperties.shader.uniforms;
  14190. if ( ! material.isShaderMaterial &&
  14191. ! material.isRawShaderMaterial ||
  14192. material.clipping === true ) {
  14193. materialProperties.numClippingPlanes = _clipping.numPlanes;
  14194. materialProperties.numIntersection = _clipping.numIntersection;
  14195. uniforms.clippingPlanes = _clipping.uniform;
  14196. }
  14197. materialProperties.fog = fog;
  14198. // store the light setup it was created for
  14199. if ( lightsHash === undefined ) {
  14200. materialProperties.lightsHash = lightsHash = {};
  14201. }
  14202. lightsHash.stateID = lightsStateHash.stateID;
  14203. lightsHash.directionalLength = lightsStateHash.directionalLength;
  14204. lightsHash.pointLength = lightsStateHash.pointLength;
  14205. lightsHash.spotLength = lightsStateHash.spotLength;
  14206. lightsHash.rectAreaLength = lightsStateHash.rectAreaLength;
  14207. lightsHash.hemiLength = lightsStateHash.hemiLength;
  14208. lightsHash.shadowsLength = lightsStateHash.shadowsLength;
  14209. if ( material.lights ) {
  14210. // wire up the material to this renderer's lighting state
  14211. uniforms.ambientLightColor.value = lights.state.ambient;
  14212. uniforms.directionalLights.value = lights.state.directional;
  14213. uniforms.spotLights.value = lights.state.spot;
  14214. uniforms.rectAreaLights.value = lights.state.rectArea;
  14215. uniforms.pointLights.value = lights.state.point;
  14216. uniforms.hemisphereLights.value = lights.state.hemi;
  14217. uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;
  14218. uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
  14219. uniforms.spotShadowMap.value = lights.state.spotShadowMap;
  14220. uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;
  14221. uniforms.pointShadowMap.value = lights.state.pointShadowMap;
  14222. uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;
  14223. // TODO (abelnation): add area lights shadow info to uniforms
  14224. }
  14225. var progUniforms = materialProperties.program.getUniforms(),
  14226. uniformsList =
  14227. WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
  14228. materialProperties.uniformsList = uniformsList;
  14229. }
  14230. function setProgram( camera, fog, material, object ) {
  14231. _usedTextureUnits = 0;
  14232. var materialProperties = properties.get( material );
  14233. var lights = currentRenderState.state.lights;
  14234. var lightsHash = materialProperties.lightsHash;
  14235. var lightsStateHash = lights.state.hash;
  14236. if ( _clippingEnabled ) {
  14237. if ( _localClippingEnabled || camera !== _currentCamera ) {
  14238. var useCache =
  14239. camera === _currentCamera &&
  14240. material.id === _currentMaterialId;
  14241. // we might want to call this function with some ClippingGroup
  14242. // object instead of the material, once it becomes feasible
  14243. // (#8465, #8379)
  14244. _clipping.setState(
  14245. material.clippingPlanes, material.clipIntersection, material.clipShadows,
  14246. camera, materialProperties, useCache );
  14247. }
  14248. }
  14249. if ( material.needsUpdate === false ) {
  14250. if ( materialProperties.program === undefined ) {
  14251. material.needsUpdate = true;
  14252. } else if ( material.fog && materialProperties.fog !== fog ) {
  14253. material.needsUpdate = true;
  14254. } else if ( material.lights && ( lightsHash.stateID !== lightsStateHash.stateID ||
  14255. lightsHash.directionalLength !== lightsStateHash.directionalLength ||
  14256. lightsHash.pointLength !== lightsStateHash.pointLength ||
  14257. lightsHash.spotLength !== lightsStateHash.spotLength ||
  14258. lightsHash.rectAreaLength !== lightsStateHash.rectAreaLength ||
  14259. lightsHash.hemiLength !== lightsStateHash.hemiLength ||
  14260. lightsHash.shadowsLength !== lightsStateHash.shadowsLength ) ) {
  14261. material.needsUpdate = true;
  14262. } else if ( materialProperties.numClippingPlanes !== undefined &&
  14263. ( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
  14264. materialProperties.numIntersection !== _clipping.numIntersection ) ) {
  14265. material.needsUpdate = true;
  14266. }
  14267. }
  14268. if ( material.needsUpdate ) {
  14269. initMaterial( material, fog, object );
  14270. material.needsUpdate = false;
  14271. }
  14272. var refreshProgram = false;
  14273. var refreshMaterial = false;
  14274. var refreshLights = false;
  14275. var program = materialProperties.program,
  14276. p_uniforms = program.getUniforms(),
  14277. m_uniforms = materialProperties.shader.uniforms;
  14278. if ( state.useProgram( program.program ) ) {
  14279. refreshProgram = true;
  14280. refreshMaterial = true;
  14281. refreshLights = true;
  14282. }
  14283. if ( material.id !== _currentMaterialId ) {
  14284. _currentMaterialId = material.id;
  14285. refreshMaterial = true;
  14286. }
  14287. if ( refreshProgram || _currentCamera !== camera ) {
  14288. p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
  14289. if ( capabilities.logarithmicDepthBuffer ) {
  14290. p_uniforms.setValue( _gl, 'logDepthBufFC',
  14291. 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
  14292. }
  14293. if ( _currentCamera !== camera ) {
  14294. _currentCamera = camera;
  14295. // lighting uniforms depend on the camera so enforce an update
  14296. // now, in case this material supports lights - or later, when
  14297. // the next material that does gets activated:
  14298. refreshMaterial = true; // set to true on material change
  14299. refreshLights = true; // remains set until update done
  14300. }
  14301. // load material specific uniforms
  14302. // (shader material also gets them for the sake of genericity)
  14303. if ( material.isShaderMaterial ||
  14304. material.isMeshPhongMaterial ||
  14305. material.isMeshStandardMaterial ||
  14306. material.envMap ) {
  14307. var uCamPos = p_uniforms.map.cameraPosition;
  14308. if ( uCamPos !== undefined ) {
  14309. uCamPos.setValue( _gl,
  14310. _vector3.setFromMatrixPosition( camera.matrixWorld ) );
  14311. }
  14312. }
  14313. if ( material.isMeshPhongMaterial ||
  14314. material.isMeshLambertMaterial ||
  14315. material.isMeshBasicMaterial ||
  14316. material.isMeshStandardMaterial ||
  14317. material.isShaderMaterial ||
  14318. material.skinning ) {
  14319. p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
  14320. }
  14321. }
  14322. // skinning uniforms must be set even if material didn't change
  14323. // auto-setting of texture unit for bone texture must go before other textures
  14324. // not sure why, but otherwise weird things happen
  14325. if ( material.skinning ) {
  14326. p_uniforms.setOptional( _gl, object, 'bindMatrix' );
  14327. p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
  14328. var skeleton = object.skeleton;
  14329. if ( skeleton ) {
  14330. var bones = skeleton.bones;
  14331. if ( capabilities.floatVertexTextures ) {
  14332. if ( skeleton.boneTexture === undefined ) {
  14333. // layout (1 matrix = 4 pixels)
  14334. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  14335. // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)
  14336. // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)
  14337. // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)
  14338. // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)
  14339. var size = Math.sqrt( bones.length * 4 ); // 4 pixels needed for 1 matrix
  14340. size = _Math.ceilPowerOfTwo( size );
  14341. size = Math.max( size, 4 );
  14342. var boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
  14343. boneMatrices.set( skeleton.boneMatrices ); // copy current values
  14344. var boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );
  14345. boneTexture.needsUpdate = true;
  14346. skeleton.boneMatrices = boneMatrices;
  14347. skeleton.boneTexture = boneTexture;
  14348. skeleton.boneTextureSize = size;
  14349. }
  14350. p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture );
  14351. p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
  14352. } else {
  14353. p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
  14354. }
  14355. }
  14356. }
  14357. if ( refreshMaterial ) {
  14358. p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
  14359. p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint );
  14360. if ( material.lights ) {
  14361. // the current material requires lighting info
  14362. // note: all lighting uniforms are always set correctly
  14363. // they simply reference the renderer's state for their
  14364. // values
  14365. //
  14366. // use the current material's .needsUpdate flags to set
  14367. // the GL state when required
  14368. markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
  14369. }
  14370. // refresh uniforms common to several materials
  14371. if ( fog && material.fog ) {
  14372. refreshUniformsFog( m_uniforms, fog );
  14373. }
  14374. if ( material.isMeshBasicMaterial ) {
  14375. refreshUniformsCommon( m_uniforms, material );
  14376. } else if ( material.isMeshLambertMaterial ) {
  14377. refreshUniformsCommon( m_uniforms, material );
  14378. refreshUniformsLambert( m_uniforms, material );
  14379. } else if ( material.isMeshPhongMaterial ) {
  14380. refreshUniformsCommon( m_uniforms, material );
  14381. if ( material.isMeshToonMaterial ) {
  14382. refreshUniformsToon( m_uniforms, material );
  14383. } else {
  14384. refreshUniformsPhong( m_uniforms, material );
  14385. }
  14386. } else if ( material.isMeshStandardMaterial ) {
  14387. refreshUniformsCommon( m_uniforms, material );
  14388. if ( material.isMeshPhysicalMaterial ) {
  14389. refreshUniformsPhysical( m_uniforms, material );
  14390. } else {
  14391. refreshUniformsStandard( m_uniforms, material );
  14392. }
  14393. } else if ( material.isMeshMatcapMaterial ) {
  14394. refreshUniformsCommon( m_uniforms, material );
  14395. refreshUniformsMatcap( m_uniforms, material );
  14396. } else if ( material.isMeshDepthMaterial ) {
  14397. refreshUniformsCommon( m_uniforms, material );
  14398. refreshUniformsDepth( m_uniforms, material );
  14399. } else if ( material.isMeshDistanceMaterial ) {
  14400. refreshUniformsCommon( m_uniforms, material );
  14401. refreshUniformsDistance( m_uniforms, material );
  14402. } else if ( material.isMeshNormalMaterial ) {
  14403. refreshUniformsCommon( m_uniforms, material );
  14404. refreshUniformsNormal( m_uniforms, material );
  14405. } else if ( material.isLineBasicMaterial ) {
  14406. refreshUniformsLine( m_uniforms, material );
  14407. if ( material.isLineDashedMaterial ) {
  14408. refreshUniformsDash( m_uniforms, material );
  14409. }
  14410. } else if ( material.isPointsMaterial ) {
  14411. refreshUniformsPoints( m_uniforms, material );
  14412. } else if ( material.isSpriteMaterial ) {
  14413. refreshUniformsSprites( m_uniforms, material );
  14414. } else if ( material.isShadowMaterial ) {
  14415. m_uniforms.color.value = material.color;
  14416. m_uniforms.opacity.value = material.opacity;
  14417. }
  14418. // RectAreaLight Texture
  14419. // TODO (mrdoob): Find a nicer implementation
  14420. if ( m_uniforms.ltc_1 !== undefined ) m_uniforms.ltc_1.value = UniformsLib.LTC_1;
  14421. if ( m_uniforms.ltc_2 !== undefined ) m_uniforms.ltc_2.value = UniformsLib.LTC_2;
  14422. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, _this );
  14423. }
  14424. if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {
  14425. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, _this );
  14426. material.uniformsNeedUpdate = false;
  14427. }
  14428. if ( material.isSpriteMaterial ) {
  14429. p_uniforms.setValue( _gl, 'center', object.center );
  14430. }
  14431. // common matrices
  14432. p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
  14433. p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
  14434. p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
  14435. return program;
  14436. }
  14437. // Uniforms (refresh uniforms objects)
  14438. function refreshUniformsCommon( uniforms, material ) {
  14439. uniforms.opacity.value = material.opacity;
  14440. if ( material.color ) {
  14441. uniforms.diffuse.value = material.color;
  14442. }
  14443. if ( material.emissive ) {
  14444. uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
  14445. }
  14446. if ( material.map ) {
  14447. uniforms.map.value = material.map;
  14448. }
  14449. if ( material.alphaMap ) {
  14450. uniforms.alphaMap.value = material.alphaMap;
  14451. }
  14452. if ( material.specularMap ) {
  14453. uniforms.specularMap.value = material.specularMap;
  14454. }
  14455. if ( material.envMap ) {
  14456. uniforms.envMap.value = material.envMap;
  14457. // don't flip CubeTexture envMaps, flip everything else:
  14458. // WebGLRenderTargetCube will be flipped for backwards compatibility
  14459. // WebGLRenderTargetCube.texture will be flipped because it's a Texture and NOT a CubeTexture
  14460. // this check must be handled differently, or removed entirely, if WebGLRenderTargetCube uses a CubeTexture in the future
  14461. uniforms.flipEnvMap.value = material.envMap.isCubeTexture ? - 1 : 1;
  14462. uniforms.reflectivity.value = material.reflectivity;
  14463. uniforms.refractionRatio.value = material.refractionRatio;
  14464. uniforms.maxMipLevel.value = properties.get( material.envMap ).__maxMipLevel;
  14465. }
  14466. if ( material.lightMap ) {
  14467. uniforms.lightMap.value = material.lightMap;
  14468. uniforms.lightMapIntensity.value = material.lightMapIntensity;
  14469. }
  14470. if ( material.aoMap ) {
  14471. uniforms.aoMap.value = material.aoMap;
  14472. uniforms.aoMapIntensity.value = material.aoMapIntensity;
  14473. }
  14474. // uv repeat and offset setting priorities
  14475. // 1. color map
  14476. // 2. specular map
  14477. // 3. normal map
  14478. // 4. bump map
  14479. // 5. alpha map
  14480. // 6. emissive map
  14481. var uvScaleMap;
  14482. if ( material.map ) {
  14483. uvScaleMap = material.map;
  14484. } else if ( material.specularMap ) {
  14485. uvScaleMap = material.specularMap;
  14486. } else if ( material.displacementMap ) {
  14487. uvScaleMap = material.displacementMap;
  14488. } else if ( material.normalMap ) {
  14489. uvScaleMap = material.normalMap;
  14490. } else if ( material.bumpMap ) {
  14491. uvScaleMap = material.bumpMap;
  14492. } else if ( material.roughnessMap ) {
  14493. uvScaleMap = material.roughnessMap;
  14494. } else if ( material.metalnessMap ) {
  14495. uvScaleMap = material.metalnessMap;
  14496. } else if ( material.alphaMap ) {
  14497. uvScaleMap = material.alphaMap;
  14498. } else if ( material.emissiveMap ) {
  14499. uvScaleMap = material.emissiveMap;
  14500. }
  14501. if ( uvScaleMap !== undefined ) {
  14502. // backwards compatibility
  14503. if ( uvScaleMap.isWebGLRenderTarget ) {
  14504. uvScaleMap = uvScaleMap.texture;
  14505. }
  14506. if ( uvScaleMap.matrixAutoUpdate === true ) {
  14507. uvScaleMap.updateMatrix();
  14508. }
  14509. uniforms.uvTransform.value.copy( uvScaleMap.matrix );
  14510. }
  14511. }
  14512. function refreshUniformsLine( uniforms, material ) {
  14513. uniforms.diffuse.value = material.color;
  14514. uniforms.opacity.value = material.opacity;
  14515. }
  14516. function refreshUniformsDash( uniforms, material ) {
  14517. uniforms.dashSize.value = material.dashSize;
  14518. uniforms.totalSize.value = material.dashSize + material.gapSize;
  14519. uniforms.scale.value = material.scale;
  14520. }
  14521. function refreshUniformsPoints( uniforms, material ) {
  14522. uniforms.diffuse.value = material.color;
  14523. uniforms.opacity.value = material.opacity;
  14524. uniforms.size.value = material.size * _pixelRatio;
  14525. uniforms.scale.value = _height * 0.5;
  14526. uniforms.map.value = material.map;
  14527. if ( material.map !== null ) {
  14528. if ( material.map.matrixAutoUpdate === true ) {
  14529. material.map.updateMatrix();
  14530. }
  14531. uniforms.uvTransform.value.copy( material.map.matrix );
  14532. }
  14533. }
  14534. function refreshUniformsSprites( uniforms, material ) {
  14535. uniforms.diffuse.value = material.color;
  14536. uniforms.opacity.value = material.opacity;
  14537. uniforms.rotation.value = material.rotation;
  14538. uniforms.map.value = material.map;
  14539. if ( material.map !== null ) {
  14540. if ( material.map.matrixAutoUpdate === true ) {
  14541. material.map.updateMatrix();
  14542. }
  14543. uniforms.uvTransform.value.copy( material.map.matrix );
  14544. }
  14545. }
  14546. function refreshUniformsFog( uniforms, fog ) {
  14547. uniforms.fogColor.value = fog.color;
  14548. if ( fog.isFog ) {
  14549. uniforms.fogNear.value = fog.near;
  14550. uniforms.fogFar.value = fog.far;
  14551. } else if ( fog.isFogExp2 ) {
  14552. uniforms.fogDensity.value = fog.density;
  14553. }
  14554. }
  14555. function refreshUniformsLambert( uniforms, material ) {
  14556. if ( material.emissiveMap ) {
  14557. uniforms.emissiveMap.value = material.emissiveMap;
  14558. }
  14559. }
  14560. function refreshUniformsPhong( uniforms, material ) {
  14561. uniforms.specular.value = material.specular;
  14562. uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
  14563. if ( material.emissiveMap ) {
  14564. uniforms.emissiveMap.value = material.emissiveMap;
  14565. }
  14566. if ( material.bumpMap ) {
  14567. uniforms.bumpMap.value = material.bumpMap;
  14568. uniforms.bumpScale.value = material.bumpScale;
  14569. if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
  14570. }
  14571. if ( material.normalMap ) {
  14572. uniforms.normalMap.value = material.normalMap;
  14573. uniforms.normalScale.value.copy( material.normalScale );
  14574. if ( material.side === BackSide ) uniforms.normalScale.value.negate();
  14575. }
  14576. if ( material.displacementMap ) {
  14577. uniforms.displacementMap.value = material.displacementMap;
  14578. uniforms.displacementScale.value = material.displacementScale;
  14579. uniforms.displacementBias.value = material.displacementBias;
  14580. }
  14581. }
  14582. function refreshUniformsToon( uniforms, material ) {
  14583. refreshUniformsPhong( uniforms, material );
  14584. if ( material.gradientMap ) {
  14585. uniforms.gradientMap.value = material.gradientMap;
  14586. }
  14587. }
  14588. function refreshUniformsStandard( uniforms, material ) {
  14589. uniforms.roughness.value = material.roughness;
  14590. uniforms.metalness.value = material.metalness;
  14591. if ( material.roughnessMap ) {
  14592. uniforms.roughnessMap.value = material.roughnessMap;
  14593. }
  14594. if ( material.metalnessMap ) {
  14595. uniforms.metalnessMap.value = material.metalnessMap;
  14596. }
  14597. if ( material.emissiveMap ) {
  14598. uniforms.emissiveMap.value = material.emissiveMap;
  14599. }
  14600. if ( material.bumpMap ) {
  14601. uniforms.bumpMap.value = material.bumpMap;
  14602. uniforms.bumpScale.value = material.bumpScale;
  14603. if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
  14604. }
  14605. if ( material.normalMap ) {
  14606. uniforms.normalMap.value = material.normalMap;
  14607. uniforms.normalScale.value.copy( material.normalScale );
  14608. if ( material.side === BackSide ) uniforms.normalScale.value.negate();
  14609. }
  14610. if ( material.displacementMap ) {
  14611. uniforms.displacementMap.value = material.displacementMap;
  14612. uniforms.displacementScale.value = material.displacementScale;
  14613. uniforms.displacementBias.value = material.displacementBias;
  14614. }
  14615. if ( material.envMap ) {
  14616. //uniforms.envMap.value = material.envMap; // part of uniforms common
  14617. uniforms.envMapIntensity.value = material.envMapIntensity;
  14618. }
  14619. }
  14620. function refreshUniformsPhysical( uniforms, material ) {
  14621. refreshUniformsStandard( uniforms, material );
  14622. uniforms.reflectivity.value = material.reflectivity; // also part of uniforms common
  14623. uniforms.clearCoat.value = material.clearCoat;
  14624. uniforms.clearCoatRoughness.value = material.clearCoatRoughness;
  14625. }
  14626. function refreshUniformsMatcap( uniforms, material ) {
  14627. if ( material.matcap ) {
  14628. uniforms.matcap.value = material.matcap;
  14629. }
  14630. if ( material.bumpMap ) {
  14631. uniforms.bumpMap.value = material.bumpMap;
  14632. uniforms.bumpScale.value = material.bumpScale;
  14633. if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
  14634. }
  14635. if ( material.normalMap ) {
  14636. uniforms.normalMap.value = material.normalMap;
  14637. uniforms.normalScale.value.copy( material.normalScale );
  14638. if ( material.side === BackSide ) uniforms.normalScale.value.negate();
  14639. }
  14640. if ( material.displacementMap ) {
  14641. uniforms.displacementMap.value = material.displacementMap;
  14642. uniforms.displacementScale.value = material.displacementScale;
  14643. uniforms.displacementBias.value = material.displacementBias;
  14644. }
  14645. }
  14646. function refreshUniformsDepth( uniforms, material ) {
  14647. if ( material.displacementMap ) {
  14648. uniforms.displacementMap.value = material.displacementMap;
  14649. uniforms.displacementScale.value = material.displacementScale;
  14650. uniforms.displacementBias.value = material.displacementBias;
  14651. }
  14652. }
  14653. function refreshUniformsDistance( uniforms, material ) {
  14654. if ( material.displacementMap ) {
  14655. uniforms.displacementMap.value = material.displacementMap;
  14656. uniforms.displacementScale.value = material.displacementScale;
  14657. uniforms.displacementBias.value = material.displacementBias;
  14658. }
  14659. uniforms.referencePosition.value.copy( material.referencePosition );
  14660. uniforms.nearDistance.value = material.nearDistance;
  14661. uniforms.farDistance.value = material.farDistance;
  14662. }
  14663. function refreshUniformsNormal( uniforms, material ) {
  14664. if ( material.bumpMap ) {
  14665. uniforms.bumpMap.value = material.bumpMap;
  14666. uniforms.bumpScale.value = material.bumpScale;
  14667. if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
  14668. }
  14669. if ( material.normalMap ) {
  14670. uniforms.normalMap.value = material.normalMap;
  14671. uniforms.normalScale.value.copy( material.normalScale );
  14672. if ( material.side === BackSide ) uniforms.normalScale.value.negate();
  14673. }
  14674. if ( material.displacementMap ) {
  14675. uniforms.displacementMap.value = material.displacementMap;
  14676. uniforms.displacementScale.value = material.displacementScale;
  14677. uniforms.displacementBias.value = material.displacementBias;
  14678. }
  14679. }
  14680. // If uniforms are marked as clean, they don't need to be loaded to the GPU.
  14681. function markUniformsLightsNeedsUpdate( uniforms, value ) {
  14682. uniforms.ambientLightColor.needsUpdate = value;
  14683. uniforms.directionalLights.needsUpdate = value;
  14684. uniforms.pointLights.needsUpdate = value;
  14685. uniforms.spotLights.needsUpdate = value;
  14686. uniforms.rectAreaLights.needsUpdate = value;
  14687. uniforms.hemisphereLights.needsUpdate = value;
  14688. }
  14689. // Textures
  14690. function allocTextureUnit() {
  14691. var textureUnit = _usedTextureUnits;
  14692. if ( textureUnit >= capabilities.maxTextures ) {
  14693. console.warn( 'THREE.WebGLRenderer: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures );
  14694. }
  14695. _usedTextureUnits += 1;
  14696. return textureUnit;
  14697. }
  14698. this.allocTextureUnit = allocTextureUnit;
  14699. // this.setTexture2D = setTexture2D;
  14700. this.setTexture2D = ( function () {
  14701. var warned = false;
  14702. // backwards compatibility: peel texture.texture
  14703. return function setTexture2D( texture, slot ) {
  14704. if ( texture && texture.isWebGLRenderTarget ) {
  14705. if ( ! warned ) {
  14706. console.warn( "THREE.WebGLRenderer.setTexture2D: don't use render targets as textures. Use their .texture property instead." );
  14707. warned = true;
  14708. }
  14709. texture = texture.texture;
  14710. }
  14711. textures.setTexture2D( texture, slot );
  14712. };
  14713. }() );
  14714. this.setTexture3D = ( function () {
  14715. // backwards compatibility: peel texture.texture
  14716. return function setTexture3D( texture, slot ) {
  14717. textures.setTexture3D( texture, slot );
  14718. };
  14719. }() );
  14720. this.setTexture = ( function () {
  14721. var warned = false;
  14722. return function setTexture( texture, slot ) {
  14723. if ( ! warned ) {
  14724. console.warn( "THREE.WebGLRenderer: .setTexture is deprecated, use setTexture2D instead." );
  14725. warned = true;
  14726. }
  14727. textures.setTexture2D( texture, slot );
  14728. };
  14729. }() );
  14730. this.setTextureCube = ( function () {
  14731. var warned = false;
  14732. return function setTextureCube( texture, slot ) {
  14733. // backwards compatibility: peel texture.texture
  14734. if ( texture && texture.isWebGLRenderTargetCube ) {
  14735. if ( ! warned ) {
  14736. console.warn( "THREE.WebGLRenderer.setTextureCube: don't use cube render targets as textures. Use their .texture property instead." );
  14737. warned = true;
  14738. }
  14739. texture = texture.texture;
  14740. }
  14741. // currently relying on the fact that WebGLRenderTargetCube.texture is a Texture and NOT a CubeTexture
  14742. // TODO: unify these code paths
  14743. if ( ( texture && texture.isCubeTexture ) ||
  14744. ( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
  14745. // CompressedTexture can have Array in image :/
  14746. // this function alone should take care of cube textures
  14747. textures.setTextureCube( texture, slot );
  14748. } else {
  14749. // assumed: texture property of THREE.WebGLRenderTargetCube
  14750. textures.setTextureCubeDynamic( texture, slot );
  14751. }
  14752. };
  14753. }() );
  14754. //
  14755. this.setFramebuffer = function ( value ) {
  14756. _framebuffer = value;
  14757. };
  14758. this.getRenderTarget = function () {
  14759. return _currentRenderTarget;
  14760. };
  14761. this.setRenderTarget = function ( renderTarget ) {
  14762. _currentRenderTarget = renderTarget;
  14763. if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
  14764. textures.setupRenderTarget( renderTarget );
  14765. }
  14766. var framebuffer = _framebuffer;
  14767. var isCube = false;
  14768. if ( renderTarget ) {
  14769. var __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
  14770. if ( renderTarget.isWebGLRenderTargetCube ) {
  14771. framebuffer = __webglFramebuffer[ renderTarget.activeCubeFace ];
  14772. isCube = true;
  14773. } else if ( renderTarget.isWebGLMultisampleRenderTarget ) {
  14774. framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;
  14775. } else {
  14776. framebuffer = __webglFramebuffer;
  14777. }
  14778. _currentViewport.copy( renderTarget.viewport );
  14779. _currentScissor.copy( renderTarget.scissor );
  14780. _currentScissorTest = renderTarget.scissorTest;
  14781. } else {
  14782. _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio );
  14783. _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio );
  14784. _currentScissorTest = _scissorTest;
  14785. }
  14786. if ( _currentFramebuffer !== framebuffer ) {
  14787. _gl.bindFramebuffer( 36160, framebuffer );
  14788. _currentFramebuffer = framebuffer;
  14789. }
  14790. state.viewport( _currentViewport );
  14791. state.scissor( _currentScissor );
  14792. state.setScissorTest( _currentScissorTest );
  14793. if ( isCube ) {
  14794. var textureProperties = properties.get( renderTarget.texture );
  14795. _gl.framebufferTexture2D( 36160, 36064, 34069 + renderTarget.activeCubeFace, textureProperties.__webglTexture, renderTarget.activeMipMapLevel );
  14796. }
  14797. };
  14798. this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) {
  14799. if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
  14800. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
  14801. return;
  14802. }
  14803. var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
  14804. if ( framebuffer ) {
  14805. var restore = false;
  14806. if ( framebuffer !== _currentFramebuffer ) {
  14807. _gl.bindFramebuffer( 36160, framebuffer );
  14808. restore = true;
  14809. }
  14810. try {
  14811. var texture = renderTarget.texture;
  14812. var textureFormat = texture.format;
  14813. var textureType = texture.type;
  14814. if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( 35739 ) ) {
  14815. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
  14816. return;
  14817. }
  14818. if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( 35738 ) && // IE11, Edge and Chrome Mac < 52 (#9513)
  14819. ! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.get( 'OES_texture_float' ) || extensions.get( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox
  14820. ! ( textureType === HalfFloatType && ( capabilities.isWebGL2 ? extensions.get( 'EXT_color_buffer_float' ) : extensions.get( 'EXT_color_buffer_half_float' ) ) ) ) {
  14821. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
  14822. return;
  14823. }
  14824. if ( _gl.checkFramebufferStatus( 36160 ) === 36053 ) {
  14825. // the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)
  14826. if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
  14827. _gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
  14828. }
  14829. } else {
  14830. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
  14831. }
  14832. } finally {
  14833. if ( restore ) {
  14834. _gl.bindFramebuffer( 36160, _currentFramebuffer );
  14835. }
  14836. }
  14837. }
  14838. };
  14839. this.copyFramebufferToTexture = function ( position, texture, level ) {
  14840. var width = texture.image.width;
  14841. var height = texture.image.height;
  14842. var glFormat = utils.convert( texture.format );
  14843. this.setTexture2D( texture, 0 );
  14844. _gl.copyTexImage2D( 3553, level || 0, glFormat, position.x, position.y, width, height, 0 );
  14845. };
  14846. this.copyTextureToTexture = function ( position, srcTexture, dstTexture, level ) {
  14847. var width = srcTexture.image.width;
  14848. var height = srcTexture.image.height;
  14849. var glFormat = utils.convert( dstTexture.format );
  14850. var glType = utils.convert( dstTexture.type );
  14851. this.setTexture2D( dstTexture, 0 );
  14852. if ( srcTexture.isDataTexture ) {
  14853. _gl.texSubImage2D( 3553, level || 0, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data );
  14854. } else {
  14855. _gl.texSubImage2D( 3553, level || 0, position.x, position.y, glFormat, glType, srcTexture.image );
  14856. }
  14857. };
  14858. }
  14859. /**
  14860. * @author mrdoob / http://mrdoob.com/
  14861. * @author alteredq / http://alteredqualia.com/
  14862. */
  14863. function FogExp2( color, density ) {
  14864. this.name = '';
  14865. this.color = new Color( color );
  14866. this.density = ( density !== undefined ) ? density : 0.00025;
  14867. }
  14868. FogExp2.prototype.isFogExp2 = true;
  14869. FogExp2.prototype.clone = function () {
  14870. return new FogExp2( this.color, this.density );
  14871. };
  14872. FogExp2.prototype.toJSON = function ( /* meta */ ) {
  14873. return {
  14874. type: 'FogExp2',
  14875. color: this.color.getHex(),
  14876. density: this.density
  14877. };
  14878. };
  14879. /**
  14880. * @author mrdoob / http://mrdoob.com/
  14881. * @author alteredq / http://alteredqualia.com/
  14882. */
  14883. function Fog( color, near, far ) {
  14884. this.name = '';
  14885. this.color = new Color( color );
  14886. this.near = ( near !== undefined ) ? near : 1;
  14887. this.far = ( far !== undefined ) ? far : 1000;
  14888. }
  14889. Fog.prototype.isFog = true;
  14890. Fog.prototype.clone = function () {
  14891. return new Fog( this.color, this.near, this.far );
  14892. };
  14893. Fog.prototype.toJSON = function ( /* meta */ ) {
  14894. return {
  14895. type: 'Fog',
  14896. color: this.color.getHex(),
  14897. near: this.near,
  14898. far: this.far
  14899. };
  14900. };
  14901. /**
  14902. * @author mrdoob / http://mrdoob.com/
  14903. */
  14904. function Scene() {
  14905. Object3D.call( this );
  14906. this.type = 'Scene';
  14907. this.background = null;
  14908. this.fog = null;
  14909. this.overrideMaterial = null;
  14910. this.autoUpdate = true; // checked by the renderer
  14911. }
  14912. Scene.prototype = Object.assign( Object.create( Object3D.prototype ), {
  14913. constructor: Scene,
  14914. isScene: true,
  14915. copy: function ( source, recursive ) {
  14916. Object3D.prototype.copy.call( this, source, recursive );
  14917. if ( source.background !== null ) this.background = source.background.clone();
  14918. if ( source.fog !== null ) this.fog = source.fog.clone();
  14919. if ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone();
  14920. this.autoUpdate = source.autoUpdate;
  14921. this.matrixAutoUpdate = source.matrixAutoUpdate;
  14922. return this;
  14923. },
  14924. toJSON: function ( meta ) {
  14925. var data = Object3D.prototype.toJSON.call( this, meta );
  14926. if ( this.background !== null ) data.object.background = this.background.toJSON( meta );
  14927. if ( this.fog !== null ) data.object.fog = this.fog.toJSON();
  14928. return data;
  14929. },
  14930. dispose: function () {
  14931. this.dispatchEvent( { type: 'dispose' } );
  14932. }
  14933. } );
  14934. /**
  14935. * @author benaadams / https://twitter.com/ben_a_adams
  14936. */
  14937. function InterleavedBuffer( array, stride ) {
  14938. this.array = array;
  14939. this.stride = stride;
  14940. this.count = array !== undefined ? array.length / stride : 0;
  14941. this.dynamic = false;
  14942. this.updateRange = { offset: 0, count: - 1 };
  14943. this.version = 0;
  14944. }
  14945. Object.defineProperty( InterleavedBuffer.prototype, 'needsUpdate', {
  14946. set: function ( value ) {
  14947. if ( value === true ) this.version ++;
  14948. }
  14949. } );
  14950. Object.assign( InterleavedBuffer.prototype, {
  14951. isInterleavedBuffer: true,
  14952. onUploadCallback: function () {},
  14953. setArray: function ( array ) {
  14954. if ( Array.isArray( array ) ) {
  14955. throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
  14956. }
  14957. this.count = array !== undefined ? array.length / this.stride : 0;
  14958. this.array = array;
  14959. return this;
  14960. },
  14961. setDynamic: function ( value ) {
  14962. this.dynamic = value;
  14963. return this;
  14964. },
  14965. copy: function ( source ) {
  14966. this.array = new source.array.constructor( source.array );
  14967. this.count = source.count;
  14968. this.stride = source.stride;
  14969. this.dynamic = source.dynamic;
  14970. return this;
  14971. },
  14972. copyAt: function ( index1, attribute, index2 ) {
  14973. index1 *= this.stride;
  14974. index2 *= attribute.stride;
  14975. for ( var i = 0, l = this.stride; i < l; i ++ ) {
  14976. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  14977. }
  14978. return this;
  14979. },
  14980. set: function ( value, offset ) {
  14981. if ( offset === undefined ) offset = 0;
  14982. this.array.set( value, offset );
  14983. return this;
  14984. },
  14985. clone: function () {
  14986. return new this.constructor().copy( this );
  14987. },
  14988. onUpload: function ( callback ) {
  14989. this.onUploadCallback = callback;
  14990. return this;
  14991. }
  14992. } );
  14993. /**
  14994. * @author benaadams / https://twitter.com/ben_a_adams
  14995. */
  14996. function InterleavedBufferAttribute( interleavedBuffer, itemSize, offset, normalized ) {
  14997. this.data = interleavedBuffer;
  14998. this.itemSize = itemSize;
  14999. this.offset = offset;
  15000. this.normalized = normalized === true;
  15001. }
  15002. Object.defineProperties( InterleavedBufferAttribute.prototype, {
  15003. count: {
  15004. get: function () {
  15005. return this.data.count;
  15006. }
  15007. },
  15008. array: {
  15009. get: function () {
  15010. return this.data.array;
  15011. }
  15012. }
  15013. } );
  15014. Object.assign( InterleavedBufferAttribute.prototype, {
  15015. isInterleavedBufferAttribute: true,
  15016. setX: function ( index, x ) {
  15017. this.data.array[ index * this.data.stride + this.offset ] = x;
  15018. return this;
  15019. },
  15020. setY: function ( index, y ) {
  15021. this.data.array[ index * this.data.stride + this.offset + 1 ] = y;
  15022. return this;
  15023. },
  15024. setZ: function ( index, z ) {
  15025. this.data.array[ index * this.data.stride + this.offset + 2 ] = z;
  15026. return this;
  15027. },
  15028. setW: function ( index, w ) {
  15029. this.data.array[ index * this.data.stride + this.offset + 3 ] = w;
  15030. return this;
  15031. },
  15032. getX: function ( index ) {
  15033. return this.data.array[ index * this.data.stride + this.offset ];
  15034. },
  15035. getY: function ( index ) {
  15036. return this.data.array[ index * this.data.stride + this.offset + 1 ];
  15037. },
  15038. getZ: function ( index ) {
  15039. return this.data.array[ index * this.data.stride + this.offset + 2 ];
  15040. },
  15041. getW: function ( index ) {
  15042. return this.data.array[ index * this.data.stride + this.offset + 3 ];
  15043. },
  15044. setXY: function ( index, x, y ) {
  15045. index = index * this.data.stride + this.offset;
  15046. this.data.array[ index + 0 ] = x;
  15047. this.data.array[ index + 1 ] = y;
  15048. return this;
  15049. },
  15050. setXYZ: function ( index, x, y, z ) {
  15051. index = index * this.data.stride + this.offset;
  15052. this.data.array[ index + 0 ] = x;
  15053. this.data.array[ index + 1 ] = y;
  15054. this.data.array[ index + 2 ] = z;
  15055. return this;
  15056. },
  15057. setXYZW: function ( index, x, y, z, w ) {
  15058. index = index * this.data.stride + this.offset;
  15059. this.data.array[ index + 0 ] = x;
  15060. this.data.array[ index + 1 ] = y;
  15061. this.data.array[ index + 2 ] = z;
  15062. this.data.array[ index + 3 ] = w;
  15063. return this;
  15064. }
  15065. } );
  15066. /**
  15067. * @author alteredq / http://alteredqualia.com/
  15068. *
  15069. * parameters = {
  15070. * color: <hex>,
  15071. * map: new THREE.Texture( <Image> ),
  15072. * rotation: <float>,
  15073. * sizeAttenuation: <bool>
  15074. * }
  15075. */
  15076. function SpriteMaterial( parameters ) {
  15077. Material.call( this );
  15078. this.type = 'SpriteMaterial';
  15079. this.color = new Color( 0xffffff );
  15080. this.map = null;
  15081. this.rotation = 0;
  15082. this.sizeAttenuation = true;
  15083. this.lights = false;
  15084. this.transparent = true;
  15085. this.setValues( parameters );
  15086. }
  15087. SpriteMaterial.prototype = Object.create( Material.prototype );
  15088. SpriteMaterial.prototype.constructor = SpriteMaterial;
  15089. SpriteMaterial.prototype.isSpriteMaterial = true;
  15090. SpriteMaterial.prototype.copy = function ( source ) {
  15091. Material.prototype.copy.call( this, source );
  15092. this.color.copy( source.color );
  15093. this.map = source.map;
  15094. this.rotation = source.rotation;
  15095. this.sizeAttenuation = source.sizeAttenuation;
  15096. return this;
  15097. };
  15098. /**
  15099. * @author mikael emtinger / http://gomo.se/
  15100. * @author alteredq / http://alteredqualia.com/
  15101. */
  15102. var geometry;
  15103. function Sprite( material ) {
  15104. Object3D.call( this );
  15105. this.type = 'Sprite';
  15106. if ( geometry === undefined ) {
  15107. geometry = new BufferGeometry();
  15108. var float32Array = new Float32Array( [
  15109. - 0.5, - 0.5, 0, 0, 0,
  15110. 0.5, - 0.5, 0, 1, 0,
  15111. 0.5, 0.5, 0, 1, 1,
  15112. - 0.5, 0.5, 0, 0, 1
  15113. ] );
  15114. var interleavedBuffer = new InterleavedBuffer( float32Array, 5 );
  15115. geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] );
  15116. geometry.addAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );
  15117. geometry.addAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );
  15118. }
  15119. this.geometry = geometry;
  15120. this.material = ( material !== undefined ) ? material : new SpriteMaterial();
  15121. this.center = new Vector2( 0.5, 0.5 );
  15122. }
  15123. Sprite.prototype = Object.assign( Object.create( Object3D.prototype ), {
  15124. constructor: Sprite,
  15125. isSprite: true,
  15126. raycast: ( function () {
  15127. var intersectPoint = new Vector3();
  15128. var worldScale = new Vector3();
  15129. var mvPosition = new Vector3();
  15130. var alignedPosition = new Vector2();
  15131. var rotatedPosition = new Vector2();
  15132. var viewWorldMatrix = new Matrix4();
  15133. var vA = new Vector3();
  15134. var vB = new Vector3();
  15135. var vC = new Vector3();
  15136. var uvA = new Vector2();
  15137. var uvB = new Vector2();
  15138. var uvC = new Vector2();
  15139. function transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) {
  15140. // compute position in camera space
  15141. alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale );
  15142. // to check if rotation is not zero
  15143. if ( sin !== undefined ) {
  15144. rotatedPosition.x = ( cos * alignedPosition.x ) - ( sin * alignedPosition.y );
  15145. rotatedPosition.y = ( sin * alignedPosition.x ) + ( cos * alignedPosition.y );
  15146. } else {
  15147. rotatedPosition.copy( alignedPosition );
  15148. }
  15149. vertexPosition.copy( mvPosition );
  15150. vertexPosition.x += rotatedPosition.x;
  15151. vertexPosition.y += rotatedPosition.y;
  15152. // transform to world space
  15153. vertexPosition.applyMatrix4( viewWorldMatrix );
  15154. }
  15155. return function raycast( raycaster, intersects ) {
  15156. worldScale.setFromMatrixScale( this.matrixWorld );
  15157. viewWorldMatrix.getInverse( this.modelViewMatrix ).premultiply( this.matrixWorld );
  15158. mvPosition.setFromMatrixPosition( this.modelViewMatrix );
  15159. var rotation = this.material.rotation;
  15160. var sin, cos;
  15161. if ( rotation !== 0 ) {
  15162. cos = Math.cos( rotation );
  15163. sin = Math.sin( rotation );
  15164. }
  15165. var center = this.center;
  15166. transformVertex( vA.set( - 0.5, - 0.5, 0 ), mvPosition, center, worldScale, sin, cos );
  15167. transformVertex( vB.set( 0.5, - 0.5, 0 ), mvPosition, center, worldScale, sin, cos );
  15168. transformVertex( vC.set( 0.5, 0.5, 0 ), mvPosition, center, worldScale, sin, cos );
  15169. uvA.set( 0, 0 );
  15170. uvB.set( 1, 0 );
  15171. uvC.set( 1, 1 );
  15172. // check first triangle
  15173. var intersect = raycaster.ray.intersectTriangle( vA, vB, vC, false, intersectPoint );
  15174. if ( intersect === null ) {
  15175. // check second triangle
  15176. transformVertex( vB.set( - 0.5, 0.5, 0 ), mvPosition, center, worldScale, sin, cos );
  15177. uvB.set( 0, 1 );
  15178. intersect = raycaster.ray.intersectTriangle( vA, vC, vB, false, intersectPoint );
  15179. if ( intersect === null ) {
  15180. return;
  15181. }
  15182. }
  15183. var distance = raycaster.ray.origin.distanceTo( intersectPoint );
  15184. if ( distance < raycaster.near || distance > raycaster.far ) return;
  15185. intersects.push( {
  15186. distance: distance,
  15187. point: intersectPoint.clone(),
  15188. uv: Triangle.getUV( intersectPoint, vA, vB, vC, uvA, uvB, uvC, new Vector2() ),
  15189. face: null,
  15190. object: this
  15191. } );
  15192. };
  15193. }() ),
  15194. clone: function () {
  15195. return new this.constructor( this.material ).copy( this );
  15196. },
  15197. copy: function ( source ) {
  15198. Object3D.prototype.copy.call( this, source );
  15199. if ( source.center !== undefined ) this.center.copy( source.center );
  15200. return this;
  15201. }
  15202. } );
  15203. /**
  15204. * @author mikael emtinger / http://gomo.se/
  15205. * @author alteredq / http://alteredqualia.com/
  15206. * @author mrdoob / http://mrdoob.com/
  15207. */
  15208. function LOD() {
  15209. Object3D.call( this );
  15210. this.type = 'LOD';
  15211. Object.defineProperties( this, {
  15212. levels: {
  15213. enumerable: true,
  15214. value: []
  15215. }
  15216. } );
  15217. }
  15218. LOD.prototype = Object.assign( Object.create( Object3D.prototype ), {
  15219. constructor: LOD,
  15220. copy: function ( source ) {
  15221. Object3D.prototype.copy.call( this, source, false );
  15222. var levels = source.levels;
  15223. for ( var i = 0, l = levels.length; i < l; i ++ ) {
  15224. var level = levels[ i ];
  15225. this.addLevel( level.object.clone(), level.distance );
  15226. }
  15227. return this;
  15228. },
  15229. addLevel: function ( object, distance ) {
  15230. if ( distance === undefined ) distance = 0;
  15231. distance = Math.abs( distance );
  15232. var levels = this.levels;
  15233. for ( var l = 0; l < levels.length; l ++ ) {
  15234. if ( distance < levels[ l ].distance ) {
  15235. break;
  15236. }
  15237. }
  15238. levels.splice( l, 0, { distance: distance, object: object } );
  15239. this.add( object );
  15240. },
  15241. getObjectForDistance: function ( distance ) {
  15242. var levels = this.levels;
  15243. for ( var i = 1, l = levels.length; i < l; i ++ ) {
  15244. if ( distance < levels[ i ].distance ) {
  15245. break;
  15246. }
  15247. }
  15248. return levels[ i - 1 ].object;
  15249. },
  15250. raycast: ( function () {
  15251. var matrixPosition = new Vector3();
  15252. return function raycast( raycaster, intersects ) {
  15253. matrixPosition.setFromMatrixPosition( this.matrixWorld );
  15254. var distance = raycaster.ray.origin.distanceTo( matrixPosition );
  15255. this.getObjectForDistance( distance ).raycast( raycaster, intersects );
  15256. };
  15257. }() ),
  15258. update: function () {
  15259. var v1 = new Vector3();
  15260. var v2 = new Vector3();
  15261. return function update( camera ) {
  15262. var levels = this.levels;
  15263. if ( levels.length > 1 ) {
  15264. v1.setFromMatrixPosition( camera.matrixWorld );
  15265. v2.setFromMatrixPosition( this.matrixWorld );
  15266. var distance = v1.distanceTo( v2 );
  15267. levels[ 0 ].object.visible = true;
  15268. for ( var i = 1, l = levels.length; i < l; i ++ ) {
  15269. if ( distance >= levels[ i ].distance ) {
  15270. levels[ i - 1 ].object.visible = false;
  15271. levels[ i ].object.visible = true;
  15272. } else {
  15273. break;
  15274. }
  15275. }
  15276. for ( ; i < l; i ++ ) {
  15277. levels[ i ].object.visible = false;
  15278. }
  15279. }
  15280. };
  15281. }(),
  15282. toJSON: function ( meta ) {
  15283. var data = Object3D.prototype.toJSON.call( this, meta );
  15284. data.object.levels = [];
  15285. var levels = this.levels;
  15286. for ( var i = 0, l = levels.length; i < l; i ++ ) {
  15287. var level = levels[ i ];
  15288. data.object.levels.push( {
  15289. object: level.object.uuid,
  15290. distance: level.distance
  15291. } );
  15292. }
  15293. return data;
  15294. }
  15295. } );
  15296. /**
  15297. * @author mikael emtinger / http://gomo.se/
  15298. * @author alteredq / http://alteredqualia.com/
  15299. * @author ikerr / http://verold.com
  15300. */
  15301. function SkinnedMesh( geometry, material ) {
  15302. if ( geometry && geometry.isGeometry ) {
  15303. console.error( 'THREE.SkinnedMesh no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
  15304. }
  15305. Mesh.call( this, geometry, material );
  15306. this.type = 'SkinnedMesh';
  15307. this.bindMode = 'attached';
  15308. this.bindMatrix = new Matrix4();
  15309. this.bindMatrixInverse = new Matrix4();
  15310. }
  15311. SkinnedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {
  15312. constructor: SkinnedMesh,
  15313. isSkinnedMesh: true,
  15314. bind: function ( skeleton, bindMatrix ) {
  15315. this.skeleton = skeleton;
  15316. if ( bindMatrix === undefined ) {
  15317. this.updateMatrixWorld( true );
  15318. this.skeleton.calculateInverses();
  15319. bindMatrix = this.matrixWorld;
  15320. }
  15321. this.bindMatrix.copy( bindMatrix );
  15322. this.bindMatrixInverse.getInverse( bindMatrix );
  15323. },
  15324. pose: function () {
  15325. this.skeleton.pose();
  15326. },
  15327. normalizeSkinWeights: function () {
  15328. var vector = new Vector4();
  15329. var skinWeight = this.geometry.attributes.skinWeight;
  15330. for ( var i = 0, l = skinWeight.count; i < l; i ++ ) {
  15331. vector.x = skinWeight.getX( i );
  15332. vector.y = skinWeight.getY( i );
  15333. vector.z = skinWeight.getZ( i );
  15334. vector.w = skinWeight.getW( i );
  15335. var scale = 1.0 / vector.manhattanLength();
  15336. if ( scale !== Infinity ) {
  15337. vector.multiplyScalar( scale );
  15338. } else {
  15339. vector.set( 1, 0, 0, 0 ); // do something reasonable
  15340. }
  15341. skinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w );
  15342. }
  15343. },
  15344. updateMatrixWorld: function ( force ) {
  15345. Mesh.prototype.updateMatrixWorld.call( this, force );
  15346. if ( this.bindMode === 'attached' ) {
  15347. this.bindMatrixInverse.getInverse( this.matrixWorld );
  15348. } else if ( this.bindMode === 'detached' ) {
  15349. this.bindMatrixInverse.getInverse( this.bindMatrix );
  15350. } else {
  15351. console.warn( 'THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode );
  15352. }
  15353. },
  15354. clone: function () {
  15355. return new this.constructor( this.geometry, this.material ).copy( this );
  15356. }
  15357. } );
  15358. /**
  15359. * @author mikael emtinger / http://gomo.se/
  15360. * @author alteredq / http://alteredqualia.com/
  15361. * @author michael guerrero / http://realitymeltdown.com
  15362. * @author ikerr / http://verold.com
  15363. */
  15364. function Skeleton( bones, boneInverses ) {
  15365. // copy the bone array
  15366. bones = bones || [];
  15367. this.bones = bones.slice( 0 );
  15368. this.boneMatrices = new Float32Array( this.bones.length * 16 );
  15369. // use the supplied bone inverses or calculate the inverses
  15370. if ( boneInverses === undefined ) {
  15371. this.calculateInverses();
  15372. } else {
  15373. if ( this.bones.length === boneInverses.length ) {
  15374. this.boneInverses = boneInverses.slice( 0 );
  15375. } else {
  15376. console.warn( 'THREE.Skeleton boneInverses is the wrong length.' );
  15377. this.boneInverses = [];
  15378. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  15379. this.boneInverses.push( new Matrix4() );
  15380. }
  15381. }
  15382. }
  15383. }
  15384. Object.assign( Skeleton.prototype, {
  15385. calculateInverses: function () {
  15386. this.boneInverses = [];
  15387. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  15388. var inverse = new Matrix4();
  15389. if ( this.bones[ i ] ) {
  15390. inverse.getInverse( this.bones[ i ].matrixWorld );
  15391. }
  15392. this.boneInverses.push( inverse );
  15393. }
  15394. },
  15395. pose: function () {
  15396. var bone, i, il;
  15397. // recover the bind-time world matrices
  15398. for ( i = 0, il = this.bones.length; i < il; i ++ ) {
  15399. bone = this.bones[ i ];
  15400. if ( bone ) {
  15401. bone.matrixWorld.getInverse( this.boneInverses[ i ] );
  15402. }
  15403. }
  15404. // compute the local matrices, positions, rotations and scales
  15405. for ( i = 0, il = this.bones.length; i < il; i ++ ) {
  15406. bone = this.bones[ i ];
  15407. if ( bone ) {
  15408. if ( bone.parent && bone.parent.isBone ) {
  15409. bone.matrix.getInverse( bone.parent.matrixWorld );
  15410. bone.matrix.multiply( bone.matrixWorld );
  15411. } else {
  15412. bone.matrix.copy( bone.matrixWorld );
  15413. }
  15414. bone.matrix.decompose( bone.position, bone.quaternion, bone.scale );
  15415. }
  15416. }
  15417. },
  15418. update: ( function () {
  15419. var offsetMatrix = new Matrix4();
  15420. var identityMatrix = new Matrix4();
  15421. return function update() {
  15422. var bones = this.bones;
  15423. var boneInverses = this.boneInverses;
  15424. var boneMatrices = this.boneMatrices;
  15425. var boneTexture = this.boneTexture;
  15426. // flatten bone matrices to array
  15427. for ( var i = 0, il = bones.length; i < il; i ++ ) {
  15428. // compute the offset between the current and the original transform
  15429. var matrix = bones[ i ] ? bones[ i ].matrixWorld : identityMatrix;
  15430. offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );
  15431. offsetMatrix.toArray( boneMatrices, i * 16 );
  15432. }
  15433. if ( boneTexture !== undefined ) {
  15434. boneTexture.needsUpdate = true;
  15435. }
  15436. };
  15437. } )(),
  15438. clone: function () {
  15439. return new Skeleton( this.bones, this.boneInverses );
  15440. },
  15441. getBoneByName: function ( name ) {
  15442. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  15443. var bone = this.bones[ i ];
  15444. if ( bone.name === name ) {
  15445. return bone;
  15446. }
  15447. }
  15448. return undefined;
  15449. }
  15450. } );
  15451. /**
  15452. * @author mikael emtinger / http://gomo.se/
  15453. * @author alteredq / http://alteredqualia.com/
  15454. * @author ikerr / http://verold.com
  15455. */
  15456. function Bone() {
  15457. Object3D.call( this );
  15458. this.type = 'Bone';
  15459. }
  15460. Bone.prototype = Object.assign( Object.create( Object3D.prototype ), {
  15461. constructor: Bone,
  15462. isBone: true
  15463. } );
  15464. /**
  15465. * @author mrdoob / http://mrdoob.com/
  15466. * @author alteredq / http://alteredqualia.com/
  15467. *
  15468. * parameters = {
  15469. * color: <hex>,
  15470. * opacity: <float>,
  15471. *
  15472. * linewidth: <float>,
  15473. * linecap: "round",
  15474. * linejoin: "round"
  15475. * }
  15476. */
  15477. function LineBasicMaterial( parameters ) {
  15478. Material.call( this );
  15479. this.type = 'LineBasicMaterial';
  15480. this.color = new Color( 0xffffff );
  15481. this.linewidth = 1;
  15482. this.linecap = 'round';
  15483. this.linejoin = 'round';
  15484. this.lights = false;
  15485. this.setValues( parameters );
  15486. }
  15487. LineBasicMaterial.prototype = Object.create( Material.prototype );
  15488. LineBasicMaterial.prototype.constructor = LineBasicMaterial;
  15489. LineBasicMaterial.prototype.isLineBasicMaterial = true;
  15490. LineBasicMaterial.prototype.copy = function ( source ) {
  15491. Material.prototype.copy.call( this, source );
  15492. this.color.copy( source.color );
  15493. this.linewidth = source.linewidth;
  15494. this.linecap = source.linecap;
  15495. this.linejoin = source.linejoin;
  15496. return this;
  15497. };
  15498. /**
  15499. * @author mrdoob / http://mrdoob.com/
  15500. */
  15501. function Line( geometry, material, mode ) {
  15502. if ( mode === 1 ) {
  15503. console.error( 'THREE.Line: parameter THREE.LinePieces no longer supported. Use THREE.LineSegments instead.' );
  15504. }
  15505. Object3D.call( this );
  15506. this.type = 'Line';
  15507. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  15508. this.material = material !== undefined ? material : new LineBasicMaterial( { color: Math.random() * 0xffffff } );
  15509. }
  15510. Line.prototype = Object.assign( Object.create( Object3D.prototype ), {
  15511. constructor: Line,
  15512. isLine: true,
  15513. computeLineDistances: ( function () {
  15514. var start = new Vector3();
  15515. var end = new Vector3();
  15516. return function computeLineDistances() {
  15517. var geometry = this.geometry;
  15518. if ( geometry.isBufferGeometry ) {
  15519. // we assume non-indexed geometry
  15520. if ( geometry.index === null ) {
  15521. var positionAttribute = geometry.attributes.position;
  15522. var lineDistances = [ 0 ];
  15523. for ( var i = 1, l = positionAttribute.count; i < l; i ++ ) {
  15524. start.fromBufferAttribute( positionAttribute, i - 1 );
  15525. end.fromBufferAttribute( positionAttribute, i );
  15526. lineDistances[ i ] = lineDistances[ i - 1 ];
  15527. lineDistances[ i ] += start.distanceTo( end );
  15528. }
  15529. geometry.addAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  15530. } else {
  15531. console.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  15532. }
  15533. } else if ( geometry.isGeometry ) {
  15534. var vertices = geometry.vertices;
  15535. var lineDistances = geometry.lineDistances;
  15536. lineDistances[ 0 ] = 0;
  15537. for ( var i = 1, l = vertices.length; i < l; i ++ ) {
  15538. lineDistances[ i ] = lineDistances[ i - 1 ];
  15539. lineDistances[ i ] += vertices[ i - 1 ].distanceTo( vertices[ i ] );
  15540. }
  15541. }
  15542. return this;
  15543. };
  15544. }() ),
  15545. raycast: ( function () {
  15546. var inverseMatrix = new Matrix4();
  15547. var ray = new Ray();
  15548. var sphere = new Sphere();
  15549. return function raycast( raycaster, intersects ) {
  15550. var precision = raycaster.linePrecision;
  15551. var geometry = this.geometry;
  15552. var matrixWorld = this.matrixWorld;
  15553. // Checking boundingSphere distance to ray
  15554. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  15555. sphere.copy( geometry.boundingSphere );
  15556. sphere.applyMatrix4( matrixWorld );
  15557. sphere.radius += precision;
  15558. if ( raycaster.ray.intersectsSphere( sphere ) === false ) return;
  15559. //
  15560. inverseMatrix.getInverse( matrixWorld );
  15561. ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
  15562. var localPrecision = precision / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  15563. var localPrecisionSq = localPrecision * localPrecision;
  15564. var vStart = new Vector3();
  15565. var vEnd = new Vector3();
  15566. var interSegment = new Vector3();
  15567. var interRay = new Vector3();
  15568. var step = ( this && this.isLineSegments ) ? 2 : 1;
  15569. if ( geometry.isBufferGeometry ) {
  15570. var index = geometry.index;
  15571. var attributes = geometry.attributes;
  15572. var positions = attributes.position.array;
  15573. if ( index !== null ) {
  15574. var indices = index.array;
  15575. for ( var i = 0, l = indices.length - 1; i < l; i += step ) {
  15576. var a = indices[ i ];
  15577. var b = indices[ i + 1 ];
  15578. vStart.fromArray( positions, a * 3 );
  15579. vEnd.fromArray( positions, b * 3 );
  15580. var distSq = ray.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
  15581. if ( distSq > localPrecisionSq ) continue;
  15582. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  15583. var distance = raycaster.ray.origin.distanceTo( interRay );
  15584. if ( distance < raycaster.near || distance > raycaster.far ) continue;
  15585. intersects.push( {
  15586. distance: distance,
  15587. // What do we want? intersection point on the ray or on the segment??
  15588. // point: raycaster.ray.at( distance ),
  15589. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  15590. index: i,
  15591. face: null,
  15592. faceIndex: null,
  15593. object: this
  15594. } );
  15595. }
  15596. } else {
  15597. for ( var i = 0, l = positions.length / 3 - 1; i < l; i += step ) {
  15598. vStart.fromArray( positions, 3 * i );
  15599. vEnd.fromArray( positions, 3 * i + 3 );
  15600. var distSq = ray.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
  15601. if ( distSq > localPrecisionSq ) continue;
  15602. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  15603. var distance = raycaster.ray.origin.distanceTo( interRay );
  15604. if ( distance < raycaster.near || distance > raycaster.far ) continue;
  15605. intersects.push( {
  15606. distance: distance,
  15607. // What do we want? intersection point on the ray or on the segment??
  15608. // point: raycaster.ray.at( distance ),
  15609. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  15610. index: i,
  15611. face: null,
  15612. faceIndex: null,
  15613. object: this
  15614. } );
  15615. }
  15616. }
  15617. } else if ( geometry.isGeometry ) {
  15618. var vertices = geometry.vertices;
  15619. var nbVertices = vertices.length;
  15620. for ( var i = 0; i < nbVertices - 1; i += step ) {
  15621. var distSq = ray.distanceSqToSegment( vertices[ i ], vertices[ i + 1 ], interRay, interSegment );
  15622. if ( distSq > localPrecisionSq ) continue;
  15623. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  15624. var distance = raycaster.ray.origin.distanceTo( interRay );
  15625. if ( distance < raycaster.near || distance > raycaster.far ) continue;
  15626. intersects.push( {
  15627. distance: distance,
  15628. // What do we want? intersection point on the ray or on the segment??
  15629. // point: raycaster.ray.at( distance ),
  15630. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  15631. index: i,
  15632. face: null,
  15633. faceIndex: null,
  15634. object: this
  15635. } );
  15636. }
  15637. }
  15638. };
  15639. }() ),
  15640. copy: function ( source ) {
  15641. Object3D.prototype.copy.call( this, source );
  15642. this.geometry.copy( source.geometry );
  15643. this.material.copy( source.material );
  15644. return this;
  15645. },
  15646. clone: function () {
  15647. return new this.constructor().copy( this );
  15648. }
  15649. } );
  15650. /**
  15651. * @author mrdoob / http://mrdoob.com/
  15652. */
  15653. function LineSegments( geometry, material ) {
  15654. Line.call( this, geometry, material );
  15655. this.type = 'LineSegments';
  15656. }
  15657. LineSegments.prototype = Object.assign( Object.create( Line.prototype ), {
  15658. constructor: LineSegments,
  15659. isLineSegments: true,
  15660. computeLineDistances: ( function () {
  15661. var start = new Vector3();
  15662. var end = new Vector3();
  15663. return function computeLineDistances() {
  15664. var geometry = this.geometry;
  15665. if ( geometry.isBufferGeometry ) {
  15666. // we assume non-indexed geometry
  15667. if ( geometry.index === null ) {
  15668. var positionAttribute = geometry.attributes.position;
  15669. var lineDistances = [];
  15670. for ( var i = 0, l = positionAttribute.count; i < l; i += 2 ) {
  15671. start.fromBufferAttribute( positionAttribute, i );
  15672. end.fromBufferAttribute( positionAttribute, i + 1 );
  15673. lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  15674. lineDistances[ i + 1 ] = lineDistances[ i ] + start.distanceTo( end );
  15675. }
  15676. geometry.addAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  15677. } else {
  15678. console.warn( 'THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  15679. }
  15680. } else if ( geometry.isGeometry ) {
  15681. var vertices = geometry.vertices;
  15682. var lineDistances = geometry.lineDistances;
  15683. for ( var i = 0, l = vertices.length; i < l; i += 2 ) {
  15684. start.copy( vertices[ i ] );
  15685. end.copy( vertices[ i + 1 ] );
  15686. lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  15687. lineDistances[ i + 1 ] = lineDistances[ i ] + start.distanceTo( end );
  15688. }
  15689. }
  15690. return this;
  15691. };
  15692. }() )
  15693. } );
  15694. /**
  15695. * @author mgreter / http://github.com/mgreter
  15696. */
  15697. function LineLoop( geometry, material ) {
  15698. Line.call( this, geometry, material );
  15699. this.type = 'LineLoop';
  15700. }
  15701. LineLoop.prototype = Object.assign( Object.create( Line.prototype ), {
  15702. constructor: LineLoop,
  15703. isLineLoop: true,
  15704. } );
  15705. /**
  15706. * @author mrdoob / http://mrdoob.com/
  15707. * @author alteredq / http://alteredqualia.com/
  15708. *
  15709. * parameters = {
  15710. * color: <hex>,
  15711. * opacity: <float>,
  15712. * map: new THREE.Texture( <Image> ),
  15713. *
  15714. * size: <float>,
  15715. * sizeAttenuation: <bool>
  15716. *
  15717. * morphTargets: <bool>
  15718. * }
  15719. */
  15720. function PointsMaterial( parameters ) {
  15721. Material.call( this );
  15722. this.type = 'PointsMaterial';
  15723. this.color = new Color( 0xffffff );
  15724. this.map = null;
  15725. this.size = 1;
  15726. this.sizeAttenuation = true;
  15727. this.morphTargets = false;
  15728. this.lights = false;
  15729. this.setValues( parameters );
  15730. }
  15731. PointsMaterial.prototype = Object.create( Material.prototype );
  15732. PointsMaterial.prototype.constructor = PointsMaterial;
  15733. PointsMaterial.prototype.isPointsMaterial = true;
  15734. PointsMaterial.prototype.copy = function ( source ) {
  15735. Material.prototype.copy.call( this, source );
  15736. this.color.copy( source.color );
  15737. this.map = source.map;
  15738. this.size = source.size;
  15739. this.sizeAttenuation = source.sizeAttenuation;
  15740. this.morphTargets = source.morphTargets;
  15741. return this;
  15742. };
  15743. /**
  15744. * @author alteredq / http://alteredqualia.com/
  15745. */
  15746. function Points( geometry, material ) {
  15747. Object3D.call( this );
  15748. this.type = 'Points';
  15749. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  15750. this.material = material !== undefined ? material : new PointsMaterial( { color: Math.random() * 0xffffff } );
  15751. }
  15752. Points.prototype = Object.assign( Object.create( Object3D.prototype ), {
  15753. constructor: Points,
  15754. isPoints: true,
  15755. raycast: ( function () {
  15756. var inverseMatrix = new Matrix4();
  15757. var ray = new Ray();
  15758. var sphere = new Sphere();
  15759. return function raycast( raycaster, intersects ) {
  15760. var object = this;
  15761. var geometry = this.geometry;
  15762. var matrixWorld = this.matrixWorld;
  15763. var threshold = raycaster.params.Points.threshold;
  15764. // Checking boundingSphere distance to ray
  15765. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  15766. sphere.copy( geometry.boundingSphere );
  15767. sphere.applyMatrix4( matrixWorld );
  15768. sphere.radius += threshold;
  15769. if ( raycaster.ray.intersectsSphere( sphere ) === false ) return;
  15770. //
  15771. inverseMatrix.getInverse( matrixWorld );
  15772. ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
  15773. var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  15774. var localThresholdSq = localThreshold * localThreshold;
  15775. var position = new Vector3();
  15776. var intersectPoint = new Vector3();
  15777. function testPoint( point, index ) {
  15778. var rayPointDistanceSq = ray.distanceSqToPoint( point );
  15779. if ( rayPointDistanceSq < localThresholdSq ) {
  15780. ray.closestPointToPoint( point, intersectPoint );
  15781. intersectPoint.applyMatrix4( matrixWorld );
  15782. var distance = raycaster.ray.origin.distanceTo( intersectPoint );
  15783. if ( distance < raycaster.near || distance > raycaster.far ) return;
  15784. intersects.push( {
  15785. distance: distance,
  15786. distanceToRay: Math.sqrt( rayPointDistanceSq ),
  15787. point: intersectPoint.clone(),
  15788. index: index,
  15789. face: null,
  15790. object: object
  15791. } );
  15792. }
  15793. }
  15794. if ( geometry.isBufferGeometry ) {
  15795. var index = geometry.index;
  15796. var attributes = geometry.attributes;
  15797. var positions = attributes.position.array;
  15798. if ( index !== null ) {
  15799. var indices = index.array;
  15800. for ( var i = 0, il = indices.length; i < il; i ++ ) {
  15801. var a = indices[ i ];
  15802. position.fromArray( positions, a * 3 );
  15803. testPoint( position, a );
  15804. }
  15805. } else {
  15806. for ( var i = 0, l = positions.length / 3; i < l; i ++ ) {
  15807. position.fromArray( positions, i * 3 );
  15808. testPoint( position, i );
  15809. }
  15810. }
  15811. } else {
  15812. var vertices = geometry.vertices;
  15813. for ( var i = 0, l = vertices.length; i < l; i ++ ) {
  15814. testPoint( vertices[ i ], i );
  15815. }
  15816. }
  15817. };
  15818. }() ),
  15819. clone: function () {
  15820. return new this.constructor( this.geometry, this.material ).copy( this );
  15821. }
  15822. } );
  15823. /**
  15824. * @author mrdoob / http://mrdoob.com/
  15825. */
  15826. function VideoTexture( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  15827. Texture.call( this, video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  15828. this.format = format !== undefined ? format : RGBFormat;
  15829. this.minFilter = minFilter !== undefined ? minFilter : LinearFilter;
  15830. this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
  15831. this.generateMipmaps = false;
  15832. }
  15833. VideoTexture.prototype = Object.assign( Object.create( Texture.prototype ), {
  15834. constructor: VideoTexture,
  15835. isVideoTexture: true,
  15836. update: function () {
  15837. var video = this.image;
  15838. if ( video.readyState >= video.HAVE_CURRENT_DATA ) {
  15839. this.needsUpdate = true;
  15840. }
  15841. }
  15842. } );
  15843. /**
  15844. * @author alteredq / http://alteredqualia.com/
  15845. */
  15846. function CompressedTexture( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
  15847. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  15848. this.image = { width: width, height: height };
  15849. this.mipmaps = mipmaps;
  15850. // no flipping for cube textures
  15851. // (also flipping doesn't work for compressed textures )
  15852. this.flipY = false;
  15853. // can't generate mipmaps for compressed textures
  15854. // mips must be embedded in DDS files
  15855. this.generateMipmaps = false;
  15856. }
  15857. CompressedTexture.prototype = Object.create( Texture.prototype );
  15858. CompressedTexture.prototype.constructor = CompressedTexture;
  15859. CompressedTexture.prototype.isCompressedTexture = true;
  15860. /**
  15861. * @author mrdoob / http://mrdoob.com/
  15862. */
  15863. function CanvasTexture( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  15864. Texture.call( this, canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  15865. this.needsUpdate = true;
  15866. }
  15867. CanvasTexture.prototype = Object.create( Texture.prototype );
  15868. CanvasTexture.prototype.constructor = CanvasTexture;
  15869. CanvasTexture.prototype.isCanvasTexture = true;
  15870. /**
  15871. * @author Matt DesLauriers / @mattdesl
  15872. * @author atix / arthursilber.de
  15873. */
  15874. function DepthTexture( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format ) {
  15875. format = format !== undefined ? format : DepthFormat;
  15876. if ( format !== DepthFormat && format !== DepthStencilFormat ) {
  15877. throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );
  15878. }
  15879. if ( type === undefined && format === DepthFormat ) type = UnsignedShortType;
  15880. if ( type === undefined && format === DepthStencilFormat ) type = UnsignedInt248Type;
  15881. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  15882. this.image = { width: width, height: height };
  15883. this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
  15884. this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
  15885. this.flipY = false;
  15886. this.generateMipmaps = false;
  15887. }
  15888. DepthTexture.prototype = Object.create( Texture.prototype );
  15889. DepthTexture.prototype.constructor = DepthTexture;
  15890. DepthTexture.prototype.isDepthTexture = true;
  15891. /**
  15892. * @author mrdoob / http://mrdoob.com/
  15893. * @author Mugen87 / https://github.com/Mugen87
  15894. */
  15895. function WireframeGeometry( geometry ) {
  15896. BufferGeometry.call( this );
  15897. this.type = 'WireframeGeometry';
  15898. // buffer
  15899. var vertices = [];
  15900. // helper variables
  15901. var i, j, l, o, ol;
  15902. var edge = [ 0, 0 ], edges = {}, e, edge1, edge2;
  15903. var key, keys = [ 'a', 'b', 'c' ];
  15904. var vertex;
  15905. // different logic for Geometry and BufferGeometry
  15906. if ( geometry && geometry.isGeometry ) {
  15907. // create a data structure that contains all edges without duplicates
  15908. var faces = geometry.faces;
  15909. for ( i = 0, l = faces.length; i < l; i ++ ) {
  15910. var face = faces[ i ];
  15911. for ( j = 0; j < 3; j ++ ) {
  15912. edge1 = face[ keys[ j ] ];
  15913. edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
  15914. edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates
  15915. edge[ 1 ] = Math.max( edge1, edge2 );
  15916. key = edge[ 0 ] + ',' + edge[ 1 ];
  15917. if ( edges[ key ] === undefined ) {
  15918. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
  15919. }
  15920. }
  15921. }
  15922. // generate vertices
  15923. for ( key in edges ) {
  15924. e = edges[ key ];
  15925. vertex = geometry.vertices[ e.index1 ];
  15926. vertices.push( vertex.x, vertex.y, vertex.z );
  15927. vertex = geometry.vertices[ e.index2 ];
  15928. vertices.push( vertex.x, vertex.y, vertex.z );
  15929. }
  15930. } else if ( geometry && geometry.isBufferGeometry ) {
  15931. var position, indices, groups;
  15932. var group, start, count;
  15933. var index1, index2;
  15934. vertex = new Vector3();
  15935. if ( geometry.index !== null ) {
  15936. // indexed BufferGeometry
  15937. position = geometry.attributes.position;
  15938. indices = geometry.index;
  15939. groups = geometry.groups;
  15940. if ( groups.length === 0 ) {
  15941. groups = [ { start: 0, count: indices.count, materialIndex: 0 } ];
  15942. }
  15943. // create a data structure that contains all eges without duplicates
  15944. for ( o = 0, ol = groups.length; o < ol; ++ o ) {
  15945. group = groups[ o ];
  15946. start = group.start;
  15947. count = group.count;
  15948. for ( i = start, l = ( start + count ); i < l; i += 3 ) {
  15949. for ( j = 0; j < 3; j ++ ) {
  15950. edge1 = indices.getX( i + j );
  15951. edge2 = indices.getX( i + ( j + 1 ) % 3 );
  15952. edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates
  15953. edge[ 1 ] = Math.max( edge1, edge2 );
  15954. key = edge[ 0 ] + ',' + edge[ 1 ];
  15955. if ( edges[ key ] === undefined ) {
  15956. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
  15957. }
  15958. }
  15959. }
  15960. }
  15961. // generate vertices
  15962. for ( key in edges ) {
  15963. e = edges[ key ];
  15964. vertex.fromBufferAttribute( position, e.index1 );
  15965. vertices.push( vertex.x, vertex.y, vertex.z );
  15966. vertex.fromBufferAttribute( position, e.index2 );
  15967. vertices.push( vertex.x, vertex.y, vertex.z );
  15968. }
  15969. } else {
  15970. // non-indexed BufferGeometry
  15971. position = geometry.attributes.position;
  15972. for ( i = 0, l = ( position.count / 3 ); i < l; i ++ ) {
  15973. for ( j = 0; j < 3; j ++ ) {
  15974. // three edges per triangle, an edge is represented as (index1, index2)
  15975. // e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)
  15976. index1 = 3 * i + j;
  15977. vertex.fromBufferAttribute( position, index1 );
  15978. vertices.push( vertex.x, vertex.y, vertex.z );
  15979. index2 = 3 * i + ( ( j + 1 ) % 3 );
  15980. vertex.fromBufferAttribute( position, index2 );
  15981. vertices.push( vertex.x, vertex.y, vertex.z );
  15982. }
  15983. }
  15984. }
  15985. }
  15986. // build geometry
  15987. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  15988. }
  15989. WireframeGeometry.prototype = Object.create( BufferGeometry.prototype );
  15990. WireframeGeometry.prototype.constructor = WireframeGeometry;
  15991. /**
  15992. * @author zz85 / https://github.com/zz85
  15993. * @author Mugen87 / https://github.com/Mugen87
  15994. *
  15995. * Parametric Surfaces Geometry
  15996. * based on the brilliant article by @prideout http://prideout.net/blog/?p=44
  15997. */
  15998. // ParametricGeometry
  15999. function ParametricGeometry( func, slices, stacks ) {
  16000. Geometry.call( this );
  16001. this.type = 'ParametricGeometry';
  16002. this.parameters = {
  16003. func: func,
  16004. slices: slices,
  16005. stacks: stacks
  16006. };
  16007. this.fromBufferGeometry( new ParametricBufferGeometry( func, slices, stacks ) );
  16008. this.mergeVertices();
  16009. }
  16010. ParametricGeometry.prototype = Object.create( Geometry.prototype );
  16011. ParametricGeometry.prototype.constructor = ParametricGeometry;
  16012. // ParametricBufferGeometry
  16013. function ParametricBufferGeometry( func, slices, stacks ) {
  16014. BufferGeometry.call( this );
  16015. this.type = 'ParametricBufferGeometry';
  16016. this.parameters = {
  16017. func: func,
  16018. slices: slices,
  16019. stacks: stacks
  16020. };
  16021. // buffers
  16022. var indices = [];
  16023. var vertices = [];
  16024. var normals = [];
  16025. var uvs = [];
  16026. var EPS = 0.00001;
  16027. var normal = new Vector3();
  16028. var p0 = new Vector3(), p1 = new Vector3();
  16029. var pu = new Vector3(), pv = new Vector3();
  16030. var i, j;
  16031. if ( func.length < 3 ) {
  16032. console.error( 'THREE.ParametricGeometry: Function must now modify a Vector3 as third parameter.' );
  16033. }
  16034. // generate vertices, normals and uvs
  16035. var sliceCount = slices + 1;
  16036. for ( i = 0; i <= stacks; i ++ ) {
  16037. var v = i / stacks;
  16038. for ( j = 0; j <= slices; j ++ ) {
  16039. var u = j / slices;
  16040. // vertex
  16041. func( u, v, p0 );
  16042. vertices.push( p0.x, p0.y, p0.z );
  16043. // normal
  16044. // approximate tangent vectors via finite differences
  16045. if ( u - EPS >= 0 ) {
  16046. func( u - EPS, v, p1 );
  16047. pu.subVectors( p0, p1 );
  16048. } else {
  16049. func( u + EPS, v, p1 );
  16050. pu.subVectors( p1, p0 );
  16051. }
  16052. if ( v - EPS >= 0 ) {
  16053. func( u, v - EPS, p1 );
  16054. pv.subVectors( p0, p1 );
  16055. } else {
  16056. func( u, v + EPS, p1 );
  16057. pv.subVectors( p1, p0 );
  16058. }
  16059. // cross product of tangent vectors returns surface normal
  16060. normal.crossVectors( pu, pv ).normalize();
  16061. normals.push( normal.x, normal.y, normal.z );
  16062. // uv
  16063. uvs.push( u, v );
  16064. }
  16065. }
  16066. // generate indices
  16067. for ( i = 0; i < stacks; i ++ ) {
  16068. for ( j = 0; j < slices; j ++ ) {
  16069. var a = i * sliceCount + j;
  16070. var b = i * sliceCount + j + 1;
  16071. var c = ( i + 1 ) * sliceCount + j + 1;
  16072. var d = ( i + 1 ) * sliceCount + j;
  16073. // faces one and two
  16074. indices.push( a, b, d );
  16075. indices.push( b, c, d );
  16076. }
  16077. }
  16078. // build geometry
  16079. this.setIndex( indices );
  16080. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  16081. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  16082. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  16083. }
  16084. ParametricBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  16085. ParametricBufferGeometry.prototype.constructor = ParametricBufferGeometry;
  16086. /**
  16087. * @author clockworkgeek / https://github.com/clockworkgeek
  16088. * @author timothypratley / https://github.com/timothypratley
  16089. * @author WestLangley / http://github.com/WestLangley
  16090. * @author Mugen87 / https://github.com/Mugen87
  16091. */
  16092. // PolyhedronGeometry
  16093. function PolyhedronGeometry( vertices, indices, radius, detail ) {
  16094. Geometry.call( this );
  16095. this.type = 'PolyhedronGeometry';
  16096. this.parameters = {
  16097. vertices: vertices,
  16098. indices: indices,
  16099. radius: radius,
  16100. detail: detail
  16101. };
  16102. this.fromBufferGeometry( new PolyhedronBufferGeometry( vertices, indices, radius, detail ) );
  16103. this.mergeVertices();
  16104. }
  16105. PolyhedronGeometry.prototype = Object.create( Geometry.prototype );
  16106. PolyhedronGeometry.prototype.constructor = PolyhedronGeometry;
  16107. // PolyhedronBufferGeometry
  16108. function PolyhedronBufferGeometry( vertices, indices, radius, detail ) {
  16109. BufferGeometry.call( this );
  16110. this.type = 'PolyhedronBufferGeometry';
  16111. this.parameters = {
  16112. vertices: vertices,
  16113. indices: indices,
  16114. radius: radius,
  16115. detail: detail
  16116. };
  16117. radius = radius || 1;
  16118. detail = detail || 0;
  16119. // default buffer data
  16120. var vertexBuffer = [];
  16121. var uvBuffer = [];
  16122. // the subdivision creates the vertex buffer data
  16123. subdivide( detail );
  16124. // all vertices should lie on a conceptual sphere with a given radius
  16125. appplyRadius( radius );
  16126. // finally, create the uv data
  16127. generateUVs();
  16128. // build non-indexed geometry
  16129. this.addAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) );
  16130. this.addAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) );
  16131. this.addAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );
  16132. if ( detail === 0 ) {
  16133. this.computeVertexNormals(); // flat normals
  16134. } else {
  16135. this.normalizeNormals(); // smooth normals
  16136. }
  16137. // helper functions
  16138. function subdivide( detail ) {
  16139. var a = new Vector3();
  16140. var b = new Vector3();
  16141. var c = new Vector3();
  16142. // iterate over all faces and apply a subdivison with the given detail value
  16143. for ( var i = 0; i < indices.length; i += 3 ) {
  16144. // get the vertices of the face
  16145. getVertexByIndex( indices[ i + 0 ], a );
  16146. getVertexByIndex( indices[ i + 1 ], b );
  16147. getVertexByIndex( indices[ i + 2 ], c );
  16148. // perform subdivision
  16149. subdivideFace( a, b, c, detail );
  16150. }
  16151. }
  16152. function subdivideFace( a, b, c, detail ) {
  16153. var cols = Math.pow( 2, detail );
  16154. // we use this multidimensional array as a data structure for creating the subdivision
  16155. var v = [];
  16156. var i, j;
  16157. // construct all of the vertices for this subdivision
  16158. for ( i = 0; i <= cols; i ++ ) {
  16159. v[ i ] = [];
  16160. var aj = a.clone().lerp( c, i / cols );
  16161. var bj = b.clone().lerp( c, i / cols );
  16162. var rows = cols - i;
  16163. for ( j = 0; j <= rows; j ++ ) {
  16164. if ( j === 0 && i === cols ) {
  16165. v[ i ][ j ] = aj;
  16166. } else {
  16167. v[ i ][ j ] = aj.clone().lerp( bj, j / rows );
  16168. }
  16169. }
  16170. }
  16171. // construct all of the faces
  16172. for ( i = 0; i < cols; i ++ ) {
  16173. for ( j = 0; j < 2 * ( cols - i ) - 1; j ++ ) {
  16174. var k = Math.floor( j / 2 );
  16175. if ( j % 2 === 0 ) {
  16176. pushVertex( v[ i ][ k + 1 ] );
  16177. pushVertex( v[ i + 1 ][ k ] );
  16178. pushVertex( v[ i ][ k ] );
  16179. } else {
  16180. pushVertex( v[ i ][ k + 1 ] );
  16181. pushVertex( v[ i + 1 ][ k + 1 ] );
  16182. pushVertex( v[ i + 1 ][ k ] );
  16183. }
  16184. }
  16185. }
  16186. }
  16187. function appplyRadius( radius ) {
  16188. var vertex = new Vector3();
  16189. // iterate over the entire buffer and apply the radius to each vertex
  16190. for ( var i = 0; i < vertexBuffer.length; i += 3 ) {
  16191. vertex.x = vertexBuffer[ i + 0 ];
  16192. vertex.y = vertexBuffer[ i + 1 ];
  16193. vertex.z = vertexBuffer[ i + 2 ];
  16194. vertex.normalize().multiplyScalar( radius );
  16195. vertexBuffer[ i + 0 ] = vertex.x;
  16196. vertexBuffer[ i + 1 ] = vertex.y;
  16197. vertexBuffer[ i + 2 ] = vertex.z;
  16198. }
  16199. }
  16200. function generateUVs() {
  16201. var vertex = new Vector3();
  16202. for ( var i = 0; i < vertexBuffer.length; i += 3 ) {
  16203. vertex.x = vertexBuffer[ i + 0 ];
  16204. vertex.y = vertexBuffer[ i + 1 ];
  16205. vertex.z = vertexBuffer[ i + 2 ];
  16206. var u = azimuth( vertex ) / 2 / Math.PI + 0.5;
  16207. var v = inclination( vertex ) / Math.PI + 0.5;
  16208. uvBuffer.push( u, 1 - v );
  16209. }
  16210. correctUVs();
  16211. correctSeam();
  16212. }
  16213. function correctSeam() {
  16214. // handle case when face straddles the seam, see #3269
  16215. for ( var i = 0; i < uvBuffer.length; i += 6 ) {
  16216. // uv data of a single face
  16217. var x0 = uvBuffer[ i + 0 ];
  16218. var x1 = uvBuffer[ i + 2 ];
  16219. var x2 = uvBuffer[ i + 4 ];
  16220. var max = Math.max( x0, x1, x2 );
  16221. var min = Math.min( x0, x1, x2 );
  16222. // 0.9 is somewhat arbitrary
  16223. if ( max > 0.9 && min < 0.1 ) {
  16224. if ( x0 < 0.2 ) uvBuffer[ i + 0 ] += 1;
  16225. if ( x1 < 0.2 ) uvBuffer[ i + 2 ] += 1;
  16226. if ( x2 < 0.2 ) uvBuffer[ i + 4 ] += 1;
  16227. }
  16228. }
  16229. }
  16230. function pushVertex( vertex ) {
  16231. vertexBuffer.push( vertex.x, vertex.y, vertex.z );
  16232. }
  16233. function getVertexByIndex( index, vertex ) {
  16234. var stride = index * 3;
  16235. vertex.x = vertices[ stride + 0 ];
  16236. vertex.y = vertices[ stride + 1 ];
  16237. vertex.z = vertices[ stride + 2 ];
  16238. }
  16239. function correctUVs() {
  16240. var a = new Vector3();
  16241. var b = new Vector3();
  16242. var c = new Vector3();
  16243. var centroid = new Vector3();
  16244. var uvA = new Vector2();
  16245. var uvB = new Vector2();
  16246. var uvC = new Vector2();
  16247. for ( var i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {
  16248. a.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );
  16249. b.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );
  16250. c.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );
  16251. uvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );
  16252. uvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );
  16253. uvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );
  16254. centroid.copy( a ).add( b ).add( c ).divideScalar( 3 );
  16255. var azi = azimuth( centroid );
  16256. correctUV( uvA, j + 0, a, azi );
  16257. correctUV( uvB, j + 2, b, azi );
  16258. correctUV( uvC, j + 4, c, azi );
  16259. }
  16260. }
  16261. function correctUV( uv, stride, vector, azimuth ) {
  16262. if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {
  16263. uvBuffer[ stride ] = uv.x - 1;
  16264. }
  16265. if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {
  16266. uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;
  16267. }
  16268. }
  16269. // Angle around the Y axis, counter-clockwise when looking from above.
  16270. function azimuth( vector ) {
  16271. return Math.atan2( vector.z, - vector.x );
  16272. }
  16273. // Angle above the XZ plane.
  16274. function inclination( vector ) {
  16275. return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );
  16276. }
  16277. }
  16278. PolyhedronBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  16279. PolyhedronBufferGeometry.prototype.constructor = PolyhedronBufferGeometry;
  16280. /**
  16281. * @author timothypratley / https://github.com/timothypratley
  16282. * @author Mugen87 / https://github.com/Mugen87
  16283. */
  16284. // TetrahedronGeometry
  16285. function TetrahedronGeometry( radius, detail ) {
  16286. Geometry.call( this );
  16287. this.type = 'TetrahedronGeometry';
  16288. this.parameters = {
  16289. radius: radius,
  16290. detail: detail
  16291. };
  16292. this.fromBufferGeometry( new TetrahedronBufferGeometry( radius, detail ) );
  16293. this.mergeVertices();
  16294. }
  16295. TetrahedronGeometry.prototype = Object.create( Geometry.prototype );
  16296. TetrahedronGeometry.prototype.constructor = TetrahedronGeometry;
  16297. // TetrahedronBufferGeometry
  16298. function TetrahedronBufferGeometry( radius, detail ) {
  16299. var vertices = [
  16300. 1, 1, 1, - 1, - 1, 1, - 1, 1, - 1, 1, - 1, - 1
  16301. ];
  16302. var indices = [
  16303. 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1
  16304. ];
  16305. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  16306. this.type = 'TetrahedronBufferGeometry';
  16307. this.parameters = {
  16308. radius: radius,
  16309. detail: detail
  16310. };
  16311. }
  16312. TetrahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  16313. TetrahedronBufferGeometry.prototype.constructor = TetrahedronBufferGeometry;
  16314. /**
  16315. * @author timothypratley / https://github.com/timothypratley
  16316. * @author Mugen87 / https://github.com/Mugen87
  16317. */
  16318. // OctahedronGeometry
  16319. function OctahedronGeometry( radius, detail ) {
  16320. Geometry.call( this );
  16321. this.type = 'OctahedronGeometry';
  16322. this.parameters = {
  16323. radius: radius,
  16324. detail: detail
  16325. };
  16326. this.fromBufferGeometry( new OctahedronBufferGeometry( radius, detail ) );
  16327. this.mergeVertices();
  16328. }
  16329. OctahedronGeometry.prototype = Object.create( Geometry.prototype );
  16330. OctahedronGeometry.prototype.constructor = OctahedronGeometry;
  16331. // OctahedronBufferGeometry
  16332. function OctahedronBufferGeometry( radius, detail ) {
  16333. var vertices = [
  16334. 1, 0, 0, - 1, 0, 0, 0, 1, 0,
  16335. 0, - 1, 0, 0, 0, 1, 0, 0, - 1
  16336. ];
  16337. var indices = [
  16338. 0, 2, 4, 0, 4, 3, 0, 3, 5,
  16339. 0, 5, 2, 1, 2, 5, 1, 5, 3,
  16340. 1, 3, 4, 1, 4, 2
  16341. ];
  16342. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  16343. this.type = 'OctahedronBufferGeometry';
  16344. this.parameters = {
  16345. radius: radius,
  16346. detail: detail
  16347. };
  16348. }
  16349. OctahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  16350. OctahedronBufferGeometry.prototype.constructor = OctahedronBufferGeometry;
  16351. /**
  16352. * @author timothypratley / https://github.com/timothypratley
  16353. * @author Mugen87 / https://github.com/Mugen87
  16354. */
  16355. // IcosahedronGeometry
  16356. function IcosahedronGeometry( radius, detail ) {
  16357. Geometry.call( this );
  16358. this.type = 'IcosahedronGeometry';
  16359. this.parameters = {
  16360. radius: radius,
  16361. detail: detail
  16362. };
  16363. this.fromBufferGeometry( new IcosahedronBufferGeometry( radius, detail ) );
  16364. this.mergeVertices();
  16365. }
  16366. IcosahedronGeometry.prototype = Object.create( Geometry.prototype );
  16367. IcosahedronGeometry.prototype.constructor = IcosahedronGeometry;
  16368. // IcosahedronBufferGeometry
  16369. function IcosahedronBufferGeometry( radius, detail ) {
  16370. var t = ( 1 + Math.sqrt( 5 ) ) / 2;
  16371. var vertices = [
  16372. - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, 0,
  16373. 0, - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t,
  16374. t, 0, - 1, t, 0, 1, - t, 0, - 1, - t, 0, 1
  16375. ];
  16376. var indices = [
  16377. 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11,
  16378. 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8,
  16379. 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9,
  16380. 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1
  16381. ];
  16382. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  16383. this.type = 'IcosahedronBufferGeometry';
  16384. this.parameters = {
  16385. radius: radius,
  16386. detail: detail
  16387. };
  16388. }
  16389. IcosahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  16390. IcosahedronBufferGeometry.prototype.constructor = IcosahedronBufferGeometry;
  16391. /**
  16392. * @author Abe Pazos / https://hamoid.com
  16393. * @author Mugen87 / https://github.com/Mugen87
  16394. */
  16395. // DodecahedronGeometry
  16396. function DodecahedronGeometry( radius, detail ) {
  16397. Geometry.call( this );
  16398. this.type = 'DodecahedronGeometry';
  16399. this.parameters = {
  16400. radius: radius,
  16401. detail: detail
  16402. };
  16403. this.fromBufferGeometry( new DodecahedronBufferGeometry( radius, detail ) );
  16404. this.mergeVertices();
  16405. }
  16406. DodecahedronGeometry.prototype = Object.create( Geometry.prototype );
  16407. DodecahedronGeometry.prototype.constructor = DodecahedronGeometry;
  16408. // DodecahedronBufferGeometry
  16409. function DodecahedronBufferGeometry( radius, detail ) {
  16410. var t = ( 1 + Math.sqrt( 5 ) ) / 2;
  16411. var r = 1 / t;
  16412. var vertices = [
  16413. // (±1, ±1, ±1)
  16414. - 1, - 1, - 1, - 1, - 1, 1,
  16415. - 1, 1, - 1, - 1, 1, 1,
  16416. 1, - 1, - 1, 1, - 1, 1,
  16417. 1, 1, - 1, 1, 1, 1,
  16418. // (0, ±1/φ, ±φ)
  16419. 0, - r, - t, 0, - r, t,
  16420. 0, r, - t, 0, r, t,
  16421. // (±1/φ, ±φ, 0)
  16422. - r, - t, 0, - r, t, 0,
  16423. r, - t, 0, r, t, 0,
  16424. // (±φ, 0, ±1/φ)
  16425. - t, 0, - r, t, 0, - r,
  16426. - t, 0, r, t, 0, r
  16427. ];
  16428. var indices = [
  16429. 3, 11, 7, 3, 7, 15, 3, 15, 13,
  16430. 7, 19, 17, 7, 17, 6, 7, 6, 15,
  16431. 17, 4, 8, 17, 8, 10, 17, 10, 6,
  16432. 8, 0, 16, 8, 16, 2, 8, 2, 10,
  16433. 0, 12, 1, 0, 1, 18, 0, 18, 16,
  16434. 6, 10, 2, 6, 2, 13, 6, 13, 15,
  16435. 2, 16, 18, 2, 18, 3, 2, 3, 13,
  16436. 18, 1, 9, 18, 9, 11, 18, 11, 3,
  16437. 4, 14, 12, 4, 12, 0, 4, 0, 8,
  16438. 11, 9, 5, 11, 5, 19, 11, 19, 7,
  16439. 19, 5, 14, 19, 14, 4, 19, 4, 17,
  16440. 1, 12, 14, 1, 14, 5, 1, 5, 9
  16441. ];
  16442. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  16443. this.type = 'DodecahedronBufferGeometry';
  16444. this.parameters = {
  16445. radius: radius,
  16446. detail: detail
  16447. };
  16448. }
  16449. DodecahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  16450. DodecahedronBufferGeometry.prototype.constructor = DodecahedronBufferGeometry;
  16451. /**
  16452. * @author oosmoxiecode / https://github.com/oosmoxiecode
  16453. * @author WestLangley / https://github.com/WestLangley
  16454. * @author zz85 / https://github.com/zz85
  16455. * @author miningold / https://github.com/miningold
  16456. * @author jonobr1 / https://github.com/jonobr1
  16457. * @author Mugen87 / https://github.com/Mugen87
  16458. *
  16459. */
  16460. // TubeGeometry
  16461. function TubeGeometry( path, tubularSegments, radius, radialSegments, closed, taper ) {
  16462. Geometry.call( this );
  16463. this.type = 'TubeGeometry';
  16464. this.parameters = {
  16465. path: path,
  16466. tubularSegments: tubularSegments,
  16467. radius: radius,
  16468. radialSegments: radialSegments,
  16469. closed: closed
  16470. };
  16471. if ( taper !== undefined ) console.warn( 'THREE.TubeGeometry: taper has been removed.' );
  16472. var bufferGeometry = new TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed );
  16473. // expose internals
  16474. this.tangents = bufferGeometry.tangents;
  16475. this.normals = bufferGeometry.normals;
  16476. this.binormals = bufferGeometry.binormals;
  16477. // create geometry
  16478. this.fromBufferGeometry( bufferGeometry );
  16479. this.mergeVertices();
  16480. }
  16481. TubeGeometry.prototype = Object.create( Geometry.prototype );
  16482. TubeGeometry.prototype.constructor = TubeGeometry;
  16483. // TubeBufferGeometry
  16484. function TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed ) {
  16485. BufferGeometry.call( this );
  16486. this.type = 'TubeBufferGeometry';
  16487. this.parameters = {
  16488. path: path,
  16489. tubularSegments: tubularSegments,
  16490. radius: radius,
  16491. radialSegments: radialSegments,
  16492. closed: closed
  16493. };
  16494. tubularSegments = tubularSegments || 64;
  16495. radius = radius || 1;
  16496. radialSegments = radialSegments || 8;
  16497. closed = closed || false;
  16498. var frames = path.computeFrenetFrames( tubularSegments, closed );
  16499. // expose internals
  16500. this.tangents = frames.tangents;
  16501. this.normals = frames.normals;
  16502. this.binormals = frames.binormals;
  16503. // helper variables
  16504. var vertex = new Vector3();
  16505. var normal = new Vector3();
  16506. var uv = new Vector2();
  16507. var P = new Vector3();
  16508. var i, j;
  16509. // buffer
  16510. var vertices = [];
  16511. var normals = [];
  16512. var uvs = [];
  16513. var indices = [];
  16514. // create buffer data
  16515. generateBufferData();
  16516. // build geometry
  16517. this.setIndex( indices );
  16518. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  16519. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  16520. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  16521. // functions
  16522. function generateBufferData() {
  16523. for ( i = 0; i < tubularSegments; i ++ ) {
  16524. generateSegment( i );
  16525. }
  16526. // if the geometry is not closed, generate the last row of vertices and normals
  16527. // at the regular position on the given path
  16528. //
  16529. // if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)
  16530. generateSegment( ( closed === false ) ? tubularSegments : 0 );
  16531. // uvs are generated in a separate function.
  16532. // this makes it easy compute correct values for closed geometries
  16533. generateUVs();
  16534. // finally create faces
  16535. generateIndices();
  16536. }
  16537. function generateSegment( i ) {
  16538. // we use getPointAt to sample evenly distributed points from the given path
  16539. P = path.getPointAt( i / tubularSegments, P );
  16540. // retrieve corresponding normal and binormal
  16541. var N = frames.normals[ i ];
  16542. var B = frames.binormals[ i ];
  16543. // generate normals and vertices for the current segment
  16544. for ( j = 0; j <= radialSegments; j ++ ) {
  16545. var v = j / radialSegments * Math.PI * 2;
  16546. var sin = Math.sin( v );
  16547. var cos = - Math.cos( v );
  16548. // normal
  16549. normal.x = ( cos * N.x + sin * B.x );
  16550. normal.y = ( cos * N.y + sin * B.y );
  16551. normal.z = ( cos * N.z + sin * B.z );
  16552. normal.normalize();
  16553. normals.push( normal.x, normal.y, normal.z );
  16554. // vertex
  16555. vertex.x = P.x + radius * normal.x;
  16556. vertex.y = P.y + radius * normal.y;
  16557. vertex.z = P.z + radius * normal.z;
  16558. vertices.push( vertex.x, vertex.y, vertex.z );
  16559. }
  16560. }
  16561. function generateIndices() {
  16562. for ( j = 1; j <= tubularSegments; j ++ ) {
  16563. for ( i = 1; i <= radialSegments; i ++ ) {
  16564. var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  16565. var b = ( radialSegments + 1 ) * j + ( i - 1 );
  16566. var c = ( radialSegments + 1 ) * j + i;
  16567. var d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  16568. // faces
  16569. indices.push( a, b, d );
  16570. indices.push( b, c, d );
  16571. }
  16572. }
  16573. }
  16574. function generateUVs() {
  16575. for ( i = 0; i <= tubularSegments; i ++ ) {
  16576. for ( j = 0; j <= radialSegments; j ++ ) {
  16577. uv.x = i / tubularSegments;
  16578. uv.y = j / radialSegments;
  16579. uvs.push( uv.x, uv.y );
  16580. }
  16581. }
  16582. }
  16583. }
  16584. TubeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  16585. TubeBufferGeometry.prototype.constructor = TubeBufferGeometry;
  16586. /**
  16587. * @author oosmoxiecode
  16588. * @author Mugen87 / https://github.com/Mugen87
  16589. *
  16590. * based on http://www.blackpawn.com/texts/pqtorus/
  16591. */
  16592. // TorusKnotGeometry
  16593. function TorusKnotGeometry( radius, tube, tubularSegments, radialSegments, p, q, heightScale ) {
  16594. Geometry.call( this );
  16595. this.type = 'TorusKnotGeometry';
  16596. this.parameters = {
  16597. radius: radius,
  16598. tube: tube,
  16599. tubularSegments: tubularSegments,
  16600. radialSegments: radialSegments,
  16601. p: p,
  16602. q: q
  16603. };
  16604. if ( heightScale !== undefined ) console.warn( 'THREE.TorusKnotGeometry: heightScale has been deprecated. Use .scale( x, y, z ) instead.' );
  16605. this.fromBufferGeometry( new TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) );
  16606. this.mergeVertices();
  16607. }
  16608. TorusKnotGeometry.prototype = Object.create( Geometry.prototype );
  16609. TorusKnotGeometry.prototype.constructor = TorusKnotGeometry;
  16610. // TorusKnotBufferGeometry
  16611. function TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) {
  16612. BufferGeometry.call( this );
  16613. this.type = 'TorusKnotBufferGeometry';
  16614. this.parameters = {
  16615. radius: radius,
  16616. tube: tube,
  16617. tubularSegments: tubularSegments,
  16618. radialSegments: radialSegments,
  16619. p: p,
  16620. q: q
  16621. };
  16622. radius = radius || 1;
  16623. tube = tube || 0.4;
  16624. tubularSegments = Math.floor( tubularSegments ) || 64;
  16625. radialSegments = Math.floor( radialSegments ) || 8;
  16626. p = p || 2;
  16627. q = q || 3;
  16628. // buffers
  16629. var indices = [];
  16630. var vertices = [];
  16631. var normals = [];
  16632. var uvs = [];
  16633. // helper variables
  16634. var i, j;
  16635. var vertex = new Vector3();
  16636. var normal = new Vector3();
  16637. var P1 = new Vector3();
  16638. var P2 = new Vector3();
  16639. var B = new Vector3();
  16640. var T = new Vector3();
  16641. var N = new Vector3();
  16642. // generate vertices, normals and uvs
  16643. for ( i = 0; i <= tubularSegments; ++ i ) {
  16644. // the radian "u" is used to calculate the position on the torus curve of the current tubular segement
  16645. var u = i / tubularSegments * p * Math.PI * 2;
  16646. // now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.
  16647. // these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions
  16648. calculatePositionOnCurve( u, p, q, radius, P1 );
  16649. calculatePositionOnCurve( u + 0.01, p, q, radius, P2 );
  16650. // calculate orthonormal basis
  16651. T.subVectors( P2, P1 );
  16652. N.addVectors( P2, P1 );
  16653. B.crossVectors( T, N );
  16654. N.crossVectors( B, T );
  16655. // normalize B, N. T can be ignored, we don't use it
  16656. B.normalize();
  16657. N.normalize();
  16658. for ( j = 0; j <= radialSegments; ++ j ) {
  16659. // now calculate the vertices. they are nothing more than an extrusion of the torus curve.
  16660. // because we extrude a shape in the xy-plane, there is no need to calculate a z-value.
  16661. var v = j / radialSegments * Math.PI * 2;
  16662. var cx = - tube * Math.cos( v );
  16663. var cy = tube * Math.sin( v );
  16664. // now calculate the final vertex position.
  16665. // first we orient the extrusion with our basis vectos, then we add it to the current position on the curve
  16666. vertex.x = P1.x + ( cx * N.x + cy * B.x );
  16667. vertex.y = P1.y + ( cx * N.y + cy * B.y );
  16668. vertex.z = P1.z + ( cx * N.z + cy * B.z );
  16669. vertices.push( vertex.x, vertex.y, vertex.z );
  16670. // normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)
  16671. normal.subVectors( vertex, P1 ).normalize();
  16672. normals.push( normal.x, normal.y, normal.z );
  16673. // uv
  16674. uvs.push( i / tubularSegments );
  16675. uvs.push( j / radialSegments );
  16676. }
  16677. }
  16678. // generate indices
  16679. for ( j = 1; j <= tubularSegments; j ++ ) {
  16680. for ( i = 1; i <= radialSegments; i ++ ) {
  16681. // indices
  16682. var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  16683. var b = ( radialSegments + 1 ) * j + ( i - 1 );
  16684. var c = ( radialSegments + 1 ) * j + i;
  16685. var d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  16686. // faces
  16687. indices.push( a, b, d );
  16688. indices.push( b, c, d );
  16689. }
  16690. }
  16691. // build geometry
  16692. this.setIndex( indices );
  16693. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  16694. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  16695. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  16696. // this function calculates the current position on the torus curve
  16697. function calculatePositionOnCurve( u, p, q, radius, position ) {
  16698. var cu = Math.cos( u );
  16699. var su = Math.sin( u );
  16700. var quOverP = q / p * u;
  16701. var cs = Math.cos( quOverP );
  16702. position.x = radius * ( 2 + cs ) * 0.5 * cu;
  16703. position.y = radius * ( 2 + cs ) * su * 0.5;
  16704. position.z = radius * Math.sin( quOverP ) * 0.5;
  16705. }
  16706. }
  16707. TorusKnotBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  16708. TorusKnotBufferGeometry.prototype.constructor = TorusKnotBufferGeometry;
  16709. /**
  16710. * @author oosmoxiecode
  16711. * @author mrdoob / http://mrdoob.com/
  16712. * @author Mugen87 / https://github.com/Mugen87
  16713. */
  16714. // TorusGeometry
  16715. function TorusGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
  16716. Geometry.call( this );
  16717. this.type = 'TorusGeometry';
  16718. this.parameters = {
  16719. radius: radius,
  16720. tube: tube,
  16721. radialSegments: radialSegments,
  16722. tubularSegments: tubularSegments,
  16723. arc: arc
  16724. };
  16725. this.fromBufferGeometry( new TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) );
  16726. this.mergeVertices();
  16727. }
  16728. TorusGeometry.prototype = Object.create( Geometry.prototype );
  16729. TorusGeometry.prototype.constructor = TorusGeometry;
  16730. // TorusBufferGeometry
  16731. function TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
  16732. BufferGeometry.call( this );
  16733. this.type = 'TorusBufferGeometry';
  16734. this.parameters = {
  16735. radius: radius,
  16736. tube: tube,
  16737. radialSegments: radialSegments,
  16738. tubularSegments: tubularSegments,
  16739. arc: arc
  16740. };
  16741. radius = radius || 1;
  16742. tube = tube || 0.4;
  16743. radialSegments = Math.floor( radialSegments ) || 8;
  16744. tubularSegments = Math.floor( tubularSegments ) || 6;
  16745. arc = arc || Math.PI * 2;
  16746. // buffers
  16747. var indices = [];
  16748. var vertices = [];
  16749. var normals = [];
  16750. var uvs = [];
  16751. // helper variables
  16752. var center = new Vector3();
  16753. var vertex = new Vector3();
  16754. var normal = new Vector3();
  16755. var j, i;
  16756. // generate vertices, normals and uvs
  16757. for ( j = 0; j <= radialSegments; j ++ ) {
  16758. for ( i = 0; i <= tubularSegments; i ++ ) {
  16759. var u = i / tubularSegments * arc;
  16760. var v = j / radialSegments * Math.PI * 2;
  16761. // vertex
  16762. vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
  16763. vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
  16764. vertex.z = tube * Math.sin( v );
  16765. vertices.push( vertex.x, vertex.y, vertex.z );
  16766. // normal
  16767. center.x = radius * Math.cos( u );
  16768. center.y = radius * Math.sin( u );
  16769. normal.subVectors( vertex, center ).normalize();
  16770. normals.push( normal.x, normal.y, normal.z );
  16771. // uv
  16772. uvs.push( i / tubularSegments );
  16773. uvs.push( j / radialSegments );
  16774. }
  16775. }
  16776. // generate indices
  16777. for ( j = 1; j <= radialSegments; j ++ ) {
  16778. for ( i = 1; i <= tubularSegments; i ++ ) {
  16779. // indices
  16780. var a = ( tubularSegments + 1 ) * j + i - 1;
  16781. var b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;
  16782. var c = ( tubularSegments + 1 ) * ( j - 1 ) + i;
  16783. var d = ( tubularSegments + 1 ) * j + i;
  16784. // faces
  16785. indices.push( a, b, d );
  16786. indices.push( b, c, d );
  16787. }
  16788. }
  16789. // build geometry
  16790. this.setIndex( indices );
  16791. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  16792. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  16793. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  16794. }
  16795. TorusBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  16796. TorusBufferGeometry.prototype.constructor = TorusBufferGeometry;
  16797. /**
  16798. * @author Mugen87 / https://github.com/Mugen87
  16799. * Port from https://github.com/mapbox/earcut (v2.1.2)
  16800. */
  16801. var Earcut = {
  16802. triangulate: function ( data, holeIndices, dim ) {
  16803. dim = dim || 2;
  16804. var hasHoles = holeIndices && holeIndices.length,
  16805. outerLen = hasHoles ? holeIndices[ 0 ] * dim : data.length,
  16806. outerNode = linkedList( data, 0, outerLen, dim, true ),
  16807. triangles = [];
  16808. if ( ! outerNode ) return triangles;
  16809. var minX, minY, maxX, maxY, x, y, invSize;
  16810. if ( hasHoles ) outerNode = eliminateHoles( data, holeIndices, outerNode, dim );
  16811. // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
  16812. if ( data.length > 80 * dim ) {
  16813. minX = maxX = data[ 0 ];
  16814. minY = maxY = data[ 1 ];
  16815. for ( var i = dim; i < outerLen; i += dim ) {
  16816. x = data[ i ];
  16817. y = data[ i + 1 ];
  16818. if ( x < minX ) minX = x;
  16819. if ( y < minY ) minY = y;
  16820. if ( x > maxX ) maxX = x;
  16821. if ( y > maxY ) maxY = y;
  16822. }
  16823. // minX, minY and invSize are later used to transform coords into integers for z-order calculation
  16824. invSize = Math.max( maxX - minX, maxY - minY );
  16825. invSize = invSize !== 0 ? 1 / invSize : 0;
  16826. }
  16827. earcutLinked( outerNode, triangles, dim, minX, minY, invSize );
  16828. return triangles;
  16829. }
  16830. };
  16831. // create a circular doubly linked list from polygon points in the specified winding order
  16832. function linkedList( data, start, end, dim, clockwise ) {
  16833. var i, last;
  16834. if ( clockwise === ( signedArea( data, start, end, dim ) > 0 ) ) {
  16835. for ( i = start; i < end; i += dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last );
  16836. } else {
  16837. for ( i = end - dim; i >= start; i -= dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last );
  16838. }
  16839. if ( last && equals( last, last.next ) ) {
  16840. removeNode( last );
  16841. last = last.next;
  16842. }
  16843. return last;
  16844. }
  16845. // eliminate colinear or duplicate points
  16846. function filterPoints( start, end ) {
  16847. if ( ! start ) return start;
  16848. if ( ! end ) end = start;
  16849. var p = start, again;
  16850. do {
  16851. again = false;
  16852. if ( ! p.steiner && ( equals( p, p.next ) || area( p.prev, p, p.next ) === 0 ) ) {
  16853. removeNode( p );
  16854. p = end = p.prev;
  16855. if ( p === p.next ) break;
  16856. again = true;
  16857. } else {
  16858. p = p.next;
  16859. }
  16860. } while ( again || p !== end );
  16861. return end;
  16862. }
  16863. // main ear slicing loop which triangulates a polygon (given as a linked list)
  16864. function earcutLinked( ear, triangles, dim, minX, minY, invSize, pass ) {
  16865. if ( ! ear ) return;
  16866. // interlink polygon nodes in z-order
  16867. if ( ! pass && invSize ) indexCurve( ear, minX, minY, invSize );
  16868. var stop = ear, prev, next;
  16869. // iterate through ears, slicing them one by one
  16870. while ( ear.prev !== ear.next ) {
  16871. prev = ear.prev;
  16872. next = ear.next;
  16873. if ( invSize ? isEarHashed( ear, minX, minY, invSize ) : isEar( ear ) ) {
  16874. // cut off the triangle
  16875. triangles.push( prev.i / dim );
  16876. triangles.push( ear.i / dim );
  16877. triangles.push( next.i / dim );
  16878. removeNode( ear );
  16879. // skipping the next vertice leads to less sliver triangles
  16880. ear = next.next;
  16881. stop = next.next;
  16882. continue;
  16883. }
  16884. ear = next;
  16885. // if we looped through the whole remaining polygon and can't find any more ears
  16886. if ( ear === stop ) {
  16887. // try filtering points and slicing again
  16888. if ( ! pass ) {
  16889. earcutLinked( filterPoints( ear ), triangles, dim, minX, minY, invSize, 1 );
  16890. // if this didn't work, try curing all small self-intersections locally
  16891. } else if ( pass === 1 ) {
  16892. ear = cureLocalIntersections( ear, triangles, dim );
  16893. earcutLinked( ear, triangles, dim, minX, minY, invSize, 2 );
  16894. // as a last resort, try splitting the remaining polygon into two
  16895. } else if ( pass === 2 ) {
  16896. splitEarcut( ear, triangles, dim, minX, minY, invSize );
  16897. }
  16898. break;
  16899. }
  16900. }
  16901. }
  16902. // check whether a polygon node forms a valid ear with adjacent nodes
  16903. function isEar( ear ) {
  16904. var a = ear.prev,
  16905. b = ear,
  16906. c = ear.next;
  16907. if ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear
  16908. // now make sure we don't have other points inside the potential ear
  16909. var p = ear.next.next;
  16910. while ( p !== ear.prev ) {
  16911. if ( pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) && area( p.prev, p, p.next ) >= 0 ) {
  16912. return false;
  16913. }
  16914. p = p.next;
  16915. }
  16916. return true;
  16917. }
  16918. function isEarHashed( ear, minX, minY, invSize ) {
  16919. var a = ear.prev,
  16920. b = ear,
  16921. c = ear.next;
  16922. if ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear
  16923. // triangle bbox; min & max are calculated like this for speed
  16924. var minTX = a.x < b.x ? ( a.x < c.x ? a.x : c.x ) : ( b.x < c.x ? b.x : c.x ),
  16925. minTY = a.y < b.y ? ( a.y < c.y ? a.y : c.y ) : ( b.y < c.y ? b.y : c.y ),
  16926. maxTX = a.x > b.x ? ( a.x > c.x ? a.x : c.x ) : ( b.x > c.x ? b.x : c.x ),
  16927. maxTY = a.y > b.y ? ( a.y > c.y ? a.y : c.y ) : ( b.y > c.y ? b.y : c.y );
  16928. // z-order range for the current triangle bbox;
  16929. var minZ = zOrder( minTX, minTY, minX, minY, invSize ),
  16930. maxZ = zOrder( maxTX, maxTY, minX, minY, invSize );
  16931. // first look for points inside the triangle in increasing z-order
  16932. var p = ear.nextZ;
  16933. while ( p && p.z <= maxZ ) {
  16934. if ( p !== ear.prev && p !== ear.next &&
  16935. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  16936. area( p.prev, p, p.next ) >= 0 ) return false;
  16937. p = p.nextZ;
  16938. }
  16939. // then look for points in decreasing z-order
  16940. p = ear.prevZ;
  16941. while ( p && p.z >= minZ ) {
  16942. if ( p !== ear.prev && p !== ear.next &&
  16943. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  16944. area( p.prev, p, p.next ) >= 0 ) return false;
  16945. p = p.prevZ;
  16946. }
  16947. return true;
  16948. }
  16949. // go through all polygon nodes and cure small local self-intersections
  16950. function cureLocalIntersections( start, triangles, dim ) {
  16951. var p = start;
  16952. do {
  16953. var a = p.prev, b = p.next.next;
  16954. if ( ! equals( a, b ) && intersects( a, p, p.next, b ) && locallyInside( a, b ) && locallyInside( b, a ) ) {
  16955. triangles.push( a.i / dim );
  16956. triangles.push( p.i / dim );
  16957. triangles.push( b.i / dim );
  16958. // remove two nodes involved
  16959. removeNode( p );
  16960. removeNode( p.next );
  16961. p = start = b;
  16962. }
  16963. p = p.next;
  16964. } while ( p !== start );
  16965. return p;
  16966. }
  16967. // try splitting polygon into two and triangulate them independently
  16968. function splitEarcut( start, triangles, dim, minX, minY, invSize ) {
  16969. // look for a valid diagonal that divides the polygon into two
  16970. var a = start;
  16971. do {
  16972. var b = a.next.next;
  16973. while ( b !== a.prev ) {
  16974. if ( a.i !== b.i && isValidDiagonal( a, b ) ) {
  16975. // split the polygon in two by the diagonal
  16976. var c = splitPolygon( a, b );
  16977. // filter colinear points around the cuts
  16978. a = filterPoints( a, a.next );
  16979. c = filterPoints( c, c.next );
  16980. // run earcut on each half
  16981. earcutLinked( a, triangles, dim, minX, minY, invSize );
  16982. earcutLinked( c, triangles, dim, minX, minY, invSize );
  16983. return;
  16984. }
  16985. b = b.next;
  16986. }
  16987. a = a.next;
  16988. } while ( a !== start );
  16989. }
  16990. // link every hole into the outer loop, producing a single-ring polygon without holes
  16991. function eliminateHoles( data, holeIndices, outerNode, dim ) {
  16992. var queue = [], i, len, start, end, list;
  16993. for ( i = 0, len = holeIndices.length; i < len; i ++ ) {
  16994. start = holeIndices[ i ] * dim;
  16995. end = i < len - 1 ? holeIndices[ i + 1 ] * dim : data.length;
  16996. list = linkedList( data, start, end, dim, false );
  16997. if ( list === list.next ) list.steiner = true;
  16998. queue.push( getLeftmost( list ) );
  16999. }
  17000. queue.sort( compareX );
  17001. // process holes from left to right
  17002. for ( i = 0; i < queue.length; i ++ ) {
  17003. eliminateHole( queue[ i ], outerNode );
  17004. outerNode = filterPoints( outerNode, outerNode.next );
  17005. }
  17006. return outerNode;
  17007. }
  17008. function compareX( a, b ) {
  17009. return a.x - b.x;
  17010. }
  17011. // find a bridge between vertices that connects hole with an outer ring and and link it
  17012. function eliminateHole( hole, outerNode ) {
  17013. outerNode = findHoleBridge( hole, outerNode );
  17014. if ( outerNode ) {
  17015. var b = splitPolygon( outerNode, hole );
  17016. filterPoints( b, b.next );
  17017. }
  17018. }
  17019. // David Eberly's algorithm for finding a bridge between hole and outer polygon
  17020. function findHoleBridge( hole, outerNode ) {
  17021. var p = outerNode,
  17022. hx = hole.x,
  17023. hy = hole.y,
  17024. qx = - Infinity,
  17025. m;
  17026. // find a segment intersected by a ray from the hole's leftmost point to the left;
  17027. // segment's endpoint with lesser x will be potential connection point
  17028. do {
  17029. if ( hy <= p.y && hy >= p.next.y && p.next.y !== p.y ) {
  17030. var x = p.x + ( hy - p.y ) * ( p.next.x - p.x ) / ( p.next.y - p.y );
  17031. if ( x <= hx && x > qx ) {
  17032. qx = x;
  17033. if ( x === hx ) {
  17034. if ( hy === p.y ) return p;
  17035. if ( hy === p.next.y ) return p.next;
  17036. }
  17037. m = p.x < p.next.x ? p : p.next;
  17038. }
  17039. }
  17040. p = p.next;
  17041. } while ( p !== outerNode );
  17042. if ( ! m ) return null;
  17043. if ( hx === qx ) return m.prev; // hole touches outer segment; pick lower endpoint
  17044. // look for points inside the triangle of hole point, segment intersection and endpoint;
  17045. // if there are no points found, we have a valid connection;
  17046. // otherwise choose the point of the minimum angle with the ray as connection point
  17047. var stop = m,
  17048. mx = m.x,
  17049. my = m.y,
  17050. tanMin = Infinity,
  17051. tan;
  17052. p = m.next;
  17053. while ( p !== stop ) {
  17054. if ( hx >= p.x && p.x >= mx && hx !== p.x &&
  17055. pointInTriangle( hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y ) ) {
  17056. tan = Math.abs( hy - p.y ) / ( hx - p.x ); // tangential
  17057. if ( ( tan < tanMin || ( tan === tanMin && p.x > m.x ) ) && locallyInside( p, hole ) ) {
  17058. m = p;
  17059. tanMin = tan;
  17060. }
  17061. }
  17062. p = p.next;
  17063. }
  17064. return m;
  17065. }
  17066. // interlink polygon nodes in z-order
  17067. function indexCurve( start, minX, minY, invSize ) {
  17068. var p = start;
  17069. do {
  17070. if ( p.z === null ) p.z = zOrder( p.x, p.y, minX, minY, invSize );
  17071. p.prevZ = p.prev;
  17072. p.nextZ = p.next;
  17073. p = p.next;
  17074. } while ( p !== start );
  17075. p.prevZ.nextZ = null;
  17076. p.prevZ = null;
  17077. sortLinked( p );
  17078. }
  17079. // Simon Tatham's linked list merge sort algorithm
  17080. // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
  17081. function sortLinked( list ) {
  17082. var i, p, q, e, tail, numMerges, pSize, qSize, inSize = 1;
  17083. do {
  17084. p = list;
  17085. list = null;
  17086. tail = null;
  17087. numMerges = 0;
  17088. while ( p ) {
  17089. numMerges ++;
  17090. q = p;
  17091. pSize = 0;
  17092. for ( i = 0; i < inSize; i ++ ) {
  17093. pSize ++;
  17094. q = q.nextZ;
  17095. if ( ! q ) break;
  17096. }
  17097. qSize = inSize;
  17098. while ( pSize > 0 || ( qSize > 0 && q ) ) {
  17099. if ( pSize !== 0 && ( qSize === 0 || ! q || p.z <= q.z ) ) {
  17100. e = p;
  17101. p = p.nextZ;
  17102. pSize --;
  17103. } else {
  17104. e = q;
  17105. q = q.nextZ;
  17106. qSize --;
  17107. }
  17108. if ( tail ) tail.nextZ = e;
  17109. else list = e;
  17110. e.prevZ = tail;
  17111. tail = e;
  17112. }
  17113. p = q;
  17114. }
  17115. tail.nextZ = null;
  17116. inSize *= 2;
  17117. } while ( numMerges > 1 );
  17118. return list;
  17119. }
  17120. // z-order of a point given coords and inverse of the longer side of data bbox
  17121. function zOrder( x, y, minX, minY, invSize ) {
  17122. // coords are transformed into non-negative 15-bit integer range
  17123. x = 32767 * ( x - minX ) * invSize;
  17124. y = 32767 * ( y - minY ) * invSize;
  17125. x = ( x | ( x << 8 ) ) & 0x00FF00FF;
  17126. x = ( x | ( x << 4 ) ) & 0x0F0F0F0F;
  17127. x = ( x | ( x << 2 ) ) & 0x33333333;
  17128. x = ( x | ( x << 1 ) ) & 0x55555555;
  17129. y = ( y | ( y << 8 ) ) & 0x00FF00FF;
  17130. y = ( y | ( y << 4 ) ) & 0x0F0F0F0F;
  17131. y = ( y | ( y << 2 ) ) & 0x33333333;
  17132. y = ( y | ( y << 1 ) ) & 0x55555555;
  17133. return x | ( y << 1 );
  17134. }
  17135. // find the leftmost node of a polygon ring
  17136. function getLeftmost( start ) {
  17137. var p = start, leftmost = start;
  17138. do {
  17139. if ( p.x < leftmost.x ) leftmost = p;
  17140. p = p.next;
  17141. } while ( p !== start );
  17142. return leftmost;
  17143. }
  17144. // check if a point lies within a convex triangle
  17145. function pointInTriangle( ax, ay, bx, by, cx, cy, px, py ) {
  17146. return ( cx - px ) * ( ay - py ) - ( ax - px ) * ( cy - py ) >= 0 &&
  17147. ( ax - px ) * ( by - py ) - ( bx - px ) * ( ay - py ) >= 0 &&
  17148. ( bx - px ) * ( cy - py ) - ( cx - px ) * ( by - py ) >= 0;
  17149. }
  17150. // check if a diagonal between two polygon nodes is valid (lies in polygon interior)
  17151. function isValidDiagonal( a, b ) {
  17152. return a.next.i !== b.i && a.prev.i !== b.i && ! intersectsPolygon( a, b ) &&
  17153. locallyInside( a, b ) && locallyInside( b, a ) && middleInside( a, b );
  17154. }
  17155. // signed area of a triangle
  17156. function area( p, q, r ) {
  17157. return ( q.y - p.y ) * ( r.x - q.x ) - ( q.x - p.x ) * ( r.y - q.y );
  17158. }
  17159. // check if two points are equal
  17160. function equals( p1, p2 ) {
  17161. return p1.x === p2.x && p1.y === p2.y;
  17162. }
  17163. // check if two segments intersect
  17164. function intersects( p1, q1, p2, q2 ) {
  17165. if ( ( equals( p1, q1 ) && equals( p2, q2 ) ) ||
  17166. ( equals( p1, q2 ) && equals( p2, q1 ) ) ) return true;
  17167. return area( p1, q1, p2 ) > 0 !== area( p1, q1, q2 ) > 0 &&
  17168. area( p2, q2, p1 ) > 0 !== area( p2, q2, q1 ) > 0;
  17169. }
  17170. // check if a polygon diagonal intersects any polygon segments
  17171. function intersectsPolygon( a, b ) {
  17172. var p = a;
  17173. do {
  17174. if ( p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&
  17175. intersects( p, p.next, a, b ) ) {
  17176. return true;
  17177. }
  17178. p = p.next;
  17179. } while ( p !== a );
  17180. return false;
  17181. }
  17182. // check if a polygon diagonal is locally inside the polygon
  17183. function locallyInside( a, b ) {
  17184. return area( a.prev, a, a.next ) < 0 ?
  17185. area( a, b, a.next ) >= 0 && area( a, a.prev, b ) >= 0 :
  17186. area( a, b, a.prev ) < 0 || area( a, a.next, b ) < 0;
  17187. }
  17188. // check if the middle point of a polygon diagonal is inside the polygon
  17189. function middleInside( a, b ) {
  17190. var p = a,
  17191. inside = false,
  17192. px = ( a.x + b.x ) / 2,
  17193. py = ( a.y + b.y ) / 2;
  17194. do {
  17195. if ( ( ( p.y > py ) !== ( p.next.y > py ) ) && p.next.y !== p.y &&
  17196. ( px < ( p.next.x - p.x ) * ( py - p.y ) / ( p.next.y - p.y ) + p.x ) ) {
  17197. inside = ! inside;
  17198. }
  17199. p = p.next;
  17200. } while ( p !== a );
  17201. return inside;
  17202. }
  17203. // link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
  17204. // if one belongs to the outer ring and another to a hole, it merges it into a single ring
  17205. function splitPolygon( a, b ) {
  17206. var a2 = new Node( a.i, a.x, a.y ),
  17207. b2 = new Node( b.i, b.x, b.y ),
  17208. an = a.next,
  17209. bp = b.prev;
  17210. a.next = b;
  17211. b.prev = a;
  17212. a2.next = an;
  17213. an.prev = a2;
  17214. b2.next = a2;
  17215. a2.prev = b2;
  17216. bp.next = b2;
  17217. b2.prev = bp;
  17218. return b2;
  17219. }
  17220. // create a node and optionally link it with previous one (in a circular doubly linked list)
  17221. function insertNode( i, x, y, last ) {
  17222. var p = new Node( i, x, y );
  17223. if ( ! last ) {
  17224. p.prev = p;
  17225. p.next = p;
  17226. } else {
  17227. p.next = last.next;
  17228. p.prev = last;
  17229. last.next.prev = p;
  17230. last.next = p;
  17231. }
  17232. return p;
  17233. }
  17234. function removeNode( p ) {
  17235. p.next.prev = p.prev;
  17236. p.prev.next = p.next;
  17237. if ( p.prevZ ) p.prevZ.nextZ = p.nextZ;
  17238. if ( p.nextZ ) p.nextZ.prevZ = p.prevZ;
  17239. }
  17240. function Node( i, x, y ) {
  17241. // vertice index in coordinates array
  17242. this.i = i;
  17243. // vertex coordinates
  17244. this.x = x;
  17245. this.y = y;
  17246. // previous and next vertice nodes in a polygon ring
  17247. this.prev = null;
  17248. this.next = null;
  17249. // z-order curve value
  17250. this.z = null;
  17251. // previous and next nodes in z-order
  17252. this.prevZ = null;
  17253. this.nextZ = null;
  17254. // indicates whether this is a steiner point
  17255. this.steiner = false;
  17256. }
  17257. function signedArea( data, start, end, dim ) {
  17258. var sum = 0;
  17259. for ( var i = start, j = end - dim; i < end; i += dim ) {
  17260. sum += ( data[ j ] - data[ i ] ) * ( data[ i + 1 ] + data[ j + 1 ] );
  17261. j = i;
  17262. }
  17263. return sum;
  17264. }
  17265. /**
  17266. * @author zz85 / http://www.lab4games.net/zz85/blog
  17267. */
  17268. var ShapeUtils = {
  17269. // calculate area of the contour polygon
  17270. area: function ( contour ) {
  17271. var n = contour.length;
  17272. var a = 0.0;
  17273. for ( var p = n - 1, q = 0; q < n; p = q ++ ) {
  17274. a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
  17275. }
  17276. return a * 0.5;
  17277. },
  17278. isClockWise: function ( pts ) {
  17279. return ShapeUtils.area( pts ) < 0;
  17280. },
  17281. triangulateShape: function ( contour, holes ) {
  17282. var vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]
  17283. var holeIndices = []; // array of hole indices
  17284. var faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]
  17285. removeDupEndPts( contour );
  17286. addContour( vertices, contour );
  17287. //
  17288. var holeIndex = contour.length;
  17289. holes.forEach( removeDupEndPts );
  17290. for ( var i = 0; i < holes.length; i ++ ) {
  17291. holeIndices.push( holeIndex );
  17292. holeIndex += holes[ i ].length;
  17293. addContour( vertices, holes[ i ] );
  17294. }
  17295. //
  17296. var triangles = Earcut.triangulate( vertices, holeIndices );
  17297. //
  17298. for ( var i = 0; i < triangles.length; i += 3 ) {
  17299. faces.push( triangles.slice( i, i + 3 ) );
  17300. }
  17301. return faces;
  17302. }
  17303. };
  17304. function removeDupEndPts( points ) {
  17305. var l = points.length;
  17306. if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {
  17307. points.pop();
  17308. }
  17309. }
  17310. function addContour( vertices, contour ) {
  17311. for ( var i = 0; i < contour.length; i ++ ) {
  17312. vertices.push( contour[ i ].x );
  17313. vertices.push( contour[ i ].y );
  17314. }
  17315. }
  17316. /**
  17317. * @author zz85 / http://www.lab4games.net/zz85/blog
  17318. *
  17319. * Creates extruded geometry from a path shape.
  17320. *
  17321. * parameters = {
  17322. *
  17323. * curveSegments: <int>, // number of points on the curves
  17324. * steps: <int>, // number of points for z-side extrusions / used for subdividing segments of extrude spline too
  17325. * depth: <float>, // Depth to extrude the shape
  17326. *
  17327. * bevelEnabled: <bool>, // turn on bevel
  17328. * bevelThickness: <float>, // how deep into the original shape bevel goes
  17329. * bevelSize: <float>, // how far from shape outline is bevel
  17330. * bevelSegments: <int>, // number of bevel layers
  17331. *
  17332. * extrudePath: <THREE.Curve> // curve to extrude shape along
  17333. *
  17334. * UVGenerator: <Object> // object that provides UV generator functions
  17335. *
  17336. * }
  17337. */
  17338. // ExtrudeGeometry
  17339. function ExtrudeGeometry( shapes, options ) {
  17340. Geometry.call( this );
  17341. this.type = 'ExtrudeGeometry';
  17342. this.parameters = {
  17343. shapes: shapes,
  17344. options: options
  17345. };
  17346. this.fromBufferGeometry( new ExtrudeBufferGeometry( shapes, options ) );
  17347. this.mergeVertices();
  17348. }
  17349. ExtrudeGeometry.prototype = Object.create( Geometry.prototype );
  17350. ExtrudeGeometry.prototype.constructor = ExtrudeGeometry;
  17351. ExtrudeGeometry.prototype.toJSON = function () {
  17352. var data = Geometry.prototype.toJSON.call( this );
  17353. var shapes = this.parameters.shapes;
  17354. var options = this.parameters.options;
  17355. return toJSON( shapes, options, data );
  17356. };
  17357. // ExtrudeBufferGeometry
  17358. function ExtrudeBufferGeometry( shapes, options ) {
  17359. BufferGeometry.call( this );
  17360. this.type = 'ExtrudeBufferGeometry';
  17361. this.parameters = {
  17362. shapes: shapes,
  17363. options: options
  17364. };
  17365. shapes = Array.isArray( shapes ) ? shapes : [ shapes ];
  17366. var scope = this;
  17367. var verticesArray = [];
  17368. var uvArray = [];
  17369. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  17370. var shape = shapes[ i ];
  17371. addShape( shape );
  17372. }
  17373. // build geometry
  17374. this.addAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );
  17375. this.addAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );
  17376. this.computeVertexNormals();
  17377. // functions
  17378. function addShape( shape ) {
  17379. var placeholder = [];
  17380. // options
  17381. var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
  17382. var steps = options.steps !== undefined ? options.steps : 1;
  17383. var depth = options.depth !== undefined ? options.depth : 100;
  17384. var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;
  17385. var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6;
  17386. var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2;
  17387. var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
  17388. var extrudePath = options.extrudePath;
  17389. var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;
  17390. // deprecated options
  17391. if ( options.amount !== undefined ) {
  17392. console.warn( 'THREE.ExtrudeBufferGeometry: amount has been renamed to depth.' );
  17393. depth = options.amount;
  17394. }
  17395. //
  17396. var extrudePts, extrudeByPath = false;
  17397. var splineTube, binormal, normal, position2;
  17398. if ( extrudePath ) {
  17399. extrudePts = extrudePath.getSpacedPoints( steps );
  17400. extrudeByPath = true;
  17401. bevelEnabled = false; // bevels not supported for path extrusion
  17402. // SETUP TNB variables
  17403. // TODO1 - have a .isClosed in spline?
  17404. splineTube = extrudePath.computeFrenetFrames( steps, false );
  17405. // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
  17406. binormal = new Vector3();
  17407. normal = new Vector3();
  17408. position2 = new Vector3();
  17409. }
  17410. // Safeguards if bevels are not enabled
  17411. if ( ! bevelEnabled ) {
  17412. bevelSegments = 0;
  17413. bevelThickness = 0;
  17414. bevelSize = 0;
  17415. }
  17416. // Variables initialization
  17417. var ahole, h, hl; // looping of holes
  17418. var shapePoints = shape.extractPoints( curveSegments );
  17419. var vertices = shapePoints.shape;
  17420. var holes = shapePoints.holes;
  17421. var reverse = ! ShapeUtils.isClockWise( vertices );
  17422. if ( reverse ) {
  17423. vertices = vertices.reverse();
  17424. // Maybe we should also check if holes are in the opposite direction, just to be safe ...
  17425. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  17426. ahole = holes[ h ];
  17427. if ( ShapeUtils.isClockWise( ahole ) ) {
  17428. holes[ h ] = ahole.reverse();
  17429. }
  17430. }
  17431. }
  17432. var faces = ShapeUtils.triangulateShape( vertices, holes );
  17433. /* Vertices */
  17434. var contour = vertices; // vertices has all points but contour has only points of circumference
  17435. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  17436. ahole = holes[ h ];
  17437. vertices = vertices.concat( ahole );
  17438. }
  17439. function scalePt2( pt, vec, size ) {
  17440. if ( ! vec ) console.error( "THREE.ExtrudeGeometry: vec does not exist" );
  17441. return vec.clone().multiplyScalar( size ).add( pt );
  17442. }
  17443. var b, bs, t, z,
  17444. vert, vlen = vertices.length,
  17445. face, flen = faces.length;
  17446. // Find directions for point movement
  17447. function getBevelVec( inPt, inPrev, inNext ) {
  17448. // computes for inPt the corresponding point inPt' on a new contour
  17449. // shifted by 1 unit (length of normalized vector) to the left
  17450. // if we walk along contour clockwise, this new contour is outside the old one
  17451. //
  17452. // inPt' is the intersection of the two lines parallel to the two
  17453. // adjacent edges of inPt at a distance of 1 unit on the left side.
  17454. var v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt
  17455. // good reading for geometry algorithms (here: line-line intersection)
  17456. // http://geomalgorithms.com/a05-_intersect-1.html
  17457. var v_prev_x = inPt.x - inPrev.x,
  17458. v_prev_y = inPt.y - inPrev.y;
  17459. var v_next_x = inNext.x - inPt.x,
  17460. v_next_y = inNext.y - inPt.y;
  17461. var v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
  17462. // check for collinear edges
  17463. var collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  17464. if ( Math.abs( collinear0 ) > Number.EPSILON ) {
  17465. // not collinear
  17466. // length of vectors for normalizing
  17467. var v_prev_len = Math.sqrt( v_prev_lensq );
  17468. var v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );
  17469. // shift adjacent points by unit vectors to the left
  17470. var ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
  17471. var ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
  17472. var ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
  17473. var ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
  17474. // scaling factor for v_prev to intersection point
  17475. var sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
  17476. ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /
  17477. ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  17478. // vector from inPt to intersection point
  17479. v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
  17480. v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
  17481. // Don't normalize!, otherwise sharp corners become ugly
  17482. // but prevent crazy spikes
  17483. var v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );
  17484. if ( v_trans_lensq <= 2 ) {
  17485. return new Vector2( v_trans_x, v_trans_y );
  17486. } else {
  17487. shrink_by = Math.sqrt( v_trans_lensq / 2 );
  17488. }
  17489. } else {
  17490. // handle special case of collinear edges
  17491. var direction_eq = false; // assumes: opposite
  17492. if ( v_prev_x > Number.EPSILON ) {
  17493. if ( v_next_x > Number.EPSILON ) {
  17494. direction_eq = true;
  17495. }
  17496. } else {
  17497. if ( v_prev_x < - Number.EPSILON ) {
  17498. if ( v_next_x < - Number.EPSILON ) {
  17499. direction_eq = true;
  17500. }
  17501. } else {
  17502. if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {
  17503. direction_eq = true;
  17504. }
  17505. }
  17506. }
  17507. if ( direction_eq ) {
  17508. // console.log("Warning: lines are a straight sequence");
  17509. v_trans_x = - v_prev_y;
  17510. v_trans_y = v_prev_x;
  17511. shrink_by = Math.sqrt( v_prev_lensq );
  17512. } else {
  17513. // console.log("Warning: lines are a straight spike");
  17514. v_trans_x = v_prev_x;
  17515. v_trans_y = v_prev_y;
  17516. shrink_by = Math.sqrt( v_prev_lensq / 2 );
  17517. }
  17518. }
  17519. return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
  17520. }
  17521. var contourMovements = [];
  17522. for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  17523. if ( j === il ) j = 0;
  17524. if ( k === il ) k = 0;
  17525. // (j)---(i)---(k)
  17526. // console.log('i,j,k', i, j , k)
  17527. contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
  17528. }
  17529. var holesMovements = [],
  17530. oneHoleMovements, verticesMovements = contourMovements.concat();
  17531. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  17532. ahole = holes[ h ];
  17533. oneHoleMovements = [];
  17534. for ( i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  17535. if ( j === il ) j = 0;
  17536. if ( k === il ) k = 0;
  17537. // (j)---(i)---(k)
  17538. oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );
  17539. }
  17540. holesMovements.push( oneHoleMovements );
  17541. verticesMovements = verticesMovements.concat( oneHoleMovements );
  17542. }
  17543. // Loop bevelSegments, 1 for the front, 1 for the back
  17544. for ( b = 0; b < bevelSegments; b ++ ) {
  17545. //for ( b = bevelSegments; b > 0; b -- ) {
  17546. t = b / bevelSegments;
  17547. z = bevelThickness * Math.cos( t * Math.PI / 2 );
  17548. bs = bevelSize * Math.sin( t * Math.PI / 2 );
  17549. // contract shape
  17550. for ( i = 0, il = contour.length; i < il; i ++ ) {
  17551. vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  17552. v( vert.x, vert.y, - z );
  17553. }
  17554. // expand holes
  17555. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  17556. ahole = holes[ h ];
  17557. oneHoleMovements = holesMovements[ h ];
  17558. for ( i = 0, il = ahole.length; i < il; i ++ ) {
  17559. vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  17560. v( vert.x, vert.y, - z );
  17561. }
  17562. }
  17563. }
  17564. bs = bevelSize;
  17565. // Back facing vertices
  17566. for ( i = 0; i < vlen; i ++ ) {
  17567. vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  17568. if ( ! extrudeByPath ) {
  17569. v( vert.x, vert.y, 0 );
  17570. } else {
  17571. // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
  17572. normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x );
  17573. binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y );
  17574. position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );
  17575. v( position2.x, position2.y, position2.z );
  17576. }
  17577. }
  17578. // Add stepped vertices...
  17579. // Including front facing vertices
  17580. var s;
  17581. for ( s = 1; s <= steps; s ++ ) {
  17582. for ( i = 0; i < vlen; i ++ ) {
  17583. vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  17584. if ( ! extrudeByPath ) {
  17585. v( vert.x, vert.y, depth / steps * s );
  17586. } else {
  17587. // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
  17588. normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x );
  17589. binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y );
  17590. position2.copy( extrudePts[ s ] ).add( normal ).add( binormal );
  17591. v( position2.x, position2.y, position2.z );
  17592. }
  17593. }
  17594. }
  17595. // Add bevel segments planes
  17596. //for ( b = 1; b <= bevelSegments; b ++ ) {
  17597. for ( b = bevelSegments - 1; b >= 0; b -- ) {
  17598. t = b / bevelSegments;
  17599. z = bevelThickness * Math.cos( t * Math.PI / 2 );
  17600. bs = bevelSize * Math.sin( t * Math.PI / 2 );
  17601. // contract shape
  17602. for ( i = 0, il = contour.length; i < il; i ++ ) {
  17603. vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  17604. v( vert.x, vert.y, depth + z );
  17605. }
  17606. // expand holes
  17607. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  17608. ahole = holes[ h ];
  17609. oneHoleMovements = holesMovements[ h ];
  17610. for ( i = 0, il = ahole.length; i < il; i ++ ) {
  17611. vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  17612. if ( ! extrudeByPath ) {
  17613. v( vert.x, vert.y, depth + z );
  17614. } else {
  17615. v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );
  17616. }
  17617. }
  17618. }
  17619. }
  17620. /* Faces */
  17621. // Top and bottom faces
  17622. buildLidFaces();
  17623. // Sides faces
  17624. buildSideFaces();
  17625. ///// Internal functions
  17626. function buildLidFaces() {
  17627. var start = verticesArray.length / 3;
  17628. if ( bevelEnabled ) {
  17629. var layer = 0; // steps + 1
  17630. var offset = vlen * layer;
  17631. // Bottom faces
  17632. for ( i = 0; i < flen; i ++ ) {
  17633. face = faces[ i ];
  17634. f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );
  17635. }
  17636. layer = steps + bevelSegments * 2;
  17637. offset = vlen * layer;
  17638. // Top faces
  17639. for ( i = 0; i < flen; i ++ ) {
  17640. face = faces[ i ];
  17641. f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );
  17642. }
  17643. } else {
  17644. // Bottom faces
  17645. for ( i = 0; i < flen; i ++ ) {
  17646. face = faces[ i ];
  17647. f3( face[ 2 ], face[ 1 ], face[ 0 ] );
  17648. }
  17649. // Top faces
  17650. for ( i = 0; i < flen; i ++ ) {
  17651. face = faces[ i ];
  17652. f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );
  17653. }
  17654. }
  17655. scope.addGroup( start, verticesArray.length / 3 - start, 0 );
  17656. }
  17657. // Create faces for the z-sides of the shape
  17658. function buildSideFaces() {
  17659. var start = verticesArray.length / 3;
  17660. var layeroffset = 0;
  17661. sidewalls( contour, layeroffset );
  17662. layeroffset += contour.length;
  17663. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  17664. ahole = holes[ h ];
  17665. sidewalls( ahole, layeroffset );
  17666. //, true
  17667. layeroffset += ahole.length;
  17668. }
  17669. scope.addGroup( start, verticesArray.length / 3 - start, 1 );
  17670. }
  17671. function sidewalls( contour, layeroffset ) {
  17672. var j, k;
  17673. i = contour.length;
  17674. while ( -- i >= 0 ) {
  17675. j = i;
  17676. k = i - 1;
  17677. if ( k < 0 ) k = contour.length - 1;
  17678. //console.log('b', i,j, i-1, k,vertices.length);
  17679. var s = 0,
  17680. sl = steps + bevelSegments * 2;
  17681. for ( s = 0; s < sl; s ++ ) {
  17682. var slen1 = vlen * s;
  17683. var slen2 = vlen * ( s + 1 );
  17684. var a = layeroffset + j + slen1,
  17685. b = layeroffset + k + slen1,
  17686. c = layeroffset + k + slen2,
  17687. d = layeroffset + j + slen2;
  17688. f4( a, b, c, d );
  17689. }
  17690. }
  17691. }
  17692. function v( x, y, z ) {
  17693. placeholder.push( x );
  17694. placeholder.push( y );
  17695. placeholder.push( z );
  17696. }
  17697. function f3( a, b, c ) {
  17698. addVertex( a );
  17699. addVertex( b );
  17700. addVertex( c );
  17701. var nextIndex = verticesArray.length / 3;
  17702. var uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  17703. addUV( uvs[ 0 ] );
  17704. addUV( uvs[ 1 ] );
  17705. addUV( uvs[ 2 ] );
  17706. }
  17707. function f4( a, b, c, d ) {
  17708. addVertex( a );
  17709. addVertex( b );
  17710. addVertex( d );
  17711. addVertex( b );
  17712. addVertex( c );
  17713. addVertex( d );
  17714. var nextIndex = verticesArray.length / 3;
  17715. var uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  17716. addUV( uvs[ 0 ] );
  17717. addUV( uvs[ 1 ] );
  17718. addUV( uvs[ 3 ] );
  17719. addUV( uvs[ 1 ] );
  17720. addUV( uvs[ 2 ] );
  17721. addUV( uvs[ 3 ] );
  17722. }
  17723. function addVertex( index ) {
  17724. verticesArray.push( placeholder[ index * 3 + 0 ] );
  17725. verticesArray.push( placeholder[ index * 3 + 1 ] );
  17726. verticesArray.push( placeholder[ index * 3 + 2 ] );
  17727. }
  17728. function addUV( vector2 ) {
  17729. uvArray.push( vector2.x );
  17730. uvArray.push( vector2.y );
  17731. }
  17732. }
  17733. }
  17734. ExtrudeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17735. ExtrudeBufferGeometry.prototype.constructor = ExtrudeBufferGeometry;
  17736. ExtrudeBufferGeometry.prototype.toJSON = function () {
  17737. var data = BufferGeometry.prototype.toJSON.call( this );
  17738. var shapes = this.parameters.shapes;
  17739. var options = this.parameters.options;
  17740. return toJSON( shapes, options, data );
  17741. };
  17742. //
  17743. var WorldUVGenerator = {
  17744. generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {
  17745. var a_x = vertices[ indexA * 3 ];
  17746. var a_y = vertices[ indexA * 3 + 1 ];
  17747. var b_x = vertices[ indexB * 3 ];
  17748. var b_y = vertices[ indexB * 3 + 1 ];
  17749. var c_x = vertices[ indexC * 3 ];
  17750. var c_y = vertices[ indexC * 3 + 1 ];
  17751. return [
  17752. new Vector2( a_x, a_y ),
  17753. new Vector2( b_x, b_y ),
  17754. new Vector2( c_x, c_y )
  17755. ];
  17756. },
  17757. generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {
  17758. var a_x = vertices[ indexA * 3 ];
  17759. var a_y = vertices[ indexA * 3 + 1 ];
  17760. var a_z = vertices[ indexA * 3 + 2 ];
  17761. var b_x = vertices[ indexB * 3 ];
  17762. var b_y = vertices[ indexB * 3 + 1 ];
  17763. var b_z = vertices[ indexB * 3 + 2 ];
  17764. var c_x = vertices[ indexC * 3 ];
  17765. var c_y = vertices[ indexC * 3 + 1 ];
  17766. var c_z = vertices[ indexC * 3 + 2 ];
  17767. var d_x = vertices[ indexD * 3 ];
  17768. var d_y = vertices[ indexD * 3 + 1 ];
  17769. var d_z = vertices[ indexD * 3 + 2 ];
  17770. if ( Math.abs( a_y - b_y ) < 0.01 ) {
  17771. return [
  17772. new Vector2( a_x, 1 - a_z ),
  17773. new Vector2( b_x, 1 - b_z ),
  17774. new Vector2( c_x, 1 - c_z ),
  17775. new Vector2( d_x, 1 - d_z )
  17776. ];
  17777. } else {
  17778. return [
  17779. new Vector2( a_y, 1 - a_z ),
  17780. new Vector2( b_y, 1 - b_z ),
  17781. new Vector2( c_y, 1 - c_z ),
  17782. new Vector2( d_y, 1 - d_z )
  17783. ];
  17784. }
  17785. }
  17786. };
  17787. function toJSON( shapes, options, data ) {
  17788. //
  17789. data.shapes = [];
  17790. if ( Array.isArray( shapes ) ) {
  17791. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  17792. var shape = shapes[ i ];
  17793. data.shapes.push( shape.uuid );
  17794. }
  17795. } else {
  17796. data.shapes.push( shapes.uuid );
  17797. }
  17798. //
  17799. if ( options.extrudePath !== undefined ) data.options.extrudePath = options.extrudePath.toJSON();
  17800. return data;
  17801. }
  17802. /**
  17803. * @author zz85 / http://www.lab4games.net/zz85/blog
  17804. * @author alteredq / http://alteredqualia.com/
  17805. *
  17806. * Text = 3D Text
  17807. *
  17808. * parameters = {
  17809. * font: <THREE.Font>, // font
  17810. *
  17811. * size: <float>, // size of the text
  17812. * height: <float>, // thickness to extrude text
  17813. * curveSegments: <int>, // number of points on the curves
  17814. *
  17815. * bevelEnabled: <bool>, // turn on bevel
  17816. * bevelThickness: <float>, // how deep into text bevel goes
  17817. * bevelSize: <float> // how far from text outline is bevel
  17818. * }
  17819. */
  17820. // TextGeometry
  17821. function TextGeometry( text, parameters ) {
  17822. Geometry.call( this );
  17823. this.type = 'TextGeometry';
  17824. this.parameters = {
  17825. text: text,
  17826. parameters: parameters
  17827. };
  17828. this.fromBufferGeometry( new TextBufferGeometry( text, parameters ) );
  17829. this.mergeVertices();
  17830. }
  17831. TextGeometry.prototype = Object.create( Geometry.prototype );
  17832. TextGeometry.prototype.constructor = TextGeometry;
  17833. // TextBufferGeometry
  17834. function TextBufferGeometry( text, parameters ) {
  17835. parameters = parameters || {};
  17836. var font = parameters.font;
  17837. if ( ! ( font && font.isFont ) ) {
  17838. console.error( 'THREE.TextGeometry: font parameter is not an instance of THREE.Font.' );
  17839. return new Geometry();
  17840. }
  17841. var shapes = font.generateShapes( text, parameters.size );
  17842. // translate parameters to ExtrudeGeometry API
  17843. parameters.depth = parameters.height !== undefined ? parameters.height : 50;
  17844. // defaults
  17845. if ( parameters.bevelThickness === undefined ) parameters.bevelThickness = 10;
  17846. if ( parameters.bevelSize === undefined ) parameters.bevelSize = 8;
  17847. if ( parameters.bevelEnabled === undefined ) parameters.bevelEnabled = false;
  17848. ExtrudeBufferGeometry.call( this, shapes, parameters );
  17849. this.type = 'TextBufferGeometry';
  17850. }
  17851. TextBufferGeometry.prototype = Object.create( ExtrudeBufferGeometry.prototype );
  17852. TextBufferGeometry.prototype.constructor = TextBufferGeometry;
  17853. /**
  17854. * @author mrdoob / http://mrdoob.com/
  17855. * @author benaadams / https://twitter.com/ben_a_adams
  17856. * @author Mugen87 / https://github.com/Mugen87
  17857. */
  17858. // SphereGeometry
  17859. function SphereGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
  17860. Geometry.call( this );
  17861. this.type = 'SphereGeometry';
  17862. this.parameters = {
  17863. radius: radius,
  17864. widthSegments: widthSegments,
  17865. heightSegments: heightSegments,
  17866. phiStart: phiStart,
  17867. phiLength: phiLength,
  17868. thetaStart: thetaStart,
  17869. thetaLength: thetaLength
  17870. };
  17871. this.fromBufferGeometry( new SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) );
  17872. this.mergeVertices();
  17873. }
  17874. SphereGeometry.prototype = Object.create( Geometry.prototype );
  17875. SphereGeometry.prototype.constructor = SphereGeometry;
  17876. // SphereBufferGeometry
  17877. function SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
  17878. BufferGeometry.call( this );
  17879. this.type = 'SphereBufferGeometry';
  17880. this.parameters = {
  17881. radius: radius,
  17882. widthSegments: widthSegments,
  17883. heightSegments: heightSegments,
  17884. phiStart: phiStart,
  17885. phiLength: phiLength,
  17886. thetaStart: thetaStart,
  17887. thetaLength: thetaLength
  17888. };
  17889. radius = radius || 1;
  17890. widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 );
  17891. heightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 );
  17892. phiStart = phiStart !== undefined ? phiStart : 0;
  17893. phiLength = phiLength !== undefined ? phiLength : Math.PI * 2;
  17894. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  17895. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI;
  17896. var thetaEnd = thetaStart + thetaLength;
  17897. var ix, iy;
  17898. var index = 0;
  17899. var grid = [];
  17900. var vertex = new Vector3();
  17901. var normal = new Vector3();
  17902. // buffers
  17903. var indices = [];
  17904. var vertices = [];
  17905. var normals = [];
  17906. var uvs = [];
  17907. // generate vertices, normals and uvs
  17908. for ( iy = 0; iy <= heightSegments; iy ++ ) {
  17909. var verticesRow = [];
  17910. var v = iy / heightSegments;
  17911. for ( ix = 0; ix <= widthSegments; ix ++ ) {
  17912. var u = ix / widthSegments;
  17913. // vertex
  17914. vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  17915. vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
  17916. vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  17917. vertices.push( vertex.x, vertex.y, vertex.z );
  17918. // normal
  17919. normal.set( vertex.x, vertex.y, vertex.z ).normalize();
  17920. normals.push( normal.x, normal.y, normal.z );
  17921. // uv
  17922. uvs.push( u, 1 - v );
  17923. verticesRow.push( index ++ );
  17924. }
  17925. grid.push( verticesRow );
  17926. }
  17927. // indices
  17928. for ( iy = 0; iy < heightSegments; iy ++ ) {
  17929. for ( ix = 0; ix < widthSegments; ix ++ ) {
  17930. var a = grid[ iy ][ ix + 1 ];
  17931. var b = grid[ iy ][ ix ];
  17932. var c = grid[ iy + 1 ][ ix ];
  17933. var d = grid[ iy + 1 ][ ix + 1 ];
  17934. if ( iy !== 0 || thetaStart > 0 ) indices.push( a, b, d );
  17935. if ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( b, c, d );
  17936. }
  17937. }
  17938. // build geometry
  17939. this.setIndex( indices );
  17940. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17941. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17942. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17943. }
  17944. SphereBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17945. SphereBufferGeometry.prototype.constructor = SphereBufferGeometry;
  17946. /**
  17947. * @author Kaleb Murphy
  17948. * @author Mugen87 / https://github.com/Mugen87
  17949. */
  17950. // RingGeometry
  17951. function RingGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
  17952. Geometry.call( this );
  17953. this.type = 'RingGeometry';
  17954. this.parameters = {
  17955. innerRadius: innerRadius,
  17956. outerRadius: outerRadius,
  17957. thetaSegments: thetaSegments,
  17958. phiSegments: phiSegments,
  17959. thetaStart: thetaStart,
  17960. thetaLength: thetaLength
  17961. };
  17962. this.fromBufferGeometry( new RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) );
  17963. this.mergeVertices();
  17964. }
  17965. RingGeometry.prototype = Object.create( Geometry.prototype );
  17966. RingGeometry.prototype.constructor = RingGeometry;
  17967. // RingBufferGeometry
  17968. function RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
  17969. BufferGeometry.call( this );
  17970. this.type = 'RingBufferGeometry';
  17971. this.parameters = {
  17972. innerRadius: innerRadius,
  17973. outerRadius: outerRadius,
  17974. thetaSegments: thetaSegments,
  17975. phiSegments: phiSegments,
  17976. thetaStart: thetaStart,
  17977. thetaLength: thetaLength
  17978. };
  17979. innerRadius = innerRadius || 0.5;
  17980. outerRadius = outerRadius || 1;
  17981. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  17982. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  17983. thetaSegments = thetaSegments !== undefined ? Math.max( 3, thetaSegments ) : 8;
  17984. phiSegments = phiSegments !== undefined ? Math.max( 1, phiSegments ) : 1;
  17985. // buffers
  17986. var indices = [];
  17987. var vertices = [];
  17988. var normals = [];
  17989. var uvs = [];
  17990. // some helper variables
  17991. var segment;
  17992. var radius = innerRadius;
  17993. var radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
  17994. var vertex = new Vector3();
  17995. var uv = new Vector2();
  17996. var j, i;
  17997. // generate vertices, normals and uvs
  17998. for ( j = 0; j <= phiSegments; j ++ ) {
  17999. for ( i = 0; i <= thetaSegments; i ++ ) {
  18000. // values are generate from the inside of the ring to the outside
  18001. segment = thetaStart + i / thetaSegments * thetaLength;
  18002. // vertex
  18003. vertex.x = radius * Math.cos( segment );
  18004. vertex.y = radius * Math.sin( segment );
  18005. vertices.push( vertex.x, vertex.y, vertex.z );
  18006. // normal
  18007. normals.push( 0, 0, 1 );
  18008. // uv
  18009. uv.x = ( vertex.x / outerRadius + 1 ) / 2;
  18010. uv.y = ( vertex.y / outerRadius + 1 ) / 2;
  18011. uvs.push( uv.x, uv.y );
  18012. }
  18013. // increase the radius for next row of vertices
  18014. radius += radiusStep;
  18015. }
  18016. // indices
  18017. for ( j = 0; j < phiSegments; j ++ ) {
  18018. var thetaSegmentLevel = j * ( thetaSegments + 1 );
  18019. for ( i = 0; i < thetaSegments; i ++ ) {
  18020. segment = i + thetaSegmentLevel;
  18021. var a = segment;
  18022. var b = segment + thetaSegments + 1;
  18023. var c = segment + thetaSegments + 2;
  18024. var d = segment + 1;
  18025. // faces
  18026. indices.push( a, b, d );
  18027. indices.push( b, c, d );
  18028. }
  18029. }
  18030. // build geometry
  18031. this.setIndex( indices );
  18032. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18033. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18034. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18035. }
  18036. RingBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18037. RingBufferGeometry.prototype.constructor = RingBufferGeometry;
  18038. /**
  18039. * @author zz85 / https://github.com/zz85
  18040. * @author bhouston / http://clara.io
  18041. * @author Mugen87 / https://github.com/Mugen87
  18042. */
  18043. // LatheGeometry
  18044. function LatheGeometry( points, segments, phiStart, phiLength ) {
  18045. Geometry.call( this );
  18046. this.type = 'LatheGeometry';
  18047. this.parameters = {
  18048. points: points,
  18049. segments: segments,
  18050. phiStart: phiStart,
  18051. phiLength: phiLength
  18052. };
  18053. this.fromBufferGeometry( new LatheBufferGeometry( points, segments, phiStart, phiLength ) );
  18054. this.mergeVertices();
  18055. }
  18056. LatheGeometry.prototype = Object.create( Geometry.prototype );
  18057. LatheGeometry.prototype.constructor = LatheGeometry;
  18058. // LatheBufferGeometry
  18059. function LatheBufferGeometry( points, segments, phiStart, phiLength ) {
  18060. BufferGeometry.call( this );
  18061. this.type = 'LatheBufferGeometry';
  18062. this.parameters = {
  18063. points: points,
  18064. segments: segments,
  18065. phiStart: phiStart,
  18066. phiLength: phiLength
  18067. };
  18068. segments = Math.floor( segments ) || 12;
  18069. phiStart = phiStart || 0;
  18070. phiLength = phiLength || Math.PI * 2;
  18071. // clamp phiLength so it's in range of [ 0, 2PI ]
  18072. phiLength = _Math.clamp( phiLength, 0, Math.PI * 2 );
  18073. // buffers
  18074. var indices = [];
  18075. var vertices = [];
  18076. var uvs = [];
  18077. // helper variables
  18078. var base;
  18079. var inverseSegments = 1.0 / segments;
  18080. var vertex = new Vector3();
  18081. var uv = new Vector2();
  18082. var i, j;
  18083. // generate vertices and uvs
  18084. for ( i = 0; i <= segments; i ++ ) {
  18085. var phi = phiStart + i * inverseSegments * phiLength;
  18086. var sin = Math.sin( phi );
  18087. var cos = Math.cos( phi );
  18088. for ( j = 0; j <= ( points.length - 1 ); j ++ ) {
  18089. // vertex
  18090. vertex.x = points[ j ].x * sin;
  18091. vertex.y = points[ j ].y;
  18092. vertex.z = points[ j ].x * cos;
  18093. vertices.push( vertex.x, vertex.y, vertex.z );
  18094. // uv
  18095. uv.x = i / segments;
  18096. uv.y = j / ( points.length - 1 );
  18097. uvs.push( uv.x, uv.y );
  18098. }
  18099. }
  18100. // indices
  18101. for ( i = 0; i < segments; i ++ ) {
  18102. for ( j = 0; j < ( points.length - 1 ); j ++ ) {
  18103. base = j + i * points.length;
  18104. var a = base;
  18105. var b = base + points.length;
  18106. var c = base + points.length + 1;
  18107. var d = base + 1;
  18108. // faces
  18109. indices.push( a, b, d );
  18110. indices.push( b, c, d );
  18111. }
  18112. }
  18113. // build geometry
  18114. this.setIndex( indices );
  18115. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18116. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18117. // generate normals
  18118. this.computeVertexNormals();
  18119. // if the geometry is closed, we need to average the normals along the seam.
  18120. // because the corresponding vertices are identical (but still have different UVs).
  18121. if ( phiLength === Math.PI * 2 ) {
  18122. var normals = this.attributes.normal.array;
  18123. var n1 = new Vector3();
  18124. var n2 = new Vector3();
  18125. var n = new Vector3();
  18126. // this is the buffer offset for the last line of vertices
  18127. base = segments * points.length * 3;
  18128. for ( i = 0, j = 0; i < points.length; i ++, j += 3 ) {
  18129. // select the normal of the vertex in the first line
  18130. n1.x = normals[ j + 0 ];
  18131. n1.y = normals[ j + 1 ];
  18132. n1.z = normals[ j + 2 ];
  18133. // select the normal of the vertex in the last line
  18134. n2.x = normals[ base + j + 0 ];
  18135. n2.y = normals[ base + j + 1 ];
  18136. n2.z = normals[ base + j + 2 ];
  18137. // average normals
  18138. n.addVectors( n1, n2 ).normalize();
  18139. // assign the new values to both normals
  18140. normals[ j + 0 ] = normals[ base + j + 0 ] = n.x;
  18141. normals[ j + 1 ] = normals[ base + j + 1 ] = n.y;
  18142. normals[ j + 2 ] = normals[ base + j + 2 ] = n.z;
  18143. }
  18144. }
  18145. }
  18146. LatheBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18147. LatheBufferGeometry.prototype.constructor = LatheBufferGeometry;
  18148. /**
  18149. * @author jonobr1 / http://jonobr1.com
  18150. * @author Mugen87 / https://github.com/Mugen87
  18151. */
  18152. // ShapeGeometry
  18153. function ShapeGeometry( shapes, curveSegments ) {
  18154. Geometry.call( this );
  18155. this.type = 'ShapeGeometry';
  18156. if ( typeof curveSegments === 'object' ) {
  18157. console.warn( 'THREE.ShapeGeometry: Options parameter has been removed.' );
  18158. curveSegments = curveSegments.curveSegments;
  18159. }
  18160. this.parameters = {
  18161. shapes: shapes,
  18162. curveSegments: curveSegments
  18163. };
  18164. this.fromBufferGeometry( new ShapeBufferGeometry( shapes, curveSegments ) );
  18165. this.mergeVertices();
  18166. }
  18167. ShapeGeometry.prototype = Object.create( Geometry.prototype );
  18168. ShapeGeometry.prototype.constructor = ShapeGeometry;
  18169. ShapeGeometry.prototype.toJSON = function () {
  18170. var data = Geometry.prototype.toJSON.call( this );
  18171. var shapes = this.parameters.shapes;
  18172. return toJSON$1( shapes, data );
  18173. };
  18174. // ShapeBufferGeometry
  18175. function ShapeBufferGeometry( shapes, curveSegments ) {
  18176. BufferGeometry.call( this );
  18177. this.type = 'ShapeBufferGeometry';
  18178. this.parameters = {
  18179. shapes: shapes,
  18180. curveSegments: curveSegments
  18181. };
  18182. curveSegments = curveSegments || 12;
  18183. // buffers
  18184. var indices = [];
  18185. var vertices = [];
  18186. var normals = [];
  18187. var uvs = [];
  18188. // helper variables
  18189. var groupStart = 0;
  18190. var groupCount = 0;
  18191. // allow single and array values for "shapes" parameter
  18192. if ( Array.isArray( shapes ) === false ) {
  18193. addShape( shapes );
  18194. } else {
  18195. for ( var i = 0; i < shapes.length; i ++ ) {
  18196. addShape( shapes[ i ] );
  18197. this.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support
  18198. groupStart += groupCount;
  18199. groupCount = 0;
  18200. }
  18201. }
  18202. // build geometry
  18203. this.setIndex( indices );
  18204. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18205. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18206. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18207. // helper functions
  18208. function addShape( shape ) {
  18209. var i, l, shapeHole;
  18210. var indexOffset = vertices.length / 3;
  18211. var points = shape.extractPoints( curveSegments );
  18212. var shapeVertices = points.shape;
  18213. var shapeHoles = points.holes;
  18214. // check direction of vertices
  18215. if ( ShapeUtils.isClockWise( shapeVertices ) === false ) {
  18216. shapeVertices = shapeVertices.reverse();
  18217. }
  18218. for ( i = 0, l = shapeHoles.length; i < l; i ++ ) {
  18219. shapeHole = shapeHoles[ i ];
  18220. if ( ShapeUtils.isClockWise( shapeHole ) === true ) {
  18221. shapeHoles[ i ] = shapeHole.reverse();
  18222. }
  18223. }
  18224. var faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );
  18225. // join vertices of inner and outer paths to a single array
  18226. for ( i = 0, l = shapeHoles.length; i < l; i ++ ) {
  18227. shapeHole = shapeHoles[ i ];
  18228. shapeVertices = shapeVertices.concat( shapeHole );
  18229. }
  18230. // vertices, normals, uvs
  18231. for ( i = 0, l = shapeVertices.length; i < l; i ++ ) {
  18232. var vertex = shapeVertices[ i ];
  18233. vertices.push( vertex.x, vertex.y, 0 );
  18234. normals.push( 0, 0, 1 );
  18235. uvs.push( vertex.x, vertex.y ); // world uvs
  18236. }
  18237. // incides
  18238. for ( i = 0, l = faces.length; i < l; i ++ ) {
  18239. var face = faces[ i ];
  18240. var a = face[ 0 ] + indexOffset;
  18241. var b = face[ 1 ] + indexOffset;
  18242. var c = face[ 2 ] + indexOffset;
  18243. indices.push( a, b, c );
  18244. groupCount += 3;
  18245. }
  18246. }
  18247. }
  18248. ShapeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18249. ShapeBufferGeometry.prototype.constructor = ShapeBufferGeometry;
  18250. ShapeBufferGeometry.prototype.toJSON = function () {
  18251. var data = BufferGeometry.prototype.toJSON.call( this );
  18252. var shapes = this.parameters.shapes;
  18253. return toJSON$1( shapes, data );
  18254. };
  18255. //
  18256. function toJSON$1( shapes, data ) {
  18257. data.shapes = [];
  18258. if ( Array.isArray( shapes ) ) {
  18259. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  18260. var shape = shapes[ i ];
  18261. data.shapes.push( shape.uuid );
  18262. }
  18263. } else {
  18264. data.shapes.push( shapes.uuid );
  18265. }
  18266. return data;
  18267. }
  18268. /**
  18269. * @author WestLangley / http://github.com/WestLangley
  18270. * @author Mugen87 / https://github.com/Mugen87
  18271. */
  18272. function EdgesGeometry( geometry, thresholdAngle ) {
  18273. BufferGeometry.call( this );
  18274. this.type = 'EdgesGeometry';
  18275. this.parameters = {
  18276. thresholdAngle: thresholdAngle
  18277. };
  18278. thresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1;
  18279. // buffer
  18280. var vertices = [];
  18281. // helper variables
  18282. var thresholdDot = Math.cos( _Math.DEG2RAD * thresholdAngle );
  18283. var edge = [ 0, 0 ], edges = {}, edge1, edge2;
  18284. var key, keys = [ 'a', 'b', 'c' ];
  18285. // prepare source geometry
  18286. var geometry2;
  18287. if ( geometry.isBufferGeometry ) {
  18288. geometry2 = new Geometry();
  18289. geometry2.fromBufferGeometry( geometry );
  18290. } else {
  18291. geometry2 = geometry.clone();
  18292. }
  18293. geometry2.mergeVertices();
  18294. geometry2.computeFaceNormals();
  18295. var sourceVertices = geometry2.vertices;
  18296. var faces = geometry2.faces;
  18297. // now create a data structure where each entry represents an edge with its adjoining faces
  18298. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  18299. var face = faces[ i ];
  18300. for ( var j = 0; j < 3; j ++ ) {
  18301. edge1 = face[ keys[ j ] ];
  18302. edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
  18303. edge[ 0 ] = Math.min( edge1, edge2 );
  18304. edge[ 1 ] = Math.max( edge1, edge2 );
  18305. key = edge[ 0 ] + ',' + edge[ 1 ];
  18306. if ( edges[ key ] === undefined ) {
  18307. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ], face1: i, face2: undefined };
  18308. } else {
  18309. edges[ key ].face2 = i;
  18310. }
  18311. }
  18312. }
  18313. // generate vertices
  18314. for ( key in edges ) {
  18315. var e = edges[ key ];
  18316. // an edge is only rendered if the angle (in degrees) between the face normals of the adjoining faces exceeds this value. default = 1 degree.
  18317. if ( e.face2 === undefined || faces[ e.face1 ].normal.dot( faces[ e.face2 ].normal ) <= thresholdDot ) {
  18318. var vertex = sourceVertices[ e.index1 ];
  18319. vertices.push( vertex.x, vertex.y, vertex.z );
  18320. vertex = sourceVertices[ e.index2 ];
  18321. vertices.push( vertex.x, vertex.y, vertex.z );
  18322. }
  18323. }
  18324. // build geometry
  18325. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18326. }
  18327. EdgesGeometry.prototype = Object.create( BufferGeometry.prototype );
  18328. EdgesGeometry.prototype.constructor = EdgesGeometry;
  18329. /**
  18330. * @author mrdoob / http://mrdoob.com/
  18331. * @author Mugen87 / https://github.com/Mugen87
  18332. */
  18333. // CylinderGeometry
  18334. function CylinderGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  18335. Geometry.call( this );
  18336. this.type = 'CylinderGeometry';
  18337. this.parameters = {
  18338. radiusTop: radiusTop,
  18339. radiusBottom: radiusBottom,
  18340. height: height,
  18341. radialSegments: radialSegments,
  18342. heightSegments: heightSegments,
  18343. openEnded: openEnded,
  18344. thetaStart: thetaStart,
  18345. thetaLength: thetaLength
  18346. };
  18347. this.fromBufferGeometry( new CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) );
  18348. this.mergeVertices();
  18349. }
  18350. CylinderGeometry.prototype = Object.create( Geometry.prototype );
  18351. CylinderGeometry.prototype.constructor = CylinderGeometry;
  18352. // CylinderBufferGeometry
  18353. function CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  18354. BufferGeometry.call( this );
  18355. this.type = 'CylinderBufferGeometry';
  18356. this.parameters = {
  18357. radiusTop: radiusTop,
  18358. radiusBottom: radiusBottom,
  18359. height: height,
  18360. radialSegments: radialSegments,
  18361. heightSegments: heightSegments,
  18362. openEnded: openEnded,
  18363. thetaStart: thetaStart,
  18364. thetaLength: thetaLength
  18365. };
  18366. var scope = this;
  18367. radiusTop = radiusTop !== undefined ? radiusTop : 1;
  18368. radiusBottom = radiusBottom !== undefined ? radiusBottom : 1;
  18369. height = height || 1;
  18370. radialSegments = Math.floor( radialSegments ) || 8;
  18371. heightSegments = Math.floor( heightSegments ) || 1;
  18372. openEnded = openEnded !== undefined ? openEnded : false;
  18373. thetaStart = thetaStart !== undefined ? thetaStart : 0.0;
  18374. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  18375. // buffers
  18376. var indices = [];
  18377. var vertices = [];
  18378. var normals = [];
  18379. var uvs = [];
  18380. // helper variables
  18381. var index = 0;
  18382. var indexArray = [];
  18383. var halfHeight = height / 2;
  18384. var groupStart = 0;
  18385. // generate geometry
  18386. generateTorso();
  18387. if ( openEnded === false ) {
  18388. if ( radiusTop > 0 ) generateCap( true );
  18389. if ( radiusBottom > 0 ) generateCap( false );
  18390. }
  18391. // build geometry
  18392. this.setIndex( indices );
  18393. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18394. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18395. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18396. function generateTorso() {
  18397. var x, y;
  18398. var normal = new Vector3();
  18399. var vertex = new Vector3();
  18400. var groupCount = 0;
  18401. // this will be used to calculate the normal
  18402. var slope = ( radiusBottom - radiusTop ) / height;
  18403. // generate vertices, normals and uvs
  18404. for ( y = 0; y <= heightSegments; y ++ ) {
  18405. var indexRow = [];
  18406. var v = y / heightSegments;
  18407. // calculate the radius of the current row
  18408. var radius = v * ( radiusBottom - radiusTop ) + radiusTop;
  18409. for ( x = 0; x <= radialSegments; x ++ ) {
  18410. var u = x / radialSegments;
  18411. var theta = u * thetaLength + thetaStart;
  18412. var sinTheta = Math.sin( theta );
  18413. var cosTheta = Math.cos( theta );
  18414. // vertex
  18415. vertex.x = radius * sinTheta;
  18416. vertex.y = - v * height + halfHeight;
  18417. vertex.z = radius * cosTheta;
  18418. vertices.push( vertex.x, vertex.y, vertex.z );
  18419. // normal
  18420. normal.set( sinTheta, slope, cosTheta ).normalize();
  18421. normals.push( normal.x, normal.y, normal.z );
  18422. // uv
  18423. uvs.push( u, 1 - v );
  18424. // save index of vertex in respective row
  18425. indexRow.push( index ++ );
  18426. }
  18427. // now save vertices of the row in our index array
  18428. indexArray.push( indexRow );
  18429. }
  18430. // generate indices
  18431. for ( x = 0; x < radialSegments; x ++ ) {
  18432. for ( y = 0; y < heightSegments; y ++ ) {
  18433. // we use the index array to access the correct indices
  18434. var a = indexArray[ y ][ x ];
  18435. var b = indexArray[ y + 1 ][ x ];
  18436. var c = indexArray[ y + 1 ][ x + 1 ];
  18437. var d = indexArray[ y ][ x + 1 ];
  18438. // faces
  18439. indices.push( a, b, d );
  18440. indices.push( b, c, d );
  18441. // update group counter
  18442. groupCount += 6;
  18443. }
  18444. }
  18445. // add a group to the geometry. this will ensure multi material support
  18446. scope.addGroup( groupStart, groupCount, 0 );
  18447. // calculate new start value for groups
  18448. groupStart += groupCount;
  18449. }
  18450. function generateCap( top ) {
  18451. var x, centerIndexStart, centerIndexEnd;
  18452. var uv = new Vector2();
  18453. var vertex = new Vector3();
  18454. var groupCount = 0;
  18455. var radius = ( top === true ) ? radiusTop : radiusBottom;
  18456. var sign = ( top === true ) ? 1 : - 1;
  18457. // save the index of the first center vertex
  18458. centerIndexStart = index;
  18459. // first we generate the center vertex data of the cap.
  18460. // because the geometry needs one set of uvs per face,
  18461. // we must generate a center vertex per face/segment
  18462. for ( x = 1; x <= radialSegments; x ++ ) {
  18463. // vertex
  18464. vertices.push( 0, halfHeight * sign, 0 );
  18465. // normal
  18466. normals.push( 0, sign, 0 );
  18467. // uv
  18468. uvs.push( 0.5, 0.5 );
  18469. // increase index
  18470. index ++;
  18471. }
  18472. // save the index of the last center vertex
  18473. centerIndexEnd = index;
  18474. // now we generate the surrounding vertices, normals and uvs
  18475. for ( x = 0; x <= radialSegments; x ++ ) {
  18476. var u = x / radialSegments;
  18477. var theta = u * thetaLength + thetaStart;
  18478. var cosTheta = Math.cos( theta );
  18479. var sinTheta = Math.sin( theta );
  18480. // vertex
  18481. vertex.x = radius * sinTheta;
  18482. vertex.y = halfHeight * sign;
  18483. vertex.z = radius * cosTheta;
  18484. vertices.push( vertex.x, vertex.y, vertex.z );
  18485. // normal
  18486. normals.push( 0, sign, 0 );
  18487. // uv
  18488. uv.x = ( cosTheta * 0.5 ) + 0.5;
  18489. uv.y = ( sinTheta * 0.5 * sign ) + 0.5;
  18490. uvs.push( uv.x, uv.y );
  18491. // increase index
  18492. index ++;
  18493. }
  18494. // generate indices
  18495. for ( x = 0; x < radialSegments; x ++ ) {
  18496. var c = centerIndexStart + x;
  18497. var i = centerIndexEnd + x;
  18498. if ( top === true ) {
  18499. // face top
  18500. indices.push( i, i + 1, c );
  18501. } else {
  18502. // face bottom
  18503. indices.push( i + 1, i, c );
  18504. }
  18505. groupCount += 3;
  18506. }
  18507. // add a group to the geometry. this will ensure multi material support
  18508. scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );
  18509. // calculate new start value for groups
  18510. groupStart += groupCount;
  18511. }
  18512. }
  18513. CylinderBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18514. CylinderBufferGeometry.prototype.constructor = CylinderBufferGeometry;
  18515. /**
  18516. * @author abelnation / http://github.com/abelnation
  18517. */
  18518. // ConeGeometry
  18519. function ConeGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  18520. CylinderGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  18521. this.type = 'ConeGeometry';
  18522. this.parameters = {
  18523. radius: radius,
  18524. height: height,
  18525. radialSegments: radialSegments,
  18526. heightSegments: heightSegments,
  18527. openEnded: openEnded,
  18528. thetaStart: thetaStart,
  18529. thetaLength: thetaLength
  18530. };
  18531. }
  18532. ConeGeometry.prototype = Object.create( CylinderGeometry.prototype );
  18533. ConeGeometry.prototype.constructor = ConeGeometry;
  18534. // ConeBufferGeometry
  18535. function ConeBufferGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  18536. CylinderBufferGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  18537. this.type = 'ConeBufferGeometry';
  18538. this.parameters = {
  18539. radius: radius,
  18540. height: height,
  18541. radialSegments: radialSegments,
  18542. heightSegments: heightSegments,
  18543. openEnded: openEnded,
  18544. thetaStart: thetaStart,
  18545. thetaLength: thetaLength
  18546. };
  18547. }
  18548. ConeBufferGeometry.prototype = Object.create( CylinderBufferGeometry.prototype );
  18549. ConeBufferGeometry.prototype.constructor = ConeBufferGeometry;
  18550. /**
  18551. * @author benaadams / https://twitter.com/ben_a_adams
  18552. * @author Mugen87 / https://github.com/Mugen87
  18553. * @author hughes
  18554. */
  18555. // CircleGeometry
  18556. function CircleGeometry( radius, segments, thetaStart, thetaLength ) {
  18557. Geometry.call( this );
  18558. this.type = 'CircleGeometry';
  18559. this.parameters = {
  18560. radius: radius,
  18561. segments: segments,
  18562. thetaStart: thetaStart,
  18563. thetaLength: thetaLength
  18564. };
  18565. this.fromBufferGeometry( new CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) );
  18566. this.mergeVertices();
  18567. }
  18568. CircleGeometry.prototype = Object.create( Geometry.prototype );
  18569. CircleGeometry.prototype.constructor = CircleGeometry;
  18570. // CircleBufferGeometry
  18571. function CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) {
  18572. BufferGeometry.call( this );
  18573. this.type = 'CircleBufferGeometry';
  18574. this.parameters = {
  18575. radius: radius,
  18576. segments: segments,
  18577. thetaStart: thetaStart,
  18578. thetaLength: thetaLength
  18579. };
  18580. radius = radius || 1;
  18581. segments = segments !== undefined ? Math.max( 3, segments ) : 8;
  18582. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  18583. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  18584. // buffers
  18585. var indices = [];
  18586. var vertices = [];
  18587. var normals = [];
  18588. var uvs = [];
  18589. // helper variables
  18590. var i, s;
  18591. var vertex = new Vector3();
  18592. var uv = new Vector2();
  18593. // center point
  18594. vertices.push( 0, 0, 0 );
  18595. normals.push( 0, 0, 1 );
  18596. uvs.push( 0.5, 0.5 );
  18597. for ( s = 0, i = 3; s <= segments; s ++, i += 3 ) {
  18598. var segment = thetaStart + s / segments * thetaLength;
  18599. // vertex
  18600. vertex.x = radius * Math.cos( segment );
  18601. vertex.y = radius * Math.sin( segment );
  18602. vertices.push( vertex.x, vertex.y, vertex.z );
  18603. // normal
  18604. normals.push( 0, 0, 1 );
  18605. // uvs
  18606. uv.x = ( vertices[ i ] / radius + 1 ) / 2;
  18607. uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;
  18608. uvs.push( uv.x, uv.y );
  18609. }
  18610. // indices
  18611. for ( i = 1; i <= segments; i ++ ) {
  18612. indices.push( i, i + 1, 0 );
  18613. }
  18614. // build geometry
  18615. this.setIndex( indices );
  18616. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18617. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18618. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18619. }
  18620. CircleBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18621. CircleBufferGeometry.prototype.constructor = CircleBufferGeometry;
  18622. var Geometries = /*#__PURE__*/Object.freeze({
  18623. WireframeGeometry: WireframeGeometry,
  18624. ParametricGeometry: ParametricGeometry,
  18625. ParametricBufferGeometry: ParametricBufferGeometry,
  18626. TetrahedronGeometry: TetrahedronGeometry,
  18627. TetrahedronBufferGeometry: TetrahedronBufferGeometry,
  18628. OctahedronGeometry: OctahedronGeometry,
  18629. OctahedronBufferGeometry: OctahedronBufferGeometry,
  18630. IcosahedronGeometry: IcosahedronGeometry,
  18631. IcosahedronBufferGeometry: IcosahedronBufferGeometry,
  18632. DodecahedronGeometry: DodecahedronGeometry,
  18633. DodecahedronBufferGeometry: DodecahedronBufferGeometry,
  18634. PolyhedronGeometry: PolyhedronGeometry,
  18635. PolyhedronBufferGeometry: PolyhedronBufferGeometry,
  18636. TubeGeometry: TubeGeometry,
  18637. TubeBufferGeometry: TubeBufferGeometry,
  18638. TorusKnotGeometry: TorusKnotGeometry,
  18639. TorusKnotBufferGeometry: TorusKnotBufferGeometry,
  18640. TorusGeometry: TorusGeometry,
  18641. TorusBufferGeometry: TorusBufferGeometry,
  18642. TextGeometry: TextGeometry,
  18643. TextBufferGeometry: TextBufferGeometry,
  18644. SphereGeometry: SphereGeometry,
  18645. SphereBufferGeometry: SphereBufferGeometry,
  18646. RingGeometry: RingGeometry,
  18647. RingBufferGeometry: RingBufferGeometry,
  18648. PlaneGeometry: PlaneGeometry,
  18649. PlaneBufferGeometry: PlaneBufferGeometry,
  18650. LatheGeometry: LatheGeometry,
  18651. LatheBufferGeometry: LatheBufferGeometry,
  18652. ShapeGeometry: ShapeGeometry,
  18653. ShapeBufferGeometry: ShapeBufferGeometry,
  18654. ExtrudeGeometry: ExtrudeGeometry,
  18655. ExtrudeBufferGeometry: ExtrudeBufferGeometry,
  18656. EdgesGeometry: EdgesGeometry,
  18657. ConeGeometry: ConeGeometry,
  18658. ConeBufferGeometry: ConeBufferGeometry,
  18659. CylinderGeometry: CylinderGeometry,
  18660. CylinderBufferGeometry: CylinderBufferGeometry,
  18661. CircleGeometry: CircleGeometry,
  18662. CircleBufferGeometry: CircleBufferGeometry,
  18663. BoxGeometry: BoxGeometry,
  18664. BoxBufferGeometry: BoxBufferGeometry
  18665. });
  18666. /**
  18667. * @author mrdoob / http://mrdoob.com/
  18668. *
  18669. * parameters = {
  18670. * color: <THREE.Color>
  18671. * }
  18672. */
  18673. function ShadowMaterial( parameters ) {
  18674. Material.call( this );
  18675. this.type = 'ShadowMaterial';
  18676. this.color = new Color( 0x000000 );
  18677. this.transparent = true;
  18678. this.setValues( parameters );
  18679. }
  18680. ShadowMaterial.prototype = Object.create( Material.prototype );
  18681. ShadowMaterial.prototype.constructor = ShadowMaterial;
  18682. ShadowMaterial.prototype.isShadowMaterial = true;
  18683. ShadowMaterial.prototype.copy = function ( source ) {
  18684. Material.prototype.copy.call( this, source );
  18685. this.color.copy( source.color );
  18686. return this;
  18687. };
  18688. /**
  18689. * @author mrdoob / http://mrdoob.com/
  18690. */
  18691. function RawShaderMaterial( parameters ) {
  18692. ShaderMaterial.call( this, parameters );
  18693. this.type = 'RawShaderMaterial';
  18694. }
  18695. RawShaderMaterial.prototype = Object.create( ShaderMaterial.prototype );
  18696. RawShaderMaterial.prototype.constructor = RawShaderMaterial;
  18697. RawShaderMaterial.prototype.isRawShaderMaterial = true;
  18698. /**
  18699. * @author WestLangley / http://github.com/WestLangley
  18700. *
  18701. * parameters = {
  18702. * color: <hex>,
  18703. * roughness: <float>,
  18704. * metalness: <float>,
  18705. * opacity: <float>,
  18706. *
  18707. * map: new THREE.Texture( <Image> ),
  18708. *
  18709. * lightMap: new THREE.Texture( <Image> ),
  18710. * lightMapIntensity: <float>
  18711. *
  18712. * aoMap: new THREE.Texture( <Image> ),
  18713. * aoMapIntensity: <float>
  18714. *
  18715. * emissive: <hex>,
  18716. * emissiveIntensity: <float>
  18717. * emissiveMap: new THREE.Texture( <Image> ),
  18718. *
  18719. * bumpMap: new THREE.Texture( <Image> ),
  18720. * bumpScale: <float>,
  18721. *
  18722. * normalMap: new THREE.Texture( <Image> ),
  18723. * normalMapType: THREE.TangentSpaceNormalMap,
  18724. * normalScale: <Vector2>,
  18725. *
  18726. * displacementMap: new THREE.Texture( <Image> ),
  18727. * displacementScale: <float>,
  18728. * displacementBias: <float>,
  18729. *
  18730. * roughnessMap: new THREE.Texture( <Image> ),
  18731. *
  18732. * metalnessMap: new THREE.Texture( <Image> ),
  18733. *
  18734. * alphaMap: new THREE.Texture( <Image> ),
  18735. *
  18736. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  18737. * envMapIntensity: <float>
  18738. *
  18739. * refractionRatio: <float>,
  18740. *
  18741. * wireframe: <boolean>,
  18742. * wireframeLinewidth: <float>,
  18743. *
  18744. * skinning: <bool>,
  18745. * morphTargets: <bool>,
  18746. * morphNormals: <bool>
  18747. * }
  18748. */
  18749. function MeshStandardMaterial( parameters ) {
  18750. Material.call( this );
  18751. this.defines = { 'STANDARD': '' };
  18752. this.type = 'MeshStandardMaterial';
  18753. this.color = new Color( 0xffffff ); // diffuse
  18754. this.roughness = 0.5;
  18755. this.metalness = 0.5;
  18756. this.map = null;
  18757. this.lightMap = null;
  18758. this.lightMapIntensity = 1.0;
  18759. this.aoMap = null;
  18760. this.aoMapIntensity = 1.0;
  18761. this.emissive = new Color( 0x000000 );
  18762. this.emissiveIntensity = 1.0;
  18763. this.emissiveMap = null;
  18764. this.bumpMap = null;
  18765. this.bumpScale = 1;
  18766. this.normalMap = null;
  18767. this.normalMapType = TangentSpaceNormalMap;
  18768. this.normalScale = new Vector2( 1, 1 );
  18769. this.displacementMap = null;
  18770. this.displacementScale = 1;
  18771. this.displacementBias = 0;
  18772. this.roughnessMap = null;
  18773. this.metalnessMap = null;
  18774. this.alphaMap = null;
  18775. this.envMap = null;
  18776. this.envMapIntensity = 1.0;
  18777. this.refractionRatio = 0.98;
  18778. this.wireframe = false;
  18779. this.wireframeLinewidth = 1;
  18780. this.wireframeLinecap = 'round';
  18781. this.wireframeLinejoin = 'round';
  18782. this.skinning = false;
  18783. this.morphTargets = false;
  18784. this.morphNormals = false;
  18785. this.setValues( parameters );
  18786. }
  18787. MeshStandardMaterial.prototype = Object.create( Material.prototype );
  18788. MeshStandardMaterial.prototype.constructor = MeshStandardMaterial;
  18789. MeshStandardMaterial.prototype.isMeshStandardMaterial = true;
  18790. MeshStandardMaterial.prototype.copy = function ( source ) {
  18791. Material.prototype.copy.call( this, source );
  18792. this.defines = { 'STANDARD': '' };
  18793. this.color.copy( source.color );
  18794. this.roughness = source.roughness;
  18795. this.metalness = source.metalness;
  18796. this.map = source.map;
  18797. this.lightMap = source.lightMap;
  18798. this.lightMapIntensity = source.lightMapIntensity;
  18799. this.aoMap = source.aoMap;
  18800. this.aoMapIntensity = source.aoMapIntensity;
  18801. this.emissive.copy( source.emissive );
  18802. this.emissiveMap = source.emissiveMap;
  18803. this.emissiveIntensity = source.emissiveIntensity;
  18804. this.bumpMap = source.bumpMap;
  18805. this.bumpScale = source.bumpScale;
  18806. this.normalMap = source.normalMap;
  18807. this.normalMapType = source.normalMapType;
  18808. this.normalScale.copy( source.normalScale );
  18809. this.displacementMap = source.displacementMap;
  18810. this.displacementScale = source.displacementScale;
  18811. this.displacementBias = source.displacementBias;
  18812. this.roughnessMap = source.roughnessMap;
  18813. this.metalnessMap = source.metalnessMap;
  18814. this.alphaMap = source.alphaMap;
  18815. this.envMap = source.envMap;
  18816. this.envMapIntensity = source.envMapIntensity;
  18817. this.refractionRatio = source.refractionRatio;
  18818. this.wireframe = source.wireframe;
  18819. this.wireframeLinewidth = source.wireframeLinewidth;
  18820. this.wireframeLinecap = source.wireframeLinecap;
  18821. this.wireframeLinejoin = source.wireframeLinejoin;
  18822. this.skinning = source.skinning;
  18823. this.morphTargets = source.morphTargets;
  18824. this.morphNormals = source.morphNormals;
  18825. return this;
  18826. };
  18827. /**
  18828. * @author WestLangley / http://github.com/WestLangley
  18829. *
  18830. * parameters = {
  18831. * reflectivity: <float>
  18832. * clearCoat: <float>
  18833. * clearCoatRoughness: <float>
  18834. * }
  18835. */
  18836. function MeshPhysicalMaterial( parameters ) {
  18837. MeshStandardMaterial.call( this );
  18838. this.defines = { 'PHYSICAL': '' };
  18839. this.type = 'MeshPhysicalMaterial';
  18840. this.reflectivity = 0.5; // maps to F0 = 0.04
  18841. this.clearCoat = 0.0;
  18842. this.clearCoatRoughness = 0.0;
  18843. this.setValues( parameters );
  18844. }
  18845. MeshPhysicalMaterial.prototype = Object.create( MeshStandardMaterial.prototype );
  18846. MeshPhysicalMaterial.prototype.constructor = MeshPhysicalMaterial;
  18847. MeshPhysicalMaterial.prototype.isMeshPhysicalMaterial = true;
  18848. MeshPhysicalMaterial.prototype.copy = function ( source ) {
  18849. MeshStandardMaterial.prototype.copy.call( this, source );
  18850. this.defines = { 'PHYSICAL': '' };
  18851. this.reflectivity = source.reflectivity;
  18852. this.clearCoat = source.clearCoat;
  18853. this.clearCoatRoughness = source.clearCoatRoughness;
  18854. return this;
  18855. };
  18856. /**
  18857. * @author mrdoob / http://mrdoob.com/
  18858. * @author alteredq / http://alteredqualia.com/
  18859. *
  18860. * parameters = {
  18861. * color: <hex>,
  18862. * specular: <hex>,
  18863. * shininess: <float>,
  18864. * opacity: <float>,
  18865. *
  18866. * map: new THREE.Texture( <Image> ),
  18867. *
  18868. * lightMap: new THREE.Texture( <Image> ),
  18869. * lightMapIntensity: <float>
  18870. *
  18871. * aoMap: new THREE.Texture( <Image> ),
  18872. * aoMapIntensity: <float>
  18873. *
  18874. * emissive: <hex>,
  18875. * emissiveIntensity: <float>
  18876. * emissiveMap: new THREE.Texture( <Image> ),
  18877. *
  18878. * bumpMap: new THREE.Texture( <Image> ),
  18879. * bumpScale: <float>,
  18880. *
  18881. * normalMap: new THREE.Texture( <Image> ),
  18882. * normalMapType: THREE.TangentSpaceNormalMap,
  18883. * normalScale: <Vector2>,
  18884. *
  18885. * displacementMap: new THREE.Texture( <Image> ),
  18886. * displacementScale: <float>,
  18887. * displacementBias: <float>,
  18888. *
  18889. * specularMap: new THREE.Texture( <Image> ),
  18890. *
  18891. * alphaMap: new THREE.Texture( <Image> ),
  18892. *
  18893. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  18894. * combine: THREE.Multiply,
  18895. * reflectivity: <float>,
  18896. * refractionRatio: <float>,
  18897. *
  18898. * wireframe: <boolean>,
  18899. * wireframeLinewidth: <float>,
  18900. *
  18901. * skinning: <bool>,
  18902. * morphTargets: <bool>,
  18903. * morphNormals: <bool>
  18904. * }
  18905. */
  18906. function MeshPhongMaterial( parameters ) {
  18907. Material.call( this );
  18908. this.type = 'MeshPhongMaterial';
  18909. this.color = new Color( 0xffffff ); // diffuse
  18910. this.specular = new Color( 0x111111 );
  18911. this.shininess = 30;
  18912. this.map = null;
  18913. this.lightMap = null;
  18914. this.lightMapIntensity = 1.0;
  18915. this.aoMap = null;
  18916. this.aoMapIntensity = 1.0;
  18917. this.emissive = new Color( 0x000000 );
  18918. this.emissiveIntensity = 1.0;
  18919. this.emissiveMap = null;
  18920. this.bumpMap = null;
  18921. this.bumpScale = 1;
  18922. this.normalMap = null;
  18923. this.normalMapType = TangentSpaceNormalMap;
  18924. this.normalScale = new Vector2( 1, 1 );
  18925. this.displacementMap = null;
  18926. this.displacementScale = 1;
  18927. this.displacementBias = 0;
  18928. this.specularMap = null;
  18929. this.alphaMap = null;
  18930. this.envMap = null;
  18931. this.combine = MultiplyOperation;
  18932. this.reflectivity = 1;
  18933. this.refractionRatio = 0.98;
  18934. this.wireframe = false;
  18935. this.wireframeLinewidth = 1;
  18936. this.wireframeLinecap = 'round';
  18937. this.wireframeLinejoin = 'round';
  18938. this.skinning = false;
  18939. this.morphTargets = false;
  18940. this.morphNormals = false;
  18941. this.setValues( parameters );
  18942. }
  18943. MeshPhongMaterial.prototype = Object.create( Material.prototype );
  18944. MeshPhongMaterial.prototype.constructor = MeshPhongMaterial;
  18945. MeshPhongMaterial.prototype.isMeshPhongMaterial = true;
  18946. MeshPhongMaterial.prototype.copy = function ( source ) {
  18947. Material.prototype.copy.call( this, source );
  18948. this.color.copy( source.color );
  18949. this.specular.copy( source.specular );
  18950. this.shininess = source.shininess;
  18951. this.map = source.map;
  18952. this.lightMap = source.lightMap;
  18953. this.lightMapIntensity = source.lightMapIntensity;
  18954. this.aoMap = source.aoMap;
  18955. this.aoMapIntensity = source.aoMapIntensity;
  18956. this.emissive.copy( source.emissive );
  18957. this.emissiveMap = source.emissiveMap;
  18958. this.emissiveIntensity = source.emissiveIntensity;
  18959. this.bumpMap = source.bumpMap;
  18960. this.bumpScale = source.bumpScale;
  18961. this.normalMap = source.normalMap;
  18962. this.normalMapType = source.normalMapType;
  18963. this.normalScale.copy( source.normalScale );
  18964. this.displacementMap = source.displacementMap;
  18965. this.displacementScale = source.displacementScale;
  18966. this.displacementBias = source.displacementBias;
  18967. this.specularMap = source.specularMap;
  18968. this.alphaMap = source.alphaMap;
  18969. this.envMap = source.envMap;
  18970. this.combine = source.combine;
  18971. this.reflectivity = source.reflectivity;
  18972. this.refractionRatio = source.refractionRatio;
  18973. this.wireframe = source.wireframe;
  18974. this.wireframeLinewidth = source.wireframeLinewidth;
  18975. this.wireframeLinecap = source.wireframeLinecap;
  18976. this.wireframeLinejoin = source.wireframeLinejoin;
  18977. this.skinning = source.skinning;
  18978. this.morphTargets = source.morphTargets;
  18979. this.morphNormals = source.morphNormals;
  18980. return this;
  18981. };
  18982. /**
  18983. * @author takahirox / http://github.com/takahirox
  18984. *
  18985. * parameters = {
  18986. * gradientMap: new THREE.Texture( <Image> )
  18987. * }
  18988. */
  18989. function MeshToonMaterial( parameters ) {
  18990. MeshPhongMaterial.call( this );
  18991. this.defines = { 'TOON': '' };
  18992. this.type = 'MeshToonMaterial';
  18993. this.gradientMap = null;
  18994. this.setValues( parameters );
  18995. }
  18996. MeshToonMaterial.prototype = Object.create( MeshPhongMaterial.prototype );
  18997. MeshToonMaterial.prototype.constructor = MeshToonMaterial;
  18998. MeshToonMaterial.prototype.isMeshToonMaterial = true;
  18999. MeshToonMaterial.prototype.copy = function ( source ) {
  19000. MeshPhongMaterial.prototype.copy.call( this, source );
  19001. this.gradientMap = source.gradientMap;
  19002. return this;
  19003. };
  19004. /**
  19005. * @author mrdoob / http://mrdoob.com/
  19006. * @author WestLangley / http://github.com/WestLangley
  19007. *
  19008. * parameters = {
  19009. * opacity: <float>,
  19010. *
  19011. * bumpMap: new THREE.Texture( <Image> ),
  19012. * bumpScale: <float>,
  19013. *
  19014. * normalMap: new THREE.Texture( <Image> ),
  19015. * normalMapType: THREE.TangentSpaceNormalMap,
  19016. * normalScale: <Vector2>,
  19017. *
  19018. * displacementMap: new THREE.Texture( <Image> ),
  19019. * displacementScale: <float>,
  19020. * displacementBias: <float>,
  19021. *
  19022. * wireframe: <boolean>,
  19023. * wireframeLinewidth: <float>
  19024. *
  19025. * skinning: <bool>,
  19026. * morphTargets: <bool>,
  19027. * morphNormals: <bool>
  19028. * }
  19029. */
  19030. function MeshNormalMaterial( parameters ) {
  19031. Material.call( this );
  19032. this.type = 'MeshNormalMaterial';
  19033. this.bumpMap = null;
  19034. this.bumpScale = 1;
  19035. this.normalMap = null;
  19036. this.normalMapType = TangentSpaceNormalMap;
  19037. this.normalScale = new Vector2( 1, 1 );
  19038. this.displacementMap = null;
  19039. this.displacementScale = 1;
  19040. this.displacementBias = 0;
  19041. this.wireframe = false;
  19042. this.wireframeLinewidth = 1;
  19043. this.fog = false;
  19044. this.lights = false;
  19045. this.skinning = false;
  19046. this.morphTargets = false;
  19047. this.morphNormals = false;
  19048. this.setValues( parameters );
  19049. }
  19050. MeshNormalMaterial.prototype = Object.create( Material.prototype );
  19051. MeshNormalMaterial.prototype.constructor = MeshNormalMaterial;
  19052. MeshNormalMaterial.prototype.isMeshNormalMaterial = true;
  19053. MeshNormalMaterial.prototype.copy = function ( source ) {
  19054. Material.prototype.copy.call( this, source );
  19055. this.bumpMap = source.bumpMap;
  19056. this.bumpScale = source.bumpScale;
  19057. this.normalMap = source.normalMap;
  19058. this.normalMapType = source.normalMapType;
  19059. this.normalScale.copy( source.normalScale );
  19060. this.displacementMap = source.displacementMap;
  19061. this.displacementScale = source.displacementScale;
  19062. this.displacementBias = source.displacementBias;
  19063. this.wireframe = source.wireframe;
  19064. this.wireframeLinewidth = source.wireframeLinewidth;
  19065. this.skinning = source.skinning;
  19066. this.morphTargets = source.morphTargets;
  19067. this.morphNormals = source.morphNormals;
  19068. return this;
  19069. };
  19070. /**
  19071. * @author mrdoob / http://mrdoob.com/
  19072. * @author alteredq / http://alteredqualia.com/
  19073. *
  19074. * parameters = {
  19075. * color: <hex>,
  19076. * opacity: <float>,
  19077. *
  19078. * map: new THREE.Texture( <Image> ),
  19079. *
  19080. * lightMap: new THREE.Texture( <Image> ),
  19081. * lightMapIntensity: <float>
  19082. *
  19083. * aoMap: new THREE.Texture( <Image> ),
  19084. * aoMapIntensity: <float>
  19085. *
  19086. * emissive: <hex>,
  19087. * emissiveIntensity: <float>
  19088. * emissiveMap: new THREE.Texture( <Image> ),
  19089. *
  19090. * specularMap: new THREE.Texture( <Image> ),
  19091. *
  19092. * alphaMap: new THREE.Texture( <Image> ),
  19093. *
  19094. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  19095. * combine: THREE.Multiply,
  19096. * reflectivity: <float>,
  19097. * refractionRatio: <float>,
  19098. *
  19099. * wireframe: <boolean>,
  19100. * wireframeLinewidth: <float>,
  19101. *
  19102. * skinning: <bool>,
  19103. * morphTargets: <bool>,
  19104. * morphNormals: <bool>
  19105. * }
  19106. */
  19107. function MeshLambertMaterial( parameters ) {
  19108. Material.call( this );
  19109. this.type = 'MeshLambertMaterial';
  19110. this.color = new Color( 0xffffff ); // diffuse
  19111. this.map = null;
  19112. this.lightMap = null;
  19113. this.lightMapIntensity = 1.0;
  19114. this.aoMap = null;
  19115. this.aoMapIntensity = 1.0;
  19116. this.emissive = new Color( 0x000000 );
  19117. this.emissiveIntensity = 1.0;
  19118. this.emissiveMap = null;
  19119. this.specularMap = null;
  19120. this.alphaMap = null;
  19121. this.envMap = null;
  19122. this.combine = MultiplyOperation;
  19123. this.reflectivity = 1;
  19124. this.refractionRatio = 0.98;
  19125. this.wireframe = false;
  19126. this.wireframeLinewidth = 1;
  19127. this.wireframeLinecap = 'round';
  19128. this.wireframeLinejoin = 'round';
  19129. this.skinning = false;
  19130. this.morphTargets = false;
  19131. this.morphNormals = false;
  19132. this.setValues( parameters );
  19133. }
  19134. MeshLambertMaterial.prototype = Object.create( Material.prototype );
  19135. MeshLambertMaterial.prototype.constructor = MeshLambertMaterial;
  19136. MeshLambertMaterial.prototype.isMeshLambertMaterial = true;
  19137. MeshLambertMaterial.prototype.copy = function ( source ) {
  19138. Material.prototype.copy.call( this, source );
  19139. this.color.copy( source.color );
  19140. this.map = source.map;
  19141. this.lightMap = source.lightMap;
  19142. this.lightMapIntensity = source.lightMapIntensity;
  19143. this.aoMap = source.aoMap;
  19144. this.aoMapIntensity = source.aoMapIntensity;
  19145. this.emissive.copy( source.emissive );
  19146. this.emissiveMap = source.emissiveMap;
  19147. this.emissiveIntensity = source.emissiveIntensity;
  19148. this.specularMap = source.specularMap;
  19149. this.alphaMap = source.alphaMap;
  19150. this.envMap = source.envMap;
  19151. this.combine = source.combine;
  19152. this.reflectivity = source.reflectivity;
  19153. this.refractionRatio = source.refractionRatio;
  19154. this.wireframe = source.wireframe;
  19155. this.wireframeLinewidth = source.wireframeLinewidth;
  19156. this.wireframeLinecap = source.wireframeLinecap;
  19157. this.wireframeLinejoin = source.wireframeLinejoin;
  19158. this.skinning = source.skinning;
  19159. this.morphTargets = source.morphTargets;
  19160. this.morphNormals = source.morphNormals;
  19161. return this;
  19162. };
  19163. /**
  19164. * @author WestLangley / http://github.com/WestLangley
  19165. *
  19166. * parameters = {
  19167. * color: <hex>,
  19168. * opacity: <float>,
  19169. *
  19170. * matcap: new THREE.Texture( <Image> ),
  19171. *
  19172. * map: new THREE.Texture( <Image> ),
  19173. *
  19174. * bumpMap: new THREE.Texture( <Image> ),
  19175. * bumpScale: <float>,
  19176. *
  19177. * normalMap: new THREE.Texture( <Image> ),
  19178. * normalMapType: THREE.TangentSpaceNormalMap,
  19179. * normalScale: <Vector2>,
  19180. *
  19181. * displacementMap: new THREE.Texture( <Image> ),
  19182. * displacementScale: <float>,
  19183. * displacementBias: <float>,
  19184. *
  19185. * alphaMap: new THREE.Texture( <Image> ),
  19186. *
  19187. * skinning: <bool>,
  19188. * morphTargets: <bool>,
  19189. * morphNormals: <bool>
  19190. * }
  19191. */
  19192. function MeshMatcapMaterial( parameters ) {
  19193. Material.call( this );
  19194. this.defines = { 'MATCAP': '' };
  19195. this.type = 'MeshMatcapMaterial';
  19196. this.color = new Color( 0xffffff ); // diffuse
  19197. this.matcap = null;
  19198. this.map = null;
  19199. this.bumpMap = null;
  19200. this.bumpScale = 1;
  19201. this.normalMap = null;
  19202. this.normalMapType = TangentSpaceNormalMap;
  19203. this.normalScale = new Vector2( 1, 1 );
  19204. this.displacementMap = null;
  19205. this.displacementScale = 1;
  19206. this.displacementBias = 0;
  19207. this.alphaMap = null;
  19208. this.skinning = false;
  19209. this.morphTargets = false;
  19210. this.morphNormals = false;
  19211. this.lights = false;
  19212. this.setValues( parameters );
  19213. }
  19214. MeshMatcapMaterial.prototype = Object.create( Material.prototype );
  19215. MeshMatcapMaterial.prototype.constructor = MeshMatcapMaterial;
  19216. MeshMatcapMaterial.prototype.isMeshMatcapMaterial = true;
  19217. MeshMatcapMaterial.prototype.copy = function ( source ) {
  19218. Material.prototype.copy.call( this, source );
  19219. this.defines = { 'MATCAP': '' };
  19220. this.color.copy( source.color );
  19221. this.matcap = source.matcap;
  19222. this.map = source.map;
  19223. this.bumpMap = source.bumpMap;
  19224. this.bumpScale = source.bumpScale;
  19225. this.normalMap = source.normalMap;
  19226. this.normalMapType = source.normalMapType;
  19227. this.normalScale.copy( source.normalScale );
  19228. this.displacementMap = source.displacementMap;
  19229. this.displacementScale = source.displacementScale;
  19230. this.displacementBias = source.displacementBias;
  19231. this.alphaMap = source.alphaMap;
  19232. this.skinning = source.skinning;
  19233. this.morphTargets = source.morphTargets;
  19234. this.morphNormals = source.morphNormals;
  19235. return this;
  19236. };
  19237. /**
  19238. * @author alteredq / http://alteredqualia.com/
  19239. *
  19240. * parameters = {
  19241. * color: <hex>,
  19242. * opacity: <float>,
  19243. *
  19244. * linewidth: <float>,
  19245. *
  19246. * scale: <float>,
  19247. * dashSize: <float>,
  19248. * gapSize: <float>
  19249. * }
  19250. */
  19251. function LineDashedMaterial( parameters ) {
  19252. LineBasicMaterial.call( this );
  19253. this.type = 'LineDashedMaterial';
  19254. this.scale = 1;
  19255. this.dashSize = 3;
  19256. this.gapSize = 1;
  19257. this.setValues( parameters );
  19258. }
  19259. LineDashedMaterial.prototype = Object.create( LineBasicMaterial.prototype );
  19260. LineDashedMaterial.prototype.constructor = LineDashedMaterial;
  19261. LineDashedMaterial.prototype.isLineDashedMaterial = true;
  19262. LineDashedMaterial.prototype.copy = function ( source ) {
  19263. LineBasicMaterial.prototype.copy.call( this, source );
  19264. this.scale = source.scale;
  19265. this.dashSize = source.dashSize;
  19266. this.gapSize = source.gapSize;
  19267. return this;
  19268. };
  19269. var Materials = /*#__PURE__*/Object.freeze({
  19270. ShadowMaterial: ShadowMaterial,
  19271. SpriteMaterial: SpriteMaterial,
  19272. RawShaderMaterial: RawShaderMaterial,
  19273. ShaderMaterial: ShaderMaterial,
  19274. PointsMaterial: PointsMaterial,
  19275. MeshPhysicalMaterial: MeshPhysicalMaterial,
  19276. MeshStandardMaterial: MeshStandardMaterial,
  19277. MeshPhongMaterial: MeshPhongMaterial,
  19278. MeshToonMaterial: MeshToonMaterial,
  19279. MeshNormalMaterial: MeshNormalMaterial,
  19280. MeshLambertMaterial: MeshLambertMaterial,
  19281. MeshDepthMaterial: MeshDepthMaterial,
  19282. MeshDistanceMaterial: MeshDistanceMaterial,
  19283. MeshBasicMaterial: MeshBasicMaterial,
  19284. MeshMatcapMaterial: MeshMatcapMaterial,
  19285. LineDashedMaterial: LineDashedMaterial,
  19286. LineBasicMaterial: LineBasicMaterial,
  19287. Material: Material
  19288. });
  19289. /**
  19290. * @author tschw
  19291. * @author Ben Houston / http://clara.io/
  19292. * @author David Sarno / http://lighthaus.us/
  19293. */
  19294. var AnimationUtils = {
  19295. // same as Array.prototype.slice, but also works on typed arrays
  19296. arraySlice: function ( array, from, to ) {
  19297. if ( AnimationUtils.isTypedArray( array ) ) {
  19298. // in ios9 array.subarray(from, undefined) will return empty array
  19299. // but array.subarray(from) or array.subarray(from, len) is correct
  19300. return new array.constructor( array.subarray( from, to !== undefined ? to : array.length ) );
  19301. }
  19302. return array.slice( from, to );
  19303. },
  19304. // converts an array to a specific type
  19305. convertArray: function ( array, type, forceClone ) {
  19306. if ( ! array || // let 'undefined' and 'null' pass
  19307. ! forceClone && array.constructor === type ) return array;
  19308. if ( typeof type.BYTES_PER_ELEMENT === 'number' ) {
  19309. return new type( array ); // create typed array
  19310. }
  19311. return Array.prototype.slice.call( array ); // create Array
  19312. },
  19313. isTypedArray: function ( object ) {
  19314. return ArrayBuffer.isView( object ) &&
  19315. ! ( object instanceof DataView );
  19316. },
  19317. // returns an array by which times and values can be sorted
  19318. getKeyframeOrder: function ( times ) {
  19319. function compareTime( i, j ) {
  19320. return times[ i ] - times[ j ];
  19321. }
  19322. var n = times.length;
  19323. var result = new Array( n );
  19324. for ( var i = 0; i !== n; ++ i ) result[ i ] = i;
  19325. result.sort( compareTime );
  19326. return result;
  19327. },
  19328. // uses the array previously returned by 'getKeyframeOrder' to sort data
  19329. sortedArray: function ( values, stride, order ) {
  19330. var nValues = values.length;
  19331. var result = new values.constructor( nValues );
  19332. for ( var i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {
  19333. var srcOffset = order[ i ] * stride;
  19334. for ( var j = 0; j !== stride; ++ j ) {
  19335. result[ dstOffset ++ ] = values[ srcOffset + j ];
  19336. }
  19337. }
  19338. return result;
  19339. },
  19340. // function for parsing AOS keyframe formats
  19341. flattenJSON: function ( jsonKeys, times, values, valuePropertyName ) {
  19342. var i = 1, key = jsonKeys[ 0 ];
  19343. while ( key !== undefined && key[ valuePropertyName ] === undefined ) {
  19344. key = jsonKeys[ i ++ ];
  19345. }
  19346. if ( key === undefined ) return; // no data
  19347. var value = key[ valuePropertyName ];
  19348. if ( value === undefined ) return; // no data
  19349. if ( Array.isArray( value ) ) {
  19350. do {
  19351. value = key[ valuePropertyName ];
  19352. if ( value !== undefined ) {
  19353. times.push( key.time );
  19354. values.push.apply( values, value ); // push all elements
  19355. }
  19356. key = jsonKeys[ i ++ ];
  19357. } while ( key !== undefined );
  19358. } else if ( value.toArray !== undefined ) {
  19359. // ...assume THREE.Math-ish
  19360. do {
  19361. value = key[ valuePropertyName ];
  19362. if ( value !== undefined ) {
  19363. times.push( key.time );
  19364. value.toArray( values, values.length );
  19365. }
  19366. key = jsonKeys[ i ++ ];
  19367. } while ( key !== undefined );
  19368. } else {
  19369. // otherwise push as-is
  19370. do {
  19371. value = key[ valuePropertyName ];
  19372. if ( value !== undefined ) {
  19373. times.push( key.time );
  19374. values.push( value );
  19375. }
  19376. key = jsonKeys[ i ++ ];
  19377. } while ( key !== undefined );
  19378. }
  19379. }
  19380. };
  19381. /**
  19382. * Abstract base class of interpolants over parametric samples.
  19383. *
  19384. * The parameter domain is one dimensional, typically the time or a path
  19385. * along a curve defined by the data.
  19386. *
  19387. * The sample values can have any dimensionality and derived classes may
  19388. * apply special interpretations to the data.
  19389. *
  19390. * This class provides the interval seek in a Template Method, deferring
  19391. * the actual interpolation to derived classes.
  19392. *
  19393. * Time complexity is O(1) for linear access crossing at most two points
  19394. * and O(log N) for random access, where N is the number of positions.
  19395. *
  19396. * References:
  19397. *
  19398. * http://www.oodesign.com/template-method-pattern.html
  19399. *
  19400. * @author tschw
  19401. */
  19402. function Interpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  19403. this.parameterPositions = parameterPositions;
  19404. this._cachedIndex = 0;
  19405. this.resultBuffer = resultBuffer !== undefined ?
  19406. resultBuffer : new sampleValues.constructor( sampleSize );
  19407. this.sampleValues = sampleValues;
  19408. this.valueSize = sampleSize;
  19409. }
  19410. Object.assign( Interpolant.prototype, {
  19411. evaluate: function ( t ) {
  19412. var pp = this.parameterPositions,
  19413. i1 = this._cachedIndex,
  19414. t1 = pp[ i1 ],
  19415. t0 = pp[ i1 - 1 ];
  19416. validate_interval: {
  19417. seek: {
  19418. var right;
  19419. linear_scan: {
  19420. //- See http://jsperf.com/comparison-to-undefined/3
  19421. //- slower code:
  19422. //-
  19423. //- if ( t >= t1 || t1 === undefined ) {
  19424. forward_scan: if ( ! ( t < t1 ) ) {
  19425. for ( var giveUpAt = i1 + 2; ; ) {
  19426. if ( t1 === undefined ) {
  19427. if ( t < t0 ) break forward_scan;
  19428. // after end
  19429. i1 = pp.length;
  19430. this._cachedIndex = i1;
  19431. return this.afterEnd_( i1 - 1, t, t0 );
  19432. }
  19433. if ( i1 === giveUpAt ) break; // this loop
  19434. t0 = t1;
  19435. t1 = pp[ ++ i1 ];
  19436. if ( t < t1 ) {
  19437. // we have arrived at the sought interval
  19438. break seek;
  19439. }
  19440. }
  19441. // prepare binary search on the right side of the index
  19442. right = pp.length;
  19443. break linear_scan;
  19444. }
  19445. //- slower code:
  19446. //- if ( t < t0 || t0 === undefined ) {
  19447. if ( ! ( t >= t0 ) ) {
  19448. // looping?
  19449. var t1global = pp[ 1 ];
  19450. if ( t < t1global ) {
  19451. i1 = 2; // + 1, using the scan for the details
  19452. t0 = t1global;
  19453. }
  19454. // linear reverse scan
  19455. for ( var giveUpAt = i1 - 2; ; ) {
  19456. if ( t0 === undefined ) {
  19457. // before start
  19458. this._cachedIndex = 0;
  19459. return this.beforeStart_( 0, t, t1 );
  19460. }
  19461. if ( i1 === giveUpAt ) break; // this loop
  19462. t1 = t0;
  19463. t0 = pp[ -- i1 - 1 ];
  19464. if ( t >= t0 ) {
  19465. // we have arrived at the sought interval
  19466. break seek;
  19467. }
  19468. }
  19469. // prepare binary search on the left side of the index
  19470. right = i1;
  19471. i1 = 0;
  19472. break linear_scan;
  19473. }
  19474. // the interval is valid
  19475. break validate_interval;
  19476. } // linear scan
  19477. // binary search
  19478. while ( i1 < right ) {
  19479. var mid = ( i1 + right ) >>> 1;
  19480. if ( t < pp[ mid ] ) {
  19481. right = mid;
  19482. } else {
  19483. i1 = mid + 1;
  19484. }
  19485. }
  19486. t1 = pp[ i1 ];
  19487. t0 = pp[ i1 - 1 ];
  19488. // check boundary cases, again
  19489. if ( t0 === undefined ) {
  19490. this._cachedIndex = 0;
  19491. return this.beforeStart_( 0, t, t1 );
  19492. }
  19493. if ( t1 === undefined ) {
  19494. i1 = pp.length;
  19495. this._cachedIndex = i1;
  19496. return this.afterEnd_( i1 - 1, t0, t );
  19497. }
  19498. } // seek
  19499. this._cachedIndex = i1;
  19500. this.intervalChanged_( i1, t0, t1 );
  19501. } // validate_interval
  19502. return this.interpolate_( i1, t0, t, t1 );
  19503. },
  19504. settings: null, // optional, subclass-specific settings structure
  19505. // Note: The indirection allows central control of many interpolants.
  19506. // --- Protected interface
  19507. DefaultSettings_: {},
  19508. getSettings_: function () {
  19509. return this.settings || this.DefaultSettings_;
  19510. },
  19511. copySampleValue_: function ( index ) {
  19512. // copies a sample value to the result buffer
  19513. var result = this.resultBuffer,
  19514. values = this.sampleValues,
  19515. stride = this.valueSize,
  19516. offset = index * stride;
  19517. for ( var i = 0; i !== stride; ++ i ) {
  19518. result[ i ] = values[ offset + i ];
  19519. }
  19520. return result;
  19521. },
  19522. // Template methods for derived classes:
  19523. interpolate_: function ( /* i1, t0, t, t1 */ ) {
  19524. throw new Error( 'call to abstract method' );
  19525. // implementations shall return this.resultBuffer
  19526. },
  19527. intervalChanged_: function ( /* i1, t0, t1 */ ) {
  19528. // empty
  19529. }
  19530. } );
  19531. //!\ DECLARE ALIAS AFTER assign prototype !
  19532. Object.assign( Interpolant.prototype, {
  19533. //( 0, t, t0 ), returns this.resultBuffer
  19534. beforeStart_: Interpolant.prototype.copySampleValue_,
  19535. //( N-1, tN-1, t ), returns this.resultBuffer
  19536. afterEnd_: Interpolant.prototype.copySampleValue_,
  19537. } );
  19538. /**
  19539. * Fast and simple cubic spline interpolant.
  19540. *
  19541. * It was derived from a Hermitian construction setting the first derivative
  19542. * at each sample position to the linear slope between neighboring positions
  19543. * over their parameter interval.
  19544. *
  19545. * @author tschw
  19546. */
  19547. function CubicInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  19548. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  19549. this._weightPrev = - 0;
  19550. this._offsetPrev = - 0;
  19551. this._weightNext = - 0;
  19552. this._offsetNext = - 0;
  19553. }
  19554. CubicInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  19555. constructor: CubicInterpolant,
  19556. DefaultSettings_: {
  19557. endingStart: ZeroCurvatureEnding,
  19558. endingEnd: ZeroCurvatureEnding
  19559. },
  19560. intervalChanged_: function ( i1, t0, t1 ) {
  19561. var pp = this.parameterPositions,
  19562. iPrev = i1 - 2,
  19563. iNext = i1 + 1,
  19564. tPrev = pp[ iPrev ],
  19565. tNext = pp[ iNext ];
  19566. if ( tPrev === undefined ) {
  19567. switch ( this.getSettings_().endingStart ) {
  19568. case ZeroSlopeEnding:
  19569. // f'(t0) = 0
  19570. iPrev = i1;
  19571. tPrev = 2 * t0 - t1;
  19572. break;
  19573. case WrapAroundEnding:
  19574. // use the other end of the curve
  19575. iPrev = pp.length - 2;
  19576. tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];
  19577. break;
  19578. default: // ZeroCurvatureEnding
  19579. // f''(t0) = 0 a.k.a. Natural Spline
  19580. iPrev = i1;
  19581. tPrev = t1;
  19582. }
  19583. }
  19584. if ( tNext === undefined ) {
  19585. switch ( this.getSettings_().endingEnd ) {
  19586. case ZeroSlopeEnding:
  19587. // f'(tN) = 0
  19588. iNext = i1;
  19589. tNext = 2 * t1 - t0;
  19590. break;
  19591. case WrapAroundEnding:
  19592. // use the other end of the curve
  19593. iNext = 1;
  19594. tNext = t1 + pp[ 1 ] - pp[ 0 ];
  19595. break;
  19596. default: // ZeroCurvatureEnding
  19597. // f''(tN) = 0, a.k.a. Natural Spline
  19598. iNext = i1 - 1;
  19599. tNext = t0;
  19600. }
  19601. }
  19602. var halfDt = ( t1 - t0 ) * 0.5,
  19603. stride = this.valueSize;
  19604. this._weightPrev = halfDt / ( t0 - tPrev );
  19605. this._weightNext = halfDt / ( tNext - t1 );
  19606. this._offsetPrev = iPrev * stride;
  19607. this._offsetNext = iNext * stride;
  19608. },
  19609. interpolate_: function ( i1, t0, t, t1 ) {
  19610. var result = this.resultBuffer,
  19611. values = this.sampleValues,
  19612. stride = this.valueSize,
  19613. o1 = i1 * stride, o0 = o1 - stride,
  19614. oP = this._offsetPrev, oN = this._offsetNext,
  19615. wP = this._weightPrev, wN = this._weightNext,
  19616. p = ( t - t0 ) / ( t1 - t0 ),
  19617. pp = p * p,
  19618. ppp = pp * p;
  19619. // evaluate polynomials
  19620. var sP = - wP * ppp + 2 * wP * pp - wP * p;
  19621. var s0 = ( 1 + wP ) * ppp + ( - 1.5 - 2 * wP ) * pp + ( - 0.5 + wP ) * p + 1;
  19622. var s1 = ( - 1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;
  19623. var sN = wN * ppp - wN * pp;
  19624. // combine data linearly
  19625. for ( var i = 0; i !== stride; ++ i ) {
  19626. result[ i ] =
  19627. sP * values[ oP + i ] +
  19628. s0 * values[ o0 + i ] +
  19629. s1 * values[ o1 + i ] +
  19630. sN * values[ oN + i ];
  19631. }
  19632. return result;
  19633. }
  19634. } );
  19635. /**
  19636. * @author tschw
  19637. */
  19638. function LinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  19639. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  19640. }
  19641. LinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  19642. constructor: LinearInterpolant,
  19643. interpolate_: function ( i1, t0, t, t1 ) {
  19644. var result = this.resultBuffer,
  19645. values = this.sampleValues,
  19646. stride = this.valueSize,
  19647. offset1 = i1 * stride,
  19648. offset0 = offset1 - stride,
  19649. weight1 = ( t - t0 ) / ( t1 - t0 ),
  19650. weight0 = 1 - weight1;
  19651. for ( var i = 0; i !== stride; ++ i ) {
  19652. result[ i ] =
  19653. values[ offset0 + i ] * weight0 +
  19654. values[ offset1 + i ] * weight1;
  19655. }
  19656. return result;
  19657. }
  19658. } );
  19659. /**
  19660. *
  19661. * Interpolant that evaluates to the sample value at the position preceeding
  19662. * the parameter.
  19663. *
  19664. * @author tschw
  19665. */
  19666. function DiscreteInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  19667. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  19668. }
  19669. DiscreteInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  19670. constructor: DiscreteInterpolant,
  19671. interpolate_: function ( i1 /*, t0, t, t1 */ ) {
  19672. return this.copySampleValue_( i1 - 1 );
  19673. }
  19674. } );
  19675. /**
  19676. *
  19677. * A timed sequence of keyframes for a specific property.
  19678. *
  19679. *
  19680. * @author Ben Houston / http://clara.io/
  19681. * @author David Sarno / http://lighthaus.us/
  19682. * @author tschw
  19683. */
  19684. function KeyframeTrack( name, times, values, interpolation ) {
  19685. if ( name === undefined ) throw new Error( 'THREE.KeyframeTrack: track name is undefined' );
  19686. if ( times === undefined || times.length === 0 ) throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name );
  19687. this.name = name;
  19688. this.times = AnimationUtils.convertArray( times, this.TimeBufferType );
  19689. this.values = AnimationUtils.convertArray( values, this.ValueBufferType );
  19690. this.setInterpolation( interpolation || this.DefaultInterpolation );
  19691. }
  19692. // Static methods
  19693. Object.assign( KeyframeTrack, {
  19694. // Serialization (in static context, because of constructor invocation
  19695. // and automatic invocation of .toJSON):
  19696. toJSON: function ( track ) {
  19697. var trackType = track.constructor;
  19698. var json;
  19699. // derived classes can define a static toJSON method
  19700. if ( trackType.toJSON !== undefined ) {
  19701. json = trackType.toJSON( track );
  19702. } else {
  19703. // by default, we assume the data can be serialized as-is
  19704. json = {
  19705. 'name': track.name,
  19706. 'times': AnimationUtils.convertArray( track.times, Array ),
  19707. 'values': AnimationUtils.convertArray( track.values, Array )
  19708. };
  19709. var interpolation = track.getInterpolation();
  19710. if ( interpolation !== track.DefaultInterpolation ) {
  19711. json.interpolation = interpolation;
  19712. }
  19713. }
  19714. json.type = track.ValueTypeName; // mandatory
  19715. return json;
  19716. }
  19717. } );
  19718. Object.assign( KeyframeTrack.prototype, {
  19719. constructor: KeyframeTrack,
  19720. TimeBufferType: Float32Array,
  19721. ValueBufferType: Float32Array,
  19722. DefaultInterpolation: InterpolateLinear,
  19723. InterpolantFactoryMethodDiscrete: function ( result ) {
  19724. return new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result );
  19725. },
  19726. InterpolantFactoryMethodLinear: function ( result ) {
  19727. return new LinearInterpolant( this.times, this.values, this.getValueSize(), result );
  19728. },
  19729. InterpolantFactoryMethodSmooth: function ( result ) {
  19730. return new CubicInterpolant( this.times, this.values, this.getValueSize(), result );
  19731. },
  19732. setInterpolation: function ( interpolation ) {
  19733. var factoryMethod;
  19734. switch ( interpolation ) {
  19735. case InterpolateDiscrete:
  19736. factoryMethod = this.InterpolantFactoryMethodDiscrete;
  19737. break;
  19738. case InterpolateLinear:
  19739. factoryMethod = this.InterpolantFactoryMethodLinear;
  19740. break;
  19741. case InterpolateSmooth:
  19742. factoryMethod = this.InterpolantFactoryMethodSmooth;
  19743. break;
  19744. }
  19745. if ( factoryMethod === undefined ) {
  19746. var message = "unsupported interpolation for " +
  19747. this.ValueTypeName + " keyframe track named " + this.name;
  19748. if ( this.createInterpolant === undefined ) {
  19749. // fall back to default, unless the default itself is messed up
  19750. if ( interpolation !== this.DefaultInterpolation ) {
  19751. this.setInterpolation( this.DefaultInterpolation );
  19752. } else {
  19753. throw new Error( message ); // fatal, in this case
  19754. }
  19755. }
  19756. console.warn( 'THREE.KeyframeTrack:', message );
  19757. return this;
  19758. }
  19759. this.createInterpolant = factoryMethod;
  19760. return this;
  19761. },
  19762. getInterpolation: function () {
  19763. switch ( this.createInterpolant ) {
  19764. case this.InterpolantFactoryMethodDiscrete:
  19765. return InterpolateDiscrete;
  19766. case this.InterpolantFactoryMethodLinear:
  19767. return InterpolateLinear;
  19768. case this.InterpolantFactoryMethodSmooth:
  19769. return InterpolateSmooth;
  19770. }
  19771. },
  19772. getValueSize: function () {
  19773. return this.values.length / this.times.length;
  19774. },
  19775. // move all keyframes either forwards or backwards in time
  19776. shift: function ( timeOffset ) {
  19777. if ( timeOffset !== 0.0 ) {
  19778. var times = this.times;
  19779. for ( var i = 0, n = times.length; i !== n; ++ i ) {
  19780. times[ i ] += timeOffset;
  19781. }
  19782. }
  19783. return this;
  19784. },
  19785. // scale all keyframe times by a factor (useful for frame <-> seconds conversions)
  19786. scale: function ( timeScale ) {
  19787. if ( timeScale !== 1.0 ) {
  19788. var times = this.times;
  19789. for ( var i = 0, n = times.length; i !== n; ++ i ) {
  19790. times[ i ] *= timeScale;
  19791. }
  19792. }
  19793. return this;
  19794. },
  19795. // removes keyframes before and after animation without changing any values within the range [startTime, endTime].
  19796. // IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values
  19797. trim: function ( startTime, endTime ) {
  19798. var times = this.times,
  19799. nKeys = times.length,
  19800. from = 0,
  19801. to = nKeys - 1;
  19802. while ( from !== nKeys && times[ from ] < startTime ) {
  19803. ++ from;
  19804. }
  19805. while ( to !== - 1 && times[ to ] > endTime ) {
  19806. -- to;
  19807. }
  19808. ++ to; // inclusive -> exclusive bound
  19809. if ( from !== 0 || to !== nKeys ) {
  19810. // empty tracks are forbidden, so keep at least one keyframe
  19811. if ( from >= to ) to = Math.max( to, 1 ), from = to - 1;
  19812. var stride = this.getValueSize();
  19813. this.times = AnimationUtils.arraySlice( times, from, to );
  19814. this.values = AnimationUtils.arraySlice( this.values, from * stride, to * stride );
  19815. }
  19816. return this;
  19817. },
  19818. // ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable
  19819. validate: function () {
  19820. var valid = true;
  19821. var valueSize = this.getValueSize();
  19822. if ( valueSize - Math.floor( valueSize ) !== 0 ) {
  19823. console.error( 'THREE.KeyframeTrack: Invalid value size in track.', this );
  19824. valid = false;
  19825. }
  19826. var times = this.times,
  19827. values = this.values,
  19828. nKeys = times.length;
  19829. if ( nKeys === 0 ) {
  19830. console.error( 'THREE.KeyframeTrack: Track is empty.', this );
  19831. valid = false;
  19832. }
  19833. var prevTime = null;
  19834. for ( var i = 0; i !== nKeys; i ++ ) {
  19835. var currTime = times[ i ];
  19836. if ( typeof currTime === 'number' && isNaN( currTime ) ) {
  19837. console.error( 'THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime );
  19838. valid = false;
  19839. break;
  19840. }
  19841. if ( prevTime !== null && prevTime > currTime ) {
  19842. console.error( 'THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime );
  19843. valid = false;
  19844. break;
  19845. }
  19846. prevTime = currTime;
  19847. }
  19848. if ( values !== undefined ) {
  19849. if ( AnimationUtils.isTypedArray( values ) ) {
  19850. for ( var i = 0, n = values.length; i !== n; ++ i ) {
  19851. var value = values[ i ];
  19852. if ( isNaN( value ) ) {
  19853. console.error( 'THREE.KeyframeTrack: Value is not a valid number.', this, i, value );
  19854. valid = false;
  19855. break;
  19856. }
  19857. }
  19858. }
  19859. }
  19860. return valid;
  19861. },
  19862. // removes equivalent sequential keys as common in morph target sequences
  19863. // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)
  19864. optimize: function () {
  19865. var times = this.times,
  19866. values = this.values,
  19867. stride = this.getValueSize(),
  19868. smoothInterpolation = this.getInterpolation() === InterpolateSmooth,
  19869. writeIndex = 1,
  19870. lastIndex = times.length - 1;
  19871. for ( var i = 1; i < lastIndex; ++ i ) {
  19872. var keep = false;
  19873. var time = times[ i ];
  19874. var timeNext = times[ i + 1 ];
  19875. // remove adjacent keyframes scheduled at the same time
  19876. if ( time !== timeNext && ( i !== 1 || time !== time[ 0 ] ) ) {
  19877. if ( ! smoothInterpolation ) {
  19878. // remove unnecessary keyframes same as their neighbors
  19879. var offset = i * stride,
  19880. offsetP = offset - stride,
  19881. offsetN = offset + stride;
  19882. for ( var j = 0; j !== stride; ++ j ) {
  19883. var value = values[ offset + j ];
  19884. if ( value !== values[ offsetP + j ] ||
  19885. value !== values[ offsetN + j ] ) {
  19886. keep = true;
  19887. break;
  19888. }
  19889. }
  19890. } else {
  19891. keep = true;
  19892. }
  19893. }
  19894. // in-place compaction
  19895. if ( keep ) {
  19896. if ( i !== writeIndex ) {
  19897. times[ writeIndex ] = times[ i ];
  19898. var readOffset = i * stride,
  19899. writeOffset = writeIndex * stride;
  19900. for ( var j = 0; j !== stride; ++ j ) {
  19901. values[ writeOffset + j ] = values[ readOffset + j ];
  19902. }
  19903. }
  19904. ++ writeIndex;
  19905. }
  19906. }
  19907. // flush last keyframe (compaction looks ahead)
  19908. if ( lastIndex > 0 ) {
  19909. times[ writeIndex ] = times[ lastIndex ];
  19910. for ( var readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) {
  19911. values[ writeOffset + j ] = values[ readOffset + j ];
  19912. }
  19913. ++ writeIndex;
  19914. }
  19915. if ( writeIndex !== times.length ) {
  19916. this.times = AnimationUtils.arraySlice( times, 0, writeIndex );
  19917. this.values = AnimationUtils.arraySlice( values, 0, writeIndex * stride );
  19918. }
  19919. return this;
  19920. },
  19921. clone: function () {
  19922. var times = AnimationUtils.arraySlice( this.times, 0 );
  19923. var values = AnimationUtils.arraySlice( this.values, 0 );
  19924. var TypedKeyframeTrack = this.constructor;
  19925. var track = new TypedKeyframeTrack( this.name, times, values );
  19926. // Interpolant argument to constructor is not saved, so copy the factory method directly.
  19927. track.createInterpolant = this.createInterpolant;
  19928. return track;
  19929. }
  19930. } );
  19931. /**
  19932. *
  19933. * A Track of Boolean keyframe values.
  19934. *
  19935. *
  19936. * @author Ben Houston / http://clara.io/
  19937. * @author David Sarno / http://lighthaus.us/
  19938. * @author tschw
  19939. */
  19940. function BooleanKeyframeTrack( name, times, values ) {
  19941. KeyframeTrack.call( this, name, times, values );
  19942. }
  19943. BooleanKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  19944. constructor: BooleanKeyframeTrack,
  19945. ValueTypeName: 'bool',
  19946. ValueBufferType: Array,
  19947. DefaultInterpolation: InterpolateDiscrete,
  19948. InterpolantFactoryMethodLinear: undefined,
  19949. InterpolantFactoryMethodSmooth: undefined
  19950. // Note: Actually this track could have a optimized / compressed
  19951. // representation of a single value and a custom interpolant that
  19952. // computes "firstValue ^ isOdd( index )".
  19953. } );
  19954. /**
  19955. *
  19956. * A Track of keyframe values that represent color.
  19957. *
  19958. *
  19959. * @author Ben Houston / http://clara.io/
  19960. * @author David Sarno / http://lighthaus.us/
  19961. * @author tschw
  19962. */
  19963. function ColorKeyframeTrack( name, times, values, interpolation ) {
  19964. KeyframeTrack.call( this, name, times, values, interpolation );
  19965. }
  19966. ColorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  19967. constructor: ColorKeyframeTrack,
  19968. ValueTypeName: 'color'
  19969. // ValueBufferType is inherited
  19970. // DefaultInterpolation is inherited
  19971. // Note: Very basic implementation and nothing special yet.
  19972. // However, this is the place for color space parameterization.
  19973. } );
  19974. /**
  19975. *
  19976. * A Track of numeric keyframe values.
  19977. *
  19978. * @author Ben Houston / http://clara.io/
  19979. * @author David Sarno / http://lighthaus.us/
  19980. * @author tschw
  19981. */
  19982. function NumberKeyframeTrack( name, times, values, interpolation ) {
  19983. KeyframeTrack.call( this, name, times, values, interpolation );
  19984. }
  19985. NumberKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  19986. constructor: NumberKeyframeTrack,
  19987. ValueTypeName: 'number'
  19988. // ValueBufferType is inherited
  19989. // DefaultInterpolation is inherited
  19990. } );
  19991. /**
  19992. * Spherical linear unit quaternion interpolant.
  19993. *
  19994. * @author tschw
  19995. */
  19996. function QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  19997. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  19998. }
  19999. QuaternionLinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20000. constructor: QuaternionLinearInterpolant,
  20001. interpolate_: function ( i1, t0, t, t1 ) {
  20002. var result = this.resultBuffer,
  20003. values = this.sampleValues,
  20004. stride = this.valueSize,
  20005. offset = i1 * stride,
  20006. alpha = ( t - t0 ) / ( t1 - t0 );
  20007. for ( var end = offset + stride; offset !== end; offset += 4 ) {
  20008. Quaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha );
  20009. }
  20010. return result;
  20011. }
  20012. } );
  20013. /**
  20014. *
  20015. * A Track of quaternion keyframe values.
  20016. *
  20017. * @author Ben Houston / http://clara.io/
  20018. * @author David Sarno / http://lighthaus.us/
  20019. * @author tschw
  20020. */
  20021. function QuaternionKeyframeTrack( name, times, values, interpolation ) {
  20022. KeyframeTrack.call( this, name, times, values, interpolation );
  20023. }
  20024. QuaternionKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20025. constructor: QuaternionKeyframeTrack,
  20026. ValueTypeName: 'quaternion',
  20027. // ValueBufferType is inherited
  20028. DefaultInterpolation: InterpolateLinear,
  20029. InterpolantFactoryMethodLinear: function ( result ) {
  20030. return new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result );
  20031. },
  20032. InterpolantFactoryMethodSmooth: undefined // not yet implemented
  20033. } );
  20034. /**
  20035. *
  20036. * A Track that interpolates Strings
  20037. *
  20038. *
  20039. * @author Ben Houston / http://clara.io/
  20040. * @author David Sarno / http://lighthaus.us/
  20041. * @author tschw
  20042. */
  20043. function StringKeyframeTrack( name, times, values, interpolation ) {
  20044. KeyframeTrack.call( this, name, times, values, interpolation );
  20045. }
  20046. StringKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20047. constructor: StringKeyframeTrack,
  20048. ValueTypeName: 'string',
  20049. ValueBufferType: Array,
  20050. DefaultInterpolation: InterpolateDiscrete,
  20051. InterpolantFactoryMethodLinear: undefined,
  20052. InterpolantFactoryMethodSmooth: undefined
  20053. } );
  20054. /**
  20055. *
  20056. * A Track of vectored keyframe values.
  20057. *
  20058. *
  20059. * @author Ben Houston / http://clara.io/
  20060. * @author David Sarno / http://lighthaus.us/
  20061. * @author tschw
  20062. */
  20063. function VectorKeyframeTrack( name, times, values, interpolation ) {
  20064. KeyframeTrack.call( this, name, times, values, interpolation );
  20065. }
  20066. VectorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20067. constructor: VectorKeyframeTrack,
  20068. ValueTypeName: 'vector'
  20069. // ValueBufferType is inherited
  20070. // DefaultInterpolation is inherited
  20071. } );
  20072. /**
  20073. *
  20074. * Reusable set of Tracks that represent an animation.
  20075. *
  20076. * @author Ben Houston / http://clara.io/
  20077. * @author David Sarno / http://lighthaus.us/
  20078. */
  20079. function AnimationClip( name, duration, tracks ) {
  20080. this.name = name;
  20081. this.tracks = tracks;
  20082. this.duration = ( duration !== undefined ) ? duration : - 1;
  20083. this.uuid = _Math.generateUUID();
  20084. // this means it should figure out its duration by scanning the tracks
  20085. if ( this.duration < 0 ) {
  20086. this.resetDuration();
  20087. }
  20088. }
  20089. function getTrackTypeForValueTypeName( typeName ) {
  20090. switch ( typeName.toLowerCase() ) {
  20091. case 'scalar':
  20092. case 'double':
  20093. case 'float':
  20094. case 'number':
  20095. case 'integer':
  20096. return NumberKeyframeTrack;
  20097. case 'vector':
  20098. case 'vector2':
  20099. case 'vector3':
  20100. case 'vector4':
  20101. return VectorKeyframeTrack;
  20102. case 'color':
  20103. return ColorKeyframeTrack;
  20104. case 'quaternion':
  20105. return QuaternionKeyframeTrack;
  20106. case 'bool':
  20107. case 'boolean':
  20108. return BooleanKeyframeTrack;
  20109. case 'string':
  20110. return StringKeyframeTrack;
  20111. }
  20112. throw new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName );
  20113. }
  20114. function parseKeyframeTrack( json ) {
  20115. if ( json.type === undefined ) {
  20116. throw new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' );
  20117. }
  20118. var trackType = getTrackTypeForValueTypeName( json.type );
  20119. if ( json.times === undefined ) {
  20120. var times = [], values = [];
  20121. AnimationUtils.flattenJSON( json.keys, times, values, 'value' );
  20122. json.times = times;
  20123. json.values = values;
  20124. }
  20125. // derived classes can define a static parse method
  20126. if ( trackType.parse !== undefined ) {
  20127. return trackType.parse( json );
  20128. } else {
  20129. // by default, we assume a constructor compatible with the base
  20130. return new trackType( json.name, json.times, json.values, json.interpolation );
  20131. }
  20132. }
  20133. Object.assign( AnimationClip, {
  20134. parse: function ( json ) {
  20135. var tracks = [],
  20136. jsonTracks = json.tracks,
  20137. frameTime = 1.0 / ( json.fps || 1.0 );
  20138. for ( var i = 0, n = jsonTracks.length; i !== n; ++ i ) {
  20139. tracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) );
  20140. }
  20141. return new AnimationClip( json.name, json.duration, tracks );
  20142. },
  20143. toJSON: function ( clip ) {
  20144. var tracks = [],
  20145. clipTracks = clip.tracks;
  20146. var json = {
  20147. 'name': clip.name,
  20148. 'duration': clip.duration,
  20149. 'tracks': tracks,
  20150. 'uuid': clip.uuid
  20151. };
  20152. for ( var i = 0, n = clipTracks.length; i !== n; ++ i ) {
  20153. tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );
  20154. }
  20155. return json;
  20156. },
  20157. CreateFromMorphTargetSequence: function ( name, morphTargetSequence, fps, noLoop ) {
  20158. var numMorphTargets = morphTargetSequence.length;
  20159. var tracks = [];
  20160. for ( var i = 0; i < numMorphTargets; i ++ ) {
  20161. var times = [];
  20162. var values = [];
  20163. times.push(
  20164. ( i + numMorphTargets - 1 ) % numMorphTargets,
  20165. i,
  20166. ( i + 1 ) % numMorphTargets );
  20167. values.push( 0, 1, 0 );
  20168. var order = AnimationUtils.getKeyframeOrder( times );
  20169. times = AnimationUtils.sortedArray( times, 1, order );
  20170. values = AnimationUtils.sortedArray( values, 1, order );
  20171. // if there is a key at the first frame, duplicate it as the
  20172. // last frame as well for perfect loop.
  20173. if ( ! noLoop && times[ 0 ] === 0 ) {
  20174. times.push( numMorphTargets );
  20175. values.push( values[ 0 ] );
  20176. }
  20177. tracks.push(
  20178. new NumberKeyframeTrack(
  20179. '.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',
  20180. times, values
  20181. ).scale( 1.0 / fps ) );
  20182. }
  20183. return new AnimationClip( name, - 1, tracks );
  20184. },
  20185. findByName: function ( objectOrClipArray, name ) {
  20186. var clipArray = objectOrClipArray;
  20187. if ( ! Array.isArray( objectOrClipArray ) ) {
  20188. var o = objectOrClipArray;
  20189. clipArray = o.geometry && o.geometry.animations || o.animations;
  20190. }
  20191. for ( var i = 0; i < clipArray.length; i ++ ) {
  20192. if ( clipArray[ i ].name === name ) {
  20193. return clipArray[ i ];
  20194. }
  20195. }
  20196. return null;
  20197. },
  20198. CreateClipsFromMorphTargetSequences: function ( morphTargets, fps, noLoop ) {
  20199. var animationToMorphTargets = {};
  20200. // tested with https://regex101.com/ on trick sequences
  20201. // such flamingo_flyA_003, flamingo_run1_003, crdeath0059
  20202. var pattern = /^([\w-]*?)([\d]+)$/;
  20203. // sort morph target names into animation groups based
  20204. // patterns like Walk_001, Walk_002, Run_001, Run_002
  20205. for ( var i = 0, il = morphTargets.length; i < il; i ++ ) {
  20206. var morphTarget = morphTargets[ i ];
  20207. var parts = morphTarget.name.match( pattern );
  20208. if ( parts && parts.length > 1 ) {
  20209. var name = parts[ 1 ];
  20210. var animationMorphTargets = animationToMorphTargets[ name ];
  20211. if ( ! animationMorphTargets ) {
  20212. animationToMorphTargets[ name ] = animationMorphTargets = [];
  20213. }
  20214. animationMorphTargets.push( morphTarget );
  20215. }
  20216. }
  20217. var clips = [];
  20218. for ( var name in animationToMorphTargets ) {
  20219. clips.push( AnimationClip.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) );
  20220. }
  20221. return clips;
  20222. },
  20223. // parse the animation.hierarchy format
  20224. parseAnimation: function ( animation, bones ) {
  20225. if ( ! animation ) {
  20226. console.error( 'THREE.AnimationClip: No animation in JSONLoader data.' );
  20227. return null;
  20228. }
  20229. var addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) {
  20230. // only return track if there are actually keys.
  20231. if ( animationKeys.length !== 0 ) {
  20232. var times = [];
  20233. var values = [];
  20234. AnimationUtils.flattenJSON( animationKeys, times, values, propertyName );
  20235. // empty keys are filtered out, so check again
  20236. if ( times.length !== 0 ) {
  20237. destTracks.push( new trackType( trackName, times, values ) );
  20238. }
  20239. }
  20240. };
  20241. var tracks = [];
  20242. var clipName = animation.name || 'default';
  20243. // automatic length determination in AnimationClip.
  20244. var duration = animation.length || - 1;
  20245. var fps = animation.fps || 30;
  20246. var hierarchyTracks = animation.hierarchy || [];
  20247. for ( var h = 0; h < hierarchyTracks.length; h ++ ) {
  20248. var animationKeys = hierarchyTracks[ h ].keys;
  20249. // skip empty tracks
  20250. if ( ! animationKeys || animationKeys.length === 0 ) continue;
  20251. // process morph targets
  20252. if ( animationKeys[ 0 ].morphTargets ) {
  20253. // figure out all morph targets used in this track
  20254. var morphTargetNames = {};
  20255. for ( var k = 0; k < animationKeys.length; k ++ ) {
  20256. if ( animationKeys[ k ].morphTargets ) {
  20257. for ( var m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) {
  20258. morphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = - 1;
  20259. }
  20260. }
  20261. }
  20262. // create a track for each morph target with all zero
  20263. // morphTargetInfluences except for the keys in which
  20264. // the morphTarget is named.
  20265. for ( var morphTargetName in morphTargetNames ) {
  20266. var times = [];
  20267. var values = [];
  20268. for ( var m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) {
  20269. var animationKey = animationKeys[ k ];
  20270. times.push( animationKey.time );
  20271. values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );
  20272. }
  20273. tracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) );
  20274. }
  20275. duration = morphTargetNames.length * ( fps || 1.0 );
  20276. } else {
  20277. // ...assume skeletal animation
  20278. var boneName = '.bones[' + bones[ h ].name + ']';
  20279. addNonemptyTrack(
  20280. VectorKeyframeTrack, boneName + '.position',
  20281. animationKeys, 'pos', tracks );
  20282. addNonemptyTrack(
  20283. QuaternionKeyframeTrack, boneName + '.quaternion',
  20284. animationKeys, 'rot', tracks );
  20285. addNonemptyTrack(
  20286. VectorKeyframeTrack, boneName + '.scale',
  20287. animationKeys, 'scl', tracks );
  20288. }
  20289. }
  20290. if ( tracks.length === 0 ) {
  20291. return null;
  20292. }
  20293. var clip = new AnimationClip( clipName, duration, tracks );
  20294. return clip;
  20295. }
  20296. } );
  20297. Object.assign( AnimationClip.prototype, {
  20298. resetDuration: function () {
  20299. var tracks = this.tracks, duration = 0;
  20300. for ( var i = 0, n = tracks.length; i !== n; ++ i ) {
  20301. var track = this.tracks[ i ];
  20302. duration = Math.max( duration, track.times[ track.times.length - 1 ] );
  20303. }
  20304. this.duration = duration;
  20305. return this;
  20306. },
  20307. trim: function () {
  20308. for ( var i = 0; i < this.tracks.length; i ++ ) {
  20309. this.tracks[ i ].trim( 0, this.duration );
  20310. }
  20311. return this;
  20312. },
  20313. validate: function () {
  20314. var valid = true;
  20315. for ( var i = 0; i < this.tracks.length; i ++ ) {
  20316. valid = valid && this.tracks[ i ].validate();
  20317. }
  20318. return valid;
  20319. },
  20320. optimize: function () {
  20321. for ( var i = 0; i < this.tracks.length; i ++ ) {
  20322. this.tracks[ i ].optimize();
  20323. }
  20324. return this;
  20325. },
  20326. clone: function () {
  20327. var tracks = [];
  20328. for ( var i = 0; i < this.tracks.length; i ++ ) {
  20329. tracks.push( this.tracks[ i ].clone() );
  20330. }
  20331. return new AnimationClip( this.name, this.duration, tracks );
  20332. }
  20333. } );
  20334. /**
  20335. * @author mrdoob / http://mrdoob.com/
  20336. */
  20337. var Cache = {
  20338. enabled: false,
  20339. files: {},
  20340. add: function ( key, file ) {
  20341. if ( this.enabled === false ) return;
  20342. // console.log( 'THREE.Cache', 'Adding key:', key );
  20343. this.files[ key ] = file;
  20344. },
  20345. get: function ( key ) {
  20346. if ( this.enabled === false ) return;
  20347. // console.log( 'THREE.Cache', 'Checking key:', key );
  20348. return this.files[ key ];
  20349. },
  20350. remove: function ( key ) {
  20351. delete this.files[ key ];
  20352. },
  20353. clear: function () {
  20354. this.files = {};
  20355. }
  20356. };
  20357. /**
  20358. * @author mrdoob / http://mrdoob.com/
  20359. */
  20360. function LoadingManager( onLoad, onProgress, onError ) {
  20361. var scope = this;
  20362. var isLoading = false;
  20363. var itemsLoaded = 0;
  20364. var itemsTotal = 0;
  20365. var urlModifier = undefined;
  20366. // Refer to #5689 for the reason why we don't set .onStart
  20367. // in the constructor
  20368. this.onStart = undefined;
  20369. this.onLoad = onLoad;
  20370. this.onProgress = onProgress;
  20371. this.onError = onError;
  20372. this.itemStart = function ( url ) {
  20373. itemsTotal ++;
  20374. if ( isLoading === false ) {
  20375. if ( scope.onStart !== undefined ) {
  20376. scope.onStart( url, itemsLoaded, itemsTotal );
  20377. }
  20378. }
  20379. isLoading = true;
  20380. };
  20381. this.itemEnd = function ( url ) {
  20382. itemsLoaded ++;
  20383. if ( scope.onProgress !== undefined ) {
  20384. scope.onProgress( url, itemsLoaded, itemsTotal );
  20385. }
  20386. if ( itemsLoaded === itemsTotal ) {
  20387. isLoading = false;
  20388. if ( scope.onLoad !== undefined ) {
  20389. scope.onLoad();
  20390. }
  20391. }
  20392. };
  20393. this.itemError = function ( url ) {
  20394. if ( scope.onError !== undefined ) {
  20395. scope.onError( url );
  20396. }
  20397. };
  20398. this.resolveURL = function ( url ) {
  20399. if ( urlModifier ) {
  20400. return urlModifier( url );
  20401. }
  20402. return url;
  20403. };
  20404. this.setURLModifier = function ( transform ) {
  20405. urlModifier = transform;
  20406. return this;
  20407. };
  20408. }
  20409. var DefaultLoadingManager = new LoadingManager();
  20410. /**
  20411. * @author mrdoob / http://mrdoob.com/
  20412. */
  20413. var loading = {};
  20414. function FileLoader( manager ) {
  20415. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  20416. }
  20417. Object.assign( FileLoader.prototype, {
  20418. load: function ( url, onLoad, onProgress, onError ) {
  20419. if ( url === undefined ) url = '';
  20420. if ( this.path !== undefined ) url = this.path + url;
  20421. url = this.manager.resolveURL( url );
  20422. var scope = this;
  20423. var cached = Cache.get( url );
  20424. if ( cached !== undefined ) {
  20425. scope.manager.itemStart( url );
  20426. setTimeout( function () {
  20427. if ( onLoad ) onLoad( cached );
  20428. scope.manager.itemEnd( url );
  20429. }, 0 );
  20430. return cached;
  20431. }
  20432. // Check if request is duplicate
  20433. if ( loading[ url ] !== undefined ) {
  20434. loading[ url ].push( {
  20435. onLoad: onLoad,
  20436. onProgress: onProgress,
  20437. onError: onError
  20438. } );
  20439. return;
  20440. }
  20441. // Check for data: URI
  20442. var dataUriRegex = /^data:(.*?)(;base64)?,(.*)$/;
  20443. var dataUriRegexResult = url.match( dataUriRegex );
  20444. // Safari can not handle Data URIs through XMLHttpRequest so process manually
  20445. if ( dataUriRegexResult ) {
  20446. var mimeType = dataUriRegexResult[ 1 ];
  20447. var isBase64 = !! dataUriRegexResult[ 2 ];
  20448. var data = dataUriRegexResult[ 3 ];
  20449. data = decodeURIComponent( data );
  20450. if ( isBase64 ) data = atob( data );
  20451. try {
  20452. var response;
  20453. var responseType = ( this.responseType || '' ).toLowerCase();
  20454. switch ( responseType ) {
  20455. case 'arraybuffer':
  20456. case 'blob':
  20457. var view = new Uint8Array( data.length );
  20458. for ( var i = 0; i < data.length; i ++ ) {
  20459. view[ i ] = data.charCodeAt( i );
  20460. }
  20461. if ( responseType === 'blob' ) {
  20462. response = new Blob( [ view.buffer ], { type: mimeType } );
  20463. } else {
  20464. response = view.buffer;
  20465. }
  20466. break;
  20467. case 'document':
  20468. var parser = new DOMParser();
  20469. response = parser.parseFromString( data, mimeType );
  20470. break;
  20471. case 'json':
  20472. response = JSON.parse( data );
  20473. break;
  20474. default: // 'text' or other
  20475. response = data;
  20476. break;
  20477. }
  20478. // Wait for next browser tick like standard XMLHttpRequest event dispatching does
  20479. setTimeout( function () {
  20480. if ( onLoad ) onLoad( response );
  20481. scope.manager.itemEnd( url );
  20482. }, 0 );
  20483. } catch ( error ) {
  20484. // Wait for next browser tick like standard XMLHttpRequest event dispatching does
  20485. setTimeout( function () {
  20486. if ( onError ) onError( error );
  20487. scope.manager.itemError( url );
  20488. scope.manager.itemEnd( url );
  20489. }, 0 );
  20490. }
  20491. } else {
  20492. // Initialise array for duplicate requests
  20493. loading[ url ] = [];
  20494. loading[ url ].push( {
  20495. onLoad: onLoad,
  20496. onProgress: onProgress,
  20497. onError: onError
  20498. } );
  20499. var request = new XMLHttpRequest();
  20500. request.open( 'GET', url, true );
  20501. request.addEventListener( 'load', function ( event ) {
  20502. var response = this.response;
  20503. Cache.add( url, response );
  20504. var callbacks = loading[ url ];
  20505. delete loading[ url ];
  20506. if ( this.status === 200 || this.status === 0 ) {
  20507. // Some browsers return HTTP Status 0 when using non-http protocol
  20508. // e.g. 'file://' or 'data://'. Handle as success.
  20509. if ( this.status === 0 ) console.warn( 'THREE.FileLoader: HTTP Status 0 received.' );
  20510. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  20511. var callback = callbacks[ i ];
  20512. if ( callback.onLoad ) callback.onLoad( response );
  20513. }
  20514. scope.manager.itemEnd( url );
  20515. } else {
  20516. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  20517. var callback = callbacks[ i ];
  20518. if ( callback.onError ) callback.onError( event );
  20519. }
  20520. scope.manager.itemError( url );
  20521. scope.manager.itemEnd( url );
  20522. }
  20523. }, false );
  20524. request.addEventListener( 'progress', function ( event ) {
  20525. var callbacks = loading[ url ];
  20526. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  20527. var callback = callbacks[ i ];
  20528. if ( callback.onProgress ) callback.onProgress( event );
  20529. }
  20530. }, false );
  20531. request.addEventListener( 'error', function ( event ) {
  20532. var callbacks = loading[ url ];
  20533. delete loading[ url ];
  20534. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  20535. var callback = callbacks[ i ];
  20536. if ( callback.onError ) callback.onError( event );
  20537. }
  20538. scope.manager.itemError( url );
  20539. scope.manager.itemEnd( url );
  20540. }, false );
  20541. request.addEventListener( 'abort', function ( event ) {
  20542. var callbacks = loading[ url ];
  20543. delete loading[ url ];
  20544. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  20545. var callback = callbacks[ i ];
  20546. if ( callback.onError ) callback.onError( event );
  20547. }
  20548. scope.manager.itemError( url );
  20549. scope.manager.itemEnd( url );
  20550. }, false );
  20551. if ( this.responseType !== undefined ) request.responseType = this.responseType;
  20552. if ( this.withCredentials !== undefined ) request.withCredentials = this.withCredentials;
  20553. if ( request.overrideMimeType ) request.overrideMimeType( this.mimeType !== undefined ? this.mimeType : 'text/plain' );
  20554. for ( var header in this.requestHeader ) {
  20555. request.setRequestHeader( header, this.requestHeader[ header ] );
  20556. }
  20557. request.send( null );
  20558. }
  20559. scope.manager.itemStart( url );
  20560. return request;
  20561. },
  20562. setPath: function ( value ) {
  20563. this.path = value;
  20564. return this;
  20565. },
  20566. setResponseType: function ( value ) {
  20567. this.responseType = value;
  20568. return this;
  20569. },
  20570. setWithCredentials: function ( value ) {
  20571. this.withCredentials = value;
  20572. return this;
  20573. },
  20574. setMimeType: function ( value ) {
  20575. this.mimeType = value;
  20576. return this;
  20577. },
  20578. setRequestHeader: function ( value ) {
  20579. this.requestHeader = value;
  20580. return this;
  20581. }
  20582. } );
  20583. /**
  20584. * @author bhouston / http://clara.io/
  20585. */
  20586. function AnimationLoader( manager ) {
  20587. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  20588. }
  20589. Object.assign( AnimationLoader.prototype, {
  20590. load: function ( url, onLoad, onProgress, onError ) {
  20591. var scope = this;
  20592. var loader = new FileLoader( scope.manager );
  20593. loader.setPath( scope.path );
  20594. loader.load( url, function ( text ) {
  20595. onLoad( scope.parse( JSON.parse( text ) ) );
  20596. }, onProgress, onError );
  20597. },
  20598. parse: function ( json, onLoad ) {
  20599. var animations = [];
  20600. for ( var i = 0; i < json.length; i ++ ) {
  20601. var clip = AnimationClip.parse( json[ i ] );
  20602. animations.push( clip );
  20603. }
  20604. onLoad( animations );
  20605. },
  20606. setPath: function ( value ) {
  20607. this.path = value;
  20608. return this;
  20609. }
  20610. } );
  20611. /**
  20612. * @author mrdoob / http://mrdoob.com/
  20613. *
  20614. * Abstract Base class to block based textures loader (dds, pvr, ...)
  20615. */
  20616. function CompressedTextureLoader( manager ) {
  20617. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  20618. // override in sub classes
  20619. this._parser = null;
  20620. }
  20621. Object.assign( CompressedTextureLoader.prototype, {
  20622. load: function ( url, onLoad, onProgress, onError ) {
  20623. var scope = this;
  20624. var images = [];
  20625. var texture = new CompressedTexture();
  20626. texture.image = images;
  20627. var loader = new FileLoader( this.manager );
  20628. loader.setPath( this.path );
  20629. loader.setResponseType( 'arraybuffer' );
  20630. function loadTexture( i ) {
  20631. loader.load( url[ i ], function ( buffer ) {
  20632. var texDatas = scope._parser( buffer, true );
  20633. images[ i ] = {
  20634. width: texDatas.width,
  20635. height: texDatas.height,
  20636. format: texDatas.format,
  20637. mipmaps: texDatas.mipmaps
  20638. };
  20639. loaded += 1;
  20640. if ( loaded === 6 ) {
  20641. if ( texDatas.mipmapCount === 1 )
  20642. texture.minFilter = LinearFilter;
  20643. texture.format = texDatas.format;
  20644. texture.needsUpdate = true;
  20645. if ( onLoad ) onLoad( texture );
  20646. }
  20647. }, onProgress, onError );
  20648. }
  20649. if ( Array.isArray( url ) ) {
  20650. var loaded = 0;
  20651. for ( var i = 0, il = url.length; i < il; ++ i ) {
  20652. loadTexture( i );
  20653. }
  20654. } else {
  20655. // compressed cubemap texture stored in a single DDS file
  20656. loader.load( url, function ( buffer ) {
  20657. var texDatas = scope._parser( buffer, true );
  20658. if ( texDatas.isCubemap ) {
  20659. var faces = texDatas.mipmaps.length / texDatas.mipmapCount;
  20660. for ( var f = 0; f < faces; f ++ ) {
  20661. images[ f ] = { mipmaps: [] };
  20662. for ( var i = 0; i < texDatas.mipmapCount; i ++ ) {
  20663. images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );
  20664. images[ f ].format = texDatas.format;
  20665. images[ f ].width = texDatas.width;
  20666. images[ f ].height = texDatas.height;
  20667. }
  20668. }
  20669. } else {
  20670. texture.image.width = texDatas.width;
  20671. texture.image.height = texDatas.height;
  20672. texture.mipmaps = texDatas.mipmaps;
  20673. }
  20674. if ( texDatas.mipmapCount === 1 ) {
  20675. texture.minFilter = LinearFilter;
  20676. }
  20677. texture.format = texDatas.format;
  20678. texture.needsUpdate = true;
  20679. if ( onLoad ) onLoad( texture );
  20680. }, onProgress, onError );
  20681. }
  20682. return texture;
  20683. },
  20684. setPath: function ( value ) {
  20685. this.path = value;
  20686. return this;
  20687. }
  20688. } );
  20689. /**
  20690. * @author Nikos M. / https://github.com/foo123/
  20691. *
  20692. * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...)
  20693. */
  20694. function DataTextureLoader( manager ) {
  20695. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  20696. // override in sub classes
  20697. this._parser = null;
  20698. }
  20699. Object.assign( DataTextureLoader.prototype, {
  20700. load: function ( url, onLoad, onProgress, onError ) {
  20701. var scope = this;
  20702. var texture = new DataTexture();
  20703. var loader = new FileLoader( this.manager );
  20704. loader.setResponseType( 'arraybuffer' );
  20705. loader.setPath( this.path );
  20706. loader.load( url, function ( buffer ) {
  20707. var texData = scope._parser( buffer );
  20708. if ( ! texData ) return;
  20709. if ( texData.image !== undefined ) {
  20710. texture.image = texData.image;
  20711. } else if ( texData.data !== undefined ) {
  20712. texture.image.width = texData.width;
  20713. texture.image.height = texData.height;
  20714. texture.image.data = texData.data;
  20715. }
  20716. texture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;
  20717. texture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;
  20718. texture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;
  20719. texture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearMipMapLinearFilter;
  20720. texture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;
  20721. if ( texData.format !== undefined ) {
  20722. texture.format = texData.format;
  20723. }
  20724. if ( texData.type !== undefined ) {
  20725. texture.type = texData.type;
  20726. }
  20727. if ( texData.mipmaps !== undefined ) {
  20728. texture.mipmaps = texData.mipmaps;
  20729. }
  20730. if ( texData.mipmapCount === 1 ) {
  20731. texture.minFilter = LinearFilter;
  20732. }
  20733. texture.needsUpdate = true;
  20734. if ( onLoad ) onLoad( texture, texData );
  20735. }, onProgress, onError );
  20736. return texture;
  20737. },
  20738. setPath: function ( value ) {
  20739. this.path = value;
  20740. return this;
  20741. }
  20742. } );
  20743. /**
  20744. * @author mrdoob / http://mrdoob.com/
  20745. */
  20746. function ImageLoader( manager ) {
  20747. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  20748. }
  20749. Object.assign( ImageLoader.prototype, {
  20750. crossOrigin: 'anonymous',
  20751. load: function ( url, onLoad, onProgress, onError ) {
  20752. if ( url === undefined ) url = '';
  20753. if ( this.path !== undefined ) url = this.path + url;
  20754. url = this.manager.resolveURL( url );
  20755. var scope = this;
  20756. var cached = Cache.get( url );
  20757. if ( cached !== undefined ) {
  20758. scope.manager.itemStart( url );
  20759. setTimeout( function () {
  20760. if ( onLoad ) onLoad( cached );
  20761. scope.manager.itemEnd( url );
  20762. }, 0 );
  20763. return cached;
  20764. }
  20765. var image = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'img' );
  20766. function onImageLoad() {
  20767. image.removeEventListener( 'load', onImageLoad, false );
  20768. image.removeEventListener( 'error', onImageError, false );
  20769. Cache.add( url, this );
  20770. if ( onLoad ) onLoad( this );
  20771. scope.manager.itemEnd( url );
  20772. }
  20773. function onImageError( event ) {
  20774. image.removeEventListener( 'load', onImageLoad, false );
  20775. image.removeEventListener( 'error', onImageError, false );
  20776. if ( onError ) onError( event );
  20777. scope.manager.itemError( url );
  20778. scope.manager.itemEnd( url );
  20779. }
  20780. image.addEventListener( 'load', onImageLoad, false );
  20781. image.addEventListener( 'error', onImageError, false );
  20782. if ( url.substr( 0, 5 ) !== 'data:' ) {
  20783. if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin;
  20784. }
  20785. scope.manager.itemStart( url );
  20786. image.src = url;
  20787. return image;
  20788. },
  20789. setCrossOrigin: function ( value ) {
  20790. this.crossOrigin = value;
  20791. return this;
  20792. },
  20793. setPath: function ( value ) {
  20794. this.path = value;
  20795. return this;
  20796. }
  20797. } );
  20798. /**
  20799. * @author mrdoob / http://mrdoob.com/
  20800. */
  20801. function CubeTextureLoader( manager ) {
  20802. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  20803. }
  20804. Object.assign( CubeTextureLoader.prototype, {
  20805. crossOrigin: 'anonymous',
  20806. load: function ( urls, onLoad, onProgress, onError ) {
  20807. var texture = new CubeTexture();
  20808. var loader = new ImageLoader( this.manager );
  20809. loader.setCrossOrigin( this.crossOrigin );
  20810. loader.setPath( this.path );
  20811. var loaded = 0;
  20812. function loadTexture( i ) {
  20813. loader.load( urls[ i ], function ( image ) {
  20814. texture.images[ i ] = image;
  20815. loaded ++;
  20816. if ( loaded === 6 ) {
  20817. texture.needsUpdate = true;
  20818. if ( onLoad ) onLoad( texture );
  20819. }
  20820. }, undefined, onError );
  20821. }
  20822. for ( var i = 0; i < urls.length; ++ i ) {
  20823. loadTexture( i );
  20824. }
  20825. return texture;
  20826. },
  20827. setCrossOrigin: function ( value ) {
  20828. this.crossOrigin = value;
  20829. return this;
  20830. },
  20831. setPath: function ( value ) {
  20832. this.path = value;
  20833. return this;
  20834. }
  20835. } );
  20836. /**
  20837. * @author mrdoob / http://mrdoob.com/
  20838. */
  20839. function TextureLoader( manager ) {
  20840. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  20841. }
  20842. Object.assign( TextureLoader.prototype, {
  20843. crossOrigin: 'anonymous',
  20844. load: function ( url, onLoad, onProgress, onError ) {
  20845. var texture = new Texture();
  20846. var loader = new ImageLoader( this.manager );
  20847. loader.setCrossOrigin( this.crossOrigin );
  20848. loader.setPath( this.path );
  20849. loader.load( url, function ( image ) {
  20850. texture.image = image;
  20851. // JPEGs can't have an alpha channel, so memory can be saved by storing them as RGB.
  20852. var isJPEG = url.search( /\.jpe?g($|\?)/i ) > 0 || url.search( /^data\:image\/jpeg/ ) === 0;
  20853. texture.format = isJPEG ? RGBFormat : RGBAFormat;
  20854. texture.needsUpdate = true;
  20855. if ( onLoad !== undefined ) {
  20856. onLoad( texture );
  20857. }
  20858. }, onProgress, onError );
  20859. return texture;
  20860. },
  20861. setCrossOrigin: function ( value ) {
  20862. this.crossOrigin = value;
  20863. return this;
  20864. },
  20865. setPath: function ( value ) {
  20866. this.path = value;
  20867. return this;
  20868. }
  20869. } );
  20870. /**
  20871. * @author zz85 / http://www.lab4games.net/zz85/blog
  20872. * Extensible curve object
  20873. *
  20874. * Some common of curve methods:
  20875. * .getPoint( t, optionalTarget ), .getTangent( t )
  20876. * .getPointAt( u, optionalTarget ), .getTangentAt( u )
  20877. * .getPoints(), .getSpacedPoints()
  20878. * .getLength()
  20879. * .updateArcLengths()
  20880. *
  20881. * This following curves inherit from THREE.Curve:
  20882. *
  20883. * -- 2D curves --
  20884. * THREE.ArcCurve
  20885. * THREE.CubicBezierCurve
  20886. * THREE.EllipseCurve
  20887. * THREE.LineCurve
  20888. * THREE.QuadraticBezierCurve
  20889. * THREE.SplineCurve
  20890. *
  20891. * -- 3D curves --
  20892. * THREE.CatmullRomCurve3
  20893. * THREE.CubicBezierCurve3
  20894. * THREE.LineCurve3
  20895. * THREE.QuadraticBezierCurve3
  20896. *
  20897. * A series of curves can be represented as a THREE.CurvePath.
  20898. *
  20899. **/
  20900. /**************************************************************
  20901. * Abstract Curve base class
  20902. **************************************************************/
  20903. function Curve() {
  20904. this.type = 'Curve';
  20905. this.arcLengthDivisions = 200;
  20906. }
  20907. Object.assign( Curve.prototype, {
  20908. // Virtual base class method to overwrite and implement in subclasses
  20909. // - t [0 .. 1]
  20910. getPoint: function ( /* t, optionalTarget */ ) {
  20911. console.warn( 'THREE.Curve: .getPoint() not implemented.' );
  20912. return null;
  20913. },
  20914. // Get point at relative position in curve according to arc length
  20915. // - u [0 .. 1]
  20916. getPointAt: function ( u, optionalTarget ) {
  20917. var t = this.getUtoTmapping( u );
  20918. return this.getPoint( t, optionalTarget );
  20919. },
  20920. // Get sequence of points using getPoint( t )
  20921. getPoints: function ( divisions ) {
  20922. if ( divisions === undefined ) divisions = 5;
  20923. var points = [];
  20924. for ( var d = 0; d <= divisions; d ++ ) {
  20925. points.push( this.getPoint( d / divisions ) );
  20926. }
  20927. return points;
  20928. },
  20929. // Get sequence of points using getPointAt( u )
  20930. getSpacedPoints: function ( divisions ) {
  20931. if ( divisions === undefined ) divisions = 5;
  20932. var points = [];
  20933. for ( var d = 0; d <= divisions; d ++ ) {
  20934. points.push( this.getPointAt( d / divisions ) );
  20935. }
  20936. return points;
  20937. },
  20938. // Get total curve arc length
  20939. getLength: function () {
  20940. var lengths = this.getLengths();
  20941. return lengths[ lengths.length - 1 ];
  20942. },
  20943. // Get list of cumulative segment lengths
  20944. getLengths: function ( divisions ) {
  20945. if ( divisions === undefined ) divisions = this.arcLengthDivisions;
  20946. if ( this.cacheArcLengths &&
  20947. ( this.cacheArcLengths.length === divisions + 1 ) &&
  20948. ! this.needsUpdate ) {
  20949. return this.cacheArcLengths;
  20950. }
  20951. this.needsUpdate = false;
  20952. var cache = [];
  20953. var current, last = this.getPoint( 0 );
  20954. var p, sum = 0;
  20955. cache.push( 0 );
  20956. for ( p = 1; p <= divisions; p ++ ) {
  20957. current = this.getPoint( p / divisions );
  20958. sum += current.distanceTo( last );
  20959. cache.push( sum );
  20960. last = current;
  20961. }
  20962. this.cacheArcLengths = cache;
  20963. return cache; // { sums: cache, sum: sum }; Sum is in the last element.
  20964. },
  20965. updateArcLengths: function () {
  20966. this.needsUpdate = true;
  20967. this.getLengths();
  20968. },
  20969. // Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant
  20970. getUtoTmapping: function ( u, distance ) {
  20971. var arcLengths = this.getLengths();
  20972. var i = 0, il = arcLengths.length;
  20973. var targetArcLength; // The targeted u distance value to get
  20974. if ( distance ) {
  20975. targetArcLength = distance;
  20976. } else {
  20977. targetArcLength = u * arcLengths[ il - 1 ];
  20978. }
  20979. // binary search for the index with largest value smaller than target u distance
  20980. var low = 0, high = il - 1, comparison;
  20981. while ( low <= high ) {
  20982. 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
  20983. comparison = arcLengths[ i ] - targetArcLength;
  20984. if ( comparison < 0 ) {
  20985. low = i + 1;
  20986. } else if ( comparison > 0 ) {
  20987. high = i - 1;
  20988. } else {
  20989. high = i;
  20990. break;
  20991. // DONE
  20992. }
  20993. }
  20994. i = high;
  20995. if ( arcLengths[ i ] === targetArcLength ) {
  20996. return i / ( il - 1 );
  20997. }
  20998. // we could get finer grain at lengths, or use simple interpolation between two points
  20999. var lengthBefore = arcLengths[ i ];
  21000. var lengthAfter = arcLengths[ i + 1 ];
  21001. var segmentLength = lengthAfter - lengthBefore;
  21002. // determine where we are between the 'before' and 'after' points
  21003. var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
  21004. // add that fractional amount to t
  21005. var t = ( i + segmentFraction ) / ( il - 1 );
  21006. return t;
  21007. },
  21008. // Returns a unit vector tangent at t
  21009. // In case any sub curve does not implement its tangent derivation,
  21010. // 2 points a small delta apart will be used to find its gradient
  21011. // which seems to give a reasonable approximation
  21012. getTangent: function ( t ) {
  21013. var delta = 0.0001;
  21014. var t1 = t - delta;
  21015. var t2 = t + delta;
  21016. // Capping in case of danger
  21017. if ( t1 < 0 ) t1 = 0;
  21018. if ( t2 > 1 ) t2 = 1;
  21019. var pt1 = this.getPoint( t1 );
  21020. var pt2 = this.getPoint( t2 );
  21021. var vec = pt2.clone().sub( pt1 );
  21022. return vec.normalize();
  21023. },
  21024. getTangentAt: function ( u ) {
  21025. var t = this.getUtoTmapping( u );
  21026. return this.getTangent( t );
  21027. },
  21028. computeFrenetFrames: function ( segments, closed ) {
  21029. // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf
  21030. var normal = new Vector3();
  21031. var tangents = [];
  21032. var normals = [];
  21033. var binormals = [];
  21034. var vec = new Vector3();
  21035. var mat = new Matrix4();
  21036. var i, u, theta;
  21037. // compute the tangent vectors for each segment on the curve
  21038. for ( i = 0; i <= segments; i ++ ) {
  21039. u = i / segments;
  21040. tangents[ i ] = this.getTangentAt( u );
  21041. tangents[ i ].normalize();
  21042. }
  21043. // select an initial normal vector perpendicular to the first tangent vector,
  21044. // and in the direction of the minimum tangent xyz component
  21045. normals[ 0 ] = new Vector3();
  21046. binormals[ 0 ] = new Vector3();
  21047. var min = Number.MAX_VALUE;
  21048. var tx = Math.abs( tangents[ 0 ].x );
  21049. var ty = Math.abs( tangents[ 0 ].y );
  21050. var tz = Math.abs( tangents[ 0 ].z );
  21051. if ( tx <= min ) {
  21052. min = tx;
  21053. normal.set( 1, 0, 0 );
  21054. }
  21055. if ( ty <= min ) {
  21056. min = ty;
  21057. normal.set( 0, 1, 0 );
  21058. }
  21059. if ( tz <= min ) {
  21060. normal.set( 0, 0, 1 );
  21061. }
  21062. vec.crossVectors( tangents[ 0 ], normal ).normalize();
  21063. normals[ 0 ].crossVectors( tangents[ 0 ], vec );
  21064. binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );
  21065. // compute the slowly-varying normal and binormal vectors for each segment on the curve
  21066. for ( i = 1; i <= segments; i ++ ) {
  21067. normals[ i ] = normals[ i - 1 ].clone();
  21068. binormals[ i ] = binormals[ i - 1 ].clone();
  21069. vec.crossVectors( tangents[ i - 1 ], tangents[ i ] );
  21070. if ( vec.length() > Number.EPSILON ) {
  21071. vec.normalize();
  21072. theta = Math.acos( _Math.clamp( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors
  21073. normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );
  21074. }
  21075. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  21076. }
  21077. // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
  21078. if ( closed === true ) {
  21079. theta = Math.acos( _Math.clamp( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) );
  21080. theta /= segments;
  21081. if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {
  21082. theta = - theta;
  21083. }
  21084. for ( i = 1; i <= segments; i ++ ) {
  21085. // twist a little...
  21086. normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
  21087. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  21088. }
  21089. }
  21090. return {
  21091. tangents: tangents,
  21092. normals: normals,
  21093. binormals: binormals
  21094. };
  21095. },
  21096. clone: function () {
  21097. return new this.constructor().copy( this );
  21098. },
  21099. copy: function ( source ) {
  21100. this.arcLengthDivisions = source.arcLengthDivisions;
  21101. return this;
  21102. },
  21103. toJSON: function () {
  21104. var data = {
  21105. metadata: {
  21106. version: 4.5,
  21107. type: 'Curve',
  21108. generator: 'Curve.toJSON'
  21109. }
  21110. };
  21111. data.arcLengthDivisions = this.arcLengthDivisions;
  21112. data.type = this.type;
  21113. return data;
  21114. },
  21115. fromJSON: function ( json ) {
  21116. this.arcLengthDivisions = json.arcLengthDivisions;
  21117. return this;
  21118. }
  21119. } );
  21120. function EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  21121. Curve.call( this );
  21122. this.type = 'EllipseCurve';
  21123. this.aX = aX || 0;
  21124. this.aY = aY || 0;
  21125. this.xRadius = xRadius || 1;
  21126. this.yRadius = yRadius || 1;
  21127. this.aStartAngle = aStartAngle || 0;
  21128. this.aEndAngle = aEndAngle || 2 * Math.PI;
  21129. this.aClockwise = aClockwise || false;
  21130. this.aRotation = aRotation || 0;
  21131. }
  21132. EllipseCurve.prototype = Object.create( Curve.prototype );
  21133. EllipseCurve.prototype.constructor = EllipseCurve;
  21134. EllipseCurve.prototype.isEllipseCurve = true;
  21135. EllipseCurve.prototype.getPoint = function ( t, optionalTarget ) {
  21136. var point = optionalTarget || new Vector2();
  21137. var twoPi = Math.PI * 2;
  21138. var deltaAngle = this.aEndAngle - this.aStartAngle;
  21139. var samePoints = Math.abs( deltaAngle ) < Number.EPSILON;
  21140. // ensures that deltaAngle is 0 .. 2 PI
  21141. while ( deltaAngle < 0 ) deltaAngle += twoPi;
  21142. while ( deltaAngle > twoPi ) deltaAngle -= twoPi;
  21143. if ( deltaAngle < Number.EPSILON ) {
  21144. if ( samePoints ) {
  21145. deltaAngle = 0;
  21146. } else {
  21147. deltaAngle = twoPi;
  21148. }
  21149. }
  21150. if ( this.aClockwise === true && ! samePoints ) {
  21151. if ( deltaAngle === twoPi ) {
  21152. deltaAngle = - twoPi;
  21153. } else {
  21154. deltaAngle = deltaAngle - twoPi;
  21155. }
  21156. }
  21157. var angle = this.aStartAngle + t * deltaAngle;
  21158. var x = this.aX + this.xRadius * Math.cos( angle );
  21159. var y = this.aY + this.yRadius * Math.sin( angle );
  21160. if ( this.aRotation !== 0 ) {
  21161. var cos = Math.cos( this.aRotation );
  21162. var sin = Math.sin( this.aRotation );
  21163. var tx = x - this.aX;
  21164. var ty = y - this.aY;
  21165. // Rotate the point about the center of the ellipse.
  21166. x = tx * cos - ty * sin + this.aX;
  21167. y = tx * sin + ty * cos + this.aY;
  21168. }
  21169. return point.set( x, y );
  21170. };
  21171. EllipseCurve.prototype.copy = function ( source ) {
  21172. Curve.prototype.copy.call( this, source );
  21173. this.aX = source.aX;
  21174. this.aY = source.aY;
  21175. this.xRadius = source.xRadius;
  21176. this.yRadius = source.yRadius;
  21177. this.aStartAngle = source.aStartAngle;
  21178. this.aEndAngle = source.aEndAngle;
  21179. this.aClockwise = source.aClockwise;
  21180. this.aRotation = source.aRotation;
  21181. return this;
  21182. };
  21183. EllipseCurve.prototype.toJSON = function () {
  21184. var data = Curve.prototype.toJSON.call( this );
  21185. data.aX = this.aX;
  21186. data.aY = this.aY;
  21187. data.xRadius = this.xRadius;
  21188. data.yRadius = this.yRadius;
  21189. data.aStartAngle = this.aStartAngle;
  21190. data.aEndAngle = this.aEndAngle;
  21191. data.aClockwise = this.aClockwise;
  21192. data.aRotation = this.aRotation;
  21193. return data;
  21194. };
  21195. EllipseCurve.prototype.fromJSON = function ( json ) {
  21196. Curve.prototype.fromJSON.call( this, json );
  21197. this.aX = json.aX;
  21198. this.aY = json.aY;
  21199. this.xRadius = json.xRadius;
  21200. this.yRadius = json.yRadius;
  21201. this.aStartAngle = json.aStartAngle;
  21202. this.aEndAngle = json.aEndAngle;
  21203. this.aClockwise = json.aClockwise;
  21204. this.aRotation = json.aRotation;
  21205. return this;
  21206. };
  21207. function ArcCurve( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  21208. EllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  21209. this.type = 'ArcCurve';
  21210. }
  21211. ArcCurve.prototype = Object.create( EllipseCurve.prototype );
  21212. ArcCurve.prototype.constructor = ArcCurve;
  21213. ArcCurve.prototype.isArcCurve = true;
  21214. /**
  21215. * @author zz85 https://github.com/zz85
  21216. *
  21217. * Centripetal CatmullRom Curve - which is useful for avoiding
  21218. * cusps and self-intersections in non-uniform catmull rom curves.
  21219. * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf
  21220. *
  21221. * curve.type accepts centripetal(default), chordal and catmullrom
  21222. * curve.tension is used for catmullrom which defaults to 0.5
  21223. */
  21224. /*
  21225. Based on an optimized c++ solution in
  21226. - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/
  21227. - http://ideone.com/NoEbVM
  21228. This CubicPoly class could be used for reusing some variables and calculations,
  21229. but for three.js curve use, it could be possible inlined and flatten into a single function call
  21230. which can be placed in CurveUtils.
  21231. */
  21232. function CubicPoly() {
  21233. var c0 = 0, c1 = 0, c2 = 0, c3 = 0;
  21234. /*
  21235. * Compute coefficients for a cubic polynomial
  21236. * p(s) = c0 + c1*s + c2*s^2 + c3*s^3
  21237. * such that
  21238. * p(0) = x0, p(1) = x1
  21239. * and
  21240. * p'(0) = t0, p'(1) = t1.
  21241. */
  21242. function init( x0, x1, t0, t1 ) {
  21243. c0 = x0;
  21244. c1 = t0;
  21245. c2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1;
  21246. c3 = 2 * x0 - 2 * x1 + t0 + t1;
  21247. }
  21248. return {
  21249. initCatmullRom: function ( x0, x1, x2, x3, tension ) {
  21250. init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );
  21251. },
  21252. initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {
  21253. // compute tangents when parameterized in [t1,t2]
  21254. var t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;
  21255. var t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;
  21256. // rescale tangents for parametrization in [0,1]
  21257. t1 *= dt1;
  21258. t2 *= dt1;
  21259. init( x1, x2, t1, t2 );
  21260. },
  21261. calc: function ( t ) {
  21262. var t2 = t * t;
  21263. var t3 = t2 * t;
  21264. return c0 + c1 * t + c2 * t2 + c3 * t3;
  21265. }
  21266. };
  21267. }
  21268. //
  21269. var tmp = new Vector3();
  21270. var px = new CubicPoly(), py = new CubicPoly(), pz = new CubicPoly();
  21271. function CatmullRomCurve3( points, closed, curveType, tension ) {
  21272. Curve.call( this );
  21273. this.type = 'CatmullRomCurve3';
  21274. this.points = points || [];
  21275. this.closed = closed || false;
  21276. this.curveType = curveType || 'centripetal';
  21277. this.tension = tension || 0.5;
  21278. }
  21279. CatmullRomCurve3.prototype = Object.create( Curve.prototype );
  21280. CatmullRomCurve3.prototype.constructor = CatmullRomCurve3;
  21281. CatmullRomCurve3.prototype.isCatmullRomCurve3 = true;
  21282. CatmullRomCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  21283. var point = optionalTarget || new Vector3();
  21284. var points = this.points;
  21285. var l = points.length;
  21286. var p = ( l - ( this.closed ? 0 : 1 ) ) * t;
  21287. var intPoint = Math.floor( p );
  21288. var weight = p - intPoint;
  21289. if ( this.closed ) {
  21290. intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l;
  21291. } else if ( weight === 0 && intPoint === l - 1 ) {
  21292. intPoint = l - 2;
  21293. weight = 1;
  21294. }
  21295. var p0, p1, p2, p3; // 4 points
  21296. if ( this.closed || intPoint > 0 ) {
  21297. p0 = points[ ( intPoint - 1 ) % l ];
  21298. } else {
  21299. // extrapolate first point
  21300. tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );
  21301. p0 = tmp;
  21302. }
  21303. p1 = points[ intPoint % l ];
  21304. p2 = points[ ( intPoint + 1 ) % l ];
  21305. if ( this.closed || intPoint + 2 < l ) {
  21306. p3 = points[ ( intPoint + 2 ) % l ];
  21307. } else {
  21308. // extrapolate last point
  21309. tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );
  21310. p3 = tmp;
  21311. }
  21312. if ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) {
  21313. // init Centripetal / Chordal Catmull-Rom
  21314. var pow = this.curveType === 'chordal' ? 0.5 : 0.25;
  21315. var dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );
  21316. var dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );
  21317. var dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );
  21318. // safety check for repeated points
  21319. if ( dt1 < 1e-4 ) dt1 = 1.0;
  21320. if ( dt0 < 1e-4 ) dt0 = dt1;
  21321. if ( dt2 < 1e-4 ) dt2 = dt1;
  21322. px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );
  21323. py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );
  21324. pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );
  21325. } else if ( this.curveType === 'catmullrom' ) {
  21326. px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension );
  21327. py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension );
  21328. pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension );
  21329. }
  21330. point.set(
  21331. px.calc( weight ),
  21332. py.calc( weight ),
  21333. pz.calc( weight )
  21334. );
  21335. return point;
  21336. };
  21337. CatmullRomCurve3.prototype.copy = function ( source ) {
  21338. Curve.prototype.copy.call( this, source );
  21339. this.points = [];
  21340. for ( var i = 0, l = source.points.length; i < l; i ++ ) {
  21341. var point = source.points[ i ];
  21342. this.points.push( point.clone() );
  21343. }
  21344. this.closed = source.closed;
  21345. this.curveType = source.curveType;
  21346. this.tension = source.tension;
  21347. return this;
  21348. };
  21349. CatmullRomCurve3.prototype.toJSON = function () {
  21350. var data = Curve.prototype.toJSON.call( this );
  21351. data.points = [];
  21352. for ( var i = 0, l = this.points.length; i < l; i ++ ) {
  21353. var point = this.points[ i ];
  21354. data.points.push( point.toArray() );
  21355. }
  21356. data.closed = this.closed;
  21357. data.curveType = this.curveType;
  21358. data.tension = this.tension;
  21359. return data;
  21360. };
  21361. CatmullRomCurve3.prototype.fromJSON = function ( json ) {
  21362. Curve.prototype.fromJSON.call( this, json );
  21363. this.points = [];
  21364. for ( var i = 0, l = json.points.length; i < l; i ++ ) {
  21365. var point = json.points[ i ];
  21366. this.points.push( new Vector3().fromArray( point ) );
  21367. }
  21368. this.closed = json.closed;
  21369. this.curveType = json.curveType;
  21370. this.tension = json.tension;
  21371. return this;
  21372. };
  21373. /**
  21374. * @author zz85 / http://www.lab4games.net/zz85/blog
  21375. *
  21376. * Bezier Curves formulas obtained from
  21377. * http://en.wikipedia.org/wiki/Bézier_curve
  21378. */
  21379. function CatmullRom( t, p0, p1, p2, p3 ) {
  21380. var v0 = ( p2 - p0 ) * 0.5;
  21381. var v1 = ( p3 - p1 ) * 0.5;
  21382. var t2 = t * t;
  21383. var t3 = t * t2;
  21384. return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
  21385. }
  21386. //
  21387. function QuadraticBezierP0( t, p ) {
  21388. var k = 1 - t;
  21389. return k * k * p;
  21390. }
  21391. function QuadraticBezierP1( t, p ) {
  21392. return 2 * ( 1 - t ) * t * p;
  21393. }
  21394. function QuadraticBezierP2( t, p ) {
  21395. return t * t * p;
  21396. }
  21397. function QuadraticBezier( t, p0, p1, p2 ) {
  21398. return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +
  21399. QuadraticBezierP2( t, p2 );
  21400. }
  21401. //
  21402. function CubicBezierP0( t, p ) {
  21403. var k = 1 - t;
  21404. return k * k * k * p;
  21405. }
  21406. function CubicBezierP1( t, p ) {
  21407. var k = 1 - t;
  21408. return 3 * k * k * t * p;
  21409. }
  21410. function CubicBezierP2( t, p ) {
  21411. return 3 * ( 1 - t ) * t * t * p;
  21412. }
  21413. function CubicBezierP3( t, p ) {
  21414. return t * t * t * p;
  21415. }
  21416. function CubicBezier( t, p0, p1, p2, p3 ) {
  21417. return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +
  21418. CubicBezierP3( t, p3 );
  21419. }
  21420. function CubicBezierCurve( v0, v1, v2, v3 ) {
  21421. Curve.call( this );
  21422. this.type = 'CubicBezierCurve';
  21423. this.v0 = v0 || new Vector2();
  21424. this.v1 = v1 || new Vector2();
  21425. this.v2 = v2 || new Vector2();
  21426. this.v3 = v3 || new Vector2();
  21427. }
  21428. CubicBezierCurve.prototype = Object.create( Curve.prototype );
  21429. CubicBezierCurve.prototype.constructor = CubicBezierCurve;
  21430. CubicBezierCurve.prototype.isCubicBezierCurve = true;
  21431. CubicBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {
  21432. var point = optionalTarget || new Vector2();
  21433. var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  21434. point.set(
  21435. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  21436. CubicBezier( t, v0.y, v1.y, v2.y, v3.y )
  21437. );
  21438. return point;
  21439. };
  21440. CubicBezierCurve.prototype.copy = function ( source ) {
  21441. Curve.prototype.copy.call( this, source );
  21442. this.v0.copy( source.v0 );
  21443. this.v1.copy( source.v1 );
  21444. this.v2.copy( source.v2 );
  21445. this.v3.copy( source.v3 );
  21446. return this;
  21447. };
  21448. CubicBezierCurve.prototype.toJSON = function () {
  21449. var data = Curve.prototype.toJSON.call( this );
  21450. data.v0 = this.v0.toArray();
  21451. data.v1 = this.v1.toArray();
  21452. data.v2 = this.v2.toArray();
  21453. data.v3 = this.v3.toArray();
  21454. return data;
  21455. };
  21456. CubicBezierCurve.prototype.fromJSON = function ( json ) {
  21457. Curve.prototype.fromJSON.call( this, json );
  21458. this.v0.fromArray( json.v0 );
  21459. this.v1.fromArray( json.v1 );
  21460. this.v2.fromArray( json.v2 );
  21461. this.v3.fromArray( json.v3 );
  21462. return this;
  21463. };
  21464. function CubicBezierCurve3( v0, v1, v2, v3 ) {
  21465. Curve.call( this );
  21466. this.type = 'CubicBezierCurve3';
  21467. this.v0 = v0 || new Vector3();
  21468. this.v1 = v1 || new Vector3();
  21469. this.v2 = v2 || new Vector3();
  21470. this.v3 = v3 || new Vector3();
  21471. }
  21472. CubicBezierCurve3.prototype = Object.create( Curve.prototype );
  21473. CubicBezierCurve3.prototype.constructor = CubicBezierCurve3;
  21474. CubicBezierCurve3.prototype.isCubicBezierCurve3 = true;
  21475. CubicBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  21476. var point = optionalTarget || new Vector3();
  21477. var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  21478. point.set(
  21479. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  21480. CubicBezier( t, v0.y, v1.y, v2.y, v3.y ),
  21481. CubicBezier( t, v0.z, v1.z, v2.z, v3.z )
  21482. );
  21483. return point;
  21484. };
  21485. CubicBezierCurve3.prototype.copy = function ( source ) {
  21486. Curve.prototype.copy.call( this, source );
  21487. this.v0.copy( source.v0 );
  21488. this.v1.copy( source.v1 );
  21489. this.v2.copy( source.v2 );
  21490. this.v3.copy( source.v3 );
  21491. return this;
  21492. };
  21493. CubicBezierCurve3.prototype.toJSON = function () {
  21494. var data = Curve.prototype.toJSON.call( this );
  21495. data.v0 = this.v0.toArray();
  21496. data.v1 = this.v1.toArray();
  21497. data.v2 = this.v2.toArray();
  21498. data.v3 = this.v3.toArray();
  21499. return data;
  21500. };
  21501. CubicBezierCurve3.prototype.fromJSON = function ( json ) {
  21502. Curve.prototype.fromJSON.call( this, json );
  21503. this.v0.fromArray( json.v0 );
  21504. this.v1.fromArray( json.v1 );
  21505. this.v2.fromArray( json.v2 );
  21506. this.v3.fromArray( json.v3 );
  21507. return this;
  21508. };
  21509. function LineCurve( v1, v2 ) {
  21510. Curve.call( this );
  21511. this.type = 'LineCurve';
  21512. this.v1 = v1 || new Vector2();
  21513. this.v2 = v2 || new Vector2();
  21514. }
  21515. LineCurve.prototype = Object.create( Curve.prototype );
  21516. LineCurve.prototype.constructor = LineCurve;
  21517. LineCurve.prototype.isLineCurve = true;
  21518. LineCurve.prototype.getPoint = function ( t, optionalTarget ) {
  21519. var point = optionalTarget || new Vector2();
  21520. if ( t === 1 ) {
  21521. point.copy( this.v2 );
  21522. } else {
  21523. point.copy( this.v2 ).sub( this.v1 );
  21524. point.multiplyScalar( t ).add( this.v1 );
  21525. }
  21526. return point;
  21527. };
  21528. // Line curve is linear, so we can overwrite default getPointAt
  21529. LineCurve.prototype.getPointAt = function ( u, optionalTarget ) {
  21530. return this.getPoint( u, optionalTarget );
  21531. };
  21532. LineCurve.prototype.getTangent = function ( /* t */ ) {
  21533. var tangent = this.v2.clone().sub( this.v1 );
  21534. return tangent.normalize();
  21535. };
  21536. LineCurve.prototype.copy = function ( source ) {
  21537. Curve.prototype.copy.call( this, source );
  21538. this.v1.copy( source.v1 );
  21539. this.v2.copy( source.v2 );
  21540. return this;
  21541. };
  21542. LineCurve.prototype.toJSON = function () {
  21543. var data = Curve.prototype.toJSON.call( this );
  21544. data.v1 = this.v1.toArray();
  21545. data.v2 = this.v2.toArray();
  21546. return data;
  21547. };
  21548. LineCurve.prototype.fromJSON = function ( json ) {
  21549. Curve.prototype.fromJSON.call( this, json );
  21550. this.v1.fromArray( json.v1 );
  21551. this.v2.fromArray( json.v2 );
  21552. return this;
  21553. };
  21554. function LineCurve3( v1, v2 ) {
  21555. Curve.call( this );
  21556. this.type = 'LineCurve3';
  21557. this.v1 = v1 || new Vector3();
  21558. this.v2 = v2 || new Vector3();
  21559. }
  21560. LineCurve3.prototype = Object.create( Curve.prototype );
  21561. LineCurve3.prototype.constructor = LineCurve3;
  21562. LineCurve3.prototype.isLineCurve3 = true;
  21563. LineCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  21564. var point = optionalTarget || new Vector3();
  21565. if ( t === 1 ) {
  21566. point.copy( this.v2 );
  21567. } else {
  21568. point.copy( this.v2 ).sub( this.v1 );
  21569. point.multiplyScalar( t ).add( this.v1 );
  21570. }
  21571. return point;
  21572. };
  21573. // Line curve is linear, so we can overwrite default getPointAt
  21574. LineCurve3.prototype.getPointAt = function ( u, optionalTarget ) {
  21575. return this.getPoint( u, optionalTarget );
  21576. };
  21577. LineCurve3.prototype.copy = function ( source ) {
  21578. Curve.prototype.copy.call( this, source );
  21579. this.v1.copy( source.v1 );
  21580. this.v2.copy( source.v2 );
  21581. return this;
  21582. };
  21583. LineCurve3.prototype.toJSON = function () {
  21584. var data = Curve.prototype.toJSON.call( this );
  21585. data.v1 = this.v1.toArray();
  21586. data.v2 = this.v2.toArray();
  21587. return data;
  21588. };
  21589. LineCurve3.prototype.fromJSON = function ( json ) {
  21590. Curve.prototype.fromJSON.call( this, json );
  21591. this.v1.fromArray( json.v1 );
  21592. this.v2.fromArray( json.v2 );
  21593. return this;
  21594. };
  21595. function QuadraticBezierCurve( v0, v1, v2 ) {
  21596. Curve.call( this );
  21597. this.type = 'QuadraticBezierCurve';
  21598. this.v0 = v0 || new Vector2();
  21599. this.v1 = v1 || new Vector2();
  21600. this.v2 = v2 || new Vector2();
  21601. }
  21602. QuadraticBezierCurve.prototype = Object.create( Curve.prototype );
  21603. QuadraticBezierCurve.prototype.constructor = QuadraticBezierCurve;
  21604. QuadraticBezierCurve.prototype.isQuadraticBezierCurve = true;
  21605. QuadraticBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {
  21606. var point = optionalTarget || new Vector2();
  21607. var v0 = this.v0, v1 = this.v1, v2 = this.v2;
  21608. point.set(
  21609. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  21610. QuadraticBezier( t, v0.y, v1.y, v2.y )
  21611. );
  21612. return point;
  21613. };
  21614. QuadraticBezierCurve.prototype.copy = function ( source ) {
  21615. Curve.prototype.copy.call( this, source );
  21616. this.v0.copy( source.v0 );
  21617. this.v1.copy( source.v1 );
  21618. this.v2.copy( source.v2 );
  21619. return this;
  21620. };
  21621. QuadraticBezierCurve.prototype.toJSON = function () {
  21622. var data = Curve.prototype.toJSON.call( this );
  21623. data.v0 = this.v0.toArray();
  21624. data.v1 = this.v1.toArray();
  21625. data.v2 = this.v2.toArray();
  21626. return data;
  21627. };
  21628. QuadraticBezierCurve.prototype.fromJSON = function ( json ) {
  21629. Curve.prototype.fromJSON.call( this, json );
  21630. this.v0.fromArray( json.v0 );
  21631. this.v1.fromArray( json.v1 );
  21632. this.v2.fromArray( json.v2 );
  21633. return this;
  21634. };
  21635. function QuadraticBezierCurve3( v0, v1, v2 ) {
  21636. Curve.call( this );
  21637. this.type = 'QuadraticBezierCurve3';
  21638. this.v0 = v0 || new Vector3();
  21639. this.v1 = v1 || new Vector3();
  21640. this.v2 = v2 || new Vector3();
  21641. }
  21642. QuadraticBezierCurve3.prototype = Object.create( Curve.prototype );
  21643. QuadraticBezierCurve3.prototype.constructor = QuadraticBezierCurve3;
  21644. QuadraticBezierCurve3.prototype.isQuadraticBezierCurve3 = true;
  21645. QuadraticBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  21646. var point = optionalTarget || new Vector3();
  21647. var v0 = this.v0, v1 = this.v1, v2 = this.v2;
  21648. point.set(
  21649. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  21650. QuadraticBezier( t, v0.y, v1.y, v2.y ),
  21651. QuadraticBezier( t, v0.z, v1.z, v2.z )
  21652. );
  21653. return point;
  21654. };
  21655. QuadraticBezierCurve3.prototype.copy = function ( source ) {
  21656. Curve.prototype.copy.call( this, source );
  21657. this.v0.copy( source.v0 );
  21658. this.v1.copy( source.v1 );
  21659. this.v2.copy( source.v2 );
  21660. return this;
  21661. };
  21662. QuadraticBezierCurve3.prototype.toJSON = function () {
  21663. var data = Curve.prototype.toJSON.call( this );
  21664. data.v0 = this.v0.toArray();
  21665. data.v1 = this.v1.toArray();
  21666. data.v2 = this.v2.toArray();
  21667. return data;
  21668. };
  21669. QuadraticBezierCurve3.prototype.fromJSON = function ( json ) {
  21670. Curve.prototype.fromJSON.call( this, json );
  21671. this.v0.fromArray( json.v0 );
  21672. this.v1.fromArray( json.v1 );
  21673. this.v2.fromArray( json.v2 );
  21674. return this;
  21675. };
  21676. function SplineCurve( points /* array of Vector2 */ ) {
  21677. Curve.call( this );
  21678. this.type = 'SplineCurve';
  21679. this.points = points || [];
  21680. }
  21681. SplineCurve.prototype = Object.create( Curve.prototype );
  21682. SplineCurve.prototype.constructor = SplineCurve;
  21683. SplineCurve.prototype.isSplineCurve = true;
  21684. SplineCurve.prototype.getPoint = function ( t, optionalTarget ) {
  21685. var point = optionalTarget || new Vector2();
  21686. var points = this.points;
  21687. var p = ( points.length - 1 ) * t;
  21688. var intPoint = Math.floor( p );
  21689. var weight = p - intPoint;
  21690. var p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];
  21691. var p1 = points[ intPoint ];
  21692. var p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
  21693. var p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];
  21694. point.set(
  21695. CatmullRom( weight, p0.x, p1.x, p2.x, p3.x ),
  21696. CatmullRom( weight, p0.y, p1.y, p2.y, p3.y )
  21697. );
  21698. return point;
  21699. };
  21700. SplineCurve.prototype.copy = function ( source ) {
  21701. Curve.prototype.copy.call( this, source );
  21702. this.points = [];
  21703. for ( var i = 0, l = source.points.length; i < l; i ++ ) {
  21704. var point = source.points[ i ];
  21705. this.points.push( point.clone() );
  21706. }
  21707. return this;
  21708. };
  21709. SplineCurve.prototype.toJSON = function () {
  21710. var data = Curve.prototype.toJSON.call( this );
  21711. data.points = [];
  21712. for ( var i = 0, l = this.points.length; i < l; i ++ ) {
  21713. var point = this.points[ i ];
  21714. data.points.push( point.toArray() );
  21715. }
  21716. return data;
  21717. };
  21718. SplineCurve.prototype.fromJSON = function ( json ) {
  21719. Curve.prototype.fromJSON.call( this, json );
  21720. this.points = [];
  21721. for ( var i = 0, l = json.points.length; i < l; i ++ ) {
  21722. var point = json.points[ i ];
  21723. this.points.push( new Vector2().fromArray( point ) );
  21724. }
  21725. return this;
  21726. };
  21727. var Curves = /*#__PURE__*/Object.freeze({
  21728. ArcCurve: ArcCurve,
  21729. CatmullRomCurve3: CatmullRomCurve3,
  21730. CubicBezierCurve: CubicBezierCurve,
  21731. CubicBezierCurve3: CubicBezierCurve3,
  21732. EllipseCurve: EllipseCurve,
  21733. LineCurve: LineCurve,
  21734. LineCurve3: LineCurve3,
  21735. QuadraticBezierCurve: QuadraticBezierCurve,
  21736. QuadraticBezierCurve3: QuadraticBezierCurve3,
  21737. SplineCurve: SplineCurve
  21738. });
  21739. /**
  21740. * @author zz85 / http://www.lab4games.net/zz85/blog
  21741. *
  21742. **/
  21743. /**************************************************************
  21744. * Curved Path - a curve path is simply a array of connected
  21745. * curves, but retains the api of a curve
  21746. **************************************************************/
  21747. function CurvePath() {
  21748. Curve.call( this );
  21749. this.type = 'CurvePath';
  21750. this.curves = [];
  21751. this.autoClose = false; // Automatically closes the path
  21752. }
  21753. CurvePath.prototype = Object.assign( Object.create( Curve.prototype ), {
  21754. constructor: CurvePath,
  21755. add: function ( curve ) {
  21756. this.curves.push( curve );
  21757. },
  21758. closePath: function () {
  21759. // Add a line curve if start and end of lines are not connected
  21760. var startPoint = this.curves[ 0 ].getPoint( 0 );
  21761. var endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );
  21762. if ( ! startPoint.equals( endPoint ) ) {
  21763. this.curves.push( new LineCurve( endPoint, startPoint ) );
  21764. }
  21765. },
  21766. // To get accurate point with reference to
  21767. // entire path distance at time t,
  21768. // following has to be done:
  21769. // 1. Length of each sub path have to be known
  21770. // 2. Locate and identify type of curve
  21771. // 3. Get t for the curve
  21772. // 4. Return curve.getPointAt(t')
  21773. getPoint: function ( t ) {
  21774. var d = t * this.getLength();
  21775. var curveLengths = this.getCurveLengths();
  21776. var i = 0;
  21777. // To think about boundaries points.
  21778. while ( i < curveLengths.length ) {
  21779. if ( curveLengths[ i ] >= d ) {
  21780. var diff = curveLengths[ i ] - d;
  21781. var curve = this.curves[ i ];
  21782. var segmentLength = curve.getLength();
  21783. var u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;
  21784. return curve.getPointAt( u );
  21785. }
  21786. i ++;
  21787. }
  21788. return null;
  21789. // loop where sum != 0, sum > d , sum+1 <d
  21790. },
  21791. // We cannot use the default THREE.Curve getPoint() with getLength() because in
  21792. // THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
  21793. // getPoint() depends on getLength
  21794. getLength: function () {
  21795. var lens = this.getCurveLengths();
  21796. return lens[ lens.length - 1 ];
  21797. },
  21798. // cacheLengths must be recalculated.
  21799. updateArcLengths: function () {
  21800. this.needsUpdate = true;
  21801. this.cacheLengths = null;
  21802. this.getCurveLengths();
  21803. },
  21804. // Compute lengths and cache them
  21805. // We cannot overwrite getLengths() because UtoT mapping uses it.
  21806. getCurveLengths: function () {
  21807. // We use cache values if curves and cache array are same length
  21808. if ( this.cacheLengths && this.cacheLengths.length === this.curves.length ) {
  21809. return this.cacheLengths;
  21810. }
  21811. // Get length of sub-curve
  21812. // Push sums into cached array
  21813. var lengths = [], sums = 0;
  21814. for ( var i = 0, l = this.curves.length; i < l; i ++ ) {
  21815. sums += this.curves[ i ].getLength();
  21816. lengths.push( sums );
  21817. }
  21818. this.cacheLengths = lengths;
  21819. return lengths;
  21820. },
  21821. getSpacedPoints: function ( divisions ) {
  21822. if ( divisions === undefined ) divisions = 40;
  21823. var points = [];
  21824. for ( var i = 0; i <= divisions; i ++ ) {
  21825. points.push( this.getPoint( i / divisions ) );
  21826. }
  21827. if ( this.autoClose ) {
  21828. points.push( points[ 0 ] );
  21829. }
  21830. return points;
  21831. },
  21832. getPoints: function ( divisions ) {
  21833. divisions = divisions || 12;
  21834. var points = [], last;
  21835. for ( var i = 0, curves = this.curves; i < curves.length; i ++ ) {
  21836. var curve = curves[ i ];
  21837. var resolution = ( curve && curve.isEllipseCurve ) ? divisions * 2
  21838. : ( curve && ( curve.isLineCurve || curve.isLineCurve3 ) ) ? 1
  21839. : ( curve && curve.isSplineCurve ) ? divisions * curve.points.length
  21840. : divisions;
  21841. var pts = curve.getPoints( resolution );
  21842. for ( var j = 0; j < pts.length; j ++ ) {
  21843. var point = pts[ j ];
  21844. if ( last && last.equals( point ) ) continue; // ensures no consecutive points are duplicates
  21845. points.push( point );
  21846. last = point;
  21847. }
  21848. }
  21849. if ( this.autoClose && points.length > 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) {
  21850. points.push( points[ 0 ] );
  21851. }
  21852. return points;
  21853. },
  21854. copy: function ( source ) {
  21855. Curve.prototype.copy.call( this, source );
  21856. this.curves = [];
  21857. for ( var i = 0, l = source.curves.length; i < l; i ++ ) {
  21858. var curve = source.curves[ i ];
  21859. this.curves.push( curve.clone() );
  21860. }
  21861. this.autoClose = source.autoClose;
  21862. return this;
  21863. },
  21864. toJSON: function () {
  21865. var data = Curve.prototype.toJSON.call( this );
  21866. data.autoClose = this.autoClose;
  21867. data.curves = [];
  21868. for ( var i = 0, l = this.curves.length; i < l; i ++ ) {
  21869. var curve = this.curves[ i ];
  21870. data.curves.push( curve.toJSON() );
  21871. }
  21872. return data;
  21873. },
  21874. fromJSON: function ( json ) {
  21875. Curve.prototype.fromJSON.call( this, json );
  21876. this.autoClose = json.autoClose;
  21877. this.curves = [];
  21878. for ( var i = 0, l = json.curves.length; i < l; i ++ ) {
  21879. var curve = json.curves[ i ];
  21880. this.curves.push( new Curves[ curve.type ]().fromJSON( curve ) );
  21881. }
  21882. return this;
  21883. }
  21884. } );
  21885. /**
  21886. * @author zz85 / http://www.lab4games.net/zz85/blog
  21887. * Creates free form 2d path using series of points, lines or curves.
  21888. **/
  21889. function Path( points ) {
  21890. CurvePath.call( this );
  21891. this.type = 'Path';
  21892. this.currentPoint = new Vector2();
  21893. if ( points ) {
  21894. this.setFromPoints( points );
  21895. }
  21896. }
  21897. Path.prototype = Object.assign( Object.create( CurvePath.prototype ), {
  21898. constructor: Path,
  21899. setFromPoints: function ( points ) {
  21900. this.moveTo( points[ 0 ].x, points[ 0 ].y );
  21901. for ( var i = 1, l = points.length; i < l; i ++ ) {
  21902. this.lineTo( points[ i ].x, points[ i ].y );
  21903. }
  21904. },
  21905. moveTo: function ( x, y ) {
  21906. this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?
  21907. },
  21908. lineTo: function ( x, y ) {
  21909. var curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );
  21910. this.curves.push( curve );
  21911. this.currentPoint.set( x, y );
  21912. },
  21913. quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
  21914. var curve = new QuadraticBezierCurve(
  21915. this.currentPoint.clone(),
  21916. new Vector2( aCPx, aCPy ),
  21917. new Vector2( aX, aY )
  21918. );
  21919. this.curves.push( curve );
  21920. this.currentPoint.set( aX, aY );
  21921. },
  21922. bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  21923. var curve = new CubicBezierCurve(
  21924. this.currentPoint.clone(),
  21925. new Vector2( aCP1x, aCP1y ),
  21926. new Vector2( aCP2x, aCP2y ),
  21927. new Vector2( aX, aY )
  21928. );
  21929. this.curves.push( curve );
  21930. this.currentPoint.set( aX, aY );
  21931. },
  21932. splineThru: function ( pts /*Array of Vector*/ ) {
  21933. var npts = [ this.currentPoint.clone() ].concat( pts );
  21934. var curve = new SplineCurve( npts );
  21935. this.curves.push( curve );
  21936. this.currentPoint.copy( pts[ pts.length - 1 ] );
  21937. },
  21938. arc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  21939. var x0 = this.currentPoint.x;
  21940. var y0 = this.currentPoint.y;
  21941. this.absarc( aX + x0, aY + y0, aRadius,
  21942. aStartAngle, aEndAngle, aClockwise );
  21943. },
  21944. absarc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  21945. this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  21946. },
  21947. ellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  21948. var x0 = this.currentPoint.x;
  21949. var y0 = this.currentPoint.y;
  21950. this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  21951. },
  21952. absellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  21953. var curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  21954. if ( this.curves.length > 0 ) {
  21955. // if a previous curve is present, attempt to join
  21956. var firstPoint = curve.getPoint( 0 );
  21957. if ( ! firstPoint.equals( this.currentPoint ) ) {
  21958. this.lineTo( firstPoint.x, firstPoint.y );
  21959. }
  21960. }
  21961. this.curves.push( curve );
  21962. var lastPoint = curve.getPoint( 1 );
  21963. this.currentPoint.copy( lastPoint );
  21964. },
  21965. copy: function ( source ) {
  21966. CurvePath.prototype.copy.call( this, source );
  21967. this.currentPoint.copy( source.currentPoint );
  21968. return this;
  21969. },
  21970. toJSON: function () {
  21971. var data = CurvePath.prototype.toJSON.call( this );
  21972. data.currentPoint = this.currentPoint.toArray();
  21973. return data;
  21974. },
  21975. fromJSON: function ( json ) {
  21976. CurvePath.prototype.fromJSON.call( this, json );
  21977. this.currentPoint.fromArray( json.currentPoint );
  21978. return this;
  21979. }
  21980. } );
  21981. /**
  21982. * @author zz85 / http://www.lab4games.net/zz85/blog
  21983. * Defines a 2d shape plane using paths.
  21984. **/
  21985. // STEP 1 Create a path.
  21986. // STEP 2 Turn path into shape.
  21987. // STEP 3 ExtrudeGeometry takes in Shape/Shapes
  21988. // STEP 3a - Extract points from each shape, turn to vertices
  21989. // STEP 3b - Triangulate each shape, add faces.
  21990. function Shape( points ) {
  21991. Path.call( this, points );
  21992. this.uuid = _Math.generateUUID();
  21993. this.type = 'Shape';
  21994. this.holes = [];
  21995. }
  21996. Shape.prototype = Object.assign( Object.create( Path.prototype ), {
  21997. constructor: Shape,
  21998. getPointsHoles: function ( divisions ) {
  21999. var holesPts = [];
  22000. for ( var i = 0, l = this.holes.length; i < l; i ++ ) {
  22001. holesPts[ i ] = this.holes[ i ].getPoints( divisions );
  22002. }
  22003. return holesPts;
  22004. },
  22005. // get points of shape and holes (keypoints based on segments parameter)
  22006. extractPoints: function ( divisions ) {
  22007. return {
  22008. shape: this.getPoints( divisions ),
  22009. holes: this.getPointsHoles( divisions )
  22010. };
  22011. },
  22012. copy: function ( source ) {
  22013. Path.prototype.copy.call( this, source );
  22014. this.holes = [];
  22015. for ( var i = 0, l = source.holes.length; i < l; i ++ ) {
  22016. var hole = source.holes[ i ];
  22017. this.holes.push( hole.clone() );
  22018. }
  22019. return this;
  22020. },
  22021. toJSON: function () {
  22022. var data = Path.prototype.toJSON.call( this );
  22023. data.uuid = this.uuid;
  22024. data.holes = [];
  22025. for ( var i = 0, l = this.holes.length; i < l; i ++ ) {
  22026. var hole = this.holes[ i ];
  22027. data.holes.push( hole.toJSON() );
  22028. }
  22029. return data;
  22030. },
  22031. fromJSON: function ( json ) {
  22032. Path.prototype.fromJSON.call( this, json );
  22033. this.uuid = json.uuid;
  22034. this.holes = [];
  22035. for ( var i = 0, l = json.holes.length; i < l; i ++ ) {
  22036. var hole = json.holes[ i ];
  22037. this.holes.push( new Path().fromJSON( hole ) );
  22038. }
  22039. return this;
  22040. }
  22041. } );
  22042. /**
  22043. * @author mrdoob / http://mrdoob.com/
  22044. * @author alteredq / http://alteredqualia.com/
  22045. */
  22046. function Light( color, intensity ) {
  22047. Object3D.call( this );
  22048. this.type = 'Light';
  22049. this.color = new Color( color );
  22050. this.intensity = intensity !== undefined ? intensity : 1;
  22051. this.receiveShadow = undefined;
  22052. }
  22053. Light.prototype = Object.assign( Object.create( Object3D.prototype ), {
  22054. constructor: Light,
  22055. isLight: true,
  22056. copy: function ( source ) {
  22057. Object3D.prototype.copy.call( this, source );
  22058. this.color.copy( source.color );
  22059. this.intensity = source.intensity;
  22060. return this;
  22061. },
  22062. toJSON: function ( meta ) {
  22063. var data = Object3D.prototype.toJSON.call( this, meta );
  22064. data.object.color = this.color.getHex();
  22065. data.object.intensity = this.intensity;
  22066. if ( this.groundColor !== undefined ) data.object.groundColor = this.groundColor.getHex();
  22067. if ( this.distance !== undefined ) data.object.distance = this.distance;
  22068. if ( this.angle !== undefined ) data.object.angle = this.angle;
  22069. if ( this.decay !== undefined ) data.object.decay = this.decay;
  22070. if ( this.penumbra !== undefined ) data.object.penumbra = this.penumbra;
  22071. if ( this.shadow !== undefined ) data.object.shadow = this.shadow.toJSON();
  22072. return data;
  22073. }
  22074. } );
  22075. /**
  22076. * @author alteredq / http://alteredqualia.com/
  22077. */
  22078. function HemisphereLight( skyColor, groundColor, intensity ) {
  22079. Light.call( this, skyColor, intensity );
  22080. this.type = 'HemisphereLight';
  22081. this.castShadow = undefined;
  22082. this.position.copy( Object3D.DefaultUp );
  22083. this.updateMatrix();
  22084. this.groundColor = new Color( groundColor );
  22085. }
  22086. HemisphereLight.prototype = Object.assign( Object.create( Light.prototype ), {
  22087. constructor: HemisphereLight,
  22088. isHemisphereLight: true,
  22089. copy: function ( source ) {
  22090. Light.prototype.copy.call( this, source );
  22091. this.groundColor.copy( source.groundColor );
  22092. return this;
  22093. }
  22094. } );
  22095. /**
  22096. * @author mrdoob / http://mrdoob.com/
  22097. */
  22098. function LightShadow( camera ) {
  22099. this.camera = camera;
  22100. this.bias = 0;
  22101. this.radius = 1;
  22102. this.mapSize = new Vector2( 512, 512 );
  22103. this.map = null;
  22104. this.matrix = new Matrix4();
  22105. }
  22106. Object.assign( LightShadow.prototype, {
  22107. copy: function ( source ) {
  22108. this.camera = source.camera.clone();
  22109. this.bias = source.bias;
  22110. this.radius = source.radius;
  22111. this.mapSize.copy( source.mapSize );
  22112. return this;
  22113. },
  22114. clone: function () {
  22115. return new this.constructor().copy( this );
  22116. },
  22117. toJSON: function () {
  22118. var object = {};
  22119. if ( this.bias !== 0 ) object.bias = this.bias;
  22120. if ( this.radius !== 1 ) object.radius = this.radius;
  22121. if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) object.mapSize = this.mapSize.toArray();
  22122. object.camera = this.camera.toJSON( false ).object;
  22123. delete object.camera.matrix;
  22124. return object;
  22125. }
  22126. } );
  22127. /**
  22128. * @author mrdoob / http://mrdoob.com/
  22129. */
  22130. function SpotLightShadow() {
  22131. LightShadow.call( this, new PerspectiveCamera( 50, 1, 0.5, 500 ) );
  22132. }
  22133. SpotLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  22134. constructor: SpotLightShadow,
  22135. isSpotLightShadow: true,
  22136. update: function ( light ) {
  22137. var camera = this.camera;
  22138. var fov = _Math.RAD2DEG * 2 * light.angle;
  22139. var aspect = this.mapSize.width / this.mapSize.height;
  22140. var far = light.distance || camera.far;
  22141. if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {
  22142. camera.fov = fov;
  22143. camera.aspect = aspect;
  22144. camera.far = far;
  22145. camera.updateProjectionMatrix();
  22146. }
  22147. }
  22148. } );
  22149. /**
  22150. * @author alteredq / http://alteredqualia.com/
  22151. */
  22152. function SpotLight( color, intensity, distance, angle, penumbra, decay ) {
  22153. Light.call( this, color, intensity );
  22154. this.type = 'SpotLight';
  22155. this.position.copy( Object3D.DefaultUp );
  22156. this.updateMatrix();
  22157. this.target = new Object3D();
  22158. Object.defineProperty( this, 'power', {
  22159. get: function () {
  22160. // intensity = power per solid angle.
  22161. // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  22162. return this.intensity * Math.PI;
  22163. },
  22164. set: function ( power ) {
  22165. // intensity = power per solid angle.
  22166. // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  22167. this.intensity = power / Math.PI;
  22168. }
  22169. } );
  22170. this.distance = ( distance !== undefined ) ? distance : 0;
  22171. this.angle = ( angle !== undefined ) ? angle : Math.PI / 3;
  22172. this.penumbra = ( penumbra !== undefined ) ? penumbra : 0;
  22173. this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
  22174. this.shadow = new SpotLightShadow();
  22175. }
  22176. SpotLight.prototype = Object.assign( Object.create( Light.prototype ), {
  22177. constructor: SpotLight,
  22178. isSpotLight: true,
  22179. copy: function ( source ) {
  22180. Light.prototype.copy.call( this, source );
  22181. this.distance = source.distance;
  22182. this.angle = source.angle;
  22183. this.penumbra = source.penumbra;
  22184. this.decay = source.decay;
  22185. this.target = source.target.clone();
  22186. this.shadow = source.shadow.clone();
  22187. return this;
  22188. }
  22189. } );
  22190. /**
  22191. * @author mrdoob / http://mrdoob.com/
  22192. */
  22193. function PointLight( color, intensity, distance, decay ) {
  22194. Light.call( this, color, intensity );
  22195. this.type = 'PointLight';
  22196. Object.defineProperty( this, 'power', {
  22197. get: function () {
  22198. // intensity = power per solid angle.
  22199. // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  22200. return this.intensity * 4 * Math.PI;
  22201. },
  22202. set: function ( power ) {
  22203. // intensity = power per solid angle.
  22204. // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  22205. this.intensity = power / ( 4 * Math.PI );
  22206. }
  22207. } );
  22208. this.distance = ( distance !== undefined ) ? distance : 0;
  22209. this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
  22210. this.shadow = new LightShadow( new PerspectiveCamera( 90, 1, 0.5, 500 ) );
  22211. }
  22212. PointLight.prototype = Object.assign( Object.create( Light.prototype ), {
  22213. constructor: PointLight,
  22214. isPointLight: true,
  22215. copy: function ( source ) {
  22216. Light.prototype.copy.call( this, source );
  22217. this.distance = source.distance;
  22218. this.decay = source.decay;
  22219. this.shadow = source.shadow.clone();
  22220. return this;
  22221. }
  22222. } );
  22223. /**
  22224. * @author alteredq / http://alteredqualia.com/
  22225. * @author arose / http://github.com/arose
  22226. */
  22227. function OrthographicCamera( left, right, top, bottom, near, far ) {
  22228. Camera.call( this );
  22229. this.type = 'OrthographicCamera';
  22230. this.zoom = 1;
  22231. this.view = null;
  22232. this.left = ( left !== undefined ) ? left : - 1;
  22233. this.right = ( right !== undefined ) ? right : 1;
  22234. this.top = ( top !== undefined ) ? top : 1;
  22235. this.bottom = ( bottom !== undefined ) ? bottom : - 1;
  22236. this.near = ( near !== undefined ) ? near : 0.1;
  22237. this.far = ( far !== undefined ) ? far : 2000;
  22238. this.updateProjectionMatrix();
  22239. }
  22240. OrthographicCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
  22241. constructor: OrthographicCamera,
  22242. isOrthographicCamera: true,
  22243. copy: function ( source, recursive ) {
  22244. Camera.prototype.copy.call( this, source, recursive );
  22245. this.left = source.left;
  22246. this.right = source.right;
  22247. this.top = source.top;
  22248. this.bottom = source.bottom;
  22249. this.near = source.near;
  22250. this.far = source.far;
  22251. this.zoom = source.zoom;
  22252. this.view = source.view === null ? null : Object.assign( {}, source.view );
  22253. return this;
  22254. },
  22255. setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
  22256. if ( this.view === null ) {
  22257. this.view = {
  22258. enabled: true,
  22259. fullWidth: 1,
  22260. fullHeight: 1,
  22261. offsetX: 0,
  22262. offsetY: 0,
  22263. width: 1,
  22264. height: 1
  22265. };
  22266. }
  22267. this.view.enabled = true;
  22268. this.view.fullWidth = fullWidth;
  22269. this.view.fullHeight = fullHeight;
  22270. this.view.offsetX = x;
  22271. this.view.offsetY = y;
  22272. this.view.width = width;
  22273. this.view.height = height;
  22274. this.updateProjectionMatrix();
  22275. },
  22276. clearViewOffset: function () {
  22277. if ( this.view !== null ) {
  22278. this.view.enabled = false;
  22279. }
  22280. this.updateProjectionMatrix();
  22281. },
  22282. updateProjectionMatrix: function () {
  22283. var dx = ( this.right - this.left ) / ( 2 * this.zoom );
  22284. var dy = ( this.top - this.bottom ) / ( 2 * this.zoom );
  22285. var cx = ( this.right + this.left ) / 2;
  22286. var cy = ( this.top + this.bottom ) / 2;
  22287. var left = cx - dx;
  22288. var right = cx + dx;
  22289. var top = cy + dy;
  22290. var bottom = cy - dy;
  22291. if ( this.view !== null && this.view.enabled ) {
  22292. var zoomW = this.zoom / ( this.view.width / this.view.fullWidth );
  22293. var zoomH = this.zoom / ( this.view.height / this.view.fullHeight );
  22294. var scaleW = ( this.right - this.left ) / this.view.width;
  22295. var scaleH = ( this.top - this.bottom ) / this.view.height;
  22296. left += scaleW * ( this.view.offsetX / zoomW );
  22297. right = left + scaleW * ( this.view.width / zoomW );
  22298. top -= scaleH * ( this.view.offsetY / zoomH );
  22299. bottom = top - scaleH * ( this.view.height / zoomH );
  22300. }
  22301. this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far );
  22302. this.projectionMatrixInverse.getInverse( this.projectionMatrix );
  22303. },
  22304. toJSON: function ( meta ) {
  22305. var data = Object3D.prototype.toJSON.call( this, meta );
  22306. data.object.zoom = this.zoom;
  22307. data.object.left = this.left;
  22308. data.object.right = this.right;
  22309. data.object.top = this.top;
  22310. data.object.bottom = this.bottom;
  22311. data.object.near = this.near;
  22312. data.object.far = this.far;
  22313. if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
  22314. return data;
  22315. }
  22316. } );
  22317. /**
  22318. * @author mrdoob / http://mrdoob.com/
  22319. */
  22320. function DirectionalLightShadow( ) {
  22321. LightShadow.call( this, new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) );
  22322. }
  22323. DirectionalLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  22324. constructor: DirectionalLightShadow
  22325. } );
  22326. /**
  22327. * @author mrdoob / http://mrdoob.com/
  22328. * @author alteredq / http://alteredqualia.com/
  22329. */
  22330. function DirectionalLight( color, intensity ) {
  22331. Light.call( this, color, intensity );
  22332. this.type = 'DirectionalLight';
  22333. this.position.copy( Object3D.DefaultUp );
  22334. this.updateMatrix();
  22335. this.target = new Object3D();
  22336. this.shadow = new DirectionalLightShadow();
  22337. }
  22338. DirectionalLight.prototype = Object.assign( Object.create( Light.prototype ), {
  22339. constructor: DirectionalLight,
  22340. isDirectionalLight: true,
  22341. copy: function ( source ) {
  22342. Light.prototype.copy.call( this, source );
  22343. this.target = source.target.clone();
  22344. this.shadow = source.shadow.clone();
  22345. return this;
  22346. }
  22347. } );
  22348. /**
  22349. * @author mrdoob / http://mrdoob.com/
  22350. */
  22351. function AmbientLight( color, intensity ) {
  22352. Light.call( this, color, intensity );
  22353. this.type = 'AmbientLight';
  22354. this.castShadow = undefined;
  22355. }
  22356. AmbientLight.prototype = Object.assign( Object.create( Light.prototype ), {
  22357. constructor: AmbientLight,
  22358. isAmbientLight: true
  22359. } );
  22360. /**
  22361. * @author abelnation / http://github.com/abelnation
  22362. */
  22363. function RectAreaLight( color, intensity, width, height ) {
  22364. Light.call( this, color, intensity );
  22365. this.type = 'RectAreaLight';
  22366. this.width = ( width !== undefined ) ? width : 10;
  22367. this.height = ( height !== undefined ) ? height : 10;
  22368. }
  22369. RectAreaLight.prototype = Object.assign( Object.create( Light.prototype ), {
  22370. constructor: RectAreaLight,
  22371. isRectAreaLight: true,
  22372. copy: function ( source ) {
  22373. Light.prototype.copy.call( this, source );
  22374. this.width = source.width;
  22375. this.height = source.height;
  22376. return this;
  22377. },
  22378. toJSON: function ( meta ) {
  22379. var data = Light.prototype.toJSON.call( this, meta );
  22380. data.object.width = this.width;
  22381. data.object.height = this.height;
  22382. return data;
  22383. }
  22384. } );
  22385. /**
  22386. * @author mrdoob / http://mrdoob.com/
  22387. */
  22388. function MaterialLoader( manager ) {
  22389. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  22390. this.textures = {};
  22391. }
  22392. Object.assign( MaterialLoader.prototype, {
  22393. load: function ( url, onLoad, onProgress, onError ) {
  22394. var scope = this;
  22395. var loader = new FileLoader( scope.manager );
  22396. loader.setPath( scope.path );
  22397. loader.load( url, function ( text ) {
  22398. onLoad( scope.parse( JSON.parse( text ) ) );
  22399. }, onProgress, onError );
  22400. },
  22401. parse: function ( json ) {
  22402. var textures = this.textures;
  22403. function getTexture( name ) {
  22404. if ( textures[ name ] === undefined ) {
  22405. console.warn( 'THREE.MaterialLoader: Undefined texture', name );
  22406. }
  22407. return textures[ name ];
  22408. }
  22409. var material = new Materials[ json.type ]();
  22410. if ( json.uuid !== undefined ) material.uuid = json.uuid;
  22411. if ( json.name !== undefined ) material.name = json.name;
  22412. if ( json.color !== undefined ) material.color.setHex( json.color );
  22413. if ( json.roughness !== undefined ) material.roughness = json.roughness;
  22414. if ( json.metalness !== undefined ) material.metalness = json.metalness;
  22415. if ( json.emissive !== undefined ) material.emissive.setHex( json.emissive );
  22416. if ( json.specular !== undefined ) material.specular.setHex( json.specular );
  22417. if ( json.shininess !== undefined ) material.shininess = json.shininess;
  22418. if ( json.clearCoat !== undefined ) material.clearCoat = json.clearCoat;
  22419. if ( json.clearCoatRoughness !== undefined ) material.clearCoatRoughness = json.clearCoatRoughness;
  22420. if ( json.vertexColors !== undefined ) material.vertexColors = json.vertexColors;
  22421. if ( json.fog !== undefined ) material.fog = json.fog;
  22422. if ( json.flatShading !== undefined ) material.flatShading = json.flatShading;
  22423. if ( json.blending !== undefined ) material.blending = json.blending;
  22424. if ( json.combine !== undefined ) material.combine = json.combine;
  22425. if ( json.side !== undefined ) material.side = json.side;
  22426. if ( json.opacity !== undefined ) material.opacity = json.opacity;
  22427. if ( json.transparent !== undefined ) material.transparent = json.transparent;
  22428. if ( json.alphaTest !== undefined ) material.alphaTest = json.alphaTest;
  22429. if ( json.depthTest !== undefined ) material.depthTest = json.depthTest;
  22430. if ( json.depthWrite !== undefined ) material.depthWrite = json.depthWrite;
  22431. if ( json.colorWrite !== undefined ) material.colorWrite = json.colorWrite;
  22432. if ( json.wireframe !== undefined ) material.wireframe = json.wireframe;
  22433. if ( json.wireframeLinewidth !== undefined ) material.wireframeLinewidth = json.wireframeLinewidth;
  22434. if ( json.wireframeLinecap !== undefined ) material.wireframeLinecap = json.wireframeLinecap;
  22435. if ( json.wireframeLinejoin !== undefined ) material.wireframeLinejoin = json.wireframeLinejoin;
  22436. if ( json.rotation !== undefined ) material.rotation = json.rotation;
  22437. if ( json.linewidth !== 1 ) material.linewidth = json.linewidth;
  22438. if ( json.dashSize !== undefined ) material.dashSize = json.dashSize;
  22439. if ( json.gapSize !== undefined ) material.gapSize = json.gapSize;
  22440. if ( json.scale !== undefined ) material.scale = json.scale;
  22441. if ( json.polygonOffset !== undefined ) material.polygonOffset = json.polygonOffset;
  22442. if ( json.polygonOffsetFactor !== undefined ) material.polygonOffsetFactor = json.polygonOffsetFactor;
  22443. if ( json.polygonOffsetUnits !== undefined ) material.polygonOffsetUnits = json.polygonOffsetUnits;
  22444. if ( json.skinning !== undefined ) material.skinning = json.skinning;
  22445. if ( json.morphTargets !== undefined ) material.morphTargets = json.morphTargets;
  22446. if ( json.dithering !== undefined ) material.dithering = json.dithering;
  22447. if ( json.visible !== undefined ) material.visible = json.visible;
  22448. if ( json.userData !== undefined ) material.userData = json.userData;
  22449. // Shader Material
  22450. if ( json.uniforms !== undefined ) {
  22451. for ( var name in json.uniforms ) {
  22452. var uniform = json.uniforms[ name ];
  22453. material.uniforms[ name ] = {};
  22454. switch ( uniform.type ) {
  22455. case 't':
  22456. material.uniforms[ name ].value = getTexture( uniform.value );
  22457. break;
  22458. case 'c':
  22459. material.uniforms[ name ].value = new Color().setHex( uniform.value );
  22460. break;
  22461. case 'v2':
  22462. material.uniforms[ name ].value = new Vector2().fromArray( uniform.value );
  22463. break;
  22464. case 'v3':
  22465. material.uniforms[ name ].value = new Vector3().fromArray( uniform.value );
  22466. break;
  22467. case 'v4':
  22468. material.uniforms[ name ].value = new Vector4().fromArray( uniform.value );
  22469. break;
  22470. case 'm3':
  22471. material.uniforms[ name ].value = new Matrix3().fromArray( uniform.value );
  22472. case 'm4':
  22473. material.uniforms[ name ].value = new Matrix4().fromArray( uniform.value );
  22474. break;
  22475. default:
  22476. material.uniforms[ name ].value = uniform.value;
  22477. }
  22478. }
  22479. }
  22480. if ( json.defines !== undefined ) material.defines = json.defines;
  22481. if ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader;
  22482. if ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader;
  22483. if ( json.extensions !== undefined ) {
  22484. for ( var key in json.extensions ) {
  22485. material.extensions[ key ] = json.extensions[ key ];
  22486. }
  22487. }
  22488. // Deprecated
  22489. if ( json.shading !== undefined ) material.flatShading = json.shading === 1; // THREE.FlatShading
  22490. // for PointsMaterial
  22491. if ( json.size !== undefined ) material.size = json.size;
  22492. if ( json.sizeAttenuation !== undefined ) material.sizeAttenuation = json.sizeAttenuation;
  22493. // maps
  22494. if ( json.map !== undefined ) material.map = getTexture( json.map );
  22495. if ( json.alphaMap !== undefined ) {
  22496. material.alphaMap = getTexture( json.alphaMap );
  22497. material.transparent = true;
  22498. }
  22499. if ( json.bumpMap !== undefined ) material.bumpMap = getTexture( json.bumpMap );
  22500. if ( json.bumpScale !== undefined ) material.bumpScale = json.bumpScale;
  22501. if ( json.normalMap !== undefined ) material.normalMap = getTexture( json.normalMap );
  22502. if ( json.normalMapType !== undefined ) material.normalMapType = json.normalMapType;
  22503. if ( json.normalScale !== undefined ) {
  22504. var normalScale = json.normalScale;
  22505. if ( Array.isArray( normalScale ) === false ) {
  22506. // Blender exporter used to export a scalar. See #7459
  22507. normalScale = [ normalScale, normalScale ];
  22508. }
  22509. material.normalScale = new Vector2().fromArray( normalScale );
  22510. }
  22511. if ( json.displacementMap !== undefined ) material.displacementMap = getTexture( json.displacementMap );
  22512. if ( json.displacementScale !== undefined ) material.displacementScale = json.displacementScale;
  22513. if ( json.displacementBias !== undefined ) material.displacementBias = json.displacementBias;
  22514. if ( json.roughnessMap !== undefined ) material.roughnessMap = getTexture( json.roughnessMap );
  22515. if ( json.metalnessMap !== undefined ) material.metalnessMap = getTexture( json.metalnessMap );
  22516. if ( json.emissiveMap !== undefined ) material.emissiveMap = getTexture( json.emissiveMap );
  22517. if ( json.emissiveIntensity !== undefined ) material.emissiveIntensity = json.emissiveIntensity;
  22518. if ( json.specularMap !== undefined ) material.specularMap = getTexture( json.specularMap );
  22519. if ( json.envMap !== undefined ) material.envMap = getTexture( json.envMap );
  22520. if ( json.envMapIntensity !== undefined ) material.envMapIntensity = json.envMapIntensity;
  22521. if ( json.reflectivity !== undefined ) material.reflectivity = json.reflectivity;
  22522. if ( json.lightMap !== undefined ) material.lightMap = getTexture( json.lightMap );
  22523. if ( json.lightMapIntensity !== undefined ) material.lightMapIntensity = json.lightMapIntensity;
  22524. if ( json.aoMap !== undefined ) material.aoMap = getTexture( json.aoMap );
  22525. if ( json.aoMapIntensity !== undefined ) material.aoMapIntensity = json.aoMapIntensity;
  22526. if ( json.gradientMap !== undefined ) material.gradientMap = getTexture( json.gradientMap );
  22527. return material;
  22528. },
  22529. setPath: function ( value ) {
  22530. this.path = value;
  22531. return this;
  22532. },
  22533. setTextures: function ( value ) {
  22534. this.textures = value;
  22535. return this;
  22536. }
  22537. } );
  22538. /**
  22539. * @author Don McCurdy / https://www.donmccurdy.com
  22540. */
  22541. var LoaderUtils = {
  22542. decodeText: function ( array ) {
  22543. if ( typeof TextDecoder !== 'undefined' ) {
  22544. return new TextDecoder().decode( array );
  22545. }
  22546. // Avoid the String.fromCharCode.apply(null, array) shortcut, which
  22547. // throws a "maximum call stack size exceeded" error for large arrays.
  22548. var s = '';
  22549. for ( var i = 0, il = array.length; i < il; i ++ ) {
  22550. // Implicitly assumes little-endian.
  22551. s += String.fromCharCode( array[ i ] );
  22552. }
  22553. // Merges multi-byte utf-8 characters.
  22554. return decodeURIComponent( escape( s ) );
  22555. },
  22556. extractUrlBase: function ( url ) {
  22557. var index = url.lastIndexOf( '/' );
  22558. if ( index === - 1 ) return './';
  22559. return url.substr( 0, index + 1 );
  22560. }
  22561. };
  22562. /**
  22563. * @author mrdoob / http://mrdoob.com/
  22564. */
  22565. function BufferGeometryLoader( manager ) {
  22566. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  22567. }
  22568. Object.assign( BufferGeometryLoader.prototype, {
  22569. load: function ( url, onLoad, onProgress, onError ) {
  22570. var scope = this;
  22571. var loader = new FileLoader( scope.manager );
  22572. loader.setPath( scope.path );
  22573. loader.load( url, function ( text ) {
  22574. onLoad( scope.parse( JSON.parse( text ) ) );
  22575. }, onProgress, onError );
  22576. },
  22577. parse: function ( json ) {
  22578. var geometry = new BufferGeometry();
  22579. var index = json.data.index;
  22580. if ( index !== undefined ) {
  22581. var typedArray = new TYPED_ARRAYS[ index.type ]( index.array );
  22582. geometry.setIndex( new BufferAttribute( typedArray, 1 ) );
  22583. }
  22584. var attributes = json.data.attributes;
  22585. for ( var key in attributes ) {
  22586. var attribute = attributes[ key ];
  22587. var typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array );
  22588. geometry.addAttribute( key, new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized ) );
  22589. }
  22590. var groups = json.data.groups || json.data.drawcalls || json.data.offsets;
  22591. if ( groups !== undefined ) {
  22592. for ( var i = 0, n = groups.length; i !== n; ++ i ) {
  22593. var group = groups[ i ];
  22594. geometry.addGroup( group.start, group.count, group.materialIndex );
  22595. }
  22596. }
  22597. var boundingSphere = json.data.boundingSphere;
  22598. if ( boundingSphere !== undefined ) {
  22599. var center = new Vector3();
  22600. if ( boundingSphere.center !== undefined ) {
  22601. center.fromArray( boundingSphere.center );
  22602. }
  22603. geometry.boundingSphere = new Sphere( center, boundingSphere.radius );
  22604. }
  22605. if ( json.name ) geometry.name = json.name;
  22606. if ( json.userData ) geometry.userData = json.userData;
  22607. return geometry;
  22608. },
  22609. setPath: function ( value ) {
  22610. this.path = value;
  22611. return this;
  22612. }
  22613. } );
  22614. var TYPED_ARRAYS = {
  22615. Int8Array: Int8Array,
  22616. Uint8Array: Uint8Array,
  22617. // Workaround for IE11 pre KB2929437. See #11440
  22618. Uint8ClampedArray: typeof Uint8ClampedArray !== 'undefined' ? Uint8ClampedArray : Uint8Array,
  22619. Int16Array: Int16Array,
  22620. Uint16Array: Uint16Array,
  22621. Int32Array: Int32Array,
  22622. Uint32Array: Uint32Array,
  22623. Float32Array: Float32Array,
  22624. Float64Array: Float64Array
  22625. };
  22626. /**
  22627. * @author mrdoob / http://mrdoob.com/
  22628. */
  22629. function ObjectLoader( manager ) {
  22630. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  22631. this.resourcePath = '';
  22632. }
  22633. Object.assign( ObjectLoader.prototype, {
  22634. crossOrigin: 'anonymous',
  22635. load: function ( url, onLoad, onProgress, onError ) {
  22636. var scope = this;
  22637. var path = ( this.path === undefined ) ? LoaderUtils.extractUrlBase( url ) : this.path;
  22638. this.resourcePath = this.resourcePath || path;
  22639. var loader = new FileLoader( scope.manager );
  22640. loader.setPath( this.path );
  22641. loader.load( url, function ( text ) {
  22642. var json = null;
  22643. try {
  22644. json = JSON.parse( text );
  22645. } catch ( error ) {
  22646. if ( onError !== undefined ) onError( error );
  22647. console.error( 'THREE:ObjectLoader: Can\'t parse ' + url + '.', error.message );
  22648. return;
  22649. }
  22650. var metadata = json.metadata;
  22651. if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
  22652. console.error( 'THREE.ObjectLoader: Can\'t load ' + url );
  22653. return;
  22654. }
  22655. scope.parse( json, onLoad );
  22656. }, onProgress, onError );
  22657. },
  22658. setPath: function ( value ) {
  22659. this.path = value;
  22660. return this;
  22661. },
  22662. setResourcePath: function ( value ) {
  22663. this.resourcePath = value;
  22664. return this;
  22665. },
  22666. setCrossOrigin: function ( value ) {
  22667. this.crossOrigin = value;
  22668. return this;
  22669. },
  22670. parse: function ( json, onLoad ) {
  22671. var shapes = this.parseShape( json.shapes );
  22672. var geometries = this.parseGeometries( json.geometries, shapes );
  22673. var images = this.parseImages( json.images, function () {
  22674. if ( onLoad !== undefined ) onLoad( object );
  22675. } );
  22676. var textures = this.parseTextures( json.textures, images );
  22677. var materials = this.parseMaterials( json.materials, textures );
  22678. var object = this.parseObject( json.object, geometries, materials );
  22679. if ( json.animations ) {
  22680. object.animations = this.parseAnimations( json.animations );
  22681. }
  22682. if ( json.images === undefined || json.images.length === 0 ) {
  22683. if ( onLoad !== undefined ) onLoad( object );
  22684. }
  22685. return object;
  22686. },
  22687. parseShape: function ( json ) {
  22688. var shapes = {};
  22689. if ( json !== undefined ) {
  22690. for ( var i = 0, l = json.length; i < l; i ++ ) {
  22691. var shape = new Shape().fromJSON( json[ i ] );
  22692. shapes[ shape.uuid ] = shape;
  22693. }
  22694. }
  22695. return shapes;
  22696. },
  22697. parseGeometries: function ( json, shapes ) {
  22698. var geometries = {};
  22699. if ( json !== undefined ) {
  22700. var bufferGeometryLoader = new BufferGeometryLoader();
  22701. for ( var i = 0, l = json.length; i < l; i ++ ) {
  22702. var geometry;
  22703. var data = json[ i ];
  22704. switch ( data.type ) {
  22705. case 'PlaneGeometry':
  22706. case 'PlaneBufferGeometry':
  22707. geometry = new Geometries[ data.type ](
  22708. data.width,
  22709. data.height,
  22710. data.widthSegments,
  22711. data.heightSegments
  22712. );
  22713. break;
  22714. case 'BoxGeometry':
  22715. case 'BoxBufferGeometry':
  22716. case 'CubeGeometry': // backwards compatible
  22717. geometry = new Geometries[ data.type ](
  22718. data.width,
  22719. data.height,
  22720. data.depth,
  22721. data.widthSegments,
  22722. data.heightSegments,
  22723. data.depthSegments
  22724. );
  22725. break;
  22726. case 'CircleGeometry':
  22727. case 'CircleBufferGeometry':
  22728. geometry = new Geometries[ data.type ](
  22729. data.radius,
  22730. data.segments,
  22731. data.thetaStart,
  22732. data.thetaLength
  22733. );
  22734. break;
  22735. case 'CylinderGeometry':
  22736. case 'CylinderBufferGeometry':
  22737. geometry = new Geometries[ data.type ](
  22738. data.radiusTop,
  22739. data.radiusBottom,
  22740. data.height,
  22741. data.radialSegments,
  22742. data.heightSegments,
  22743. data.openEnded,
  22744. data.thetaStart,
  22745. data.thetaLength
  22746. );
  22747. break;
  22748. case 'ConeGeometry':
  22749. case 'ConeBufferGeometry':
  22750. geometry = new Geometries[ data.type ](
  22751. data.radius,
  22752. data.height,
  22753. data.radialSegments,
  22754. data.heightSegments,
  22755. data.openEnded,
  22756. data.thetaStart,
  22757. data.thetaLength
  22758. );
  22759. break;
  22760. case 'SphereGeometry':
  22761. case 'SphereBufferGeometry':
  22762. geometry = new Geometries[ data.type ](
  22763. data.radius,
  22764. data.widthSegments,
  22765. data.heightSegments,
  22766. data.phiStart,
  22767. data.phiLength,
  22768. data.thetaStart,
  22769. data.thetaLength
  22770. );
  22771. break;
  22772. case 'DodecahedronGeometry':
  22773. case 'DodecahedronBufferGeometry':
  22774. case 'IcosahedronGeometry':
  22775. case 'IcosahedronBufferGeometry':
  22776. case 'OctahedronGeometry':
  22777. case 'OctahedronBufferGeometry':
  22778. case 'TetrahedronGeometry':
  22779. case 'TetrahedronBufferGeometry':
  22780. geometry = new Geometries[ data.type ](
  22781. data.radius,
  22782. data.detail
  22783. );
  22784. break;
  22785. case 'RingGeometry':
  22786. case 'RingBufferGeometry':
  22787. geometry = new Geometries[ data.type ](
  22788. data.innerRadius,
  22789. data.outerRadius,
  22790. data.thetaSegments,
  22791. data.phiSegments,
  22792. data.thetaStart,
  22793. data.thetaLength
  22794. );
  22795. break;
  22796. case 'TorusGeometry':
  22797. case 'TorusBufferGeometry':
  22798. geometry = new Geometries[ data.type ](
  22799. data.radius,
  22800. data.tube,
  22801. data.radialSegments,
  22802. data.tubularSegments,
  22803. data.arc
  22804. );
  22805. break;
  22806. case 'TorusKnotGeometry':
  22807. case 'TorusKnotBufferGeometry':
  22808. geometry = new Geometries[ data.type ](
  22809. data.radius,
  22810. data.tube,
  22811. data.tubularSegments,
  22812. data.radialSegments,
  22813. data.p,
  22814. data.q
  22815. );
  22816. break;
  22817. case 'LatheGeometry':
  22818. case 'LatheBufferGeometry':
  22819. geometry = new Geometries[ data.type ](
  22820. data.points,
  22821. data.segments,
  22822. data.phiStart,
  22823. data.phiLength
  22824. );
  22825. break;
  22826. case 'PolyhedronGeometry':
  22827. case 'PolyhedronBufferGeometry':
  22828. geometry = new Geometries[ data.type ](
  22829. data.vertices,
  22830. data.indices,
  22831. data.radius,
  22832. data.details
  22833. );
  22834. break;
  22835. case 'ShapeGeometry':
  22836. case 'ShapeBufferGeometry':
  22837. var geometryShapes = [];
  22838. for ( var j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  22839. var shape = shapes[ data.shapes[ j ] ];
  22840. geometryShapes.push( shape );
  22841. }
  22842. geometry = new Geometries[ data.type ](
  22843. geometryShapes,
  22844. data.curveSegments
  22845. );
  22846. break;
  22847. case 'ExtrudeGeometry':
  22848. case 'ExtrudeBufferGeometry':
  22849. var geometryShapes = [];
  22850. for ( var j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  22851. var shape = shapes[ data.shapes[ j ] ];
  22852. geometryShapes.push( shape );
  22853. }
  22854. var extrudePath = data.options.extrudePath;
  22855. if ( extrudePath !== undefined ) {
  22856. data.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath );
  22857. }
  22858. geometry = new Geometries[ data.type ](
  22859. geometryShapes,
  22860. data.options
  22861. );
  22862. break;
  22863. case 'BufferGeometry':
  22864. geometry = bufferGeometryLoader.parse( data );
  22865. break;
  22866. case 'Geometry':
  22867. if ( 'THREE' in window && 'LegacyJSONLoader' in THREE ) {
  22868. var geometryLoader = new THREE.LegacyJSONLoader();
  22869. geometry = geometryLoader.parse( data, this.resourcePath ).geometry;
  22870. } else {
  22871. console.error( 'THREE.ObjectLoader: You have to import LegacyJSONLoader in order load geometry data of type "Geometry".' );
  22872. }
  22873. break;
  22874. default:
  22875. console.warn( 'THREE.ObjectLoader: Unsupported geometry type "' + data.type + '"' );
  22876. continue;
  22877. }
  22878. geometry.uuid = data.uuid;
  22879. if ( data.name !== undefined ) geometry.name = data.name;
  22880. if ( geometry.isBufferGeometry === true && data.userData !== undefined ) geometry.userData = data.userData;
  22881. geometries[ data.uuid ] = geometry;
  22882. }
  22883. }
  22884. return geometries;
  22885. },
  22886. parseMaterials: function ( json, textures ) {
  22887. var cache = {}; // MultiMaterial
  22888. var materials = {};
  22889. if ( json !== undefined ) {
  22890. var loader = new MaterialLoader();
  22891. loader.setTextures( textures );
  22892. for ( var i = 0, l = json.length; i < l; i ++ ) {
  22893. var data = json[ i ];
  22894. if ( data.type === 'MultiMaterial' ) {
  22895. // Deprecated
  22896. var array = [];
  22897. for ( var j = 0; j < data.materials.length; j ++ ) {
  22898. var material = data.materials[ j ];
  22899. if ( cache[ material.uuid ] === undefined ) {
  22900. cache[ material.uuid ] = loader.parse( material );
  22901. }
  22902. array.push( cache[ material.uuid ] );
  22903. }
  22904. materials[ data.uuid ] = array;
  22905. } else {
  22906. if ( cache[ data.uuid ] === undefined ) {
  22907. cache[ data.uuid ] = loader.parse( data );
  22908. }
  22909. materials[ data.uuid ] = cache[ data.uuid ];
  22910. }
  22911. }
  22912. }
  22913. return materials;
  22914. },
  22915. parseAnimations: function ( json ) {
  22916. var animations = [];
  22917. for ( var i = 0; i < json.length; i ++ ) {
  22918. var data = json[ i ];
  22919. var clip = AnimationClip.parse( data );
  22920. if ( data.uuid !== undefined ) clip.uuid = data.uuid;
  22921. animations.push( clip );
  22922. }
  22923. return animations;
  22924. },
  22925. parseImages: function ( json, onLoad ) {
  22926. var scope = this;
  22927. var images = {};
  22928. function loadImage( url ) {
  22929. scope.manager.itemStart( url );
  22930. return loader.load( url, function () {
  22931. scope.manager.itemEnd( url );
  22932. }, undefined, function () {
  22933. scope.manager.itemError( url );
  22934. scope.manager.itemEnd( url );
  22935. } );
  22936. }
  22937. if ( json !== undefined && json.length > 0 ) {
  22938. var manager = new LoadingManager( onLoad );
  22939. var loader = new ImageLoader( manager );
  22940. loader.setCrossOrigin( this.crossOrigin );
  22941. for ( var i = 0, il = json.length; i < il; i ++ ) {
  22942. var image = json[ i ];
  22943. var url = image.url;
  22944. if ( Array.isArray( url ) ) {
  22945. // load array of images e.g CubeTexture
  22946. images[ image.uuid ] = [];
  22947. for ( var j = 0, jl = url.length; j < jl; j ++ ) {
  22948. var currentUrl = url[ j ];
  22949. var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( currentUrl ) ? currentUrl : scope.resourcePath + currentUrl;
  22950. images[ image.uuid ].push( loadImage( path ) );
  22951. }
  22952. } else {
  22953. // load single image
  22954. var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( image.url ) ? image.url : scope.resourcePath + image.url;
  22955. images[ image.uuid ] = loadImage( path );
  22956. }
  22957. }
  22958. }
  22959. return images;
  22960. },
  22961. parseTextures: function ( json, images ) {
  22962. function parseConstant( value, type ) {
  22963. if ( typeof value === 'number' ) return value;
  22964. console.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value );
  22965. return type[ value ];
  22966. }
  22967. var textures = {};
  22968. if ( json !== undefined ) {
  22969. for ( var i = 0, l = json.length; i < l; i ++ ) {
  22970. var data = json[ i ];
  22971. if ( data.image === undefined ) {
  22972. console.warn( 'THREE.ObjectLoader: No "image" specified for', data.uuid );
  22973. }
  22974. if ( images[ data.image ] === undefined ) {
  22975. console.warn( 'THREE.ObjectLoader: Undefined image', data.image );
  22976. }
  22977. var texture;
  22978. if ( Array.isArray( images[ data.image ] ) ) {
  22979. texture = new CubeTexture( images[ data.image ] );
  22980. } else {
  22981. texture = new Texture( images[ data.image ] );
  22982. }
  22983. texture.needsUpdate = true;
  22984. texture.uuid = data.uuid;
  22985. if ( data.name !== undefined ) texture.name = data.name;
  22986. if ( data.mapping !== undefined ) texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING );
  22987. if ( data.offset !== undefined ) texture.offset.fromArray( data.offset );
  22988. if ( data.repeat !== undefined ) texture.repeat.fromArray( data.repeat );
  22989. if ( data.center !== undefined ) texture.center.fromArray( data.center );
  22990. if ( data.rotation !== undefined ) texture.rotation = data.rotation;
  22991. if ( data.wrap !== undefined ) {
  22992. texture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING );
  22993. texture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING );
  22994. }
  22995. if ( data.format !== undefined ) texture.format = data.format;
  22996. if ( data.type !== undefined ) texture.type = data.type;
  22997. if ( data.encoding !== undefined ) texture.encoding = data.encoding;
  22998. if ( data.minFilter !== undefined ) texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER );
  22999. if ( data.magFilter !== undefined ) texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER );
  23000. if ( data.anisotropy !== undefined ) texture.anisotropy = data.anisotropy;
  23001. if ( data.flipY !== undefined ) texture.flipY = data.flipY;
  23002. if ( data.premultiplyAlpha !== undefined ) texture.premultiplyAlpha = data.premultiplyAlpha;
  23003. if ( data.unpackAlignment !== undefined ) texture.unpackAlignment = data.unpackAlignment;
  23004. textures[ data.uuid ] = texture;
  23005. }
  23006. }
  23007. return textures;
  23008. },
  23009. parseObject: function ( data, geometries, materials ) {
  23010. var object;
  23011. function getGeometry( name ) {
  23012. if ( geometries[ name ] === undefined ) {
  23013. console.warn( 'THREE.ObjectLoader: Undefined geometry', name );
  23014. }
  23015. return geometries[ name ];
  23016. }
  23017. function getMaterial( name ) {
  23018. if ( name === undefined ) return undefined;
  23019. if ( Array.isArray( name ) ) {
  23020. var array = [];
  23021. for ( var i = 0, l = name.length; i < l; i ++ ) {
  23022. var uuid = name[ i ];
  23023. if ( materials[ uuid ] === undefined ) {
  23024. console.warn( 'THREE.ObjectLoader: Undefined material', uuid );
  23025. }
  23026. array.push( materials[ uuid ] );
  23027. }
  23028. return array;
  23029. }
  23030. if ( materials[ name ] === undefined ) {
  23031. console.warn( 'THREE.ObjectLoader: Undefined material', name );
  23032. }
  23033. return materials[ name ];
  23034. }
  23035. switch ( data.type ) {
  23036. case 'Scene':
  23037. object = new Scene();
  23038. if ( data.background !== undefined ) {
  23039. if ( Number.isInteger( data.background ) ) {
  23040. object.background = new Color( data.background );
  23041. }
  23042. }
  23043. if ( data.fog !== undefined ) {
  23044. if ( data.fog.type === 'Fog' ) {
  23045. object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );
  23046. } else if ( data.fog.type === 'FogExp2' ) {
  23047. object.fog = new FogExp2( data.fog.color, data.fog.density );
  23048. }
  23049. }
  23050. break;
  23051. case 'PerspectiveCamera':
  23052. object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );
  23053. if ( data.focus !== undefined ) object.focus = data.focus;
  23054. if ( data.zoom !== undefined ) object.zoom = data.zoom;
  23055. if ( data.filmGauge !== undefined ) object.filmGauge = data.filmGauge;
  23056. if ( data.filmOffset !== undefined ) object.filmOffset = data.filmOffset;
  23057. if ( data.view !== undefined ) object.view = Object.assign( {}, data.view );
  23058. break;
  23059. case 'OrthographicCamera':
  23060. object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );
  23061. if ( data.zoom !== undefined ) object.zoom = data.zoom;
  23062. if ( data.view !== undefined ) object.view = Object.assign( {}, data.view );
  23063. break;
  23064. case 'AmbientLight':
  23065. object = new AmbientLight( data.color, data.intensity );
  23066. break;
  23067. case 'DirectionalLight':
  23068. object = new DirectionalLight( data.color, data.intensity );
  23069. break;
  23070. case 'PointLight':
  23071. object = new PointLight( data.color, data.intensity, data.distance, data.decay );
  23072. break;
  23073. case 'RectAreaLight':
  23074. object = new RectAreaLight( data.color, data.intensity, data.width, data.height );
  23075. break;
  23076. case 'SpotLight':
  23077. object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );
  23078. break;
  23079. case 'HemisphereLight':
  23080. object = new HemisphereLight( data.color, data.groundColor, data.intensity );
  23081. break;
  23082. case 'SkinnedMesh':
  23083. console.warn( 'THREE.ObjectLoader.parseObject() does not support SkinnedMesh yet.' );
  23084. case 'Mesh':
  23085. var geometry = getGeometry( data.geometry );
  23086. var material = getMaterial( data.material );
  23087. if ( geometry.bones && geometry.bones.length > 0 ) {
  23088. object = new SkinnedMesh( geometry, material );
  23089. } else {
  23090. object = new Mesh( geometry, material );
  23091. }
  23092. if ( data.drawMode !== undefined ) object.setDrawMode( data.drawMode );
  23093. break;
  23094. case 'LOD':
  23095. object = new LOD();
  23096. break;
  23097. case 'Line':
  23098. object = new Line( getGeometry( data.geometry ), getMaterial( data.material ), data.mode );
  23099. break;
  23100. case 'LineLoop':
  23101. object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) );
  23102. break;
  23103. case 'LineSegments':
  23104. object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );
  23105. break;
  23106. case 'PointCloud':
  23107. case 'Points':
  23108. object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );
  23109. break;
  23110. case 'Sprite':
  23111. object = new Sprite( getMaterial( data.material ) );
  23112. break;
  23113. case 'Group':
  23114. object = new Group();
  23115. break;
  23116. default:
  23117. object = new Object3D();
  23118. }
  23119. object.uuid = data.uuid;
  23120. if ( data.name !== undefined ) object.name = data.name;
  23121. if ( data.matrix !== undefined ) {
  23122. object.matrix.fromArray( data.matrix );
  23123. if ( data.matrixAutoUpdate !== undefined ) object.matrixAutoUpdate = data.matrixAutoUpdate;
  23124. if ( object.matrixAutoUpdate ) object.matrix.decompose( object.position, object.quaternion, object.scale );
  23125. } else {
  23126. if ( data.position !== undefined ) object.position.fromArray( data.position );
  23127. if ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation );
  23128. if ( data.quaternion !== undefined ) object.quaternion.fromArray( data.quaternion );
  23129. if ( data.scale !== undefined ) object.scale.fromArray( data.scale );
  23130. }
  23131. if ( data.castShadow !== undefined ) object.castShadow = data.castShadow;
  23132. if ( data.receiveShadow !== undefined ) object.receiveShadow = data.receiveShadow;
  23133. if ( data.shadow ) {
  23134. if ( data.shadow.bias !== undefined ) object.shadow.bias = data.shadow.bias;
  23135. if ( data.shadow.radius !== undefined ) object.shadow.radius = data.shadow.radius;
  23136. if ( data.shadow.mapSize !== undefined ) object.shadow.mapSize.fromArray( data.shadow.mapSize );
  23137. if ( data.shadow.camera !== undefined ) object.shadow.camera = this.parseObject( data.shadow.camera );
  23138. }
  23139. if ( data.visible !== undefined ) object.visible = data.visible;
  23140. if ( data.frustumCulled !== undefined ) object.frustumCulled = data.frustumCulled;
  23141. if ( data.renderOrder !== undefined ) object.renderOrder = data.renderOrder;
  23142. if ( data.userData !== undefined ) object.userData = data.userData;
  23143. if ( data.layers !== undefined ) object.layers.mask = data.layers;
  23144. if ( data.children !== undefined ) {
  23145. var children = data.children;
  23146. for ( var i = 0; i < children.length; i ++ ) {
  23147. object.add( this.parseObject( children[ i ], geometries, materials ) );
  23148. }
  23149. }
  23150. if ( data.type === 'LOD' ) {
  23151. var levels = data.levels;
  23152. for ( var l = 0; l < levels.length; l ++ ) {
  23153. var level = levels[ l ];
  23154. var child = object.getObjectByProperty( 'uuid', level.object );
  23155. if ( child !== undefined ) {
  23156. object.addLevel( child, level.distance );
  23157. }
  23158. }
  23159. }
  23160. return object;
  23161. }
  23162. } );
  23163. var TEXTURE_MAPPING = {
  23164. UVMapping: UVMapping,
  23165. CubeReflectionMapping: CubeReflectionMapping,
  23166. CubeRefractionMapping: CubeRefractionMapping,
  23167. EquirectangularReflectionMapping: EquirectangularReflectionMapping,
  23168. EquirectangularRefractionMapping: EquirectangularRefractionMapping,
  23169. SphericalReflectionMapping: SphericalReflectionMapping,
  23170. CubeUVReflectionMapping: CubeUVReflectionMapping,
  23171. CubeUVRefractionMapping: CubeUVRefractionMapping
  23172. };
  23173. var TEXTURE_WRAPPING = {
  23174. RepeatWrapping: RepeatWrapping,
  23175. ClampToEdgeWrapping: ClampToEdgeWrapping,
  23176. MirroredRepeatWrapping: MirroredRepeatWrapping
  23177. };
  23178. var TEXTURE_FILTER = {
  23179. NearestFilter: NearestFilter,
  23180. NearestMipMapNearestFilter: NearestMipMapNearestFilter,
  23181. NearestMipMapLinearFilter: NearestMipMapLinearFilter,
  23182. LinearFilter: LinearFilter,
  23183. LinearMipMapNearestFilter: LinearMipMapNearestFilter,
  23184. LinearMipMapLinearFilter: LinearMipMapLinearFilter
  23185. };
  23186. /**
  23187. * @author thespite / http://clicktorelease.com/
  23188. */
  23189. function ImageBitmapLoader( manager ) {
  23190. if ( typeof createImageBitmap === 'undefined' ) {
  23191. console.warn( 'THREE.ImageBitmapLoader: createImageBitmap() not supported.' );
  23192. }
  23193. if ( typeof fetch === 'undefined' ) {
  23194. console.warn( 'THREE.ImageBitmapLoader: fetch() not supported.' );
  23195. }
  23196. this.manager = manager !== undefined ? manager : DefaultLoadingManager;
  23197. this.options = undefined;
  23198. }
  23199. ImageBitmapLoader.prototype = {
  23200. constructor: ImageBitmapLoader,
  23201. setOptions: function setOptions( options ) {
  23202. this.options = options;
  23203. return this;
  23204. },
  23205. load: function ( url, onLoad, onProgress, onError ) {
  23206. if ( url === undefined ) url = '';
  23207. if ( this.path !== undefined ) url = this.path + url;
  23208. url = this.manager.resolveURL( url );
  23209. var scope = this;
  23210. var cached = Cache.get( url );
  23211. if ( cached !== undefined ) {
  23212. scope.manager.itemStart( url );
  23213. setTimeout( function () {
  23214. if ( onLoad ) onLoad( cached );
  23215. scope.manager.itemEnd( url );
  23216. }, 0 );
  23217. return cached;
  23218. }
  23219. fetch( url ).then( function ( res ) {
  23220. return res.blob();
  23221. } ).then( function ( blob ) {
  23222. return createImageBitmap( blob, scope.options );
  23223. } ).then( function ( imageBitmap ) {
  23224. Cache.add( url, imageBitmap );
  23225. if ( onLoad ) onLoad( imageBitmap );
  23226. scope.manager.itemEnd( url );
  23227. } ).catch( function ( e ) {
  23228. if ( onError ) onError( e );
  23229. scope.manager.itemError( url );
  23230. scope.manager.itemEnd( url );
  23231. } );
  23232. scope.manager.itemStart( url );
  23233. },
  23234. setCrossOrigin: function ( /* value */ ) {
  23235. return this;
  23236. },
  23237. setPath: function ( value ) {
  23238. this.path = value;
  23239. return this;
  23240. }
  23241. };
  23242. /**
  23243. * @author zz85 / http://www.lab4games.net/zz85/blog
  23244. * minimal class for proxing functions to Path. Replaces old "extractSubpaths()"
  23245. **/
  23246. function ShapePath() {
  23247. this.type = 'ShapePath';
  23248. this.color = new Color();
  23249. this.subPaths = [];
  23250. this.currentPath = null;
  23251. }
  23252. Object.assign( ShapePath.prototype, {
  23253. moveTo: function ( x, y ) {
  23254. this.currentPath = new Path();
  23255. this.subPaths.push( this.currentPath );
  23256. this.currentPath.moveTo( x, y );
  23257. },
  23258. lineTo: function ( x, y ) {
  23259. this.currentPath.lineTo( x, y );
  23260. },
  23261. quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
  23262. this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );
  23263. },
  23264. bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  23265. this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );
  23266. },
  23267. splineThru: function ( pts ) {
  23268. this.currentPath.splineThru( pts );
  23269. },
  23270. toShapes: function ( isCCW, noHoles ) {
  23271. function toShapesNoHoles( inSubpaths ) {
  23272. var shapes = [];
  23273. for ( var i = 0, l = inSubpaths.length; i < l; i ++ ) {
  23274. var tmpPath = inSubpaths[ i ];
  23275. var tmpShape = new Shape();
  23276. tmpShape.curves = tmpPath.curves;
  23277. shapes.push( tmpShape );
  23278. }
  23279. return shapes;
  23280. }
  23281. function isPointInsidePolygon( inPt, inPolygon ) {
  23282. var polyLen = inPolygon.length;
  23283. // inPt on polygon contour => immediate success or
  23284. // toggling of inside/outside at every single! intersection point of an edge
  23285. // with the horizontal line through inPt, left of inPt
  23286. // not counting lowerY endpoints of edges and whole edges on that line
  23287. var inside = false;
  23288. for ( var p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {
  23289. var edgeLowPt = inPolygon[ p ];
  23290. var edgeHighPt = inPolygon[ q ];
  23291. var edgeDx = edgeHighPt.x - edgeLowPt.x;
  23292. var edgeDy = edgeHighPt.y - edgeLowPt.y;
  23293. if ( Math.abs( edgeDy ) > Number.EPSILON ) {
  23294. // not parallel
  23295. if ( edgeDy < 0 ) {
  23296. edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;
  23297. edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;
  23298. }
  23299. if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) continue;
  23300. if ( inPt.y === edgeLowPt.y ) {
  23301. if ( inPt.x === edgeLowPt.x ) return true; // inPt is on contour ?
  23302. // continue; // no intersection or edgeLowPt => doesn't count !!!
  23303. } else {
  23304. var perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );
  23305. if ( perpEdge === 0 ) return true; // inPt is on contour ?
  23306. if ( perpEdge < 0 ) continue;
  23307. inside = ! inside; // true intersection left of inPt
  23308. }
  23309. } else {
  23310. // parallel or collinear
  23311. if ( inPt.y !== edgeLowPt.y ) continue; // parallel
  23312. // edge lies on the same horizontal line as inPt
  23313. if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
  23314. ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) return true; // inPt: Point on contour !
  23315. // continue;
  23316. }
  23317. }
  23318. return inside;
  23319. }
  23320. var isClockWise = ShapeUtils.isClockWise;
  23321. var subPaths = this.subPaths;
  23322. if ( subPaths.length === 0 ) return [];
  23323. if ( noHoles === true ) return toShapesNoHoles( subPaths );
  23324. var solid, tmpPath, tmpShape, shapes = [];
  23325. if ( subPaths.length === 1 ) {
  23326. tmpPath = subPaths[ 0 ];
  23327. tmpShape = new Shape();
  23328. tmpShape.curves = tmpPath.curves;
  23329. shapes.push( tmpShape );
  23330. return shapes;
  23331. }
  23332. var holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );
  23333. holesFirst = isCCW ? ! holesFirst : holesFirst;
  23334. // console.log("Holes first", holesFirst);
  23335. var betterShapeHoles = [];
  23336. var newShapes = [];
  23337. var newShapeHoles = [];
  23338. var mainIdx = 0;
  23339. var tmpPoints;
  23340. newShapes[ mainIdx ] = undefined;
  23341. newShapeHoles[ mainIdx ] = [];
  23342. for ( var i = 0, l = subPaths.length; i < l; i ++ ) {
  23343. tmpPath = subPaths[ i ];
  23344. tmpPoints = tmpPath.getPoints();
  23345. solid = isClockWise( tmpPoints );
  23346. solid = isCCW ? ! solid : solid;
  23347. if ( solid ) {
  23348. if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ) mainIdx ++;
  23349. newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints };
  23350. newShapes[ mainIdx ].s.curves = tmpPath.curves;
  23351. if ( holesFirst ) mainIdx ++;
  23352. newShapeHoles[ mainIdx ] = [];
  23353. //console.log('cw', i);
  23354. } else {
  23355. newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );
  23356. //console.log('ccw', i);
  23357. }
  23358. }
  23359. // only Holes? -> probably all Shapes with wrong orientation
  23360. if ( ! newShapes[ 0 ] ) return toShapesNoHoles( subPaths );
  23361. if ( newShapes.length > 1 ) {
  23362. var ambiguous = false;
  23363. var toChange = [];
  23364. for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  23365. betterShapeHoles[ sIdx ] = [];
  23366. }
  23367. for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  23368. var sho = newShapeHoles[ sIdx ];
  23369. for ( var hIdx = 0; hIdx < sho.length; hIdx ++ ) {
  23370. var ho = sho[ hIdx ];
  23371. var hole_unassigned = true;
  23372. for ( var s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {
  23373. if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {
  23374. if ( sIdx !== s2Idx ) toChange.push( { froms: sIdx, tos: s2Idx, hole: hIdx } );
  23375. if ( hole_unassigned ) {
  23376. hole_unassigned = false;
  23377. betterShapeHoles[ s2Idx ].push( ho );
  23378. } else {
  23379. ambiguous = true;
  23380. }
  23381. }
  23382. }
  23383. if ( hole_unassigned ) {
  23384. betterShapeHoles[ sIdx ].push( ho );
  23385. }
  23386. }
  23387. }
  23388. // console.log("ambiguous: ", ambiguous);
  23389. if ( toChange.length > 0 ) {
  23390. // console.log("to change: ", toChange);
  23391. if ( ! ambiguous ) newShapeHoles = betterShapeHoles;
  23392. }
  23393. }
  23394. var tmpHoles;
  23395. for ( var i = 0, il = newShapes.length; i < il; i ++ ) {
  23396. tmpShape = newShapes[ i ].s;
  23397. shapes.push( tmpShape );
  23398. tmpHoles = newShapeHoles[ i ];
  23399. for ( var j = 0, jl = tmpHoles.length; j < jl; j ++ ) {
  23400. tmpShape.holes.push( tmpHoles[ j ].h );
  23401. }
  23402. }
  23403. //console.log("shape", shapes);
  23404. return shapes;
  23405. }
  23406. } );
  23407. /**
  23408. * @author zz85 / http://www.lab4games.net/zz85/blog
  23409. * @author mrdoob / http://mrdoob.com/
  23410. */
  23411. function Font( data ) {
  23412. this.type = 'Font';
  23413. this.data = data;
  23414. }
  23415. Object.assign( Font.prototype, {
  23416. isFont: true,
  23417. generateShapes: function ( text, size ) {
  23418. if ( size === undefined ) size = 100;
  23419. var shapes = [];
  23420. var paths = createPaths( text, size, this.data );
  23421. for ( var p = 0, pl = paths.length; p < pl; p ++ ) {
  23422. Array.prototype.push.apply( shapes, paths[ p ].toShapes() );
  23423. }
  23424. return shapes;
  23425. }
  23426. } );
  23427. function createPaths( text, size, data ) {
  23428. var chars = Array.from ? Array.from( text ) : String( text ).split( '' ); // see #13988
  23429. var scale = size / data.resolution;
  23430. var line_height = ( data.boundingBox.yMax - data.boundingBox.yMin + data.underlineThickness ) * scale;
  23431. var paths = [];
  23432. var offsetX = 0, offsetY = 0;
  23433. for ( var i = 0; i < chars.length; i ++ ) {
  23434. var char = chars[ i ];
  23435. if ( char === '\n' ) {
  23436. offsetX = 0;
  23437. offsetY -= line_height;
  23438. } else {
  23439. var ret = createPath( char, scale, offsetX, offsetY, data );
  23440. offsetX += ret.offsetX;
  23441. paths.push( ret.path );
  23442. }
  23443. }
  23444. return paths;
  23445. }
  23446. function createPath( char, scale, offsetX, offsetY, data ) {
  23447. var glyph = data.glyphs[ char ] || data.glyphs[ '?' ];
  23448. if ( ! glyph ) return;
  23449. var path = new ShapePath();
  23450. var x, y, cpx, cpy, cpx1, cpy1, cpx2, cpy2;
  23451. if ( glyph.o ) {
  23452. var outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) );
  23453. for ( var i = 0, l = outline.length; i < l; ) {
  23454. var action = outline[ i ++ ];
  23455. switch ( action ) {
  23456. case 'm': // moveTo
  23457. x = outline[ i ++ ] * scale + offsetX;
  23458. y = outline[ i ++ ] * scale + offsetY;
  23459. path.moveTo( x, y );
  23460. break;
  23461. case 'l': // lineTo
  23462. x = outline[ i ++ ] * scale + offsetX;
  23463. y = outline[ i ++ ] * scale + offsetY;
  23464. path.lineTo( x, y );
  23465. break;
  23466. case 'q': // quadraticCurveTo
  23467. cpx = outline[ i ++ ] * scale + offsetX;
  23468. cpy = outline[ i ++ ] * scale + offsetY;
  23469. cpx1 = outline[ i ++ ] * scale + offsetX;
  23470. cpy1 = outline[ i ++ ] * scale + offsetY;
  23471. path.quadraticCurveTo( cpx1, cpy1, cpx, cpy );
  23472. break;
  23473. case 'b': // bezierCurveTo
  23474. cpx = outline[ i ++ ] * scale + offsetX;
  23475. cpy = outline[ i ++ ] * scale + offsetY;
  23476. cpx1 = outline[ i ++ ] * scale + offsetX;
  23477. cpy1 = outline[ i ++ ] * scale + offsetY;
  23478. cpx2 = outline[ i ++ ] * scale + offsetX;
  23479. cpy2 = outline[ i ++ ] * scale + offsetY;
  23480. path.bezierCurveTo( cpx1, cpy1, cpx2, cpy2, cpx, cpy );
  23481. break;
  23482. }
  23483. }
  23484. }
  23485. return { offsetX: glyph.ha * scale, path: path };
  23486. }
  23487. /**
  23488. * @author mrdoob / http://mrdoob.com/
  23489. */
  23490. function FontLoader( manager ) {
  23491. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  23492. }
  23493. Object.assign( FontLoader.prototype, {
  23494. load: function ( url, onLoad, onProgress, onError ) {
  23495. var scope = this;
  23496. var loader = new FileLoader( this.manager );
  23497. loader.setPath( this.path );
  23498. loader.load( url, function ( text ) {
  23499. var json;
  23500. try {
  23501. json = JSON.parse( text );
  23502. } catch ( e ) {
  23503. console.warn( 'THREE.FontLoader: typeface.js support is being deprecated. Use typeface.json instead.' );
  23504. json = JSON.parse( text.substring( 65, text.length - 2 ) );
  23505. }
  23506. var font = scope.parse( json );
  23507. if ( onLoad ) onLoad( font );
  23508. }, onProgress, onError );
  23509. },
  23510. parse: function ( json ) {
  23511. return new Font( json );
  23512. },
  23513. setPath: function ( value ) {
  23514. this.path = value;
  23515. return this;
  23516. }
  23517. } );
  23518. /**
  23519. * @author alteredq / http://alteredqualia.com/
  23520. */
  23521. function Loader() {}
  23522. Loader.Handlers = {
  23523. handlers: [],
  23524. add: function ( regex, loader ) {
  23525. this.handlers.push( regex, loader );
  23526. },
  23527. get: function ( file ) {
  23528. var handlers = this.handlers;
  23529. for ( var i = 0, l = handlers.length; i < l; i += 2 ) {
  23530. var regex = handlers[ i ];
  23531. var loader = handlers[ i + 1 ];
  23532. if ( regex.test( file ) ) {
  23533. return loader;
  23534. }
  23535. }
  23536. return null;
  23537. }
  23538. };
  23539. Object.assign( Loader.prototype, {
  23540. crossOrigin: 'anonymous',
  23541. onLoadStart: function () {},
  23542. onLoadProgress: function () {},
  23543. onLoadComplete: function () {},
  23544. initMaterials: function ( materials, texturePath, crossOrigin ) {
  23545. var array = [];
  23546. for ( var i = 0; i < materials.length; ++ i ) {
  23547. array[ i ] = this.createMaterial( materials[ i ], texturePath, crossOrigin );
  23548. }
  23549. return array;
  23550. },
  23551. createMaterial: ( function () {
  23552. var BlendingMode = {
  23553. NoBlending: NoBlending,
  23554. NormalBlending: NormalBlending,
  23555. AdditiveBlending: AdditiveBlending,
  23556. SubtractiveBlending: SubtractiveBlending,
  23557. MultiplyBlending: MultiplyBlending,
  23558. CustomBlending: CustomBlending
  23559. };
  23560. var color = new Color();
  23561. var textureLoader = new TextureLoader();
  23562. var materialLoader = new MaterialLoader();
  23563. return function createMaterial( m, texturePath, crossOrigin ) {
  23564. // convert from old material format
  23565. var textures = {};
  23566. function loadTexture( path, repeat, offset, wrap, anisotropy ) {
  23567. var fullPath = texturePath + path;
  23568. var loader = Loader.Handlers.get( fullPath );
  23569. var texture;
  23570. if ( loader !== null ) {
  23571. texture = loader.load( fullPath );
  23572. } else {
  23573. textureLoader.setCrossOrigin( crossOrigin );
  23574. texture = textureLoader.load( fullPath );
  23575. }
  23576. if ( repeat !== undefined ) {
  23577. texture.repeat.fromArray( repeat );
  23578. if ( repeat[ 0 ] !== 1 ) texture.wrapS = RepeatWrapping;
  23579. if ( repeat[ 1 ] !== 1 ) texture.wrapT = RepeatWrapping;
  23580. }
  23581. if ( offset !== undefined ) {
  23582. texture.offset.fromArray( offset );
  23583. }
  23584. if ( wrap !== undefined ) {
  23585. if ( wrap[ 0 ] === 'repeat' ) texture.wrapS = RepeatWrapping;
  23586. if ( wrap[ 0 ] === 'mirror' ) texture.wrapS = MirroredRepeatWrapping;
  23587. if ( wrap[ 1 ] === 'repeat' ) texture.wrapT = RepeatWrapping;
  23588. if ( wrap[ 1 ] === 'mirror' ) texture.wrapT = MirroredRepeatWrapping;
  23589. }
  23590. if ( anisotropy !== undefined ) {
  23591. texture.anisotropy = anisotropy;
  23592. }
  23593. var uuid = _Math.generateUUID();
  23594. textures[ uuid ] = texture;
  23595. return uuid;
  23596. }
  23597. //
  23598. var json = {
  23599. uuid: _Math.generateUUID(),
  23600. type: 'MeshLambertMaterial'
  23601. };
  23602. for ( var name in m ) {
  23603. var value = m[ name ];
  23604. switch ( name ) {
  23605. case 'DbgColor':
  23606. case 'DbgIndex':
  23607. case 'opticalDensity':
  23608. case 'illumination':
  23609. break;
  23610. case 'DbgName':
  23611. json.name = value;
  23612. break;
  23613. case 'blending':
  23614. json.blending = BlendingMode[ value ];
  23615. break;
  23616. case 'colorAmbient':
  23617. case 'mapAmbient':
  23618. console.warn( 'THREE.Loader.createMaterial:', name, 'is no longer supported.' );
  23619. break;
  23620. case 'colorDiffuse':
  23621. json.color = color.fromArray( value ).getHex();
  23622. break;
  23623. case 'colorSpecular':
  23624. json.specular = color.fromArray( value ).getHex();
  23625. break;
  23626. case 'colorEmissive':
  23627. json.emissive = color.fromArray( value ).getHex();
  23628. break;
  23629. case 'specularCoef':
  23630. json.shininess = value;
  23631. break;
  23632. case 'shading':
  23633. if ( value.toLowerCase() === 'basic' ) json.type = 'MeshBasicMaterial';
  23634. if ( value.toLowerCase() === 'phong' ) json.type = 'MeshPhongMaterial';
  23635. if ( value.toLowerCase() === 'standard' ) json.type = 'MeshStandardMaterial';
  23636. break;
  23637. case 'mapDiffuse':
  23638. json.map = loadTexture( value, m.mapDiffuseRepeat, m.mapDiffuseOffset, m.mapDiffuseWrap, m.mapDiffuseAnisotropy );
  23639. break;
  23640. case 'mapDiffuseRepeat':
  23641. case 'mapDiffuseOffset':
  23642. case 'mapDiffuseWrap':
  23643. case 'mapDiffuseAnisotropy':
  23644. break;
  23645. case 'mapEmissive':
  23646. json.emissiveMap = loadTexture( value, m.mapEmissiveRepeat, m.mapEmissiveOffset, m.mapEmissiveWrap, m.mapEmissiveAnisotropy );
  23647. break;
  23648. case 'mapEmissiveRepeat':
  23649. case 'mapEmissiveOffset':
  23650. case 'mapEmissiveWrap':
  23651. case 'mapEmissiveAnisotropy':
  23652. break;
  23653. case 'mapLight':
  23654. json.lightMap = loadTexture( value, m.mapLightRepeat, m.mapLightOffset, m.mapLightWrap, m.mapLightAnisotropy );
  23655. break;
  23656. case 'mapLightRepeat':
  23657. case 'mapLightOffset':
  23658. case 'mapLightWrap':
  23659. case 'mapLightAnisotropy':
  23660. break;
  23661. case 'mapAO':
  23662. json.aoMap = loadTexture( value, m.mapAORepeat, m.mapAOOffset, m.mapAOWrap, m.mapAOAnisotropy );
  23663. break;
  23664. case 'mapAORepeat':
  23665. case 'mapAOOffset':
  23666. case 'mapAOWrap':
  23667. case 'mapAOAnisotropy':
  23668. break;
  23669. case 'mapBump':
  23670. json.bumpMap = loadTexture( value, m.mapBumpRepeat, m.mapBumpOffset, m.mapBumpWrap, m.mapBumpAnisotropy );
  23671. break;
  23672. case 'mapBumpScale':
  23673. json.bumpScale = value;
  23674. break;
  23675. case 'mapBumpRepeat':
  23676. case 'mapBumpOffset':
  23677. case 'mapBumpWrap':
  23678. case 'mapBumpAnisotropy':
  23679. break;
  23680. case 'mapNormal':
  23681. json.normalMap = loadTexture( value, m.mapNormalRepeat, m.mapNormalOffset, m.mapNormalWrap, m.mapNormalAnisotropy );
  23682. break;
  23683. case 'mapNormalFactor':
  23684. json.normalScale = value;
  23685. break;
  23686. case 'mapNormalRepeat':
  23687. case 'mapNormalOffset':
  23688. case 'mapNormalWrap':
  23689. case 'mapNormalAnisotropy':
  23690. break;
  23691. case 'mapSpecular':
  23692. json.specularMap = loadTexture( value, m.mapSpecularRepeat, m.mapSpecularOffset, m.mapSpecularWrap, m.mapSpecularAnisotropy );
  23693. break;
  23694. case 'mapSpecularRepeat':
  23695. case 'mapSpecularOffset':
  23696. case 'mapSpecularWrap':
  23697. case 'mapSpecularAnisotropy':
  23698. break;
  23699. case 'mapMetalness':
  23700. json.metalnessMap = loadTexture( value, m.mapMetalnessRepeat, m.mapMetalnessOffset, m.mapMetalnessWrap, m.mapMetalnessAnisotropy );
  23701. break;
  23702. case 'mapMetalnessRepeat':
  23703. case 'mapMetalnessOffset':
  23704. case 'mapMetalnessWrap':
  23705. case 'mapMetalnessAnisotropy':
  23706. break;
  23707. case 'mapRoughness':
  23708. json.roughnessMap = loadTexture( value, m.mapRoughnessRepeat, m.mapRoughnessOffset, m.mapRoughnessWrap, m.mapRoughnessAnisotropy );
  23709. break;
  23710. case 'mapRoughnessRepeat':
  23711. case 'mapRoughnessOffset':
  23712. case 'mapRoughnessWrap':
  23713. case 'mapRoughnessAnisotropy':
  23714. break;
  23715. case 'mapAlpha':
  23716. json.alphaMap = loadTexture( value, m.mapAlphaRepeat, m.mapAlphaOffset, m.mapAlphaWrap, m.mapAlphaAnisotropy );
  23717. break;
  23718. case 'mapAlphaRepeat':
  23719. case 'mapAlphaOffset':
  23720. case 'mapAlphaWrap':
  23721. case 'mapAlphaAnisotropy':
  23722. break;
  23723. case 'flipSided':
  23724. json.side = BackSide;
  23725. break;
  23726. case 'doubleSided':
  23727. json.side = DoubleSide;
  23728. break;
  23729. case 'transparency':
  23730. console.warn( 'THREE.Loader.createMaterial: transparency has been renamed to opacity' );
  23731. json.opacity = value;
  23732. break;
  23733. case 'depthTest':
  23734. case 'depthWrite':
  23735. case 'colorWrite':
  23736. case 'opacity':
  23737. case 'reflectivity':
  23738. case 'transparent':
  23739. case 'visible':
  23740. case 'wireframe':
  23741. json[ name ] = value;
  23742. break;
  23743. case 'vertexColors':
  23744. if ( value === true ) json.vertexColors = VertexColors;
  23745. if ( value === 'face' ) json.vertexColors = FaceColors;
  23746. break;
  23747. default:
  23748. console.error( 'THREE.Loader.createMaterial: Unsupported', name, value );
  23749. break;
  23750. }
  23751. }
  23752. if ( json.type === 'MeshBasicMaterial' ) delete json.emissive;
  23753. if ( json.type !== 'MeshPhongMaterial' ) delete json.specular;
  23754. if ( json.opacity < 1 ) json.transparent = true;
  23755. materialLoader.setTextures( textures );
  23756. return materialLoader.parse( json );
  23757. };
  23758. } )()
  23759. } );
  23760. /**
  23761. * @author mrdoob / http://mrdoob.com/
  23762. */
  23763. var context;
  23764. var AudioContext = {
  23765. getContext: function () {
  23766. if ( context === undefined ) {
  23767. context = new ( window.AudioContext || window.webkitAudioContext )();
  23768. }
  23769. return context;
  23770. },
  23771. setContext: function ( value ) {
  23772. context = value;
  23773. }
  23774. };
  23775. /**
  23776. * @author Reece Aaron Lecrivain / http://reecenotes.com/
  23777. */
  23778. function AudioLoader( manager ) {
  23779. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  23780. }
  23781. Object.assign( AudioLoader.prototype, {
  23782. load: function ( url, onLoad, onProgress, onError ) {
  23783. var loader = new FileLoader( this.manager );
  23784. loader.setResponseType( 'arraybuffer' );
  23785. loader.setPath( this.path );
  23786. loader.load( url, function ( buffer ) {
  23787. // Create a copy of the buffer. The `decodeAudioData` method
  23788. // detaches the buffer when complete, preventing reuse.
  23789. var bufferCopy = buffer.slice( 0 );
  23790. var context = AudioContext.getContext();
  23791. context.decodeAudioData( bufferCopy, function ( audioBuffer ) {
  23792. onLoad( audioBuffer );
  23793. } );
  23794. }, onProgress, onError );
  23795. },
  23796. setPath: function ( value ) {
  23797. this.path = value;
  23798. return this;
  23799. }
  23800. } );
  23801. /**
  23802. * @author mrdoob / http://mrdoob.com/
  23803. */
  23804. function StereoCamera() {
  23805. this.type = 'StereoCamera';
  23806. this.aspect = 1;
  23807. this.eyeSep = 0.064;
  23808. this.cameraL = new PerspectiveCamera();
  23809. this.cameraL.layers.enable( 1 );
  23810. this.cameraL.matrixAutoUpdate = false;
  23811. this.cameraR = new PerspectiveCamera();
  23812. this.cameraR.layers.enable( 2 );
  23813. this.cameraR.matrixAutoUpdate = false;
  23814. }
  23815. Object.assign( StereoCamera.prototype, {
  23816. update: ( function () {
  23817. var instance, focus, fov, aspect, near, far, zoom, eyeSep;
  23818. var eyeRight = new Matrix4();
  23819. var eyeLeft = new Matrix4();
  23820. return function update( camera ) {
  23821. var needsUpdate = instance !== this || focus !== camera.focus || fov !== camera.fov ||
  23822. aspect !== camera.aspect * this.aspect || near !== camera.near ||
  23823. far !== camera.far || zoom !== camera.zoom || eyeSep !== this.eyeSep;
  23824. if ( needsUpdate ) {
  23825. instance = this;
  23826. focus = camera.focus;
  23827. fov = camera.fov;
  23828. aspect = camera.aspect * this.aspect;
  23829. near = camera.near;
  23830. far = camera.far;
  23831. zoom = camera.zoom;
  23832. // Off-axis stereoscopic effect based on
  23833. // http://paulbourke.net/stereographics/stereorender/
  23834. var projectionMatrix = camera.projectionMatrix.clone();
  23835. eyeSep = this.eyeSep / 2;
  23836. var eyeSepOnProjection = eyeSep * near / focus;
  23837. var ymax = ( near * Math.tan( _Math.DEG2RAD * fov * 0.5 ) ) / zoom;
  23838. var xmin, xmax;
  23839. // translate xOffset
  23840. eyeLeft.elements[ 12 ] = - eyeSep;
  23841. eyeRight.elements[ 12 ] = eyeSep;
  23842. // for left eye
  23843. xmin = - ymax * aspect + eyeSepOnProjection;
  23844. xmax = ymax * aspect + eyeSepOnProjection;
  23845. projectionMatrix.elements[ 0 ] = 2 * near / ( xmax - xmin );
  23846. projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  23847. this.cameraL.projectionMatrix.copy( projectionMatrix );
  23848. // for right eye
  23849. xmin = - ymax * aspect - eyeSepOnProjection;
  23850. xmax = ymax * aspect - eyeSepOnProjection;
  23851. projectionMatrix.elements[ 0 ] = 2 * near / ( xmax - xmin );
  23852. projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  23853. this.cameraR.projectionMatrix.copy( projectionMatrix );
  23854. }
  23855. this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( eyeLeft );
  23856. this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( eyeRight );
  23857. };
  23858. } )()
  23859. } );
  23860. /**
  23861. * Camera for rendering cube maps
  23862. * - renders scene into axis-aligned cube
  23863. *
  23864. * @author alteredq / http://alteredqualia.com/
  23865. */
  23866. function CubeCamera( near, far, cubeResolution, options ) {
  23867. Object3D.call( this );
  23868. this.type = 'CubeCamera';
  23869. var fov = 90, aspect = 1;
  23870. var cameraPX = new PerspectiveCamera( fov, aspect, near, far );
  23871. cameraPX.up.set( 0, - 1, 0 );
  23872. cameraPX.lookAt( new Vector3( 1, 0, 0 ) );
  23873. this.add( cameraPX );
  23874. var cameraNX = new PerspectiveCamera( fov, aspect, near, far );
  23875. cameraNX.up.set( 0, - 1, 0 );
  23876. cameraNX.lookAt( new Vector3( - 1, 0, 0 ) );
  23877. this.add( cameraNX );
  23878. var cameraPY = new PerspectiveCamera( fov, aspect, near, far );
  23879. cameraPY.up.set( 0, 0, 1 );
  23880. cameraPY.lookAt( new Vector3( 0, 1, 0 ) );
  23881. this.add( cameraPY );
  23882. var cameraNY = new PerspectiveCamera( fov, aspect, near, far );
  23883. cameraNY.up.set( 0, 0, - 1 );
  23884. cameraNY.lookAt( new Vector3( 0, - 1, 0 ) );
  23885. this.add( cameraNY );
  23886. var cameraPZ = new PerspectiveCamera( fov, aspect, near, far );
  23887. cameraPZ.up.set( 0, - 1, 0 );
  23888. cameraPZ.lookAt( new Vector3( 0, 0, 1 ) );
  23889. this.add( cameraPZ );
  23890. var cameraNZ = new PerspectiveCamera( fov, aspect, near, far );
  23891. cameraNZ.up.set( 0, - 1, 0 );
  23892. cameraNZ.lookAt( new Vector3( 0, 0, - 1 ) );
  23893. this.add( cameraNZ );
  23894. options = options || { format: RGBFormat, magFilter: LinearFilter, minFilter: LinearFilter };
  23895. this.renderTarget = new WebGLRenderTargetCube( cubeResolution, cubeResolution, options );
  23896. this.renderTarget.texture.name = "CubeCamera";
  23897. this.update = function ( renderer, scene ) {
  23898. if ( this.parent === null ) this.updateMatrixWorld();
  23899. var currentRenderTarget = renderer.getRenderTarget();
  23900. var renderTarget = this.renderTarget;
  23901. var generateMipmaps = renderTarget.texture.generateMipmaps;
  23902. renderTarget.texture.generateMipmaps = false;
  23903. renderTarget.activeCubeFace = 0;
  23904. renderer.setRenderTarget( renderTarget );
  23905. renderer.render( scene, cameraPX );
  23906. renderTarget.activeCubeFace = 1;
  23907. renderer.render( scene, cameraNX );
  23908. renderTarget.activeCubeFace = 2;
  23909. renderer.render( scene, cameraPY );
  23910. renderTarget.activeCubeFace = 3;
  23911. renderer.render( scene, cameraNY );
  23912. renderTarget.activeCubeFace = 4;
  23913. renderer.render( scene, cameraPZ );
  23914. renderTarget.texture.generateMipmaps = generateMipmaps;
  23915. renderTarget.activeCubeFace = 5;
  23916. renderer.render( scene, cameraNZ );
  23917. renderer.setRenderTarget( currentRenderTarget );
  23918. };
  23919. this.clear = function ( renderer, color, depth, stencil ) {
  23920. var currentRenderTarget = renderer.getRenderTarget();
  23921. var renderTarget = this.renderTarget;
  23922. for ( var i = 0; i < 6; i ++ ) {
  23923. renderTarget.activeCubeFace = i;
  23924. renderer.setRenderTarget( renderTarget );
  23925. renderer.clear( color, depth, stencil );
  23926. }
  23927. renderer.setRenderTarget( currentRenderTarget );
  23928. };
  23929. }
  23930. CubeCamera.prototype = Object.create( Object3D.prototype );
  23931. CubeCamera.prototype.constructor = CubeCamera;
  23932. /**
  23933. * @author alteredq / http://alteredqualia.com/
  23934. */
  23935. function Clock( autoStart ) {
  23936. this.autoStart = ( autoStart !== undefined ) ? autoStart : true;
  23937. this.startTime = 0;
  23938. this.oldTime = 0;
  23939. this.elapsedTime = 0;
  23940. this.running = false;
  23941. }
  23942. Object.assign( Clock.prototype, {
  23943. start: function () {
  23944. this.startTime = ( typeof performance === 'undefined' ? Date : performance ).now(); // see #10732
  23945. this.oldTime = this.startTime;
  23946. this.elapsedTime = 0;
  23947. this.running = true;
  23948. },
  23949. stop: function () {
  23950. this.getElapsedTime();
  23951. this.running = false;
  23952. this.autoStart = false;
  23953. },
  23954. getElapsedTime: function () {
  23955. this.getDelta();
  23956. return this.elapsedTime;
  23957. },
  23958. getDelta: function () {
  23959. var diff = 0;
  23960. if ( this.autoStart && ! this.running ) {
  23961. this.start();
  23962. return 0;
  23963. }
  23964. if ( this.running ) {
  23965. var newTime = ( typeof performance === 'undefined' ? Date : performance ).now();
  23966. diff = ( newTime - this.oldTime ) / 1000;
  23967. this.oldTime = newTime;
  23968. this.elapsedTime += diff;
  23969. }
  23970. return diff;
  23971. }
  23972. } );
  23973. /**
  23974. * @author mrdoob / http://mrdoob.com/
  23975. */
  23976. function AudioListener() {
  23977. Object3D.call( this );
  23978. this.type = 'AudioListener';
  23979. this.context = AudioContext.getContext();
  23980. this.gain = this.context.createGain();
  23981. this.gain.connect( this.context.destination );
  23982. this.filter = null;
  23983. this.timeDelta = 0;
  23984. }
  23985. AudioListener.prototype = Object.assign( Object.create( Object3D.prototype ), {
  23986. constructor: AudioListener,
  23987. getInput: function () {
  23988. return this.gain;
  23989. },
  23990. removeFilter: function ( ) {
  23991. if ( this.filter !== null ) {
  23992. this.gain.disconnect( this.filter );
  23993. this.filter.disconnect( this.context.destination );
  23994. this.gain.connect( this.context.destination );
  23995. this.filter = null;
  23996. }
  23997. return this;
  23998. },
  23999. getFilter: function () {
  24000. return this.filter;
  24001. },
  24002. setFilter: function ( value ) {
  24003. if ( this.filter !== null ) {
  24004. this.gain.disconnect( this.filter );
  24005. this.filter.disconnect( this.context.destination );
  24006. } else {
  24007. this.gain.disconnect( this.context.destination );
  24008. }
  24009. this.filter = value;
  24010. this.gain.connect( this.filter );
  24011. this.filter.connect( this.context.destination );
  24012. return this;
  24013. },
  24014. getMasterVolume: function () {
  24015. return this.gain.gain.value;
  24016. },
  24017. setMasterVolume: function ( value ) {
  24018. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  24019. return this;
  24020. },
  24021. updateMatrixWorld: ( function () {
  24022. var position = new Vector3();
  24023. var quaternion = new Quaternion();
  24024. var scale = new Vector3();
  24025. var orientation = new Vector3();
  24026. var clock = new Clock();
  24027. return function updateMatrixWorld( force ) {
  24028. Object3D.prototype.updateMatrixWorld.call( this, force );
  24029. var listener = this.context.listener;
  24030. var up = this.up;
  24031. this.timeDelta = clock.getDelta();
  24032. this.matrixWorld.decompose( position, quaternion, scale );
  24033. orientation.set( 0, 0, - 1 ).applyQuaternion( quaternion );
  24034. if ( listener.positionX ) {
  24035. // code path for Chrome (see #14393)
  24036. var endTime = this.context.currentTime + this.timeDelta;
  24037. listener.positionX.linearRampToValueAtTime( position.x, endTime );
  24038. listener.positionY.linearRampToValueAtTime( position.y, endTime );
  24039. listener.positionZ.linearRampToValueAtTime( position.z, endTime );
  24040. listener.forwardX.linearRampToValueAtTime( orientation.x, endTime );
  24041. listener.forwardY.linearRampToValueAtTime( orientation.y, endTime );
  24042. listener.forwardZ.linearRampToValueAtTime( orientation.z, endTime );
  24043. listener.upX.linearRampToValueAtTime( up.x, endTime );
  24044. listener.upY.linearRampToValueAtTime( up.y, endTime );
  24045. listener.upZ.linearRampToValueAtTime( up.z, endTime );
  24046. } else {
  24047. listener.setPosition( position.x, position.y, position.z );
  24048. listener.setOrientation( orientation.x, orientation.y, orientation.z, up.x, up.y, up.z );
  24049. }
  24050. };
  24051. } )()
  24052. } );
  24053. /**
  24054. * @author mrdoob / http://mrdoob.com/
  24055. * @author Reece Aaron Lecrivain / http://reecenotes.com/
  24056. */
  24057. function Audio( listener ) {
  24058. Object3D.call( this );
  24059. this.type = 'Audio';
  24060. this.listener = listener;
  24061. this.context = listener.context;
  24062. this.gain = this.context.createGain();
  24063. this.gain.connect( listener.getInput() );
  24064. this.autoplay = false;
  24065. this.buffer = null;
  24066. this.detune = 0;
  24067. this.loop = false;
  24068. this.startTime = 0;
  24069. this.offset = 0;
  24070. this.playbackRate = 1;
  24071. this.isPlaying = false;
  24072. this.hasPlaybackControl = true;
  24073. this.sourceType = 'empty';
  24074. this.filters = [];
  24075. }
  24076. Audio.prototype = Object.assign( Object.create( Object3D.prototype ), {
  24077. constructor: Audio,
  24078. getOutput: function () {
  24079. return this.gain;
  24080. },
  24081. setNodeSource: function ( audioNode ) {
  24082. this.hasPlaybackControl = false;
  24083. this.sourceType = 'audioNode';
  24084. this.source = audioNode;
  24085. this.connect();
  24086. return this;
  24087. },
  24088. setMediaElementSource: function ( mediaElement ) {
  24089. this.hasPlaybackControl = false;
  24090. this.sourceType = 'mediaNode';
  24091. this.source = this.context.createMediaElementSource( mediaElement );
  24092. this.connect();
  24093. return this;
  24094. },
  24095. setBuffer: function ( audioBuffer ) {
  24096. this.buffer = audioBuffer;
  24097. this.sourceType = 'buffer';
  24098. if ( this.autoplay ) this.play();
  24099. return this;
  24100. },
  24101. play: function () {
  24102. if ( this.isPlaying === true ) {
  24103. console.warn( 'THREE.Audio: Audio is already playing.' );
  24104. return;
  24105. }
  24106. if ( this.hasPlaybackControl === false ) {
  24107. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24108. return;
  24109. }
  24110. var source = this.context.createBufferSource();
  24111. source.buffer = this.buffer;
  24112. source.loop = this.loop;
  24113. source.onended = this.onEnded.bind( this );
  24114. this.startTime = this.context.currentTime;
  24115. source.start( this.startTime, this.offset );
  24116. this.isPlaying = true;
  24117. this.source = source;
  24118. this.setDetune( this.detune );
  24119. this.setPlaybackRate( this.playbackRate );
  24120. return this.connect();
  24121. },
  24122. pause: function () {
  24123. if ( this.hasPlaybackControl === false ) {
  24124. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24125. return;
  24126. }
  24127. if ( this.isPlaying === true ) {
  24128. this.source.stop();
  24129. this.source.onended = null;
  24130. this.offset += ( this.context.currentTime - this.startTime ) * this.playbackRate;
  24131. this.isPlaying = false;
  24132. }
  24133. return this;
  24134. },
  24135. stop: function () {
  24136. if ( this.hasPlaybackControl === false ) {
  24137. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24138. return;
  24139. }
  24140. this.source.stop();
  24141. this.source.onended = null;
  24142. this.offset = 0;
  24143. this.isPlaying = false;
  24144. return this;
  24145. },
  24146. connect: function () {
  24147. if ( this.filters.length > 0 ) {
  24148. this.source.connect( this.filters[ 0 ] );
  24149. for ( var i = 1, l = this.filters.length; i < l; i ++ ) {
  24150. this.filters[ i - 1 ].connect( this.filters[ i ] );
  24151. }
  24152. this.filters[ this.filters.length - 1 ].connect( this.getOutput() );
  24153. } else {
  24154. this.source.connect( this.getOutput() );
  24155. }
  24156. return this;
  24157. },
  24158. disconnect: function () {
  24159. if ( this.filters.length > 0 ) {
  24160. this.source.disconnect( this.filters[ 0 ] );
  24161. for ( var i = 1, l = this.filters.length; i < l; i ++ ) {
  24162. this.filters[ i - 1 ].disconnect( this.filters[ i ] );
  24163. }
  24164. this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );
  24165. } else {
  24166. this.source.disconnect( this.getOutput() );
  24167. }
  24168. return this;
  24169. },
  24170. getFilters: function () {
  24171. return this.filters;
  24172. },
  24173. setFilters: function ( value ) {
  24174. if ( ! value ) value = [];
  24175. if ( this.isPlaying === true ) {
  24176. this.disconnect();
  24177. this.filters = value;
  24178. this.connect();
  24179. } else {
  24180. this.filters = value;
  24181. }
  24182. return this;
  24183. },
  24184. setDetune: function ( value ) {
  24185. this.detune = value;
  24186. if ( this.source.detune === undefined ) return; // only set detune when available
  24187. if ( this.isPlaying === true ) {
  24188. this.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 );
  24189. }
  24190. return this;
  24191. },
  24192. getDetune: function () {
  24193. return this.detune;
  24194. },
  24195. getFilter: function () {
  24196. return this.getFilters()[ 0 ];
  24197. },
  24198. setFilter: function ( filter ) {
  24199. return this.setFilters( filter ? [ filter ] : [] );
  24200. },
  24201. setPlaybackRate: function ( value ) {
  24202. if ( this.hasPlaybackControl === false ) {
  24203. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24204. return;
  24205. }
  24206. this.playbackRate = value;
  24207. if ( this.isPlaying === true ) {
  24208. this.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 );
  24209. }
  24210. return this;
  24211. },
  24212. getPlaybackRate: function () {
  24213. return this.playbackRate;
  24214. },
  24215. onEnded: function () {
  24216. this.isPlaying = false;
  24217. },
  24218. getLoop: function () {
  24219. if ( this.hasPlaybackControl === false ) {
  24220. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24221. return false;
  24222. }
  24223. return this.loop;
  24224. },
  24225. setLoop: function ( value ) {
  24226. if ( this.hasPlaybackControl === false ) {
  24227. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24228. return;
  24229. }
  24230. this.loop = value;
  24231. if ( this.isPlaying === true ) {
  24232. this.source.loop = this.loop;
  24233. }
  24234. return this;
  24235. },
  24236. getVolume: function () {
  24237. return this.gain.gain.value;
  24238. },
  24239. setVolume: function ( value ) {
  24240. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  24241. return this;
  24242. }
  24243. } );
  24244. /**
  24245. * @author mrdoob / http://mrdoob.com/
  24246. */
  24247. function PositionalAudio( listener ) {
  24248. Audio.call( this, listener );
  24249. this.panner = this.context.createPanner();
  24250. this.panner.connect( this.gain );
  24251. }
  24252. PositionalAudio.prototype = Object.assign( Object.create( Audio.prototype ), {
  24253. constructor: PositionalAudio,
  24254. getOutput: function () {
  24255. return this.panner;
  24256. },
  24257. getRefDistance: function () {
  24258. return this.panner.refDistance;
  24259. },
  24260. setRefDistance: function ( value ) {
  24261. this.panner.refDistance = value;
  24262. return this;
  24263. },
  24264. getRolloffFactor: function () {
  24265. return this.panner.rolloffFactor;
  24266. },
  24267. setRolloffFactor: function ( value ) {
  24268. this.panner.rolloffFactor = value;
  24269. return this;
  24270. },
  24271. getDistanceModel: function () {
  24272. return this.panner.distanceModel;
  24273. },
  24274. setDistanceModel: function ( value ) {
  24275. this.panner.distanceModel = value;
  24276. return this;
  24277. },
  24278. getMaxDistance: function () {
  24279. return this.panner.maxDistance;
  24280. },
  24281. setMaxDistance: function ( value ) {
  24282. this.panner.maxDistance = value;
  24283. return this;
  24284. },
  24285. setDirectionalCone: function ( coneInnerAngle, coneOuterAngle, coneOuterGain ) {
  24286. this.panner.coneInnerAngle = coneInnerAngle;
  24287. this.panner.coneOuterAngle = coneOuterAngle;
  24288. this.panner.coneOuterGain = coneOuterGain;
  24289. return this;
  24290. },
  24291. updateMatrixWorld: ( function () {
  24292. var position = new Vector3();
  24293. var quaternion = new Quaternion();
  24294. var scale = new Vector3();
  24295. var orientation = new Vector3();
  24296. return function updateMatrixWorld( force ) {
  24297. Object3D.prototype.updateMatrixWorld.call( this, force );
  24298. if ( this.hasPlaybackControl === true && this.isPlaying === false ) return;
  24299. this.matrixWorld.decompose( position, quaternion, scale );
  24300. orientation.set( 0, 0, 1 ).applyQuaternion( quaternion );
  24301. var panner = this.panner;
  24302. if ( panner.positionX ) {
  24303. // code path for Chrome and Firefox (see #14393)
  24304. var endTime = this.context.currentTime + this.listener.timeDelta;
  24305. panner.positionX.linearRampToValueAtTime( position.x, endTime );
  24306. panner.positionY.linearRampToValueAtTime( position.y, endTime );
  24307. panner.positionZ.linearRampToValueAtTime( position.z, endTime );
  24308. panner.orientationX.linearRampToValueAtTime( orientation.x, endTime );
  24309. panner.orientationY.linearRampToValueAtTime( orientation.y, endTime );
  24310. panner.orientationZ.linearRampToValueAtTime( orientation.z, endTime );
  24311. } else {
  24312. panner.setPosition( position.x, position.y, position.z );
  24313. panner.setOrientation( orientation.x, orientation.y, orientation.z );
  24314. }
  24315. };
  24316. } )()
  24317. } );
  24318. /**
  24319. * @author mrdoob / http://mrdoob.com/
  24320. */
  24321. function AudioAnalyser( audio, fftSize ) {
  24322. this.analyser = audio.context.createAnalyser();
  24323. this.analyser.fftSize = fftSize !== undefined ? fftSize : 2048;
  24324. this.data = new Uint8Array( this.analyser.frequencyBinCount );
  24325. audio.getOutput().connect( this.analyser );
  24326. }
  24327. Object.assign( AudioAnalyser.prototype, {
  24328. getFrequencyData: function () {
  24329. this.analyser.getByteFrequencyData( this.data );
  24330. return this.data;
  24331. },
  24332. getAverageFrequency: function () {
  24333. var value = 0, data = this.getFrequencyData();
  24334. for ( var i = 0; i < data.length; i ++ ) {
  24335. value += data[ i ];
  24336. }
  24337. return value / data.length;
  24338. }
  24339. } );
  24340. /**
  24341. *
  24342. * Buffered scene graph property that allows weighted accumulation.
  24343. *
  24344. *
  24345. * @author Ben Houston / http://clara.io/
  24346. * @author David Sarno / http://lighthaus.us/
  24347. * @author tschw
  24348. */
  24349. function PropertyMixer( binding, typeName, valueSize ) {
  24350. this.binding = binding;
  24351. this.valueSize = valueSize;
  24352. var bufferType = Float64Array,
  24353. mixFunction;
  24354. switch ( typeName ) {
  24355. case 'quaternion':
  24356. mixFunction = this._slerp;
  24357. break;
  24358. case 'string':
  24359. case 'bool':
  24360. bufferType = Array;
  24361. mixFunction = this._select;
  24362. break;
  24363. default:
  24364. mixFunction = this._lerp;
  24365. }
  24366. this.buffer = new bufferType( valueSize * 4 );
  24367. // layout: [ incoming | accu0 | accu1 | orig ]
  24368. //
  24369. // interpolators can use .buffer as their .result
  24370. // the data then goes to 'incoming'
  24371. //
  24372. // 'accu0' and 'accu1' are used frame-interleaved for
  24373. // the cumulative result and are compared to detect
  24374. // changes
  24375. //
  24376. // 'orig' stores the original state of the property
  24377. this._mixBufferRegion = mixFunction;
  24378. this.cumulativeWeight = 0;
  24379. this.useCount = 0;
  24380. this.referenceCount = 0;
  24381. }
  24382. Object.assign( PropertyMixer.prototype, {
  24383. // accumulate data in the 'incoming' region into 'accu<i>'
  24384. accumulate: function ( accuIndex, weight ) {
  24385. // note: happily accumulating nothing when weight = 0, the caller knows
  24386. // the weight and shouldn't have made the call in the first place
  24387. var buffer = this.buffer,
  24388. stride = this.valueSize,
  24389. offset = accuIndex * stride + stride,
  24390. currentWeight = this.cumulativeWeight;
  24391. if ( currentWeight === 0 ) {
  24392. // accuN := incoming * weight
  24393. for ( var i = 0; i !== stride; ++ i ) {
  24394. buffer[ offset + i ] = buffer[ i ];
  24395. }
  24396. currentWeight = weight;
  24397. } else {
  24398. // accuN := accuN + incoming * weight
  24399. currentWeight += weight;
  24400. var mix = weight / currentWeight;
  24401. this._mixBufferRegion( buffer, offset, 0, mix, stride );
  24402. }
  24403. this.cumulativeWeight = currentWeight;
  24404. },
  24405. // apply the state of 'accu<i>' to the binding when accus differ
  24406. apply: function ( accuIndex ) {
  24407. var stride = this.valueSize,
  24408. buffer = this.buffer,
  24409. offset = accuIndex * stride + stride,
  24410. weight = this.cumulativeWeight,
  24411. binding = this.binding;
  24412. this.cumulativeWeight = 0;
  24413. if ( weight < 1 ) {
  24414. // accuN := accuN + original * ( 1 - cumulativeWeight )
  24415. var originalValueOffset = stride * 3;
  24416. this._mixBufferRegion(
  24417. buffer, offset, originalValueOffset, 1 - weight, stride );
  24418. }
  24419. for ( var i = stride, e = stride + stride; i !== e; ++ i ) {
  24420. if ( buffer[ i ] !== buffer[ i + stride ] ) {
  24421. // value has changed -> update scene graph
  24422. binding.setValue( buffer, offset );
  24423. break;
  24424. }
  24425. }
  24426. },
  24427. // remember the state of the bound property and copy it to both accus
  24428. saveOriginalState: function () {
  24429. var binding = this.binding;
  24430. var buffer = this.buffer,
  24431. stride = this.valueSize,
  24432. originalValueOffset = stride * 3;
  24433. binding.getValue( buffer, originalValueOffset );
  24434. // accu[0..1] := orig -- initially detect changes against the original
  24435. for ( var i = stride, e = originalValueOffset; i !== e; ++ i ) {
  24436. buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];
  24437. }
  24438. this.cumulativeWeight = 0;
  24439. },
  24440. // apply the state previously taken via 'saveOriginalState' to the binding
  24441. restoreOriginalState: function () {
  24442. var originalValueOffset = this.valueSize * 3;
  24443. this.binding.setValue( this.buffer, originalValueOffset );
  24444. },
  24445. // mix functions
  24446. _select: function ( buffer, dstOffset, srcOffset, t, stride ) {
  24447. if ( t >= 0.5 ) {
  24448. for ( var i = 0; i !== stride; ++ i ) {
  24449. buffer[ dstOffset + i ] = buffer[ srcOffset + i ];
  24450. }
  24451. }
  24452. },
  24453. _slerp: function ( buffer, dstOffset, srcOffset, t ) {
  24454. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t );
  24455. },
  24456. _lerp: function ( buffer, dstOffset, srcOffset, t, stride ) {
  24457. var s = 1 - t;
  24458. for ( var i = 0; i !== stride; ++ i ) {
  24459. var j = dstOffset + i;
  24460. buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;
  24461. }
  24462. }
  24463. } );
  24464. /**
  24465. *
  24466. * A reference to a real property in the scene graph.
  24467. *
  24468. *
  24469. * @author Ben Houston / http://clara.io/
  24470. * @author David Sarno / http://lighthaus.us/
  24471. * @author tschw
  24472. */
  24473. // Characters [].:/ are reserved for track binding syntax.
  24474. var RESERVED_CHARS_RE = '\\[\\]\\.:\\/';
  24475. function Composite( targetGroup, path, optionalParsedPath ) {
  24476. var parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );
  24477. this._targetGroup = targetGroup;
  24478. this._bindings = targetGroup.subscribe_( path, parsedPath );
  24479. }
  24480. Object.assign( Composite.prototype, {
  24481. getValue: function ( array, offset ) {
  24482. this.bind(); // bind all binding
  24483. var firstValidIndex = this._targetGroup.nCachedObjects_,
  24484. binding = this._bindings[ firstValidIndex ];
  24485. // and only call .getValue on the first
  24486. if ( binding !== undefined ) binding.getValue( array, offset );
  24487. },
  24488. setValue: function ( array, offset ) {
  24489. var bindings = this._bindings;
  24490. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  24491. bindings[ i ].setValue( array, offset );
  24492. }
  24493. },
  24494. bind: function () {
  24495. var bindings = this._bindings;
  24496. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  24497. bindings[ i ].bind();
  24498. }
  24499. },
  24500. unbind: function () {
  24501. var bindings = this._bindings;
  24502. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  24503. bindings[ i ].unbind();
  24504. }
  24505. }
  24506. } );
  24507. function PropertyBinding( rootNode, path, parsedPath ) {
  24508. this.path = path;
  24509. this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );
  24510. this.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName ) || rootNode;
  24511. this.rootNode = rootNode;
  24512. }
  24513. Object.assign( PropertyBinding, {
  24514. Composite: Composite,
  24515. create: function ( root, path, parsedPath ) {
  24516. if ( ! ( root && root.isAnimationObjectGroup ) ) {
  24517. return new PropertyBinding( root, path, parsedPath );
  24518. } else {
  24519. return new PropertyBinding.Composite( root, path, parsedPath );
  24520. }
  24521. },
  24522. /**
  24523. * Replaces spaces with underscores and removes unsupported characters from
  24524. * node names, to ensure compatibility with parseTrackName().
  24525. *
  24526. * @param {string} name Node name to be sanitized.
  24527. * @return {string}
  24528. */
  24529. sanitizeNodeName: ( function () {
  24530. var reservedRe = new RegExp( '[' + RESERVED_CHARS_RE + ']', 'g' );
  24531. return function sanitizeNodeName( name ) {
  24532. return name.replace( /\s/g, '_' ).replace( reservedRe, '' );
  24533. };
  24534. }() ),
  24535. parseTrackName: function () {
  24536. // Attempts to allow node names from any language. ES5's `\w` regexp matches
  24537. // only latin characters, and the unicode \p{L} is not yet supported. So
  24538. // instead, we exclude reserved characters and match everything else.
  24539. var wordChar = '[^' + RESERVED_CHARS_RE + ']';
  24540. var wordCharOrDot = '[^' + RESERVED_CHARS_RE.replace( '\\.', '' ) + ']';
  24541. // Parent directories, delimited by '/' or ':'. Currently unused, but must
  24542. // be matched to parse the rest of the track name.
  24543. var directoryRe = /((?:WC+[\/:])*)/.source.replace( 'WC', wordChar );
  24544. // Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.
  24545. var nodeRe = /(WCOD+)?/.source.replace( 'WCOD', wordCharOrDot );
  24546. // Object on target node, and accessor. May not contain reserved
  24547. // characters. Accessor may contain any character except closing bracket.
  24548. var objectRe = /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace( 'WC', wordChar );
  24549. // Property and accessor. May not contain reserved characters. Accessor may
  24550. // contain any non-bracket characters.
  24551. var propertyRe = /\.(WC+)(?:\[(.+)\])?/.source.replace( 'WC', wordChar );
  24552. var trackRe = new RegExp( ''
  24553. + '^'
  24554. + directoryRe
  24555. + nodeRe
  24556. + objectRe
  24557. + propertyRe
  24558. + '$'
  24559. );
  24560. var supportedObjectNames = [ 'material', 'materials', 'bones' ];
  24561. return function parseTrackName( trackName ) {
  24562. var matches = trackRe.exec( trackName );
  24563. if ( ! matches ) {
  24564. throw new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName );
  24565. }
  24566. var results = {
  24567. // directoryName: matches[ 1 ], // (tschw) currently unused
  24568. nodeName: matches[ 2 ],
  24569. objectName: matches[ 3 ],
  24570. objectIndex: matches[ 4 ],
  24571. propertyName: matches[ 5 ], // required
  24572. propertyIndex: matches[ 6 ]
  24573. };
  24574. var lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );
  24575. if ( lastDot !== undefined && lastDot !== - 1 ) {
  24576. var objectName = results.nodeName.substring( lastDot + 1 );
  24577. // Object names must be checked against a whitelist. Otherwise, there
  24578. // is no way to parse 'foo.bar.baz': 'baz' must be a property, but
  24579. // 'bar' could be the objectName, or part of a nodeName (which can
  24580. // include '.' characters).
  24581. if ( supportedObjectNames.indexOf( objectName ) !== - 1 ) {
  24582. results.nodeName = results.nodeName.substring( 0, lastDot );
  24583. results.objectName = objectName;
  24584. }
  24585. }
  24586. if ( results.propertyName === null || results.propertyName.length === 0 ) {
  24587. throw new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName );
  24588. }
  24589. return results;
  24590. };
  24591. }(),
  24592. findNode: function ( root, nodeName ) {
  24593. if ( ! nodeName || nodeName === "" || nodeName === "root" || nodeName === "." || nodeName === - 1 || nodeName === root.name || nodeName === root.uuid ) {
  24594. return root;
  24595. }
  24596. // search into skeleton bones.
  24597. if ( root.skeleton ) {
  24598. var bone = root.skeleton.getBoneByName( nodeName );
  24599. if ( bone !== undefined ) {
  24600. return bone;
  24601. }
  24602. }
  24603. // search into node subtree.
  24604. if ( root.children ) {
  24605. var searchNodeSubtree = function ( children ) {
  24606. for ( var i = 0; i < children.length; i ++ ) {
  24607. var childNode = children[ i ];
  24608. if ( childNode.name === nodeName || childNode.uuid === nodeName ) {
  24609. return childNode;
  24610. }
  24611. var result = searchNodeSubtree( childNode.children );
  24612. if ( result ) return result;
  24613. }
  24614. return null;
  24615. };
  24616. var subTreeNode = searchNodeSubtree( root.children );
  24617. if ( subTreeNode ) {
  24618. return subTreeNode;
  24619. }
  24620. }
  24621. return null;
  24622. }
  24623. } );
  24624. Object.assign( PropertyBinding.prototype, { // prototype, continued
  24625. // these are used to "bind" a nonexistent property
  24626. _getValue_unavailable: function () {},
  24627. _setValue_unavailable: function () {},
  24628. BindingType: {
  24629. Direct: 0,
  24630. EntireArray: 1,
  24631. ArrayElement: 2,
  24632. HasFromToArray: 3
  24633. },
  24634. Versioning: {
  24635. None: 0,
  24636. NeedsUpdate: 1,
  24637. MatrixWorldNeedsUpdate: 2
  24638. },
  24639. GetterByBindingType: [
  24640. function getValue_direct( buffer, offset ) {
  24641. buffer[ offset ] = this.node[ this.propertyName ];
  24642. },
  24643. function getValue_array( buffer, offset ) {
  24644. var source = this.resolvedProperty;
  24645. for ( var i = 0, n = source.length; i !== n; ++ i ) {
  24646. buffer[ offset ++ ] = source[ i ];
  24647. }
  24648. },
  24649. function getValue_arrayElement( buffer, offset ) {
  24650. buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];
  24651. },
  24652. function getValue_toArray( buffer, offset ) {
  24653. this.resolvedProperty.toArray( buffer, offset );
  24654. }
  24655. ],
  24656. SetterByBindingTypeAndVersioning: [
  24657. [
  24658. // Direct
  24659. function setValue_direct( buffer, offset ) {
  24660. this.targetObject[ this.propertyName ] = buffer[ offset ];
  24661. },
  24662. function setValue_direct_setNeedsUpdate( buffer, offset ) {
  24663. this.targetObject[ this.propertyName ] = buffer[ offset ];
  24664. this.targetObject.needsUpdate = true;
  24665. },
  24666. function setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {
  24667. this.targetObject[ this.propertyName ] = buffer[ offset ];
  24668. this.targetObject.matrixWorldNeedsUpdate = true;
  24669. }
  24670. ], [
  24671. // EntireArray
  24672. function setValue_array( buffer, offset ) {
  24673. var dest = this.resolvedProperty;
  24674. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  24675. dest[ i ] = buffer[ offset ++ ];
  24676. }
  24677. },
  24678. function setValue_array_setNeedsUpdate( buffer, offset ) {
  24679. var dest = this.resolvedProperty;
  24680. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  24681. dest[ i ] = buffer[ offset ++ ];
  24682. }
  24683. this.targetObject.needsUpdate = true;
  24684. },
  24685. function setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {
  24686. var dest = this.resolvedProperty;
  24687. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  24688. dest[ i ] = buffer[ offset ++ ];
  24689. }
  24690. this.targetObject.matrixWorldNeedsUpdate = true;
  24691. }
  24692. ], [
  24693. // ArrayElement
  24694. function setValue_arrayElement( buffer, offset ) {
  24695. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  24696. },
  24697. function setValue_arrayElement_setNeedsUpdate( buffer, offset ) {
  24698. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  24699. this.targetObject.needsUpdate = true;
  24700. },
  24701. function setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {
  24702. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  24703. this.targetObject.matrixWorldNeedsUpdate = true;
  24704. }
  24705. ], [
  24706. // HasToFromArray
  24707. function setValue_fromArray( buffer, offset ) {
  24708. this.resolvedProperty.fromArray( buffer, offset );
  24709. },
  24710. function setValue_fromArray_setNeedsUpdate( buffer, offset ) {
  24711. this.resolvedProperty.fromArray( buffer, offset );
  24712. this.targetObject.needsUpdate = true;
  24713. },
  24714. function setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {
  24715. this.resolvedProperty.fromArray( buffer, offset );
  24716. this.targetObject.matrixWorldNeedsUpdate = true;
  24717. }
  24718. ]
  24719. ],
  24720. getValue: function getValue_unbound( targetArray, offset ) {
  24721. this.bind();
  24722. this.getValue( targetArray, offset );
  24723. // Note: This class uses a State pattern on a per-method basis:
  24724. // 'bind' sets 'this.getValue' / 'setValue' and shadows the
  24725. // prototype version of these methods with one that represents
  24726. // the bound state. When the property is not found, the methods
  24727. // become no-ops.
  24728. },
  24729. setValue: function getValue_unbound( sourceArray, offset ) {
  24730. this.bind();
  24731. this.setValue( sourceArray, offset );
  24732. },
  24733. // create getter / setter pair for a property in the scene graph
  24734. bind: function () {
  24735. var targetObject = this.node,
  24736. parsedPath = this.parsedPath,
  24737. objectName = parsedPath.objectName,
  24738. propertyName = parsedPath.propertyName,
  24739. propertyIndex = parsedPath.propertyIndex;
  24740. if ( ! targetObject ) {
  24741. targetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName ) || this.rootNode;
  24742. this.node = targetObject;
  24743. }
  24744. // set fail state so we can just 'return' on error
  24745. this.getValue = this._getValue_unavailable;
  24746. this.setValue = this._setValue_unavailable;
  24747. // ensure there is a value node
  24748. if ( ! targetObject ) {
  24749. console.error( 'THREE.PropertyBinding: Trying to update node for track: ' + this.path + ' but it wasn\'t found.' );
  24750. return;
  24751. }
  24752. if ( objectName ) {
  24753. var objectIndex = parsedPath.objectIndex;
  24754. // special cases were we need to reach deeper into the hierarchy to get the face materials....
  24755. switch ( objectName ) {
  24756. case 'materials':
  24757. if ( ! targetObject.material ) {
  24758. console.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this );
  24759. return;
  24760. }
  24761. if ( ! targetObject.material.materials ) {
  24762. console.error( 'THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this );
  24763. return;
  24764. }
  24765. targetObject = targetObject.material.materials;
  24766. break;
  24767. case 'bones':
  24768. if ( ! targetObject.skeleton ) {
  24769. console.error( 'THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this );
  24770. return;
  24771. }
  24772. // potential future optimization: skip this if propertyIndex is already an integer
  24773. // and convert the integer string to a true integer.
  24774. targetObject = targetObject.skeleton.bones;
  24775. // support resolving morphTarget names into indices.
  24776. for ( var i = 0; i < targetObject.length; i ++ ) {
  24777. if ( targetObject[ i ].name === objectIndex ) {
  24778. objectIndex = i;
  24779. break;
  24780. }
  24781. }
  24782. break;
  24783. default:
  24784. if ( targetObject[ objectName ] === undefined ) {
  24785. console.error( 'THREE.PropertyBinding: Can not bind to objectName of node undefined.', this );
  24786. return;
  24787. }
  24788. targetObject = targetObject[ objectName ];
  24789. }
  24790. if ( objectIndex !== undefined ) {
  24791. if ( targetObject[ objectIndex ] === undefined ) {
  24792. console.error( 'THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject );
  24793. return;
  24794. }
  24795. targetObject = targetObject[ objectIndex ];
  24796. }
  24797. }
  24798. // resolve property
  24799. var nodeProperty = targetObject[ propertyName ];
  24800. if ( nodeProperty === undefined ) {
  24801. var nodeName = parsedPath.nodeName;
  24802. console.error( 'THREE.PropertyBinding: Trying to update property for track: ' + nodeName +
  24803. '.' + propertyName + ' but it wasn\'t found.', targetObject );
  24804. return;
  24805. }
  24806. // determine versioning scheme
  24807. var versioning = this.Versioning.None;
  24808. this.targetObject = targetObject;
  24809. if ( targetObject.needsUpdate !== undefined ) { // material
  24810. versioning = this.Versioning.NeedsUpdate;
  24811. } else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform
  24812. versioning = this.Versioning.MatrixWorldNeedsUpdate;
  24813. }
  24814. // determine how the property gets bound
  24815. var bindingType = this.BindingType.Direct;
  24816. if ( propertyIndex !== undefined ) {
  24817. // access a sub element of the property array (only primitives are supported right now)
  24818. if ( propertyName === "morphTargetInfluences" ) {
  24819. // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.
  24820. // support resolving morphTarget names into indices.
  24821. if ( ! targetObject.geometry ) {
  24822. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );
  24823. return;
  24824. }
  24825. if ( targetObject.geometry.isBufferGeometry ) {
  24826. if ( ! targetObject.geometry.morphAttributes ) {
  24827. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );
  24828. return;
  24829. }
  24830. for ( var i = 0; i < this.node.geometry.morphAttributes.position.length; i ++ ) {
  24831. if ( targetObject.geometry.morphAttributes.position[ i ].name === propertyIndex ) {
  24832. propertyIndex = i;
  24833. break;
  24834. }
  24835. }
  24836. } else {
  24837. if ( ! targetObject.geometry.morphTargets ) {
  24838. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphTargets.', this );
  24839. return;
  24840. }
  24841. for ( var i = 0; i < this.node.geometry.morphTargets.length; i ++ ) {
  24842. if ( targetObject.geometry.morphTargets[ i ].name === propertyIndex ) {
  24843. propertyIndex = i;
  24844. break;
  24845. }
  24846. }
  24847. }
  24848. }
  24849. bindingType = this.BindingType.ArrayElement;
  24850. this.resolvedProperty = nodeProperty;
  24851. this.propertyIndex = propertyIndex;
  24852. } else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {
  24853. // must use copy for Object3D.Euler/Quaternion
  24854. bindingType = this.BindingType.HasFromToArray;
  24855. this.resolvedProperty = nodeProperty;
  24856. } else if ( Array.isArray( nodeProperty ) ) {
  24857. bindingType = this.BindingType.EntireArray;
  24858. this.resolvedProperty = nodeProperty;
  24859. } else {
  24860. this.propertyName = propertyName;
  24861. }
  24862. // select getter / setter
  24863. this.getValue = this.GetterByBindingType[ bindingType ];
  24864. this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];
  24865. },
  24866. unbind: function () {
  24867. this.node = null;
  24868. // back to the prototype version of getValue / setValue
  24869. // note: avoiding to mutate the shape of 'this' via 'delete'
  24870. this.getValue = this._getValue_unbound;
  24871. this.setValue = this._setValue_unbound;
  24872. }
  24873. } );
  24874. //!\ DECLARE ALIAS AFTER assign prototype !
  24875. Object.assign( PropertyBinding.prototype, {
  24876. // initial state of these methods that calls 'bind'
  24877. _getValue_unbound: PropertyBinding.prototype.getValue,
  24878. _setValue_unbound: PropertyBinding.prototype.setValue,
  24879. } );
  24880. /**
  24881. *
  24882. * A group of objects that receives a shared animation state.
  24883. *
  24884. * Usage:
  24885. *
  24886. * - Add objects you would otherwise pass as 'root' to the
  24887. * constructor or the .clipAction method of AnimationMixer.
  24888. *
  24889. * - Instead pass this object as 'root'.
  24890. *
  24891. * - You can also add and remove objects later when the mixer
  24892. * is running.
  24893. *
  24894. * Note:
  24895. *
  24896. * Objects of this class appear as one object to the mixer,
  24897. * so cache control of the individual objects must be done
  24898. * on the group.
  24899. *
  24900. * Limitation:
  24901. *
  24902. * - The animated properties must be compatible among the
  24903. * all objects in the group.
  24904. *
  24905. * - A single property can either be controlled through a
  24906. * target group or directly, but not both.
  24907. *
  24908. * @author tschw
  24909. */
  24910. function AnimationObjectGroup() {
  24911. this.uuid = _Math.generateUUID();
  24912. // cached objects followed by the active ones
  24913. this._objects = Array.prototype.slice.call( arguments );
  24914. this.nCachedObjects_ = 0; // threshold
  24915. // note: read by PropertyBinding.Composite
  24916. var indices = {};
  24917. this._indicesByUUID = indices; // for bookkeeping
  24918. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  24919. indices[ arguments[ i ].uuid ] = i;
  24920. }
  24921. this._paths = []; // inside: string
  24922. this._parsedPaths = []; // inside: { we don't care, here }
  24923. this._bindings = []; // inside: Array< PropertyBinding >
  24924. this._bindingsIndicesByPath = {}; // inside: indices in these arrays
  24925. var scope = this;
  24926. this.stats = {
  24927. objects: {
  24928. get total() {
  24929. return scope._objects.length;
  24930. },
  24931. get inUse() {
  24932. return this.total - scope.nCachedObjects_;
  24933. }
  24934. },
  24935. get bindingsPerObject() {
  24936. return scope._bindings.length;
  24937. }
  24938. };
  24939. }
  24940. Object.assign( AnimationObjectGroup.prototype, {
  24941. isAnimationObjectGroup: true,
  24942. add: function () {
  24943. var objects = this._objects,
  24944. nObjects = objects.length,
  24945. nCachedObjects = this.nCachedObjects_,
  24946. indicesByUUID = this._indicesByUUID,
  24947. paths = this._paths,
  24948. parsedPaths = this._parsedPaths,
  24949. bindings = this._bindings,
  24950. nBindings = bindings.length,
  24951. knownObject = undefined;
  24952. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  24953. var object = arguments[ i ],
  24954. uuid = object.uuid,
  24955. index = indicesByUUID[ uuid ];
  24956. if ( index === undefined ) {
  24957. // unknown object -> add it to the ACTIVE region
  24958. index = nObjects ++;
  24959. indicesByUUID[ uuid ] = index;
  24960. objects.push( object );
  24961. // accounting is done, now do the same for all bindings
  24962. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  24963. bindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) );
  24964. }
  24965. } else if ( index < nCachedObjects ) {
  24966. knownObject = objects[ index ];
  24967. // move existing object to the ACTIVE region
  24968. var firstActiveIndex = -- nCachedObjects,
  24969. lastCachedObject = objects[ firstActiveIndex ];
  24970. indicesByUUID[ lastCachedObject.uuid ] = index;
  24971. objects[ index ] = lastCachedObject;
  24972. indicesByUUID[ uuid ] = firstActiveIndex;
  24973. objects[ firstActiveIndex ] = object;
  24974. // accounting is done, now do the same for all bindings
  24975. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  24976. var bindingsForPath = bindings[ j ],
  24977. lastCached = bindingsForPath[ firstActiveIndex ],
  24978. binding = bindingsForPath[ index ];
  24979. bindingsForPath[ index ] = lastCached;
  24980. if ( binding === undefined ) {
  24981. // since we do not bother to create new bindings
  24982. // for objects that are cached, the binding may
  24983. // or may not exist
  24984. binding = new PropertyBinding( object, paths[ j ], parsedPaths[ j ] );
  24985. }
  24986. bindingsForPath[ firstActiveIndex ] = binding;
  24987. }
  24988. } else if ( objects[ index ] !== knownObject ) {
  24989. console.error( 'THREE.AnimationObjectGroup: Different objects with the same UUID ' +
  24990. 'detected. Clean the caches or recreate your infrastructure when reloading scenes.' );
  24991. } // else the object is already where we want it to be
  24992. } // for arguments
  24993. this.nCachedObjects_ = nCachedObjects;
  24994. },
  24995. remove: function () {
  24996. var objects = this._objects,
  24997. nCachedObjects = this.nCachedObjects_,
  24998. indicesByUUID = this._indicesByUUID,
  24999. bindings = this._bindings,
  25000. nBindings = bindings.length;
  25001. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  25002. var object = arguments[ i ],
  25003. uuid = object.uuid,
  25004. index = indicesByUUID[ uuid ];
  25005. if ( index !== undefined && index >= nCachedObjects ) {
  25006. // move existing object into the CACHED region
  25007. var lastCachedIndex = nCachedObjects ++,
  25008. firstActiveObject = objects[ lastCachedIndex ];
  25009. indicesByUUID[ firstActiveObject.uuid ] = index;
  25010. objects[ index ] = firstActiveObject;
  25011. indicesByUUID[ uuid ] = lastCachedIndex;
  25012. objects[ lastCachedIndex ] = object;
  25013. // accounting is done, now do the same for all bindings
  25014. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  25015. var bindingsForPath = bindings[ j ],
  25016. firstActive = bindingsForPath[ lastCachedIndex ],
  25017. binding = bindingsForPath[ index ];
  25018. bindingsForPath[ index ] = firstActive;
  25019. bindingsForPath[ lastCachedIndex ] = binding;
  25020. }
  25021. }
  25022. } // for arguments
  25023. this.nCachedObjects_ = nCachedObjects;
  25024. },
  25025. // remove & forget
  25026. uncache: function () {
  25027. var objects = this._objects,
  25028. nObjects = objects.length,
  25029. nCachedObjects = this.nCachedObjects_,
  25030. indicesByUUID = this._indicesByUUID,
  25031. bindings = this._bindings,
  25032. nBindings = bindings.length;
  25033. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  25034. var object = arguments[ i ],
  25035. uuid = object.uuid,
  25036. index = indicesByUUID[ uuid ];
  25037. if ( index !== undefined ) {
  25038. delete indicesByUUID[ uuid ];
  25039. if ( index < nCachedObjects ) {
  25040. // object is cached, shrink the CACHED region
  25041. var firstActiveIndex = -- nCachedObjects,
  25042. lastCachedObject = objects[ firstActiveIndex ],
  25043. lastIndex = -- nObjects,
  25044. lastObject = objects[ lastIndex ];
  25045. // last cached object takes this object's place
  25046. indicesByUUID[ lastCachedObject.uuid ] = index;
  25047. objects[ index ] = lastCachedObject;
  25048. // last object goes to the activated slot and pop
  25049. indicesByUUID[ lastObject.uuid ] = firstActiveIndex;
  25050. objects[ firstActiveIndex ] = lastObject;
  25051. objects.pop();
  25052. // accounting is done, now do the same for all bindings
  25053. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  25054. var bindingsForPath = bindings[ j ],
  25055. lastCached = bindingsForPath[ firstActiveIndex ],
  25056. last = bindingsForPath[ lastIndex ];
  25057. bindingsForPath[ index ] = lastCached;
  25058. bindingsForPath[ firstActiveIndex ] = last;
  25059. bindingsForPath.pop();
  25060. }
  25061. } else {
  25062. // object is active, just swap with the last and pop
  25063. var lastIndex = -- nObjects,
  25064. lastObject = objects[ lastIndex ];
  25065. indicesByUUID[ lastObject.uuid ] = index;
  25066. objects[ index ] = lastObject;
  25067. objects.pop();
  25068. // accounting is done, now do the same for all bindings
  25069. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  25070. var bindingsForPath = bindings[ j ];
  25071. bindingsForPath[ index ] = bindingsForPath[ lastIndex ];
  25072. bindingsForPath.pop();
  25073. }
  25074. } // cached or active
  25075. } // if object is known
  25076. } // for arguments
  25077. this.nCachedObjects_ = nCachedObjects;
  25078. },
  25079. // Internal interface used by befriended PropertyBinding.Composite:
  25080. subscribe_: function ( path, parsedPath ) {
  25081. // returns an array of bindings for the given path that is changed
  25082. // according to the contained objects in the group
  25083. var indicesByPath = this._bindingsIndicesByPath,
  25084. index = indicesByPath[ path ],
  25085. bindings = this._bindings;
  25086. if ( index !== undefined ) return bindings[ index ];
  25087. var paths = this._paths,
  25088. parsedPaths = this._parsedPaths,
  25089. objects = this._objects,
  25090. nObjects = objects.length,
  25091. nCachedObjects = this.nCachedObjects_,
  25092. bindingsForPath = new Array( nObjects );
  25093. index = bindings.length;
  25094. indicesByPath[ path ] = index;
  25095. paths.push( path );
  25096. parsedPaths.push( parsedPath );
  25097. bindings.push( bindingsForPath );
  25098. for ( var i = nCachedObjects, n = objects.length; i !== n; ++ i ) {
  25099. var object = objects[ i ];
  25100. bindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath );
  25101. }
  25102. return bindingsForPath;
  25103. },
  25104. unsubscribe_: function ( path ) {
  25105. // tells the group to forget about a property path and no longer
  25106. // update the array previously obtained with 'subscribe_'
  25107. var indicesByPath = this._bindingsIndicesByPath,
  25108. index = indicesByPath[ path ];
  25109. if ( index !== undefined ) {
  25110. var paths = this._paths,
  25111. parsedPaths = this._parsedPaths,
  25112. bindings = this._bindings,
  25113. lastBindingsIndex = bindings.length - 1,
  25114. lastBindings = bindings[ lastBindingsIndex ],
  25115. lastBindingsPath = path[ lastBindingsIndex ];
  25116. indicesByPath[ lastBindingsPath ] = index;
  25117. bindings[ index ] = lastBindings;
  25118. bindings.pop();
  25119. parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];
  25120. parsedPaths.pop();
  25121. paths[ index ] = paths[ lastBindingsIndex ];
  25122. paths.pop();
  25123. }
  25124. }
  25125. } );
  25126. /**
  25127. *
  25128. * Action provided by AnimationMixer for scheduling clip playback on specific
  25129. * objects.
  25130. *
  25131. * @author Ben Houston / http://clara.io/
  25132. * @author David Sarno / http://lighthaus.us/
  25133. * @author tschw
  25134. *
  25135. */
  25136. function AnimationAction( mixer, clip, localRoot ) {
  25137. this._mixer = mixer;
  25138. this._clip = clip;
  25139. this._localRoot = localRoot || null;
  25140. var tracks = clip.tracks,
  25141. nTracks = tracks.length,
  25142. interpolants = new Array( nTracks );
  25143. var interpolantSettings = {
  25144. endingStart: ZeroCurvatureEnding,
  25145. endingEnd: ZeroCurvatureEnding
  25146. };
  25147. for ( var i = 0; i !== nTracks; ++ i ) {
  25148. var interpolant = tracks[ i ].createInterpolant( null );
  25149. interpolants[ i ] = interpolant;
  25150. interpolant.settings = interpolantSettings;
  25151. }
  25152. this._interpolantSettings = interpolantSettings;
  25153. this._interpolants = interpolants; // bound by the mixer
  25154. // inside: PropertyMixer (managed by the mixer)
  25155. this._propertyBindings = new Array( nTracks );
  25156. this._cacheIndex = null; // for the memory manager
  25157. this._byClipCacheIndex = null; // for the memory manager
  25158. this._timeScaleInterpolant = null;
  25159. this._weightInterpolant = null;
  25160. this.loop = LoopRepeat;
  25161. this._loopCount = - 1;
  25162. // global mixer time when the action is to be started
  25163. // it's set back to 'null' upon start of the action
  25164. this._startTime = null;
  25165. // scaled local time of the action
  25166. // gets clamped or wrapped to 0..clip.duration according to loop
  25167. this.time = 0;
  25168. this.timeScale = 1;
  25169. this._effectiveTimeScale = 1;
  25170. this.weight = 1;
  25171. this._effectiveWeight = 1;
  25172. this.repetitions = Infinity; // no. of repetitions when looping
  25173. this.paused = false; // true -> zero effective time scale
  25174. this.enabled = true; // false -> zero effective weight
  25175. this.clampWhenFinished = false;// keep feeding the last frame?
  25176. this.zeroSlopeAtStart = true;// for smooth interpolation w/o separate
  25177. this.zeroSlopeAtEnd = true;// clips for start, loop and end
  25178. }
  25179. Object.assign( AnimationAction.prototype, {
  25180. // State & Scheduling
  25181. play: function () {
  25182. this._mixer._activateAction( this );
  25183. return this;
  25184. },
  25185. stop: function () {
  25186. this._mixer._deactivateAction( this );
  25187. return this.reset();
  25188. },
  25189. reset: function () {
  25190. this.paused = false;
  25191. this.enabled = true;
  25192. this.time = 0; // restart clip
  25193. this._loopCount = - 1;// forget previous loops
  25194. this._startTime = null;// forget scheduling
  25195. return this.stopFading().stopWarping();
  25196. },
  25197. isRunning: function () {
  25198. return this.enabled && ! this.paused && this.timeScale !== 0 &&
  25199. this._startTime === null && this._mixer._isActiveAction( this );
  25200. },
  25201. // return true when play has been called
  25202. isScheduled: function () {
  25203. return this._mixer._isActiveAction( this );
  25204. },
  25205. startAt: function ( time ) {
  25206. this._startTime = time;
  25207. return this;
  25208. },
  25209. setLoop: function ( mode, repetitions ) {
  25210. this.loop = mode;
  25211. this.repetitions = repetitions;
  25212. return this;
  25213. },
  25214. // Weight
  25215. // set the weight stopping any scheduled fading
  25216. // although .enabled = false yields an effective weight of zero, this
  25217. // method does *not* change .enabled, because it would be confusing
  25218. setEffectiveWeight: function ( weight ) {
  25219. this.weight = weight;
  25220. // note: same logic as when updated at runtime
  25221. this._effectiveWeight = this.enabled ? weight : 0;
  25222. return this.stopFading();
  25223. },
  25224. // return the weight considering fading and .enabled
  25225. getEffectiveWeight: function () {
  25226. return this._effectiveWeight;
  25227. },
  25228. fadeIn: function ( duration ) {
  25229. return this._scheduleFading( duration, 0, 1 );
  25230. },
  25231. fadeOut: function ( duration ) {
  25232. return this._scheduleFading( duration, 1, 0 );
  25233. },
  25234. crossFadeFrom: function ( fadeOutAction, duration, warp ) {
  25235. fadeOutAction.fadeOut( duration );
  25236. this.fadeIn( duration );
  25237. if ( warp ) {
  25238. var fadeInDuration = this._clip.duration,
  25239. fadeOutDuration = fadeOutAction._clip.duration,
  25240. startEndRatio = fadeOutDuration / fadeInDuration,
  25241. endStartRatio = fadeInDuration / fadeOutDuration;
  25242. fadeOutAction.warp( 1.0, startEndRatio, duration );
  25243. this.warp( endStartRatio, 1.0, duration );
  25244. }
  25245. return this;
  25246. },
  25247. crossFadeTo: function ( fadeInAction, duration, warp ) {
  25248. return fadeInAction.crossFadeFrom( this, duration, warp );
  25249. },
  25250. stopFading: function () {
  25251. var weightInterpolant = this._weightInterpolant;
  25252. if ( weightInterpolant !== null ) {
  25253. this._weightInterpolant = null;
  25254. this._mixer._takeBackControlInterpolant( weightInterpolant );
  25255. }
  25256. return this;
  25257. },
  25258. // Time Scale Control
  25259. // set the time scale stopping any scheduled warping
  25260. // although .paused = true yields an effective time scale of zero, this
  25261. // method does *not* change .paused, because it would be confusing
  25262. setEffectiveTimeScale: function ( timeScale ) {
  25263. this.timeScale = timeScale;
  25264. this._effectiveTimeScale = this.paused ? 0 : timeScale;
  25265. return this.stopWarping();
  25266. },
  25267. // return the time scale considering warping and .paused
  25268. getEffectiveTimeScale: function () {
  25269. return this._effectiveTimeScale;
  25270. },
  25271. setDuration: function ( duration ) {
  25272. this.timeScale = this._clip.duration / duration;
  25273. return this.stopWarping();
  25274. },
  25275. syncWith: function ( action ) {
  25276. this.time = action.time;
  25277. this.timeScale = action.timeScale;
  25278. return this.stopWarping();
  25279. },
  25280. halt: function ( duration ) {
  25281. return this.warp( this._effectiveTimeScale, 0, duration );
  25282. },
  25283. warp: function ( startTimeScale, endTimeScale, duration ) {
  25284. var mixer = this._mixer, now = mixer.time,
  25285. interpolant = this._timeScaleInterpolant,
  25286. timeScale = this.timeScale;
  25287. if ( interpolant === null ) {
  25288. interpolant = mixer._lendControlInterpolant();
  25289. this._timeScaleInterpolant = interpolant;
  25290. }
  25291. var times = interpolant.parameterPositions,
  25292. values = interpolant.sampleValues;
  25293. times[ 0 ] = now;
  25294. times[ 1 ] = now + duration;
  25295. values[ 0 ] = startTimeScale / timeScale;
  25296. values[ 1 ] = endTimeScale / timeScale;
  25297. return this;
  25298. },
  25299. stopWarping: function () {
  25300. var timeScaleInterpolant = this._timeScaleInterpolant;
  25301. if ( timeScaleInterpolant !== null ) {
  25302. this._timeScaleInterpolant = null;
  25303. this._mixer._takeBackControlInterpolant( timeScaleInterpolant );
  25304. }
  25305. return this;
  25306. },
  25307. // Object Accessors
  25308. getMixer: function () {
  25309. return this._mixer;
  25310. },
  25311. getClip: function () {
  25312. return this._clip;
  25313. },
  25314. getRoot: function () {
  25315. return this._localRoot || this._mixer._root;
  25316. },
  25317. // Interna
  25318. _update: function ( time, deltaTime, timeDirection, accuIndex ) {
  25319. // called by the mixer
  25320. if ( ! this.enabled ) {
  25321. // call ._updateWeight() to update ._effectiveWeight
  25322. this._updateWeight( time );
  25323. return;
  25324. }
  25325. var startTime = this._startTime;
  25326. if ( startTime !== null ) {
  25327. // check for scheduled start of action
  25328. var timeRunning = ( time - startTime ) * timeDirection;
  25329. if ( timeRunning < 0 || timeDirection === 0 ) {
  25330. return; // yet to come / don't decide when delta = 0
  25331. }
  25332. // start
  25333. this._startTime = null; // unschedule
  25334. deltaTime = timeDirection * timeRunning;
  25335. }
  25336. // apply time scale and advance time
  25337. deltaTime *= this._updateTimeScale( time );
  25338. var clipTime = this._updateTime( deltaTime );
  25339. // note: _updateTime may disable the action resulting in
  25340. // an effective weight of 0
  25341. var weight = this._updateWeight( time );
  25342. if ( weight > 0 ) {
  25343. var interpolants = this._interpolants;
  25344. var propertyMixers = this._propertyBindings;
  25345. for ( var j = 0, m = interpolants.length; j !== m; ++ j ) {
  25346. interpolants[ j ].evaluate( clipTime );
  25347. propertyMixers[ j ].accumulate( accuIndex, weight );
  25348. }
  25349. }
  25350. },
  25351. _updateWeight: function ( time ) {
  25352. var weight = 0;
  25353. if ( this.enabled ) {
  25354. weight = this.weight;
  25355. var interpolant = this._weightInterpolant;
  25356. if ( interpolant !== null ) {
  25357. var interpolantValue = interpolant.evaluate( time )[ 0 ];
  25358. weight *= interpolantValue;
  25359. if ( time > interpolant.parameterPositions[ 1 ] ) {
  25360. this.stopFading();
  25361. if ( interpolantValue === 0 ) {
  25362. // faded out, disable
  25363. this.enabled = false;
  25364. }
  25365. }
  25366. }
  25367. }
  25368. this._effectiveWeight = weight;
  25369. return weight;
  25370. },
  25371. _updateTimeScale: function ( time ) {
  25372. var timeScale = 0;
  25373. if ( ! this.paused ) {
  25374. timeScale = this.timeScale;
  25375. var interpolant = this._timeScaleInterpolant;
  25376. if ( interpolant !== null ) {
  25377. var interpolantValue = interpolant.evaluate( time )[ 0 ];
  25378. timeScale *= interpolantValue;
  25379. if ( time > interpolant.parameterPositions[ 1 ] ) {
  25380. this.stopWarping();
  25381. if ( timeScale === 0 ) {
  25382. // motion has halted, pause
  25383. this.paused = true;
  25384. } else {
  25385. // warp done - apply final time scale
  25386. this.timeScale = timeScale;
  25387. }
  25388. }
  25389. }
  25390. }
  25391. this._effectiveTimeScale = timeScale;
  25392. return timeScale;
  25393. },
  25394. _updateTime: function ( deltaTime ) {
  25395. var time = this.time + deltaTime;
  25396. var duration = this._clip.duration;
  25397. var loop = this.loop;
  25398. var loopCount = this._loopCount;
  25399. var pingPong = ( loop === LoopPingPong );
  25400. if ( deltaTime === 0 ) {
  25401. if ( loopCount === - 1 ) return time;
  25402. return ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time;
  25403. }
  25404. if ( loop === LoopOnce ) {
  25405. if ( loopCount === - 1 ) {
  25406. // just started
  25407. this._loopCount = 0;
  25408. this._setEndings( true, true, false );
  25409. }
  25410. handle_stop: {
  25411. if ( time >= duration ) {
  25412. time = duration;
  25413. } else if ( time < 0 ) {
  25414. time = 0;
  25415. } else break handle_stop;
  25416. if ( this.clampWhenFinished ) this.paused = true;
  25417. else this.enabled = false;
  25418. this._mixer.dispatchEvent( {
  25419. type: 'finished', action: this,
  25420. direction: deltaTime < 0 ? - 1 : 1
  25421. } );
  25422. }
  25423. } else { // repetitive Repeat or PingPong
  25424. if ( loopCount === - 1 ) {
  25425. // just started
  25426. if ( deltaTime >= 0 ) {
  25427. loopCount = 0;
  25428. this._setEndings( true, this.repetitions === 0, pingPong );
  25429. } else {
  25430. // when looping in reverse direction, the initial
  25431. // transition through zero counts as a repetition,
  25432. // so leave loopCount at -1
  25433. this._setEndings( this.repetitions === 0, true, pingPong );
  25434. }
  25435. }
  25436. if ( time >= duration || time < 0 ) {
  25437. // wrap around
  25438. var loopDelta = Math.floor( time / duration ); // signed
  25439. time -= duration * loopDelta;
  25440. loopCount += Math.abs( loopDelta );
  25441. var pending = this.repetitions - loopCount;
  25442. if ( pending <= 0 ) {
  25443. // have to stop (switch state, clamp time, fire event)
  25444. if ( this.clampWhenFinished ) this.paused = true;
  25445. else this.enabled = false;
  25446. time = deltaTime > 0 ? duration : 0;
  25447. this._mixer.dispatchEvent( {
  25448. type: 'finished', action: this,
  25449. direction: deltaTime > 0 ? 1 : - 1
  25450. } );
  25451. } else {
  25452. // keep running
  25453. if ( pending === 1 ) {
  25454. // entering the last round
  25455. var atStart = deltaTime < 0;
  25456. this._setEndings( atStart, ! atStart, pingPong );
  25457. } else {
  25458. this._setEndings( false, false, pingPong );
  25459. }
  25460. this._loopCount = loopCount;
  25461. this._mixer.dispatchEvent( {
  25462. type: 'loop', action: this, loopDelta: loopDelta
  25463. } );
  25464. }
  25465. }
  25466. if ( pingPong && ( loopCount & 1 ) === 1 ) {
  25467. // invert time for the "pong round"
  25468. this.time = time;
  25469. return duration - time;
  25470. }
  25471. }
  25472. this.time = time;
  25473. return time;
  25474. },
  25475. _setEndings: function ( atStart, atEnd, pingPong ) {
  25476. var settings = this._interpolantSettings;
  25477. if ( pingPong ) {
  25478. settings.endingStart = ZeroSlopeEnding;
  25479. settings.endingEnd = ZeroSlopeEnding;
  25480. } else {
  25481. // assuming for LoopOnce atStart == atEnd == true
  25482. if ( atStart ) {
  25483. settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;
  25484. } else {
  25485. settings.endingStart = WrapAroundEnding;
  25486. }
  25487. if ( atEnd ) {
  25488. settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;
  25489. } else {
  25490. settings.endingEnd = WrapAroundEnding;
  25491. }
  25492. }
  25493. },
  25494. _scheduleFading: function ( duration, weightNow, weightThen ) {
  25495. var mixer = this._mixer, now = mixer.time,
  25496. interpolant = this._weightInterpolant;
  25497. if ( interpolant === null ) {
  25498. interpolant = mixer._lendControlInterpolant();
  25499. this._weightInterpolant = interpolant;
  25500. }
  25501. var times = interpolant.parameterPositions,
  25502. values = interpolant.sampleValues;
  25503. times[ 0 ] = now;
  25504. values[ 0 ] = weightNow;
  25505. times[ 1 ] = now + duration;
  25506. values[ 1 ] = weightThen;
  25507. return this;
  25508. }
  25509. } );
  25510. /**
  25511. *
  25512. * Player for AnimationClips.
  25513. *
  25514. *
  25515. * @author Ben Houston / http://clara.io/
  25516. * @author David Sarno / http://lighthaus.us/
  25517. * @author tschw
  25518. */
  25519. function AnimationMixer( root ) {
  25520. this._root = root;
  25521. this._initMemoryManager();
  25522. this._accuIndex = 0;
  25523. this.time = 0;
  25524. this.timeScale = 1.0;
  25525. }
  25526. AnimationMixer.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  25527. constructor: AnimationMixer,
  25528. _bindAction: function ( action, prototypeAction ) {
  25529. var root = action._localRoot || this._root,
  25530. tracks = action._clip.tracks,
  25531. nTracks = tracks.length,
  25532. bindings = action._propertyBindings,
  25533. interpolants = action._interpolants,
  25534. rootUuid = root.uuid,
  25535. bindingsByRoot = this._bindingsByRootAndName,
  25536. bindingsByName = bindingsByRoot[ rootUuid ];
  25537. if ( bindingsByName === undefined ) {
  25538. bindingsByName = {};
  25539. bindingsByRoot[ rootUuid ] = bindingsByName;
  25540. }
  25541. for ( var i = 0; i !== nTracks; ++ i ) {
  25542. var track = tracks[ i ],
  25543. trackName = track.name,
  25544. binding = bindingsByName[ trackName ];
  25545. if ( binding !== undefined ) {
  25546. bindings[ i ] = binding;
  25547. } else {
  25548. binding = bindings[ i ];
  25549. if ( binding !== undefined ) {
  25550. // existing binding, make sure the cache knows
  25551. if ( binding._cacheIndex === null ) {
  25552. ++ binding.referenceCount;
  25553. this._addInactiveBinding( binding, rootUuid, trackName );
  25554. }
  25555. continue;
  25556. }
  25557. var path = prototypeAction && prototypeAction.
  25558. _propertyBindings[ i ].binding.parsedPath;
  25559. binding = new PropertyMixer(
  25560. PropertyBinding.create( root, trackName, path ),
  25561. track.ValueTypeName, track.getValueSize() );
  25562. ++ binding.referenceCount;
  25563. this._addInactiveBinding( binding, rootUuid, trackName );
  25564. bindings[ i ] = binding;
  25565. }
  25566. interpolants[ i ].resultBuffer = binding.buffer;
  25567. }
  25568. },
  25569. _activateAction: function ( action ) {
  25570. if ( ! this._isActiveAction( action ) ) {
  25571. if ( action._cacheIndex === null ) {
  25572. // this action has been forgotten by the cache, but the user
  25573. // appears to be still using it -> rebind
  25574. var rootUuid = ( action._localRoot || this._root ).uuid,
  25575. clipUuid = action._clip.uuid,
  25576. actionsForClip = this._actionsByClip[ clipUuid ];
  25577. this._bindAction( action,
  25578. actionsForClip && actionsForClip.knownActions[ 0 ] );
  25579. this._addInactiveAction( action, clipUuid, rootUuid );
  25580. }
  25581. var bindings = action._propertyBindings;
  25582. // increment reference counts / sort out state
  25583. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  25584. var binding = bindings[ i ];
  25585. if ( binding.useCount ++ === 0 ) {
  25586. this._lendBinding( binding );
  25587. binding.saveOriginalState();
  25588. }
  25589. }
  25590. this._lendAction( action );
  25591. }
  25592. },
  25593. _deactivateAction: function ( action ) {
  25594. if ( this._isActiveAction( action ) ) {
  25595. var bindings = action._propertyBindings;
  25596. // decrement reference counts / sort out state
  25597. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  25598. var binding = bindings[ i ];
  25599. if ( -- binding.useCount === 0 ) {
  25600. binding.restoreOriginalState();
  25601. this._takeBackBinding( binding );
  25602. }
  25603. }
  25604. this._takeBackAction( action );
  25605. }
  25606. },
  25607. // Memory manager
  25608. _initMemoryManager: function () {
  25609. this._actions = []; // 'nActiveActions' followed by inactive ones
  25610. this._nActiveActions = 0;
  25611. this._actionsByClip = {};
  25612. // inside:
  25613. // {
  25614. // knownActions: Array< AnimationAction > - used as prototypes
  25615. // actionByRoot: AnimationAction - lookup
  25616. // }
  25617. this._bindings = []; // 'nActiveBindings' followed by inactive ones
  25618. this._nActiveBindings = 0;
  25619. this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >
  25620. this._controlInterpolants = []; // same game as above
  25621. this._nActiveControlInterpolants = 0;
  25622. var scope = this;
  25623. this.stats = {
  25624. actions: {
  25625. get total() {
  25626. return scope._actions.length;
  25627. },
  25628. get inUse() {
  25629. return scope._nActiveActions;
  25630. }
  25631. },
  25632. bindings: {
  25633. get total() {
  25634. return scope._bindings.length;
  25635. },
  25636. get inUse() {
  25637. return scope._nActiveBindings;
  25638. }
  25639. },
  25640. controlInterpolants: {
  25641. get total() {
  25642. return scope._controlInterpolants.length;
  25643. },
  25644. get inUse() {
  25645. return scope._nActiveControlInterpolants;
  25646. }
  25647. }
  25648. };
  25649. },
  25650. // Memory management for AnimationAction objects
  25651. _isActiveAction: function ( action ) {
  25652. var index = action._cacheIndex;
  25653. return index !== null && index < this._nActiveActions;
  25654. },
  25655. _addInactiveAction: function ( action, clipUuid, rootUuid ) {
  25656. var actions = this._actions,
  25657. actionsByClip = this._actionsByClip,
  25658. actionsForClip = actionsByClip[ clipUuid ];
  25659. if ( actionsForClip === undefined ) {
  25660. actionsForClip = {
  25661. knownActions: [ action ],
  25662. actionByRoot: {}
  25663. };
  25664. action._byClipCacheIndex = 0;
  25665. actionsByClip[ clipUuid ] = actionsForClip;
  25666. } else {
  25667. var knownActions = actionsForClip.knownActions;
  25668. action._byClipCacheIndex = knownActions.length;
  25669. knownActions.push( action );
  25670. }
  25671. action._cacheIndex = actions.length;
  25672. actions.push( action );
  25673. actionsForClip.actionByRoot[ rootUuid ] = action;
  25674. },
  25675. _removeInactiveAction: function ( action ) {
  25676. var actions = this._actions,
  25677. lastInactiveAction = actions[ actions.length - 1 ],
  25678. cacheIndex = action._cacheIndex;
  25679. lastInactiveAction._cacheIndex = cacheIndex;
  25680. actions[ cacheIndex ] = lastInactiveAction;
  25681. actions.pop();
  25682. action._cacheIndex = null;
  25683. var clipUuid = action._clip.uuid,
  25684. actionsByClip = this._actionsByClip,
  25685. actionsForClip = actionsByClip[ clipUuid ],
  25686. knownActionsForClip = actionsForClip.knownActions,
  25687. lastKnownAction =
  25688. knownActionsForClip[ knownActionsForClip.length - 1 ],
  25689. byClipCacheIndex = action._byClipCacheIndex;
  25690. lastKnownAction._byClipCacheIndex = byClipCacheIndex;
  25691. knownActionsForClip[ byClipCacheIndex ] = lastKnownAction;
  25692. knownActionsForClip.pop();
  25693. action._byClipCacheIndex = null;
  25694. var actionByRoot = actionsForClip.actionByRoot,
  25695. rootUuid = ( action._localRoot || this._root ).uuid;
  25696. delete actionByRoot[ rootUuid ];
  25697. if ( knownActionsForClip.length === 0 ) {
  25698. delete actionsByClip[ clipUuid ];
  25699. }
  25700. this._removeInactiveBindingsForAction( action );
  25701. },
  25702. _removeInactiveBindingsForAction: function ( action ) {
  25703. var bindings = action._propertyBindings;
  25704. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  25705. var binding = bindings[ i ];
  25706. if ( -- binding.referenceCount === 0 ) {
  25707. this._removeInactiveBinding( binding );
  25708. }
  25709. }
  25710. },
  25711. _lendAction: function ( action ) {
  25712. // [ active actions | inactive actions ]
  25713. // [ active actions >| inactive actions ]
  25714. // s a
  25715. // <-swap->
  25716. // a s
  25717. var actions = this._actions,
  25718. prevIndex = action._cacheIndex,
  25719. lastActiveIndex = this._nActiveActions ++,
  25720. firstInactiveAction = actions[ lastActiveIndex ];
  25721. action._cacheIndex = lastActiveIndex;
  25722. actions[ lastActiveIndex ] = action;
  25723. firstInactiveAction._cacheIndex = prevIndex;
  25724. actions[ prevIndex ] = firstInactiveAction;
  25725. },
  25726. _takeBackAction: function ( action ) {
  25727. // [ active actions | inactive actions ]
  25728. // [ active actions |< inactive actions ]
  25729. // a s
  25730. // <-swap->
  25731. // s a
  25732. var actions = this._actions,
  25733. prevIndex = action._cacheIndex,
  25734. firstInactiveIndex = -- this._nActiveActions,
  25735. lastActiveAction = actions[ firstInactiveIndex ];
  25736. action._cacheIndex = firstInactiveIndex;
  25737. actions[ firstInactiveIndex ] = action;
  25738. lastActiveAction._cacheIndex = prevIndex;
  25739. actions[ prevIndex ] = lastActiveAction;
  25740. },
  25741. // Memory management for PropertyMixer objects
  25742. _addInactiveBinding: function ( binding, rootUuid, trackName ) {
  25743. var bindingsByRoot = this._bindingsByRootAndName,
  25744. bindingByName = bindingsByRoot[ rootUuid ],
  25745. bindings = this._bindings;
  25746. if ( bindingByName === undefined ) {
  25747. bindingByName = {};
  25748. bindingsByRoot[ rootUuid ] = bindingByName;
  25749. }
  25750. bindingByName[ trackName ] = binding;
  25751. binding._cacheIndex = bindings.length;
  25752. bindings.push( binding );
  25753. },
  25754. _removeInactiveBinding: function ( binding ) {
  25755. var bindings = this._bindings,
  25756. propBinding = binding.binding,
  25757. rootUuid = propBinding.rootNode.uuid,
  25758. trackName = propBinding.path,
  25759. bindingsByRoot = this._bindingsByRootAndName,
  25760. bindingByName = bindingsByRoot[ rootUuid ],
  25761. lastInactiveBinding = bindings[ bindings.length - 1 ],
  25762. cacheIndex = binding._cacheIndex;
  25763. lastInactiveBinding._cacheIndex = cacheIndex;
  25764. bindings[ cacheIndex ] = lastInactiveBinding;
  25765. bindings.pop();
  25766. delete bindingByName[ trackName ];
  25767. remove_empty_map: {
  25768. for ( var _ in bindingByName ) break remove_empty_map; // eslint-disable-line no-unused-vars
  25769. delete bindingsByRoot[ rootUuid ];
  25770. }
  25771. },
  25772. _lendBinding: function ( binding ) {
  25773. var bindings = this._bindings,
  25774. prevIndex = binding._cacheIndex,
  25775. lastActiveIndex = this._nActiveBindings ++,
  25776. firstInactiveBinding = bindings[ lastActiveIndex ];
  25777. binding._cacheIndex = lastActiveIndex;
  25778. bindings[ lastActiveIndex ] = binding;
  25779. firstInactiveBinding._cacheIndex = prevIndex;
  25780. bindings[ prevIndex ] = firstInactiveBinding;
  25781. },
  25782. _takeBackBinding: function ( binding ) {
  25783. var bindings = this._bindings,
  25784. prevIndex = binding._cacheIndex,
  25785. firstInactiveIndex = -- this._nActiveBindings,
  25786. lastActiveBinding = bindings[ firstInactiveIndex ];
  25787. binding._cacheIndex = firstInactiveIndex;
  25788. bindings[ firstInactiveIndex ] = binding;
  25789. lastActiveBinding._cacheIndex = prevIndex;
  25790. bindings[ prevIndex ] = lastActiveBinding;
  25791. },
  25792. // Memory management of Interpolants for weight and time scale
  25793. _lendControlInterpolant: function () {
  25794. var interpolants = this._controlInterpolants,
  25795. lastActiveIndex = this._nActiveControlInterpolants ++,
  25796. interpolant = interpolants[ lastActiveIndex ];
  25797. if ( interpolant === undefined ) {
  25798. interpolant = new LinearInterpolant(
  25799. new Float32Array( 2 ), new Float32Array( 2 ),
  25800. 1, this._controlInterpolantsResultBuffer );
  25801. interpolant.__cacheIndex = lastActiveIndex;
  25802. interpolants[ lastActiveIndex ] = interpolant;
  25803. }
  25804. return interpolant;
  25805. },
  25806. _takeBackControlInterpolant: function ( interpolant ) {
  25807. var interpolants = this._controlInterpolants,
  25808. prevIndex = interpolant.__cacheIndex,
  25809. firstInactiveIndex = -- this._nActiveControlInterpolants,
  25810. lastActiveInterpolant = interpolants[ firstInactiveIndex ];
  25811. interpolant.__cacheIndex = firstInactiveIndex;
  25812. interpolants[ firstInactiveIndex ] = interpolant;
  25813. lastActiveInterpolant.__cacheIndex = prevIndex;
  25814. interpolants[ prevIndex ] = lastActiveInterpolant;
  25815. },
  25816. _controlInterpolantsResultBuffer: new Float32Array( 1 ),
  25817. // return an action for a clip optionally using a custom root target
  25818. // object (this method allocates a lot of dynamic memory in case a
  25819. // previously unknown clip/root combination is specified)
  25820. clipAction: function ( clip, optionalRoot ) {
  25821. var root = optionalRoot || this._root,
  25822. rootUuid = root.uuid,
  25823. clipObject = typeof clip === 'string' ?
  25824. AnimationClip.findByName( root, clip ) : clip,
  25825. clipUuid = clipObject !== null ? clipObject.uuid : clip,
  25826. actionsForClip = this._actionsByClip[ clipUuid ],
  25827. prototypeAction = null;
  25828. if ( actionsForClip !== undefined ) {
  25829. var existingAction =
  25830. actionsForClip.actionByRoot[ rootUuid ];
  25831. if ( existingAction !== undefined ) {
  25832. return existingAction;
  25833. }
  25834. // we know the clip, so we don't have to parse all
  25835. // the bindings again but can just copy
  25836. prototypeAction = actionsForClip.knownActions[ 0 ];
  25837. // also, take the clip from the prototype action
  25838. if ( clipObject === null )
  25839. clipObject = prototypeAction._clip;
  25840. }
  25841. // clip must be known when specified via string
  25842. if ( clipObject === null ) return null;
  25843. // allocate all resources required to run it
  25844. var newAction = new AnimationAction( this, clipObject, optionalRoot );
  25845. this._bindAction( newAction, prototypeAction );
  25846. // and make the action known to the memory manager
  25847. this._addInactiveAction( newAction, clipUuid, rootUuid );
  25848. return newAction;
  25849. },
  25850. // get an existing action
  25851. existingAction: function ( clip, optionalRoot ) {
  25852. var root = optionalRoot || this._root,
  25853. rootUuid = root.uuid,
  25854. clipObject = typeof clip === 'string' ?
  25855. AnimationClip.findByName( root, clip ) : clip,
  25856. clipUuid = clipObject ? clipObject.uuid : clip,
  25857. actionsForClip = this._actionsByClip[ clipUuid ];
  25858. if ( actionsForClip !== undefined ) {
  25859. return actionsForClip.actionByRoot[ rootUuid ] || null;
  25860. }
  25861. return null;
  25862. },
  25863. // deactivates all previously scheduled actions
  25864. stopAllAction: function () {
  25865. var actions = this._actions,
  25866. nActions = this._nActiveActions,
  25867. bindings = this._bindings,
  25868. nBindings = this._nActiveBindings;
  25869. this._nActiveActions = 0;
  25870. this._nActiveBindings = 0;
  25871. for ( var i = 0; i !== nActions; ++ i ) {
  25872. actions[ i ].reset();
  25873. }
  25874. for ( var i = 0; i !== nBindings; ++ i ) {
  25875. bindings[ i ].useCount = 0;
  25876. }
  25877. return this;
  25878. },
  25879. // advance the time and update apply the animation
  25880. update: function ( deltaTime ) {
  25881. deltaTime *= this.timeScale;
  25882. var actions = this._actions,
  25883. nActions = this._nActiveActions,
  25884. time = this.time += deltaTime,
  25885. timeDirection = Math.sign( deltaTime ),
  25886. accuIndex = this._accuIndex ^= 1;
  25887. // run active actions
  25888. for ( var i = 0; i !== nActions; ++ i ) {
  25889. var action = actions[ i ];
  25890. action._update( time, deltaTime, timeDirection, accuIndex );
  25891. }
  25892. // update scene graph
  25893. var bindings = this._bindings,
  25894. nBindings = this._nActiveBindings;
  25895. for ( var i = 0; i !== nBindings; ++ i ) {
  25896. bindings[ i ].apply( accuIndex );
  25897. }
  25898. return this;
  25899. },
  25900. // return this mixer's root target object
  25901. getRoot: function () {
  25902. return this._root;
  25903. },
  25904. // free all resources specific to a particular clip
  25905. uncacheClip: function ( clip ) {
  25906. var actions = this._actions,
  25907. clipUuid = clip.uuid,
  25908. actionsByClip = this._actionsByClip,
  25909. actionsForClip = actionsByClip[ clipUuid ];
  25910. if ( actionsForClip !== undefined ) {
  25911. // note: just calling _removeInactiveAction would mess up the
  25912. // iteration state and also require updating the state we can
  25913. // just throw away
  25914. var actionsToRemove = actionsForClip.knownActions;
  25915. for ( var i = 0, n = actionsToRemove.length; i !== n; ++ i ) {
  25916. var action = actionsToRemove[ i ];
  25917. this._deactivateAction( action );
  25918. var cacheIndex = action._cacheIndex,
  25919. lastInactiveAction = actions[ actions.length - 1 ];
  25920. action._cacheIndex = null;
  25921. action._byClipCacheIndex = null;
  25922. lastInactiveAction._cacheIndex = cacheIndex;
  25923. actions[ cacheIndex ] = lastInactiveAction;
  25924. actions.pop();
  25925. this._removeInactiveBindingsForAction( action );
  25926. }
  25927. delete actionsByClip[ clipUuid ];
  25928. }
  25929. },
  25930. // free all resources specific to a particular root target object
  25931. uncacheRoot: function ( root ) {
  25932. var rootUuid = root.uuid,
  25933. actionsByClip = this._actionsByClip;
  25934. for ( var clipUuid in actionsByClip ) {
  25935. var actionByRoot = actionsByClip[ clipUuid ].actionByRoot,
  25936. action = actionByRoot[ rootUuid ];
  25937. if ( action !== undefined ) {
  25938. this._deactivateAction( action );
  25939. this._removeInactiveAction( action );
  25940. }
  25941. }
  25942. var bindingsByRoot = this._bindingsByRootAndName,
  25943. bindingByName = bindingsByRoot[ rootUuid ];
  25944. if ( bindingByName !== undefined ) {
  25945. for ( var trackName in bindingByName ) {
  25946. var binding = bindingByName[ trackName ];
  25947. binding.restoreOriginalState();
  25948. this._removeInactiveBinding( binding );
  25949. }
  25950. }
  25951. },
  25952. // remove a targeted clip from the cache
  25953. uncacheAction: function ( clip, optionalRoot ) {
  25954. var action = this.existingAction( clip, optionalRoot );
  25955. if ( action !== null ) {
  25956. this._deactivateAction( action );
  25957. this._removeInactiveAction( action );
  25958. }
  25959. }
  25960. } );
  25961. /**
  25962. * @author mrdoob / http://mrdoob.com/
  25963. */
  25964. function Uniform( value ) {
  25965. if ( typeof value === 'string' ) {
  25966. console.warn( 'THREE.Uniform: Type parameter is no longer needed.' );
  25967. value = arguments[ 1 ];
  25968. }
  25969. this.value = value;
  25970. }
  25971. Uniform.prototype.clone = function () {
  25972. return new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );
  25973. };
  25974. /**
  25975. * @author benaadams / https://twitter.com/ben_a_adams
  25976. */
  25977. function InstancedBufferGeometry() {
  25978. BufferGeometry.call( this );
  25979. this.type = 'InstancedBufferGeometry';
  25980. this.maxInstancedCount = undefined;
  25981. }
  25982. InstancedBufferGeometry.prototype = Object.assign( Object.create( BufferGeometry.prototype ), {
  25983. constructor: InstancedBufferGeometry,
  25984. isInstancedBufferGeometry: true,
  25985. copy: function ( source ) {
  25986. BufferGeometry.prototype.copy.call( this, source );
  25987. this.maxInstancedCount = source.maxInstancedCount;
  25988. return this;
  25989. },
  25990. clone: function () {
  25991. return new this.constructor().copy( this );
  25992. }
  25993. } );
  25994. /**
  25995. * @author benaadams / https://twitter.com/ben_a_adams
  25996. */
  25997. function InstancedInterleavedBuffer( array, stride, meshPerAttribute ) {
  25998. InterleavedBuffer.call( this, array, stride );
  25999. this.meshPerAttribute = meshPerAttribute || 1;
  26000. }
  26001. InstancedInterleavedBuffer.prototype = Object.assign( Object.create( InterleavedBuffer.prototype ), {
  26002. constructor: InstancedInterleavedBuffer,
  26003. isInstancedInterleavedBuffer: true,
  26004. copy: function ( source ) {
  26005. InterleavedBuffer.prototype.copy.call( this, source );
  26006. this.meshPerAttribute = source.meshPerAttribute;
  26007. return this;
  26008. }
  26009. } );
  26010. /**
  26011. * @author benaadams / https://twitter.com/ben_a_adams
  26012. */
  26013. function InstancedBufferAttribute( array, itemSize, normalized, meshPerAttribute ) {
  26014. if ( typeof ( normalized ) === 'number' ) {
  26015. meshPerAttribute = normalized;
  26016. normalized = false;
  26017. console.error( 'THREE.InstancedBufferAttribute: The constructor now expects normalized as the third argument.' );
  26018. }
  26019. BufferAttribute.call( this, array, itemSize, normalized );
  26020. this.meshPerAttribute = meshPerAttribute || 1;
  26021. }
  26022. InstancedBufferAttribute.prototype = Object.assign( Object.create( BufferAttribute.prototype ), {
  26023. constructor: InstancedBufferAttribute,
  26024. isInstancedBufferAttribute: true,
  26025. copy: function ( source ) {
  26026. BufferAttribute.prototype.copy.call( this, source );
  26027. this.meshPerAttribute = source.meshPerAttribute;
  26028. return this;
  26029. }
  26030. } );
  26031. /**
  26032. * @author mrdoob / http://mrdoob.com/
  26033. * @author bhouston / http://clara.io/
  26034. * @author stephomi / http://stephaneginier.com/
  26035. */
  26036. function Raycaster( origin, direction, near, far ) {
  26037. this.ray = new Ray( origin, direction );
  26038. // direction is assumed to be normalized (for accurate distance calculations)
  26039. this.near = near || 0;
  26040. this.far = far || Infinity;
  26041. this.params = {
  26042. Mesh: {},
  26043. Line: {},
  26044. LOD: {},
  26045. Points: { threshold: 1 },
  26046. Sprite: {}
  26047. };
  26048. Object.defineProperties( this.params, {
  26049. PointCloud: {
  26050. get: function () {
  26051. console.warn( 'THREE.Raycaster: params.PointCloud has been renamed to params.Points.' );
  26052. return this.Points;
  26053. }
  26054. }
  26055. } );
  26056. }
  26057. function ascSort( a, b ) {
  26058. return a.distance - b.distance;
  26059. }
  26060. function intersectObject( object, raycaster, intersects, recursive ) {
  26061. if ( object.visible === false ) return;
  26062. object.raycast( raycaster, intersects );
  26063. if ( recursive === true ) {
  26064. var children = object.children;
  26065. for ( var i = 0, l = children.length; i < l; i ++ ) {
  26066. intersectObject( children[ i ], raycaster, intersects, true );
  26067. }
  26068. }
  26069. }
  26070. Object.assign( Raycaster.prototype, {
  26071. linePrecision: 1,
  26072. set: function ( origin, direction ) {
  26073. // direction is assumed to be normalized (for accurate distance calculations)
  26074. this.ray.set( origin, direction );
  26075. },
  26076. setFromCamera: function ( coords, camera ) {
  26077. if ( ( camera && camera.isPerspectiveCamera ) ) {
  26078. this.ray.origin.setFromMatrixPosition( camera.matrixWorld );
  26079. this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();
  26080. } else if ( ( camera && camera.isOrthographicCamera ) ) {
  26081. this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera
  26082. this.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld );
  26083. } else {
  26084. console.error( 'THREE.Raycaster: Unsupported camera type.' );
  26085. }
  26086. },
  26087. intersectObject: function ( object, recursive, optionalTarget ) {
  26088. var intersects = optionalTarget || [];
  26089. intersectObject( object, this, intersects, recursive );
  26090. intersects.sort( ascSort );
  26091. return intersects;
  26092. },
  26093. intersectObjects: function ( objects, recursive, optionalTarget ) {
  26094. var intersects = optionalTarget || [];
  26095. if ( Array.isArray( objects ) === false ) {
  26096. console.warn( 'THREE.Raycaster.intersectObjects: objects is not an Array.' );
  26097. return intersects;
  26098. }
  26099. for ( var i = 0, l = objects.length; i < l; i ++ ) {
  26100. intersectObject( objects[ i ], this, intersects, recursive );
  26101. }
  26102. intersects.sort( ascSort );
  26103. return intersects;
  26104. }
  26105. } );
  26106. /**
  26107. * @author bhouston / http://clara.io
  26108. * @author WestLangley / http://github.com/WestLangley
  26109. *
  26110. * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system
  26111. *
  26112. * The polar angle (phi) is measured from the positive y-axis. The positive y-axis is up.
  26113. * The azimuthal angle (theta) is measured from the positive z-axiz.
  26114. */
  26115. function Spherical( radius, phi, theta ) {
  26116. this.radius = ( radius !== undefined ) ? radius : 1.0;
  26117. this.phi = ( phi !== undefined ) ? phi : 0; // polar angle
  26118. this.theta = ( theta !== undefined ) ? theta : 0; // azimuthal angle
  26119. return this;
  26120. }
  26121. Object.assign( Spherical.prototype, {
  26122. set: function ( radius, phi, theta ) {
  26123. this.radius = radius;
  26124. this.phi = phi;
  26125. this.theta = theta;
  26126. return this;
  26127. },
  26128. clone: function () {
  26129. return new this.constructor().copy( this );
  26130. },
  26131. copy: function ( other ) {
  26132. this.radius = other.radius;
  26133. this.phi = other.phi;
  26134. this.theta = other.theta;
  26135. return this;
  26136. },
  26137. // restrict phi to be betwee EPS and PI-EPS
  26138. makeSafe: function () {
  26139. var EPS = 0.000001;
  26140. this.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) );
  26141. return this;
  26142. },
  26143. setFromVector3: function ( v ) {
  26144. return this.setFromCartesianCoords( v.x, v.y, v.z );
  26145. },
  26146. setFromCartesianCoords: function ( x, y, z ) {
  26147. this.radius = Math.sqrt( x * x + y * y + z * z );
  26148. if ( this.radius === 0 ) {
  26149. this.theta = 0;
  26150. this.phi = 0;
  26151. } else {
  26152. this.theta = Math.atan2( x, z );
  26153. this.phi = Math.acos( _Math.clamp( y / this.radius, - 1, 1 ) );
  26154. }
  26155. return this;
  26156. }
  26157. } );
  26158. /**
  26159. * @author Mugen87 / https://github.com/Mugen87
  26160. *
  26161. * Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system
  26162. *
  26163. */
  26164. function Cylindrical( radius, theta, y ) {
  26165. this.radius = ( radius !== undefined ) ? radius : 1.0; // distance from the origin to a point in the x-z plane
  26166. this.theta = ( theta !== undefined ) ? theta : 0; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis
  26167. this.y = ( y !== undefined ) ? y : 0; // height above the x-z plane
  26168. return this;
  26169. }
  26170. Object.assign( Cylindrical.prototype, {
  26171. set: function ( radius, theta, y ) {
  26172. this.radius = radius;
  26173. this.theta = theta;
  26174. this.y = y;
  26175. return this;
  26176. },
  26177. clone: function () {
  26178. return new this.constructor().copy( this );
  26179. },
  26180. copy: function ( other ) {
  26181. this.radius = other.radius;
  26182. this.theta = other.theta;
  26183. this.y = other.y;
  26184. return this;
  26185. },
  26186. setFromVector3: function ( v ) {
  26187. return this.setFromCartesianCoords( v.x, v.y, v.z );
  26188. },
  26189. setFromCartesianCoords: function ( x, y, z ) {
  26190. this.radius = Math.sqrt( x * x + z * z );
  26191. this.theta = Math.atan2( x, z );
  26192. this.y = y;
  26193. return this;
  26194. }
  26195. } );
  26196. /**
  26197. * @author bhouston / http://clara.io
  26198. */
  26199. function Box2( min, max ) {
  26200. this.min = ( min !== undefined ) ? min : new Vector2( + Infinity, + Infinity );
  26201. this.max = ( max !== undefined ) ? max : new Vector2( - Infinity, - Infinity );
  26202. }
  26203. Object.assign( Box2.prototype, {
  26204. set: function ( min, max ) {
  26205. this.min.copy( min );
  26206. this.max.copy( max );
  26207. return this;
  26208. },
  26209. setFromPoints: function ( points ) {
  26210. this.makeEmpty();
  26211. for ( var i = 0, il = points.length; i < il; i ++ ) {
  26212. this.expandByPoint( points[ i ] );
  26213. }
  26214. return this;
  26215. },
  26216. setFromCenterAndSize: function () {
  26217. var v1 = new Vector2();
  26218. return function setFromCenterAndSize( center, size ) {
  26219. var halfSize = v1.copy( size ).multiplyScalar( 0.5 );
  26220. this.min.copy( center ).sub( halfSize );
  26221. this.max.copy( center ).add( halfSize );
  26222. return this;
  26223. };
  26224. }(),
  26225. clone: function () {
  26226. return new this.constructor().copy( this );
  26227. },
  26228. copy: function ( box ) {
  26229. this.min.copy( box.min );
  26230. this.max.copy( box.max );
  26231. return this;
  26232. },
  26233. makeEmpty: function () {
  26234. this.min.x = this.min.y = + Infinity;
  26235. this.max.x = this.max.y = - Infinity;
  26236. return this;
  26237. },
  26238. isEmpty: function () {
  26239. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  26240. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );
  26241. },
  26242. getCenter: function ( target ) {
  26243. if ( target === undefined ) {
  26244. console.warn( 'THREE.Box2: .getCenter() target is now required' );
  26245. target = new Vector2();
  26246. }
  26247. return this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  26248. },
  26249. getSize: function ( target ) {
  26250. if ( target === undefined ) {
  26251. console.warn( 'THREE.Box2: .getSize() target is now required' );
  26252. target = new Vector2();
  26253. }
  26254. return this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min );
  26255. },
  26256. expandByPoint: function ( point ) {
  26257. this.min.min( point );
  26258. this.max.max( point );
  26259. return this;
  26260. },
  26261. expandByVector: function ( vector ) {
  26262. this.min.sub( vector );
  26263. this.max.add( vector );
  26264. return this;
  26265. },
  26266. expandByScalar: function ( scalar ) {
  26267. this.min.addScalar( - scalar );
  26268. this.max.addScalar( scalar );
  26269. return this;
  26270. },
  26271. containsPoint: function ( point ) {
  26272. return point.x < this.min.x || point.x > this.max.x ||
  26273. point.y < this.min.y || point.y > this.max.y ? false : true;
  26274. },
  26275. containsBox: function ( box ) {
  26276. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  26277. this.min.y <= box.min.y && box.max.y <= this.max.y;
  26278. },
  26279. getParameter: function ( point, target ) {
  26280. // This can potentially have a divide by zero if the box
  26281. // has a size dimension of 0.
  26282. if ( target === undefined ) {
  26283. console.warn( 'THREE.Box2: .getParameter() target is now required' );
  26284. target = new Vector2();
  26285. }
  26286. return target.set(
  26287. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  26288. ( point.y - this.min.y ) / ( this.max.y - this.min.y )
  26289. );
  26290. },
  26291. intersectsBox: function ( box ) {
  26292. // using 4 splitting planes to rule out intersections
  26293. return box.max.x < this.min.x || box.min.x > this.max.x ||
  26294. box.max.y < this.min.y || box.min.y > this.max.y ? false : true;
  26295. },
  26296. clampPoint: function ( point, target ) {
  26297. if ( target === undefined ) {
  26298. console.warn( 'THREE.Box2: .clampPoint() target is now required' );
  26299. target = new Vector2();
  26300. }
  26301. return target.copy( point ).clamp( this.min, this.max );
  26302. },
  26303. distanceToPoint: function () {
  26304. var v1 = new Vector2();
  26305. return function distanceToPoint( point ) {
  26306. var clampedPoint = v1.copy( point ).clamp( this.min, this.max );
  26307. return clampedPoint.sub( point ).length();
  26308. };
  26309. }(),
  26310. intersect: function ( box ) {
  26311. this.min.max( box.min );
  26312. this.max.min( box.max );
  26313. return this;
  26314. },
  26315. union: function ( box ) {
  26316. this.min.min( box.min );
  26317. this.max.max( box.max );
  26318. return this;
  26319. },
  26320. translate: function ( offset ) {
  26321. this.min.add( offset );
  26322. this.max.add( offset );
  26323. return this;
  26324. },
  26325. equals: function ( box ) {
  26326. return box.min.equals( this.min ) && box.max.equals( this.max );
  26327. }
  26328. } );
  26329. /**
  26330. * @author bhouston / http://clara.io
  26331. */
  26332. function Line3( start, end ) {
  26333. this.start = ( start !== undefined ) ? start : new Vector3();
  26334. this.end = ( end !== undefined ) ? end : new Vector3();
  26335. }
  26336. Object.assign( Line3.prototype, {
  26337. set: function ( start, end ) {
  26338. this.start.copy( start );
  26339. this.end.copy( end );
  26340. return this;
  26341. },
  26342. clone: function () {
  26343. return new this.constructor().copy( this );
  26344. },
  26345. copy: function ( line ) {
  26346. this.start.copy( line.start );
  26347. this.end.copy( line.end );
  26348. return this;
  26349. },
  26350. getCenter: function ( target ) {
  26351. if ( target === undefined ) {
  26352. console.warn( 'THREE.Line3: .getCenter() target is now required' );
  26353. target = new Vector3();
  26354. }
  26355. return target.addVectors( this.start, this.end ).multiplyScalar( 0.5 );
  26356. },
  26357. delta: function ( target ) {
  26358. if ( target === undefined ) {
  26359. console.warn( 'THREE.Line3: .delta() target is now required' );
  26360. target = new Vector3();
  26361. }
  26362. return target.subVectors( this.end, this.start );
  26363. },
  26364. distanceSq: function () {
  26365. return this.start.distanceToSquared( this.end );
  26366. },
  26367. distance: function () {
  26368. return this.start.distanceTo( this.end );
  26369. },
  26370. at: function ( t, target ) {
  26371. if ( target === undefined ) {
  26372. console.warn( 'THREE.Line3: .at() target is now required' );
  26373. target = new Vector3();
  26374. }
  26375. return this.delta( target ).multiplyScalar( t ).add( this.start );
  26376. },
  26377. closestPointToPointParameter: function () {
  26378. var startP = new Vector3();
  26379. var startEnd = new Vector3();
  26380. return function closestPointToPointParameter( point, clampToLine ) {
  26381. startP.subVectors( point, this.start );
  26382. startEnd.subVectors( this.end, this.start );
  26383. var startEnd2 = startEnd.dot( startEnd );
  26384. var startEnd_startP = startEnd.dot( startP );
  26385. var t = startEnd_startP / startEnd2;
  26386. if ( clampToLine ) {
  26387. t = _Math.clamp( t, 0, 1 );
  26388. }
  26389. return t;
  26390. };
  26391. }(),
  26392. closestPointToPoint: function ( point, clampToLine, target ) {
  26393. var t = this.closestPointToPointParameter( point, clampToLine );
  26394. if ( target === undefined ) {
  26395. console.warn( 'THREE.Line3: .closestPointToPoint() target is now required' );
  26396. target = new Vector3();
  26397. }
  26398. return this.delta( target ).multiplyScalar( t ).add( this.start );
  26399. },
  26400. applyMatrix4: function ( matrix ) {
  26401. this.start.applyMatrix4( matrix );
  26402. this.end.applyMatrix4( matrix );
  26403. return this;
  26404. },
  26405. equals: function ( line ) {
  26406. return line.start.equals( this.start ) && line.end.equals( this.end );
  26407. }
  26408. } );
  26409. /**
  26410. * @author alteredq / http://alteredqualia.com/
  26411. */
  26412. function ImmediateRenderObject( material ) {
  26413. Object3D.call( this );
  26414. this.material = material;
  26415. this.render = function ( /* renderCallback */ ) {};
  26416. }
  26417. ImmediateRenderObject.prototype = Object.create( Object3D.prototype );
  26418. ImmediateRenderObject.prototype.constructor = ImmediateRenderObject;
  26419. ImmediateRenderObject.prototype.isImmediateRenderObject = true;
  26420. /**
  26421. * @author mrdoob / http://mrdoob.com/
  26422. * @author WestLangley / http://github.com/WestLangley
  26423. */
  26424. function VertexNormalsHelper( object, size, hex, linewidth ) {
  26425. this.object = object;
  26426. this.size = ( size !== undefined ) ? size : 1;
  26427. var color = ( hex !== undefined ) ? hex : 0xff0000;
  26428. var width = ( linewidth !== undefined ) ? linewidth : 1;
  26429. //
  26430. var nNormals = 0;
  26431. var objGeometry = this.object.geometry;
  26432. if ( objGeometry && objGeometry.isGeometry ) {
  26433. nNormals = objGeometry.faces.length * 3;
  26434. } else if ( objGeometry && objGeometry.isBufferGeometry ) {
  26435. nNormals = objGeometry.attributes.normal.count;
  26436. }
  26437. //
  26438. var geometry = new BufferGeometry();
  26439. var positions = new Float32BufferAttribute( nNormals * 2 * 3, 3 );
  26440. geometry.addAttribute( 'position', positions );
  26441. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, linewidth: width } ) );
  26442. //
  26443. this.matrixAutoUpdate = false;
  26444. this.update();
  26445. }
  26446. VertexNormalsHelper.prototype = Object.create( LineSegments.prototype );
  26447. VertexNormalsHelper.prototype.constructor = VertexNormalsHelper;
  26448. VertexNormalsHelper.prototype.update = ( function () {
  26449. var v1 = new Vector3();
  26450. var v2 = new Vector3();
  26451. var normalMatrix = new Matrix3();
  26452. return function update() {
  26453. var keys = [ 'a', 'b', 'c' ];
  26454. this.object.updateMatrixWorld( true );
  26455. normalMatrix.getNormalMatrix( this.object.matrixWorld );
  26456. var matrixWorld = this.object.matrixWorld;
  26457. var position = this.geometry.attributes.position;
  26458. //
  26459. var objGeometry = this.object.geometry;
  26460. if ( objGeometry && objGeometry.isGeometry ) {
  26461. var vertices = objGeometry.vertices;
  26462. var faces = objGeometry.faces;
  26463. var idx = 0;
  26464. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  26465. var face = faces[ i ];
  26466. for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
  26467. var vertex = vertices[ face[ keys[ j ] ] ];
  26468. var normal = face.vertexNormals[ j ];
  26469. v1.copy( vertex ).applyMatrix4( matrixWorld );
  26470. v2.copy( normal ).applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 );
  26471. position.setXYZ( idx, v1.x, v1.y, v1.z );
  26472. idx = idx + 1;
  26473. position.setXYZ( idx, v2.x, v2.y, v2.z );
  26474. idx = idx + 1;
  26475. }
  26476. }
  26477. } else if ( objGeometry && objGeometry.isBufferGeometry ) {
  26478. var objPos = objGeometry.attributes.position;
  26479. var objNorm = objGeometry.attributes.normal;
  26480. var idx = 0;
  26481. // for simplicity, ignore index and drawcalls, and render every normal
  26482. for ( var j = 0, jl = objPos.count; j < jl; j ++ ) {
  26483. v1.set( objPos.getX( j ), objPos.getY( j ), objPos.getZ( j ) ).applyMatrix4( matrixWorld );
  26484. v2.set( objNorm.getX( j ), objNorm.getY( j ), objNorm.getZ( j ) );
  26485. v2.applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 );
  26486. position.setXYZ( idx, v1.x, v1.y, v1.z );
  26487. idx = idx + 1;
  26488. position.setXYZ( idx, v2.x, v2.y, v2.z );
  26489. idx = idx + 1;
  26490. }
  26491. }
  26492. position.needsUpdate = true;
  26493. };
  26494. }() );
  26495. /**
  26496. * @author alteredq / http://alteredqualia.com/
  26497. * @author mrdoob / http://mrdoob.com/
  26498. * @author WestLangley / http://github.com/WestLangley
  26499. */
  26500. function SpotLightHelper( light, color ) {
  26501. Object3D.call( this );
  26502. this.light = light;
  26503. this.light.updateMatrixWorld();
  26504. this.matrix = light.matrixWorld;
  26505. this.matrixAutoUpdate = false;
  26506. this.color = color;
  26507. var geometry = new BufferGeometry();
  26508. var positions = [
  26509. 0, 0, 0, 0, 0, 1,
  26510. 0, 0, 0, 1, 0, 1,
  26511. 0, 0, 0, - 1, 0, 1,
  26512. 0, 0, 0, 0, 1, 1,
  26513. 0, 0, 0, 0, - 1, 1
  26514. ];
  26515. for ( var i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {
  26516. var p1 = ( i / l ) * Math.PI * 2;
  26517. var p2 = ( j / l ) * Math.PI * 2;
  26518. positions.push(
  26519. Math.cos( p1 ), Math.sin( p1 ), 1,
  26520. Math.cos( p2 ), Math.sin( p2 ), 1
  26521. );
  26522. }
  26523. geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  26524. var material = new LineBasicMaterial( { fog: false } );
  26525. this.cone = new LineSegments( geometry, material );
  26526. this.add( this.cone );
  26527. this.update();
  26528. }
  26529. SpotLightHelper.prototype = Object.create( Object3D.prototype );
  26530. SpotLightHelper.prototype.constructor = SpotLightHelper;
  26531. SpotLightHelper.prototype.dispose = function () {
  26532. this.cone.geometry.dispose();
  26533. this.cone.material.dispose();
  26534. };
  26535. SpotLightHelper.prototype.update = function () {
  26536. var vector = new Vector3();
  26537. return function update() {
  26538. this.light.updateMatrixWorld();
  26539. var coneLength = this.light.distance ? this.light.distance : 1000;
  26540. var coneWidth = coneLength * Math.tan( this.light.angle );
  26541. this.cone.scale.set( coneWidth, coneWidth, coneLength );
  26542. vector.setFromMatrixPosition( this.light.target.matrixWorld );
  26543. this.cone.lookAt( vector );
  26544. if ( this.color !== undefined ) {
  26545. this.cone.material.color.set( this.color );
  26546. } else {
  26547. this.cone.material.color.copy( this.light.color );
  26548. }
  26549. };
  26550. }();
  26551. /**
  26552. * @author Sean Griffin / http://twitter.com/sgrif
  26553. * @author Michael Guerrero / http://realitymeltdown.com
  26554. * @author mrdoob / http://mrdoob.com/
  26555. * @author ikerr / http://verold.com
  26556. * @author Mugen87 / https://github.com/Mugen87
  26557. */
  26558. function getBoneList( object ) {
  26559. var boneList = [];
  26560. if ( object && object.isBone ) {
  26561. boneList.push( object );
  26562. }
  26563. for ( var i = 0; i < object.children.length; i ++ ) {
  26564. boneList.push.apply( boneList, getBoneList( object.children[ i ] ) );
  26565. }
  26566. return boneList;
  26567. }
  26568. function SkeletonHelper( object ) {
  26569. var bones = getBoneList( object );
  26570. var geometry = new BufferGeometry();
  26571. var vertices = [];
  26572. var colors = [];
  26573. var color1 = new Color( 0, 0, 1 );
  26574. var color2 = new Color( 0, 1, 0 );
  26575. for ( var i = 0; i < bones.length; i ++ ) {
  26576. var bone = bones[ i ];
  26577. if ( bone.parent && bone.parent.isBone ) {
  26578. vertices.push( 0, 0, 0 );
  26579. vertices.push( 0, 0, 0 );
  26580. colors.push( color1.r, color1.g, color1.b );
  26581. colors.push( color2.r, color2.g, color2.b );
  26582. }
  26583. }
  26584. geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26585. geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  26586. var material = new LineBasicMaterial( { vertexColors: VertexColors, depthTest: false, depthWrite: false, transparent: true } );
  26587. LineSegments.call( this, geometry, material );
  26588. this.root = object;
  26589. this.bones = bones;
  26590. this.matrix = object.matrixWorld;
  26591. this.matrixAutoUpdate = false;
  26592. }
  26593. SkeletonHelper.prototype = Object.create( LineSegments.prototype );
  26594. SkeletonHelper.prototype.constructor = SkeletonHelper;
  26595. SkeletonHelper.prototype.updateMatrixWorld = function () {
  26596. var vector = new Vector3();
  26597. var boneMatrix = new Matrix4();
  26598. var matrixWorldInv = new Matrix4();
  26599. return function updateMatrixWorld( force ) {
  26600. var bones = this.bones;
  26601. var geometry = this.geometry;
  26602. var position = geometry.getAttribute( 'position' );
  26603. matrixWorldInv.getInverse( this.root.matrixWorld );
  26604. for ( var i = 0, j = 0; i < bones.length; i ++ ) {
  26605. var bone = bones[ i ];
  26606. if ( bone.parent && bone.parent.isBone ) {
  26607. boneMatrix.multiplyMatrices( matrixWorldInv, bone.matrixWorld );
  26608. vector.setFromMatrixPosition( boneMatrix );
  26609. position.setXYZ( j, vector.x, vector.y, vector.z );
  26610. boneMatrix.multiplyMatrices( matrixWorldInv, bone.parent.matrixWorld );
  26611. vector.setFromMatrixPosition( boneMatrix );
  26612. position.setXYZ( j + 1, vector.x, vector.y, vector.z );
  26613. j += 2;
  26614. }
  26615. }
  26616. geometry.getAttribute( 'position' ).needsUpdate = true;
  26617. Object3D.prototype.updateMatrixWorld.call( this, force );
  26618. };
  26619. }();
  26620. /**
  26621. * @author alteredq / http://alteredqualia.com/
  26622. * @author mrdoob / http://mrdoob.com/
  26623. */
  26624. function PointLightHelper( light, sphereSize, color ) {
  26625. this.light = light;
  26626. this.light.updateMatrixWorld();
  26627. this.color = color;
  26628. var geometry = new SphereBufferGeometry( sphereSize, 4, 2 );
  26629. var material = new MeshBasicMaterial( { wireframe: true, fog: false } );
  26630. Mesh.call( this, geometry, material );
  26631. this.matrix = this.light.matrixWorld;
  26632. this.matrixAutoUpdate = false;
  26633. this.update();
  26634. /*
  26635. var distanceGeometry = new THREE.IcosahedronBufferGeometry( 1, 2 );
  26636. var distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
  26637. this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
  26638. this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );
  26639. var d = light.distance;
  26640. if ( d === 0.0 ) {
  26641. this.lightDistance.visible = false;
  26642. } else {
  26643. this.lightDistance.scale.set( d, d, d );
  26644. }
  26645. this.add( this.lightDistance );
  26646. */
  26647. }
  26648. PointLightHelper.prototype = Object.create( Mesh.prototype );
  26649. PointLightHelper.prototype.constructor = PointLightHelper;
  26650. PointLightHelper.prototype.dispose = function () {
  26651. this.geometry.dispose();
  26652. this.material.dispose();
  26653. };
  26654. PointLightHelper.prototype.update = function () {
  26655. if ( this.color !== undefined ) {
  26656. this.material.color.set( this.color );
  26657. } else {
  26658. this.material.color.copy( this.light.color );
  26659. }
  26660. /*
  26661. var d = this.light.distance;
  26662. if ( d === 0.0 ) {
  26663. this.lightDistance.visible = false;
  26664. } else {
  26665. this.lightDistance.visible = true;
  26666. this.lightDistance.scale.set( d, d, d );
  26667. }
  26668. */
  26669. };
  26670. /**
  26671. * @author abelnation / http://github.com/abelnation
  26672. * @author Mugen87 / http://github.com/Mugen87
  26673. * @author WestLangley / http://github.com/WestLangley
  26674. *
  26675. * This helper must be added as a child of the light
  26676. */
  26677. function RectAreaLightHelper( light, color ) {
  26678. this.type = 'RectAreaLightHelper';
  26679. this.light = light;
  26680. this.color = color; // optional hardwired color for the helper
  26681. var positions = [ 1, 1, 0, - 1, 1, 0, - 1, - 1, 0, 1, - 1, 0, 1, 1, 0 ];
  26682. var geometry = new BufferGeometry();
  26683. geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  26684. geometry.computeBoundingSphere();
  26685. var material = new LineBasicMaterial( { fog: false } );
  26686. Line.call( this, geometry, material );
  26687. //
  26688. var positions2 = [ 1, 1, 0, - 1, 1, 0, - 1, - 1, 0, 1, 1, 0, - 1, - 1, 0, 1, - 1, 0 ];
  26689. var geometry2 = new BufferGeometry();
  26690. geometry2.addAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
  26691. geometry2.computeBoundingSphere();
  26692. this.add( new Mesh( geometry2, new MeshBasicMaterial( { side: BackSide, fog: false } ) ) );
  26693. this.update();
  26694. }
  26695. RectAreaLightHelper.prototype = Object.create( Line.prototype );
  26696. RectAreaLightHelper.prototype.constructor = RectAreaLightHelper;
  26697. RectAreaLightHelper.prototype.update = function () {
  26698. this.scale.set( 0.5 * this.light.width, 0.5 * this.light.height, 1 );
  26699. if ( this.color !== undefined ) {
  26700. this.material.color.set( this.color );
  26701. this.children[ 0 ].material.color.set( this.color );
  26702. } else {
  26703. this.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
  26704. // prevent hue shift
  26705. var c = this.material.color;
  26706. var max = Math.max( c.r, c.g, c.b );
  26707. if ( max > 1 ) c.multiplyScalar( 1 / max );
  26708. this.children[ 0 ].material.color.copy( this.material.color );
  26709. }
  26710. };
  26711. RectAreaLightHelper.prototype.dispose = function () {
  26712. this.geometry.dispose();
  26713. this.material.dispose();
  26714. this.children[ 0 ].geometry.dispose();
  26715. this.children[ 0 ].material.dispose();
  26716. };
  26717. /**
  26718. * @author alteredq / http://alteredqualia.com/
  26719. * @author mrdoob / http://mrdoob.com/
  26720. * @author Mugen87 / https://github.com/Mugen87
  26721. */
  26722. function HemisphereLightHelper( light, size, color ) {
  26723. Object3D.call( this );
  26724. this.light = light;
  26725. this.light.updateMatrixWorld();
  26726. this.matrix = light.matrixWorld;
  26727. this.matrixAutoUpdate = false;
  26728. this.color = color;
  26729. var geometry = new OctahedronBufferGeometry( size );
  26730. geometry.rotateY( Math.PI * 0.5 );
  26731. this.material = new MeshBasicMaterial( { wireframe: true, fog: false } );
  26732. if ( this.color === undefined ) this.material.vertexColors = VertexColors;
  26733. var position = geometry.getAttribute( 'position' );
  26734. var colors = new Float32Array( position.count * 3 );
  26735. geometry.addAttribute( 'color', new BufferAttribute( colors, 3 ) );
  26736. this.add( new Mesh( geometry, this.material ) );
  26737. this.update();
  26738. }
  26739. HemisphereLightHelper.prototype = Object.create( Object3D.prototype );
  26740. HemisphereLightHelper.prototype.constructor = HemisphereLightHelper;
  26741. HemisphereLightHelper.prototype.dispose = function () {
  26742. this.children[ 0 ].geometry.dispose();
  26743. this.children[ 0 ].material.dispose();
  26744. };
  26745. HemisphereLightHelper.prototype.update = function () {
  26746. var vector = new Vector3();
  26747. var color1 = new Color();
  26748. var color2 = new Color();
  26749. return function update() {
  26750. var mesh = this.children[ 0 ];
  26751. if ( this.color !== undefined ) {
  26752. this.material.color.set( this.color );
  26753. } else {
  26754. var colors = mesh.geometry.getAttribute( 'color' );
  26755. color1.copy( this.light.color );
  26756. color2.copy( this.light.groundColor );
  26757. for ( var i = 0, l = colors.count; i < l; i ++ ) {
  26758. var color = ( i < ( l / 2 ) ) ? color1 : color2;
  26759. colors.setXYZ( i, color.r, color.g, color.b );
  26760. }
  26761. colors.needsUpdate = true;
  26762. }
  26763. mesh.lookAt( vector.setFromMatrixPosition( this.light.matrixWorld ).negate() );
  26764. };
  26765. }();
  26766. /**
  26767. * @author mrdoob / http://mrdoob.com/
  26768. */
  26769. function GridHelper( size, divisions, color1, color2 ) {
  26770. size = size || 10;
  26771. divisions = divisions || 10;
  26772. color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
  26773. color2 = new Color( color2 !== undefined ? color2 : 0x888888 );
  26774. var center = divisions / 2;
  26775. var step = size / divisions;
  26776. var halfSize = size / 2;
  26777. var vertices = [], colors = [];
  26778. for ( var i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) {
  26779. vertices.push( - halfSize, 0, k, halfSize, 0, k );
  26780. vertices.push( k, 0, - halfSize, k, 0, halfSize );
  26781. var color = i === center ? color1 : color2;
  26782. color.toArray( colors, j ); j += 3;
  26783. color.toArray( colors, j ); j += 3;
  26784. color.toArray( colors, j ); j += 3;
  26785. color.toArray( colors, j ); j += 3;
  26786. }
  26787. var geometry = new BufferGeometry();
  26788. geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26789. geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  26790. var material = new LineBasicMaterial( { vertexColors: VertexColors } );
  26791. LineSegments.call( this, geometry, material );
  26792. }
  26793. GridHelper.prototype = Object.create( LineSegments.prototype );
  26794. GridHelper.prototype.constructor = GridHelper;
  26795. /**
  26796. * @author mrdoob / http://mrdoob.com/
  26797. * @author Mugen87 / http://github.com/Mugen87
  26798. * @author Hectate / http://www.github.com/Hectate
  26799. */
  26800. function PolarGridHelper( radius, radials, circles, divisions, color1, color2 ) {
  26801. radius = radius || 10;
  26802. radials = radials || 16;
  26803. circles = circles || 8;
  26804. divisions = divisions || 64;
  26805. color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
  26806. color2 = new Color( color2 !== undefined ? color2 : 0x888888 );
  26807. var vertices = [];
  26808. var colors = [];
  26809. var x, z;
  26810. var v, i, j, r, color;
  26811. // create the radials
  26812. for ( i = 0; i <= radials; i ++ ) {
  26813. v = ( i / radials ) * ( Math.PI * 2 );
  26814. x = Math.sin( v ) * radius;
  26815. z = Math.cos( v ) * radius;
  26816. vertices.push( 0, 0, 0 );
  26817. vertices.push( x, 0, z );
  26818. color = ( i & 1 ) ? color1 : color2;
  26819. colors.push( color.r, color.g, color.b );
  26820. colors.push( color.r, color.g, color.b );
  26821. }
  26822. // create the circles
  26823. for ( i = 0; i <= circles; i ++ ) {
  26824. color = ( i & 1 ) ? color1 : color2;
  26825. r = radius - ( radius / circles * i );
  26826. for ( j = 0; j < divisions; j ++ ) {
  26827. // first vertex
  26828. v = ( j / divisions ) * ( Math.PI * 2 );
  26829. x = Math.sin( v ) * r;
  26830. z = Math.cos( v ) * r;
  26831. vertices.push( x, 0, z );
  26832. colors.push( color.r, color.g, color.b );
  26833. // second vertex
  26834. v = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );
  26835. x = Math.sin( v ) * r;
  26836. z = Math.cos( v ) * r;
  26837. vertices.push( x, 0, z );
  26838. colors.push( color.r, color.g, color.b );
  26839. }
  26840. }
  26841. var geometry = new BufferGeometry();
  26842. geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26843. geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  26844. var material = new LineBasicMaterial( { vertexColors: VertexColors } );
  26845. LineSegments.call( this, geometry, material );
  26846. }
  26847. PolarGridHelper.prototype = Object.create( LineSegments.prototype );
  26848. PolarGridHelper.prototype.constructor = PolarGridHelper;
  26849. /**
  26850. * @author Mugen87 / http://github.com/Mugen87
  26851. */
  26852. function PositionalAudioHelper( audio, range, divisionsInnerAngle, divisionsOuterAngle ) {
  26853. this.audio = audio;
  26854. this.range = range || 1;
  26855. this.divisionsInnerAngle = divisionsInnerAngle || 16;
  26856. this.divisionsOuterAngle = divisionsOuterAngle || 2;
  26857. var geometry = new BufferGeometry();
  26858. var divisions = this.divisionsInnerAngle + this.divisionsOuterAngle * 2;
  26859. var positions = new Float32Array( ( divisions * 3 + 3 ) * 3 );
  26860. geometry.addAttribute( 'position', new BufferAttribute( positions, 3 ) );
  26861. var materialInnerAngle = new LineBasicMaterial( { color: 0x00ff00 } );
  26862. var materialOuterAngle = new LineBasicMaterial( { color: 0xffff00 } );
  26863. Line.call( this, geometry, [ materialOuterAngle, materialInnerAngle ] );
  26864. this.update();
  26865. }
  26866. PositionalAudioHelper.prototype = Object.create( Line.prototype );
  26867. PositionalAudioHelper.prototype.constructor = PositionalAudioHelper;
  26868. PositionalAudioHelper.prototype.update = function () {
  26869. var audio = this.audio;
  26870. var range = this.range;
  26871. var divisionsInnerAngle = this.divisionsInnerAngle;
  26872. var divisionsOuterAngle = this.divisionsOuterAngle;
  26873. var coneInnerAngle = _Math.degToRad( audio.panner.coneInnerAngle );
  26874. var coneOuterAngle = _Math.degToRad( audio.panner.coneOuterAngle );
  26875. var halfConeInnerAngle = coneInnerAngle / 2;
  26876. var halfConeOuterAngle = coneOuterAngle / 2;
  26877. var start = 0;
  26878. var count = 0;
  26879. var i, stride;
  26880. var geometry = this.geometry;
  26881. var positionAttribute = geometry.attributes.position;
  26882. geometry.clearGroups();
  26883. //
  26884. function generateSegment( from, to, divisions, materialIndex ) {
  26885. var step = ( to - from ) / divisions;
  26886. positionAttribute.setXYZ( start, 0, 0, 0 );
  26887. count ++;
  26888. for ( i = from; i < to; i += step ) {
  26889. stride = start + count;
  26890. positionAttribute.setXYZ( stride, Math.sin( i ) * range, 0, Math.cos( i ) * range );
  26891. positionAttribute.setXYZ( stride + 1, Math.sin( Math.min( i + step, to ) ) * range, 0, Math.cos( Math.min( i + step, to ) ) * range );
  26892. positionAttribute.setXYZ( stride + 2, 0, 0, 0 );
  26893. count += 3;
  26894. }
  26895. geometry.addGroup( start, count, materialIndex );
  26896. start += count;
  26897. count = 0;
  26898. }
  26899. //
  26900. generateSegment( - halfConeOuterAngle, - halfConeInnerAngle, divisionsOuterAngle, 0 );
  26901. generateSegment( - halfConeInnerAngle, halfConeInnerAngle, divisionsInnerAngle, 1 );
  26902. generateSegment( halfConeInnerAngle, halfConeOuterAngle, divisionsOuterAngle, 0 );
  26903. //
  26904. positionAttribute.needsUpdate = true;
  26905. if ( coneInnerAngle === coneOuterAngle ) this.material[ 0 ].visible = false;
  26906. };
  26907. PositionalAudioHelper.prototype.dispose = function () {
  26908. this.geometry.dispose();
  26909. this.material[ 0 ].dispose();
  26910. this.material[ 1 ].dispose();
  26911. };
  26912. /**
  26913. * @author mrdoob / http://mrdoob.com/
  26914. * @author WestLangley / http://github.com/WestLangley
  26915. */
  26916. function FaceNormalsHelper( object, size, hex, linewidth ) {
  26917. // FaceNormalsHelper only supports THREE.Geometry
  26918. this.object = object;
  26919. this.size = ( size !== undefined ) ? size : 1;
  26920. var color = ( hex !== undefined ) ? hex : 0xffff00;
  26921. var width = ( linewidth !== undefined ) ? linewidth : 1;
  26922. //
  26923. var nNormals = 0;
  26924. var objGeometry = this.object.geometry;
  26925. if ( objGeometry && objGeometry.isGeometry ) {
  26926. nNormals = objGeometry.faces.length;
  26927. } else {
  26928. console.warn( 'THREE.FaceNormalsHelper: only THREE.Geometry is supported. Use THREE.VertexNormalsHelper, instead.' );
  26929. }
  26930. //
  26931. var geometry = new BufferGeometry();
  26932. var positions = new Float32BufferAttribute( nNormals * 2 * 3, 3 );
  26933. geometry.addAttribute( 'position', positions );
  26934. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, linewidth: width } ) );
  26935. //
  26936. this.matrixAutoUpdate = false;
  26937. this.update();
  26938. }
  26939. FaceNormalsHelper.prototype = Object.create( LineSegments.prototype );
  26940. FaceNormalsHelper.prototype.constructor = FaceNormalsHelper;
  26941. FaceNormalsHelper.prototype.update = ( function () {
  26942. var v1 = new Vector3();
  26943. var v2 = new Vector3();
  26944. var normalMatrix = new Matrix3();
  26945. return function update() {
  26946. this.object.updateMatrixWorld( true );
  26947. normalMatrix.getNormalMatrix( this.object.matrixWorld );
  26948. var matrixWorld = this.object.matrixWorld;
  26949. var position = this.geometry.attributes.position;
  26950. //
  26951. var objGeometry = this.object.geometry;
  26952. var vertices = objGeometry.vertices;
  26953. var faces = objGeometry.faces;
  26954. var idx = 0;
  26955. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  26956. var face = faces[ i ];
  26957. var normal = face.normal;
  26958. v1.copy( vertices[ face.a ] )
  26959. .add( vertices[ face.b ] )
  26960. .add( vertices[ face.c ] )
  26961. .divideScalar( 3 )
  26962. .applyMatrix4( matrixWorld );
  26963. v2.copy( normal ).applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 );
  26964. position.setXYZ( idx, v1.x, v1.y, v1.z );
  26965. idx = idx + 1;
  26966. position.setXYZ( idx, v2.x, v2.y, v2.z );
  26967. idx = idx + 1;
  26968. }
  26969. position.needsUpdate = true;
  26970. };
  26971. }() );
  26972. /**
  26973. * @author alteredq / http://alteredqualia.com/
  26974. * @author mrdoob / http://mrdoob.com/
  26975. * @author WestLangley / http://github.com/WestLangley
  26976. */
  26977. function DirectionalLightHelper( light, size, color ) {
  26978. Object3D.call( this );
  26979. this.light = light;
  26980. this.light.updateMatrixWorld();
  26981. this.matrix = light.matrixWorld;
  26982. this.matrixAutoUpdate = false;
  26983. this.color = color;
  26984. if ( size === undefined ) size = 1;
  26985. var geometry = new BufferGeometry();
  26986. geometry.addAttribute( 'position', new Float32BufferAttribute( [
  26987. - size, size, 0,
  26988. size, size, 0,
  26989. size, - size, 0,
  26990. - size, - size, 0,
  26991. - size, size, 0
  26992. ], 3 ) );
  26993. var material = new LineBasicMaterial( { fog: false } );
  26994. this.lightPlane = new Line( geometry, material );
  26995. this.add( this.lightPlane );
  26996. geometry = new BufferGeometry();
  26997. geometry.addAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );
  26998. this.targetLine = new Line( geometry, material );
  26999. this.add( this.targetLine );
  27000. this.update();
  27001. }
  27002. DirectionalLightHelper.prototype = Object.create( Object3D.prototype );
  27003. DirectionalLightHelper.prototype.constructor = DirectionalLightHelper;
  27004. DirectionalLightHelper.prototype.dispose = function () {
  27005. this.lightPlane.geometry.dispose();
  27006. this.lightPlane.material.dispose();
  27007. this.targetLine.geometry.dispose();
  27008. this.targetLine.material.dispose();
  27009. };
  27010. DirectionalLightHelper.prototype.update = function () {
  27011. var v1 = new Vector3();
  27012. var v2 = new Vector3();
  27013. var v3 = new Vector3();
  27014. return function update() {
  27015. v1.setFromMatrixPosition( this.light.matrixWorld );
  27016. v2.setFromMatrixPosition( this.light.target.matrixWorld );
  27017. v3.subVectors( v2, v1 );
  27018. this.lightPlane.lookAt( v2 );
  27019. if ( this.color !== undefined ) {
  27020. this.lightPlane.material.color.set( this.color );
  27021. this.targetLine.material.color.set( this.color );
  27022. } else {
  27023. this.lightPlane.material.color.copy( this.light.color );
  27024. this.targetLine.material.color.copy( this.light.color );
  27025. }
  27026. this.targetLine.lookAt( v2 );
  27027. this.targetLine.scale.z = v3.length();
  27028. };
  27029. }();
  27030. /**
  27031. * @author alteredq / http://alteredqualia.com/
  27032. * @author Mugen87 / https://github.com/Mugen87
  27033. *
  27034. * - shows frustum, line of sight and up of the camera
  27035. * - suitable for fast updates
  27036. * - based on frustum visualization in lightgl.js shadowmap example
  27037. * http://evanw.github.com/lightgl.js/tests/shadowmap.html
  27038. */
  27039. function CameraHelper( camera ) {
  27040. var geometry = new BufferGeometry();
  27041. var material = new LineBasicMaterial( { color: 0xffffff, vertexColors: FaceColors } );
  27042. var vertices = [];
  27043. var colors = [];
  27044. var pointMap = {};
  27045. // colors
  27046. var colorFrustum = new Color( 0xffaa00 );
  27047. var colorCone = new Color( 0xff0000 );
  27048. var colorUp = new Color( 0x00aaff );
  27049. var colorTarget = new Color( 0xffffff );
  27050. var colorCross = new Color( 0x333333 );
  27051. // near
  27052. addLine( 'n1', 'n2', colorFrustum );
  27053. addLine( 'n2', 'n4', colorFrustum );
  27054. addLine( 'n4', 'n3', colorFrustum );
  27055. addLine( 'n3', 'n1', colorFrustum );
  27056. // far
  27057. addLine( 'f1', 'f2', colorFrustum );
  27058. addLine( 'f2', 'f4', colorFrustum );
  27059. addLine( 'f4', 'f3', colorFrustum );
  27060. addLine( 'f3', 'f1', colorFrustum );
  27061. // sides
  27062. addLine( 'n1', 'f1', colorFrustum );
  27063. addLine( 'n2', 'f2', colorFrustum );
  27064. addLine( 'n3', 'f3', colorFrustum );
  27065. addLine( 'n4', 'f4', colorFrustum );
  27066. // cone
  27067. addLine( 'p', 'n1', colorCone );
  27068. addLine( 'p', 'n2', colorCone );
  27069. addLine( 'p', 'n3', colorCone );
  27070. addLine( 'p', 'n4', colorCone );
  27071. // up
  27072. addLine( 'u1', 'u2', colorUp );
  27073. addLine( 'u2', 'u3', colorUp );
  27074. addLine( 'u3', 'u1', colorUp );
  27075. // target
  27076. addLine( 'c', 't', colorTarget );
  27077. addLine( 'p', 'c', colorCross );
  27078. // cross
  27079. addLine( 'cn1', 'cn2', colorCross );
  27080. addLine( 'cn3', 'cn4', colorCross );
  27081. addLine( 'cf1', 'cf2', colorCross );
  27082. addLine( 'cf3', 'cf4', colorCross );
  27083. function addLine( a, b, color ) {
  27084. addPoint( a, color );
  27085. addPoint( b, color );
  27086. }
  27087. function addPoint( id, color ) {
  27088. vertices.push( 0, 0, 0 );
  27089. colors.push( color.r, color.g, color.b );
  27090. if ( pointMap[ id ] === undefined ) {
  27091. pointMap[ id ] = [];
  27092. }
  27093. pointMap[ id ].push( ( vertices.length / 3 ) - 1 );
  27094. }
  27095. geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27096. geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27097. LineSegments.call( this, geometry, material );
  27098. this.camera = camera;
  27099. if ( this.camera.updateProjectionMatrix ) this.camera.updateProjectionMatrix();
  27100. this.matrix = camera.matrixWorld;
  27101. this.matrixAutoUpdate = false;
  27102. this.pointMap = pointMap;
  27103. this.update();
  27104. }
  27105. CameraHelper.prototype = Object.create( LineSegments.prototype );
  27106. CameraHelper.prototype.constructor = CameraHelper;
  27107. CameraHelper.prototype.update = function () {
  27108. var geometry, pointMap;
  27109. var vector = new Vector3();
  27110. var camera = new Camera();
  27111. function setPoint( point, x, y, z ) {
  27112. vector.set( x, y, z ).unproject( camera );
  27113. var points = pointMap[ point ];
  27114. if ( points !== undefined ) {
  27115. var position = geometry.getAttribute( 'position' );
  27116. for ( var i = 0, l = points.length; i < l; i ++ ) {
  27117. position.setXYZ( points[ i ], vector.x, vector.y, vector.z );
  27118. }
  27119. }
  27120. }
  27121. return function update() {
  27122. geometry = this.geometry;
  27123. pointMap = this.pointMap;
  27124. var w = 1, h = 1;
  27125. // we need just camera projection matrix
  27126. // world matrix must be identity
  27127. camera.projectionMatrix.copy( this.camera.projectionMatrix );
  27128. // center / target
  27129. setPoint( 'c', 0, 0, - 1 );
  27130. setPoint( 't', 0, 0, 1 );
  27131. // near
  27132. setPoint( 'n1', - w, - h, - 1 );
  27133. setPoint( 'n2', w, - h, - 1 );
  27134. setPoint( 'n3', - w, h, - 1 );
  27135. setPoint( 'n4', w, h, - 1 );
  27136. // far
  27137. setPoint( 'f1', - w, - h, 1 );
  27138. setPoint( 'f2', w, - h, 1 );
  27139. setPoint( 'f3', - w, h, 1 );
  27140. setPoint( 'f4', w, h, 1 );
  27141. // up
  27142. setPoint( 'u1', w * 0.7, h * 1.1, - 1 );
  27143. setPoint( 'u2', - w * 0.7, h * 1.1, - 1 );
  27144. setPoint( 'u3', 0, h * 2, - 1 );
  27145. // cross
  27146. setPoint( 'cf1', - w, 0, 1 );
  27147. setPoint( 'cf2', w, 0, 1 );
  27148. setPoint( 'cf3', 0, - h, 1 );
  27149. setPoint( 'cf4', 0, h, 1 );
  27150. setPoint( 'cn1', - w, 0, - 1 );
  27151. setPoint( 'cn2', w, 0, - 1 );
  27152. setPoint( 'cn3', 0, - h, - 1 );
  27153. setPoint( 'cn4', 0, h, - 1 );
  27154. geometry.getAttribute( 'position' ).needsUpdate = true;
  27155. };
  27156. }();
  27157. /**
  27158. * @author mrdoob / http://mrdoob.com/
  27159. * @author Mugen87 / http://github.com/Mugen87
  27160. */
  27161. function BoxHelper( object, color ) {
  27162. this.object = object;
  27163. if ( color === undefined ) color = 0xffff00;
  27164. 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 ] );
  27165. var positions = new Float32Array( 8 * 3 );
  27166. var geometry = new BufferGeometry();
  27167. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  27168. geometry.addAttribute( 'position', new BufferAttribute( positions, 3 ) );
  27169. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color } ) );
  27170. this.matrixAutoUpdate = false;
  27171. this.update();
  27172. }
  27173. BoxHelper.prototype = Object.create( LineSegments.prototype );
  27174. BoxHelper.prototype.constructor = BoxHelper;
  27175. BoxHelper.prototype.update = ( function () {
  27176. var box = new Box3();
  27177. return function update( object ) {
  27178. if ( object !== undefined ) {
  27179. console.warn( 'THREE.BoxHelper: .update() has no longer arguments.' );
  27180. }
  27181. if ( this.object !== undefined ) {
  27182. box.setFromObject( this.object );
  27183. }
  27184. if ( box.isEmpty() ) return;
  27185. var min = box.min;
  27186. var max = box.max;
  27187. /*
  27188. 5____4
  27189. 1/___0/|
  27190. | 6__|_7
  27191. 2/___3/
  27192. 0: max.x, max.y, max.z
  27193. 1: min.x, max.y, max.z
  27194. 2: min.x, min.y, max.z
  27195. 3: max.x, min.y, max.z
  27196. 4: max.x, max.y, min.z
  27197. 5: min.x, max.y, min.z
  27198. 6: min.x, min.y, min.z
  27199. 7: max.x, min.y, min.z
  27200. */
  27201. var position = this.geometry.attributes.position;
  27202. var array = position.array;
  27203. array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z;
  27204. array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z;
  27205. array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z;
  27206. array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;
  27207. array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;
  27208. array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;
  27209. array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;
  27210. array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;
  27211. position.needsUpdate = true;
  27212. this.geometry.computeBoundingSphere();
  27213. };
  27214. } )();
  27215. BoxHelper.prototype.setFromObject = function ( object ) {
  27216. this.object = object;
  27217. this.update();
  27218. return this;
  27219. };
  27220. BoxHelper.prototype.copy = function ( source ) {
  27221. LineSegments.prototype.copy.call( this, source );
  27222. this.object = source.object;
  27223. return this;
  27224. };
  27225. BoxHelper.prototype.clone = function () {
  27226. return new this.constructor().copy( this );
  27227. };
  27228. /**
  27229. * @author WestLangley / http://github.com/WestLangley
  27230. */
  27231. function Box3Helper( box, hex ) {
  27232. this.type = 'Box3Helper';
  27233. this.box = box;
  27234. var color = ( hex !== undefined ) ? hex : 0xffff00;
  27235. 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 ] );
  27236. 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 ];
  27237. var geometry = new BufferGeometry();
  27238. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  27239. geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  27240. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color } ) );
  27241. this.geometry.computeBoundingSphere();
  27242. }
  27243. Box3Helper.prototype = Object.create( LineSegments.prototype );
  27244. Box3Helper.prototype.constructor = Box3Helper;
  27245. Box3Helper.prototype.updateMatrixWorld = function ( force ) {
  27246. var box = this.box;
  27247. if ( box.isEmpty() ) return;
  27248. box.getCenter( this.position );
  27249. box.getSize( this.scale );
  27250. this.scale.multiplyScalar( 0.5 );
  27251. Object3D.prototype.updateMatrixWorld.call( this, force );
  27252. };
  27253. /**
  27254. * @author WestLangley / http://github.com/WestLangley
  27255. */
  27256. function PlaneHelper( plane, size, hex ) {
  27257. this.type = 'PlaneHelper';
  27258. this.plane = plane;
  27259. this.size = ( size === undefined ) ? 1 : size;
  27260. var color = ( hex !== undefined ) ? hex : 0xffff00;
  27261. 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 ];
  27262. var geometry = new BufferGeometry();
  27263. geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  27264. geometry.computeBoundingSphere();
  27265. Line.call( this, geometry, new LineBasicMaterial( { color: color } ) );
  27266. //
  27267. var positions2 = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, - 1, 1, 1, - 1, 1 ];
  27268. var geometry2 = new BufferGeometry();
  27269. geometry2.addAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
  27270. geometry2.computeBoundingSphere();
  27271. this.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false } ) ) );
  27272. }
  27273. PlaneHelper.prototype = Object.create( Line.prototype );
  27274. PlaneHelper.prototype.constructor = PlaneHelper;
  27275. PlaneHelper.prototype.updateMatrixWorld = function ( force ) {
  27276. var scale = - this.plane.constant;
  27277. if ( Math.abs( scale ) < 1e-8 ) scale = 1e-8; // sign does not matter
  27278. this.scale.set( 0.5 * this.size, 0.5 * this.size, scale );
  27279. this.children[ 0 ].material.side = ( scale < 0 ) ? BackSide : FrontSide; // renderer flips side when determinant < 0; flipping not wanted here
  27280. this.lookAt( this.plane.normal );
  27281. Object3D.prototype.updateMatrixWorld.call( this, force );
  27282. };
  27283. /**
  27284. * @author WestLangley / http://github.com/WestLangley
  27285. * @author zz85 / http://github.com/zz85
  27286. * @author bhouston / http://clara.io
  27287. *
  27288. * Creates an arrow for visualizing directions
  27289. *
  27290. * Parameters:
  27291. * dir - Vector3
  27292. * origin - Vector3
  27293. * length - Number
  27294. * color - color in hex value
  27295. * headLength - Number
  27296. * headWidth - Number
  27297. */
  27298. var lineGeometry, coneGeometry;
  27299. function ArrowHelper( dir, origin, length, color, headLength, headWidth ) {
  27300. // dir is assumed to be normalized
  27301. Object3D.call( this );
  27302. if ( dir === undefined ) dir = new Vector3( 0, 0, 1 );
  27303. if ( origin === undefined ) origin = new Vector3( 0, 0, 0 );
  27304. if ( length === undefined ) length = 1;
  27305. if ( color === undefined ) color = 0xffff00;
  27306. if ( headLength === undefined ) headLength = 0.2 * length;
  27307. if ( headWidth === undefined ) headWidth = 0.2 * headLength;
  27308. if ( lineGeometry === undefined ) {
  27309. lineGeometry = new BufferGeometry();
  27310. lineGeometry.addAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );
  27311. coneGeometry = new CylinderBufferGeometry( 0, 0.5, 1, 5, 1 );
  27312. coneGeometry.translate( 0, - 0.5, 0 );
  27313. }
  27314. this.position.copy( origin );
  27315. this.line = new Line( lineGeometry, new LineBasicMaterial( { color: color } ) );
  27316. this.line.matrixAutoUpdate = false;
  27317. this.add( this.line );
  27318. this.cone = new Mesh( coneGeometry, new MeshBasicMaterial( { color: color } ) );
  27319. this.cone.matrixAutoUpdate = false;
  27320. this.add( this.cone );
  27321. this.setDirection( dir );
  27322. this.setLength( length, headLength, headWidth );
  27323. }
  27324. ArrowHelper.prototype = Object.create( Object3D.prototype );
  27325. ArrowHelper.prototype.constructor = ArrowHelper;
  27326. ArrowHelper.prototype.setDirection = ( function () {
  27327. var axis = new Vector3();
  27328. var radians;
  27329. return function setDirection( dir ) {
  27330. // dir is assumed to be normalized
  27331. if ( dir.y > 0.99999 ) {
  27332. this.quaternion.set( 0, 0, 0, 1 );
  27333. } else if ( dir.y < - 0.99999 ) {
  27334. this.quaternion.set( 1, 0, 0, 0 );
  27335. } else {
  27336. axis.set( dir.z, 0, - dir.x ).normalize();
  27337. radians = Math.acos( dir.y );
  27338. this.quaternion.setFromAxisAngle( axis, radians );
  27339. }
  27340. };
  27341. }() );
  27342. ArrowHelper.prototype.setLength = function ( length, headLength, headWidth ) {
  27343. if ( headLength === undefined ) headLength = 0.2 * length;
  27344. if ( headWidth === undefined ) headWidth = 0.2 * headLength;
  27345. this.line.scale.set( 1, Math.max( 0, length - headLength ), 1 );
  27346. this.line.updateMatrix();
  27347. this.cone.scale.set( headWidth, headLength, headWidth );
  27348. this.cone.position.y = length;
  27349. this.cone.updateMatrix();
  27350. };
  27351. ArrowHelper.prototype.setColor = function ( color ) {
  27352. this.line.material.color.copy( color );
  27353. this.cone.material.color.copy( color );
  27354. };
  27355. ArrowHelper.prototype.copy = function ( source ) {
  27356. Object3D.prototype.copy.call( this, source, false );
  27357. this.line.copy( source.line );
  27358. this.cone.copy( source.cone );
  27359. return this;
  27360. };
  27361. ArrowHelper.prototype.clone = function () {
  27362. return new this.constructor().copy( this );
  27363. };
  27364. /**
  27365. * @author sroucheray / http://sroucheray.org/
  27366. * @author mrdoob / http://mrdoob.com/
  27367. */
  27368. function AxesHelper( size ) {
  27369. size = size || 1;
  27370. var vertices = [
  27371. 0, 0, 0, size, 0, 0,
  27372. 0, 0, 0, 0, size, 0,
  27373. 0, 0, 0, 0, 0, size
  27374. ];
  27375. var colors = [
  27376. 1, 0, 0, 1, 0.6, 0,
  27377. 0, 1, 0, 0.6, 1, 0,
  27378. 0, 0, 1, 0, 0.6, 1
  27379. ];
  27380. var geometry = new BufferGeometry();
  27381. geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27382. geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27383. var material = new LineBasicMaterial( { vertexColors: VertexColors } );
  27384. LineSegments.call( this, geometry, material );
  27385. }
  27386. AxesHelper.prototype = Object.create( LineSegments.prototype );
  27387. AxesHelper.prototype.constructor = AxesHelper;
  27388. /**
  27389. * @author mrdoob / http://mrdoob.com/
  27390. */
  27391. function Face4( a, b, c, d, normal, color, materialIndex ) {
  27392. console.warn( 'THREE.Face4 has been removed. A THREE.Face3 will be created instead.' );
  27393. return new Face3( a, b, c, normal, color, materialIndex );
  27394. }
  27395. var LineStrip = 0;
  27396. var LinePieces = 1;
  27397. function MeshFaceMaterial( materials ) {
  27398. console.warn( 'THREE.MeshFaceMaterial has been removed. Use an Array instead.' );
  27399. return materials;
  27400. }
  27401. function MultiMaterial( materials ) {
  27402. if ( materials === undefined ) materials = [];
  27403. console.warn( 'THREE.MultiMaterial has been removed. Use an Array instead.' );
  27404. materials.isMultiMaterial = true;
  27405. materials.materials = materials;
  27406. materials.clone = function () {
  27407. return materials.slice();
  27408. };
  27409. return materials;
  27410. }
  27411. function PointCloud( geometry, material ) {
  27412. console.warn( 'THREE.PointCloud has been renamed to THREE.Points.' );
  27413. return new Points( geometry, material );
  27414. }
  27415. function Particle( material ) {
  27416. console.warn( 'THREE.Particle has been renamed to THREE.Sprite.' );
  27417. return new Sprite( material );
  27418. }
  27419. function ParticleSystem( geometry, material ) {
  27420. console.warn( 'THREE.ParticleSystem has been renamed to THREE.Points.' );
  27421. return new Points( geometry, material );
  27422. }
  27423. function PointCloudMaterial( parameters ) {
  27424. console.warn( 'THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.' );
  27425. return new PointsMaterial( parameters );
  27426. }
  27427. function ParticleBasicMaterial( parameters ) {
  27428. console.warn( 'THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.' );
  27429. return new PointsMaterial( parameters );
  27430. }
  27431. function ParticleSystemMaterial( parameters ) {
  27432. console.warn( 'THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.' );
  27433. return new PointsMaterial( parameters );
  27434. }
  27435. function Vertex( x, y, z ) {
  27436. console.warn( 'THREE.Vertex has been removed. Use THREE.Vector3 instead.' );
  27437. return new Vector3( x, y, z );
  27438. }
  27439. //
  27440. function DynamicBufferAttribute( array, itemSize ) {
  27441. console.warn( 'THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setDynamic( true ) instead.' );
  27442. return new BufferAttribute( array, itemSize ).setDynamic( true );
  27443. }
  27444. function Int8Attribute( array, itemSize ) {
  27445. console.warn( 'THREE.Int8Attribute has been removed. Use new THREE.Int8BufferAttribute() instead.' );
  27446. return new Int8BufferAttribute( array, itemSize );
  27447. }
  27448. function Uint8Attribute( array, itemSize ) {
  27449. console.warn( 'THREE.Uint8Attribute has been removed. Use new THREE.Uint8BufferAttribute() instead.' );
  27450. return new Uint8BufferAttribute( array, itemSize );
  27451. }
  27452. function Uint8ClampedAttribute( array, itemSize ) {
  27453. console.warn( 'THREE.Uint8ClampedAttribute has been removed. Use new THREE.Uint8ClampedBufferAttribute() instead.' );
  27454. return new Uint8ClampedBufferAttribute( array, itemSize );
  27455. }
  27456. function Int16Attribute( array, itemSize ) {
  27457. console.warn( 'THREE.Int16Attribute has been removed. Use new THREE.Int16BufferAttribute() instead.' );
  27458. return new Int16BufferAttribute( array, itemSize );
  27459. }
  27460. function Uint16Attribute( array, itemSize ) {
  27461. console.warn( 'THREE.Uint16Attribute has been removed. Use new THREE.Uint16BufferAttribute() instead.' );
  27462. return new Uint16BufferAttribute( array, itemSize );
  27463. }
  27464. function Int32Attribute( array, itemSize ) {
  27465. console.warn( 'THREE.Int32Attribute has been removed. Use new THREE.Int32BufferAttribute() instead.' );
  27466. return new Int32BufferAttribute( array, itemSize );
  27467. }
  27468. function Uint32Attribute( array, itemSize ) {
  27469. console.warn( 'THREE.Uint32Attribute has been removed. Use new THREE.Uint32BufferAttribute() instead.' );
  27470. return new Uint32BufferAttribute( array, itemSize );
  27471. }
  27472. function Float32Attribute( array, itemSize ) {
  27473. console.warn( 'THREE.Float32Attribute has been removed. Use new THREE.Float32BufferAttribute() instead.' );
  27474. return new Float32BufferAttribute( array, itemSize );
  27475. }
  27476. function Float64Attribute( array, itemSize ) {
  27477. console.warn( 'THREE.Float64Attribute has been removed. Use new THREE.Float64BufferAttribute() instead.' );
  27478. return new Float64BufferAttribute( array, itemSize );
  27479. }
  27480. //
  27481. Curve.create = function ( construct, getPoint ) {
  27482. console.log( 'THREE.Curve.create() has been deprecated' );
  27483. construct.prototype = Object.create( Curve.prototype );
  27484. construct.prototype.constructor = construct;
  27485. construct.prototype.getPoint = getPoint;
  27486. return construct;
  27487. };
  27488. //
  27489. Object.assign( CurvePath.prototype, {
  27490. createPointsGeometry: function ( divisions ) {
  27491. console.warn( 'THREE.CurvePath: .createPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  27492. // generate geometry from path points (for Line or Points objects)
  27493. var pts = this.getPoints( divisions );
  27494. return this.createGeometry( pts );
  27495. },
  27496. createSpacedPointsGeometry: function ( divisions ) {
  27497. console.warn( 'THREE.CurvePath: .createSpacedPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  27498. // generate geometry from equidistant sampling along the path
  27499. var pts = this.getSpacedPoints( divisions );
  27500. return this.createGeometry( pts );
  27501. },
  27502. createGeometry: function ( points ) {
  27503. console.warn( 'THREE.CurvePath: .createGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  27504. var geometry = new Geometry();
  27505. for ( var i = 0, l = points.length; i < l; i ++ ) {
  27506. var point = points[ i ];
  27507. geometry.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );
  27508. }
  27509. return geometry;
  27510. }
  27511. } );
  27512. //
  27513. Object.assign( Path.prototype, {
  27514. fromPoints: function ( points ) {
  27515. console.warn( 'THREE.Path: .fromPoints() has been renamed to .setFromPoints().' );
  27516. this.setFromPoints( points );
  27517. }
  27518. } );
  27519. //
  27520. function ClosedSplineCurve3( points ) {
  27521. console.warn( 'THREE.ClosedSplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
  27522. CatmullRomCurve3.call( this, points );
  27523. this.type = 'catmullrom';
  27524. this.closed = true;
  27525. }
  27526. ClosedSplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
  27527. //
  27528. function SplineCurve3( points ) {
  27529. console.warn( 'THREE.SplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
  27530. CatmullRomCurve3.call( this, points );
  27531. this.type = 'catmullrom';
  27532. }
  27533. SplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
  27534. //
  27535. function Spline( points ) {
  27536. console.warn( 'THREE.Spline has been removed. Use THREE.CatmullRomCurve3 instead.' );
  27537. CatmullRomCurve3.call( this, points );
  27538. this.type = 'catmullrom';
  27539. }
  27540. Spline.prototype = Object.create( CatmullRomCurve3.prototype );
  27541. Object.assign( Spline.prototype, {
  27542. initFromArray: function ( /* a */ ) {
  27543. console.error( 'THREE.Spline: .initFromArray() has been removed.' );
  27544. },
  27545. getControlPointsArray: function ( /* optionalTarget */ ) {
  27546. console.error( 'THREE.Spline: .getControlPointsArray() has been removed.' );
  27547. },
  27548. reparametrizeByArcLength: function ( /* samplingCoef */ ) {
  27549. console.error( 'THREE.Spline: .reparametrizeByArcLength() has been removed.' );
  27550. }
  27551. } );
  27552. //
  27553. function AxisHelper( size ) {
  27554. console.warn( 'THREE.AxisHelper has been renamed to THREE.AxesHelper.' );
  27555. return new AxesHelper( size );
  27556. }
  27557. function BoundingBoxHelper( object, color ) {
  27558. console.warn( 'THREE.BoundingBoxHelper has been deprecated. Creating a THREE.BoxHelper instead.' );
  27559. return new BoxHelper( object, color );
  27560. }
  27561. function EdgesHelper( object, hex ) {
  27562. console.warn( 'THREE.EdgesHelper has been removed. Use THREE.EdgesGeometry instead.' );
  27563. return new LineSegments( new EdgesGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );
  27564. }
  27565. GridHelper.prototype.setColors = function () {
  27566. console.error( 'THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.' );
  27567. };
  27568. SkeletonHelper.prototype.update = function () {
  27569. console.error( 'THREE.SkeletonHelper: update() no longer needs to be called.' );
  27570. };
  27571. function WireframeHelper( object, hex ) {
  27572. console.warn( 'THREE.WireframeHelper has been removed. Use THREE.WireframeGeometry instead.' );
  27573. return new LineSegments( new WireframeGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );
  27574. }
  27575. //
  27576. Object.assign( Loader.prototype, {
  27577. extractUrlBase: function ( url ) {
  27578. console.warn( 'THREE.Loader: .extractUrlBase() has been deprecated. Use THREE.LoaderUtils.extractUrlBase() instead.' );
  27579. return LoaderUtils.extractUrlBase( url );
  27580. }
  27581. } );
  27582. function XHRLoader( manager ) {
  27583. console.warn( 'THREE.XHRLoader has been renamed to THREE.FileLoader.' );
  27584. return new FileLoader( manager );
  27585. }
  27586. function BinaryTextureLoader( manager ) {
  27587. console.warn( 'THREE.BinaryTextureLoader has been renamed to THREE.DataTextureLoader.' );
  27588. return new DataTextureLoader( manager );
  27589. }
  27590. Object.assign( ObjectLoader.prototype, {
  27591. setTexturePath: function ( value ) {
  27592. console.warn( 'THREE.ObjectLoader: .setTexturePath() has been renamed to .setResourcePath().' );
  27593. return this.setResourcePath( value );
  27594. }
  27595. } );
  27596. //
  27597. Object.assign( Box2.prototype, {
  27598. center: function ( optionalTarget ) {
  27599. console.warn( 'THREE.Box2: .center() has been renamed to .getCenter().' );
  27600. return this.getCenter( optionalTarget );
  27601. },
  27602. empty: function () {
  27603. console.warn( 'THREE.Box2: .empty() has been renamed to .isEmpty().' );
  27604. return this.isEmpty();
  27605. },
  27606. isIntersectionBox: function ( box ) {
  27607. console.warn( 'THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().' );
  27608. return this.intersectsBox( box );
  27609. },
  27610. size: function ( optionalTarget ) {
  27611. console.warn( 'THREE.Box2: .size() has been renamed to .getSize().' );
  27612. return this.getSize( optionalTarget );
  27613. }
  27614. } );
  27615. Object.assign( Box3.prototype, {
  27616. center: function ( optionalTarget ) {
  27617. console.warn( 'THREE.Box3: .center() has been renamed to .getCenter().' );
  27618. return this.getCenter( optionalTarget );
  27619. },
  27620. empty: function () {
  27621. console.warn( 'THREE.Box3: .empty() has been renamed to .isEmpty().' );
  27622. return this.isEmpty();
  27623. },
  27624. isIntersectionBox: function ( box ) {
  27625. console.warn( 'THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().' );
  27626. return this.intersectsBox( box );
  27627. },
  27628. isIntersectionSphere: function ( sphere ) {
  27629. console.warn( 'THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
  27630. return this.intersectsSphere( sphere );
  27631. },
  27632. size: function ( optionalTarget ) {
  27633. console.warn( 'THREE.Box3: .size() has been renamed to .getSize().' );
  27634. return this.getSize( optionalTarget );
  27635. }
  27636. } );
  27637. Line3.prototype.center = function ( optionalTarget ) {
  27638. console.warn( 'THREE.Line3: .center() has been renamed to .getCenter().' );
  27639. return this.getCenter( optionalTarget );
  27640. };
  27641. Object.assign( _Math, {
  27642. random16: function () {
  27643. console.warn( 'THREE.Math: .random16() has been deprecated. Use Math.random() instead.' );
  27644. return Math.random();
  27645. },
  27646. nearestPowerOfTwo: function ( value ) {
  27647. console.warn( 'THREE.Math: .nearestPowerOfTwo() has been renamed to .floorPowerOfTwo().' );
  27648. return _Math.floorPowerOfTwo( value );
  27649. },
  27650. nextPowerOfTwo: function ( value ) {
  27651. console.warn( 'THREE.Math: .nextPowerOfTwo() has been renamed to .ceilPowerOfTwo().' );
  27652. return _Math.ceilPowerOfTwo( value );
  27653. }
  27654. } );
  27655. Object.assign( Matrix3.prototype, {
  27656. flattenToArrayOffset: function ( array, offset ) {
  27657. console.warn( "THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
  27658. return this.toArray( array, offset );
  27659. },
  27660. multiplyVector3: function ( vector ) {
  27661. console.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' );
  27662. return vector.applyMatrix3( this );
  27663. },
  27664. multiplyVector3Array: function ( /* a */ ) {
  27665. console.error( 'THREE.Matrix3: .multiplyVector3Array() has been removed.' );
  27666. },
  27667. applyToBuffer: function ( buffer /*, offset, length */ ) {
  27668. console.warn( 'THREE.Matrix3: .applyToBuffer() has been removed. Use matrix.applyToBufferAttribute( attribute ) instead.' );
  27669. return this.applyToBufferAttribute( buffer );
  27670. },
  27671. applyToVector3Array: function ( /* array, offset, length */ ) {
  27672. console.error( 'THREE.Matrix3: .applyToVector3Array() has been removed.' );
  27673. }
  27674. } );
  27675. Object.assign( Matrix4.prototype, {
  27676. extractPosition: function ( m ) {
  27677. console.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' );
  27678. return this.copyPosition( m );
  27679. },
  27680. flattenToArrayOffset: function ( array, offset ) {
  27681. console.warn( "THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
  27682. return this.toArray( array, offset );
  27683. },
  27684. getPosition: function () {
  27685. var v1;
  27686. return function getPosition() {
  27687. if ( v1 === undefined ) v1 = new Vector3();
  27688. console.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' );
  27689. return v1.setFromMatrixColumn( this, 3 );
  27690. };
  27691. }(),
  27692. setRotationFromQuaternion: function ( q ) {
  27693. console.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' );
  27694. return this.makeRotationFromQuaternion( q );
  27695. },
  27696. multiplyToArray: function () {
  27697. console.warn( 'THREE.Matrix4: .multiplyToArray() has been removed.' );
  27698. },
  27699. multiplyVector3: function ( vector ) {
  27700. console.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  27701. return vector.applyMatrix4( this );
  27702. },
  27703. multiplyVector4: function ( vector ) {
  27704. console.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  27705. return vector.applyMatrix4( this );
  27706. },
  27707. multiplyVector3Array: function ( /* a */ ) {
  27708. console.error( 'THREE.Matrix4: .multiplyVector3Array() has been removed.' );
  27709. },
  27710. rotateAxis: function ( v ) {
  27711. console.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' );
  27712. v.transformDirection( this );
  27713. },
  27714. crossVector: function ( vector ) {
  27715. console.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  27716. return vector.applyMatrix4( this );
  27717. },
  27718. translate: function () {
  27719. console.error( 'THREE.Matrix4: .translate() has been removed.' );
  27720. },
  27721. rotateX: function () {
  27722. console.error( 'THREE.Matrix4: .rotateX() has been removed.' );
  27723. },
  27724. rotateY: function () {
  27725. console.error( 'THREE.Matrix4: .rotateY() has been removed.' );
  27726. },
  27727. rotateZ: function () {
  27728. console.error( 'THREE.Matrix4: .rotateZ() has been removed.' );
  27729. },
  27730. rotateByAxis: function () {
  27731. console.error( 'THREE.Matrix4: .rotateByAxis() has been removed.' );
  27732. },
  27733. applyToBuffer: function ( buffer /*, offset, length */ ) {
  27734. console.warn( 'THREE.Matrix4: .applyToBuffer() has been removed. Use matrix.applyToBufferAttribute( attribute ) instead.' );
  27735. return this.applyToBufferAttribute( buffer );
  27736. },
  27737. applyToVector3Array: function ( /* array, offset, length */ ) {
  27738. console.error( 'THREE.Matrix4: .applyToVector3Array() has been removed.' );
  27739. },
  27740. makeFrustum: function ( left, right, bottom, top, near, far ) {
  27741. console.warn( 'THREE.Matrix4: .makeFrustum() has been removed. Use .makePerspective( left, right, top, bottom, near, far ) instead.' );
  27742. return this.makePerspective( left, right, top, bottom, near, far );
  27743. }
  27744. } );
  27745. Plane.prototype.isIntersectionLine = function ( line ) {
  27746. console.warn( 'THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().' );
  27747. return this.intersectsLine( line );
  27748. };
  27749. Quaternion.prototype.multiplyVector3 = function ( vector ) {
  27750. console.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );
  27751. return vector.applyQuaternion( this );
  27752. };
  27753. Object.assign( Ray.prototype, {
  27754. isIntersectionBox: function ( box ) {
  27755. console.warn( 'THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().' );
  27756. return this.intersectsBox( box );
  27757. },
  27758. isIntersectionPlane: function ( plane ) {
  27759. console.warn( 'THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().' );
  27760. return this.intersectsPlane( plane );
  27761. },
  27762. isIntersectionSphere: function ( sphere ) {
  27763. console.warn( 'THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
  27764. return this.intersectsSphere( sphere );
  27765. }
  27766. } );
  27767. Object.assign( Triangle.prototype, {
  27768. area: function () {
  27769. console.warn( 'THREE.Triangle: .area() has been renamed to .getArea().' );
  27770. return this.getArea();
  27771. },
  27772. barycoordFromPoint: function ( point, target ) {
  27773. console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
  27774. return this.getBarycoord( point, target );
  27775. },
  27776. midpoint: function ( target ) {
  27777. console.warn( 'THREE.Triangle: .midpoint() has been renamed to .getMidpoint().' );
  27778. return this.getMidpoint( target );
  27779. },
  27780. normal: function ( target ) {
  27781. console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
  27782. return this.getNormal( target );
  27783. },
  27784. plane: function ( target ) {
  27785. console.warn( 'THREE.Triangle: .plane() has been renamed to .getPlane().' );
  27786. return this.getPlane( target );
  27787. }
  27788. } );
  27789. Object.assign( Triangle, {
  27790. barycoordFromPoint: function ( point, a, b, c, target ) {
  27791. console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
  27792. return Triangle.getBarycoord( point, a, b, c, target );
  27793. },
  27794. normal: function ( a, b, c, target ) {
  27795. console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
  27796. return Triangle.getNormal( a, b, c, target );
  27797. }
  27798. } );
  27799. Object.assign( Shape.prototype, {
  27800. extractAllPoints: function ( divisions ) {
  27801. console.warn( 'THREE.Shape: .extractAllPoints() has been removed. Use .extractPoints() instead.' );
  27802. return this.extractPoints( divisions );
  27803. },
  27804. extrude: function ( options ) {
  27805. console.warn( 'THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead.' );
  27806. return new ExtrudeGeometry( this, options );
  27807. },
  27808. makeGeometry: function ( options ) {
  27809. console.warn( 'THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead.' );
  27810. return new ShapeGeometry( this, options );
  27811. }
  27812. } );
  27813. Object.assign( Vector2.prototype, {
  27814. fromAttribute: function ( attribute, index, offset ) {
  27815. console.warn( 'THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  27816. return this.fromBufferAttribute( attribute, index, offset );
  27817. },
  27818. distanceToManhattan: function ( v ) {
  27819. console.warn( 'THREE.Vector2: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
  27820. return this.manhattanDistanceTo( v );
  27821. },
  27822. lengthManhattan: function () {
  27823. console.warn( 'THREE.Vector2: .lengthManhattan() has been renamed to .manhattanLength().' );
  27824. return this.manhattanLength();
  27825. }
  27826. } );
  27827. Object.assign( Vector3.prototype, {
  27828. setEulerFromRotationMatrix: function () {
  27829. console.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' );
  27830. },
  27831. setEulerFromQuaternion: function () {
  27832. console.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' );
  27833. },
  27834. getPositionFromMatrix: function ( m ) {
  27835. console.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' );
  27836. return this.setFromMatrixPosition( m );
  27837. },
  27838. getScaleFromMatrix: function ( m ) {
  27839. console.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' );
  27840. return this.setFromMatrixScale( m );
  27841. },
  27842. getColumnFromMatrix: function ( index, matrix ) {
  27843. console.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' );
  27844. return this.setFromMatrixColumn( matrix, index );
  27845. },
  27846. applyProjection: function ( m ) {
  27847. console.warn( 'THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead.' );
  27848. return this.applyMatrix4( m );
  27849. },
  27850. fromAttribute: function ( attribute, index, offset ) {
  27851. console.warn( 'THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  27852. return this.fromBufferAttribute( attribute, index, offset );
  27853. },
  27854. distanceToManhattan: function ( v ) {
  27855. console.warn( 'THREE.Vector3: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
  27856. return this.manhattanDistanceTo( v );
  27857. },
  27858. lengthManhattan: function () {
  27859. console.warn( 'THREE.Vector3: .lengthManhattan() has been renamed to .manhattanLength().' );
  27860. return this.manhattanLength();
  27861. }
  27862. } );
  27863. Object.assign( Vector4.prototype, {
  27864. fromAttribute: function ( attribute, index, offset ) {
  27865. console.warn( 'THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  27866. return this.fromBufferAttribute( attribute, index, offset );
  27867. },
  27868. lengthManhattan: function () {
  27869. console.warn( 'THREE.Vector4: .lengthManhattan() has been renamed to .manhattanLength().' );
  27870. return this.manhattanLength();
  27871. }
  27872. } );
  27873. //
  27874. Object.assign( Geometry.prototype, {
  27875. computeTangents: function () {
  27876. console.error( 'THREE.Geometry: .computeTangents() has been removed.' );
  27877. },
  27878. computeLineDistances: function () {
  27879. console.error( 'THREE.Geometry: .computeLineDistances() has been removed. Use THREE.Line.computeLineDistances() instead.' );
  27880. }
  27881. } );
  27882. Object.assign( Object3D.prototype, {
  27883. getChildByName: function ( name ) {
  27884. console.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' );
  27885. return this.getObjectByName( name );
  27886. },
  27887. renderDepth: function () {
  27888. console.warn( 'THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.' );
  27889. },
  27890. translate: function ( distance, axis ) {
  27891. console.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' );
  27892. return this.translateOnAxis( axis, distance );
  27893. },
  27894. getWorldRotation: function () {
  27895. console.error( 'THREE.Object3D: .getWorldRotation() has been removed. Use THREE.Object3D.getWorldQuaternion( target ) instead.' );
  27896. }
  27897. } );
  27898. Object.defineProperties( Object3D.prototype, {
  27899. eulerOrder: {
  27900. get: function () {
  27901. console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
  27902. return this.rotation.order;
  27903. },
  27904. set: function ( value ) {
  27905. console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
  27906. this.rotation.order = value;
  27907. }
  27908. },
  27909. useQuaternion: {
  27910. get: function () {
  27911. console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  27912. },
  27913. set: function () {
  27914. console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  27915. }
  27916. }
  27917. } );
  27918. Object.defineProperties( LOD.prototype, {
  27919. objects: {
  27920. get: function () {
  27921. console.warn( 'THREE.LOD: .objects has been renamed to .levels.' );
  27922. return this.levels;
  27923. }
  27924. }
  27925. } );
  27926. Object.defineProperty( Skeleton.prototype, 'useVertexTexture', {
  27927. get: function () {
  27928. console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );
  27929. },
  27930. set: function () {
  27931. console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );
  27932. }
  27933. } );
  27934. SkinnedMesh.prototype.initBones = function () {
  27935. console.error( 'THREE.SkinnedMesh: initBones() has been removed.' );
  27936. };
  27937. Object.defineProperty( Curve.prototype, '__arcLengthDivisions', {
  27938. get: function () {
  27939. console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
  27940. return this.arcLengthDivisions;
  27941. },
  27942. set: function ( value ) {
  27943. console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
  27944. this.arcLengthDivisions = value;
  27945. }
  27946. } );
  27947. //
  27948. PerspectiveCamera.prototype.setLens = function ( focalLength, filmGauge ) {
  27949. console.warn( "THREE.PerspectiveCamera.setLens is deprecated. " +
  27950. "Use .setFocalLength and .filmGauge for a photographic setup." );
  27951. if ( filmGauge !== undefined ) this.filmGauge = filmGauge;
  27952. this.setFocalLength( focalLength );
  27953. };
  27954. //
  27955. Object.defineProperties( Light.prototype, {
  27956. onlyShadow: {
  27957. set: function () {
  27958. console.warn( 'THREE.Light: .onlyShadow has been removed.' );
  27959. }
  27960. },
  27961. shadowCameraFov: {
  27962. set: function ( value ) {
  27963. console.warn( 'THREE.Light: .shadowCameraFov is now .shadow.camera.fov.' );
  27964. this.shadow.camera.fov = value;
  27965. }
  27966. },
  27967. shadowCameraLeft: {
  27968. set: function ( value ) {
  27969. console.warn( 'THREE.Light: .shadowCameraLeft is now .shadow.camera.left.' );
  27970. this.shadow.camera.left = value;
  27971. }
  27972. },
  27973. shadowCameraRight: {
  27974. set: function ( value ) {
  27975. console.warn( 'THREE.Light: .shadowCameraRight is now .shadow.camera.right.' );
  27976. this.shadow.camera.right = value;
  27977. }
  27978. },
  27979. shadowCameraTop: {
  27980. set: function ( value ) {
  27981. console.warn( 'THREE.Light: .shadowCameraTop is now .shadow.camera.top.' );
  27982. this.shadow.camera.top = value;
  27983. }
  27984. },
  27985. shadowCameraBottom: {
  27986. set: function ( value ) {
  27987. console.warn( 'THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom.' );
  27988. this.shadow.camera.bottom = value;
  27989. }
  27990. },
  27991. shadowCameraNear: {
  27992. set: function ( value ) {
  27993. console.warn( 'THREE.Light: .shadowCameraNear is now .shadow.camera.near.' );
  27994. this.shadow.camera.near = value;
  27995. }
  27996. },
  27997. shadowCameraFar: {
  27998. set: function ( value ) {
  27999. console.warn( 'THREE.Light: .shadowCameraFar is now .shadow.camera.far.' );
  28000. this.shadow.camera.far = value;
  28001. }
  28002. },
  28003. shadowCameraVisible: {
  28004. set: function () {
  28005. console.warn( 'THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.' );
  28006. }
  28007. },
  28008. shadowBias: {
  28009. set: function ( value ) {
  28010. console.warn( 'THREE.Light: .shadowBias is now .shadow.bias.' );
  28011. this.shadow.bias = value;
  28012. }
  28013. },
  28014. shadowDarkness: {
  28015. set: function () {
  28016. console.warn( 'THREE.Light: .shadowDarkness has been removed.' );
  28017. }
  28018. },
  28019. shadowMapWidth: {
  28020. set: function ( value ) {
  28021. console.warn( 'THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.' );
  28022. this.shadow.mapSize.width = value;
  28023. }
  28024. },
  28025. shadowMapHeight: {
  28026. set: function ( value ) {
  28027. console.warn( 'THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.' );
  28028. this.shadow.mapSize.height = value;
  28029. }
  28030. }
  28031. } );
  28032. //
  28033. Object.defineProperties( BufferAttribute.prototype, {
  28034. length: {
  28035. get: function () {
  28036. console.warn( 'THREE.BufferAttribute: .length has been deprecated. Use .count instead.' );
  28037. return this.array.length;
  28038. }
  28039. },
  28040. copyIndicesArray: function ( /* indices */ ) {
  28041. console.error( 'THREE.BufferAttribute: .copyIndicesArray() has been removed.' );
  28042. }
  28043. } );
  28044. Object.assign( BufferGeometry.prototype, {
  28045. addIndex: function ( index ) {
  28046. console.warn( 'THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().' );
  28047. this.setIndex( index );
  28048. },
  28049. addDrawCall: function ( start, count, indexOffset ) {
  28050. if ( indexOffset !== undefined ) {
  28051. console.warn( 'THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.' );
  28052. }
  28053. console.warn( 'THREE.BufferGeometry: .addDrawCall() is now .addGroup().' );
  28054. this.addGroup( start, count );
  28055. },
  28056. clearDrawCalls: function () {
  28057. console.warn( 'THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().' );
  28058. this.clearGroups();
  28059. },
  28060. computeTangents: function () {
  28061. console.warn( 'THREE.BufferGeometry: .computeTangents() has been removed.' );
  28062. },
  28063. computeOffsets: function () {
  28064. console.warn( 'THREE.BufferGeometry: .computeOffsets() has been removed.' );
  28065. }
  28066. } );
  28067. Object.defineProperties( BufferGeometry.prototype, {
  28068. drawcalls: {
  28069. get: function () {
  28070. console.error( 'THREE.BufferGeometry: .drawcalls has been renamed to .groups.' );
  28071. return this.groups;
  28072. }
  28073. },
  28074. offsets: {
  28075. get: function () {
  28076. console.warn( 'THREE.BufferGeometry: .offsets has been renamed to .groups.' );
  28077. return this.groups;
  28078. }
  28079. }
  28080. } );
  28081. //
  28082. Object.assign( ExtrudeBufferGeometry.prototype, {
  28083. getArrays: function () {
  28084. console.error( 'THREE.ExtrudeBufferGeometry: .getArrays() has been removed.' );
  28085. },
  28086. addShapeList: function () {
  28087. console.error( 'THREE.ExtrudeBufferGeometry: .addShapeList() has been removed.' );
  28088. },
  28089. addShape: function () {
  28090. console.error( 'THREE.ExtrudeBufferGeometry: .addShape() has been removed.' );
  28091. }
  28092. } );
  28093. //
  28094. Object.defineProperties( Uniform.prototype, {
  28095. dynamic: {
  28096. set: function () {
  28097. console.warn( 'THREE.Uniform: .dynamic has been removed. Use object.onBeforeRender() instead.' );
  28098. }
  28099. },
  28100. onUpdate: {
  28101. value: function () {
  28102. console.warn( 'THREE.Uniform: .onUpdate() has been removed. Use object.onBeforeRender() instead.' );
  28103. return this;
  28104. }
  28105. }
  28106. } );
  28107. //
  28108. Object.defineProperties( Material.prototype, {
  28109. wrapAround: {
  28110. get: function () {
  28111. console.warn( 'THREE.Material: .wrapAround has been removed.' );
  28112. },
  28113. set: function () {
  28114. console.warn( 'THREE.Material: .wrapAround has been removed.' );
  28115. }
  28116. },
  28117. overdraw: {
  28118. get: function () {
  28119. console.warn( 'THREE.Material: .overdraw has been removed.' );
  28120. },
  28121. set: function () {
  28122. console.warn( 'THREE.Material: .overdraw has been removed.' );
  28123. }
  28124. },
  28125. wrapRGB: {
  28126. get: function () {
  28127. console.warn( 'THREE.Material: .wrapRGB has been removed.' );
  28128. return new Color();
  28129. }
  28130. },
  28131. shading: {
  28132. get: function () {
  28133. console.error( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  28134. },
  28135. set: function ( value ) {
  28136. console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  28137. this.flatShading = ( value === FlatShading );
  28138. }
  28139. }
  28140. } );
  28141. Object.defineProperties( MeshPhongMaterial.prototype, {
  28142. metal: {
  28143. get: function () {
  28144. console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead.' );
  28145. return false;
  28146. },
  28147. set: function () {
  28148. console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead' );
  28149. }
  28150. }
  28151. } );
  28152. Object.defineProperties( ShaderMaterial.prototype, {
  28153. derivatives: {
  28154. get: function () {
  28155. console.warn( 'THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
  28156. return this.extensions.derivatives;
  28157. },
  28158. set: function ( value ) {
  28159. console.warn( 'THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
  28160. this.extensions.derivatives = value;
  28161. }
  28162. }
  28163. } );
  28164. //
  28165. Object.assign( WebGLRenderer.prototype, {
  28166. clearTarget: function ( renderTarget, color, depth, stencil ) {
  28167. console.warn( 'THREE.WebGLRenderer: .clearTarget() has been deprecated. Use .setRenderTarget() and .clear() instead.' );
  28168. this.setRenderTarget( renderTarget );
  28169. this.clear( color, depth, stencil );
  28170. },
  28171. animate: function ( callback ) {
  28172. console.warn( 'THREE.WebGLRenderer: .animate() is now .setAnimationLoop().' );
  28173. this.setAnimationLoop( callback );
  28174. },
  28175. getCurrentRenderTarget: function () {
  28176. console.warn( 'THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget().' );
  28177. return this.getRenderTarget();
  28178. },
  28179. getMaxAnisotropy: function () {
  28180. console.warn( 'THREE.WebGLRenderer: .getMaxAnisotropy() is now .capabilities.getMaxAnisotropy().' );
  28181. return this.capabilities.getMaxAnisotropy();
  28182. },
  28183. getPrecision: function () {
  28184. console.warn( 'THREE.WebGLRenderer: .getPrecision() is now .capabilities.precision.' );
  28185. return this.capabilities.precision;
  28186. },
  28187. resetGLState: function () {
  28188. console.warn( 'THREE.WebGLRenderer: .resetGLState() is now .state.reset().' );
  28189. return this.state.reset();
  28190. },
  28191. supportsFloatTextures: function () {
  28192. console.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).' );
  28193. return this.extensions.get( 'OES_texture_float' );
  28194. },
  28195. supportsHalfFloatTextures: function () {
  28196. console.warn( 'THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \'OES_texture_half_float\' ).' );
  28197. return this.extensions.get( 'OES_texture_half_float' );
  28198. },
  28199. supportsStandardDerivatives: function () {
  28200. console.warn( 'THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \'OES_standard_derivatives\' ).' );
  28201. return this.extensions.get( 'OES_standard_derivatives' );
  28202. },
  28203. supportsCompressedTextureS3TC: function () {
  28204. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \'WEBGL_compressed_texture_s3tc\' ).' );
  28205. return this.extensions.get( 'WEBGL_compressed_texture_s3tc' );
  28206. },
  28207. supportsCompressedTexturePVRTC: function () {
  28208. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \'WEBGL_compressed_texture_pvrtc\' ).' );
  28209. return this.extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  28210. },
  28211. supportsBlendMinMax: function () {
  28212. console.warn( 'THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \'EXT_blend_minmax\' ).' );
  28213. return this.extensions.get( 'EXT_blend_minmax' );
  28214. },
  28215. supportsVertexTextures: function () {
  28216. console.warn( 'THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures.' );
  28217. return this.capabilities.vertexTextures;
  28218. },
  28219. supportsInstancedArrays: function () {
  28220. console.warn( 'THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \'ANGLE_instanced_arrays\' ).' );
  28221. return this.extensions.get( 'ANGLE_instanced_arrays' );
  28222. },
  28223. enableScissorTest: function ( boolean ) {
  28224. console.warn( 'THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().' );
  28225. this.setScissorTest( boolean );
  28226. },
  28227. initMaterial: function () {
  28228. console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );
  28229. },
  28230. addPrePlugin: function () {
  28231. console.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );
  28232. },
  28233. addPostPlugin: function () {
  28234. console.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );
  28235. },
  28236. updateShadowMap: function () {
  28237. console.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );
  28238. },
  28239. setFaceCulling: function () {
  28240. console.warn( 'THREE.WebGLRenderer: .setFaceCulling() has been removed.' );
  28241. }
  28242. } );
  28243. Object.defineProperties( WebGLRenderer.prototype, {
  28244. shadowMapEnabled: {
  28245. get: function () {
  28246. return this.shadowMap.enabled;
  28247. },
  28248. set: function ( value ) {
  28249. console.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' );
  28250. this.shadowMap.enabled = value;
  28251. }
  28252. },
  28253. shadowMapType: {
  28254. get: function () {
  28255. return this.shadowMap.type;
  28256. },
  28257. set: function ( value ) {
  28258. console.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' );
  28259. this.shadowMap.type = value;
  28260. }
  28261. },
  28262. shadowMapCullFace: {
  28263. get: function () {
  28264. console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
  28265. return undefined;
  28266. },
  28267. set: function ( /* value */ ) {
  28268. console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
  28269. }
  28270. }
  28271. } );
  28272. Object.defineProperties( WebGLShadowMap.prototype, {
  28273. cullFace: {
  28274. get: function () {
  28275. console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
  28276. return undefined;
  28277. },
  28278. set: function ( /* cullFace */ ) {
  28279. console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
  28280. }
  28281. },
  28282. renderReverseSided: {
  28283. get: function () {
  28284. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
  28285. return undefined;
  28286. },
  28287. set: function () {
  28288. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
  28289. }
  28290. },
  28291. renderSingleSided: {
  28292. get: function () {
  28293. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
  28294. return undefined;
  28295. },
  28296. set: function () {
  28297. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
  28298. }
  28299. }
  28300. } );
  28301. //
  28302. Object.defineProperties( WebGLRenderTarget.prototype, {
  28303. wrapS: {
  28304. get: function () {
  28305. console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
  28306. return this.texture.wrapS;
  28307. },
  28308. set: function ( value ) {
  28309. console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
  28310. this.texture.wrapS = value;
  28311. }
  28312. },
  28313. wrapT: {
  28314. get: function () {
  28315. console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
  28316. return this.texture.wrapT;
  28317. },
  28318. set: function ( value ) {
  28319. console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
  28320. this.texture.wrapT = value;
  28321. }
  28322. },
  28323. magFilter: {
  28324. get: function () {
  28325. console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
  28326. return this.texture.magFilter;
  28327. },
  28328. set: function ( value ) {
  28329. console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
  28330. this.texture.magFilter = value;
  28331. }
  28332. },
  28333. minFilter: {
  28334. get: function () {
  28335. console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
  28336. return this.texture.minFilter;
  28337. },
  28338. set: function ( value ) {
  28339. console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
  28340. this.texture.minFilter = value;
  28341. }
  28342. },
  28343. anisotropy: {
  28344. get: function () {
  28345. console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
  28346. return this.texture.anisotropy;
  28347. },
  28348. set: function ( value ) {
  28349. console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
  28350. this.texture.anisotropy = value;
  28351. }
  28352. },
  28353. offset: {
  28354. get: function () {
  28355. console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
  28356. return this.texture.offset;
  28357. },
  28358. set: function ( value ) {
  28359. console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
  28360. this.texture.offset = value;
  28361. }
  28362. },
  28363. repeat: {
  28364. get: function () {
  28365. console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
  28366. return this.texture.repeat;
  28367. },
  28368. set: function ( value ) {
  28369. console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
  28370. this.texture.repeat = value;
  28371. }
  28372. },
  28373. format: {
  28374. get: function () {
  28375. console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
  28376. return this.texture.format;
  28377. },
  28378. set: function ( value ) {
  28379. console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
  28380. this.texture.format = value;
  28381. }
  28382. },
  28383. type: {
  28384. get: function () {
  28385. console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
  28386. return this.texture.type;
  28387. },
  28388. set: function ( value ) {
  28389. console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
  28390. this.texture.type = value;
  28391. }
  28392. },
  28393. generateMipmaps: {
  28394. get: function () {
  28395. console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
  28396. return this.texture.generateMipmaps;
  28397. },
  28398. set: function ( value ) {
  28399. console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
  28400. this.texture.generateMipmaps = value;
  28401. }
  28402. }
  28403. } );
  28404. //
  28405. Object.defineProperties( WebVRManager.prototype, {
  28406. standing: {
  28407. set: function ( /* value */ ) {
  28408. console.warn( 'THREE.WebVRManager: .standing has been removed.' );
  28409. }
  28410. },
  28411. userHeight: {
  28412. set: function ( /* value */ ) {
  28413. console.warn( 'THREE.WebVRManager: .userHeight has been removed.' );
  28414. }
  28415. }
  28416. } );
  28417. //
  28418. Audio.prototype.load = function ( file ) {
  28419. console.warn( 'THREE.Audio: .load has been deprecated. Use THREE.AudioLoader instead.' );
  28420. var scope = this;
  28421. var audioLoader = new AudioLoader();
  28422. audioLoader.load( file, function ( buffer ) {
  28423. scope.setBuffer( buffer );
  28424. } );
  28425. return this;
  28426. };
  28427. AudioAnalyser.prototype.getData = function () {
  28428. console.warn( 'THREE.AudioAnalyser: .getData() is now .getFrequencyData().' );
  28429. return this.getFrequencyData();
  28430. };
  28431. //
  28432. CubeCamera.prototype.updateCubeMap = function ( renderer, scene ) {
  28433. console.warn( 'THREE.CubeCamera: .updateCubeMap() is now .update().' );
  28434. return this.update( renderer, scene );
  28435. };
  28436. //
  28437. var GeometryUtils = {
  28438. merge: function ( geometry1, geometry2, materialIndexOffset ) {
  28439. console.warn( 'THREE.GeometryUtils: .merge() has been moved to Geometry. Use geometry.merge( geometry2, matrix, materialIndexOffset ) instead.' );
  28440. var matrix;
  28441. if ( geometry2.isMesh ) {
  28442. geometry2.matrixAutoUpdate && geometry2.updateMatrix();
  28443. matrix = geometry2.matrix;
  28444. geometry2 = geometry2.geometry;
  28445. }
  28446. geometry1.merge( geometry2, matrix, materialIndexOffset );
  28447. },
  28448. center: function ( geometry ) {
  28449. console.warn( 'THREE.GeometryUtils: .center() has been moved to Geometry. Use geometry.center() instead.' );
  28450. return geometry.center();
  28451. }
  28452. };
  28453. ImageUtils.crossOrigin = undefined;
  28454. ImageUtils.loadTexture = function ( url, mapping, onLoad, onError ) {
  28455. console.warn( 'THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.' );
  28456. var loader = new TextureLoader();
  28457. loader.setCrossOrigin( this.crossOrigin );
  28458. var texture = loader.load( url, onLoad, undefined, onError );
  28459. if ( mapping ) texture.mapping = mapping;
  28460. return texture;
  28461. };
  28462. ImageUtils.loadTextureCube = function ( urls, mapping, onLoad, onError ) {
  28463. console.warn( 'THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.' );
  28464. var loader = new CubeTextureLoader();
  28465. loader.setCrossOrigin( this.crossOrigin );
  28466. var texture = loader.load( urls, onLoad, undefined, onError );
  28467. if ( mapping ) texture.mapping = mapping;
  28468. return texture;
  28469. };
  28470. ImageUtils.loadCompressedTexture = function () {
  28471. console.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' );
  28472. };
  28473. ImageUtils.loadCompressedTextureCube = function () {
  28474. console.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' );
  28475. };
  28476. //
  28477. function Projector() {
  28478. console.error( 'THREE.Projector has been moved to /examples/js/renderers/Projector.js.' );
  28479. this.projectVector = function ( vector, camera ) {
  28480. console.warn( 'THREE.Projector: .projectVector() is now vector.project().' );
  28481. vector.project( camera );
  28482. };
  28483. this.unprojectVector = function ( vector, camera ) {
  28484. console.warn( 'THREE.Projector: .unprojectVector() is now vector.unproject().' );
  28485. vector.unproject( camera );
  28486. };
  28487. this.pickingRay = function () {
  28488. console.error( 'THREE.Projector: .pickingRay() is now raycaster.setFromCamera().' );
  28489. };
  28490. }
  28491. //
  28492. function CanvasRenderer() {
  28493. console.error( 'THREE.CanvasRenderer has been removed' );
  28494. }
  28495. //
  28496. function JSONLoader() {
  28497. console.error( 'THREE.JSONLoader has been removed.' );
  28498. }
  28499. //
  28500. var SceneUtils = {
  28501. createMultiMaterialObject: function ( /* geometry, materials */ ) {
  28502. console.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' );
  28503. },
  28504. detach: function ( /* child, parent, scene */ ) {
  28505. console.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' );
  28506. },
  28507. attach: function ( /* child, scene, parent */ ) {
  28508. console.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' );
  28509. }
  28510. };
  28511. //
  28512. function LensFlare() {
  28513. console.error( 'THREE.LensFlare has been moved to /examples/js/objects/Lensflare.js' );
  28514. }
  28515. exports.WebGLMultisampleRenderTarget = WebGLMultisampleRenderTarget;
  28516. exports.WebGLRenderTargetCube = WebGLRenderTargetCube;
  28517. exports.WebGLRenderTarget = WebGLRenderTarget;
  28518. exports.WebGLRenderer = WebGLRenderer;
  28519. exports.ShaderLib = ShaderLib;
  28520. exports.UniformsLib = UniformsLib;
  28521. exports.UniformsUtils = UniformsUtils;
  28522. exports.ShaderChunk = ShaderChunk;
  28523. exports.FogExp2 = FogExp2;
  28524. exports.Fog = Fog;
  28525. exports.Scene = Scene;
  28526. exports.Sprite = Sprite;
  28527. exports.LOD = LOD;
  28528. exports.SkinnedMesh = SkinnedMesh;
  28529. exports.Skeleton = Skeleton;
  28530. exports.Bone = Bone;
  28531. exports.Mesh = Mesh;
  28532. exports.LineSegments = LineSegments;
  28533. exports.LineLoop = LineLoop;
  28534. exports.Line = Line;
  28535. exports.Points = Points;
  28536. exports.Group = Group;
  28537. exports.VideoTexture = VideoTexture;
  28538. exports.DataTexture = DataTexture;
  28539. exports.DataTexture3D = DataTexture3D;
  28540. exports.CompressedTexture = CompressedTexture;
  28541. exports.CubeTexture = CubeTexture;
  28542. exports.CanvasTexture = CanvasTexture;
  28543. exports.DepthTexture = DepthTexture;
  28544. exports.Texture = Texture;
  28545. exports.AnimationLoader = AnimationLoader;
  28546. exports.CompressedTextureLoader = CompressedTextureLoader;
  28547. exports.DataTextureLoader = DataTextureLoader;
  28548. exports.CubeTextureLoader = CubeTextureLoader;
  28549. exports.TextureLoader = TextureLoader;
  28550. exports.ObjectLoader = ObjectLoader;
  28551. exports.MaterialLoader = MaterialLoader;
  28552. exports.BufferGeometryLoader = BufferGeometryLoader;
  28553. exports.DefaultLoadingManager = DefaultLoadingManager;
  28554. exports.LoadingManager = LoadingManager;
  28555. exports.ImageLoader = ImageLoader;
  28556. exports.ImageBitmapLoader = ImageBitmapLoader;
  28557. exports.FontLoader = FontLoader;
  28558. exports.FileLoader = FileLoader;
  28559. exports.Loader = Loader;
  28560. exports.LoaderUtils = LoaderUtils;
  28561. exports.Cache = Cache;
  28562. exports.AudioLoader = AudioLoader;
  28563. exports.SpotLightShadow = SpotLightShadow;
  28564. exports.SpotLight = SpotLight;
  28565. exports.PointLight = PointLight;
  28566. exports.RectAreaLight = RectAreaLight;
  28567. exports.HemisphereLight = HemisphereLight;
  28568. exports.DirectionalLightShadow = DirectionalLightShadow;
  28569. exports.DirectionalLight = DirectionalLight;
  28570. exports.AmbientLight = AmbientLight;
  28571. exports.LightShadow = LightShadow;
  28572. exports.Light = Light;
  28573. exports.StereoCamera = StereoCamera;
  28574. exports.PerspectiveCamera = PerspectiveCamera;
  28575. exports.OrthographicCamera = OrthographicCamera;
  28576. exports.CubeCamera = CubeCamera;
  28577. exports.ArrayCamera = ArrayCamera;
  28578. exports.Camera = Camera;
  28579. exports.AudioListener = AudioListener;
  28580. exports.PositionalAudio = PositionalAudio;
  28581. exports.AudioContext = AudioContext;
  28582. exports.AudioAnalyser = AudioAnalyser;
  28583. exports.Audio = Audio;
  28584. exports.VectorKeyframeTrack = VectorKeyframeTrack;
  28585. exports.StringKeyframeTrack = StringKeyframeTrack;
  28586. exports.QuaternionKeyframeTrack = QuaternionKeyframeTrack;
  28587. exports.NumberKeyframeTrack = NumberKeyframeTrack;
  28588. exports.ColorKeyframeTrack = ColorKeyframeTrack;
  28589. exports.BooleanKeyframeTrack = BooleanKeyframeTrack;
  28590. exports.PropertyMixer = PropertyMixer;
  28591. exports.PropertyBinding = PropertyBinding;
  28592. exports.KeyframeTrack = KeyframeTrack;
  28593. exports.AnimationUtils = AnimationUtils;
  28594. exports.AnimationObjectGroup = AnimationObjectGroup;
  28595. exports.AnimationMixer = AnimationMixer;
  28596. exports.AnimationClip = AnimationClip;
  28597. exports.Uniform = Uniform;
  28598. exports.InstancedBufferGeometry = InstancedBufferGeometry;
  28599. exports.BufferGeometry = BufferGeometry;
  28600. exports.Geometry = Geometry;
  28601. exports.InterleavedBufferAttribute = InterleavedBufferAttribute;
  28602. exports.InstancedInterleavedBuffer = InstancedInterleavedBuffer;
  28603. exports.InterleavedBuffer = InterleavedBuffer;
  28604. exports.InstancedBufferAttribute = InstancedBufferAttribute;
  28605. exports.Face3 = Face3;
  28606. exports.Object3D = Object3D;
  28607. exports.Raycaster = Raycaster;
  28608. exports.Layers = Layers;
  28609. exports.EventDispatcher = EventDispatcher;
  28610. exports.Clock = Clock;
  28611. exports.QuaternionLinearInterpolant = QuaternionLinearInterpolant;
  28612. exports.LinearInterpolant = LinearInterpolant;
  28613. exports.DiscreteInterpolant = DiscreteInterpolant;
  28614. exports.CubicInterpolant = CubicInterpolant;
  28615. exports.Interpolant = Interpolant;
  28616. exports.Triangle = Triangle;
  28617. exports.Math = _Math;
  28618. exports.Spherical = Spherical;
  28619. exports.Cylindrical = Cylindrical;
  28620. exports.Plane = Plane;
  28621. exports.Frustum = Frustum;
  28622. exports.Sphere = Sphere;
  28623. exports.Ray = Ray;
  28624. exports.Matrix4 = Matrix4;
  28625. exports.Matrix3 = Matrix3;
  28626. exports.Box3 = Box3;
  28627. exports.Box2 = Box2;
  28628. exports.Line3 = Line3;
  28629. exports.Euler = Euler;
  28630. exports.Vector4 = Vector4;
  28631. exports.Vector3 = Vector3;
  28632. exports.Vector2 = Vector2;
  28633. exports.Quaternion = Quaternion;
  28634. exports.Color = Color;
  28635. exports.ImmediateRenderObject = ImmediateRenderObject;
  28636. exports.VertexNormalsHelper = VertexNormalsHelper;
  28637. exports.SpotLightHelper = SpotLightHelper;
  28638. exports.SkeletonHelper = SkeletonHelper;
  28639. exports.PointLightHelper = PointLightHelper;
  28640. exports.RectAreaLightHelper = RectAreaLightHelper;
  28641. exports.HemisphereLightHelper = HemisphereLightHelper;
  28642. exports.GridHelper = GridHelper;
  28643. exports.PolarGridHelper = PolarGridHelper;
  28644. exports.PositionalAudioHelper = PositionalAudioHelper;
  28645. exports.FaceNormalsHelper = FaceNormalsHelper;
  28646. exports.DirectionalLightHelper = DirectionalLightHelper;
  28647. exports.CameraHelper = CameraHelper;
  28648. exports.BoxHelper = BoxHelper;
  28649. exports.Box3Helper = Box3Helper;
  28650. exports.PlaneHelper = PlaneHelper;
  28651. exports.ArrowHelper = ArrowHelper;
  28652. exports.AxesHelper = AxesHelper;
  28653. exports.Shape = Shape;
  28654. exports.Path = Path;
  28655. exports.ShapePath = ShapePath;
  28656. exports.Font = Font;
  28657. exports.CurvePath = CurvePath;
  28658. exports.Curve = Curve;
  28659. exports.ImageUtils = ImageUtils;
  28660. exports.ShapeUtils = ShapeUtils;
  28661. exports.WebGLUtils = WebGLUtils;
  28662. exports.WireframeGeometry = WireframeGeometry;
  28663. exports.ParametricGeometry = ParametricGeometry;
  28664. exports.ParametricBufferGeometry = ParametricBufferGeometry;
  28665. exports.TetrahedronGeometry = TetrahedronGeometry;
  28666. exports.TetrahedronBufferGeometry = TetrahedronBufferGeometry;
  28667. exports.OctahedronGeometry = OctahedronGeometry;
  28668. exports.OctahedronBufferGeometry = OctahedronBufferGeometry;
  28669. exports.IcosahedronGeometry = IcosahedronGeometry;
  28670. exports.IcosahedronBufferGeometry = IcosahedronBufferGeometry;
  28671. exports.DodecahedronGeometry = DodecahedronGeometry;
  28672. exports.DodecahedronBufferGeometry = DodecahedronBufferGeometry;
  28673. exports.PolyhedronGeometry = PolyhedronGeometry;
  28674. exports.PolyhedronBufferGeometry = PolyhedronBufferGeometry;
  28675. exports.TubeGeometry = TubeGeometry;
  28676. exports.TubeBufferGeometry = TubeBufferGeometry;
  28677. exports.TorusKnotGeometry = TorusKnotGeometry;
  28678. exports.TorusKnotBufferGeometry = TorusKnotBufferGeometry;
  28679. exports.TorusGeometry = TorusGeometry;
  28680. exports.TorusBufferGeometry = TorusBufferGeometry;
  28681. exports.TextGeometry = TextGeometry;
  28682. exports.TextBufferGeometry = TextBufferGeometry;
  28683. exports.SphereGeometry = SphereGeometry;
  28684. exports.SphereBufferGeometry = SphereBufferGeometry;
  28685. exports.RingGeometry = RingGeometry;
  28686. exports.RingBufferGeometry = RingBufferGeometry;
  28687. exports.PlaneGeometry = PlaneGeometry;
  28688. exports.PlaneBufferGeometry = PlaneBufferGeometry;
  28689. exports.LatheGeometry = LatheGeometry;
  28690. exports.LatheBufferGeometry = LatheBufferGeometry;
  28691. exports.ShapeGeometry = ShapeGeometry;
  28692. exports.ShapeBufferGeometry = ShapeBufferGeometry;
  28693. exports.ExtrudeGeometry = ExtrudeGeometry;
  28694. exports.ExtrudeBufferGeometry = ExtrudeBufferGeometry;
  28695. exports.EdgesGeometry = EdgesGeometry;
  28696. exports.ConeGeometry = ConeGeometry;
  28697. exports.ConeBufferGeometry = ConeBufferGeometry;
  28698. exports.CylinderGeometry = CylinderGeometry;
  28699. exports.CylinderBufferGeometry = CylinderBufferGeometry;
  28700. exports.CircleGeometry = CircleGeometry;
  28701. exports.CircleBufferGeometry = CircleBufferGeometry;
  28702. exports.BoxGeometry = BoxGeometry;
  28703. exports.CubeGeometry = BoxGeometry;
  28704. exports.BoxBufferGeometry = BoxBufferGeometry;
  28705. exports.ShadowMaterial = ShadowMaterial;
  28706. exports.SpriteMaterial = SpriteMaterial;
  28707. exports.RawShaderMaterial = RawShaderMaterial;
  28708. exports.ShaderMaterial = ShaderMaterial;
  28709. exports.PointsMaterial = PointsMaterial;
  28710. exports.MeshPhysicalMaterial = MeshPhysicalMaterial;
  28711. exports.MeshStandardMaterial = MeshStandardMaterial;
  28712. exports.MeshPhongMaterial = MeshPhongMaterial;
  28713. exports.MeshToonMaterial = MeshToonMaterial;
  28714. exports.MeshNormalMaterial = MeshNormalMaterial;
  28715. exports.MeshLambertMaterial = MeshLambertMaterial;
  28716. exports.MeshDepthMaterial = MeshDepthMaterial;
  28717. exports.MeshDistanceMaterial = MeshDistanceMaterial;
  28718. exports.MeshBasicMaterial = MeshBasicMaterial;
  28719. exports.MeshMatcapMaterial = MeshMatcapMaterial;
  28720. exports.LineDashedMaterial = LineDashedMaterial;
  28721. exports.LineBasicMaterial = LineBasicMaterial;
  28722. exports.Material = Material;
  28723. exports.Float64BufferAttribute = Float64BufferAttribute;
  28724. exports.Float32BufferAttribute = Float32BufferAttribute;
  28725. exports.Uint32BufferAttribute = Uint32BufferAttribute;
  28726. exports.Int32BufferAttribute = Int32BufferAttribute;
  28727. exports.Uint16BufferAttribute = Uint16BufferAttribute;
  28728. exports.Int16BufferAttribute = Int16BufferAttribute;
  28729. exports.Uint8ClampedBufferAttribute = Uint8ClampedBufferAttribute;
  28730. exports.Uint8BufferAttribute = Uint8BufferAttribute;
  28731. exports.Int8BufferAttribute = Int8BufferAttribute;
  28732. exports.BufferAttribute = BufferAttribute;
  28733. exports.ArcCurve = ArcCurve;
  28734. exports.CatmullRomCurve3 = CatmullRomCurve3;
  28735. exports.CubicBezierCurve = CubicBezierCurve;
  28736. exports.CubicBezierCurve3 = CubicBezierCurve3;
  28737. exports.EllipseCurve = EllipseCurve;
  28738. exports.LineCurve = LineCurve;
  28739. exports.LineCurve3 = LineCurve3;
  28740. exports.QuadraticBezierCurve = QuadraticBezierCurve;
  28741. exports.QuadraticBezierCurve3 = QuadraticBezierCurve3;
  28742. exports.SplineCurve = SplineCurve;
  28743. exports.REVISION = REVISION;
  28744. exports.MOUSE = MOUSE;
  28745. exports.CullFaceNone = CullFaceNone;
  28746. exports.CullFaceBack = CullFaceBack;
  28747. exports.CullFaceFront = CullFaceFront;
  28748. exports.CullFaceFrontBack = CullFaceFrontBack;
  28749. exports.FrontFaceDirectionCW = FrontFaceDirectionCW;
  28750. exports.FrontFaceDirectionCCW = FrontFaceDirectionCCW;
  28751. exports.BasicShadowMap = BasicShadowMap;
  28752. exports.PCFShadowMap = PCFShadowMap;
  28753. exports.PCFSoftShadowMap = PCFSoftShadowMap;
  28754. exports.FrontSide = FrontSide;
  28755. exports.BackSide = BackSide;
  28756. exports.DoubleSide = DoubleSide;
  28757. exports.FlatShading = FlatShading;
  28758. exports.SmoothShading = SmoothShading;
  28759. exports.NoColors = NoColors;
  28760. exports.FaceColors = FaceColors;
  28761. exports.VertexColors = VertexColors;
  28762. exports.NoBlending = NoBlending;
  28763. exports.NormalBlending = NormalBlending;
  28764. exports.AdditiveBlending = AdditiveBlending;
  28765. exports.SubtractiveBlending = SubtractiveBlending;
  28766. exports.MultiplyBlending = MultiplyBlending;
  28767. exports.CustomBlending = CustomBlending;
  28768. exports.AddEquation = AddEquation;
  28769. exports.SubtractEquation = SubtractEquation;
  28770. exports.ReverseSubtractEquation = ReverseSubtractEquation;
  28771. exports.MinEquation = MinEquation;
  28772. exports.MaxEquation = MaxEquation;
  28773. exports.ZeroFactor = ZeroFactor;
  28774. exports.OneFactor = OneFactor;
  28775. exports.SrcColorFactor = SrcColorFactor;
  28776. exports.OneMinusSrcColorFactor = OneMinusSrcColorFactor;
  28777. exports.SrcAlphaFactor = SrcAlphaFactor;
  28778. exports.OneMinusSrcAlphaFactor = OneMinusSrcAlphaFactor;
  28779. exports.DstAlphaFactor = DstAlphaFactor;
  28780. exports.OneMinusDstAlphaFactor = OneMinusDstAlphaFactor;
  28781. exports.DstColorFactor = DstColorFactor;
  28782. exports.OneMinusDstColorFactor = OneMinusDstColorFactor;
  28783. exports.SrcAlphaSaturateFactor = SrcAlphaSaturateFactor;
  28784. exports.NeverDepth = NeverDepth;
  28785. exports.AlwaysDepth = AlwaysDepth;
  28786. exports.LessDepth = LessDepth;
  28787. exports.LessEqualDepth = LessEqualDepth;
  28788. exports.EqualDepth = EqualDepth;
  28789. exports.GreaterEqualDepth = GreaterEqualDepth;
  28790. exports.GreaterDepth = GreaterDepth;
  28791. exports.NotEqualDepth = NotEqualDepth;
  28792. exports.MultiplyOperation = MultiplyOperation;
  28793. exports.MixOperation = MixOperation;
  28794. exports.AddOperation = AddOperation;
  28795. exports.NoToneMapping = NoToneMapping;
  28796. exports.LinearToneMapping = LinearToneMapping;
  28797. exports.ReinhardToneMapping = ReinhardToneMapping;
  28798. exports.Uncharted2ToneMapping = Uncharted2ToneMapping;
  28799. exports.CineonToneMapping = CineonToneMapping;
  28800. exports.ACESFilmicToneMapping = ACESFilmicToneMapping;
  28801. exports.UVMapping = UVMapping;
  28802. exports.CubeReflectionMapping = CubeReflectionMapping;
  28803. exports.CubeRefractionMapping = CubeRefractionMapping;
  28804. exports.EquirectangularReflectionMapping = EquirectangularReflectionMapping;
  28805. exports.EquirectangularRefractionMapping = EquirectangularRefractionMapping;
  28806. exports.SphericalReflectionMapping = SphericalReflectionMapping;
  28807. exports.CubeUVReflectionMapping = CubeUVReflectionMapping;
  28808. exports.CubeUVRefractionMapping = CubeUVRefractionMapping;
  28809. exports.RepeatWrapping = RepeatWrapping;
  28810. exports.ClampToEdgeWrapping = ClampToEdgeWrapping;
  28811. exports.MirroredRepeatWrapping = MirroredRepeatWrapping;
  28812. exports.NearestFilter = NearestFilter;
  28813. exports.NearestMipMapNearestFilter = NearestMipMapNearestFilter;
  28814. exports.NearestMipMapLinearFilter = NearestMipMapLinearFilter;
  28815. exports.LinearFilter = LinearFilter;
  28816. exports.LinearMipMapNearestFilter = LinearMipMapNearestFilter;
  28817. exports.LinearMipMapLinearFilter = LinearMipMapLinearFilter;
  28818. exports.UnsignedByteType = UnsignedByteType;
  28819. exports.ByteType = ByteType;
  28820. exports.ShortType = ShortType;
  28821. exports.UnsignedShortType = UnsignedShortType;
  28822. exports.IntType = IntType;
  28823. exports.UnsignedIntType = UnsignedIntType;
  28824. exports.FloatType = FloatType;
  28825. exports.HalfFloatType = HalfFloatType;
  28826. exports.UnsignedShort4444Type = UnsignedShort4444Type;
  28827. exports.UnsignedShort5551Type = UnsignedShort5551Type;
  28828. exports.UnsignedShort565Type = UnsignedShort565Type;
  28829. exports.UnsignedInt248Type = UnsignedInt248Type;
  28830. exports.AlphaFormat = AlphaFormat;
  28831. exports.RGBFormat = RGBFormat;
  28832. exports.RGBAFormat = RGBAFormat;
  28833. exports.LuminanceFormat = LuminanceFormat;
  28834. exports.LuminanceAlphaFormat = LuminanceAlphaFormat;
  28835. exports.RGBEFormat = RGBEFormat;
  28836. exports.DepthFormat = DepthFormat;
  28837. exports.DepthStencilFormat = DepthStencilFormat;
  28838. exports.RedFormat = RedFormat;
  28839. exports.RGB_S3TC_DXT1_Format = RGB_S3TC_DXT1_Format;
  28840. exports.RGBA_S3TC_DXT1_Format = RGBA_S3TC_DXT1_Format;
  28841. exports.RGBA_S3TC_DXT3_Format = RGBA_S3TC_DXT3_Format;
  28842. exports.RGBA_S3TC_DXT5_Format = RGBA_S3TC_DXT5_Format;
  28843. exports.RGB_PVRTC_4BPPV1_Format = RGB_PVRTC_4BPPV1_Format;
  28844. exports.RGB_PVRTC_2BPPV1_Format = RGB_PVRTC_2BPPV1_Format;
  28845. exports.RGBA_PVRTC_4BPPV1_Format = RGBA_PVRTC_4BPPV1_Format;
  28846. exports.RGBA_PVRTC_2BPPV1_Format = RGBA_PVRTC_2BPPV1_Format;
  28847. exports.RGB_ETC1_Format = RGB_ETC1_Format;
  28848. exports.RGBA_ASTC_4x4_Format = RGBA_ASTC_4x4_Format;
  28849. exports.RGBA_ASTC_5x4_Format = RGBA_ASTC_5x4_Format;
  28850. exports.RGBA_ASTC_5x5_Format = RGBA_ASTC_5x5_Format;
  28851. exports.RGBA_ASTC_6x5_Format = RGBA_ASTC_6x5_Format;
  28852. exports.RGBA_ASTC_6x6_Format = RGBA_ASTC_6x6_Format;
  28853. exports.RGBA_ASTC_8x5_Format = RGBA_ASTC_8x5_Format;
  28854. exports.RGBA_ASTC_8x6_Format = RGBA_ASTC_8x6_Format;
  28855. exports.RGBA_ASTC_8x8_Format = RGBA_ASTC_8x8_Format;
  28856. exports.RGBA_ASTC_10x5_Format = RGBA_ASTC_10x5_Format;
  28857. exports.RGBA_ASTC_10x6_Format = RGBA_ASTC_10x6_Format;
  28858. exports.RGBA_ASTC_10x8_Format = RGBA_ASTC_10x8_Format;
  28859. exports.RGBA_ASTC_10x10_Format = RGBA_ASTC_10x10_Format;
  28860. exports.RGBA_ASTC_12x10_Format = RGBA_ASTC_12x10_Format;
  28861. exports.RGBA_ASTC_12x12_Format = RGBA_ASTC_12x12_Format;
  28862. exports.LoopOnce = LoopOnce;
  28863. exports.LoopRepeat = LoopRepeat;
  28864. exports.LoopPingPong = LoopPingPong;
  28865. exports.InterpolateDiscrete = InterpolateDiscrete;
  28866. exports.InterpolateLinear = InterpolateLinear;
  28867. exports.InterpolateSmooth = InterpolateSmooth;
  28868. exports.ZeroCurvatureEnding = ZeroCurvatureEnding;
  28869. exports.ZeroSlopeEnding = ZeroSlopeEnding;
  28870. exports.WrapAroundEnding = WrapAroundEnding;
  28871. exports.TrianglesDrawMode = TrianglesDrawMode;
  28872. exports.TriangleStripDrawMode = TriangleStripDrawMode;
  28873. exports.TriangleFanDrawMode = TriangleFanDrawMode;
  28874. exports.LinearEncoding = LinearEncoding;
  28875. exports.sRGBEncoding = sRGBEncoding;
  28876. exports.GammaEncoding = GammaEncoding;
  28877. exports.RGBEEncoding = RGBEEncoding;
  28878. exports.LogLuvEncoding = LogLuvEncoding;
  28879. exports.RGBM7Encoding = RGBM7Encoding;
  28880. exports.RGBM16Encoding = RGBM16Encoding;
  28881. exports.RGBDEncoding = RGBDEncoding;
  28882. exports.BasicDepthPacking = BasicDepthPacking;
  28883. exports.RGBADepthPacking = RGBADepthPacking;
  28884. exports.TangentSpaceNormalMap = TangentSpaceNormalMap;
  28885. exports.ObjectSpaceNormalMap = ObjectSpaceNormalMap;
  28886. exports.Face4 = Face4;
  28887. exports.LineStrip = LineStrip;
  28888. exports.LinePieces = LinePieces;
  28889. exports.MeshFaceMaterial = MeshFaceMaterial;
  28890. exports.MultiMaterial = MultiMaterial;
  28891. exports.PointCloud = PointCloud;
  28892. exports.Particle = Particle;
  28893. exports.ParticleSystem = ParticleSystem;
  28894. exports.PointCloudMaterial = PointCloudMaterial;
  28895. exports.ParticleBasicMaterial = ParticleBasicMaterial;
  28896. exports.ParticleSystemMaterial = ParticleSystemMaterial;
  28897. exports.Vertex = Vertex;
  28898. exports.DynamicBufferAttribute = DynamicBufferAttribute;
  28899. exports.Int8Attribute = Int8Attribute;
  28900. exports.Uint8Attribute = Uint8Attribute;
  28901. exports.Uint8ClampedAttribute = Uint8ClampedAttribute;
  28902. exports.Int16Attribute = Int16Attribute;
  28903. exports.Uint16Attribute = Uint16Attribute;
  28904. exports.Int32Attribute = Int32Attribute;
  28905. exports.Uint32Attribute = Uint32Attribute;
  28906. exports.Float32Attribute = Float32Attribute;
  28907. exports.Float64Attribute = Float64Attribute;
  28908. exports.ClosedSplineCurve3 = ClosedSplineCurve3;
  28909. exports.SplineCurve3 = SplineCurve3;
  28910. exports.Spline = Spline;
  28911. exports.AxisHelper = AxisHelper;
  28912. exports.BoundingBoxHelper = BoundingBoxHelper;
  28913. exports.EdgesHelper = EdgesHelper;
  28914. exports.WireframeHelper = WireframeHelper;
  28915. exports.XHRLoader = XHRLoader;
  28916. exports.BinaryTextureLoader = BinaryTextureLoader;
  28917. exports.GeometryUtils = GeometryUtils;
  28918. exports.Projector = Projector;
  28919. exports.CanvasRenderer = CanvasRenderer;
  28920. exports.JSONLoader = JSONLoader;
  28921. exports.SceneUtils = SceneUtils;
  28922. exports.LensFlare = LensFlare;
  28923. Object.defineProperty(exports, '__esModule', { value: true });
  28924. }));