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 = '103dev';
  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. }
  2902. WebGLRenderTargetCube.prototype = Object.create( WebGLRenderTarget.prototype );
  2903. WebGLRenderTargetCube.prototype.constructor = WebGLRenderTargetCube;
  2904. WebGLRenderTargetCube.prototype.isWebGLRenderTargetCube = true;
  2905. /**
  2906. * @author alteredq / http://alteredqualia.com/
  2907. */
  2908. function DataTexture( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
  2909. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  2910. this.image = { data: data, width: width, height: height };
  2911. this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
  2912. this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
  2913. this.generateMipmaps = false;
  2914. this.flipY = false;
  2915. this.unpackAlignment = 1;
  2916. }
  2917. DataTexture.prototype = Object.create( Texture.prototype );
  2918. DataTexture.prototype.constructor = DataTexture;
  2919. DataTexture.prototype.isDataTexture = true;
  2920. /**
  2921. * @author bhouston / http://clara.io
  2922. * @author WestLangley / http://github.com/WestLangley
  2923. */
  2924. function Box3( min, max ) {
  2925. this.min = ( min !== undefined ) ? min : new Vector3( + Infinity, + Infinity, + Infinity );
  2926. this.max = ( max !== undefined ) ? max : new Vector3( - Infinity, - Infinity, - Infinity );
  2927. }
  2928. Object.assign( Box3.prototype, {
  2929. isBox3: true,
  2930. set: function ( min, max ) {
  2931. this.min.copy( min );
  2932. this.max.copy( max );
  2933. return this;
  2934. },
  2935. setFromArray: function ( array ) {
  2936. var minX = + Infinity;
  2937. var minY = + Infinity;
  2938. var minZ = + Infinity;
  2939. var maxX = - Infinity;
  2940. var maxY = - Infinity;
  2941. var maxZ = - Infinity;
  2942. for ( var i = 0, l = array.length; i < l; i += 3 ) {
  2943. var x = array[ i ];
  2944. var y = array[ i + 1 ];
  2945. var z = array[ i + 2 ];
  2946. if ( x < minX ) minX = x;
  2947. if ( y < minY ) minY = y;
  2948. if ( z < minZ ) minZ = z;
  2949. if ( x > maxX ) maxX = x;
  2950. if ( y > maxY ) maxY = y;
  2951. if ( z > maxZ ) maxZ = z;
  2952. }
  2953. this.min.set( minX, minY, minZ );
  2954. this.max.set( maxX, maxY, maxZ );
  2955. return this;
  2956. },
  2957. setFromBufferAttribute: function ( attribute ) {
  2958. var minX = + Infinity;
  2959. var minY = + Infinity;
  2960. var minZ = + Infinity;
  2961. var maxX = - Infinity;
  2962. var maxY = - Infinity;
  2963. var maxZ = - Infinity;
  2964. for ( var i = 0, l = attribute.count; i < l; i ++ ) {
  2965. var x = attribute.getX( i );
  2966. var y = attribute.getY( i );
  2967. var z = attribute.getZ( i );
  2968. if ( x < minX ) minX = x;
  2969. if ( y < minY ) minY = y;
  2970. if ( z < minZ ) minZ = z;
  2971. if ( x > maxX ) maxX = x;
  2972. if ( y > maxY ) maxY = y;
  2973. if ( z > maxZ ) maxZ = z;
  2974. }
  2975. this.min.set( minX, minY, minZ );
  2976. this.max.set( maxX, maxY, maxZ );
  2977. return this;
  2978. },
  2979. setFromPoints: function ( points ) {
  2980. this.makeEmpty();
  2981. for ( var i = 0, il = points.length; i < il; i ++ ) {
  2982. this.expandByPoint( points[ i ] );
  2983. }
  2984. return this;
  2985. },
  2986. setFromCenterAndSize: function () {
  2987. var v1 = new Vector3();
  2988. return function setFromCenterAndSize( center, size ) {
  2989. var halfSize = v1.copy( size ).multiplyScalar( 0.5 );
  2990. this.min.copy( center ).sub( halfSize );
  2991. this.max.copy( center ).add( halfSize );
  2992. return this;
  2993. };
  2994. }(),
  2995. setFromObject: function ( object ) {
  2996. this.makeEmpty();
  2997. return this.expandByObject( object );
  2998. },
  2999. clone: function () {
  3000. return new this.constructor().copy( this );
  3001. },
  3002. copy: function ( box ) {
  3003. this.min.copy( box.min );
  3004. this.max.copy( box.max );
  3005. return this;
  3006. },
  3007. makeEmpty: function () {
  3008. this.min.x = this.min.y = this.min.z = + Infinity;
  3009. this.max.x = this.max.y = this.max.z = - Infinity;
  3010. return this;
  3011. },
  3012. isEmpty: function () {
  3013. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  3014. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
  3015. },
  3016. getCenter: function ( target ) {
  3017. if ( target === undefined ) {
  3018. console.warn( 'THREE.Box3: .getCenter() target is now required' );
  3019. target = new Vector3();
  3020. }
  3021. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  3022. },
  3023. getSize: function ( target ) {
  3024. if ( target === undefined ) {
  3025. console.warn( 'THREE.Box3: .getSize() target is now required' );
  3026. target = new Vector3();
  3027. }
  3028. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );
  3029. },
  3030. expandByPoint: function ( point ) {
  3031. this.min.min( point );
  3032. this.max.max( point );
  3033. return this;
  3034. },
  3035. expandByVector: function ( vector ) {
  3036. this.min.sub( vector );
  3037. this.max.add( vector );
  3038. return this;
  3039. },
  3040. expandByScalar: function ( scalar ) {
  3041. this.min.addScalar( - scalar );
  3042. this.max.addScalar( scalar );
  3043. return this;
  3044. },
  3045. expandByObject: function () {
  3046. // Computes the world-axis-aligned bounding box of an object (including its children),
  3047. // accounting for both the object's, and children's, world transforms
  3048. var scope, i, l;
  3049. var v1 = new Vector3();
  3050. function traverse( node ) {
  3051. var geometry = node.geometry;
  3052. if ( geometry !== undefined ) {
  3053. if ( geometry.isGeometry ) {
  3054. var vertices = geometry.vertices;
  3055. for ( i = 0, l = vertices.length; i < l; i ++ ) {
  3056. v1.copy( vertices[ i ] );
  3057. v1.applyMatrix4( node.matrixWorld );
  3058. scope.expandByPoint( v1 );
  3059. }
  3060. } else if ( geometry.isBufferGeometry ) {
  3061. var attribute = geometry.attributes.position;
  3062. if ( attribute !== undefined ) {
  3063. for ( i = 0, l = attribute.count; i < l; i ++ ) {
  3064. v1.fromBufferAttribute( attribute, i ).applyMatrix4( node.matrixWorld );
  3065. scope.expandByPoint( v1 );
  3066. }
  3067. }
  3068. }
  3069. }
  3070. }
  3071. return function expandByObject( object ) {
  3072. scope = this;
  3073. object.updateMatrixWorld( true );
  3074. object.traverse( traverse );
  3075. return this;
  3076. };
  3077. }(),
  3078. containsPoint: function ( point ) {
  3079. return point.x < this.min.x || point.x > this.max.x ||
  3080. point.y < this.min.y || point.y > this.max.y ||
  3081. point.z < this.min.z || point.z > this.max.z ? false : true;
  3082. },
  3083. containsBox: function ( box ) {
  3084. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  3085. this.min.y <= box.min.y && box.max.y <= this.max.y &&
  3086. this.min.z <= box.min.z && box.max.z <= this.max.z;
  3087. },
  3088. getParameter: function ( point, target ) {
  3089. // This can potentially have a divide by zero if the box
  3090. // has a size dimension of 0.
  3091. if ( target === undefined ) {
  3092. console.warn( 'THREE.Box3: .getParameter() target is now required' );
  3093. target = new Vector3();
  3094. }
  3095. return target.set(
  3096. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  3097. ( point.y - this.min.y ) / ( this.max.y - this.min.y ),
  3098. ( point.z - this.min.z ) / ( this.max.z - this.min.z )
  3099. );
  3100. },
  3101. intersectsBox: function ( box ) {
  3102. // using 6 splitting planes to rule out intersections.
  3103. return box.max.x < this.min.x || box.min.x > this.max.x ||
  3104. box.max.y < this.min.y || box.min.y > this.max.y ||
  3105. box.max.z < this.min.z || box.min.z > this.max.z ? false : true;
  3106. },
  3107. intersectsSphere: ( function () {
  3108. var closestPoint = new Vector3();
  3109. return function intersectsSphere( sphere ) {
  3110. // Find the point on the AABB closest to the sphere center.
  3111. this.clampPoint( sphere.center, closestPoint );
  3112. // If that point is inside the sphere, the AABB and sphere intersect.
  3113. return closestPoint.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );
  3114. };
  3115. } )(),
  3116. intersectsPlane: function ( plane ) {
  3117. // We compute the minimum and maximum dot product values. If those values
  3118. // are on the same side (back or front) of the plane, then there is no intersection.
  3119. var min, max;
  3120. if ( plane.normal.x > 0 ) {
  3121. min = plane.normal.x * this.min.x;
  3122. max = plane.normal.x * this.max.x;
  3123. } else {
  3124. min = plane.normal.x * this.max.x;
  3125. max = plane.normal.x * this.min.x;
  3126. }
  3127. if ( plane.normal.y > 0 ) {
  3128. min += plane.normal.y * this.min.y;
  3129. max += plane.normal.y * this.max.y;
  3130. } else {
  3131. min += plane.normal.y * this.max.y;
  3132. max += plane.normal.y * this.min.y;
  3133. }
  3134. if ( plane.normal.z > 0 ) {
  3135. min += plane.normal.z * this.min.z;
  3136. max += plane.normal.z * this.max.z;
  3137. } else {
  3138. min += plane.normal.z * this.max.z;
  3139. max += plane.normal.z * this.min.z;
  3140. }
  3141. return ( min <= - plane.constant && max >= - plane.constant );
  3142. },
  3143. intersectsTriangle: ( function () {
  3144. // triangle centered vertices
  3145. var v0 = new Vector3();
  3146. var v1 = new Vector3();
  3147. var v2 = new Vector3();
  3148. // triangle edge vectors
  3149. var f0 = new Vector3();
  3150. var f1 = new Vector3();
  3151. var f2 = new Vector3();
  3152. var testAxis = new Vector3();
  3153. var center = new Vector3();
  3154. var extents = new Vector3();
  3155. var triangleNormal = new Vector3();
  3156. function satForAxes( axes ) {
  3157. var i, j;
  3158. for ( i = 0, j = axes.length - 3; i <= j; i += 3 ) {
  3159. testAxis.fromArray( axes, i );
  3160. // project the aabb onto the seperating axis
  3161. var r = extents.x * Math.abs( testAxis.x ) + extents.y * Math.abs( testAxis.y ) + extents.z * Math.abs( testAxis.z );
  3162. // project all 3 vertices of the triangle onto the seperating axis
  3163. var p0 = v0.dot( testAxis );
  3164. var p1 = v1.dot( testAxis );
  3165. var p2 = v2.dot( testAxis );
  3166. // actual test, basically see if either of the most extreme of the triangle points intersects r
  3167. if ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {
  3168. // points of the projected triangle are outside the projected half-length of the aabb
  3169. // the axis is seperating and we can exit
  3170. return false;
  3171. }
  3172. }
  3173. return true;
  3174. }
  3175. return function intersectsTriangle( triangle ) {
  3176. if ( this.isEmpty() ) {
  3177. return false;
  3178. }
  3179. // compute box center and extents
  3180. this.getCenter( center );
  3181. extents.subVectors( this.max, center );
  3182. // translate triangle to aabb origin
  3183. v0.subVectors( triangle.a, center );
  3184. v1.subVectors( triangle.b, center );
  3185. v2.subVectors( triangle.c, center );
  3186. // compute edge vectors for triangle
  3187. f0.subVectors( v1, v0 );
  3188. f1.subVectors( v2, v1 );
  3189. f2.subVectors( v0, v2 );
  3190. // test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb
  3191. // 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
  3192. // axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)
  3193. var axes = [
  3194. 0, - f0.z, f0.y, 0, - f1.z, f1.y, 0, - f2.z, f2.y,
  3195. f0.z, 0, - f0.x, f1.z, 0, - f1.x, f2.z, 0, - f2.x,
  3196. - f0.y, f0.x, 0, - f1.y, f1.x, 0, - f2.y, f2.x, 0
  3197. ];
  3198. if ( ! satForAxes( axes ) ) {
  3199. return false;
  3200. }
  3201. // test 3 face normals from the aabb
  3202. axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];
  3203. if ( ! satForAxes( axes ) ) {
  3204. return false;
  3205. }
  3206. // finally testing the face normal of the triangle
  3207. // use already existing triangle edge vectors here
  3208. triangleNormal.crossVectors( f0, f1 );
  3209. axes = [ triangleNormal.x, triangleNormal.y, triangleNormal.z ];
  3210. return satForAxes( axes );
  3211. };
  3212. } )(),
  3213. clampPoint: function ( point, target ) {
  3214. if ( target === undefined ) {
  3215. console.warn( 'THREE.Box3: .clampPoint() target is now required' );
  3216. target = new Vector3();
  3217. }
  3218. return target.copy( point ).clamp( this.min, this.max );
  3219. },
  3220. distanceToPoint: function () {
  3221. var v1 = new Vector3();
  3222. return function distanceToPoint( point ) {
  3223. var clampedPoint = v1.copy( point ).clamp( this.min, this.max );
  3224. return clampedPoint.sub( point ).length();
  3225. };
  3226. }(),
  3227. getBoundingSphere: function () {
  3228. var v1 = new Vector3();
  3229. return function getBoundingSphere( target ) {
  3230. if ( target === undefined ) {
  3231. console.warn( 'THREE.Box3: .getBoundingSphere() target is now required' );
  3232. target = new Sphere();
  3233. }
  3234. this.getCenter( target.center );
  3235. target.radius = this.getSize( v1 ).length() * 0.5;
  3236. return target;
  3237. };
  3238. }(),
  3239. intersect: function ( box ) {
  3240. this.min.max( box.min );
  3241. this.max.min( box.max );
  3242. // 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.
  3243. if ( this.isEmpty() ) this.makeEmpty();
  3244. return this;
  3245. },
  3246. union: function ( box ) {
  3247. this.min.min( box.min );
  3248. this.max.max( box.max );
  3249. return this;
  3250. },
  3251. applyMatrix4: function () {
  3252. var points = [
  3253. new Vector3(),
  3254. new Vector3(),
  3255. new Vector3(),
  3256. new Vector3(),
  3257. new Vector3(),
  3258. new Vector3(),
  3259. new Vector3(),
  3260. new Vector3()
  3261. ];
  3262. return function applyMatrix4( matrix ) {
  3263. // transform of empty box is an empty box.
  3264. if ( this.isEmpty() ) return this;
  3265. // NOTE: I am using a binary pattern to specify all 2^3 combinations below
  3266. points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
  3267. points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
  3268. points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
  3269. points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
  3270. points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
  3271. points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
  3272. points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
  3273. points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
  3274. this.setFromPoints( points );
  3275. return this;
  3276. };
  3277. }(),
  3278. translate: function ( offset ) {
  3279. this.min.add( offset );
  3280. this.max.add( offset );
  3281. return this;
  3282. },
  3283. equals: function ( box ) {
  3284. return box.min.equals( this.min ) && box.max.equals( this.max );
  3285. }
  3286. } );
  3287. /**
  3288. * @author bhouston / http://clara.io
  3289. * @author mrdoob / http://mrdoob.com/
  3290. */
  3291. function Sphere( center, radius ) {
  3292. this.center = ( center !== undefined ) ? center : new Vector3();
  3293. this.radius = ( radius !== undefined ) ? radius : 0;
  3294. }
  3295. Object.assign( Sphere.prototype, {
  3296. set: function ( center, radius ) {
  3297. this.center.copy( center );
  3298. this.radius = radius;
  3299. return this;
  3300. },
  3301. setFromPoints: function () {
  3302. var box = new Box3();
  3303. return function setFromPoints( points, optionalCenter ) {
  3304. var center = this.center;
  3305. if ( optionalCenter !== undefined ) {
  3306. center.copy( optionalCenter );
  3307. } else {
  3308. box.setFromPoints( points ).getCenter( center );
  3309. }
  3310. var maxRadiusSq = 0;
  3311. for ( var i = 0, il = points.length; i < il; i ++ ) {
  3312. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );
  3313. }
  3314. this.radius = Math.sqrt( maxRadiusSq );
  3315. return this;
  3316. };
  3317. }(),
  3318. clone: function () {
  3319. return new this.constructor().copy( this );
  3320. },
  3321. copy: function ( sphere ) {
  3322. this.center.copy( sphere.center );
  3323. this.radius = sphere.radius;
  3324. return this;
  3325. },
  3326. empty: function () {
  3327. return ( this.radius <= 0 );
  3328. },
  3329. containsPoint: function ( point ) {
  3330. return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
  3331. },
  3332. distanceToPoint: function ( point ) {
  3333. return ( point.distanceTo( this.center ) - this.radius );
  3334. },
  3335. intersectsSphere: function ( sphere ) {
  3336. var radiusSum = this.radius + sphere.radius;
  3337. return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
  3338. },
  3339. intersectsBox: function ( box ) {
  3340. return box.intersectsSphere( this );
  3341. },
  3342. intersectsPlane: function ( plane ) {
  3343. return Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius;
  3344. },
  3345. clampPoint: function ( point, target ) {
  3346. var deltaLengthSq = this.center.distanceToSquared( point );
  3347. if ( target === undefined ) {
  3348. console.warn( 'THREE.Sphere: .clampPoint() target is now required' );
  3349. target = new Vector3();
  3350. }
  3351. target.copy( point );
  3352. if ( deltaLengthSq > ( this.radius * this.radius ) ) {
  3353. target.sub( this.center ).normalize();
  3354. target.multiplyScalar( this.radius ).add( this.center );
  3355. }
  3356. return target;
  3357. },
  3358. getBoundingBox: function ( target ) {
  3359. if ( target === undefined ) {
  3360. console.warn( 'THREE.Sphere: .getBoundingBox() target is now required' );
  3361. target = new Box3();
  3362. }
  3363. target.set( this.center, this.center );
  3364. target.expandByScalar( this.radius );
  3365. return target;
  3366. },
  3367. applyMatrix4: function ( matrix ) {
  3368. this.center.applyMatrix4( matrix );
  3369. this.radius = this.radius * matrix.getMaxScaleOnAxis();
  3370. return this;
  3371. },
  3372. translate: function ( offset ) {
  3373. this.center.add( offset );
  3374. return this;
  3375. },
  3376. equals: function ( sphere ) {
  3377. return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
  3378. }
  3379. } );
  3380. /**
  3381. * @author bhouston / http://clara.io
  3382. */
  3383. function Plane( normal, constant ) {
  3384. // normal is assumed to be normalized
  3385. this.normal = ( normal !== undefined ) ? normal : new Vector3( 1, 0, 0 );
  3386. this.constant = ( constant !== undefined ) ? constant : 0;
  3387. }
  3388. Object.assign( Plane.prototype, {
  3389. set: function ( normal, constant ) {
  3390. this.normal.copy( normal );
  3391. this.constant = constant;
  3392. return this;
  3393. },
  3394. setComponents: function ( x, y, z, w ) {
  3395. this.normal.set( x, y, z );
  3396. this.constant = w;
  3397. return this;
  3398. },
  3399. setFromNormalAndCoplanarPoint: function ( normal, point ) {
  3400. this.normal.copy( normal );
  3401. this.constant = - point.dot( this.normal );
  3402. return this;
  3403. },
  3404. setFromCoplanarPoints: function () {
  3405. var v1 = new Vector3();
  3406. var v2 = new Vector3();
  3407. return function setFromCoplanarPoints( a, b, c ) {
  3408. var normal = v1.subVectors( c, b ).cross( v2.subVectors( a, b ) ).normalize();
  3409. // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
  3410. this.setFromNormalAndCoplanarPoint( normal, a );
  3411. return this;
  3412. };
  3413. }(),
  3414. clone: function () {
  3415. return new this.constructor().copy( this );
  3416. },
  3417. copy: function ( plane ) {
  3418. this.normal.copy( plane.normal );
  3419. this.constant = plane.constant;
  3420. return this;
  3421. },
  3422. normalize: function () {
  3423. // Note: will lead to a divide by zero if the plane is invalid.
  3424. var inverseNormalLength = 1.0 / this.normal.length();
  3425. this.normal.multiplyScalar( inverseNormalLength );
  3426. this.constant *= inverseNormalLength;
  3427. return this;
  3428. },
  3429. negate: function () {
  3430. this.constant *= - 1;
  3431. this.normal.negate();
  3432. return this;
  3433. },
  3434. distanceToPoint: function ( point ) {
  3435. return this.normal.dot( point ) + this.constant;
  3436. },
  3437. distanceToSphere: function ( sphere ) {
  3438. return this.distanceToPoint( sphere.center ) - sphere.radius;
  3439. },
  3440. projectPoint: function ( point, target ) {
  3441. if ( target === undefined ) {
  3442. console.warn( 'THREE.Plane: .projectPoint() target is now required' );
  3443. target = new Vector3();
  3444. }
  3445. return target.copy( this.normal ).multiplyScalar( - this.distanceToPoint( point ) ).add( point );
  3446. },
  3447. intersectLine: function () {
  3448. var v1 = new Vector3();
  3449. return function intersectLine( line, target ) {
  3450. if ( target === undefined ) {
  3451. console.warn( 'THREE.Plane: .intersectLine() target is now required' );
  3452. target = new Vector3();
  3453. }
  3454. var direction = line.delta( v1 );
  3455. var denominator = this.normal.dot( direction );
  3456. if ( denominator === 0 ) {
  3457. // line is coplanar, return origin
  3458. if ( this.distanceToPoint( line.start ) === 0 ) {
  3459. return target.copy( line.start );
  3460. }
  3461. // Unsure if this is the correct method to handle this case.
  3462. return undefined;
  3463. }
  3464. var t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
  3465. if ( t < 0 || t > 1 ) {
  3466. return undefined;
  3467. }
  3468. return target.copy( direction ).multiplyScalar( t ).add( line.start );
  3469. };
  3470. }(),
  3471. intersectsLine: function ( line ) {
  3472. // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
  3473. var startSign = this.distanceToPoint( line.start );
  3474. var endSign = this.distanceToPoint( line.end );
  3475. return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
  3476. },
  3477. intersectsBox: function ( box ) {
  3478. return box.intersectsPlane( this );
  3479. },
  3480. intersectsSphere: function ( sphere ) {
  3481. return sphere.intersectsPlane( this );
  3482. },
  3483. coplanarPoint: function ( target ) {
  3484. if ( target === undefined ) {
  3485. console.warn( 'THREE.Plane: .coplanarPoint() target is now required' );
  3486. target = new Vector3();
  3487. }
  3488. return target.copy( this.normal ).multiplyScalar( - this.constant );
  3489. },
  3490. applyMatrix4: function () {
  3491. var v1 = new Vector3();
  3492. var m1 = new Matrix3();
  3493. return function applyMatrix4( matrix, optionalNormalMatrix ) {
  3494. var normalMatrix = optionalNormalMatrix || m1.getNormalMatrix( matrix );
  3495. var referencePoint = this.coplanarPoint( v1 ).applyMatrix4( matrix );
  3496. var normal = this.normal.applyMatrix3( normalMatrix ).normalize();
  3497. this.constant = - referencePoint.dot( normal );
  3498. return this;
  3499. };
  3500. }(),
  3501. translate: function ( offset ) {
  3502. this.constant -= offset.dot( this.normal );
  3503. return this;
  3504. },
  3505. equals: function ( plane ) {
  3506. return plane.normal.equals( this.normal ) && ( plane.constant === this.constant );
  3507. }
  3508. } );
  3509. /**
  3510. * @author mrdoob / http://mrdoob.com/
  3511. * @author alteredq / http://alteredqualia.com/
  3512. * @author bhouston / http://clara.io
  3513. */
  3514. function Frustum( p0, p1, p2, p3, p4, p5 ) {
  3515. this.planes = [
  3516. ( p0 !== undefined ) ? p0 : new Plane(),
  3517. ( p1 !== undefined ) ? p1 : new Plane(),
  3518. ( p2 !== undefined ) ? p2 : new Plane(),
  3519. ( p3 !== undefined ) ? p3 : new Plane(),
  3520. ( p4 !== undefined ) ? p4 : new Plane(),
  3521. ( p5 !== undefined ) ? p5 : new Plane()
  3522. ];
  3523. }
  3524. Object.assign( Frustum.prototype, {
  3525. set: function ( p0, p1, p2, p3, p4, p5 ) {
  3526. var planes = this.planes;
  3527. planes[ 0 ].copy( p0 );
  3528. planes[ 1 ].copy( p1 );
  3529. planes[ 2 ].copy( p2 );
  3530. planes[ 3 ].copy( p3 );
  3531. planes[ 4 ].copy( p4 );
  3532. planes[ 5 ].copy( p5 );
  3533. return this;
  3534. },
  3535. clone: function () {
  3536. return new this.constructor().copy( this );
  3537. },
  3538. copy: function ( frustum ) {
  3539. var planes = this.planes;
  3540. for ( var i = 0; i < 6; i ++ ) {
  3541. planes[ i ].copy( frustum.planes[ i ] );
  3542. }
  3543. return this;
  3544. },
  3545. setFromMatrix: function ( m ) {
  3546. var planes = this.planes;
  3547. var me = m.elements;
  3548. var me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
  3549. var me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
  3550. var me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
  3551. var me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];
  3552. planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
  3553. planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
  3554. planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
  3555. planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
  3556. planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();
  3557. planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();
  3558. return this;
  3559. },
  3560. intersectsObject: function () {
  3561. var sphere = new Sphere();
  3562. return function intersectsObject( object ) {
  3563. var geometry = object.geometry;
  3564. if ( geometry.boundingSphere === null )
  3565. geometry.computeBoundingSphere();
  3566. sphere.copy( geometry.boundingSphere )
  3567. .applyMatrix4( object.matrixWorld );
  3568. return this.intersectsSphere( sphere );
  3569. };
  3570. }(),
  3571. intersectsSprite: function () {
  3572. var sphere = new Sphere();
  3573. return function intersectsSprite( sprite ) {
  3574. sphere.center.set( 0, 0, 0 );
  3575. sphere.radius = 0.7071067811865476;
  3576. sphere.applyMatrix4( sprite.matrixWorld );
  3577. return this.intersectsSphere( sphere );
  3578. };
  3579. }(),
  3580. intersectsSphere: function ( sphere ) {
  3581. var planes = this.planes;
  3582. var center = sphere.center;
  3583. var negRadius = - sphere.radius;
  3584. for ( var i = 0; i < 6; i ++ ) {
  3585. var distance = planes[ i ].distanceToPoint( center );
  3586. if ( distance < negRadius ) {
  3587. return false;
  3588. }
  3589. }
  3590. return true;
  3591. },
  3592. intersectsBox: function () {
  3593. var p = new Vector3();
  3594. return function intersectsBox( box ) {
  3595. var planes = this.planes;
  3596. for ( var i = 0; i < 6; i ++ ) {
  3597. var plane = planes[ i ];
  3598. // corner at max distance
  3599. p.x = plane.normal.x > 0 ? box.max.x : box.min.x;
  3600. p.y = plane.normal.y > 0 ? box.max.y : box.min.y;
  3601. p.z = plane.normal.z > 0 ? box.max.z : box.min.z;
  3602. if ( plane.distanceToPoint( p ) < 0 ) {
  3603. return false;
  3604. }
  3605. }
  3606. return true;
  3607. };
  3608. }(),
  3609. containsPoint: function ( point ) {
  3610. var planes = this.planes;
  3611. for ( var i = 0; i < 6; i ++ ) {
  3612. if ( planes[ i ].distanceToPoint( point ) < 0 ) {
  3613. return false;
  3614. }
  3615. }
  3616. return true;
  3617. }
  3618. } );
  3619. var alphamap_fragment = "#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif";
  3620. var alphamap_pars_fragment = "#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif";
  3621. var alphatest_fragment = "#ifdef ALPHATEST\n\tif ( diffuseColor.a < ALPHATEST ) discard;\n#endif";
  3622. 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";
  3623. var aomap_pars_fragment = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif";
  3624. var begin_vertex = "vec3 transformed = vec3( position );";
  3625. var beginnormal_vertex = "vec3 objectNormal = vec3( normal );\n#ifdef USE_TANGENT\n\tvec3 objectTangent = vec3( tangent.xyz );\n#endif";
  3626. 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}";
  3627. 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";
  3628. 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";
  3629. 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";
  3630. var clipping_planes_pars_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG ) && ! defined( MATCAP )\n\tvarying vec3 vViewPosition;\n#endif";
  3631. var clipping_planes_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG ) && ! defined( MATCAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif";
  3632. var color_fragment = "#ifdef USE_COLOR\n\tdiffuseColor.rgb *= vColor;\n#endif";
  3633. var color_pars_fragment = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";
  3634. var color_pars_vertex = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";
  3635. var color_vertex = "#ifdef USE_COLOR\n\tvColor.xyz = color.xyz;\n#endif";
  3636. 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}";
  3637. 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";
  3638. 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";
  3639. var displacementmap_pars_vertex = "#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif";
  3640. var displacementmap_vertex = "#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, uv ).x * displacementScale + displacementBias );\n#endif";
  3641. var emissivemap_fragment = "#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif";
  3642. var emissivemap_pars_fragment = "#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif";
  3643. var encodings_fragment = "gl_FragColor = linearToOutputTexel( gl_FragColor );";
  3644. 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}";
  3645. 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";
  3646. 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";
  3647. 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";
  3648. 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";
  3649. var fog_vertex = "#ifdef USE_FOG\n\tfogDepth = -mvPosition.z;\n#endif";
  3650. var fog_pars_vertex = "#ifdef USE_FOG\n\tvarying float fogDepth;\n#endif";
  3651. 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";
  3652. 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";
  3653. 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";
  3654. var lightmap_fragment = "#ifdef USE_LIGHTMAP\n\treflectedLight.indirectDiffuse += PI * texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n#endif";
  3655. var lightmap_pars_fragment = "#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif";
  3656. 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";
  3657. 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";
  3658. 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";
  3659. var lights_phong_fragment = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;";
  3660. 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)";
  3661. 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";
  3662. 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}";
  3663. 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";
  3664. 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";
  3665. 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";
  3666. var logdepthbuf_fragment = "#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tgl_FragDepthEXT = log2( vFragDepth ) * logDepthBufFC * 0.5;\n#endif";
  3667. var logdepthbuf_pars_fragment = "#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tuniform float logDepthBufFC;\n\tvarying float vFragDepth;\n#endif";
  3668. 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";
  3669. 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";
  3670. var map_fragment = "#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif";
  3671. var map_pars_fragment = "#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif";
  3672. 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";
  3673. var map_particle_pars_fragment = "#ifdef USE_MAP\n\tuniform mat3 uvTransform;\n\tuniform sampler2D map;\n#endif";
  3674. var metalnessmap_fragment = "float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif";
  3675. var metalnessmap_pars_fragment = "#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif";
  3676. 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";
  3677. 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";
  3678. 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";
  3679. 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";
  3680. 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";
  3681. 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";
  3682. 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}";
  3683. var premultiplied_alpha_fragment = "#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif";
  3684. var project_vertex = "vec4 mvPosition = modelViewMatrix * vec4( transformed, 1.0 );\ngl_Position = projectionMatrix * mvPosition;";
  3685. var dithering_fragment = "#if defined( DITHERING )\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif";
  3686. 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";
  3687. var roughnessmap_fragment = "float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif";
  3688. var roughnessmap_pars_fragment = "#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif";
  3689. 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";
  3690. 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";
  3691. 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";
  3692. 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}";
  3693. 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";
  3694. 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";
  3695. 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";
  3696. 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";
  3697. 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";
  3698. var specularmap_pars_fragment = "#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif";
  3699. var tonemapping_fragment = "#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif";
  3700. 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}";
  3701. 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";
  3702. 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";
  3703. 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";
  3704. var uv2_pars_fragment = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif";
  3705. var uv2_pars_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n#endif";
  3706. var uv2_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = uv2;\n#endif";
  3707. var worldpos_vertex = "#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP )\n\tvec4 worldPosition = modelMatrix * vec4( transformed, 1.0 );\n#endif";
  3708. 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}";
  3709. 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}";
  3710. 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}";
  3711. 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}";
  3712. 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}";
  3713. 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}";
  3714. 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}";
  3715. 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}";
  3716. 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}";
  3717. 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}";
  3718. 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}";
  3719. 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}";
  3720. 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}";
  3721. 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}";
  3722. 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}";
  3723. 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}";
  3724. 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}";
  3725. 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}";
  3726. 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}";
  3727. 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}";
  3728. 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}";
  3729. 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}";
  3730. 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}";
  3731. 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}";
  3732. 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}";
  3733. 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}";
  3734. 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}";
  3735. 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}";
  3736. 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}";
  3737. 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}";
  3738. var ShaderChunk = {
  3739. alphamap_fragment: alphamap_fragment,
  3740. alphamap_pars_fragment: alphamap_pars_fragment,
  3741. alphatest_fragment: alphatest_fragment,
  3742. aomap_fragment: aomap_fragment,
  3743. aomap_pars_fragment: aomap_pars_fragment,
  3744. begin_vertex: begin_vertex,
  3745. beginnormal_vertex: beginnormal_vertex,
  3746. bsdfs: bsdfs,
  3747. bumpmap_pars_fragment: bumpmap_pars_fragment,
  3748. clipping_planes_fragment: clipping_planes_fragment,
  3749. clipping_planes_pars_fragment: clipping_planes_pars_fragment,
  3750. clipping_planes_pars_vertex: clipping_planes_pars_vertex,
  3751. clipping_planes_vertex: clipping_planes_vertex,
  3752. color_fragment: color_fragment,
  3753. color_pars_fragment: color_pars_fragment,
  3754. color_pars_vertex: color_pars_vertex,
  3755. color_vertex: color_vertex,
  3756. common: common,
  3757. cube_uv_reflection_fragment: cube_uv_reflection_fragment,
  3758. defaultnormal_vertex: defaultnormal_vertex,
  3759. displacementmap_pars_vertex: displacementmap_pars_vertex,
  3760. displacementmap_vertex: displacementmap_vertex,
  3761. emissivemap_fragment: emissivemap_fragment,
  3762. emissivemap_pars_fragment: emissivemap_pars_fragment,
  3763. encodings_fragment: encodings_fragment,
  3764. encodings_pars_fragment: encodings_pars_fragment,
  3765. envmap_fragment: envmap_fragment,
  3766. envmap_pars_fragment: envmap_pars_fragment,
  3767. envmap_pars_vertex: envmap_pars_vertex,
  3768. envmap_physical_pars_fragment: envmap_physical_pars_fragment,
  3769. envmap_vertex: envmap_vertex,
  3770. fog_vertex: fog_vertex,
  3771. fog_pars_vertex: fog_pars_vertex,
  3772. fog_fragment: fog_fragment,
  3773. fog_pars_fragment: fog_pars_fragment,
  3774. gradientmap_pars_fragment: gradientmap_pars_fragment,
  3775. lightmap_fragment: lightmap_fragment,
  3776. lightmap_pars_fragment: lightmap_pars_fragment,
  3777. lights_lambert_vertex: lights_lambert_vertex,
  3778. lights_pars_begin: lights_pars_begin,
  3779. lights_phong_fragment: lights_phong_fragment,
  3780. lights_phong_pars_fragment: lights_phong_pars_fragment,
  3781. lights_physical_fragment: lights_physical_fragment,
  3782. lights_physical_pars_fragment: lights_physical_pars_fragment,
  3783. lights_fragment_begin: lights_fragment_begin,
  3784. lights_fragment_maps: lights_fragment_maps,
  3785. lights_fragment_end: lights_fragment_end,
  3786. logdepthbuf_fragment: logdepthbuf_fragment,
  3787. logdepthbuf_pars_fragment: logdepthbuf_pars_fragment,
  3788. logdepthbuf_pars_vertex: logdepthbuf_pars_vertex,
  3789. logdepthbuf_vertex: logdepthbuf_vertex,
  3790. map_fragment: map_fragment,
  3791. map_pars_fragment: map_pars_fragment,
  3792. map_particle_fragment: map_particle_fragment,
  3793. map_particle_pars_fragment: map_particle_pars_fragment,
  3794. metalnessmap_fragment: metalnessmap_fragment,
  3795. metalnessmap_pars_fragment: metalnessmap_pars_fragment,
  3796. morphnormal_vertex: morphnormal_vertex,
  3797. morphtarget_pars_vertex: morphtarget_pars_vertex,
  3798. morphtarget_vertex: morphtarget_vertex,
  3799. normal_fragment_begin: normal_fragment_begin,
  3800. normal_fragment_maps: normal_fragment_maps,
  3801. normalmap_pars_fragment: normalmap_pars_fragment,
  3802. packing: packing,
  3803. premultiplied_alpha_fragment: premultiplied_alpha_fragment,
  3804. project_vertex: project_vertex,
  3805. dithering_fragment: dithering_fragment,
  3806. dithering_pars_fragment: dithering_pars_fragment,
  3807. roughnessmap_fragment: roughnessmap_fragment,
  3808. roughnessmap_pars_fragment: roughnessmap_pars_fragment,
  3809. shadowmap_pars_fragment: shadowmap_pars_fragment,
  3810. shadowmap_pars_vertex: shadowmap_pars_vertex,
  3811. shadowmap_vertex: shadowmap_vertex,
  3812. shadowmask_pars_fragment: shadowmask_pars_fragment,
  3813. skinbase_vertex: skinbase_vertex,
  3814. skinning_pars_vertex: skinning_pars_vertex,
  3815. skinning_vertex: skinning_vertex,
  3816. skinnormal_vertex: skinnormal_vertex,
  3817. specularmap_fragment: specularmap_fragment,
  3818. specularmap_pars_fragment: specularmap_pars_fragment,
  3819. tonemapping_fragment: tonemapping_fragment,
  3820. tonemapping_pars_fragment: tonemapping_pars_fragment,
  3821. uv_pars_fragment: uv_pars_fragment,
  3822. uv_pars_vertex: uv_pars_vertex,
  3823. uv_vertex: uv_vertex,
  3824. uv2_pars_fragment: uv2_pars_fragment,
  3825. uv2_pars_vertex: uv2_pars_vertex,
  3826. uv2_vertex: uv2_vertex,
  3827. worldpos_vertex: worldpos_vertex,
  3828. background_frag: background_frag,
  3829. background_vert: background_vert,
  3830. cube_frag: cube_frag,
  3831. cube_vert: cube_vert,
  3832. depth_frag: depth_frag,
  3833. depth_vert: depth_vert,
  3834. distanceRGBA_frag: distanceRGBA_frag,
  3835. distanceRGBA_vert: distanceRGBA_vert,
  3836. equirect_frag: equirect_frag,
  3837. equirect_vert: equirect_vert,
  3838. linedashed_frag: linedashed_frag,
  3839. linedashed_vert: linedashed_vert,
  3840. meshbasic_frag: meshbasic_frag,
  3841. meshbasic_vert: meshbasic_vert,
  3842. meshlambert_frag: meshlambert_frag,
  3843. meshlambert_vert: meshlambert_vert,
  3844. meshmatcap_frag: meshmatcap_frag,
  3845. meshmatcap_vert: meshmatcap_vert,
  3846. meshphong_frag: meshphong_frag,
  3847. meshphong_vert: meshphong_vert,
  3848. meshphysical_frag: meshphysical_frag,
  3849. meshphysical_vert: meshphysical_vert,
  3850. normal_frag: normal_frag,
  3851. normal_vert: normal_vert,
  3852. points_frag: points_frag,
  3853. points_vert: points_vert,
  3854. shadow_frag: shadow_frag,
  3855. shadow_vert: shadow_vert,
  3856. sprite_frag: sprite_frag,
  3857. sprite_vert: sprite_vert
  3858. };
  3859. /**
  3860. * Uniform Utilities
  3861. */
  3862. function cloneUniforms( src ) {
  3863. var dst = {};
  3864. for ( var u in src ) {
  3865. dst[ u ] = {};
  3866. for ( var p in src[ u ] ) {
  3867. var property = src[ u ][ p ];
  3868. if ( property && ( property.isColor ||
  3869. property.isMatrix3 || property.isMatrix4 ||
  3870. property.isVector2 || property.isVector3 || property.isVector4 ||
  3871. property.isTexture ) ) {
  3872. dst[ u ][ p ] = property.clone();
  3873. } else if ( Array.isArray( property ) ) {
  3874. dst[ u ][ p ] = property.slice();
  3875. } else {
  3876. dst[ u ][ p ] = property;
  3877. }
  3878. }
  3879. }
  3880. return dst;
  3881. }
  3882. function mergeUniforms( uniforms ) {
  3883. var merged = {};
  3884. for ( var u = 0; u < uniforms.length; u ++ ) {
  3885. var tmp = cloneUniforms( uniforms[ u ] );
  3886. for ( var p in tmp ) {
  3887. merged[ p ] = tmp[ p ];
  3888. }
  3889. }
  3890. return merged;
  3891. }
  3892. // Legacy
  3893. var UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms };
  3894. /**
  3895. * @author mrdoob / http://mrdoob.com/
  3896. */
  3897. var ColorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,
  3898. 'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,
  3899. 'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,
  3900. 'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,
  3901. 'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,
  3902. 'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,
  3903. 'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,
  3904. 'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,
  3905. 'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,
  3906. 'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,
  3907. 'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,
  3908. 'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,
  3909. 'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,
  3910. 'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,
  3911. 'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,
  3912. 'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,
  3913. 'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,
  3914. 'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,
  3915. 'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,
  3916. 'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,
  3917. 'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,
  3918. 'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,
  3919. 'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,
  3920. 'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };
  3921. function Color( r, g, b ) {
  3922. if ( g === undefined && b === undefined ) {
  3923. // r is THREE.Color, hex or string
  3924. return this.set( r );
  3925. }
  3926. return this.setRGB( r, g, b );
  3927. }
  3928. Object.assign( Color.prototype, {
  3929. isColor: true,
  3930. r: 1, g: 1, b: 1,
  3931. set: function ( value ) {
  3932. if ( value && value.isColor ) {
  3933. this.copy( value );
  3934. } else if ( typeof value === 'number' ) {
  3935. this.setHex( value );
  3936. } else if ( typeof value === 'string' ) {
  3937. this.setStyle( value );
  3938. }
  3939. return this;
  3940. },
  3941. setScalar: function ( scalar ) {
  3942. this.r = scalar;
  3943. this.g = scalar;
  3944. this.b = scalar;
  3945. return this;
  3946. },
  3947. setHex: function ( hex ) {
  3948. hex = Math.floor( hex );
  3949. this.r = ( hex >> 16 & 255 ) / 255;
  3950. this.g = ( hex >> 8 & 255 ) / 255;
  3951. this.b = ( hex & 255 ) / 255;
  3952. return this;
  3953. },
  3954. setRGB: function ( r, g, b ) {
  3955. this.r = r;
  3956. this.g = g;
  3957. this.b = b;
  3958. return this;
  3959. },
  3960. setHSL: function () {
  3961. function hue2rgb( p, q, t ) {
  3962. if ( t < 0 ) t += 1;
  3963. if ( t > 1 ) t -= 1;
  3964. if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t;
  3965. if ( t < 1 / 2 ) return q;
  3966. if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t );
  3967. return p;
  3968. }
  3969. return function setHSL( h, s, l ) {
  3970. // h,s,l ranges are in 0.0 - 1.0
  3971. h = _Math.euclideanModulo( h, 1 );
  3972. s = _Math.clamp( s, 0, 1 );
  3973. l = _Math.clamp( l, 0, 1 );
  3974. if ( s === 0 ) {
  3975. this.r = this.g = this.b = l;
  3976. } else {
  3977. var p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
  3978. var q = ( 2 * l ) - p;
  3979. this.r = hue2rgb( q, p, h + 1 / 3 );
  3980. this.g = hue2rgb( q, p, h );
  3981. this.b = hue2rgb( q, p, h - 1 / 3 );
  3982. }
  3983. return this;
  3984. };
  3985. }(),
  3986. setStyle: function ( style ) {
  3987. function handleAlpha( string ) {
  3988. if ( string === undefined ) return;
  3989. if ( parseFloat( string ) < 1 ) {
  3990. console.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' );
  3991. }
  3992. }
  3993. var m;
  3994. if ( m = /^((?:rgb|hsl)a?)\(\s*([^\)]*)\)/.exec( style ) ) {
  3995. // rgb / hsl
  3996. var color;
  3997. var name = m[ 1 ];
  3998. var components = m[ 2 ];
  3999. switch ( name ) {
  4000. case 'rgb':
  4001. case 'rgba':
  4002. if ( color = /^(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4003. // rgb(255,0,0) rgba(255,0,0,0.5)
  4004. this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255;
  4005. this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255;
  4006. this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255;
  4007. handleAlpha( color[ 5 ] );
  4008. return this;
  4009. }
  4010. if ( color = /^(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4011. // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)
  4012. this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;
  4013. this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;
  4014. this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;
  4015. handleAlpha( color[ 5 ] );
  4016. return this;
  4017. }
  4018. break;
  4019. case 'hsl':
  4020. case 'hsla':
  4021. if ( color = /^([0-9]*\.?[0-9]+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4022. // hsl(120,50%,50%) hsla(120,50%,50%,0.5)
  4023. var h = parseFloat( color[ 1 ] ) / 360;
  4024. var s = parseInt( color[ 2 ], 10 ) / 100;
  4025. var l = parseInt( color[ 3 ], 10 ) / 100;
  4026. handleAlpha( color[ 5 ] );
  4027. return this.setHSL( h, s, l );
  4028. }
  4029. break;
  4030. }
  4031. } else if ( m = /^\#([A-Fa-f0-9]+)$/.exec( style ) ) {
  4032. // hex color
  4033. var hex = m[ 1 ];
  4034. var size = hex.length;
  4035. if ( size === 3 ) {
  4036. // #ff0
  4037. this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 0 ), 16 ) / 255;
  4038. this.g = parseInt( hex.charAt( 1 ) + hex.charAt( 1 ), 16 ) / 255;
  4039. this.b = parseInt( hex.charAt( 2 ) + hex.charAt( 2 ), 16 ) / 255;
  4040. return this;
  4041. } else if ( size === 6 ) {
  4042. // #ff0000
  4043. this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 1 ), 16 ) / 255;
  4044. this.g = parseInt( hex.charAt( 2 ) + hex.charAt( 3 ), 16 ) / 255;
  4045. this.b = parseInt( hex.charAt( 4 ) + hex.charAt( 5 ), 16 ) / 255;
  4046. return this;
  4047. }
  4048. }
  4049. if ( style && style.length > 0 ) {
  4050. // color keywords
  4051. var hex = ColorKeywords[ style ];
  4052. if ( hex !== undefined ) {
  4053. // red
  4054. this.setHex( hex );
  4055. } else {
  4056. // unknown color
  4057. console.warn( 'THREE.Color: Unknown color ' + style );
  4058. }
  4059. }
  4060. return this;
  4061. },
  4062. clone: function () {
  4063. return new this.constructor( this.r, this.g, this.b );
  4064. },
  4065. copy: function ( color ) {
  4066. this.r = color.r;
  4067. this.g = color.g;
  4068. this.b = color.b;
  4069. return this;
  4070. },
  4071. copyGammaToLinear: function ( color, gammaFactor ) {
  4072. if ( gammaFactor === undefined ) gammaFactor = 2.0;
  4073. this.r = Math.pow( color.r, gammaFactor );
  4074. this.g = Math.pow( color.g, gammaFactor );
  4075. this.b = Math.pow( color.b, gammaFactor );
  4076. return this;
  4077. },
  4078. copyLinearToGamma: function ( color, gammaFactor ) {
  4079. if ( gammaFactor === undefined ) gammaFactor = 2.0;
  4080. var safeInverse = ( gammaFactor > 0 ) ? ( 1.0 / gammaFactor ) : 1.0;
  4081. this.r = Math.pow( color.r, safeInverse );
  4082. this.g = Math.pow( color.g, safeInverse );
  4083. this.b = Math.pow( color.b, safeInverse );
  4084. return this;
  4085. },
  4086. convertGammaToLinear: function ( gammaFactor ) {
  4087. this.copyGammaToLinear( this, gammaFactor );
  4088. return this;
  4089. },
  4090. convertLinearToGamma: function ( gammaFactor ) {
  4091. this.copyLinearToGamma( this, gammaFactor );
  4092. return this;
  4093. },
  4094. copySRGBToLinear: function () {
  4095. function SRGBToLinear( c ) {
  4096. return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );
  4097. }
  4098. return function copySRGBToLinear( color ) {
  4099. this.r = SRGBToLinear( color.r );
  4100. this.g = SRGBToLinear( color.g );
  4101. this.b = SRGBToLinear( color.b );
  4102. return this;
  4103. };
  4104. }(),
  4105. copyLinearToSRGB: function () {
  4106. function LinearToSRGB( c ) {
  4107. return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;
  4108. }
  4109. return function copyLinearToSRGB( color ) {
  4110. this.r = LinearToSRGB( color.r );
  4111. this.g = LinearToSRGB( color.g );
  4112. this.b = LinearToSRGB( color.b );
  4113. return this;
  4114. };
  4115. }(),
  4116. convertSRGBToLinear: function () {
  4117. this.copySRGBToLinear( this );
  4118. return this;
  4119. },
  4120. convertLinearToSRGB: function () {
  4121. this.copyLinearToSRGB( this );
  4122. return this;
  4123. },
  4124. getHex: function () {
  4125. return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;
  4126. },
  4127. getHexString: function () {
  4128. return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );
  4129. },
  4130. getHSL: function ( target ) {
  4131. // h,s,l ranges are in 0.0 - 1.0
  4132. if ( target === undefined ) {
  4133. console.warn( 'THREE.Color: .getHSL() target is now required' );
  4134. target = { h: 0, s: 0, l: 0 };
  4135. }
  4136. var r = this.r, g = this.g, b = this.b;
  4137. var max = Math.max( r, g, b );
  4138. var min = Math.min( r, g, b );
  4139. var hue, saturation;
  4140. var lightness = ( min + max ) / 2.0;
  4141. if ( min === max ) {
  4142. hue = 0;
  4143. saturation = 0;
  4144. } else {
  4145. var delta = max - min;
  4146. saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
  4147. switch ( max ) {
  4148. case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
  4149. case g: hue = ( b - r ) / delta + 2; break;
  4150. case b: hue = ( r - g ) / delta + 4; break;
  4151. }
  4152. hue /= 6;
  4153. }
  4154. target.h = hue;
  4155. target.s = saturation;
  4156. target.l = lightness;
  4157. return target;
  4158. },
  4159. getStyle: function () {
  4160. return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';
  4161. },
  4162. offsetHSL: function () {
  4163. var hsl = {};
  4164. return function ( h, s, l ) {
  4165. this.getHSL( hsl );
  4166. hsl.h += h; hsl.s += s; hsl.l += l;
  4167. this.setHSL( hsl.h, hsl.s, hsl.l );
  4168. return this;
  4169. };
  4170. }(),
  4171. add: function ( color ) {
  4172. this.r += color.r;
  4173. this.g += color.g;
  4174. this.b += color.b;
  4175. return this;
  4176. },
  4177. addColors: function ( color1, color2 ) {
  4178. this.r = color1.r + color2.r;
  4179. this.g = color1.g + color2.g;
  4180. this.b = color1.b + color2.b;
  4181. return this;
  4182. },
  4183. addScalar: function ( s ) {
  4184. this.r += s;
  4185. this.g += s;
  4186. this.b += s;
  4187. return this;
  4188. },
  4189. sub: function ( color ) {
  4190. this.r = Math.max( 0, this.r - color.r );
  4191. this.g = Math.max( 0, this.g - color.g );
  4192. this.b = Math.max( 0, this.b - color.b );
  4193. return this;
  4194. },
  4195. multiply: function ( color ) {
  4196. this.r *= color.r;
  4197. this.g *= color.g;
  4198. this.b *= color.b;
  4199. return this;
  4200. },
  4201. multiplyScalar: function ( s ) {
  4202. this.r *= s;
  4203. this.g *= s;
  4204. this.b *= s;
  4205. return this;
  4206. },
  4207. lerp: function ( color, alpha ) {
  4208. this.r += ( color.r - this.r ) * alpha;
  4209. this.g += ( color.g - this.g ) * alpha;
  4210. this.b += ( color.b - this.b ) * alpha;
  4211. return this;
  4212. },
  4213. lerpHSL: function () {
  4214. var hslA = { h: 0, s: 0, l: 0 };
  4215. var hslB = { h: 0, s: 0, l: 0 };
  4216. return function lerpHSL( color, alpha ) {
  4217. this.getHSL( hslA );
  4218. color.getHSL( hslB );
  4219. var h = _Math.lerp( hslA.h, hslB.h, alpha );
  4220. var s = _Math.lerp( hslA.s, hslB.s, alpha );
  4221. var l = _Math.lerp( hslA.l, hslB.l, alpha );
  4222. this.setHSL( h, s, l );
  4223. return this;
  4224. };
  4225. }(),
  4226. equals: function ( c ) {
  4227. return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
  4228. },
  4229. fromArray: function ( array, offset ) {
  4230. if ( offset === undefined ) offset = 0;
  4231. this.r = array[ offset ];
  4232. this.g = array[ offset + 1 ];
  4233. this.b = array[ offset + 2 ];
  4234. return this;
  4235. },
  4236. toArray: function ( array, offset ) {
  4237. if ( array === undefined ) array = [];
  4238. if ( offset === undefined ) offset = 0;
  4239. array[ offset ] = this.r;
  4240. array[ offset + 1 ] = this.g;
  4241. array[ offset + 2 ] = this.b;
  4242. return array;
  4243. },
  4244. toJSON: function () {
  4245. return this.getHex();
  4246. }
  4247. } );
  4248. /**
  4249. * Uniforms library for shared webgl shaders
  4250. */
  4251. var UniformsLib = {
  4252. common: {
  4253. diffuse: { value: new Color( 0xeeeeee ) },
  4254. opacity: { value: 1.0 },
  4255. map: { value: null },
  4256. uvTransform: { value: new Matrix3() },
  4257. alphaMap: { value: null },
  4258. },
  4259. specularmap: {
  4260. specularMap: { value: null },
  4261. },
  4262. envmap: {
  4263. envMap: { value: null },
  4264. flipEnvMap: { value: - 1 },
  4265. reflectivity: { value: 1.0 },
  4266. refractionRatio: { value: 0.98 },
  4267. maxMipLevel: { value: 0 }
  4268. },
  4269. aomap: {
  4270. aoMap: { value: null },
  4271. aoMapIntensity: { value: 1 }
  4272. },
  4273. lightmap: {
  4274. lightMap: { value: null },
  4275. lightMapIntensity: { value: 1 }
  4276. },
  4277. emissivemap: {
  4278. emissiveMap: { value: null }
  4279. },
  4280. bumpmap: {
  4281. bumpMap: { value: null },
  4282. bumpScale: { value: 1 }
  4283. },
  4284. normalmap: {
  4285. normalMap: { value: null },
  4286. normalScale: { value: new Vector2( 1, 1 ) }
  4287. },
  4288. displacementmap: {
  4289. displacementMap: { value: null },
  4290. displacementScale: { value: 1 },
  4291. displacementBias: { value: 0 }
  4292. },
  4293. roughnessmap: {
  4294. roughnessMap: { value: null }
  4295. },
  4296. metalnessmap: {
  4297. metalnessMap: { value: null }
  4298. },
  4299. gradientmap: {
  4300. gradientMap: { value: null }
  4301. },
  4302. fog: {
  4303. fogDensity: { value: 0.00025 },
  4304. fogNear: { value: 1 },
  4305. fogFar: { value: 2000 },
  4306. fogColor: { value: new Color( 0xffffff ) }
  4307. },
  4308. lights: {
  4309. ambientLightColor: { value: [] },
  4310. directionalLights: { value: [], properties: {
  4311. direction: {},
  4312. color: {},
  4313. shadow: {},
  4314. shadowBias: {},
  4315. shadowRadius: {},
  4316. shadowMapSize: {}
  4317. } },
  4318. directionalShadowMap: { value: [] },
  4319. directionalShadowMatrix: { value: [] },
  4320. spotLights: { value: [], properties: {
  4321. color: {},
  4322. position: {},
  4323. direction: {},
  4324. distance: {},
  4325. coneCos: {},
  4326. penumbraCos: {},
  4327. decay: {},
  4328. shadow: {},
  4329. shadowBias: {},
  4330. shadowRadius: {},
  4331. shadowMapSize: {}
  4332. } },
  4333. spotShadowMap: { value: [] },
  4334. spotShadowMatrix: { value: [] },
  4335. pointLights: { value: [], properties: {
  4336. color: {},
  4337. position: {},
  4338. decay: {},
  4339. distance: {},
  4340. shadow: {},
  4341. shadowBias: {},
  4342. shadowRadius: {},
  4343. shadowMapSize: {},
  4344. shadowCameraNear: {},
  4345. shadowCameraFar: {}
  4346. } },
  4347. pointShadowMap: { value: [] },
  4348. pointShadowMatrix: { value: [] },
  4349. hemisphereLights: { value: [], properties: {
  4350. direction: {},
  4351. skyColor: {},
  4352. groundColor: {}
  4353. } },
  4354. // TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src
  4355. rectAreaLights: { value: [], properties: {
  4356. color: {},
  4357. position: {},
  4358. width: {},
  4359. height: {}
  4360. } }
  4361. },
  4362. points: {
  4363. diffuse: { value: new Color( 0xeeeeee ) },
  4364. opacity: { value: 1.0 },
  4365. size: { value: 1.0 },
  4366. scale: { value: 1.0 },
  4367. map: { value: null },
  4368. uvTransform: { value: new Matrix3() }
  4369. },
  4370. sprite: {
  4371. diffuse: { value: new Color( 0xeeeeee ) },
  4372. opacity: { value: 1.0 },
  4373. center: { value: new Vector2( 0.5, 0.5 ) },
  4374. rotation: { value: 0.0 },
  4375. map: { value: null },
  4376. uvTransform: { value: new Matrix3() }
  4377. }
  4378. };
  4379. /**
  4380. * @author alteredq / http://alteredqualia.com/
  4381. * @author mrdoob / http://mrdoob.com/
  4382. * @author mikael emtinger / http://gomo.se/
  4383. */
  4384. var ShaderLib = {
  4385. basic: {
  4386. uniforms: mergeUniforms( [
  4387. UniformsLib.common,
  4388. UniformsLib.specularmap,
  4389. UniformsLib.envmap,
  4390. UniformsLib.aomap,
  4391. UniformsLib.lightmap,
  4392. UniformsLib.fog
  4393. ] ),
  4394. vertexShader: ShaderChunk.meshbasic_vert,
  4395. fragmentShader: ShaderChunk.meshbasic_frag
  4396. },
  4397. lambert: {
  4398. uniforms: mergeUniforms( [
  4399. UniformsLib.common,
  4400. UniformsLib.specularmap,
  4401. UniformsLib.envmap,
  4402. UniformsLib.aomap,
  4403. UniformsLib.lightmap,
  4404. UniformsLib.emissivemap,
  4405. UniformsLib.fog,
  4406. UniformsLib.lights,
  4407. {
  4408. emissive: { value: new Color( 0x000000 ) }
  4409. }
  4410. ] ),
  4411. vertexShader: ShaderChunk.meshlambert_vert,
  4412. fragmentShader: ShaderChunk.meshlambert_frag
  4413. },
  4414. phong: {
  4415. uniforms: mergeUniforms( [
  4416. UniformsLib.common,
  4417. UniformsLib.specularmap,
  4418. UniformsLib.envmap,
  4419. UniformsLib.aomap,
  4420. UniformsLib.lightmap,
  4421. UniformsLib.emissivemap,
  4422. UniformsLib.bumpmap,
  4423. UniformsLib.normalmap,
  4424. UniformsLib.displacementmap,
  4425. UniformsLib.gradientmap,
  4426. UniformsLib.fog,
  4427. UniformsLib.lights,
  4428. {
  4429. emissive: { value: new Color( 0x000000 ) },
  4430. specular: { value: new Color( 0x111111 ) },
  4431. shininess: { value: 30 }
  4432. }
  4433. ] ),
  4434. vertexShader: ShaderChunk.meshphong_vert,
  4435. fragmentShader: ShaderChunk.meshphong_frag
  4436. },
  4437. standard: {
  4438. uniforms: mergeUniforms( [
  4439. UniformsLib.common,
  4440. UniformsLib.envmap,
  4441. UniformsLib.aomap,
  4442. UniformsLib.lightmap,
  4443. UniformsLib.emissivemap,
  4444. UniformsLib.bumpmap,
  4445. UniformsLib.normalmap,
  4446. UniformsLib.displacementmap,
  4447. UniformsLib.roughnessmap,
  4448. UniformsLib.metalnessmap,
  4449. UniformsLib.fog,
  4450. UniformsLib.lights,
  4451. {
  4452. emissive: { value: new Color( 0x000000 ) },
  4453. roughness: { value: 0.5 },
  4454. metalness: { value: 0.5 },
  4455. envMapIntensity: { value: 1 } // temporary
  4456. }
  4457. ] ),
  4458. vertexShader: ShaderChunk.meshphysical_vert,
  4459. fragmentShader: ShaderChunk.meshphysical_frag
  4460. },
  4461. matcap: {
  4462. uniforms: mergeUniforms( [
  4463. UniformsLib.common,
  4464. UniformsLib.bumpmap,
  4465. UniformsLib.normalmap,
  4466. UniformsLib.displacementmap,
  4467. UniformsLib.fog,
  4468. {
  4469. matcap: { value: null }
  4470. }
  4471. ] ),
  4472. vertexShader: ShaderChunk.meshmatcap_vert,
  4473. fragmentShader: ShaderChunk.meshmatcap_frag
  4474. },
  4475. points: {
  4476. uniforms: mergeUniforms( [
  4477. UniformsLib.points,
  4478. UniformsLib.fog
  4479. ] ),
  4480. vertexShader: ShaderChunk.points_vert,
  4481. fragmentShader: ShaderChunk.points_frag
  4482. },
  4483. dashed: {
  4484. uniforms: mergeUniforms( [
  4485. UniformsLib.common,
  4486. UniformsLib.fog,
  4487. {
  4488. scale: { value: 1 },
  4489. dashSize: { value: 1 },
  4490. totalSize: { value: 2 }
  4491. }
  4492. ] ),
  4493. vertexShader: ShaderChunk.linedashed_vert,
  4494. fragmentShader: ShaderChunk.linedashed_frag
  4495. },
  4496. depth: {
  4497. uniforms: mergeUniforms( [
  4498. UniformsLib.common,
  4499. UniformsLib.displacementmap
  4500. ] ),
  4501. vertexShader: ShaderChunk.depth_vert,
  4502. fragmentShader: ShaderChunk.depth_frag
  4503. },
  4504. normal: {
  4505. uniforms: mergeUniforms( [
  4506. UniformsLib.common,
  4507. UniformsLib.bumpmap,
  4508. UniformsLib.normalmap,
  4509. UniformsLib.displacementmap,
  4510. {
  4511. opacity: { value: 1.0 }
  4512. }
  4513. ] ),
  4514. vertexShader: ShaderChunk.normal_vert,
  4515. fragmentShader: ShaderChunk.normal_frag
  4516. },
  4517. sprite: {
  4518. uniforms: mergeUniforms( [
  4519. UniformsLib.sprite,
  4520. UniformsLib.fog
  4521. ] ),
  4522. vertexShader: ShaderChunk.sprite_vert,
  4523. fragmentShader: ShaderChunk.sprite_frag
  4524. },
  4525. background: {
  4526. uniforms: {
  4527. uvTransform: { value: new Matrix3() },
  4528. t2D: { value: null },
  4529. },
  4530. vertexShader: ShaderChunk.background_vert,
  4531. fragmentShader: ShaderChunk.background_frag
  4532. },
  4533. /* -------------------------------------------------------------------------
  4534. // Cube map shader
  4535. ------------------------------------------------------------------------- */
  4536. cube: {
  4537. uniforms: {
  4538. tCube: { value: null },
  4539. tFlip: { value: - 1 },
  4540. opacity: { value: 1.0 }
  4541. },
  4542. vertexShader: ShaderChunk.cube_vert,
  4543. fragmentShader: ShaderChunk.cube_frag
  4544. },
  4545. equirect: {
  4546. uniforms: {
  4547. tEquirect: { value: null },
  4548. },
  4549. vertexShader: ShaderChunk.equirect_vert,
  4550. fragmentShader: ShaderChunk.equirect_frag
  4551. },
  4552. distanceRGBA: {
  4553. uniforms: mergeUniforms( [
  4554. UniformsLib.common,
  4555. UniformsLib.displacementmap,
  4556. {
  4557. referencePosition: { value: new Vector3() },
  4558. nearDistance: { value: 1 },
  4559. farDistance: { value: 1000 }
  4560. }
  4561. ] ),
  4562. vertexShader: ShaderChunk.distanceRGBA_vert,
  4563. fragmentShader: ShaderChunk.distanceRGBA_frag
  4564. },
  4565. shadow: {
  4566. uniforms: mergeUniforms( [
  4567. UniformsLib.lights,
  4568. UniformsLib.fog,
  4569. {
  4570. color: { value: new Color( 0x00000 ) },
  4571. opacity: { value: 1.0 }
  4572. },
  4573. ] ),
  4574. vertexShader: ShaderChunk.shadow_vert,
  4575. fragmentShader: ShaderChunk.shadow_frag
  4576. }
  4577. };
  4578. ShaderLib.physical = {
  4579. uniforms: mergeUniforms( [
  4580. ShaderLib.standard.uniforms,
  4581. {
  4582. clearCoat: { value: 0 },
  4583. clearCoatRoughness: { value: 0 }
  4584. }
  4585. ] ),
  4586. vertexShader: ShaderChunk.meshphysical_vert,
  4587. fragmentShader: ShaderChunk.meshphysical_frag
  4588. };
  4589. /**
  4590. * @author mrdoob / http://mrdoob.com/
  4591. */
  4592. function WebGLAnimation() {
  4593. var context = null;
  4594. var isAnimating = false;
  4595. var animationLoop = null;
  4596. function onAnimationFrame( time, frame ) {
  4597. if ( isAnimating === false ) return;
  4598. animationLoop( time, frame );
  4599. context.requestAnimationFrame( onAnimationFrame );
  4600. }
  4601. return {
  4602. start: function () {
  4603. if ( isAnimating === true ) return;
  4604. if ( animationLoop === null ) return;
  4605. context.requestAnimationFrame( onAnimationFrame );
  4606. isAnimating = true;
  4607. },
  4608. stop: function () {
  4609. isAnimating = false;
  4610. },
  4611. setAnimationLoop: function ( callback ) {
  4612. animationLoop = callback;
  4613. },
  4614. setContext: function ( value ) {
  4615. context = value;
  4616. }
  4617. };
  4618. }
  4619. /**
  4620. * @author mrdoob / http://mrdoob.com/
  4621. */
  4622. function WebGLAttributes( gl ) {
  4623. var buffers = new WeakMap();
  4624. function createBuffer( attribute, bufferType ) {
  4625. var array = attribute.array;
  4626. var usage = attribute.dynamic ? 35048 : 35044;
  4627. var buffer = gl.createBuffer();
  4628. gl.bindBuffer( bufferType, buffer );
  4629. gl.bufferData( bufferType, array, usage );
  4630. attribute.onUploadCallback();
  4631. var type = 5126;
  4632. if ( array instanceof Float32Array ) {
  4633. type = 5126;
  4634. } else if ( array instanceof Float64Array ) {
  4635. console.warn( 'THREE.WebGLAttributes: Unsupported data buffer format: Float64Array.' );
  4636. } else if ( array instanceof Uint16Array ) {
  4637. type = 5123;
  4638. } else if ( array instanceof Int16Array ) {
  4639. type = 5122;
  4640. } else if ( array instanceof Uint32Array ) {
  4641. type = 5125;
  4642. } else if ( array instanceof Int32Array ) {
  4643. type = 5124;
  4644. } else if ( array instanceof Int8Array ) {
  4645. type = 5120;
  4646. } else if ( array instanceof Uint8Array ) {
  4647. type = 5121;
  4648. }
  4649. return {
  4650. buffer: buffer,
  4651. type: type,
  4652. bytesPerElement: array.BYTES_PER_ELEMENT,
  4653. version: attribute.version
  4654. };
  4655. }
  4656. function updateBuffer( buffer, attribute, bufferType ) {
  4657. var array = attribute.array;
  4658. var updateRange = attribute.updateRange;
  4659. gl.bindBuffer( bufferType, buffer );
  4660. if ( attribute.dynamic === false ) {
  4661. gl.bufferData( bufferType, array, 35044 );
  4662. } else if ( updateRange.count === - 1 ) {
  4663. // Not using update ranges
  4664. gl.bufferSubData( bufferType, 0, array );
  4665. } else if ( updateRange.count === 0 ) {
  4666. 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.' );
  4667. } else {
  4668. gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,
  4669. array.subarray( updateRange.offset, updateRange.offset + updateRange.count ) );
  4670. updateRange.count = - 1; // reset range
  4671. }
  4672. }
  4673. //
  4674. function get( attribute ) {
  4675. if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;
  4676. return buffers.get( attribute );
  4677. }
  4678. function remove( attribute ) {
  4679. if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;
  4680. var data = buffers.get( attribute );
  4681. if ( data ) {
  4682. gl.deleteBuffer( data.buffer );
  4683. buffers.delete( attribute );
  4684. }
  4685. }
  4686. function update( attribute, bufferType ) {
  4687. if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;
  4688. var data = buffers.get( attribute );
  4689. if ( data === undefined ) {
  4690. buffers.set( attribute, createBuffer( attribute, bufferType ) );
  4691. } else if ( data.version < attribute.version ) {
  4692. updateBuffer( data.buffer, attribute, bufferType );
  4693. data.version = attribute.version;
  4694. }
  4695. }
  4696. return {
  4697. get: get,
  4698. remove: remove,
  4699. update: update
  4700. };
  4701. }
  4702. /**
  4703. * @author mrdoob / http://mrdoob.com/
  4704. * @author alteredq / http://alteredqualia.com/
  4705. */
  4706. function Face3( a, b, c, normal, color, materialIndex ) {
  4707. this.a = a;
  4708. this.b = b;
  4709. this.c = c;
  4710. this.normal = ( normal && normal.isVector3 ) ? normal : new Vector3();
  4711. this.vertexNormals = Array.isArray( normal ) ? normal : [];
  4712. this.color = ( color && color.isColor ) ? color : new Color();
  4713. this.vertexColors = Array.isArray( color ) ? color : [];
  4714. this.materialIndex = materialIndex !== undefined ? materialIndex : 0;
  4715. }
  4716. Object.assign( Face3.prototype, {
  4717. clone: function () {
  4718. return new this.constructor().copy( this );
  4719. },
  4720. copy: function ( source ) {
  4721. this.a = source.a;
  4722. this.b = source.b;
  4723. this.c = source.c;
  4724. this.normal.copy( source.normal );
  4725. this.color.copy( source.color );
  4726. this.materialIndex = source.materialIndex;
  4727. for ( var i = 0, il = source.vertexNormals.length; i < il; i ++ ) {
  4728. this.vertexNormals[ i ] = source.vertexNormals[ i ].clone();
  4729. }
  4730. for ( var i = 0, il = source.vertexColors.length; i < il; i ++ ) {
  4731. this.vertexColors[ i ] = source.vertexColors[ i ].clone();
  4732. }
  4733. return this;
  4734. }
  4735. } );
  4736. /**
  4737. * @author mrdoob / http://mrdoob.com/
  4738. * @author WestLangley / http://github.com/WestLangley
  4739. * @author bhouston / http://clara.io
  4740. */
  4741. function Euler( x, y, z, order ) {
  4742. this._x = x || 0;
  4743. this._y = y || 0;
  4744. this._z = z || 0;
  4745. this._order = order || Euler.DefaultOrder;
  4746. }
  4747. Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ];
  4748. Euler.DefaultOrder = 'XYZ';
  4749. Object.defineProperties( Euler.prototype, {
  4750. x: {
  4751. get: function () {
  4752. return this._x;
  4753. },
  4754. set: function ( value ) {
  4755. this._x = value;
  4756. this.onChangeCallback();
  4757. }
  4758. },
  4759. y: {
  4760. get: function () {
  4761. return this._y;
  4762. },
  4763. set: function ( value ) {
  4764. this._y = value;
  4765. this.onChangeCallback();
  4766. }
  4767. },
  4768. z: {
  4769. get: function () {
  4770. return this._z;
  4771. },
  4772. set: function ( value ) {
  4773. this._z = value;
  4774. this.onChangeCallback();
  4775. }
  4776. },
  4777. order: {
  4778. get: function () {
  4779. return this._order;
  4780. },
  4781. set: function ( value ) {
  4782. this._order = value;
  4783. this.onChangeCallback();
  4784. }
  4785. }
  4786. } );
  4787. Object.assign( Euler.prototype, {
  4788. isEuler: true,
  4789. set: function ( x, y, z, order ) {
  4790. this._x = x;
  4791. this._y = y;
  4792. this._z = z;
  4793. this._order = order || this._order;
  4794. this.onChangeCallback();
  4795. return this;
  4796. },
  4797. clone: function () {
  4798. return new this.constructor( this._x, this._y, this._z, this._order );
  4799. },
  4800. copy: function ( euler ) {
  4801. this._x = euler._x;
  4802. this._y = euler._y;
  4803. this._z = euler._z;
  4804. this._order = euler._order;
  4805. this.onChangeCallback();
  4806. return this;
  4807. },
  4808. setFromRotationMatrix: function ( m, order, update ) {
  4809. var clamp = _Math.clamp;
  4810. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  4811. var te = m.elements;
  4812. var m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];
  4813. var m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];
  4814. var m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  4815. order = order || this._order;
  4816. if ( order === 'XYZ' ) {
  4817. this._y = Math.asin( clamp( m13, - 1, 1 ) );
  4818. if ( Math.abs( m13 ) < 0.99999 ) {
  4819. this._x = Math.atan2( - m23, m33 );
  4820. this._z = Math.atan2( - m12, m11 );
  4821. } else {
  4822. this._x = Math.atan2( m32, m22 );
  4823. this._z = 0;
  4824. }
  4825. } else if ( order === 'YXZ' ) {
  4826. this._x = Math.asin( - clamp( m23, - 1, 1 ) );
  4827. if ( Math.abs( m23 ) < 0.99999 ) {
  4828. this._y = Math.atan2( m13, m33 );
  4829. this._z = Math.atan2( m21, m22 );
  4830. } else {
  4831. this._y = Math.atan2( - m31, m11 );
  4832. this._z = 0;
  4833. }
  4834. } else if ( order === 'ZXY' ) {
  4835. this._x = Math.asin( clamp( m32, - 1, 1 ) );
  4836. if ( Math.abs( m32 ) < 0.99999 ) {
  4837. this._y = Math.atan2( - m31, m33 );
  4838. this._z = Math.atan2( - m12, m22 );
  4839. } else {
  4840. this._y = 0;
  4841. this._z = Math.atan2( m21, m11 );
  4842. }
  4843. } else if ( order === 'ZYX' ) {
  4844. this._y = Math.asin( - clamp( m31, - 1, 1 ) );
  4845. if ( Math.abs( m31 ) < 0.99999 ) {
  4846. this._x = Math.atan2( m32, m33 );
  4847. this._z = Math.atan2( m21, m11 );
  4848. } else {
  4849. this._x = 0;
  4850. this._z = Math.atan2( - m12, m22 );
  4851. }
  4852. } else if ( order === 'YZX' ) {
  4853. this._z = Math.asin( clamp( m21, - 1, 1 ) );
  4854. if ( Math.abs( m21 ) < 0.99999 ) {
  4855. this._x = Math.atan2( - m23, m22 );
  4856. this._y = Math.atan2( - m31, m11 );
  4857. } else {
  4858. this._x = 0;
  4859. this._y = Math.atan2( m13, m33 );
  4860. }
  4861. } else if ( order === 'XZY' ) {
  4862. this._z = Math.asin( - clamp( m12, - 1, 1 ) );
  4863. if ( Math.abs( m12 ) < 0.99999 ) {
  4864. this._x = Math.atan2( m32, m22 );
  4865. this._y = Math.atan2( m13, m11 );
  4866. } else {
  4867. this._x = Math.atan2( - m23, m33 );
  4868. this._y = 0;
  4869. }
  4870. } else {
  4871. console.warn( 'THREE.Euler: .setFromRotationMatrix() given unsupported order: ' + order );
  4872. }
  4873. this._order = order;
  4874. if ( update !== false ) this.onChangeCallback();
  4875. return this;
  4876. },
  4877. setFromQuaternion: function () {
  4878. var matrix = new Matrix4();
  4879. return function setFromQuaternion( q, order, update ) {
  4880. matrix.makeRotationFromQuaternion( q );
  4881. return this.setFromRotationMatrix( matrix, order, update );
  4882. };
  4883. }(),
  4884. setFromVector3: function ( v, order ) {
  4885. return this.set( v.x, v.y, v.z, order || this._order );
  4886. },
  4887. reorder: function () {
  4888. // WARNING: this discards revolution information -bhouston
  4889. var q = new Quaternion();
  4890. return function reorder( newOrder ) {
  4891. q.setFromEuler( this );
  4892. return this.setFromQuaternion( q, newOrder );
  4893. };
  4894. }(),
  4895. equals: function ( euler ) {
  4896. return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
  4897. },
  4898. fromArray: function ( array ) {
  4899. this._x = array[ 0 ];
  4900. this._y = array[ 1 ];
  4901. this._z = array[ 2 ];
  4902. if ( array[ 3 ] !== undefined ) this._order = array[ 3 ];
  4903. this.onChangeCallback();
  4904. return this;
  4905. },
  4906. toArray: function ( array, offset ) {
  4907. if ( array === undefined ) array = [];
  4908. if ( offset === undefined ) offset = 0;
  4909. array[ offset ] = this._x;
  4910. array[ offset + 1 ] = this._y;
  4911. array[ offset + 2 ] = this._z;
  4912. array[ offset + 3 ] = this._order;
  4913. return array;
  4914. },
  4915. toVector3: function ( optionalResult ) {
  4916. if ( optionalResult ) {
  4917. return optionalResult.set( this._x, this._y, this._z );
  4918. } else {
  4919. return new Vector3( this._x, this._y, this._z );
  4920. }
  4921. },
  4922. onChange: function ( callback ) {
  4923. this.onChangeCallback = callback;
  4924. return this;
  4925. },
  4926. onChangeCallback: function () {}
  4927. } );
  4928. /**
  4929. * @author mrdoob / http://mrdoob.com/
  4930. */
  4931. function Layers() {
  4932. this.mask = 1 | 0;
  4933. }
  4934. Object.assign( Layers.prototype, {
  4935. set: function ( channel ) {
  4936. this.mask = 1 << channel | 0;
  4937. },
  4938. enable: function ( channel ) {
  4939. this.mask |= 1 << channel | 0;
  4940. },
  4941. toggle: function ( channel ) {
  4942. this.mask ^= 1 << channel | 0;
  4943. },
  4944. disable: function ( channel ) {
  4945. this.mask &= ~ ( 1 << channel | 0 );
  4946. },
  4947. test: function ( layers ) {
  4948. return ( this.mask & layers.mask ) !== 0;
  4949. }
  4950. } );
  4951. /**
  4952. * @author mrdoob / http://mrdoob.com/
  4953. * @author mikael emtinger / http://gomo.se/
  4954. * @author alteredq / http://alteredqualia.com/
  4955. * @author WestLangley / http://github.com/WestLangley
  4956. * @author elephantatwork / www.elephantatwork.ch
  4957. */
  4958. var object3DId = 0;
  4959. function Object3D() {
  4960. Object.defineProperty( this, 'id', { value: object3DId ++ } );
  4961. this.uuid = _Math.generateUUID();
  4962. this.name = '';
  4963. this.type = 'Object3D';
  4964. this.parent = null;
  4965. this.children = [];
  4966. this.up = Object3D.DefaultUp.clone();
  4967. var position = new Vector3();
  4968. var rotation = new Euler();
  4969. var quaternion = new Quaternion();
  4970. var scale = new Vector3( 1, 1, 1 );
  4971. function onRotationChange() {
  4972. quaternion.setFromEuler( rotation, false );
  4973. }
  4974. function onQuaternionChange() {
  4975. rotation.setFromQuaternion( quaternion, undefined, false );
  4976. }
  4977. rotation.onChange( onRotationChange );
  4978. quaternion.onChange( onQuaternionChange );
  4979. Object.defineProperties( this, {
  4980. position: {
  4981. configurable: true,
  4982. enumerable: true,
  4983. value: position
  4984. },
  4985. rotation: {
  4986. configurable: true,
  4987. enumerable: true,
  4988. value: rotation
  4989. },
  4990. quaternion: {
  4991. configurable: true,
  4992. enumerable: true,
  4993. value: quaternion
  4994. },
  4995. scale: {
  4996. configurable: true,
  4997. enumerable: true,
  4998. value: scale
  4999. },
  5000. modelViewMatrix: {
  5001. value: new Matrix4()
  5002. },
  5003. normalMatrix: {
  5004. value: new Matrix3()
  5005. }
  5006. } );
  5007. this.matrix = new Matrix4();
  5008. this.matrixWorld = new Matrix4();
  5009. this.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate;
  5010. this.matrixWorldNeedsUpdate = false;
  5011. this.layers = new Layers();
  5012. this.visible = true;
  5013. this.castShadow = false;
  5014. this.receiveShadow = false;
  5015. this.frustumCulled = true;
  5016. this.renderOrder = 0;
  5017. this.userData = {};
  5018. }
  5019. Object3D.DefaultUp = new Vector3( 0, 1, 0 );
  5020. Object3D.DefaultMatrixAutoUpdate = true;
  5021. Object3D.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  5022. constructor: Object3D,
  5023. isObject3D: true,
  5024. onBeforeRender: function () {},
  5025. onAfterRender: function () {},
  5026. applyMatrix: function ( matrix ) {
  5027. this.matrix.multiplyMatrices( matrix, this.matrix );
  5028. this.matrix.decompose( this.position, this.quaternion, this.scale );
  5029. },
  5030. applyQuaternion: function ( q ) {
  5031. this.quaternion.premultiply( q );
  5032. return this;
  5033. },
  5034. setRotationFromAxisAngle: function ( axis, angle ) {
  5035. // assumes axis is normalized
  5036. this.quaternion.setFromAxisAngle( axis, angle );
  5037. },
  5038. setRotationFromEuler: function ( euler ) {
  5039. this.quaternion.setFromEuler( euler, true );
  5040. },
  5041. setRotationFromMatrix: function ( m ) {
  5042. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  5043. this.quaternion.setFromRotationMatrix( m );
  5044. },
  5045. setRotationFromQuaternion: function ( q ) {
  5046. // assumes q is normalized
  5047. this.quaternion.copy( q );
  5048. },
  5049. rotateOnAxis: function () {
  5050. // rotate object on axis in object space
  5051. // axis is assumed to be normalized
  5052. var q1 = new Quaternion();
  5053. return function rotateOnAxis( axis, angle ) {
  5054. q1.setFromAxisAngle( axis, angle );
  5055. this.quaternion.multiply( q1 );
  5056. return this;
  5057. };
  5058. }(),
  5059. rotateOnWorldAxis: function () {
  5060. // rotate object on axis in world space
  5061. // axis is assumed to be normalized
  5062. // method assumes no rotated parent
  5063. var q1 = new Quaternion();
  5064. return function rotateOnWorldAxis( axis, angle ) {
  5065. q1.setFromAxisAngle( axis, angle );
  5066. this.quaternion.premultiply( q1 );
  5067. return this;
  5068. };
  5069. }(),
  5070. rotateX: function () {
  5071. var v1 = new Vector3( 1, 0, 0 );
  5072. return function rotateX( angle ) {
  5073. return this.rotateOnAxis( v1, angle );
  5074. };
  5075. }(),
  5076. rotateY: function () {
  5077. var v1 = new Vector3( 0, 1, 0 );
  5078. return function rotateY( angle ) {
  5079. return this.rotateOnAxis( v1, angle );
  5080. };
  5081. }(),
  5082. rotateZ: function () {
  5083. var v1 = new Vector3( 0, 0, 1 );
  5084. return function rotateZ( angle ) {
  5085. return this.rotateOnAxis( v1, angle );
  5086. };
  5087. }(),
  5088. translateOnAxis: function () {
  5089. // translate object by distance along axis in object space
  5090. // axis is assumed to be normalized
  5091. var v1 = new Vector3();
  5092. return function translateOnAxis( axis, distance ) {
  5093. v1.copy( axis ).applyQuaternion( this.quaternion );
  5094. this.position.add( v1.multiplyScalar( distance ) );
  5095. return this;
  5096. };
  5097. }(),
  5098. translateX: function () {
  5099. var v1 = new Vector3( 1, 0, 0 );
  5100. return function translateX( distance ) {
  5101. return this.translateOnAxis( v1, distance );
  5102. };
  5103. }(),
  5104. translateY: function () {
  5105. var v1 = new Vector3( 0, 1, 0 );
  5106. return function translateY( distance ) {
  5107. return this.translateOnAxis( v1, distance );
  5108. };
  5109. }(),
  5110. translateZ: function () {
  5111. var v1 = new Vector3( 0, 0, 1 );
  5112. return function translateZ( distance ) {
  5113. return this.translateOnAxis( v1, distance );
  5114. };
  5115. }(),
  5116. localToWorld: function ( vector ) {
  5117. return vector.applyMatrix4( this.matrixWorld );
  5118. },
  5119. worldToLocal: function () {
  5120. var m1 = new Matrix4();
  5121. return function worldToLocal( vector ) {
  5122. return vector.applyMatrix4( m1.getInverse( this.matrixWorld ) );
  5123. };
  5124. }(),
  5125. lookAt: function () {
  5126. // This method does not support objects having non-uniformly-scaled parent(s)
  5127. var q1 = new Quaternion();
  5128. var m1 = new Matrix4();
  5129. var target = new Vector3();
  5130. var position = new Vector3();
  5131. return function lookAt( x, y, z ) {
  5132. if ( x.isVector3 ) {
  5133. target.copy( x );
  5134. } else {
  5135. target.set( x, y, z );
  5136. }
  5137. var parent = this.parent;
  5138. this.updateWorldMatrix( true, false );
  5139. position.setFromMatrixPosition( this.matrixWorld );
  5140. if ( this.isCamera || this.isLight ) {
  5141. m1.lookAt( position, target, this.up );
  5142. } else {
  5143. m1.lookAt( target, position, this.up );
  5144. }
  5145. this.quaternion.setFromRotationMatrix( m1 );
  5146. if ( parent ) {
  5147. m1.extractRotation( parent.matrixWorld );
  5148. q1.setFromRotationMatrix( m1 );
  5149. this.quaternion.premultiply( q1.inverse() );
  5150. }
  5151. };
  5152. }(),
  5153. add: function ( object ) {
  5154. if ( arguments.length > 1 ) {
  5155. for ( var i = 0; i < arguments.length; i ++ ) {
  5156. this.add( arguments[ i ] );
  5157. }
  5158. return this;
  5159. }
  5160. if ( object === this ) {
  5161. console.error( "THREE.Object3D.add: object can't be added as a child of itself.", object );
  5162. return this;
  5163. }
  5164. if ( ( object && object.isObject3D ) ) {
  5165. if ( object.parent !== null ) {
  5166. object.parent.remove( object );
  5167. }
  5168. object.parent = this;
  5169. object.dispatchEvent( { type: 'added' } );
  5170. this.children.push( object );
  5171. } else {
  5172. console.error( "THREE.Object3D.add: object not an instance of THREE.Object3D.", object );
  5173. }
  5174. return this;
  5175. },
  5176. remove: function ( object ) {
  5177. if ( arguments.length > 1 ) {
  5178. for ( var i = 0; i < arguments.length; i ++ ) {
  5179. this.remove( arguments[ i ] );
  5180. }
  5181. return this;
  5182. }
  5183. var index = this.children.indexOf( object );
  5184. if ( index !== - 1 ) {
  5185. object.parent = null;
  5186. object.dispatchEvent( { type: 'removed' } );
  5187. this.children.splice( index, 1 );
  5188. }
  5189. return this;
  5190. },
  5191. getObjectById: function ( id ) {
  5192. return this.getObjectByProperty( 'id', id );
  5193. },
  5194. getObjectByName: function ( name ) {
  5195. return this.getObjectByProperty( 'name', name );
  5196. },
  5197. getObjectByProperty: function ( name, value ) {
  5198. if ( this[ name ] === value ) return this;
  5199. for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  5200. var child = this.children[ i ];
  5201. var object = child.getObjectByProperty( name, value );
  5202. if ( object !== undefined ) {
  5203. return object;
  5204. }
  5205. }
  5206. return undefined;
  5207. },
  5208. getWorldPosition: function ( target ) {
  5209. if ( target === undefined ) {
  5210. console.warn( 'THREE.Object3D: .getWorldPosition() target is now required' );
  5211. target = new Vector3();
  5212. }
  5213. this.updateMatrixWorld( true );
  5214. return target.setFromMatrixPosition( this.matrixWorld );
  5215. },
  5216. getWorldQuaternion: function () {
  5217. var position = new Vector3();
  5218. var scale = new Vector3();
  5219. return function getWorldQuaternion( target ) {
  5220. if ( target === undefined ) {
  5221. console.warn( 'THREE.Object3D: .getWorldQuaternion() target is now required' );
  5222. target = new Quaternion();
  5223. }
  5224. this.updateMatrixWorld( true );
  5225. this.matrixWorld.decompose( position, target, scale );
  5226. return target;
  5227. };
  5228. }(),
  5229. getWorldScale: function () {
  5230. var position = new Vector3();
  5231. var quaternion = new Quaternion();
  5232. return function getWorldScale( target ) {
  5233. if ( target === undefined ) {
  5234. console.warn( 'THREE.Object3D: .getWorldScale() target is now required' );
  5235. target = new Vector3();
  5236. }
  5237. this.updateMatrixWorld( true );
  5238. this.matrixWorld.decompose( position, quaternion, target );
  5239. return target;
  5240. };
  5241. }(),
  5242. getWorldDirection: function ( target ) {
  5243. if ( target === undefined ) {
  5244. console.warn( 'THREE.Object3D: .getWorldDirection() target is now required' );
  5245. target = new Vector3();
  5246. }
  5247. this.updateMatrixWorld( true );
  5248. var e = this.matrixWorld.elements;
  5249. return target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize();
  5250. },
  5251. raycast: function () {},
  5252. traverse: function ( callback ) {
  5253. callback( this );
  5254. var children = this.children;
  5255. for ( var i = 0, l = children.length; i < l; i ++ ) {
  5256. children[ i ].traverse( callback );
  5257. }
  5258. },
  5259. traverseVisible: function ( callback ) {
  5260. if ( this.visible === false ) return;
  5261. callback( this );
  5262. var children = this.children;
  5263. for ( var i = 0, l = children.length; i < l; i ++ ) {
  5264. children[ i ].traverseVisible( callback );
  5265. }
  5266. },
  5267. traverseAncestors: function ( callback ) {
  5268. var parent = this.parent;
  5269. if ( parent !== null ) {
  5270. callback( parent );
  5271. parent.traverseAncestors( callback );
  5272. }
  5273. },
  5274. updateMatrix: function () {
  5275. this.matrix.compose( this.position, this.quaternion, this.scale );
  5276. this.matrixWorldNeedsUpdate = true;
  5277. },
  5278. updateMatrixWorld: function ( force ) {
  5279. if ( this.matrixAutoUpdate ) this.updateMatrix();
  5280. if ( this.matrixWorldNeedsUpdate || force ) {
  5281. if ( this.parent === null ) {
  5282. this.matrixWorld.copy( this.matrix );
  5283. } else {
  5284. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  5285. }
  5286. this.matrixWorldNeedsUpdate = false;
  5287. force = true;
  5288. }
  5289. // update children
  5290. var children = this.children;
  5291. for ( var i = 0, l = children.length; i < l; i ++ ) {
  5292. children[ i ].updateMatrixWorld( force );
  5293. }
  5294. },
  5295. updateWorldMatrix: function ( updateParents, updateChildren ) {
  5296. var parent = this.parent;
  5297. if ( updateParents === true && parent !== null ) {
  5298. parent.updateWorldMatrix( true, false );
  5299. }
  5300. if ( this.matrixAutoUpdate ) this.updateMatrix();
  5301. if ( this.parent === null ) {
  5302. this.matrixWorld.copy( this.matrix );
  5303. } else {
  5304. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  5305. }
  5306. // update children
  5307. if ( updateChildren === true ) {
  5308. var children = this.children;
  5309. for ( var i = 0, l = children.length; i < l; i ++ ) {
  5310. children[ i ].updateWorldMatrix( false, true );
  5311. }
  5312. }
  5313. },
  5314. toJSON: function ( meta ) {
  5315. // meta is a string when called from JSON.stringify
  5316. var isRootObject = ( meta === undefined || typeof meta === 'string' );
  5317. var output = {};
  5318. // meta is a hash used to collect geometries, materials.
  5319. // not providing it implies that this is the root object
  5320. // being serialized.
  5321. if ( isRootObject ) {
  5322. // initialize meta obj
  5323. meta = {
  5324. geometries: {},
  5325. materials: {},
  5326. textures: {},
  5327. images: {},
  5328. shapes: {}
  5329. };
  5330. output.metadata = {
  5331. version: 4.5,
  5332. type: 'Object',
  5333. generator: 'Object3D.toJSON'
  5334. };
  5335. }
  5336. // standard Object3D serialization
  5337. var object = {};
  5338. object.uuid = this.uuid;
  5339. object.type = this.type;
  5340. if ( this.name !== '' ) object.name = this.name;
  5341. if ( this.castShadow === true ) object.castShadow = true;
  5342. if ( this.receiveShadow === true ) object.receiveShadow = true;
  5343. if ( this.visible === false ) object.visible = false;
  5344. if ( this.frustumCulled === false ) object.frustumCulled = false;
  5345. if ( this.renderOrder !== 0 ) object.renderOrder = this.renderOrder;
  5346. if ( JSON.stringify( this.userData ) !== '{}' ) object.userData = this.userData;
  5347. object.layers = this.layers.mask;
  5348. object.matrix = this.matrix.toArray();
  5349. if ( this.matrixAutoUpdate === false ) object.matrixAutoUpdate = false;
  5350. // object specific properties
  5351. if ( this.isMesh && this.drawMode !== TrianglesDrawMode ) object.drawMode = this.drawMode;
  5352. //
  5353. function serialize( library, element ) {
  5354. if ( library[ element.uuid ] === undefined ) {
  5355. library[ element.uuid ] = element.toJSON( meta );
  5356. }
  5357. return element.uuid;
  5358. }
  5359. if ( this.isMesh || this.isLine || this.isPoints ) {
  5360. object.geometry = serialize( meta.geometries, this.geometry );
  5361. var parameters = this.geometry.parameters;
  5362. if ( parameters !== undefined && parameters.shapes !== undefined ) {
  5363. var shapes = parameters.shapes;
  5364. if ( Array.isArray( shapes ) ) {
  5365. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  5366. var shape = shapes[ i ];
  5367. serialize( meta.shapes, shape );
  5368. }
  5369. } else {
  5370. serialize( meta.shapes, shapes );
  5371. }
  5372. }
  5373. }
  5374. if ( this.material !== undefined ) {
  5375. if ( Array.isArray( this.material ) ) {
  5376. var uuids = [];
  5377. for ( var i = 0, l = this.material.length; i < l; i ++ ) {
  5378. uuids.push( serialize( meta.materials, this.material[ i ] ) );
  5379. }
  5380. object.material = uuids;
  5381. } else {
  5382. object.material = serialize( meta.materials, this.material );
  5383. }
  5384. }
  5385. //
  5386. if ( this.children.length > 0 ) {
  5387. object.children = [];
  5388. for ( var i = 0; i < this.children.length; i ++ ) {
  5389. object.children.push( this.children[ i ].toJSON( meta ).object );
  5390. }
  5391. }
  5392. if ( isRootObject ) {
  5393. var geometries = extractFromCache( meta.geometries );
  5394. var materials = extractFromCache( meta.materials );
  5395. var textures = extractFromCache( meta.textures );
  5396. var images = extractFromCache( meta.images );
  5397. var shapes = extractFromCache( meta.shapes );
  5398. if ( geometries.length > 0 ) output.geometries = geometries;
  5399. if ( materials.length > 0 ) output.materials = materials;
  5400. if ( textures.length > 0 ) output.textures = textures;
  5401. if ( images.length > 0 ) output.images = images;
  5402. if ( shapes.length > 0 ) output.shapes = shapes;
  5403. }
  5404. output.object = object;
  5405. return output;
  5406. // extract data from the cache hash
  5407. // remove metadata on each item
  5408. // and return as array
  5409. function extractFromCache( cache ) {
  5410. var values = [];
  5411. for ( var key in cache ) {
  5412. var data = cache[ key ];
  5413. delete data.metadata;
  5414. values.push( data );
  5415. }
  5416. return values;
  5417. }
  5418. },
  5419. clone: function ( recursive ) {
  5420. return new this.constructor().copy( this, recursive );
  5421. },
  5422. copy: function ( source, recursive ) {
  5423. if ( recursive === undefined ) recursive = true;
  5424. this.name = source.name;
  5425. this.up.copy( source.up );
  5426. this.position.copy( source.position );
  5427. this.quaternion.copy( source.quaternion );
  5428. this.scale.copy( source.scale );
  5429. this.matrix.copy( source.matrix );
  5430. this.matrixWorld.copy( source.matrixWorld );
  5431. this.matrixAutoUpdate = source.matrixAutoUpdate;
  5432. this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;
  5433. this.layers.mask = source.layers.mask;
  5434. this.visible = source.visible;
  5435. this.castShadow = source.castShadow;
  5436. this.receiveShadow = source.receiveShadow;
  5437. this.frustumCulled = source.frustumCulled;
  5438. this.renderOrder = source.renderOrder;
  5439. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  5440. if ( recursive === true ) {
  5441. for ( var i = 0; i < source.children.length; i ++ ) {
  5442. var child = source.children[ i ];
  5443. this.add( child.clone() );
  5444. }
  5445. }
  5446. return this;
  5447. }
  5448. } );
  5449. /**
  5450. * @author mrdoob / http://mrdoob.com/
  5451. * @author kile / http://kile.stravaganza.org/
  5452. * @author alteredq / http://alteredqualia.com/
  5453. * @author mikael emtinger / http://gomo.se/
  5454. * @author zz85 / http://www.lab4games.net/zz85/blog
  5455. * @author bhouston / http://clara.io
  5456. */
  5457. var geometryId = 0; // Geometry uses even numbers as Id
  5458. function Geometry() {
  5459. Object.defineProperty( this, 'id', { value: geometryId += 2 } );
  5460. this.uuid = _Math.generateUUID();
  5461. this.name = '';
  5462. this.type = 'Geometry';
  5463. this.vertices = [];
  5464. this.colors = [];
  5465. this.faces = [];
  5466. this.faceVertexUvs = [[]];
  5467. this.morphTargets = [];
  5468. this.morphNormals = [];
  5469. this.skinWeights = [];
  5470. this.skinIndices = [];
  5471. this.lineDistances = [];
  5472. this.boundingBox = null;
  5473. this.boundingSphere = null;
  5474. // update flags
  5475. this.elementsNeedUpdate = false;
  5476. this.verticesNeedUpdate = false;
  5477. this.uvsNeedUpdate = false;
  5478. this.normalsNeedUpdate = false;
  5479. this.colorsNeedUpdate = false;
  5480. this.lineDistancesNeedUpdate = false;
  5481. this.groupsNeedUpdate = false;
  5482. }
  5483. Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  5484. constructor: Geometry,
  5485. isGeometry: true,
  5486. applyMatrix: function ( matrix ) {
  5487. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  5488. for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {
  5489. var vertex = this.vertices[ i ];
  5490. vertex.applyMatrix4( matrix );
  5491. }
  5492. for ( var i = 0, il = this.faces.length; i < il; i ++ ) {
  5493. var face = this.faces[ i ];
  5494. face.normal.applyMatrix3( normalMatrix ).normalize();
  5495. for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
  5496. face.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize();
  5497. }
  5498. }
  5499. if ( this.boundingBox !== null ) {
  5500. this.computeBoundingBox();
  5501. }
  5502. if ( this.boundingSphere !== null ) {
  5503. this.computeBoundingSphere();
  5504. }
  5505. this.verticesNeedUpdate = true;
  5506. this.normalsNeedUpdate = true;
  5507. return this;
  5508. },
  5509. rotateX: function () {
  5510. // rotate geometry around world x-axis
  5511. var m1 = new Matrix4();
  5512. return function rotateX( angle ) {
  5513. m1.makeRotationX( angle );
  5514. this.applyMatrix( m1 );
  5515. return this;
  5516. };
  5517. }(),
  5518. rotateY: function () {
  5519. // rotate geometry around world y-axis
  5520. var m1 = new Matrix4();
  5521. return function rotateY( angle ) {
  5522. m1.makeRotationY( angle );
  5523. this.applyMatrix( m1 );
  5524. return this;
  5525. };
  5526. }(),
  5527. rotateZ: function () {
  5528. // rotate geometry around world z-axis
  5529. var m1 = new Matrix4();
  5530. return function rotateZ( angle ) {
  5531. m1.makeRotationZ( angle );
  5532. this.applyMatrix( m1 );
  5533. return this;
  5534. };
  5535. }(),
  5536. translate: function () {
  5537. // translate geometry
  5538. var m1 = new Matrix4();
  5539. return function translate( x, y, z ) {
  5540. m1.makeTranslation( x, y, z );
  5541. this.applyMatrix( m1 );
  5542. return this;
  5543. };
  5544. }(),
  5545. scale: function () {
  5546. // scale geometry
  5547. var m1 = new Matrix4();
  5548. return function scale( x, y, z ) {
  5549. m1.makeScale( x, y, z );
  5550. this.applyMatrix( m1 );
  5551. return this;
  5552. };
  5553. }(),
  5554. lookAt: function () {
  5555. var obj = new Object3D();
  5556. return function lookAt( vector ) {
  5557. obj.lookAt( vector );
  5558. obj.updateMatrix();
  5559. this.applyMatrix( obj.matrix );
  5560. };
  5561. }(),
  5562. fromBufferGeometry: function ( geometry ) {
  5563. var scope = this;
  5564. var indices = geometry.index !== null ? geometry.index.array : undefined;
  5565. var attributes = geometry.attributes;
  5566. var positions = attributes.position.array;
  5567. var normals = attributes.normal !== undefined ? attributes.normal.array : undefined;
  5568. var colors = attributes.color !== undefined ? attributes.color.array : undefined;
  5569. var uvs = attributes.uv !== undefined ? attributes.uv.array : undefined;
  5570. var uvs2 = attributes.uv2 !== undefined ? attributes.uv2.array : undefined;
  5571. if ( uvs2 !== undefined ) this.faceVertexUvs[ 1 ] = [];
  5572. for ( var i = 0, j = 0; i < positions.length; i += 3, j += 2 ) {
  5573. scope.vertices.push( new Vector3().fromArray( positions, i ) );
  5574. if ( colors !== undefined ) {
  5575. scope.colors.push( new Color().fromArray( colors, i ) );
  5576. }
  5577. }
  5578. function addFace( a, b, c, materialIndex ) {
  5579. var vertexColors = ( colors === undefined ) ? [] : [
  5580. scope.colors[ a ].clone(),
  5581. scope.colors[ b ].clone(),
  5582. scope.colors[ c ].clone() ];
  5583. var vertexNormals = ( normals === undefined ) ? [] : [
  5584. new Vector3().fromArray( normals, a * 3 ),
  5585. new Vector3().fromArray( normals, b * 3 ),
  5586. new Vector3().fromArray( normals, c * 3 )
  5587. ];
  5588. var face = new Face3( a, b, c, vertexNormals, vertexColors, materialIndex );
  5589. scope.faces.push( face );
  5590. if ( uvs !== undefined ) {
  5591. scope.faceVertexUvs[ 0 ].push( [
  5592. new Vector2().fromArray( uvs, a * 2 ),
  5593. new Vector2().fromArray( uvs, b * 2 ),
  5594. new Vector2().fromArray( uvs, c * 2 )
  5595. ] );
  5596. }
  5597. if ( uvs2 !== undefined ) {
  5598. scope.faceVertexUvs[ 1 ].push( [
  5599. new Vector2().fromArray( uvs2, a * 2 ),
  5600. new Vector2().fromArray( uvs2, b * 2 ),
  5601. new Vector2().fromArray( uvs2, c * 2 )
  5602. ] );
  5603. }
  5604. }
  5605. var groups = geometry.groups;
  5606. if ( groups.length > 0 ) {
  5607. for ( var i = 0; i < groups.length; i ++ ) {
  5608. var group = groups[ i ];
  5609. var start = group.start;
  5610. var count = group.count;
  5611. for ( var j = start, jl = start + count; j < jl; j += 3 ) {
  5612. if ( indices !== undefined ) {
  5613. addFace( indices[ j ], indices[ j + 1 ], indices[ j + 2 ], group.materialIndex );
  5614. } else {
  5615. addFace( j, j + 1, j + 2, group.materialIndex );
  5616. }
  5617. }
  5618. }
  5619. } else {
  5620. if ( indices !== undefined ) {
  5621. for ( var i = 0; i < indices.length; i += 3 ) {
  5622. addFace( indices[ i ], indices[ i + 1 ], indices[ i + 2 ] );
  5623. }
  5624. } else {
  5625. for ( var i = 0; i < positions.length / 3; i += 3 ) {
  5626. addFace( i, i + 1, i + 2 );
  5627. }
  5628. }
  5629. }
  5630. this.computeFaceNormals();
  5631. if ( geometry.boundingBox !== null ) {
  5632. this.boundingBox = geometry.boundingBox.clone();
  5633. }
  5634. if ( geometry.boundingSphere !== null ) {
  5635. this.boundingSphere = geometry.boundingSphere.clone();
  5636. }
  5637. return this;
  5638. },
  5639. center: function () {
  5640. var offset = new Vector3();
  5641. return function center() {
  5642. this.computeBoundingBox();
  5643. this.boundingBox.getCenter( offset ).negate();
  5644. this.translate( offset.x, offset.y, offset.z );
  5645. return this;
  5646. };
  5647. }(),
  5648. normalize: function () {
  5649. this.computeBoundingSphere();
  5650. var center = this.boundingSphere.center;
  5651. var radius = this.boundingSphere.radius;
  5652. var s = radius === 0 ? 1 : 1.0 / radius;
  5653. var matrix = new Matrix4();
  5654. matrix.set(
  5655. s, 0, 0, - s * center.x,
  5656. 0, s, 0, - s * center.y,
  5657. 0, 0, s, - s * center.z,
  5658. 0, 0, 0, 1
  5659. );
  5660. this.applyMatrix( matrix );
  5661. return this;
  5662. },
  5663. computeFaceNormals: function () {
  5664. var cb = new Vector3(), ab = new Vector3();
  5665. for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5666. var face = this.faces[ f ];
  5667. var vA = this.vertices[ face.a ];
  5668. var vB = this.vertices[ face.b ];
  5669. var vC = this.vertices[ face.c ];
  5670. cb.subVectors( vC, vB );
  5671. ab.subVectors( vA, vB );
  5672. cb.cross( ab );
  5673. cb.normalize();
  5674. face.normal.copy( cb );
  5675. }
  5676. },
  5677. computeVertexNormals: function ( areaWeighted ) {
  5678. if ( areaWeighted === undefined ) areaWeighted = true;
  5679. var v, vl, f, fl, face, vertices;
  5680. vertices = new Array( this.vertices.length );
  5681. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  5682. vertices[ v ] = new Vector3();
  5683. }
  5684. if ( areaWeighted ) {
  5685. // vertex normals weighted by triangle areas
  5686. // http://www.iquilezles.org/www/articles/normals/normals.htm
  5687. var vA, vB, vC;
  5688. var cb = new Vector3(), ab = new Vector3();
  5689. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5690. face = this.faces[ f ];
  5691. vA = this.vertices[ face.a ];
  5692. vB = this.vertices[ face.b ];
  5693. vC = this.vertices[ face.c ];
  5694. cb.subVectors( vC, vB );
  5695. ab.subVectors( vA, vB );
  5696. cb.cross( ab );
  5697. vertices[ face.a ].add( cb );
  5698. vertices[ face.b ].add( cb );
  5699. vertices[ face.c ].add( cb );
  5700. }
  5701. } else {
  5702. this.computeFaceNormals();
  5703. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5704. face = this.faces[ f ];
  5705. vertices[ face.a ].add( face.normal );
  5706. vertices[ face.b ].add( face.normal );
  5707. vertices[ face.c ].add( face.normal );
  5708. }
  5709. }
  5710. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  5711. vertices[ v ].normalize();
  5712. }
  5713. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5714. face = this.faces[ f ];
  5715. var vertexNormals = face.vertexNormals;
  5716. if ( vertexNormals.length === 3 ) {
  5717. vertexNormals[ 0 ].copy( vertices[ face.a ] );
  5718. vertexNormals[ 1 ].copy( vertices[ face.b ] );
  5719. vertexNormals[ 2 ].copy( vertices[ face.c ] );
  5720. } else {
  5721. vertexNormals[ 0 ] = vertices[ face.a ].clone();
  5722. vertexNormals[ 1 ] = vertices[ face.b ].clone();
  5723. vertexNormals[ 2 ] = vertices[ face.c ].clone();
  5724. }
  5725. }
  5726. if ( this.faces.length > 0 ) {
  5727. this.normalsNeedUpdate = true;
  5728. }
  5729. },
  5730. computeFlatVertexNormals: function () {
  5731. var f, fl, face;
  5732. this.computeFaceNormals();
  5733. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5734. face = this.faces[ f ];
  5735. var vertexNormals = face.vertexNormals;
  5736. if ( vertexNormals.length === 3 ) {
  5737. vertexNormals[ 0 ].copy( face.normal );
  5738. vertexNormals[ 1 ].copy( face.normal );
  5739. vertexNormals[ 2 ].copy( face.normal );
  5740. } else {
  5741. vertexNormals[ 0 ] = face.normal.clone();
  5742. vertexNormals[ 1 ] = face.normal.clone();
  5743. vertexNormals[ 2 ] = face.normal.clone();
  5744. }
  5745. }
  5746. if ( this.faces.length > 0 ) {
  5747. this.normalsNeedUpdate = true;
  5748. }
  5749. },
  5750. computeMorphNormals: function () {
  5751. var i, il, f, fl, face;
  5752. // save original normals
  5753. // - create temp variables on first access
  5754. // otherwise just copy (for faster repeated calls)
  5755. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5756. face = this.faces[ f ];
  5757. if ( ! face.__originalFaceNormal ) {
  5758. face.__originalFaceNormal = face.normal.clone();
  5759. } else {
  5760. face.__originalFaceNormal.copy( face.normal );
  5761. }
  5762. if ( ! face.__originalVertexNormals ) face.__originalVertexNormals = [];
  5763. for ( i = 0, il = face.vertexNormals.length; i < il; i ++ ) {
  5764. if ( ! face.__originalVertexNormals[ i ] ) {
  5765. face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone();
  5766. } else {
  5767. face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] );
  5768. }
  5769. }
  5770. }
  5771. // use temp geometry to compute face and vertex normals for each morph
  5772. var tmpGeo = new Geometry();
  5773. tmpGeo.faces = this.faces;
  5774. for ( i = 0, il = this.morphTargets.length; i < il; i ++ ) {
  5775. // create on first access
  5776. if ( ! this.morphNormals[ i ] ) {
  5777. this.morphNormals[ i ] = {};
  5778. this.morphNormals[ i ].faceNormals = [];
  5779. this.morphNormals[ i ].vertexNormals = [];
  5780. var dstNormalsFace = this.morphNormals[ i ].faceNormals;
  5781. var dstNormalsVertex = this.morphNormals[ i ].vertexNormals;
  5782. var faceNormal, vertexNormals;
  5783. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5784. faceNormal = new Vector3();
  5785. vertexNormals = { a: new Vector3(), b: new Vector3(), c: new Vector3() };
  5786. dstNormalsFace.push( faceNormal );
  5787. dstNormalsVertex.push( vertexNormals );
  5788. }
  5789. }
  5790. var morphNormals = this.morphNormals[ i ];
  5791. // set vertices to morph target
  5792. tmpGeo.vertices = this.morphTargets[ i ].vertices;
  5793. // compute morph normals
  5794. tmpGeo.computeFaceNormals();
  5795. tmpGeo.computeVertexNormals();
  5796. // store morph normals
  5797. var faceNormal, vertexNormals;
  5798. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5799. face = this.faces[ f ];
  5800. faceNormal = morphNormals.faceNormals[ f ];
  5801. vertexNormals = morphNormals.vertexNormals[ f ];
  5802. faceNormal.copy( face.normal );
  5803. vertexNormals.a.copy( face.vertexNormals[ 0 ] );
  5804. vertexNormals.b.copy( face.vertexNormals[ 1 ] );
  5805. vertexNormals.c.copy( face.vertexNormals[ 2 ] );
  5806. }
  5807. }
  5808. // restore original normals
  5809. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5810. face = this.faces[ f ];
  5811. face.normal = face.__originalFaceNormal;
  5812. face.vertexNormals = face.__originalVertexNormals;
  5813. }
  5814. },
  5815. computeBoundingBox: function () {
  5816. if ( this.boundingBox === null ) {
  5817. this.boundingBox = new Box3();
  5818. }
  5819. this.boundingBox.setFromPoints( this.vertices );
  5820. },
  5821. computeBoundingSphere: function () {
  5822. if ( this.boundingSphere === null ) {
  5823. this.boundingSphere = new Sphere();
  5824. }
  5825. this.boundingSphere.setFromPoints( this.vertices );
  5826. },
  5827. merge: function ( geometry, matrix, materialIndexOffset ) {
  5828. if ( ! ( geometry && geometry.isGeometry ) ) {
  5829. console.error( 'THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.', geometry );
  5830. return;
  5831. }
  5832. var normalMatrix,
  5833. vertexOffset = this.vertices.length,
  5834. vertices1 = this.vertices,
  5835. vertices2 = geometry.vertices,
  5836. faces1 = this.faces,
  5837. faces2 = geometry.faces,
  5838. uvs1 = this.faceVertexUvs[ 0 ],
  5839. uvs2 = geometry.faceVertexUvs[ 0 ],
  5840. colors1 = this.colors,
  5841. colors2 = geometry.colors;
  5842. if ( materialIndexOffset === undefined ) materialIndexOffset = 0;
  5843. if ( matrix !== undefined ) {
  5844. normalMatrix = new Matrix3().getNormalMatrix( matrix );
  5845. }
  5846. // vertices
  5847. for ( var i = 0, il = vertices2.length; i < il; i ++ ) {
  5848. var vertex = vertices2[ i ];
  5849. var vertexCopy = vertex.clone();
  5850. if ( matrix !== undefined ) vertexCopy.applyMatrix4( matrix );
  5851. vertices1.push( vertexCopy );
  5852. }
  5853. // colors
  5854. for ( var i = 0, il = colors2.length; i < il; i ++ ) {
  5855. colors1.push( colors2[ i ].clone() );
  5856. }
  5857. // faces
  5858. for ( i = 0, il = faces2.length; i < il; i ++ ) {
  5859. var face = faces2[ i ], faceCopy, normal, color,
  5860. faceVertexNormals = face.vertexNormals,
  5861. faceVertexColors = face.vertexColors;
  5862. faceCopy = new Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset );
  5863. faceCopy.normal.copy( face.normal );
  5864. if ( normalMatrix !== undefined ) {
  5865. faceCopy.normal.applyMatrix3( normalMatrix ).normalize();
  5866. }
  5867. for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) {
  5868. normal = faceVertexNormals[ j ].clone();
  5869. if ( normalMatrix !== undefined ) {
  5870. normal.applyMatrix3( normalMatrix ).normalize();
  5871. }
  5872. faceCopy.vertexNormals.push( normal );
  5873. }
  5874. faceCopy.color.copy( face.color );
  5875. for ( var j = 0, jl = faceVertexColors.length; j < jl; j ++ ) {
  5876. color = faceVertexColors[ j ];
  5877. faceCopy.vertexColors.push( color.clone() );
  5878. }
  5879. faceCopy.materialIndex = face.materialIndex + materialIndexOffset;
  5880. faces1.push( faceCopy );
  5881. }
  5882. // uvs
  5883. for ( i = 0, il = uvs2.length; i < il; i ++ ) {
  5884. var uv = uvs2[ i ], uvCopy = [];
  5885. if ( uv === undefined ) {
  5886. continue;
  5887. }
  5888. for ( var j = 0, jl = uv.length; j < jl; j ++ ) {
  5889. uvCopy.push( uv[ j ].clone() );
  5890. }
  5891. uvs1.push( uvCopy );
  5892. }
  5893. },
  5894. mergeMesh: function ( mesh ) {
  5895. if ( ! ( mesh && mesh.isMesh ) ) {
  5896. console.error( 'THREE.Geometry.mergeMesh(): mesh not an instance of THREE.Mesh.', mesh );
  5897. return;
  5898. }
  5899. if ( mesh.matrixAutoUpdate ) mesh.updateMatrix();
  5900. this.merge( mesh.geometry, mesh.matrix );
  5901. },
  5902. /*
  5903. * Checks for duplicate vertices with hashmap.
  5904. * Duplicated vertices are removed
  5905. * and faces' vertices are updated.
  5906. */
  5907. mergeVertices: function () {
  5908. var verticesMap = {}; // Hashmap for looking up vertices by position coordinates (and making sure they are unique)
  5909. var unique = [], changes = [];
  5910. var v, key;
  5911. var precisionPoints = 4; // number of decimal points, e.g. 4 for epsilon of 0.0001
  5912. var precision = Math.pow( 10, precisionPoints );
  5913. var i, il, face;
  5914. var indices, j, jl;
  5915. for ( i = 0, il = this.vertices.length; i < il; i ++ ) {
  5916. v = this.vertices[ i ];
  5917. key = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision );
  5918. if ( verticesMap[ key ] === undefined ) {
  5919. verticesMap[ key ] = i;
  5920. unique.push( this.vertices[ i ] );
  5921. changes[ i ] = unique.length - 1;
  5922. } else {
  5923. //console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);
  5924. changes[ i ] = changes[ verticesMap[ key ] ];
  5925. }
  5926. }
  5927. // if faces are completely degenerate after merging vertices, we
  5928. // have to remove them from the geometry.
  5929. var faceIndicesToRemove = [];
  5930. for ( i = 0, il = this.faces.length; i < il; i ++ ) {
  5931. face = this.faces[ i ];
  5932. face.a = changes[ face.a ];
  5933. face.b = changes[ face.b ];
  5934. face.c = changes[ face.c ];
  5935. indices = [ face.a, face.b, face.c ];
  5936. // if any duplicate vertices are found in a Face3
  5937. // we have to remove the face as nothing can be saved
  5938. for ( var n = 0; n < 3; n ++ ) {
  5939. if ( indices[ n ] === indices[ ( n + 1 ) % 3 ] ) {
  5940. faceIndicesToRemove.push( i );
  5941. break;
  5942. }
  5943. }
  5944. }
  5945. for ( i = faceIndicesToRemove.length - 1; i >= 0; i -- ) {
  5946. var idx = faceIndicesToRemove[ i ];
  5947. this.faces.splice( idx, 1 );
  5948. for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {
  5949. this.faceVertexUvs[ j ].splice( idx, 1 );
  5950. }
  5951. }
  5952. // Use unique set of vertices
  5953. var diff = this.vertices.length - unique.length;
  5954. this.vertices = unique;
  5955. return diff;
  5956. },
  5957. setFromPoints: function ( points ) {
  5958. this.vertices = [];
  5959. for ( var i = 0, l = points.length; i < l; i ++ ) {
  5960. var point = points[ i ];
  5961. this.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );
  5962. }
  5963. return this;
  5964. },
  5965. sortFacesByMaterialIndex: function () {
  5966. var faces = this.faces;
  5967. var length = faces.length;
  5968. // tag faces
  5969. for ( var i = 0; i < length; i ++ ) {
  5970. faces[ i ]._id = i;
  5971. }
  5972. // sort faces
  5973. function materialIndexSort( a, b ) {
  5974. return a.materialIndex - b.materialIndex;
  5975. }
  5976. faces.sort( materialIndexSort );
  5977. // sort uvs
  5978. var uvs1 = this.faceVertexUvs[ 0 ];
  5979. var uvs2 = this.faceVertexUvs[ 1 ];
  5980. var newUvs1, newUvs2;
  5981. if ( uvs1 && uvs1.length === length ) newUvs1 = [];
  5982. if ( uvs2 && uvs2.length === length ) newUvs2 = [];
  5983. for ( var i = 0; i < length; i ++ ) {
  5984. var id = faces[ i ]._id;
  5985. if ( newUvs1 ) newUvs1.push( uvs1[ id ] );
  5986. if ( newUvs2 ) newUvs2.push( uvs2[ id ] );
  5987. }
  5988. if ( newUvs1 ) this.faceVertexUvs[ 0 ] = newUvs1;
  5989. if ( newUvs2 ) this.faceVertexUvs[ 1 ] = newUvs2;
  5990. },
  5991. toJSON: function () {
  5992. var data = {
  5993. metadata: {
  5994. version: 4.5,
  5995. type: 'Geometry',
  5996. generator: 'Geometry.toJSON'
  5997. }
  5998. };
  5999. // standard Geometry serialization
  6000. data.uuid = this.uuid;
  6001. data.type = this.type;
  6002. if ( this.name !== '' ) data.name = this.name;
  6003. if ( this.parameters !== undefined ) {
  6004. var parameters = this.parameters;
  6005. for ( var key in parameters ) {
  6006. if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];
  6007. }
  6008. return data;
  6009. }
  6010. var vertices = [];
  6011. for ( var i = 0; i < this.vertices.length; i ++ ) {
  6012. var vertex = this.vertices[ i ];
  6013. vertices.push( vertex.x, vertex.y, vertex.z );
  6014. }
  6015. var faces = [];
  6016. var normals = [];
  6017. var normalsHash = {};
  6018. var colors = [];
  6019. var colorsHash = {};
  6020. var uvs = [];
  6021. var uvsHash = {};
  6022. for ( var i = 0; i < this.faces.length; i ++ ) {
  6023. var face = this.faces[ i ];
  6024. var hasMaterial = true;
  6025. var hasFaceUv = false; // deprecated
  6026. var hasFaceVertexUv = this.faceVertexUvs[ 0 ][ i ] !== undefined;
  6027. var hasFaceNormal = face.normal.length() > 0;
  6028. var hasFaceVertexNormal = face.vertexNormals.length > 0;
  6029. var hasFaceColor = face.color.r !== 1 || face.color.g !== 1 || face.color.b !== 1;
  6030. var hasFaceVertexColor = face.vertexColors.length > 0;
  6031. var faceType = 0;
  6032. faceType = setBit( faceType, 0, 0 ); // isQuad
  6033. faceType = setBit( faceType, 1, hasMaterial );
  6034. faceType = setBit( faceType, 2, hasFaceUv );
  6035. faceType = setBit( faceType, 3, hasFaceVertexUv );
  6036. faceType = setBit( faceType, 4, hasFaceNormal );
  6037. faceType = setBit( faceType, 5, hasFaceVertexNormal );
  6038. faceType = setBit( faceType, 6, hasFaceColor );
  6039. faceType = setBit( faceType, 7, hasFaceVertexColor );
  6040. faces.push( faceType );
  6041. faces.push( face.a, face.b, face.c );
  6042. faces.push( face.materialIndex );
  6043. if ( hasFaceVertexUv ) {
  6044. var faceVertexUvs = this.faceVertexUvs[ 0 ][ i ];
  6045. faces.push(
  6046. getUvIndex( faceVertexUvs[ 0 ] ),
  6047. getUvIndex( faceVertexUvs[ 1 ] ),
  6048. getUvIndex( faceVertexUvs[ 2 ] )
  6049. );
  6050. }
  6051. if ( hasFaceNormal ) {
  6052. faces.push( getNormalIndex( face.normal ) );
  6053. }
  6054. if ( hasFaceVertexNormal ) {
  6055. var vertexNormals = face.vertexNormals;
  6056. faces.push(
  6057. getNormalIndex( vertexNormals[ 0 ] ),
  6058. getNormalIndex( vertexNormals[ 1 ] ),
  6059. getNormalIndex( vertexNormals[ 2 ] )
  6060. );
  6061. }
  6062. if ( hasFaceColor ) {
  6063. faces.push( getColorIndex( face.color ) );
  6064. }
  6065. if ( hasFaceVertexColor ) {
  6066. var vertexColors = face.vertexColors;
  6067. faces.push(
  6068. getColorIndex( vertexColors[ 0 ] ),
  6069. getColorIndex( vertexColors[ 1 ] ),
  6070. getColorIndex( vertexColors[ 2 ] )
  6071. );
  6072. }
  6073. }
  6074. function setBit( value, position, enabled ) {
  6075. return enabled ? value | ( 1 << position ) : value & ( ~ ( 1 << position ) );
  6076. }
  6077. function getNormalIndex( normal ) {
  6078. var hash = normal.x.toString() + normal.y.toString() + normal.z.toString();
  6079. if ( normalsHash[ hash ] !== undefined ) {
  6080. return normalsHash[ hash ];
  6081. }
  6082. normalsHash[ hash ] = normals.length / 3;
  6083. normals.push( normal.x, normal.y, normal.z );
  6084. return normalsHash[ hash ];
  6085. }
  6086. function getColorIndex( color ) {
  6087. var hash = color.r.toString() + color.g.toString() + color.b.toString();
  6088. if ( colorsHash[ hash ] !== undefined ) {
  6089. return colorsHash[ hash ];
  6090. }
  6091. colorsHash[ hash ] = colors.length;
  6092. colors.push( color.getHex() );
  6093. return colorsHash[ hash ];
  6094. }
  6095. function getUvIndex( uv ) {
  6096. var hash = uv.x.toString() + uv.y.toString();
  6097. if ( uvsHash[ hash ] !== undefined ) {
  6098. return uvsHash[ hash ];
  6099. }
  6100. uvsHash[ hash ] = uvs.length / 2;
  6101. uvs.push( uv.x, uv.y );
  6102. return uvsHash[ hash ];
  6103. }
  6104. data.data = {};
  6105. data.data.vertices = vertices;
  6106. data.data.normals = normals;
  6107. if ( colors.length > 0 ) data.data.colors = colors;
  6108. if ( uvs.length > 0 ) data.data.uvs = [ uvs ]; // temporal backward compatibility
  6109. data.data.faces = faces;
  6110. return data;
  6111. },
  6112. clone: function () {
  6113. /*
  6114. // Handle primitives
  6115. var parameters = this.parameters;
  6116. if ( parameters !== undefined ) {
  6117. var values = [];
  6118. for ( var key in parameters ) {
  6119. values.push( parameters[ key ] );
  6120. }
  6121. var geometry = Object.create( this.constructor.prototype );
  6122. this.constructor.apply( geometry, values );
  6123. return geometry;
  6124. }
  6125. return new this.constructor().copy( this );
  6126. */
  6127. return new Geometry().copy( this );
  6128. },
  6129. copy: function ( source ) {
  6130. var i, il, j, jl, k, kl;
  6131. // reset
  6132. this.vertices = [];
  6133. this.colors = [];
  6134. this.faces = [];
  6135. this.faceVertexUvs = [[]];
  6136. this.morphTargets = [];
  6137. this.morphNormals = [];
  6138. this.skinWeights = [];
  6139. this.skinIndices = [];
  6140. this.lineDistances = [];
  6141. this.boundingBox = null;
  6142. this.boundingSphere = null;
  6143. // name
  6144. this.name = source.name;
  6145. // vertices
  6146. var vertices = source.vertices;
  6147. for ( i = 0, il = vertices.length; i < il; i ++ ) {
  6148. this.vertices.push( vertices[ i ].clone() );
  6149. }
  6150. // colors
  6151. var colors = source.colors;
  6152. for ( i = 0, il = colors.length; i < il; i ++ ) {
  6153. this.colors.push( colors[ i ].clone() );
  6154. }
  6155. // faces
  6156. var faces = source.faces;
  6157. for ( i = 0, il = faces.length; i < il; i ++ ) {
  6158. this.faces.push( faces[ i ].clone() );
  6159. }
  6160. // face vertex uvs
  6161. for ( i = 0, il = source.faceVertexUvs.length; i < il; i ++ ) {
  6162. var faceVertexUvs = source.faceVertexUvs[ i ];
  6163. if ( this.faceVertexUvs[ i ] === undefined ) {
  6164. this.faceVertexUvs[ i ] = [];
  6165. }
  6166. for ( j = 0, jl = faceVertexUvs.length; j < jl; j ++ ) {
  6167. var uvs = faceVertexUvs[ j ], uvsCopy = [];
  6168. for ( k = 0, kl = uvs.length; k < kl; k ++ ) {
  6169. var uv = uvs[ k ];
  6170. uvsCopy.push( uv.clone() );
  6171. }
  6172. this.faceVertexUvs[ i ].push( uvsCopy );
  6173. }
  6174. }
  6175. // morph targets
  6176. var morphTargets = source.morphTargets;
  6177. for ( i = 0, il = morphTargets.length; i < il; i ++ ) {
  6178. var morphTarget = {};
  6179. morphTarget.name = morphTargets[ i ].name;
  6180. // vertices
  6181. if ( morphTargets[ i ].vertices !== undefined ) {
  6182. morphTarget.vertices = [];
  6183. for ( j = 0, jl = morphTargets[ i ].vertices.length; j < jl; j ++ ) {
  6184. morphTarget.vertices.push( morphTargets[ i ].vertices[ j ].clone() );
  6185. }
  6186. }
  6187. // normals
  6188. if ( morphTargets[ i ].normals !== undefined ) {
  6189. morphTarget.normals = [];
  6190. for ( j = 0, jl = morphTargets[ i ].normals.length; j < jl; j ++ ) {
  6191. morphTarget.normals.push( morphTargets[ i ].normals[ j ].clone() );
  6192. }
  6193. }
  6194. this.morphTargets.push( morphTarget );
  6195. }
  6196. // morph normals
  6197. var morphNormals = source.morphNormals;
  6198. for ( i = 0, il = morphNormals.length; i < il; i ++ ) {
  6199. var morphNormal = {};
  6200. // vertex normals
  6201. if ( morphNormals[ i ].vertexNormals !== undefined ) {
  6202. morphNormal.vertexNormals = [];
  6203. for ( j = 0, jl = morphNormals[ i ].vertexNormals.length; j < jl; j ++ ) {
  6204. var srcVertexNormal = morphNormals[ i ].vertexNormals[ j ];
  6205. var destVertexNormal = {};
  6206. destVertexNormal.a = srcVertexNormal.a.clone();
  6207. destVertexNormal.b = srcVertexNormal.b.clone();
  6208. destVertexNormal.c = srcVertexNormal.c.clone();
  6209. morphNormal.vertexNormals.push( destVertexNormal );
  6210. }
  6211. }
  6212. // face normals
  6213. if ( morphNormals[ i ].faceNormals !== undefined ) {
  6214. morphNormal.faceNormals = [];
  6215. for ( j = 0, jl = morphNormals[ i ].faceNormals.length; j < jl; j ++ ) {
  6216. morphNormal.faceNormals.push( morphNormals[ i ].faceNormals[ j ].clone() );
  6217. }
  6218. }
  6219. this.morphNormals.push( morphNormal );
  6220. }
  6221. // skin weights
  6222. var skinWeights = source.skinWeights;
  6223. for ( i = 0, il = skinWeights.length; i < il; i ++ ) {
  6224. this.skinWeights.push( skinWeights[ i ].clone() );
  6225. }
  6226. // skin indices
  6227. var skinIndices = source.skinIndices;
  6228. for ( i = 0, il = skinIndices.length; i < il; i ++ ) {
  6229. this.skinIndices.push( skinIndices[ i ].clone() );
  6230. }
  6231. // line distances
  6232. var lineDistances = source.lineDistances;
  6233. for ( i = 0, il = lineDistances.length; i < il; i ++ ) {
  6234. this.lineDistances.push( lineDistances[ i ] );
  6235. }
  6236. // bounding box
  6237. var boundingBox = source.boundingBox;
  6238. if ( boundingBox !== null ) {
  6239. this.boundingBox = boundingBox.clone();
  6240. }
  6241. // bounding sphere
  6242. var boundingSphere = source.boundingSphere;
  6243. if ( boundingSphere !== null ) {
  6244. this.boundingSphere = boundingSphere.clone();
  6245. }
  6246. // update flags
  6247. this.elementsNeedUpdate = source.elementsNeedUpdate;
  6248. this.verticesNeedUpdate = source.verticesNeedUpdate;
  6249. this.uvsNeedUpdate = source.uvsNeedUpdate;
  6250. this.normalsNeedUpdate = source.normalsNeedUpdate;
  6251. this.colorsNeedUpdate = source.colorsNeedUpdate;
  6252. this.lineDistancesNeedUpdate = source.lineDistancesNeedUpdate;
  6253. this.groupsNeedUpdate = source.groupsNeedUpdate;
  6254. return this;
  6255. },
  6256. dispose: function () {
  6257. this.dispatchEvent( { type: 'dispose' } );
  6258. }
  6259. } );
  6260. /**
  6261. * @author mrdoob / http://mrdoob.com/
  6262. */
  6263. function BufferAttribute( array, itemSize, normalized ) {
  6264. if ( Array.isArray( array ) ) {
  6265. throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
  6266. }
  6267. this.name = '';
  6268. this.array = array;
  6269. this.itemSize = itemSize;
  6270. this.count = array !== undefined ? array.length / itemSize : 0;
  6271. this.normalized = normalized === true;
  6272. this.dynamic = false;
  6273. this.updateRange = { offset: 0, count: - 1 };
  6274. this.version = 0;
  6275. }
  6276. Object.defineProperty( BufferAttribute.prototype, 'needsUpdate', {
  6277. set: function ( value ) {
  6278. if ( value === true ) this.version ++;
  6279. }
  6280. } );
  6281. Object.assign( BufferAttribute.prototype, {
  6282. isBufferAttribute: true,
  6283. onUploadCallback: function () {},
  6284. setArray: function ( array ) {
  6285. if ( Array.isArray( array ) ) {
  6286. throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
  6287. }
  6288. this.count = array !== undefined ? array.length / this.itemSize : 0;
  6289. this.array = array;
  6290. return this;
  6291. },
  6292. setDynamic: function ( value ) {
  6293. this.dynamic = value;
  6294. return this;
  6295. },
  6296. copy: function ( source ) {
  6297. this.name = source.name;
  6298. this.array = new source.array.constructor( source.array );
  6299. this.itemSize = source.itemSize;
  6300. this.count = source.count;
  6301. this.normalized = source.normalized;
  6302. this.dynamic = source.dynamic;
  6303. return this;
  6304. },
  6305. copyAt: function ( index1, attribute, index2 ) {
  6306. index1 *= this.itemSize;
  6307. index2 *= attribute.itemSize;
  6308. for ( var i = 0, l = this.itemSize; i < l; i ++ ) {
  6309. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  6310. }
  6311. return this;
  6312. },
  6313. copyArray: function ( array ) {
  6314. this.array.set( array );
  6315. return this;
  6316. },
  6317. copyColorsArray: function ( colors ) {
  6318. var array = this.array, offset = 0;
  6319. for ( var i = 0, l = colors.length; i < l; i ++ ) {
  6320. var color = colors[ i ];
  6321. if ( color === undefined ) {
  6322. console.warn( 'THREE.BufferAttribute.copyColorsArray(): color is undefined', i );
  6323. color = new Color();
  6324. }
  6325. array[ offset ++ ] = color.r;
  6326. array[ offset ++ ] = color.g;
  6327. array[ offset ++ ] = color.b;
  6328. }
  6329. return this;
  6330. },
  6331. copyVector2sArray: function ( vectors ) {
  6332. var array = this.array, offset = 0;
  6333. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  6334. var vector = vectors[ i ];
  6335. if ( vector === undefined ) {
  6336. console.warn( 'THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i );
  6337. vector = new Vector2();
  6338. }
  6339. array[ offset ++ ] = vector.x;
  6340. array[ offset ++ ] = vector.y;
  6341. }
  6342. return this;
  6343. },
  6344. copyVector3sArray: function ( vectors ) {
  6345. var array = this.array, offset = 0;
  6346. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  6347. var vector = vectors[ i ];
  6348. if ( vector === undefined ) {
  6349. console.warn( 'THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i );
  6350. vector = new Vector3();
  6351. }
  6352. array[ offset ++ ] = vector.x;
  6353. array[ offset ++ ] = vector.y;
  6354. array[ offset ++ ] = vector.z;
  6355. }
  6356. return this;
  6357. },
  6358. copyVector4sArray: function ( vectors ) {
  6359. var array = this.array, offset = 0;
  6360. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  6361. var vector = vectors[ i ];
  6362. if ( vector === undefined ) {
  6363. console.warn( 'THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i );
  6364. vector = new Vector4();
  6365. }
  6366. array[ offset ++ ] = vector.x;
  6367. array[ offset ++ ] = vector.y;
  6368. array[ offset ++ ] = vector.z;
  6369. array[ offset ++ ] = vector.w;
  6370. }
  6371. return this;
  6372. },
  6373. set: function ( value, offset ) {
  6374. if ( offset === undefined ) offset = 0;
  6375. this.array.set( value, offset );
  6376. return this;
  6377. },
  6378. getX: function ( index ) {
  6379. return this.array[ index * this.itemSize ];
  6380. },
  6381. setX: function ( index, x ) {
  6382. this.array[ index * this.itemSize ] = x;
  6383. return this;
  6384. },
  6385. getY: function ( index ) {
  6386. return this.array[ index * this.itemSize + 1 ];
  6387. },
  6388. setY: function ( index, y ) {
  6389. this.array[ index * this.itemSize + 1 ] = y;
  6390. return this;
  6391. },
  6392. getZ: function ( index ) {
  6393. return this.array[ index * this.itemSize + 2 ];
  6394. },
  6395. setZ: function ( index, z ) {
  6396. this.array[ index * this.itemSize + 2 ] = z;
  6397. return this;
  6398. },
  6399. getW: function ( index ) {
  6400. return this.array[ index * this.itemSize + 3 ];
  6401. },
  6402. setW: function ( index, w ) {
  6403. this.array[ index * this.itemSize + 3 ] = w;
  6404. return this;
  6405. },
  6406. setXY: function ( index, x, y ) {
  6407. index *= this.itemSize;
  6408. this.array[ index + 0 ] = x;
  6409. this.array[ index + 1 ] = y;
  6410. return this;
  6411. },
  6412. setXYZ: function ( index, x, y, z ) {
  6413. index *= this.itemSize;
  6414. this.array[ index + 0 ] = x;
  6415. this.array[ index + 1 ] = y;
  6416. this.array[ index + 2 ] = z;
  6417. return this;
  6418. },
  6419. setXYZW: function ( index, x, y, z, w ) {
  6420. index *= this.itemSize;
  6421. this.array[ index + 0 ] = x;
  6422. this.array[ index + 1 ] = y;
  6423. this.array[ index + 2 ] = z;
  6424. this.array[ index + 3 ] = w;
  6425. return this;
  6426. },
  6427. onUpload: function ( callback ) {
  6428. this.onUploadCallback = callback;
  6429. return this;
  6430. },
  6431. clone: function () {
  6432. return new this.constructor( this.array, this.itemSize ).copy( this );
  6433. }
  6434. } );
  6435. //
  6436. function Int8BufferAttribute( array, itemSize, normalized ) {
  6437. BufferAttribute.call( this, new Int8Array( array ), itemSize, normalized );
  6438. }
  6439. Int8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  6440. Int8BufferAttribute.prototype.constructor = Int8BufferAttribute;
  6441. function Uint8BufferAttribute( array, itemSize, normalized ) {
  6442. BufferAttribute.call( this, new Uint8Array( array ), itemSize, normalized );
  6443. }
  6444. Uint8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  6445. Uint8BufferAttribute.prototype.constructor = Uint8BufferAttribute;
  6446. function Uint8ClampedBufferAttribute( array, itemSize, normalized ) {
  6447. BufferAttribute.call( this, new Uint8ClampedArray( array ), itemSize, normalized );
  6448. }
  6449. Uint8ClampedBufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  6450. Uint8ClampedBufferAttribute.prototype.constructor = Uint8ClampedBufferAttribute;
  6451. function Int16BufferAttribute( array, itemSize, normalized ) {
  6452. BufferAttribute.call( this, new Int16Array( array ), itemSize, normalized );
  6453. }
  6454. Int16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  6455. Int16BufferAttribute.prototype.constructor = Int16BufferAttribute;
  6456. function Uint16BufferAttribute( array, itemSize, normalized ) {
  6457. BufferAttribute.call( this, new Uint16Array( array ), itemSize, normalized );
  6458. }
  6459. Uint16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  6460. Uint16BufferAttribute.prototype.constructor = Uint16BufferAttribute;
  6461. function Int32BufferAttribute( array, itemSize, normalized ) {
  6462. BufferAttribute.call( this, new Int32Array( array ), itemSize, normalized );
  6463. }
  6464. Int32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  6465. Int32BufferAttribute.prototype.constructor = Int32BufferAttribute;
  6466. function Uint32BufferAttribute( array, itemSize, normalized ) {
  6467. BufferAttribute.call( this, new Uint32Array( array ), itemSize, normalized );
  6468. }
  6469. Uint32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  6470. Uint32BufferAttribute.prototype.constructor = Uint32BufferAttribute;
  6471. function Float32BufferAttribute( array, itemSize, normalized ) {
  6472. BufferAttribute.call( this, new Float32Array( array ), itemSize, normalized );
  6473. }
  6474. Float32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  6475. Float32BufferAttribute.prototype.constructor = Float32BufferAttribute;
  6476. function Float64BufferAttribute( array, itemSize, normalized ) {
  6477. BufferAttribute.call( this, new Float64Array( array ), itemSize, normalized );
  6478. }
  6479. Float64BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  6480. Float64BufferAttribute.prototype.constructor = Float64BufferAttribute;
  6481. /**
  6482. * @author mrdoob / http://mrdoob.com/
  6483. */
  6484. function DirectGeometry() {
  6485. this.vertices = [];
  6486. this.normals = [];
  6487. this.colors = [];
  6488. this.uvs = [];
  6489. this.uvs2 = [];
  6490. this.groups = [];
  6491. this.morphTargets = {};
  6492. this.skinWeights = [];
  6493. this.skinIndices = [];
  6494. // this.lineDistances = [];
  6495. this.boundingBox = null;
  6496. this.boundingSphere = null;
  6497. // update flags
  6498. this.verticesNeedUpdate = false;
  6499. this.normalsNeedUpdate = false;
  6500. this.colorsNeedUpdate = false;
  6501. this.uvsNeedUpdate = false;
  6502. this.groupsNeedUpdate = false;
  6503. }
  6504. Object.assign( DirectGeometry.prototype, {
  6505. computeGroups: function ( geometry ) {
  6506. var group;
  6507. var groups = [];
  6508. var materialIndex = undefined;
  6509. var faces = geometry.faces;
  6510. for ( var i = 0; i < faces.length; i ++ ) {
  6511. var face = faces[ i ];
  6512. // materials
  6513. if ( face.materialIndex !== materialIndex ) {
  6514. materialIndex = face.materialIndex;
  6515. if ( group !== undefined ) {
  6516. group.count = ( i * 3 ) - group.start;
  6517. groups.push( group );
  6518. }
  6519. group = {
  6520. start: i * 3,
  6521. materialIndex: materialIndex
  6522. };
  6523. }
  6524. }
  6525. if ( group !== undefined ) {
  6526. group.count = ( i * 3 ) - group.start;
  6527. groups.push( group );
  6528. }
  6529. this.groups = groups;
  6530. },
  6531. fromGeometry: function ( geometry ) {
  6532. var faces = geometry.faces;
  6533. var vertices = geometry.vertices;
  6534. var faceVertexUvs = geometry.faceVertexUvs;
  6535. var hasFaceVertexUv = faceVertexUvs[ 0 ] && faceVertexUvs[ 0 ].length > 0;
  6536. var hasFaceVertexUv2 = faceVertexUvs[ 1 ] && faceVertexUvs[ 1 ].length > 0;
  6537. // morphs
  6538. var morphTargets = geometry.morphTargets;
  6539. var morphTargetsLength = morphTargets.length;
  6540. var morphTargetsPosition;
  6541. if ( morphTargetsLength > 0 ) {
  6542. morphTargetsPosition = [];
  6543. for ( var i = 0; i < morphTargetsLength; i ++ ) {
  6544. morphTargetsPosition[ i ] = {
  6545. name: morphTargets[ i ].name,
  6546. data: []
  6547. };
  6548. }
  6549. this.morphTargets.position = morphTargetsPosition;
  6550. }
  6551. var morphNormals = geometry.morphNormals;
  6552. var morphNormalsLength = morphNormals.length;
  6553. var morphTargetsNormal;
  6554. if ( morphNormalsLength > 0 ) {
  6555. morphTargetsNormal = [];
  6556. for ( var i = 0; i < morphNormalsLength; i ++ ) {
  6557. morphTargetsNormal[ i ] = {
  6558. name: morphNormals[ i ].name,
  6559. data: []
  6560. };
  6561. }
  6562. this.morphTargets.normal = morphTargetsNormal;
  6563. }
  6564. // skins
  6565. var skinIndices = geometry.skinIndices;
  6566. var skinWeights = geometry.skinWeights;
  6567. var hasSkinIndices = skinIndices.length === vertices.length;
  6568. var hasSkinWeights = skinWeights.length === vertices.length;
  6569. //
  6570. if ( vertices.length > 0 && faces.length === 0 ) {
  6571. console.error( 'THREE.DirectGeometry: Faceless geometries are not supported.' );
  6572. }
  6573. for ( var i = 0; i < faces.length; i ++ ) {
  6574. var face = faces[ i ];
  6575. this.vertices.push( vertices[ face.a ], vertices[ face.b ], vertices[ face.c ] );
  6576. var vertexNormals = face.vertexNormals;
  6577. if ( vertexNormals.length === 3 ) {
  6578. this.normals.push( vertexNormals[ 0 ], vertexNormals[ 1 ], vertexNormals[ 2 ] );
  6579. } else {
  6580. var normal = face.normal;
  6581. this.normals.push( normal, normal, normal );
  6582. }
  6583. var vertexColors = face.vertexColors;
  6584. if ( vertexColors.length === 3 ) {
  6585. this.colors.push( vertexColors[ 0 ], vertexColors[ 1 ], vertexColors[ 2 ] );
  6586. } else {
  6587. var color = face.color;
  6588. this.colors.push( color, color, color );
  6589. }
  6590. if ( hasFaceVertexUv === true ) {
  6591. var vertexUvs = faceVertexUvs[ 0 ][ i ];
  6592. if ( vertexUvs !== undefined ) {
  6593. this.uvs.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
  6594. } else {
  6595. console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv ', i );
  6596. this.uvs.push( new Vector2(), new Vector2(), new Vector2() );
  6597. }
  6598. }
  6599. if ( hasFaceVertexUv2 === true ) {
  6600. var vertexUvs = faceVertexUvs[ 1 ][ i ];
  6601. if ( vertexUvs !== undefined ) {
  6602. this.uvs2.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
  6603. } else {
  6604. console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv2 ', i );
  6605. this.uvs2.push( new Vector2(), new Vector2(), new Vector2() );
  6606. }
  6607. }
  6608. // morphs
  6609. for ( var j = 0; j < morphTargetsLength; j ++ ) {
  6610. var morphTarget = morphTargets[ j ].vertices;
  6611. morphTargetsPosition[ j ].data.push( morphTarget[ face.a ], morphTarget[ face.b ], morphTarget[ face.c ] );
  6612. }
  6613. for ( var j = 0; j < morphNormalsLength; j ++ ) {
  6614. var morphNormal = morphNormals[ j ].vertexNormals[ i ];
  6615. morphTargetsNormal[ j ].data.push( morphNormal.a, morphNormal.b, morphNormal.c );
  6616. }
  6617. // skins
  6618. if ( hasSkinIndices ) {
  6619. this.skinIndices.push( skinIndices[ face.a ], skinIndices[ face.b ], skinIndices[ face.c ] );
  6620. }
  6621. if ( hasSkinWeights ) {
  6622. this.skinWeights.push( skinWeights[ face.a ], skinWeights[ face.b ], skinWeights[ face.c ] );
  6623. }
  6624. }
  6625. this.computeGroups( geometry );
  6626. this.verticesNeedUpdate = geometry.verticesNeedUpdate;
  6627. this.normalsNeedUpdate = geometry.normalsNeedUpdate;
  6628. this.colorsNeedUpdate = geometry.colorsNeedUpdate;
  6629. this.uvsNeedUpdate = geometry.uvsNeedUpdate;
  6630. this.groupsNeedUpdate = geometry.groupsNeedUpdate;
  6631. return this;
  6632. }
  6633. } );
  6634. /**
  6635. * @author mrdoob / http://mrdoob.com/
  6636. */
  6637. function arrayMax( array ) {
  6638. if ( array.length === 0 ) return - Infinity;
  6639. var max = array[ 0 ];
  6640. for ( var i = 1, l = array.length; i < l; ++ i ) {
  6641. if ( array[ i ] > max ) max = array[ i ];
  6642. }
  6643. return max;
  6644. }
  6645. /**
  6646. * @author alteredq / http://alteredqualia.com/
  6647. * @author mrdoob / http://mrdoob.com/
  6648. */
  6649. var bufferGeometryId = 1; // BufferGeometry uses odd numbers as Id
  6650. function BufferGeometry() {
  6651. Object.defineProperty( this, 'id', { value: bufferGeometryId += 2 } );
  6652. this.uuid = _Math.generateUUID();
  6653. this.name = '';
  6654. this.type = 'BufferGeometry';
  6655. this.index = null;
  6656. this.attributes = {};
  6657. this.morphAttributes = {};
  6658. this.groups = [];
  6659. this.boundingBox = null;
  6660. this.boundingSphere = null;
  6661. this.drawRange = { start: 0, count: Infinity };
  6662. this.userData = {};
  6663. }
  6664. BufferGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  6665. constructor: BufferGeometry,
  6666. isBufferGeometry: true,
  6667. getIndex: function () {
  6668. return this.index;
  6669. },
  6670. setIndex: function ( index ) {
  6671. if ( Array.isArray( index ) ) {
  6672. this.index = new ( arrayMax( index ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );
  6673. } else {
  6674. this.index = index;
  6675. }
  6676. },
  6677. addAttribute: function ( name, attribute ) {
  6678. if ( ! ( attribute && attribute.isBufferAttribute ) && ! ( attribute && attribute.isInterleavedBufferAttribute ) ) {
  6679. console.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' );
  6680. return this.addAttribute( name, new BufferAttribute( arguments[ 1 ], arguments[ 2 ] ) );
  6681. }
  6682. if ( name === 'index' ) {
  6683. console.warn( 'THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.' );
  6684. this.setIndex( attribute );
  6685. return this;
  6686. }
  6687. this.attributes[ name ] = attribute;
  6688. return this;
  6689. },
  6690. getAttribute: function ( name ) {
  6691. return this.attributes[ name ];
  6692. },
  6693. removeAttribute: function ( name ) {
  6694. delete this.attributes[ name ];
  6695. return this;
  6696. },
  6697. addGroup: function ( start, count, materialIndex ) {
  6698. this.groups.push( {
  6699. start: start,
  6700. count: count,
  6701. materialIndex: materialIndex !== undefined ? materialIndex : 0
  6702. } );
  6703. },
  6704. clearGroups: function () {
  6705. this.groups = [];
  6706. },
  6707. setDrawRange: function ( start, count ) {
  6708. this.drawRange.start = start;
  6709. this.drawRange.count = count;
  6710. },
  6711. applyMatrix: function ( matrix ) {
  6712. var position = this.attributes.position;
  6713. if ( position !== undefined ) {
  6714. matrix.applyToBufferAttribute( position );
  6715. position.needsUpdate = true;
  6716. }
  6717. var normal = this.attributes.normal;
  6718. if ( normal !== undefined ) {
  6719. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  6720. normalMatrix.applyToBufferAttribute( normal );
  6721. normal.needsUpdate = true;
  6722. }
  6723. var tangent = this.attributes.tangent;
  6724. if ( tangent !== undefined ) {
  6725. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  6726. // Tangent is vec4, but the '.w' component is a sign value (+1/-1).
  6727. normalMatrix.applyToBufferAttribute( tangent );
  6728. tangent.needsUpdate = true;
  6729. }
  6730. if ( this.boundingBox !== null ) {
  6731. this.computeBoundingBox();
  6732. }
  6733. if ( this.boundingSphere !== null ) {
  6734. this.computeBoundingSphere();
  6735. }
  6736. return this;
  6737. },
  6738. rotateX: function () {
  6739. // rotate geometry around world x-axis
  6740. var m1 = new Matrix4();
  6741. return function rotateX( angle ) {
  6742. m1.makeRotationX( angle );
  6743. this.applyMatrix( m1 );
  6744. return this;
  6745. };
  6746. }(),
  6747. rotateY: function () {
  6748. // rotate geometry around world y-axis
  6749. var m1 = new Matrix4();
  6750. return function rotateY( angle ) {
  6751. m1.makeRotationY( angle );
  6752. this.applyMatrix( m1 );
  6753. return this;
  6754. };
  6755. }(),
  6756. rotateZ: function () {
  6757. // rotate geometry around world z-axis
  6758. var m1 = new Matrix4();
  6759. return function rotateZ( angle ) {
  6760. m1.makeRotationZ( angle );
  6761. this.applyMatrix( m1 );
  6762. return this;
  6763. };
  6764. }(),
  6765. translate: function () {
  6766. // translate geometry
  6767. var m1 = new Matrix4();
  6768. return function translate( x, y, z ) {
  6769. m1.makeTranslation( x, y, z );
  6770. this.applyMatrix( m1 );
  6771. return this;
  6772. };
  6773. }(),
  6774. scale: function () {
  6775. // scale geometry
  6776. var m1 = new Matrix4();
  6777. return function scale( x, y, z ) {
  6778. m1.makeScale( x, y, z );
  6779. this.applyMatrix( m1 );
  6780. return this;
  6781. };
  6782. }(),
  6783. lookAt: function () {
  6784. var obj = new Object3D();
  6785. return function lookAt( vector ) {
  6786. obj.lookAt( vector );
  6787. obj.updateMatrix();
  6788. this.applyMatrix( obj.matrix );
  6789. };
  6790. }(),
  6791. center: function () {
  6792. var offset = new Vector3();
  6793. return function center() {
  6794. this.computeBoundingBox();
  6795. this.boundingBox.getCenter( offset ).negate();
  6796. this.translate( offset.x, offset.y, offset.z );
  6797. return this;
  6798. };
  6799. }(),
  6800. setFromObject: function ( object ) {
  6801. // console.log( 'THREE.BufferGeometry.setFromObject(). Converting', object, this );
  6802. var geometry = object.geometry;
  6803. if ( object.isPoints || object.isLine ) {
  6804. var positions = new Float32BufferAttribute( geometry.vertices.length * 3, 3 );
  6805. var colors = new Float32BufferAttribute( geometry.colors.length * 3, 3 );
  6806. this.addAttribute( 'position', positions.copyVector3sArray( geometry.vertices ) );
  6807. this.addAttribute( 'color', colors.copyColorsArray( geometry.colors ) );
  6808. if ( geometry.lineDistances && geometry.lineDistances.length === geometry.vertices.length ) {
  6809. var lineDistances = new Float32BufferAttribute( geometry.lineDistances.length, 1 );
  6810. this.addAttribute( 'lineDistance', lineDistances.copyArray( geometry.lineDistances ) );
  6811. }
  6812. if ( geometry.boundingSphere !== null ) {
  6813. this.boundingSphere = geometry.boundingSphere.clone();
  6814. }
  6815. if ( geometry.boundingBox !== null ) {
  6816. this.boundingBox = geometry.boundingBox.clone();
  6817. }
  6818. } else if ( object.isMesh ) {
  6819. if ( geometry && geometry.isGeometry ) {
  6820. this.fromGeometry( geometry );
  6821. }
  6822. }
  6823. return this;
  6824. },
  6825. setFromPoints: function ( points ) {
  6826. var position = [];
  6827. for ( var i = 0, l = points.length; i < l; i ++ ) {
  6828. var point = points[ i ];
  6829. position.push( point.x, point.y, point.z || 0 );
  6830. }
  6831. this.addAttribute( 'position', new Float32BufferAttribute( position, 3 ) );
  6832. return this;
  6833. },
  6834. updateFromObject: function ( object ) {
  6835. var geometry = object.geometry;
  6836. if ( object.isMesh ) {
  6837. var direct = geometry.__directGeometry;
  6838. if ( geometry.elementsNeedUpdate === true ) {
  6839. direct = undefined;
  6840. geometry.elementsNeedUpdate = false;
  6841. }
  6842. if ( direct === undefined ) {
  6843. return this.fromGeometry( geometry );
  6844. }
  6845. direct.verticesNeedUpdate = geometry.verticesNeedUpdate;
  6846. direct.normalsNeedUpdate = geometry.normalsNeedUpdate;
  6847. direct.colorsNeedUpdate = geometry.colorsNeedUpdate;
  6848. direct.uvsNeedUpdate = geometry.uvsNeedUpdate;
  6849. direct.groupsNeedUpdate = geometry.groupsNeedUpdate;
  6850. geometry.verticesNeedUpdate = false;
  6851. geometry.normalsNeedUpdate = false;
  6852. geometry.colorsNeedUpdate = false;
  6853. geometry.uvsNeedUpdate = false;
  6854. geometry.groupsNeedUpdate = false;
  6855. geometry = direct;
  6856. }
  6857. var attribute;
  6858. if ( geometry.verticesNeedUpdate === true ) {
  6859. attribute = this.attributes.position;
  6860. if ( attribute !== undefined ) {
  6861. attribute.copyVector3sArray( geometry.vertices );
  6862. attribute.needsUpdate = true;
  6863. }
  6864. geometry.verticesNeedUpdate = false;
  6865. }
  6866. if ( geometry.normalsNeedUpdate === true ) {
  6867. attribute = this.attributes.normal;
  6868. if ( attribute !== undefined ) {
  6869. attribute.copyVector3sArray( geometry.normals );
  6870. attribute.needsUpdate = true;
  6871. }
  6872. geometry.normalsNeedUpdate = false;
  6873. }
  6874. if ( geometry.colorsNeedUpdate === true ) {
  6875. attribute = this.attributes.color;
  6876. if ( attribute !== undefined ) {
  6877. attribute.copyColorsArray( geometry.colors );
  6878. attribute.needsUpdate = true;
  6879. }
  6880. geometry.colorsNeedUpdate = false;
  6881. }
  6882. if ( geometry.uvsNeedUpdate ) {
  6883. attribute = this.attributes.uv;
  6884. if ( attribute !== undefined ) {
  6885. attribute.copyVector2sArray( geometry.uvs );
  6886. attribute.needsUpdate = true;
  6887. }
  6888. geometry.uvsNeedUpdate = false;
  6889. }
  6890. if ( geometry.lineDistancesNeedUpdate ) {
  6891. attribute = this.attributes.lineDistance;
  6892. if ( attribute !== undefined ) {
  6893. attribute.copyArray( geometry.lineDistances );
  6894. attribute.needsUpdate = true;
  6895. }
  6896. geometry.lineDistancesNeedUpdate = false;
  6897. }
  6898. if ( geometry.groupsNeedUpdate ) {
  6899. geometry.computeGroups( object.geometry );
  6900. this.groups = geometry.groups;
  6901. geometry.groupsNeedUpdate = false;
  6902. }
  6903. return this;
  6904. },
  6905. fromGeometry: function ( geometry ) {
  6906. geometry.__directGeometry = new DirectGeometry().fromGeometry( geometry );
  6907. return this.fromDirectGeometry( geometry.__directGeometry );
  6908. },
  6909. fromDirectGeometry: function ( geometry ) {
  6910. var positions = new Float32Array( geometry.vertices.length * 3 );
  6911. this.addAttribute( 'position', new BufferAttribute( positions, 3 ).copyVector3sArray( geometry.vertices ) );
  6912. if ( geometry.normals.length > 0 ) {
  6913. var normals = new Float32Array( geometry.normals.length * 3 );
  6914. this.addAttribute( 'normal', new BufferAttribute( normals, 3 ).copyVector3sArray( geometry.normals ) );
  6915. }
  6916. if ( geometry.colors.length > 0 ) {
  6917. var colors = new Float32Array( geometry.colors.length * 3 );
  6918. this.addAttribute( 'color', new BufferAttribute( colors, 3 ).copyColorsArray( geometry.colors ) );
  6919. }
  6920. if ( geometry.uvs.length > 0 ) {
  6921. var uvs = new Float32Array( geometry.uvs.length * 2 );
  6922. this.addAttribute( 'uv', new BufferAttribute( uvs, 2 ).copyVector2sArray( geometry.uvs ) );
  6923. }
  6924. if ( geometry.uvs2.length > 0 ) {
  6925. var uvs2 = new Float32Array( geometry.uvs2.length * 2 );
  6926. this.addAttribute( 'uv2', new BufferAttribute( uvs2, 2 ).copyVector2sArray( geometry.uvs2 ) );
  6927. }
  6928. // groups
  6929. this.groups = geometry.groups;
  6930. // morphs
  6931. for ( var name in geometry.morphTargets ) {
  6932. var array = [];
  6933. var morphTargets = geometry.morphTargets[ name ];
  6934. for ( var i = 0, l = morphTargets.length; i < l; i ++ ) {
  6935. var morphTarget = morphTargets[ i ];
  6936. var attribute = new Float32BufferAttribute( morphTarget.data.length * 3, 3 );
  6937. attribute.name = morphTarget.name;
  6938. array.push( attribute.copyVector3sArray( morphTarget.data ) );
  6939. }
  6940. this.morphAttributes[ name ] = array;
  6941. }
  6942. // skinning
  6943. if ( geometry.skinIndices.length > 0 ) {
  6944. var skinIndices = new Float32BufferAttribute( geometry.skinIndices.length * 4, 4 );
  6945. this.addAttribute( 'skinIndex', skinIndices.copyVector4sArray( geometry.skinIndices ) );
  6946. }
  6947. if ( geometry.skinWeights.length > 0 ) {
  6948. var skinWeights = new Float32BufferAttribute( geometry.skinWeights.length * 4, 4 );
  6949. this.addAttribute( 'skinWeight', skinWeights.copyVector4sArray( geometry.skinWeights ) );
  6950. }
  6951. //
  6952. if ( geometry.boundingSphere !== null ) {
  6953. this.boundingSphere = geometry.boundingSphere.clone();
  6954. }
  6955. if ( geometry.boundingBox !== null ) {
  6956. this.boundingBox = geometry.boundingBox.clone();
  6957. }
  6958. return this;
  6959. },
  6960. computeBoundingBox: function () {
  6961. if ( this.boundingBox === null ) {
  6962. this.boundingBox = new Box3();
  6963. }
  6964. var position = this.attributes.position;
  6965. if ( position !== undefined ) {
  6966. this.boundingBox.setFromBufferAttribute( position );
  6967. } else {
  6968. this.boundingBox.makeEmpty();
  6969. }
  6970. if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
  6971. console.error( 'THREE.BufferGeometry.computeBoundingBox: Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this );
  6972. }
  6973. },
  6974. computeBoundingSphere: function () {
  6975. var box = new Box3();
  6976. var vector = new Vector3();
  6977. return function computeBoundingSphere() {
  6978. if ( this.boundingSphere === null ) {
  6979. this.boundingSphere = new Sphere();
  6980. }
  6981. var position = this.attributes.position;
  6982. if ( position ) {
  6983. var center = this.boundingSphere.center;
  6984. box.setFromBufferAttribute( position );
  6985. box.getCenter( center );
  6986. // hoping to find a boundingSphere with a radius smaller than the
  6987. // boundingSphere of the boundingBox: sqrt(3) smaller in the best case
  6988. var maxRadiusSq = 0;
  6989. for ( var i = 0, il = position.count; i < il; i ++ ) {
  6990. vector.x = position.getX( i );
  6991. vector.y = position.getY( i );
  6992. vector.z = position.getZ( i );
  6993. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( vector ) );
  6994. }
  6995. this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
  6996. if ( isNaN( this.boundingSphere.radius ) ) {
  6997. console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this );
  6998. }
  6999. }
  7000. };
  7001. }(),
  7002. computeFaceNormals: function () {
  7003. // backwards compatibility
  7004. },
  7005. computeVertexNormals: function () {
  7006. var index = this.index;
  7007. var attributes = this.attributes;
  7008. if ( attributes.position ) {
  7009. var positions = attributes.position.array;
  7010. if ( attributes.normal === undefined ) {
  7011. this.addAttribute( 'normal', new BufferAttribute( new Float32Array( positions.length ), 3 ) );
  7012. } else {
  7013. // reset existing normals to zero
  7014. var array = attributes.normal.array;
  7015. for ( var i = 0, il = array.length; i < il; i ++ ) {
  7016. array[ i ] = 0;
  7017. }
  7018. }
  7019. var normals = attributes.normal.array;
  7020. var vA, vB, vC;
  7021. var pA = new Vector3(), pB = new Vector3(), pC = new Vector3();
  7022. var cb = new Vector3(), ab = new Vector3();
  7023. // indexed elements
  7024. if ( index ) {
  7025. var indices = index.array;
  7026. for ( var i = 0, il = index.count; i < il; i += 3 ) {
  7027. vA = indices[ i + 0 ] * 3;
  7028. vB = indices[ i + 1 ] * 3;
  7029. vC = indices[ i + 2 ] * 3;
  7030. pA.fromArray( positions, vA );
  7031. pB.fromArray( positions, vB );
  7032. pC.fromArray( positions, vC );
  7033. cb.subVectors( pC, pB );
  7034. ab.subVectors( pA, pB );
  7035. cb.cross( ab );
  7036. normals[ vA ] += cb.x;
  7037. normals[ vA + 1 ] += cb.y;
  7038. normals[ vA + 2 ] += cb.z;
  7039. normals[ vB ] += cb.x;
  7040. normals[ vB + 1 ] += cb.y;
  7041. normals[ vB + 2 ] += cb.z;
  7042. normals[ vC ] += cb.x;
  7043. normals[ vC + 1 ] += cb.y;
  7044. normals[ vC + 2 ] += cb.z;
  7045. }
  7046. } else {
  7047. // non-indexed elements (unconnected triangle soup)
  7048. for ( var i = 0, il = positions.length; i < il; i += 9 ) {
  7049. pA.fromArray( positions, i );
  7050. pB.fromArray( positions, i + 3 );
  7051. pC.fromArray( positions, i + 6 );
  7052. cb.subVectors( pC, pB );
  7053. ab.subVectors( pA, pB );
  7054. cb.cross( ab );
  7055. normals[ i ] = cb.x;
  7056. normals[ i + 1 ] = cb.y;
  7057. normals[ i + 2 ] = cb.z;
  7058. normals[ i + 3 ] = cb.x;
  7059. normals[ i + 4 ] = cb.y;
  7060. normals[ i + 5 ] = cb.z;
  7061. normals[ i + 6 ] = cb.x;
  7062. normals[ i + 7 ] = cb.y;
  7063. normals[ i + 8 ] = cb.z;
  7064. }
  7065. }
  7066. this.normalizeNormals();
  7067. attributes.normal.needsUpdate = true;
  7068. }
  7069. },
  7070. merge: function ( geometry, offset ) {
  7071. if ( ! ( geometry && geometry.isBufferGeometry ) ) {
  7072. console.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry );
  7073. return;
  7074. }
  7075. if ( offset === undefined ) {
  7076. offset = 0;
  7077. console.warn(
  7078. 'THREE.BufferGeometry.merge(): Overwriting original geometry, starting at offset=0. '
  7079. + 'Use BufferGeometryUtils.mergeBufferGeometries() for lossless merge.'
  7080. );
  7081. }
  7082. var attributes = this.attributes;
  7083. for ( var key in attributes ) {
  7084. if ( geometry.attributes[ key ] === undefined ) continue;
  7085. var attribute1 = attributes[ key ];
  7086. var attributeArray1 = attribute1.array;
  7087. var attribute2 = geometry.attributes[ key ];
  7088. var attributeArray2 = attribute2.array;
  7089. var attributeSize = attribute2.itemSize;
  7090. for ( var i = 0, j = attributeSize * offset; i < attributeArray2.length; i ++, j ++ ) {
  7091. attributeArray1[ j ] = attributeArray2[ i ];
  7092. }
  7093. }
  7094. return this;
  7095. },
  7096. normalizeNormals: function () {
  7097. var vector = new Vector3();
  7098. return function normalizeNormals() {
  7099. var normals = this.attributes.normal;
  7100. for ( var i = 0, il = normals.count; i < il; i ++ ) {
  7101. vector.x = normals.getX( i );
  7102. vector.y = normals.getY( i );
  7103. vector.z = normals.getZ( i );
  7104. vector.normalize();
  7105. normals.setXYZ( i, vector.x, vector.y, vector.z );
  7106. }
  7107. };
  7108. }(),
  7109. toNonIndexed: function () {
  7110. function convertBufferAttribute( attribute, indices ) {
  7111. var array = attribute.array;
  7112. var itemSize = attribute.itemSize;
  7113. var array2 = new array.constructor( indices.length * itemSize );
  7114. var index = 0, index2 = 0;
  7115. for ( var i = 0, l = indices.length; i < l; i ++ ) {
  7116. index = indices[ i ] * itemSize;
  7117. for ( var j = 0; j < itemSize; j ++ ) {
  7118. array2[ index2 ++ ] = array[ index ++ ];
  7119. }
  7120. }
  7121. return new BufferAttribute( array2, itemSize );
  7122. }
  7123. //
  7124. if ( this.index === null ) {
  7125. console.warn( 'THREE.BufferGeometry.toNonIndexed(): Geometry is already non-indexed.' );
  7126. return this;
  7127. }
  7128. var geometry2 = new BufferGeometry();
  7129. var indices = this.index.array;
  7130. var attributes = this.attributes;
  7131. // attributes
  7132. for ( var name in attributes ) {
  7133. var attribute = attributes[ name ];
  7134. var newAttribute = convertBufferAttribute( attribute, indices );
  7135. geometry2.addAttribute( name, newAttribute );
  7136. }
  7137. // morph attributes
  7138. var morphAttributes = this.morphAttributes;
  7139. for ( name in morphAttributes ) {
  7140. var morphArray = [];
  7141. var morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  7142. for ( var i = 0, il = morphAttribute.length; i < il; i ++ ) {
  7143. var attribute = morphAttribute[ i ];
  7144. var newAttribute = convertBufferAttribute( attribute, indices );
  7145. morphArray.push( newAttribute );
  7146. }
  7147. geometry2.morphAttributes[ name ] = morphArray;
  7148. }
  7149. // groups
  7150. var groups = this.groups;
  7151. for ( var i = 0, l = groups.length; i < l; i ++ ) {
  7152. var group = groups[ i ];
  7153. geometry2.addGroup( group.start, group.count, group.materialIndex );
  7154. }
  7155. return geometry2;
  7156. },
  7157. toJSON: function () {
  7158. var data = {
  7159. metadata: {
  7160. version: 4.5,
  7161. type: 'BufferGeometry',
  7162. generator: 'BufferGeometry.toJSON'
  7163. }
  7164. };
  7165. // standard BufferGeometry serialization
  7166. data.uuid = this.uuid;
  7167. data.type = this.type;
  7168. if ( this.name !== '' ) data.name = this.name;
  7169. if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;
  7170. if ( this.parameters !== undefined ) {
  7171. var parameters = this.parameters;
  7172. for ( var key in parameters ) {
  7173. if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];
  7174. }
  7175. return data;
  7176. }
  7177. data.data = { attributes: {} };
  7178. var index = this.index;
  7179. if ( index !== null ) {
  7180. data.data.index = {
  7181. type: index.array.constructor.name,
  7182. array: Array.prototype.slice.call( index.array )
  7183. };
  7184. }
  7185. var attributes = this.attributes;
  7186. for ( var key in attributes ) {
  7187. var attribute = attributes[ key ];
  7188. var attributeData = {
  7189. itemSize: attribute.itemSize,
  7190. type: attribute.array.constructor.name,
  7191. array: Array.prototype.slice.call( attribute.array ),
  7192. normalized: attribute.normalized
  7193. };
  7194. if ( attribute.name !== '' ) attributeData.name = attribute.name;
  7195. data.data.attributes[ key ] = attributeData;
  7196. }
  7197. var morphAttributes = {};
  7198. var hasMorphAttributes = false;
  7199. for ( var key in this.morphAttributes ) {
  7200. var attributeArray = this.morphAttributes[ key ];
  7201. var array = [];
  7202. for ( var i = 0, il = attributeArray.length; i < il; i ++ ) {
  7203. var attribute = attributeArray[ i ];
  7204. var attributeData = {
  7205. itemSize: attribute.itemSize,
  7206. type: attribute.array.constructor.name,
  7207. array: Array.prototype.slice.call( attribute.array ),
  7208. normalized: attribute.normalized
  7209. };
  7210. if ( attribute.name !== '' ) attributeData.name = attribute.name;
  7211. array.push( attributeData );
  7212. }
  7213. if ( array.length > 0 ) {
  7214. morphAttributes[ key ] = array;
  7215. hasMorphAttributes = true;
  7216. }
  7217. }
  7218. if ( hasMorphAttributes ) data.data.morphAttributes = morphAttributes;
  7219. var groups = this.groups;
  7220. if ( groups.length > 0 ) {
  7221. data.data.groups = JSON.parse( JSON.stringify( groups ) );
  7222. }
  7223. var boundingSphere = this.boundingSphere;
  7224. if ( boundingSphere !== null ) {
  7225. data.data.boundingSphere = {
  7226. center: boundingSphere.center.toArray(),
  7227. radius: boundingSphere.radius
  7228. };
  7229. }
  7230. return data;
  7231. },
  7232. clone: function () {
  7233. /*
  7234. // Handle primitives
  7235. var parameters = this.parameters;
  7236. if ( parameters !== undefined ) {
  7237. var values = [];
  7238. for ( var key in parameters ) {
  7239. values.push( parameters[ key ] );
  7240. }
  7241. var geometry = Object.create( this.constructor.prototype );
  7242. this.constructor.apply( geometry, values );
  7243. return geometry;
  7244. }
  7245. return new this.constructor().copy( this );
  7246. */
  7247. return new BufferGeometry().copy( this );
  7248. },
  7249. copy: function ( source ) {
  7250. var name, i, l;
  7251. // reset
  7252. this.index = null;
  7253. this.attributes = {};
  7254. this.morphAttributes = {};
  7255. this.groups = [];
  7256. this.boundingBox = null;
  7257. this.boundingSphere = null;
  7258. // name
  7259. this.name = source.name;
  7260. // index
  7261. var index = source.index;
  7262. if ( index !== null ) {
  7263. this.setIndex( index.clone() );
  7264. }
  7265. // attributes
  7266. var attributes = source.attributes;
  7267. for ( name in attributes ) {
  7268. var attribute = attributes[ name ];
  7269. this.addAttribute( name, attribute.clone() );
  7270. }
  7271. // morph attributes
  7272. var morphAttributes = source.morphAttributes;
  7273. for ( name in morphAttributes ) {
  7274. var array = [];
  7275. var morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  7276. for ( i = 0, l = morphAttribute.length; i < l; i ++ ) {
  7277. array.push( morphAttribute[ i ].clone() );
  7278. }
  7279. this.morphAttributes[ name ] = array;
  7280. }
  7281. // groups
  7282. var groups = source.groups;
  7283. for ( i = 0, l = groups.length; i < l; i ++ ) {
  7284. var group = groups[ i ];
  7285. this.addGroup( group.start, group.count, group.materialIndex );
  7286. }
  7287. // bounding box
  7288. var boundingBox = source.boundingBox;
  7289. if ( boundingBox !== null ) {
  7290. this.boundingBox = boundingBox.clone();
  7291. }
  7292. // bounding sphere
  7293. var boundingSphere = source.boundingSphere;
  7294. if ( boundingSphere !== null ) {
  7295. this.boundingSphere = boundingSphere.clone();
  7296. }
  7297. // draw range
  7298. this.drawRange.start = source.drawRange.start;
  7299. this.drawRange.count = source.drawRange.count;
  7300. // user data
  7301. this.userData = source.userData;
  7302. return this;
  7303. },
  7304. dispose: function () {
  7305. this.dispatchEvent( { type: 'dispose' } );
  7306. }
  7307. } );
  7308. /**
  7309. * @author mrdoob / http://mrdoob.com/
  7310. * @author Mugen87 / https://github.com/Mugen87
  7311. */
  7312. // BoxGeometry
  7313. function BoxGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  7314. Geometry.call( this );
  7315. this.type = 'BoxGeometry';
  7316. this.parameters = {
  7317. width: width,
  7318. height: height,
  7319. depth: depth,
  7320. widthSegments: widthSegments,
  7321. heightSegments: heightSegments,
  7322. depthSegments: depthSegments
  7323. };
  7324. this.fromBufferGeometry( new BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) );
  7325. this.mergeVertices();
  7326. }
  7327. BoxGeometry.prototype = Object.create( Geometry.prototype );
  7328. BoxGeometry.prototype.constructor = BoxGeometry;
  7329. // BoxBufferGeometry
  7330. function BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  7331. BufferGeometry.call( this );
  7332. this.type = 'BoxBufferGeometry';
  7333. this.parameters = {
  7334. width: width,
  7335. height: height,
  7336. depth: depth,
  7337. widthSegments: widthSegments,
  7338. heightSegments: heightSegments,
  7339. depthSegments: depthSegments
  7340. };
  7341. var scope = this;
  7342. width = width || 1;
  7343. height = height || 1;
  7344. depth = depth || 1;
  7345. // segments
  7346. widthSegments = Math.floor( widthSegments ) || 1;
  7347. heightSegments = Math.floor( heightSegments ) || 1;
  7348. depthSegments = Math.floor( depthSegments ) || 1;
  7349. // buffers
  7350. var indices = [];
  7351. var vertices = [];
  7352. var normals = [];
  7353. var uvs = [];
  7354. // helper variables
  7355. var numberOfVertices = 0;
  7356. var groupStart = 0;
  7357. // build each side of the box geometry
  7358. buildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px
  7359. buildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx
  7360. buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py
  7361. buildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny
  7362. buildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz
  7363. buildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz
  7364. // build geometry
  7365. this.setIndex( indices );
  7366. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  7367. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  7368. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  7369. function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {
  7370. var segmentWidth = width / gridX;
  7371. var segmentHeight = height / gridY;
  7372. var widthHalf = width / 2;
  7373. var heightHalf = height / 2;
  7374. var depthHalf = depth / 2;
  7375. var gridX1 = gridX + 1;
  7376. var gridY1 = gridY + 1;
  7377. var vertexCounter = 0;
  7378. var groupCount = 0;
  7379. var ix, iy;
  7380. var vector = new Vector3();
  7381. // generate vertices, normals and uvs
  7382. for ( iy = 0; iy < gridY1; iy ++ ) {
  7383. var y = iy * segmentHeight - heightHalf;
  7384. for ( ix = 0; ix < gridX1; ix ++ ) {
  7385. var x = ix * segmentWidth - widthHalf;
  7386. // set values to correct vector component
  7387. vector[ u ] = x * udir;
  7388. vector[ v ] = y * vdir;
  7389. vector[ w ] = depthHalf;
  7390. // now apply vector to vertex buffer
  7391. vertices.push( vector.x, vector.y, vector.z );
  7392. // set values to correct vector component
  7393. vector[ u ] = 0;
  7394. vector[ v ] = 0;
  7395. vector[ w ] = depth > 0 ? 1 : - 1;
  7396. // now apply vector to normal buffer
  7397. normals.push( vector.x, vector.y, vector.z );
  7398. // uvs
  7399. uvs.push( ix / gridX );
  7400. uvs.push( 1 - ( iy / gridY ) );
  7401. // counters
  7402. vertexCounter += 1;
  7403. }
  7404. }
  7405. // indices
  7406. // 1. you need three indices to draw a single face
  7407. // 2. a single segment consists of two faces
  7408. // 3. so we need to generate six (2*3) indices per segment
  7409. for ( iy = 0; iy < gridY; iy ++ ) {
  7410. for ( ix = 0; ix < gridX; ix ++ ) {
  7411. var a = numberOfVertices + ix + gridX1 * iy;
  7412. var b = numberOfVertices + ix + gridX1 * ( iy + 1 );
  7413. var c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 );
  7414. var d = numberOfVertices + ( ix + 1 ) + gridX1 * iy;
  7415. // faces
  7416. indices.push( a, b, d );
  7417. indices.push( b, c, d );
  7418. // increase counter
  7419. groupCount += 6;
  7420. }
  7421. }
  7422. // add a group to the geometry. this will ensure multi material support
  7423. scope.addGroup( groupStart, groupCount, materialIndex );
  7424. // calculate new start value for groups
  7425. groupStart += groupCount;
  7426. // update total number of vertices
  7427. numberOfVertices += vertexCounter;
  7428. }
  7429. }
  7430. BoxBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  7431. BoxBufferGeometry.prototype.constructor = BoxBufferGeometry;
  7432. /**
  7433. * @author mrdoob / http://mrdoob.com/
  7434. * @author Mugen87 / https://github.com/Mugen87
  7435. */
  7436. // PlaneGeometry
  7437. function PlaneGeometry( width, height, widthSegments, heightSegments ) {
  7438. Geometry.call( this );
  7439. this.type = 'PlaneGeometry';
  7440. this.parameters = {
  7441. width: width,
  7442. height: height,
  7443. widthSegments: widthSegments,
  7444. heightSegments: heightSegments
  7445. };
  7446. this.fromBufferGeometry( new PlaneBufferGeometry( width, height, widthSegments, heightSegments ) );
  7447. this.mergeVertices();
  7448. }
  7449. PlaneGeometry.prototype = Object.create( Geometry.prototype );
  7450. PlaneGeometry.prototype.constructor = PlaneGeometry;
  7451. // PlaneBufferGeometry
  7452. function PlaneBufferGeometry( width, height, widthSegments, heightSegments ) {
  7453. BufferGeometry.call( this );
  7454. this.type = 'PlaneBufferGeometry';
  7455. this.parameters = {
  7456. width: width,
  7457. height: height,
  7458. widthSegments: widthSegments,
  7459. heightSegments: heightSegments
  7460. };
  7461. width = width || 1;
  7462. height = height || 1;
  7463. var width_half = width / 2;
  7464. var height_half = height / 2;
  7465. var gridX = Math.floor( widthSegments ) || 1;
  7466. var gridY = Math.floor( heightSegments ) || 1;
  7467. var gridX1 = gridX + 1;
  7468. var gridY1 = gridY + 1;
  7469. var segment_width = width / gridX;
  7470. var segment_height = height / gridY;
  7471. var ix, iy;
  7472. // buffers
  7473. var indices = [];
  7474. var vertices = [];
  7475. var normals = [];
  7476. var uvs = [];
  7477. // generate vertices, normals and uvs
  7478. for ( iy = 0; iy < gridY1; iy ++ ) {
  7479. var y = iy * segment_height - height_half;
  7480. for ( ix = 0; ix < gridX1; ix ++ ) {
  7481. var x = ix * segment_width - width_half;
  7482. vertices.push( x, - y, 0 );
  7483. normals.push( 0, 0, 1 );
  7484. uvs.push( ix / gridX );
  7485. uvs.push( 1 - ( iy / gridY ) );
  7486. }
  7487. }
  7488. // indices
  7489. for ( iy = 0; iy < gridY; iy ++ ) {
  7490. for ( ix = 0; ix < gridX; ix ++ ) {
  7491. var a = ix + gridX1 * iy;
  7492. var b = ix + gridX1 * ( iy + 1 );
  7493. var c = ( ix + 1 ) + gridX1 * ( iy + 1 );
  7494. var d = ( ix + 1 ) + gridX1 * iy;
  7495. // faces
  7496. indices.push( a, b, d );
  7497. indices.push( b, c, d );
  7498. }
  7499. }
  7500. // build geometry
  7501. this.setIndex( indices );
  7502. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  7503. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  7504. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  7505. }
  7506. PlaneBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  7507. PlaneBufferGeometry.prototype.constructor = PlaneBufferGeometry;
  7508. /**
  7509. * @author mrdoob / http://mrdoob.com/
  7510. * @author alteredq / http://alteredqualia.com/
  7511. */
  7512. var materialId = 0;
  7513. function Material() {
  7514. Object.defineProperty( this, 'id', { value: materialId ++ } );
  7515. this.uuid = _Math.generateUUID();
  7516. this.name = '';
  7517. this.type = 'Material';
  7518. this.fog = true;
  7519. this.lights = true;
  7520. this.blending = NormalBlending;
  7521. this.side = FrontSide;
  7522. this.flatShading = false;
  7523. this.vertexTangents = false;
  7524. this.vertexColors = NoColors; // THREE.NoColors, THREE.VertexColors, THREE.FaceColors
  7525. this.opacity = 1;
  7526. this.transparent = false;
  7527. this.blendSrc = SrcAlphaFactor;
  7528. this.blendDst = OneMinusSrcAlphaFactor;
  7529. this.blendEquation = AddEquation;
  7530. this.blendSrcAlpha = null;
  7531. this.blendDstAlpha = null;
  7532. this.blendEquationAlpha = null;
  7533. this.depthFunc = LessEqualDepth;
  7534. this.depthTest = true;
  7535. this.depthWrite = true;
  7536. this.clippingPlanes = null;
  7537. this.clipIntersection = false;
  7538. this.clipShadows = false;
  7539. this.shadowSide = null;
  7540. this.colorWrite = true;
  7541. this.precision = null; // override the renderer's default precision for this material
  7542. this.polygonOffset = false;
  7543. this.polygonOffsetFactor = 0;
  7544. this.polygonOffsetUnits = 0;
  7545. this.dithering = false;
  7546. this.alphaTest = 0;
  7547. this.premultipliedAlpha = false;
  7548. this.visible = true;
  7549. this.userData = {};
  7550. this.needsUpdate = true;
  7551. }
  7552. Material.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  7553. constructor: Material,
  7554. isMaterial: true,
  7555. onBeforeCompile: function () {},
  7556. setValues: function ( values ) {
  7557. if ( values === undefined ) return;
  7558. for ( var key in values ) {
  7559. var newValue = values[ key ];
  7560. if ( newValue === undefined ) {
  7561. console.warn( "THREE.Material: '" + key + "' parameter is undefined." );
  7562. continue;
  7563. }
  7564. // for backward compatability if shading is set in the constructor
  7565. if ( key === 'shading' ) {
  7566. console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  7567. this.flatShading = ( newValue === FlatShading ) ? true : false;
  7568. continue;
  7569. }
  7570. var currentValue = this[ key ];
  7571. if ( currentValue === undefined ) {
  7572. console.warn( "THREE." + this.type + ": '" + key + "' is not a property of this material." );
  7573. continue;
  7574. }
  7575. if ( currentValue && currentValue.isColor ) {
  7576. currentValue.set( newValue );
  7577. } else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {
  7578. currentValue.copy( newValue );
  7579. } else {
  7580. this[ key ] = newValue;
  7581. }
  7582. }
  7583. },
  7584. toJSON: function ( meta ) {
  7585. var isRoot = ( meta === undefined || typeof meta === 'string' );
  7586. if ( isRoot ) {
  7587. meta = {
  7588. textures: {},
  7589. images: {}
  7590. };
  7591. }
  7592. var data = {
  7593. metadata: {
  7594. version: 4.5,
  7595. type: 'Material',
  7596. generator: 'Material.toJSON'
  7597. }
  7598. };
  7599. // standard Material serialization
  7600. data.uuid = this.uuid;
  7601. data.type = this.type;
  7602. if ( this.name !== '' ) data.name = this.name;
  7603. if ( this.color && this.color.isColor ) data.color = this.color.getHex();
  7604. if ( this.roughness !== undefined ) data.roughness = this.roughness;
  7605. if ( this.metalness !== undefined ) data.metalness = this.metalness;
  7606. if ( this.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex();
  7607. if ( this.emissiveIntensity !== 1 ) data.emissiveIntensity = this.emissiveIntensity;
  7608. if ( this.specular && this.specular.isColor ) data.specular = this.specular.getHex();
  7609. if ( this.shininess !== undefined ) data.shininess = this.shininess;
  7610. if ( this.clearCoat !== undefined ) data.clearCoat = this.clearCoat;
  7611. if ( this.clearCoatRoughness !== undefined ) data.clearCoatRoughness = this.clearCoatRoughness;
  7612. if ( this.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid;
  7613. if ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid;
  7614. if ( this.lightMap && this.lightMap.isTexture ) data.lightMap = this.lightMap.toJSON( meta ).uuid;
  7615. if ( this.aoMap && this.aoMap.isTexture ) {
  7616. data.aoMap = this.aoMap.toJSON( meta ).uuid;
  7617. data.aoMapIntensity = this.aoMapIntensity;
  7618. }
  7619. if ( this.bumpMap && this.bumpMap.isTexture ) {
  7620. data.bumpMap = this.bumpMap.toJSON( meta ).uuid;
  7621. data.bumpScale = this.bumpScale;
  7622. }
  7623. if ( this.normalMap && this.normalMap.isTexture ) {
  7624. data.normalMap = this.normalMap.toJSON( meta ).uuid;
  7625. data.normalMapType = this.normalMapType;
  7626. data.normalScale = this.normalScale.toArray();
  7627. }
  7628. if ( this.displacementMap && this.displacementMap.isTexture ) {
  7629. data.displacementMap = this.displacementMap.toJSON( meta ).uuid;
  7630. data.displacementScale = this.displacementScale;
  7631. data.displacementBias = this.displacementBias;
  7632. }
  7633. if ( this.roughnessMap && this.roughnessMap.isTexture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid;
  7634. if ( this.metalnessMap && this.metalnessMap.isTexture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid;
  7635. if ( this.emissiveMap && this.emissiveMap.isTexture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid;
  7636. if ( this.specularMap && this.specularMap.isTexture ) data.specularMap = this.specularMap.toJSON( meta ).uuid;
  7637. if ( this.envMap && this.envMap.isTexture ) {
  7638. data.envMap = this.envMap.toJSON( meta ).uuid;
  7639. data.reflectivity = this.reflectivity; // Scale behind envMap
  7640. if ( this.combine !== undefined ) data.combine = this.combine;
  7641. if ( this.envMapIntensity !== undefined ) data.envMapIntensity = this.envMapIntensity;
  7642. }
  7643. if ( this.gradientMap && this.gradientMap.isTexture ) {
  7644. data.gradientMap = this.gradientMap.toJSON( meta ).uuid;
  7645. }
  7646. if ( this.size !== undefined ) data.size = this.size;
  7647. if ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation;
  7648. if ( this.blending !== NormalBlending ) data.blending = this.blending;
  7649. if ( this.flatShading === true ) data.flatShading = this.flatShading;
  7650. if ( this.side !== FrontSide ) data.side = this.side;
  7651. if ( this.vertexColors !== NoColors ) data.vertexColors = this.vertexColors;
  7652. if ( this.opacity < 1 ) data.opacity = this.opacity;
  7653. if ( this.transparent === true ) data.transparent = this.transparent;
  7654. data.depthFunc = this.depthFunc;
  7655. data.depthTest = this.depthTest;
  7656. data.depthWrite = this.depthWrite;
  7657. // rotation (SpriteMaterial)
  7658. if ( this.rotation !== 0 ) data.rotation = this.rotation;
  7659. if ( this.polygonOffset === true ) data.polygonOffset = true;
  7660. if ( this.polygonOffsetFactor !== 0 ) data.polygonOffsetFactor = this.polygonOffsetFactor;
  7661. if ( this.polygonOffsetUnits !== 0 ) data.polygonOffsetUnits = this.polygonOffsetUnits;
  7662. if ( this.linewidth !== 1 ) data.linewidth = this.linewidth;
  7663. if ( this.dashSize !== undefined ) data.dashSize = this.dashSize;
  7664. if ( this.gapSize !== undefined ) data.gapSize = this.gapSize;
  7665. if ( this.scale !== undefined ) data.scale = this.scale;
  7666. if ( this.dithering === true ) data.dithering = true;
  7667. if ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest;
  7668. if ( this.premultipliedAlpha === true ) data.premultipliedAlpha = this.premultipliedAlpha;
  7669. if ( this.wireframe === true ) data.wireframe = this.wireframe;
  7670. if ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth;
  7671. if ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap;
  7672. if ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin;
  7673. if ( this.morphTargets === true ) data.morphTargets = true;
  7674. if ( this.skinning === true ) data.skinning = true;
  7675. if ( this.visible === false ) data.visible = false;
  7676. if ( JSON.stringify( this.userData ) !== '{}' ) data.userData = this.userData;
  7677. // TODO: Copied from Object3D.toJSON
  7678. function extractFromCache( cache ) {
  7679. var values = [];
  7680. for ( var key in cache ) {
  7681. var data = cache[ key ];
  7682. delete data.metadata;
  7683. values.push( data );
  7684. }
  7685. return values;
  7686. }
  7687. if ( isRoot ) {
  7688. var textures = extractFromCache( meta.textures );
  7689. var images = extractFromCache( meta.images );
  7690. if ( textures.length > 0 ) data.textures = textures;
  7691. if ( images.length > 0 ) data.images = images;
  7692. }
  7693. return data;
  7694. },
  7695. clone: function () {
  7696. return new this.constructor().copy( this );
  7697. },
  7698. copy: function ( source ) {
  7699. this.name = source.name;
  7700. this.fog = source.fog;
  7701. this.lights = source.lights;
  7702. this.blending = source.blending;
  7703. this.side = source.side;
  7704. this.flatShading = source.flatShading;
  7705. this.vertexColors = source.vertexColors;
  7706. this.opacity = source.opacity;
  7707. this.transparent = source.transparent;
  7708. this.blendSrc = source.blendSrc;
  7709. this.blendDst = source.blendDst;
  7710. this.blendEquation = source.blendEquation;
  7711. this.blendSrcAlpha = source.blendSrcAlpha;
  7712. this.blendDstAlpha = source.blendDstAlpha;
  7713. this.blendEquationAlpha = source.blendEquationAlpha;
  7714. this.depthFunc = source.depthFunc;
  7715. this.depthTest = source.depthTest;
  7716. this.depthWrite = source.depthWrite;
  7717. this.colorWrite = source.colorWrite;
  7718. this.precision = source.precision;
  7719. this.polygonOffset = source.polygonOffset;
  7720. this.polygonOffsetFactor = source.polygonOffsetFactor;
  7721. this.polygonOffsetUnits = source.polygonOffsetUnits;
  7722. this.dithering = source.dithering;
  7723. this.alphaTest = source.alphaTest;
  7724. this.premultipliedAlpha = source.premultipliedAlpha;
  7725. this.visible = source.visible;
  7726. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  7727. this.clipShadows = source.clipShadows;
  7728. this.clipIntersection = source.clipIntersection;
  7729. var srcPlanes = source.clippingPlanes,
  7730. dstPlanes = null;
  7731. if ( srcPlanes !== null ) {
  7732. var n = srcPlanes.length;
  7733. dstPlanes = new Array( n );
  7734. for ( var i = 0; i !== n; ++ i )
  7735. dstPlanes[ i ] = srcPlanes[ i ].clone();
  7736. }
  7737. this.clippingPlanes = dstPlanes;
  7738. this.shadowSide = source.shadowSide;
  7739. return this;
  7740. },
  7741. dispose: function () {
  7742. this.dispatchEvent( { type: 'dispose' } );
  7743. }
  7744. } );
  7745. var default_vertex = "void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}";
  7746. var default_fragment = "void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}";
  7747. /**
  7748. * @author alteredq / http://alteredqualia.com/
  7749. *
  7750. * parameters = {
  7751. * defines: { "label" : "value" },
  7752. * uniforms: { "parameter1": { value: 1.0 }, "parameter2": { value2: 2 } },
  7753. *
  7754. * fragmentShader: <string>,
  7755. * vertexShader: <string>,
  7756. *
  7757. * wireframe: <boolean>,
  7758. * wireframeLinewidth: <float>,
  7759. *
  7760. * lights: <bool>,
  7761. *
  7762. * skinning: <bool>,
  7763. * morphTargets: <bool>,
  7764. * morphNormals: <bool>
  7765. * }
  7766. */
  7767. function ShaderMaterial( parameters ) {
  7768. Material.call( this );
  7769. this.type = 'ShaderMaterial';
  7770. this.defines = {};
  7771. this.uniforms = {};
  7772. this.vertexShader = default_vertex;
  7773. this.fragmentShader = default_fragment;
  7774. this.linewidth = 1;
  7775. this.wireframe = false;
  7776. this.wireframeLinewidth = 1;
  7777. this.fog = false; // set to use scene fog
  7778. this.lights = false; // set to use scene lights
  7779. this.clipping = false; // set to use user-defined clipping planes
  7780. this.skinning = false; // set to use skinning attribute streams
  7781. this.morphTargets = false; // set to use morph targets
  7782. this.morphNormals = false; // set to use morph normals
  7783. this.extensions = {
  7784. derivatives: false, // set to use derivatives
  7785. fragDepth: false, // set to use fragment depth values
  7786. drawBuffers: false, // set to use draw buffers
  7787. shaderTextureLOD: false // set to use shader texture LOD
  7788. };
  7789. // When rendered geometry doesn't include these attributes but the material does,
  7790. // use these default values in WebGL. This avoids errors when buffer data is missing.
  7791. this.defaultAttributeValues = {
  7792. 'color': [ 1, 1, 1 ],
  7793. 'uv': [ 0, 0 ],
  7794. 'uv2': [ 0, 0 ]
  7795. };
  7796. this.index0AttributeName = undefined;
  7797. this.uniformsNeedUpdate = false;
  7798. if ( parameters !== undefined ) {
  7799. if ( parameters.attributes !== undefined ) {
  7800. console.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' );
  7801. }
  7802. this.setValues( parameters );
  7803. }
  7804. }
  7805. ShaderMaterial.prototype = Object.create( Material.prototype );
  7806. ShaderMaterial.prototype.constructor = ShaderMaterial;
  7807. ShaderMaterial.prototype.isShaderMaterial = true;
  7808. ShaderMaterial.prototype.copy = function ( source ) {
  7809. Material.prototype.copy.call( this, source );
  7810. this.fragmentShader = source.fragmentShader;
  7811. this.vertexShader = source.vertexShader;
  7812. this.uniforms = cloneUniforms( source.uniforms );
  7813. this.defines = Object.assign( {}, source.defines );
  7814. this.wireframe = source.wireframe;
  7815. this.wireframeLinewidth = source.wireframeLinewidth;
  7816. this.lights = source.lights;
  7817. this.clipping = source.clipping;
  7818. this.skinning = source.skinning;
  7819. this.morphTargets = source.morphTargets;
  7820. this.morphNormals = source.morphNormals;
  7821. this.extensions = source.extensions;
  7822. return this;
  7823. };
  7824. ShaderMaterial.prototype.toJSON = function ( meta ) {
  7825. var data = Material.prototype.toJSON.call( this, meta );
  7826. data.uniforms = {};
  7827. for ( var name in this.uniforms ) {
  7828. var uniform = this.uniforms[ name ];
  7829. var value = uniform.value;
  7830. if ( value && value.isTexture ) {
  7831. data.uniforms[ name ] = {
  7832. type: 't',
  7833. value: value.toJSON( meta ).uuid
  7834. };
  7835. } else if ( value && value.isColor ) {
  7836. data.uniforms[ name ] = {
  7837. type: 'c',
  7838. value: value.getHex()
  7839. };
  7840. } else if ( value && value.isVector2 ) {
  7841. data.uniforms[ name ] = {
  7842. type: 'v2',
  7843. value: value.toArray()
  7844. };
  7845. } else if ( value && value.isVector3 ) {
  7846. data.uniforms[ name ] = {
  7847. type: 'v3',
  7848. value: value.toArray()
  7849. };
  7850. } else if ( value && value.isVector4 ) {
  7851. data.uniforms[ name ] = {
  7852. type: 'v4',
  7853. value: value.toArray()
  7854. };
  7855. } else if ( value && value.isMatrix3 ) {
  7856. data.uniforms[ name ] = {
  7857. type: 'm3',
  7858. value: value.toArray()
  7859. };
  7860. } else if ( value && value.isMatrix4 ) {
  7861. data.uniforms[ name ] = {
  7862. type: 'm4',
  7863. value: value.toArray()
  7864. };
  7865. } else {
  7866. data.uniforms[ name ] = {
  7867. value: value
  7868. };
  7869. // note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far
  7870. }
  7871. }
  7872. if ( Object.keys( this.defines ).length > 0 ) data.defines = this.defines;
  7873. data.vertexShader = this.vertexShader;
  7874. data.fragmentShader = this.fragmentShader;
  7875. var extensions = {};
  7876. for ( var key in this.extensions ) {
  7877. if ( this.extensions[ key ] === true ) extensions[ key ] = true;
  7878. }
  7879. if ( Object.keys( extensions ).length > 0 ) data.extensions = extensions;
  7880. return data;
  7881. };
  7882. /**
  7883. * @author bhouston / http://clara.io
  7884. */
  7885. function Ray( origin, direction ) {
  7886. this.origin = ( origin !== undefined ) ? origin : new Vector3();
  7887. this.direction = ( direction !== undefined ) ? direction : new Vector3();
  7888. }
  7889. Object.assign( Ray.prototype, {
  7890. set: function ( origin, direction ) {
  7891. this.origin.copy( origin );
  7892. this.direction.copy( direction );
  7893. return this;
  7894. },
  7895. clone: function () {
  7896. return new this.constructor().copy( this );
  7897. },
  7898. copy: function ( ray ) {
  7899. this.origin.copy( ray.origin );
  7900. this.direction.copy( ray.direction );
  7901. return this;
  7902. },
  7903. at: function ( t, target ) {
  7904. if ( target === undefined ) {
  7905. console.warn( 'THREE.Ray: .at() target is now required' );
  7906. target = new Vector3();
  7907. }
  7908. return target.copy( this.direction ).multiplyScalar( t ).add( this.origin );
  7909. },
  7910. lookAt: function ( v ) {
  7911. this.direction.copy( v ).sub( this.origin ).normalize();
  7912. return this;
  7913. },
  7914. recast: function () {
  7915. var v1 = new Vector3();
  7916. return function recast( t ) {
  7917. this.origin.copy( this.at( t, v1 ) );
  7918. return this;
  7919. };
  7920. }(),
  7921. closestPointToPoint: function ( point, target ) {
  7922. if ( target === undefined ) {
  7923. console.warn( 'THREE.Ray: .closestPointToPoint() target is now required' );
  7924. target = new Vector3();
  7925. }
  7926. target.subVectors( point, this.origin );
  7927. var directionDistance = target.dot( this.direction );
  7928. if ( directionDistance < 0 ) {
  7929. return target.copy( this.origin );
  7930. }
  7931. return target.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  7932. },
  7933. distanceToPoint: function ( point ) {
  7934. return Math.sqrt( this.distanceSqToPoint( point ) );
  7935. },
  7936. distanceSqToPoint: function () {
  7937. var v1 = new Vector3();
  7938. return function distanceSqToPoint( point ) {
  7939. var directionDistance = v1.subVectors( point, this.origin ).dot( this.direction );
  7940. // point behind the ray
  7941. if ( directionDistance < 0 ) {
  7942. return this.origin.distanceToSquared( point );
  7943. }
  7944. v1.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  7945. return v1.distanceToSquared( point );
  7946. };
  7947. }(),
  7948. distanceSqToSegment: function () {
  7949. var segCenter = new Vector3();
  7950. var segDir = new Vector3();
  7951. var diff = new Vector3();
  7952. return function distanceSqToSegment( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
  7953. // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteDistRaySegment.h
  7954. // It returns the min distance between the ray and the segment
  7955. // defined by v0 and v1
  7956. // It can also set two optional targets :
  7957. // - The closest point on the ray
  7958. // - The closest point on the segment
  7959. segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );
  7960. segDir.copy( v1 ).sub( v0 ).normalize();
  7961. diff.copy( this.origin ).sub( segCenter );
  7962. var segExtent = v0.distanceTo( v1 ) * 0.5;
  7963. var a01 = - this.direction.dot( segDir );
  7964. var b0 = diff.dot( this.direction );
  7965. var b1 = - diff.dot( segDir );
  7966. var c = diff.lengthSq();
  7967. var det = Math.abs( 1 - a01 * a01 );
  7968. var s0, s1, sqrDist, extDet;
  7969. if ( det > 0 ) {
  7970. // The ray and segment are not parallel.
  7971. s0 = a01 * b1 - b0;
  7972. s1 = a01 * b0 - b1;
  7973. extDet = segExtent * det;
  7974. if ( s0 >= 0 ) {
  7975. if ( s1 >= - extDet ) {
  7976. if ( s1 <= extDet ) {
  7977. // region 0
  7978. // Minimum at interior points of ray and segment.
  7979. var invDet = 1 / det;
  7980. s0 *= invDet;
  7981. s1 *= invDet;
  7982. sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
  7983. } else {
  7984. // region 1
  7985. s1 = segExtent;
  7986. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  7987. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  7988. }
  7989. } else {
  7990. // region 5
  7991. s1 = - segExtent;
  7992. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  7993. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  7994. }
  7995. } else {
  7996. if ( s1 <= - extDet ) {
  7997. // region 4
  7998. s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
  7999. s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  8000. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  8001. } else if ( s1 <= extDet ) {
  8002. // region 3
  8003. s0 = 0;
  8004. s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
  8005. sqrDist = s1 * ( s1 + 2 * b1 ) + c;
  8006. } else {
  8007. // region 2
  8008. s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
  8009. s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  8010. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  8011. }
  8012. }
  8013. } else {
  8014. // Ray and segment are parallel.
  8015. s1 = ( a01 > 0 ) ? - segExtent : segExtent;
  8016. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  8017. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  8018. }
  8019. if ( optionalPointOnRay ) {
  8020. optionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin );
  8021. }
  8022. if ( optionalPointOnSegment ) {
  8023. optionalPointOnSegment.copy( segDir ).multiplyScalar( s1 ).add( segCenter );
  8024. }
  8025. return sqrDist;
  8026. };
  8027. }(),
  8028. intersectSphere: function () {
  8029. var v1 = new Vector3();
  8030. return function intersectSphere( sphere, target ) {
  8031. v1.subVectors( sphere.center, this.origin );
  8032. var tca = v1.dot( this.direction );
  8033. var d2 = v1.dot( v1 ) - tca * tca;
  8034. var radius2 = sphere.radius * sphere.radius;
  8035. if ( d2 > radius2 ) return null;
  8036. var thc = Math.sqrt( radius2 - d2 );
  8037. // t0 = first intersect point - entrance on front of sphere
  8038. var t0 = tca - thc;
  8039. // t1 = second intersect point - exit point on back of sphere
  8040. var t1 = tca + thc;
  8041. // test to see if both t0 and t1 are behind the ray - if so, return null
  8042. if ( t0 < 0 && t1 < 0 ) return null;
  8043. // test to see if t0 is behind the ray:
  8044. // if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
  8045. // in order to always return an intersect point that is in front of the ray.
  8046. if ( t0 < 0 ) return this.at( t1, target );
  8047. // else t0 is in front of the ray, so return the first collision point scaled by t0
  8048. return this.at( t0, target );
  8049. };
  8050. }(),
  8051. intersectsSphere: function ( sphere ) {
  8052. return this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius );
  8053. },
  8054. distanceToPlane: function ( plane ) {
  8055. var denominator = plane.normal.dot( this.direction );
  8056. if ( denominator === 0 ) {
  8057. // line is coplanar, return origin
  8058. if ( plane.distanceToPoint( this.origin ) === 0 ) {
  8059. return 0;
  8060. }
  8061. // Null is preferable to undefined since undefined means.... it is undefined
  8062. return null;
  8063. }
  8064. var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
  8065. // Return if the ray never intersects the plane
  8066. return t >= 0 ? t : null;
  8067. },
  8068. intersectPlane: function ( plane, target ) {
  8069. var t = this.distanceToPlane( plane );
  8070. if ( t === null ) {
  8071. return null;
  8072. }
  8073. return this.at( t, target );
  8074. },
  8075. intersectsPlane: function ( plane ) {
  8076. // check if the ray lies on the plane first
  8077. var distToPoint = plane.distanceToPoint( this.origin );
  8078. if ( distToPoint === 0 ) {
  8079. return true;
  8080. }
  8081. var denominator = plane.normal.dot( this.direction );
  8082. if ( denominator * distToPoint < 0 ) {
  8083. return true;
  8084. }
  8085. // ray origin is behind the plane (and is pointing behind it)
  8086. return false;
  8087. },
  8088. intersectBox: function ( box, target ) {
  8089. var tmin, tmax, tymin, tymax, tzmin, tzmax;
  8090. var invdirx = 1 / this.direction.x,
  8091. invdiry = 1 / this.direction.y,
  8092. invdirz = 1 / this.direction.z;
  8093. var origin = this.origin;
  8094. if ( invdirx >= 0 ) {
  8095. tmin = ( box.min.x - origin.x ) * invdirx;
  8096. tmax = ( box.max.x - origin.x ) * invdirx;
  8097. } else {
  8098. tmin = ( box.max.x - origin.x ) * invdirx;
  8099. tmax = ( box.min.x - origin.x ) * invdirx;
  8100. }
  8101. if ( invdiry >= 0 ) {
  8102. tymin = ( box.min.y - origin.y ) * invdiry;
  8103. tymax = ( box.max.y - origin.y ) * invdiry;
  8104. } else {
  8105. tymin = ( box.max.y - origin.y ) * invdiry;
  8106. tymax = ( box.min.y - origin.y ) * invdiry;
  8107. }
  8108. if ( ( tmin > tymax ) || ( tymin > tmax ) ) return null;
  8109. // These lines also handle the case where tmin or tmax is NaN
  8110. // (result of 0 * Infinity). x !== x returns true if x is NaN
  8111. if ( tymin > tmin || tmin !== tmin ) tmin = tymin;
  8112. if ( tymax < tmax || tmax !== tmax ) tmax = tymax;
  8113. if ( invdirz >= 0 ) {
  8114. tzmin = ( box.min.z - origin.z ) * invdirz;
  8115. tzmax = ( box.max.z - origin.z ) * invdirz;
  8116. } else {
  8117. tzmin = ( box.max.z - origin.z ) * invdirz;
  8118. tzmax = ( box.min.z - origin.z ) * invdirz;
  8119. }
  8120. if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null;
  8121. if ( tzmin > tmin || tmin !== tmin ) tmin = tzmin;
  8122. if ( tzmax < tmax || tmax !== tmax ) tmax = tzmax;
  8123. //return point closest to the ray (positive side)
  8124. if ( tmax < 0 ) return null;
  8125. return this.at( tmin >= 0 ? tmin : tmax, target );
  8126. },
  8127. intersectsBox: ( function () {
  8128. var v = new Vector3();
  8129. return function intersectsBox( box ) {
  8130. return this.intersectBox( box, v ) !== null;
  8131. };
  8132. } )(),
  8133. intersectTriangle: function () {
  8134. // Compute the offset origin, edges, and normal.
  8135. var diff = new Vector3();
  8136. var edge1 = new Vector3();
  8137. var edge2 = new Vector3();
  8138. var normal = new Vector3();
  8139. return function intersectTriangle( a, b, c, backfaceCulling, target ) {
  8140. // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h
  8141. edge1.subVectors( b, a );
  8142. edge2.subVectors( c, a );
  8143. normal.crossVectors( edge1, edge2 );
  8144. // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
  8145. // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
  8146. // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
  8147. // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
  8148. // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
  8149. var DdN = this.direction.dot( normal );
  8150. var sign;
  8151. if ( DdN > 0 ) {
  8152. if ( backfaceCulling ) return null;
  8153. sign = 1;
  8154. } else if ( DdN < 0 ) {
  8155. sign = - 1;
  8156. DdN = - DdN;
  8157. } else {
  8158. return null;
  8159. }
  8160. diff.subVectors( this.origin, a );
  8161. var DdQxE2 = sign * this.direction.dot( edge2.crossVectors( diff, edge2 ) );
  8162. // b1 < 0, no intersection
  8163. if ( DdQxE2 < 0 ) {
  8164. return null;
  8165. }
  8166. var DdE1xQ = sign * this.direction.dot( edge1.cross( diff ) );
  8167. // b2 < 0, no intersection
  8168. if ( DdE1xQ < 0 ) {
  8169. return null;
  8170. }
  8171. // b1+b2 > 1, no intersection
  8172. if ( DdQxE2 + DdE1xQ > DdN ) {
  8173. return null;
  8174. }
  8175. // Line intersects triangle, check if ray does.
  8176. var QdN = - sign * diff.dot( normal );
  8177. // t < 0, no intersection
  8178. if ( QdN < 0 ) {
  8179. return null;
  8180. }
  8181. // Ray intersects triangle.
  8182. return this.at( QdN / DdN, target );
  8183. };
  8184. }(),
  8185. applyMatrix4: function ( matrix4 ) {
  8186. this.origin.applyMatrix4( matrix4 );
  8187. this.direction.transformDirection( matrix4 );
  8188. return this;
  8189. },
  8190. equals: function ( ray ) {
  8191. return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
  8192. }
  8193. } );
  8194. /**
  8195. * @author bhouston / http://clara.io
  8196. * @author mrdoob / http://mrdoob.com/
  8197. */
  8198. function Triangle( a, b, c ) {
  8199. this.a = ( a !== undefined ) ? a : new Vector3();
  8200. this.b = ( b !== undefined ) ? b : new Vector3();
  8201. this.c = ( c !== undefined ) ? c : new Vector3();
  8202. }
  8203. Object.assign( Triangle, {
  8204. getNormal: function () {
  8205. var v0 = new Vector3();
  8206. return function getNormal( a, b, c, target ) {
  8207. if ( target === undefined ) {
  8208. console.warn( 'THREE.Triangle: .getNormal() target is now required' );
  8209. target = new Vector3();
  8210. }
  8211. target.subVectors( c, b );
  8212. v0.subVectors( a, b );
  8213. target.cross( v0 );
  8214. var targetLengthSq = target.lengthSq();
  8215. if ( targetLengthSq > 0 ) {
  8216. return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );
  8217. }
  8218. return target.set( 0, 0, 0 );
  8219. };
  8220. }(),
  8221. // static/instance method to calculate barycentric coordinates
  8222. // based on: http://www.blackpawn.com/texts/pointinpoly/default.html
  8223. getBarycoord: function () {
  8224. var v0 = new Vector3();
  8225. var v1 = new Vector3();
  8226. var v2 = new Vector3();
  8227. return function getBarycoord( point, a, b, c, target ) {
  8228. v0.subVectors( c, a );
  8229. v1.subVectors( b, a );
  8230. v2.subVectors( point, a );
  8231. var dot00 = v0.dot( v0 );
  8232. var dot01 = v0.dot( v1 );
  8233. var dot02 = v0.dot( v2 );
  8234. var dot11 = v1.dot( v1 );
  8235. var dot12 = v1.dot( v2 );
  8236. var denom = ( dot00 * dot11 - dot01 * dot01 );
  8237. if ( target === undefined ) {
  8238. console.warn( 'THREE.Triangle: .getBarycoord() target is now required' );
  8239. target = new Vector3();
  8240. }
  8241. // collinear or singular triangle
  8242. if ( denom === 0 ) {
  8243. // arbitrary location outside of triangle?
  8244. // not sure if this is the best idea, maybe should be returning undefined
  8245. return target.set( - 2, - 1, - 1 );
  8246. }
  8247. var invDenom = 1 / denom;
  8248. var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
  8249. var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
  8250. // barycentric coordinates must always sum to 1
  8251. return target.set( 1 - u - v, v, u );
  8252. };
  8253. }(),
  8254. containsPoint: function () {
  8255. var v1 = new Vector3();
  8256. return function containsPoint( point, a, b, c ) {
  8257. Triangle.getBarycoord( point, a, b, c, v1 );
  8258. return ( v1.x >= 0 ) && ( v1.y >= 0 ) && ( ( v1.x + v1.y ) <= 1 );
  8259. };
  8260. }(),
  8261. getUV: function () {
  8262. var barycoord = new Vector3();
  8263. return function getUV( point, p1, p2, p3, uv1, uv2, uv3, target ) {
  8264. this.getBarycoord( point, p1, p2, p3, barycoord );
  8265. target.set( 0, 0 );
  8266. target.addScaledVector( uv1, barycoord.x );
  8267. target.addScaledVector( uv2, barycoord.y );
  8268. target.addScaledVector( uv3, barycoord.z );
  8269. return target;
  8270. };
  8271. }()
  8272. } );
  8273. Object.assign( Triangle.prototype, {
  8274. set: function ( a, b, c ) {
  8275. this.a.copy( a );
  8276. this.b.copy( b );
  8277. this.c.copy( c );
  8278. return this;
  8279. },
  8280. setFromPointsAndIndices: function ( points, i0, i1, i2 ) {
  8281. this.a.copy( points[ i0 ] );
  8282. this.b.copy( points[ i1 ] );
  8283. this.c.copy( points[ i2 ] );
  8284. return this;
  8285. },
  8286. clone: function () {
  8287. return new this.constructor().copy( this );
  8288. },
  8289. copy: function ( triangle ) {
  8290. this.a.copy( triangle.a );
  8291. this.b.copy( triangle.b );
  8292. this.c.copy( triangle.c );
  8293. return this;
  8294. },
  8295. getArea: function () {
  8296. var v0 = new Vector3();
  8297. var v1 = new Vector3();
  8298. return function getArea() {
  8299. v0.subVectors( this.c, this.b );
  8300. v1.subVectors( this.a, this.b );
  8301. return v0.cross( v1 ).length() * 0.5;
  8302. };
  8303. }(),
  8304. getMidpoint: function ( target ) {
  8305. if ( target === undefined ) {
  8306. console.warn( 'THREE.Triangle: .getMidpoint() target is now required' );
  8307. target = new Vector3();
  8308. }
  8309. return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
  8310. },
  8311. getNormal: function ( target ) {
  8312. return Triangle.getNormal( this.a, this.b, this.c, target );
  8313. },
  8314. getPlane: function ( target ) {
  8315. if ( target === undefined ) {
  8316. console.warn( 'THREE.Triangle: .getPlane() target is now required' );
  8317. target = new Vector3();
  8318. }
  8319. return target.setFromCoplanarPoints( this.a, this.b, this.c );
  8320. },
  8321. getBarycoord: function ( point, target ) {
  8322. return Triangle.getBarycoord( point, this.a, this.b, this.c, target );
  8323. },
  8324. containsPoint: function ( point ) {
  8325. return Triangle.containsPoint( point, this.a, this.b, this.c );
  8326. },
  8327. getUV: function ( point, uv1, uv2, uv3, result ) {
  8328. return Triangle.getUV( point, this.a, this.b, this.c, uv1, uv2, uv3, result );
  8329. },
  8330. intersectsBox: function ( box ) {
  8331. return box.intersectsTriangle( this );
  8332. },
  8333. closestPointToPoint: function () {
  8334. var vab = new Vector3();
  8335. var vac = new Vector3();
  8336. var vbc = new Vector3();
  8337. var vap = new Vector3();
  8338. var vbp = new Vector3();
  8339. var vcp = new Vector3();
  8340. return function closestPointToPoint( p, target ) {
  8341. if ( target === undefined ) {
  8342. console.warn( 'THREE.Triangle: .closestPointToPoint() target is now required' );
  8343. target = new Vector3();
  8344. }
  8345. var a = this.a, b = this.b, c = this.c;
  8346. var v, w;
  8347. // algorithm thanks to Real-Time Collision Detection by Christer Ericson,
  8348. // published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,
  8349. // under the accompanying license; see chapter 5.1.5 for detailed explanation.
  8350. // basically, we're distinguishing which of the voronoi regions of the triangle
  8351. // the point lies in with the minimum amount of redundant computation.
  8352. vab.subVectors( b, a );
  8353. vac.subVectors( c, a );
  8354. vap.subVectors( p, a );
  8355. var d1 = vab.dot( vap );
  8356. var d2 = vac.dot( vap );
  8357. if ( d1 <= 0 && d2 <= 0 ) {
  8358. // vertex region of A; barycentric coords (1, 0, 0)
  8359. return target.copy( a );
  8360. }
  8361. vbp.subVectors( p, b );
  8362. var d3 = vab.dot( vbp );
  8363. var d4 = vac.dot( vbp );
  8364. if ( d3 >= 0 && d4 <= d3 ) {
  8365. // vertex region of B; barycentric coords (0, 1, 0)
  8366. return target.copy( b );
  8367. }
  8368. var vc = d1 * d4 - d3 * d2;
  8369. if ( vc <= 0 && d1 >= 0 && d3 <= 0 ) {
  8370. v = d1 / ( d1 - d3 );
  8371. // edge region of AB; barycentric coords (1-v, v, 0)
  8372. return target.copy( a ).addScaledVector( vab, v );
  8373. }
  8374. vcp.subVectors( p, c );
  8375. var d5 = vab.dot( vcp );
  8376. var d6 = vac.dot( vcp );
  8377. if ( d6 >= 0 && d5 <= d6 ) {
  8378. // vertex region of C; barycentric coords (0, 0, 1)
  8379. return target.copy( c );
  8380. }
  8381. var vb = d5 * d2 - d1 * d6;
  8382. if ( vb <= 0 && d2 >= 0 && d6 <= 0 ) {
  8383. w = d2 / ( d2 - d6 );
  8384. // edge region of AC; barycentric coords (1-w, 0, w)
  8385. return target.copy( a ).addScaledVector( vac, w );
  8386. }
  8387. var va = d3 * d6 - d5 * d4;
  8388. if ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) {
  8389. vbc.subVectors( c, b );
  8390. w = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) );
  8391. // edge region of BC; barycentric coords (0, 1-w, w)
  8392. return target.copy( b ).addScaledVector( vbc, w ); // edge region of BC
  8393. }
  8394. // face region
  8395. var denom = 1 / ( va + vb + vc );
  8396. // u = va * denom
  8397. v = vb * denom;
  8398. w = vc * denom;
  8399. return target.copy( a ).addScaledVector( vab, v ).addScaledVector( vac, w );
  8400. };
  8401. }(),
  8402. equals: function ( triangle ) {
  8403. return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
  8404. }
  8405. } );
  8406. /**
  8407. * @author mrdoob / http://mrdoob.com/
  8408. * @author alteredq / http://alteredqualia.com/
  8409. *
  8410. * parameters = {
  8411. * color: <hex>,
  8412. * opacity: <float>,
  8413. * map: new THREE.Texture( <Image> ),
  8414. *
  8415. * lightMap: new THREE.Texture( <Image> ),
  8416. * lightMapIntensity: <float>
  8417. *
  8418. * aoMap: new THREE.Texture( <Image> ),
  8419. * aoMapIntensity: <float>
  8420. *
  8421. * specularMap: new THREE.Texture( <Image> ),
  8422. *
  8423. * alphaMap: new THREE.Texture( <Image> ),
  8424. *
  8425. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  8426. * combine: THREE.Multiply,
  8427. * reflectivity: <float>,
  8428. * refractionRatio: <float>,
  8429. *
  8430. * depthTest: <bool>,
  8431. * depthWrite: <bool>,
  8432. *
  8433. * wireframe: <boolean>,
  8434. * wireframeLinewidth: <float>,
  8435. *
  8436. * skinning: <bool>,
  8437. * morphTargets: <bool>
  8438. * }
  8439. */
  8440. function MeshBasicMaterial( parameters ) {
  8441. Material.call( this );
  8442. this.type = 'MeshBasicMaterial';
  8443. this.color = new Color( 0xffffff ); // emissive
  8444. this.map = null;
  8445. this.lightMap = null;
  8446. this.lightMapIntensity = 1.0;
  8447. this.aoMap = null;
  8448. this.aoMapIntensity = 1.0;
  8449. this.specularMap = null;
  8450. this.alphaMap = null;
  8451. this.envMap = null;
  8452. this.combine = MultiplyOperation;
  8453. this.reflectivity = 1;
  8454. this.refractionRatio = 0.98;
  8455. this.wireframe = false;
  8456. this.wireframeLinewidth = 1;
  8457. this.wireframeLinecap = 'round';
  8458. this.wireframeLinejoin = 'round';
  8459. this.skinning = false;
  8460. this.morphTargets = false;
  8461. this.lights = false;
  8462. this.setValues( parameters );
  8463. }
  8464. MeshBasicMaterial.prototype = Object.create( Material.prototype );
  8465. MeshBasicMaterial.prototype.constructor = MeshBasicMaterial;
  8466. MeshBasicMaterial.prototype.isMeshBasicMaterial = true;
  8467. MeshBasicMaterial.prototype.copy = function ( source ) {
  8468. Material.prototype.copy.call( this, source );
  8469. this.color.copy( source.color );
  8470. this.map = source.map;
  8471. this.lightMap = source.lightMap;
  8472. this.lightMapIntensity = source.lightMapIntensity;
  8473. this.aoMap = source.aoMap;
  8474. this.aoMapIntensity = source.aoMapIntensity;
  8475. this.specularMap = source.specularMap;
  8476. this.alphaMap = source.alphaMap;
  8477. this.envMap = source.envMap;
  8478. this.combine = source.combine;
  8479. this.reflectivity = source.reflectivity;
  8480. this.refractionRatio = source.refractionRatio;
  8481. this.wireframe = source.wireframe;
  8482. this.wireframeLinewidth = source.wireframeLinewidth;
  8483. this.wireframeLinecap = source.wireframeLinecap;
  8484. this.wireframeLinejoin = source.wireframeLinejoin;
  8485. this.skinning = source.skinning;
  8486. this.morphTargets = source.morphTargets;
  8487. return this;
  8488. };
  8489. /**
  8490. * @author mrdoob / http://mrdoob.com/
  8491. * @author alteredq / http://alteredqualia.com/
  8492. * @author mikael emtinger / http://gomo.se/
  8493. * @author jonobr1 / http://jonobr1.com/
  8494. */
  8495. function Mesh( geometry, material ) {
  8496. Object3D.call( this );
  8497. this.type = 'Mesh';
  8498. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  8499. this.material = material !== undefined ? material : new MeshBasicMaterial( { color: Math.random() * 0xffffff } );
  8500. this.drawMode = TrianglesDrawMode;
  8501. this.updateMorphTargets();
  8502. }
  8503. Mesh.prototype = Object.assign( Object.create( Object3D.prototype ), {
  8504. constructor: Mesh,
  8505. isMesh: true,
  8506. setDrawMode: function ( value ) {
  8507. this.drawMode = value;
  8508. },
  8509. copy: function ( source ) {
  8510. Object3D.prototype.copy.call( this, source );
  8511. this.drawMode = source.drawMode;
  8512. if ( source.morphTargetInfluences !== undefined ) {
  8513. this.morphTargetInfluences = source.morphTargetInfluences.slice();
  8514. }
  8515. if ( source.morphTargetDictionary !== undefined ) {
  8516. this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );
  8517. }
  8518. return this;
  8519. },
  8520. updateMorphTargets: function () {
  8521. var geometry = this.geometry;
  8522. var m, ml, name;
  8523. if ( geometry.isBufferGeometry ) {
  8524. var morphAttributes = geometry.morphAttributes;
  8525. var keys = Object.keys( morphAttributes );
  8526. if ( keys.length > 0 ) {
  8527. var morphAttribute = morphAttributes[ keys[ 0 ] ];
  8528. if ( morphAttribute !== undefined ) {
  8529. this.morphTargetInfluences = [];
  8530. this.morphTargetDictionary = {};
  8531. for ( m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  8532. name = morphAttribute[ m ].name || String( m );
  8533. this.morphTargetInfluences.push( 0 );
  8534. this.morphTargetDictionary[ name ] = m;
  8535. }
  8536. }
  8537. }
  8538. } else {
  8539. var morphTargets = geometry.morphTargets;
  8540. if ( morphTargets !== undefined && morphTargets.length > 0 ) {
  8541. console.error( 'THREE.Mesh.updateMorphTargets() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
  8542. }
  8543. }
  8544. },
  8545. raycast: ( function () {
  8546. var inverseMatrix = new Matrix4();
  8547. var ray = new Ray();
  8548. var sphere = new Sphere();
  8549. var vA = new Vector3();
  8550. var vB = new Vector3();
  8551. var vC = new Vector3();
  8552. var tempA = new Vector3();
  8553. var tempB = new Vector3();
  8554. var tempC = new Vector3();
  8555. var uvA = new Vector2();
  8556. var uvB = new Vector2();
  8557. var uvC = new Vector2();
  8558. var intersectionPoint = new Vector3();
  8559. var intersectionPointWorld = new Vector3();
  8560. function checkIntersection( object, material, raycaster, ray, pA, pB, pC, point ) {
  8561. var intersect;
  8562. if ( material.side === BackSide ) {
  8563. intersect = ray.intersectTriangle( pC, pB, pA, true, point );
  8564. } else {
  8565. intersect = ray.intersectTriangle( pA, pB, pC, material.side !== DoubleSide, point );
  8566. }
  8567. if ( intersect === null ) return null;
  8568. intersectionPointWorld.copy( point );
  8569. intersectionPointWorld.applyMatrix4( object.matrixWorld );
  8570. var distance = raycaster.ray.origin.distanceTo( intersectionPointWorld );
  8571. if ( distance < raycaster.near || distance > raycaster.far ) return null;
  8572. return {
  8573. distance: distance,
  8574. point: intersectionPointWorld.clone(),
  8575. object: object
  8576. };
  8577. }
  8578. function checkBufferGeometryIntersection( object, material, raycaster, ray, position, uv, a, b, c ) {
  8579. vA.fromBufferAttribute( position, a );
  8580. vB.fromBufferAttribute( position, b );
  8581. vC.fromBufferAttribute( position, c );
  8582. var intersection = checkIntersection( object, material, raycaster, ray, vA, vB, vC, intersectionPoint );
  8583. if ( intersection ) {
  8584. if ( uv ) {
  8585. uvA.fromBufferAttribute( uv, a );
  8586. uvB.fromBufferAttribute( uv, b );
  8587. uvC.fromBufferAttribute( uv, c );
  8588. intersection.uv = Triangle.getUV( intersectionPoint, vA, vB, vC, uvA, uvB, uvC, new Vector2() );
  8589. }
  8590. var face = new Face3( a, b, c );
  8591. Triangle.getNormal( vA, vB, vC, face.normal );
  8592. intersection.face = face;
  8593. }
  8594. return intersection;
  8595. }
  8596. return function raycast( raycaster, intersects ) {
  8597. var geometry = this.geometry;
  8598. var material = this.material;
  8599. var matrixWorld = this.matrixWorld;
  8600. if ( material === undefined ) return;
  8601. // Checking boundingSphere distance to ray
  8602. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  8603. sphere.copy( geometry.boundingSphere );
  8604. sphere.applyMatrix4( matrixWorld );
  8605. if ( raycaster.ray.intersectsSphere( sphere ) === false ) return;
  8606. //
  8607. inverseMatrix.getInverse( matrixWorld );
  8608. ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
  8609. // Check boundingBox before continuing
  8610. if ( geometry.boundingBox !== null ) {
  8611. if ( ray.intersectsBox( geometry.boundingBox ) === false ) return;
  8612. }
  8613. var intersection;
  8614. if ( geometry.isBufferGeometry ) {
  8615. var a, b, c;
  8616. var index = geometry.index;
  8617. var position = geometry.attributes.position;
  8618. var uv = geometry.attributes.uv;
  8619. var groups = geometry.groups;
  8620. var drawRange = geometry.drawRange;
  8621. var i, j, il, jl;
  8622. var group, groupMaterial;
  8623. var start, end;
  8624. if ( index !== null ) {
  8625. // indexed buffer geometry
  8626. if ( Array.isArray( material ) ) {
  8627. for ( i = 0, il = groups.length; i < il; i ++ ) {
  8628. group = groups[ i ];
  8629. groupMaterial = material[ group.materialIndex ];
  8630. start = Math.max( group.start, drawRange.start );
  8631. end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );
  8632. for ( j = start, jl = end; j < jl; j += 3 ) {
  8633. a = index.getX( j );
  8634. b = index.getX( j + 1 );
  8635. c = index.getX( j + 2 );
  8636. intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, ray, position, uv, a, b, c );
  8637. if ( intersection ) {
  8638. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics
  8639. intersection.face.materialIndex = group.materialIndex;
  8640. intersects.push( intersection );
  8641. }
  8642. }
  8643. }
  8644. } else {
  8645. start = Math.max( 0, drawRange.start );
  8646. end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  8647. for ( i = start, il = end; i < il; i += 3 ) {
  8648. a = index.getX( i );
  8649. b = index.getX( i + 1 );
  8650. c = index.getX( i + 2 );
  8651. intersection = checkBufferGeometryIntersection( this, material, raycaster, ray, position, uv, a, b, c );
  8652. if ( intersection ) {
  8653. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics
  8654. intersects.push( intersection );
  8655. }
  8656. }
  8657. }
  8658. } else if ( position !== undefined ) {
  8659. // non-indexed buffer geometry
  8660. if ( Array.isArray( material ) ) {
  8661. for ( i = 0, il = groups.length; i < il; i ++ ) {
  8662. group = groups[ i ];
  8663. groupMaterial = material[ group.materialIndex ];
  8664. start = Math.max( group.start, drawRange.start );
  8665. end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );
  8666. for ( j = start, jl = end; j < jl; j += 3 ) {
  8667. a = j;
  8668. b = j + 1;
  8669. c = j + 2;
  8670. intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, ray, position, uv, a, b, c );
  8671. if ( intersection ) {
  8672. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics
  8673. intersection.face.materialIndex = group.materialIndex;
  8674. intersects.push( intersection );
  8675. }
  8676. }
  8677. }
  8678. } else {
  8679. start = Math.max( 0, drawRange.start );
  8680. end = Math.min( position.count, ( drawRange.start + drawRange.count ) );
  8681. for ( i = start, il = end; i < il; i += 3 ) {
  8682. a = i;
  8683. b = i + 1;
  8684. c = i + 2;
  8685. intersection = checkBufferGeometryIntersection( this, material, raycaster, ray, position, uv, a, b, c );
  8686. if ( intersection ) {
  8687. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics
  8688. intersects.push( intersection );
  8689. }
  8690. }
  8691. }
  8692. }
  8693. } else if ( geometry.isGeometry ) {
  8694. var fvA, fvB, fvC;
  8695. var isMultiMaterial = Array.isArray( material );
  8696. var vertices = geometry.vertices;
  8697. var faces = geometry.faces;
  8698. var uvs;
  8699. var faceVertexUvs = geometry.faceVertexUvs[ 0 ];
  8700. if ( faceVertexUvs.length > 0 ) uvs = faceVertexUvs;
  8701. for ( var f = 0, fl = faces.length; f < fl; f ++ ) {
  8702. var face = faces[ f ];
  8703. var faceMaterial = isMultiMaterial ? material[ face.materialIndex ] : material;
  8704. if ( faceMaterial === undefined ) continue;
  8705. fvA = vertices[ face.a ];
  8706. fvB = vertices[ face.b ];
  8707. fvC = vertices[ face.c ];
  8708. if ( faceMaterial.morphTargets === true ) {
  8709. var morphTargets = geometry.morphTargets;
  8710. var morphInfluences = this.morphTargetInfluences;
  8711. vA.set( 0, 0, 0 );
  8712. vB.set( 0, 0, 0 );
  8713. vC.set( 0, 0, 0 );
  8714. for ( var t = 0, tl = morphTargets.length; t < tl; t ++ ) {
  8715. var influence = morphInfluences[ t ];
  8716. if ( influence === 0 ) continue;
  8717. var targets = morphTargets[ t ].vertices;
  8718. vA.addScaledVector( tempA.subVectors( targets[ face.a ], fvA ), influence );
  8719. vB.addScaledVector( tempB.subVectors( targets[ face.b ], fvB ), influence );
  8720. vC.addScaledVector( tempC.subVectors( targets[ face.c ], fvC ), influence );
  8721. }
  8722. vA.add( fvA );
  8723. vB.add( fvB );
  8724. vC.add( fvC );
  8725. fvA = vA;
  8726. fvB = vB;
  8727. fvC = vC;
  8728. }
  8729. intersection = checkIntersection( this, faceMaterial, raycaster, ray, fvA, fvB, fvC, intersectionPoint );
  8730. if ( intersection ) {
  8731. if ( uvs && uvs[ f ] ) {
  8732. var uvs_f = uvs[ f ];
  8733. uvA.copy( uvs_f[ 0 ] );
  8734. uvB.copy( uvs_f[ 1 ] );
  8735. uvC.copy( uvs_f[ 2 ] );
  8736. intersection.uv = Triangle.getUV( intersectionPoint, fvA, fvB, fvC, uvA, uvB, uvC, new Vector2() );
  8737. }
  8738. intersection.face = face;
  8739. intersection.faceIndex = f;
  8740. intersects.push( intersection );
  8741. }
  8742. }
  8743. }
  8744. };
  8745. }() ),
  8746. clone: function () {
  8747. return new this.constructor( this.geometry, this.material ).copy( this );
  8748. }
  8749. } );
  8750. /**
  8751. * @author mrdoob / http://mrdoob.com/
  8752. */
  8753. function WebGLBackground( renderer, state, objects, premultipliedAlpha ) {
  8754. var clearColor = new Color( 0x000000 );
  8755. var clearAlpha = 0;
  8756. var planeMesh;
  8757. var boxMesh;
  8758. // Store the current background texture and its `version`
  8759. // so we can recompile the material accordingly.
  8760. var currentBackground = null;
  8761. var currentBackgroundVersion = 0;
  8762. function render( renderList, scene, camera, forceClear ) {
  8763. var background = scene.background;
  8764. if ( background === null ) {
  8765. setClear( clearColor, clearAlpha );
  8766. currentBackground = null;
  8767. currentBackgroundVersion = 0;
  8768. } else if ( background && background.isColor ) {
  8769. setClear( background, 1 );
  8770. forceClear = true;
  8771. currentBackground = null;
  8772. currentBackgroundVersion = 0;
  8773. }
  8774. if ( renderer.autoClear || forceClear ) {
  8775. renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
  8776. }
  8777. if ( background && ( background.isCubeTexture || background.isWebGLRenderTargetCube ) ) {
  8778. if ( boxMesh === undefined ) {
  8779. boxMesh = new Mesh(
  8780. new BoxBufferGeometry( 1, 1, 1 ),
  8781. new ShaderMaterial( {
  8782. type: 'BackgroundCubeMaterial',
  8783. uniforms: cloneUniforms( ShaderLib.cube.uniforms ),
  8784. vertexShader: ShaderLib.cube.vertexShader,
  8785. fragmentShader: ShaderLib.cube.fragmentShader,
  8786. side: BackSide,
  8787. depthTest: false,
  8788. depthWrite: false,
  8789. fog: false
  8790. } )
  8791. );
  8792. boxMesh.geometry.removeAttribute( 'normal' );
  8793. boxMesh.geometry.removeAttribute( 'uv' );
  8794. boxMesh.onBeforeRender = function ( renderer, scene, camera ) {
  8795. this.matrixWorld.copyPosition( camera.matrixWorld );
  8796. };
  8797. // enable code injection for non-built-in material
  8798. Object.defineProperty( boxMesh.material, 'map', {
  8799. get: function () {
  8800. return this.uniforms.tCube.value;
  8801. }
  8802. } );
  8803. objects.update( boxMesh );
  8804. }
  8805. var texture = background.isWebGLRenderTargetCube ? background.texture : background;
  8806. boxMesh.material.uniforms.tCube.value = texture;
  8807. boxMesh.material.uniforms.tFlip.value = ( background.isWebGLRenderTargetCube ) ? 1 : - 1;
  8808. if ( currentBackground !== background ||
  8809. currentBackgroundVersion !== texture.version ) {
  8810. boxMesh.material.needsUpdate = true;
  8811. currentBackground = background;
  8812. currentBackgroundVersion = texture.version;
  8813. }
  8814. // push to the pre-sorted opaque render list
  8815. renderList.unshift( boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null );
  8816. } else if ( background && background.isTexture ) {
  8817. if ( planeMesh === undefined ) {
  8818. planeMesh = new Mesh(
  8819. new PlaneBufferGeometry( 2, 2 ),
  8820. new ShaderMaterial( {
  8821. type: 'BackgroundMaterial',
  8822. uniforms: cloneUniforms( ShaderLib.background.uniforms ),
  8823. vertexShader: ShaderLib.background.vertexShader,
  8824. fragmentShader: ShaderLib.background.fragmentShader,
  8825. side: FrontSide,
  8826. depthTest: false,
  8827. depthWrite: false,
  8828. fog: false
  8829. } )
  8830. );
  8831. planeMesh.geometry.removeAttribute( 'normal' );
  8832. // enable code injection for non-built-in material
  8833. Object.defineProperty( planeMesh.material, 'map', {
  8834. get: function () {
  8835. return this.uniforms.t2D.value;
  8836. }
  8837. } );
  8838. objects.update( planeMesh );
  8839. }
  8840. planeMesh.material.uniforms.t2D.value = background;
  8841. if ( background.matrixAutoUpdate === true ) {
  8842. background.updateMatrix();
  8843. }
  8844. planeMesh.material.uniforms.uvTransform.value.copy( background.matrix );
  8845. if ( currentBackground !== background ||
  8846. currentBackgroundVersion !== background.version ) {
  8847. planeMesh.material.needsUpdate = true;
  8848. currentBackground = background;
  8849. currentBackgroundVersion = background.version;
  8850. }
  8851. // push to the pre-sorted opaque render list
  8852. renderList.unshift( planeMesh, planeMesh.geometry, planeMesh.material, 0, 0, null );
  8853. }
  8854. }
  8855. function setClear( color, alpha ) {
  8856. state.buffers.color.setClear( color.r, color.g, color.b, alpha, premultipliedAlpha );
  8857. }
  8858. return {
  8859. getClearColor: function () {
  8860. return clearColor;
  8861. },
  8862. setClearColor: function ( color, alpha ) {
  8863. clearColor.set( color );
  8864. clearAlpha = alpha !== undefined ? alpha : 1;
  8865. setClear( clearColor, clearAlpha );
  8866. },
  8867. getClearAlpha: function () {
  8868. return clearAlpha;
  8869. },
  8870. setClearAlpha: function ( alpha ) {
  8871. clearAlpha = alpha;
  8872. setClear( clearColor, clearAlpha );
  8873. },
  8874. render: render
  8875. };
  8876. }
  8877. /**
  8878. * @author mrdoob / http://mrdoob.com/
  8879. */
  8880. function WebGLBufferRenderer( gl, extensions, info, capabilities ) {
  8881. var mode;
  8882. function setMode( value ) {
  8883. mode = value;
  8884. }
  8885. function render( start, count ) {
  8886. gl.drawArrays( mode, start, count );
  8887. info.update( count, mode );
  8888. }
  8889. function renderInstances( geometry, start, count ) {
  8890. var extension;
  8891. if ( capabilities.isWebGL2 ) {
  8892. extension = gl;
  8893. } else {
  8894. extension = extensions.get( 'ANGLE_instanced_arrays' );
  8895. if ( extension === null ) {
  8896. console.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  8897. return;
  8898. }
  8899. }
  8900. extension[ capabilities.isWebGL2 ? 'drawArraysInstanced' : 'drawArraysInstancedANGLE' ]( mode, start, count, geometry.maxInstancedCount );
  8901. info.update( count, mode, geometry.maxInstancedCount );
  8902. }
  8903. //
  8904. this.setMode = setMode;
  8905. this.render = render;
  8906. this.renderInstances = renderInstances;
  8907. }
  8908. /**
  8909. * @author mrdoob / http://mrdoob.com/
  8910. */
  8911. function WebGLCapabilities( gl, extensions, parameters ) {
  8912. var maxAnisotropy;
  8913. function getMaxAnisotropy() {
  8914. if ( maxAnisotropy !== undefined ) return maxAnisotropy;
  8915. var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  8916. if ( extension !== null ) {
  8917. maxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );
  8918. } else {
  8919. maxAnisotropy = 0;
  8920. }
  8921. return maxAnisotropy;
  8922. }
  8923. function getMaxPrecision( precision ) {
  8924. if ( precision === 'highp' ) {
  8925. if ( gl.getShaderPrecisionFormat( 35633, 36338 ).precision > 0 &&
  8926. gl.getShaderPrecisionFormat( 35632, 36338 ).precision > 0 ) {
  8927. return 'highp';
  8928. }
  8929. precision = 'mediump';
  8930. }
  8931. if ( precision === 'mediump' ) {
  8932. if ( gl.getShaderPrecisionFormat( 35633, 36337 ).precision > 0 &&
  8933. gl.getShaderPrecisionFormat( 35632, 36337 ).precision > 0 ) {
  8934. return 'mediump';
  8935. }
  8936. }
  8937. return 'lowp';
  8938. }
  8939. var isWebGL2 = typeof WebGL2RenderingContext !== 'undefined' && gl instanceof WebGL2RenderingContext;
  8940. var precision = parameters.precision !== undefined ? parameters.precision : 'highp';
  8941. var maxPrecision = getMaxPrecision( precision );
  8942. if ( maxPrecision !== precision ) {
  8943. console.warn( 'THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' );
  8944. precision = maxPrecision;
  8945. }
  8946. var logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true;
  8947. var maxTextures = gl.getParameter( 34930 );
  8948. var maxVertexTextures = gl.getParameter( 35660 );
  8949. var maxTextureSize = gl.getParameter( 3379 );
  8950. var maxCubemapSize = gl.getParameter( 34076 );
  8951. var maxAttributes = gl.getParameter( 34921 );
  8952. var maxVertexUniforms = gl.getParameter( 36347 );
  8953. var maxVaryings = gl.getParameter( 36348 );
  8954. var maxFragmentUniforms = gl.getParameter( 36349 );
  8955. var vertexTextures = maxVertexTextures > 0;
  8956. var floatFragmentTextures = isWebGL2 || !! extensions.get( 'OES_texture_float' );
  8957. var floatVertexTextures = vertexTextures && floatFragmentTextures;
  8958. var maxSamples = isWebGL2 ? gl.getParameter( 36183 ) : 0;
  8959. return {
  8960. isWebGL2: isWebGL2,
  8961. getMaxAnisotropy: getMaxAnisotropy,
  8962. getMaxPrecision: getMaxPrecision,
  8963. precision: precision,
  8964. logarithmicDepthBuffer: logarithmicDepthBuffer,
  8965. maxTextures: maxTextures,
  8966. maxVertexTextures: maxVertexTextures,
  8967. maxTextureSize: maxTextureSize,
  8968. maxCubemapSize: maxCubemapSize,
  8969. maxAttributes: maxAttributes,
  8970. maxVertexUniforms: maxVertexUniforms,
  8971. maxVaryings: maxVaryings,
  8972. maxFragmentUniforms: maxFragmentUniforms,
  8973. vertexTextures: vertexTextures,
  8974. floatFragmentTextures: floatFragmentTextures,
  8975. floatVertexTextures: floatVertexTextures,
  8976. maxSamples: maxSamples
  8977. };
  8978. }
  8979. /**
  8980. * @author tschw
  8981. */
  8982. function WebGLClipping() {
  8983. var scope = this,
  8984. globalState = null,
  8985. numGlobalPlanes = 0,
  8986. localClippingEnabled = false,
  8987. renderingShadows = false,
  8988. plane = new Plane(),
  8989. viewNormalMatrix = new Matrix3(),
  8990. uniform = { value: null, needsUpdate: false };
  8991. this.uniform = uniform;
  8992. this.numPlanes = 0;
  8993. this.numIntersection = 0;
  8994. this.init = function ( planes, enableLocalClipping, camera ) {
  8995. var enabled =
  8996. planes.length !== 0 ||
  8997. enableLocalClipping ||
  8998. // enable state of previous frame - the clipping code has to
  8999. // run another frame in order to reset the state:
  9000. numGlobalPlanes !== 0 ||
  9001. localClippingEnabled;
  9002. localClippingEnabled = enableLocalClipping;
  9003. globalState = projectPlanes( planes, camera, 0 );
  9004. numGlobalPlanes = planes.length;
  9005. return enabled;
  9006. };
  9007. this.beginShadows = function () {
  9008. renderingShadows = true;
  9009. projectPlanes( null );
  9010. };
  9011. this.endShadows = function () {
  9012. renderingShadows = false;
  9013. resetGlobalState();
  9014. };
  9015. this.setState = function ( planes, clipIntersection, clipShadows, camera, cache, fromCache ) {
  9016. if ( ! localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && ! clipShadows ) {
  9017. // there's no local clipping
  9018. if ( renderingShadows ) {
  9019. // there's no global clipping
  9020. projectPlanes( null );
  9021. } else {
  9022. resetGlobalState();
  9023. }
  9024. } else {
  9025. var nGlobal = renderingShadows ? 0 : numGlobalPlanes,
  9026. lGlobal = nGlobal * 4,
  9027. dstArray = cache.clippingState || null;
  9028. uniform.value = dstArray; // ensure unique state
  9029. dstArray = projectPlanes( planes, camera, lGlobal, fromCache );
  9030. for ( var i = 0; i !== lGlobal; ++ i ) {
  9031. dstArray[ i ] = globalState[ i ];
  9032. }
  9033. cache.clippingState = dstArray;
  9034. this.numIntersection = clipIntersection ? this.numPlanes : 0;
  9035. this.numPlanes += nGlobal;
  9036. }
  9037. };
  9038. function resetGlobalState() {
  9039. if ( uniform.value !== globalState ) {
  9040. uniform.value = globalState;
  9041. uniform.needsUpdate = numGlobalPlanes > 0;
  9042. }
  9043. scope.numPlanes = numGlobalPlanes;
  9044. scope.numIntersection = 0;
  9045. }
  9046. function projectPlanes( planes, camera, dstOffset, skipTransform ) {
  9047. var nPlanes = planes !== null ? planes.length : 0,
  9048. dstArray = null;
  9049. if ( nPlanes !== 0 ) {
  9050. dstArray = uniform.value;
  9051. if ( skipTransform !== true || dstArray === null ) {
  9052. var flatSize = dstOffset + nPlanes * 4,
  9053. viewMatrix = camera.matrixWorldInverse;
  9054. viewNormalMatrix.getNormalMatrix( viewMatrix );
  9055. if ( dstArray === null || dstArray.length < flatSize ) {
  9056. dstArray = new Float32Array( flatSize );
  9057. }
  9058. for ( var i = 0, i4 = dstOffset; i !== nPlanes; ++ i, i4 += 4 ) {
  9059. plane.copy( planes[ i ] ).applyMatrix4( viewMatrix, viewNormalMatrix );
  9060. plane.normal.toArray( dstArray, i4 );
  9061. dstArray[ i4 + 3 ] = plane.constant;
  9062. }
  9063. }
  9064. uniform.value = dstArray;
  9065. uniform.needsUpdate = true;
  9066. }
  9067. scope.numPlanes = nPlanes;
  9068. return dstArray;
  9069. }
  9070. }
  9071. /**
  9072. * @author mrdoob / http://mrdoob.com/
  9073. */
  9074. function WebGLExtensions( gl ) {
  9075. var extensions = {};
  9076. return {
  9077. get: function ( name ) {
  9078. if ( extensions[ name ] !== undefined ) {
  9079. return extensions[ name ];
  9080. }
  9081. var extension;
  9082. switch ( name ) {
  9083. case 'WEBGL_depth_texture':
  9084. extension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' );
  9085. break;
  9086. case 'EXT_texture_filter_anisotropic':
  9087. extension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
  9088. break;
  9089. case 'WEBGL_compressed_texture_s3tc':
  9090. extension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
  9091. break;
  9092. case 'WEBGL_compressed_texture_pvrtc':
  9093. extension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' );
  9094. break;
  9095. default:
  9096. extension = gl.getExtension( name );
  9097. }
  9098. if ( extension === null ) {
  9099. console.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' );
  9100. }
  9101. extensions[ name ] = extension;
  9102. return extension;
  9103. }
  9104. };
  9105. }
  9106. /**
  9107. * @author mrdoob / http://mrdoob.com/
  9108. */
  9109. function WebGLGeometries( gl, attributes, info ) {
  9110. var geometries = {};
  9111. var wireframeAttributes = {};
  9112. function onGeometryDispose( event ) {
  9113. var geometry = event.target;
  9114. var buffergeometry = geometries[ geometry.id ];
  9115. if ( buffergeometry.index !== null ) {
  9116. attributes.remove( buffergeometry.index );
  9117. }
  9118. for ( var name in buffergeometry.attributes ) {
  9119. attributes.remove( buffergeometry.attributes[ name ] );
  9120. }
  9121. geometry.removeEventListener( 'dispose', onGeometryDispose );
  9122. delete geometries[ geometry.id ];
  9123. var attribute = wireframeAttributes[ buffergeometry.id ];
  9124. if ( attribute ) {
  9125. attributes.remove( attribute );
  9126. delete wireframeAttributes[ buffergeometry.id ];
  9127. }
  9128. //
  9129. info.memory.geometries --;
  9130. }
  9131. function get( object, geometry ) {
  9132. var buffergeometry = geometries[ geometry.id ];
  9133. if ( buffergeometry ) return buffergeometry;
  9134. geometry.addEventListener( 'dispose', onGeometryDispose );
  9135. if ( geometry.isBufferGeometry ) {
  9136. buffergeometry = geometry;
  9137. } else if ( geometry.isGeometry ) {
  9138. if ( geometry._bufferGeometry === undefined ) {
  9139. geometry._bufferGeometry = new BufferGeometry().setFromObject( object );
  9140. }
  9141. buffergeometry = geometry._bufferGeometry;
  9142. }
  9143. geometries[ geometry.id ] = buffergeometry;
  9144. info.memory.geometries ++;
  9145. return buffergeometry;
  9146. }
  9147. function update( geometry ) {
  9148. var index = geometry.index;
  9149. var geometryAttributes = geometry.attributes;
  9150. if ( index !== null ) {
  9151. attributes.update( index, 34963 );
  9152. }
  9153. for ( var name in geometryAttributes ) {
  9154. attributes.update( geometryAttributes[ name ], 34962 );
  9155. }
  9156. // morph targets
  9157. var morphAttributes = geometry.morphAttributes;
  9158. for ( var name in morphAttributes ) {
  9159. var array = morphAttributes[ name ];
  9160. for ( var i = 0, l = array.length; i < l; i ++ ) {
  9161. attributes.update( array[ i ], 34962 );
  9162. }
  9163. }
  9164. }
  9165. function getWireframeAttribute( geometry ) {
  9166. var attribute = wireframeAttributes[ geometry.id ];
  9167. if ( attribute ) return attribute;
  9168. var indices = [];
  9169. var geometryIndex = geometry.index;
  9170. var geometryAttributes = geometry.attributes;
  9171. // console.time( 'wireframe' );
  9172. if ( geometryIndex !== null ) {
  9173. var array = geometryIndex.array;
  9174. for ( var i = 0, l = array.length; i < l; i += 3 ) {
  9175. var a = array[ i + 0 ];
  9176. var b = array[ i + 1 ];
  9177. var c = array[ i + 2 ];
  9178. indices.push( a, b, b, c, c, a );
  9179. }
  9180. } else {
  9181. var array = geometryAttributes.position.array;
  9182. for ( var i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) {
  9183. var a = i + 0;
  9184. var b = i + 1;
  9185. var c = i + 2;
  9186. indices.push( a, b, b, c, c, a );
  9187. }
  9188. }
  9189. // console.timeEnd( 'wireframe' );
  9190. attribute = new ( arrayMax( indices ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 );
  9191. attributes.update( attribute, 34963 );
  9192. wireframeAttributes[ geometry.id ] = attribute;
  9193. return attribute;
  9194. }
  9195. return {
  9196. get: get,
  9197. update: update,
  9198. getWireframeAttribute: getWireframeAttribute
  9199. };
  9200. }
  9201. /**
  9202. * @author mrdoob / http://mrdoob.com/
  9203. */
  9204. function WebGLIndexedBufferRenderer( gl, extensions, info, capabilities ) {
  9205. var mode;
  9206. function setMode( value ) {
  9207. mode = value;
  9208. }
  9209. var type, bytesPerElement;
  9210. function setIndex( value ) {
  9211. type = value.type;
  9212. bytesPerElement = value.bytesPerElement;
  9213. }
  9214. function render( start, count ) {
  9215. gl.drawElements( mode, count, type, start * bytesPerElement );
  9216. info.update( count, mode );
  9217. }
  9218. function renderInstances( geometry, start, count ) {
  9219. var extension;
  9220. if ( capabilities.isWebGL2 ) {
  9221. extension = gl;
  9222. } else {
  9223. var extension = extensions.get( 'ANGLE_instanced_arrays' );
  9224. if ( extension === null ) {
  9225. console.error( 'THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  9226. return;
  9227. }
  9228. }
  9229. extension[ capabilities.isWebGL2 ? 'drawElementsInstanced' : 'drawElementsInstancedANGLE' ]( mode, count, type, start * bytesPerElement, geometry.maxInstancedCount );
  9230. info.update( count, mode, geometry.maxInstancedCount );
  9231. }
  9232. //
  9233. this.setMode = setMode;
  9234. this.setIndex = setIndex;
  9235. this.render = render;
  9236. this.renderInstances = renderInstances;
  9237. }
  9238. /**
  9239. * @author Mugen87 / https://github.com/Mugen87
  9240. */
  9241. function WebGLInfo( gl ) {
  9242. var memory = {
  9243. geometries: 0,
  9244. textures: 0
  9245. };
  9246. var render = {
  9247. frame: 0,
  9248. calls: 0,
  9249. triangles: 0,
  9250. points: 0,
  9251. lines: 0
  9252. };
  9253. function update( count, mode, instanceCount ) {
  9254. instanceCount = instanceCount || 1;
  9255. render.calls ++;
  9256. switch ( mode ) {
  9257. case 4:
  9258. render.triangles += instanceCount * ( count / 3 );
  9259. break;
  9260. case 5:
  9261. case 6:
  9262. render.triangles += instanceCount * ( count - 2 );
  9263. break;
  9264. case 1:
  9265. render.lines += instanceCount * ( count / 2 );
  9266. break;
  9267. case 3:
  9268. render.lines += instanceCount * ( count - 1 );
  9269. break;
  9270. case 2:
  9271. render.lines += instanceCount * count;
  9272. break;
  9273. case 0:
  9274. render.points += instanceCount * count;
  9275. break;
  9276. default:
  9277. console.error( 'THREE.WebGLInfo: Unknown draw mode:', mode );
  9278. break;
  9279. }
  9280. }
  9281. function reset() {
  9282. render.frame ++;
  9283. render.calls = 0;
  9284. render.triangles = 0;
  9285. render.points = 0;
  9286. render.lines = 0;
  9287. }
  9288. return {
  9289. memory: memory,
  9290. render: render,
  9291. programs: null,
  9292. autoReset: true,
  9293. reset: reset,
  9294. update: update
  9295. };
  9296. }
  9297. /**
  9298. * @author mrdoob / http://mrdoob.com/
  9299. */
  9300. function absNumericalSort( a, b ) {
  9301. return Math.abs( b[ 1 ] ) - Math.abs( a[ 1 ] );
  9302. }
  9303. function WebGLMorphtargets( gl ) {
  9304. var influencesList = {};
  9305. var morphInfluences = new Float32Array( 8 );
  9306. function update( object, geometry, material, program ) {
  9307. var objectInfluences = object.morphTargetInfluences;
  9308. var length = objectInfluences.length;
  9309. var influences = influencesList[ geometry.id ];
  9310. if ( influences === undefined ) {
  9311. // initialise list
  9312. influences = [];
  9313. for ( var i = 0; i < length; i ++ ) {
  9314. influences[ i ] = [ i, 0 ];
  9315. }
  9316. influencesList[ geometry.id ] = influences;
  9317. }
  9318. var morphTargets = material.morphTargets && geometry.morphAttributes.position;
  9319. var morphNormals = material.morphNormals && geometry.morphAttributes.normal;
  9320. // Remove current morphAttributes
  9321. for ( var i = 0; i < length; i ++ ) {
  9322. var influence = influences[ i ];
  9323. if ( influence[ 1 ] !== 0 ) {
  9324. if ( morphTargets ) geometry.removeAttribute( 'morphTarget' + i );
  9325. if ( morphNormals ) geometry.removeAttribute( 'morphNormal' + i );
  9326. }
  9327. }
  9328. // Collect influences
  9329. for ( var i = 0; i < length; i ++ ) {
  9330. var influence = influences[ i ];
  9331. influence[ 0 ] = i;
  9332. influence[ 1 ] = objectInfluences[ i ];
  9333. }
  9334. influences.sort( absNumericalSort );
  9335. // Add morphAttributes
  9336. for ( var i = 0; i < 8; i ++ ) {
  9337. var influence = influences[ i ];
  9338. if ( influence ) {
  9339. var index = influence[ 0 ];
  9340. var value = influence[ 1 ];
  9341. if ( value ) {
  9342. if ( morphTargets ) geometry.addAttribute( 'morphTarget' + i, morphTargets[ index ] );
  9343. if ( morphNormals ) geometry.addAttribute( 'morphNormal' + i, morphNormals[ index ] );
  9344. morphInfluences[ i ] = value;
  9345. continue;
  9346. }
  9347. }
  9348. morphInfluences[ i ] = 0;
  9349. }
  9350. program.getUniforms().setValue( gl, 'morphTargetInfluences', morphInfluences );
  9351. }
  9352. return {
  9353. update: update
  9354. };
  9355. }
  9356. /**
  9357. * @author mrdoob / http://mrdoob.com/
  9358. */
  9359. function WebGLObjects( geometries, info ) {
  9360. var updateList = {};
  9361. function update( object ) {
  9362. var frame = info.render.frame;
  9363. var geometry = object.geometry;
  9364. var buffergeometry = geometries.get( object, geometry );
  9365. // Update once per frame
  9366. if ( updateList[ buffergeometry.id ] !== frame ) {
  9367. if ( geometry.isGeometry ) {
  9368. buffergeometry.updateFromObject( object );
  9369. }
  9370. geometries.update( buffergeometry );
  9371. updateList[ buffergeometry.id ] = frame;
  9372. }
  9373. return buffergeometry;
  9374. }
  9375. function dispose() {
  9376. updateList = {};
  9377. }
  9378. return {
  9379. update: update,
  9380. dispose: dispose
  9381. };
  9382. }
  9383. /**
  9384. * @author mrdoob / http://mrdoob.com/
  9385. */
  9386. function CubeTexture( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
  9387. images = images !== undefined ? images : [];
  9388. mapping = mapping !== undefined ? mapping : CubeReflectionMapping;
  9389. format = format !== undefined ? format : RGBFormat;
  9390. Texture.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  9391. this.flipY = false;
  9392. }
  9393. CubeTexture.prototype = Object.create( Texture.prototype );
  9394. CubeTexture.prototype.constructor = CubeTexture;
  9395. CubeTexture.prototype.isCubeTexture = true;
  9396. Object.defineProperty( CubeTexture.prototype, 'images', {
  9397. get: function () {
  9398. return this.image;
  9399. },
  9400. set: function ( value ) {
  9401. this.image = value;
  9402. }
  9403. } );
  9404. /**
  9405. * @author Artur Trzesiok
  9406. */
  9407. function DataTexture3D( data, width, height, depth ) {
  9408. // We're going to add .setXXX() methods for setting properties later.
  9409. // Users can still set in DataTexture3D directly.
  9410. //
  9411. // var texture = new THREE.DataTexture3D( data, width, height, depth );
  9412. // texture.anisotropy = 16;
  9413. //
  9414. // See #14839
  9415. Texture.call( this, null );
  9416. this.image = { data: data, width: width, height: height, depth: depth };
  9417. this.magFilter = NearestFilter;
  9418. this.minFilter = NearestFilter;
  9419. this.wrapR = ClampToEdgeWrapping;
  9420. this.generateMipmaps = false;
  9421. this.flipY = false;
  9422. }
  9423. DataTexture3D.prototype = Object.create( Texture.prototype );
  9424. DataTexture3D.prototype.constructor = DataTexture3D;
  9425. DataTexture3D.prototype.isDataTexture3D = true;
  9426. /**
  9427. * @author tschw
  9428. * @author Mugen87 / https://github.com/Mugen87
  9429. * @author mrdoob / http://mrdoob.com/
  9430. *
  9431. * Uniforms of a program.
  9432. * Those form a tree structure with a special top-level container for the root,
  9433. * which you get by calling 'new WebGLUniforms( gl, program, renderer )'.
  9434. *
  9435. *
  9436. * Properties of inner nodes including the top-level container:
  9437. *
  9438. * .seq - array of nested uniforms
  9439. * .map - nested uniforms by name
  9440. *
  9441. *
  9442. * Methods of all nodes except the top-level container:
  9443. *
  9444. * .setValue( gl, value, [renderer] )
  9445. *
  9446. * uploads a uniform value(s)
  9447. * the 'renderer' parameter is needed for sampler uniforms
  9448. *
  9449. *
  9450. * Static methods of the top-level container (renderer factorizations):
  9451. *
  9452. * .upload( gl, seq, values, renderer )
  9453. *
  9454. * sets uniforms in 'seq' to 'values[id].value'
  9455. *
  9456. * .seqWithValue( seq, values ) : filteredSeq
  9457. *
  9458. * filters 'seq' entries with corresponding entry in values
  9459. *
  9460. *
  9461. * Methods of the top-level container (renderer factorizations):
  9462. *
  9463. * .setValue( gl, name, value )
  9464. *
  9465. * sets uniform with name 'name' to 'value'
  9466. *
  9467. * .set( gl, obj, prop )
  9468. *
  9469. * sets uniform from object and property with same name than uniform
  9470. *
  9471. * .setOptional( gl, obj, prop )
  9472. *
  9473. * like .set for an optional property of the object
  9474. *
  9475. */
  9476. var emptyTexture = new Texture();
  9477. var emptyTexture3d = new DataTexture3D();
  9478. var emptyCubeTexture = new CubeTexture();
  9479. // --- Base for inner nodes (including the root) ---
  9480. function UniformContainer() {
  9481. this.seq = [];
  9482. this.map = {};
  9483. }
  9484. // --- Utilities ---
  9485. // Array Caches (provide typed arrays for temporary by size)
  9486. var arrayCacheF32 = [];
  9487. var arrayCacheI32 = [];
  9488. // Float32Array caches used for uploading Matrix uniforms
  9489. var mat4array = new Float32Array( 16 );
  9490. var mat3array = new Float32Array( 9 );
  9491. var mat2array = new Float32Array( 4 );
  9492. // Flattening for arrays of vectors and matrices
  9493. function flatten( array, nBlocks, blockSize ) {
  9494. var firstElem = array[ 0 ];
  9495. if ( firstElem <= 0 || firstElem > 0 ) return array;
  9496. // unoptimized: ! isNaN( firstElem )
  9497. // see http://jacksondunstan.com/articles/983
  9498. var n = nBlocks * blockSize,
  9499. r = arrayCacheF32[ n ];
  9500. if ( r === undefined ) {
  9501. r = new Float32Array( n );
  9502. arrayCacheF32[ n ] = r;
  9503. }
  9504. if ( nBlocks !== 0 ) {
  9505. firstElem.toArray( r, 0 );
  9506. for ( var i = 1, offset = 0; i !== nBlocks; ++ i ) {
  9507. offset += blockSize;
  9508. array[ i ].toArray( r, offset );
  9509. }
  9510. }
  9511. return r;
  9512. }
  9513. function arraysEqual( a, b ) {
  9514. if ( a.length !== b.length ) return false;
  9515. for ( var i = 0, l = a.length; i < l; i ++ ) {
  9516. if ( a[ i ] !== b[ i ] ) return false;
  9517. }
  9518. return true;
  9519. }
  9520. function copyArray( a, b ) {
  9521. for ( var i = 0, l = b.length; i < l; i ++ ) {
  9522. a[ i ] = b[ i ];
  9523. }
  9524. }
  9525. // Texture unit allocation
  9526. function allocTexUnits( renderer, n ) {
  9527. var r = arrayCacheI32[ n ];
  9528. if ( r === undefined ) {
  9529. r = new Int32Array( n );
  9530. arrayCacheI32[ n ] = r;
  9531. }
  9532. for ( var i = 0; i !== n; ++ i )
  9533. r[ i ] = renderer.allocTextureUnit();
  9534. return r;
  9535. }
  9536. // --- Setters ---
  9537. // Note: Defining these methods externally, because they come in a bunch
  9538. // and this way their names minify.
  9539. // Single scalar
  9540. function setValue1f( gl, v ) {
  9541. var cache = this.cache;
  9542. if ( cache[ 0 ] === v ) return;
  9543. gl.uniform1f( this.addr, v );
  9544. cache[ 0 ] = v;
  9545. }
  9546. function setValue1i( gl, v ) {
  9547. var cache = this.cache;
  9548. if ( cache[ 0 ] === v ) return;
  9549. gl.uniform1i( this.addr, v );
  9550. cache[ 0 ] = v;
  9551. }
  9552. // Single float vector (from flat array or THREE.VectorN)
  9553. function setValue2fv( gl, v ) {
  9554. var cache = this.cache;
  9555. if ( v.x !== undefined ) {
  9556. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) {
  9557. gl.uniform2f( this.addr, v.x, v.y );
  9558. cache[ 0 ] = v.x;
  9559. cache[ 1 ] = v.y;
  9560. }
  9561. } else {
  9562. if ( arraysEqual( cache, v ) ) return;
  9563. gl.uniform2fv( this.addr, v );
  9564. copyArray( cache, v );
  9565. }
  9566. }
  9567. function setValue3fv( gl, v ) {
  9568. var cache = this.cache;
  9569. if ( v.x !== undefined ) {
  9570. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) {
  9571. gl.uniform3f( this.addr, v.x, v.y, v.z );
  9572. cache[ 0 ] = v.x;
  9573. cache[ 1 ] = v.y;
  9574. cache[ 2 ] = v.z;
  9575. }
  9576. } else if ( v.r !== undefined ) {
  9577. if ( cache[ 0 ] !== v.r || cache[ 1 ] !== v.g || cache[ 2 ] !== v.b ) {
  9578. gl.uniform3f( this.addr, v.r, v.g, v.b );
  9579. cache[ 0 ] = v.r;
  9580. cache[ 1 ] = v.g;
  9581. cache[ 2 ] = v.b;
  9582. }
  9583. } else {
  9584. if ( arraysEqual( cache, v ) ) return;
  9585. gl.uniform3fv( this.addr, v );
  9586. copyArray( cache, v );
  9587. }
  9588. }
  9589. function setValue4fv( gl, v ) {
  9590. var cache = this.cache;
  9591. if ( v.x !== undefined ) {
  9592. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) {
  9593. gl.uniform4f( this.addr, v.x, v.y, v.z, v.w );
  9594. cache[ 0 ] = v.x;
  9595. cache[ 1 ] = v.y;
  9596. cache[ 2 ] = v.z;
  9597. cache[ 3 ] = v.w;
  9598. }
  9599. } else {
  9600. if ( arraysEqual( cache, v ) ) return;
  9601. gl.uniform4fv( this.addr, v );
  9602. copyArray( cache, v );
  9603. }
  9604. }
  9605. // Single matrix (from flat array or MatrixN)
  9606. function setValue2fm( gl, v ) {
  9607. var cache = this.cache;
  9608. var elements = v.elements;
  9609. if ( elements === undefined ) {
  9610. if ( arraysEqual( cache, v ) ) return;
  9611. gl.uniformMatrix2fv( this.addr, false, v );
  9612. copyArray( cache, v );
  9613. } else {
  9614. if ( arraysEqual( cache, elements ) ) return;
  9615. mat2array.set( elements );
  9616. gl.uniformMatrix2fv( this.addr, false, mat2array );
  9617. copyArray( cache, elements );
  9618. }
  9619. }
  9620. function setValue3fm( gl, v ) {
  9621. var cache = this.cache;
  9622. var elements = v.elements;
  9623. if ( elements === undefined ) {
  9624. if ( arraysEqual( cache, v ) ) return;
  9625. gl.uniformMatrix3fv( this.addr, false, v );
  9626. copyArray( cache, v );
  9627. } else {
  9628. if ( arraysEqual( cache, elements ) ) return;
  9629. mat3array.set( elements );
  9630. gl.uniformMatrix3fv( this.addr, false, mat3array );
  9631. copyArray( cache, elements );
  9632. }
  9633. }
  9634. function setValue4fm( gl, v ) {
  9635. var cache = this.cache;
  9636. var elements = v.elements;
  9637. if ( elements === undefined ) {
  9638. if ( arraysEqual( cache, v ) ) return;
  9639. gl.uniformMatrix4fv( this.addr, false, v );
  9640. copyArray( cache, v );
  9641. } else {
  9642. if ( arraysEqual( cache, elements ) ) return;
  9643. mat4array.set( elements );
  9644. gl.uniformMatrix4fv( this.addr, false, mat4array );
  9645. copyArray( cache, elements );
  9646. }
  9647. }
  9648. // Single texture (2D / Cube)
  9649. function setValueT1( gl, v, renderer ) {
  9650. var cache = this.cache;
  9651. var unit = renderer.allocTextureUnit();
  9652. if ( cache[ 0 ] !== unit ) {
  9653. gl.uniform1i( this.addr, unit );
  9654. cache[ 0 ] = unit;
  9655. }
  9656. renderer.setTexture2D( v || emptyTexture, unit );
  9657. }
  9658. function setValueT3D1( gl, v, renderer ) {
  9659. var cache = this.cache;
  9660. var unit = renderer.allocTextureUnit();
  9661. if ( cache[ 0 ] !== unit ) {
  9662. gl.uniform1i( this.addr, unit );
  9663. cache[ 0 ] = unit;
  9664. }
  9665. renderer.setTexture3D( v || emptyTexture3d, unit );
  9666. }
  9667. function setValueT6( gl, v, renderer ) {
  9668. var cache = this.cache;
  9669. var unit = renderer.allocTextureUnit();
  9670. if ( cache[ 0 ] !== unit ) {
  9671. gl.uniform1i( this.addr, unit );
  9672. cache[ 0 ] = unit;
  9673. }
  9674. renderer.setTextureCube( v || emptyCubeTexture, unit );
  9675. }
  9676. // Integer / Boolean vectors or arrays thereof (always flat arrays)
  9677. function setValue2iv( gl, v ) {
  9678. var cache = this.cache;
  9679. if ( arraysEqual( cache, v ) ) return;
  9680. gl.uniform2iv( this.addr, v );
  9681. copyArray( cache, v );
  9682. }
  9683. function setValue3iv( gl, v ) {
  9684. var cache = this.cache;
  9685. if ( arraysEqual( cache, v ) ) return;
  9686. gl.uniform3iv( this.addr, v );
  9687. copyArray( cache, v );
  9688. }
  9689. function setValue4iv( gl, v ) {
  9690. var cache = this.cache;
  9691. if ( arraysEqual( cache, v ) ) return;
  9692. gl.uniform4iv( this.addr, v );
  9693. copyArray( cache, v );
  9694. }
  9695. // Helper to pick the right setter for the singular case
  9696. function getSingularSetter( type ) {
  9697. switch ( type ) {
  9698. case 0x1406: return setValue1f; // FLOAT
  9699. case 0x8b50: return setValue2fv; // _VEC2
  9700. case 0x8b51: return setValue3fv; // _VEC3
  9701. case 0x8b52: return setValue4fv; // _VEC4
  9702. case 0x8b5a: return setValue2fm; // _MAT2
  9703. case 0x8b5b: return setValue3fm; // _MAT3
  9704. case 0x8b5c: return setValue4fm; // _MAT4
  9705. case 0x8b5e: case 0x8d66: return setValueT1; // SAMPLER_2D, SAMPLER_EXTERNAL_OES
  9706. case 0x8b5f: return setValueT3D1; // SAMPLER_3D
  9707. case 0x8b60: return setValueT6; // SAMPLER_CUBE
  9708. case 0x1404: case 0x8b56: return setValue1i; // INT, BOOL
  9709. case 0x8b53: case 0x8b57: return setValue2iv; // _VEC2
  9710. case 0x8b54: case 0x8b58: return setValue3iv; // _VEC3
  9711. case 0x8b55: case 0x8b59: return setValue4iv; // _VEC4
  9712. }
  9713. }
  9714. // Array of scalars
  9715. function setValue1fv( gl, v ) {
  9716. var cache = this.cache;
  9717. if ( arraysEqual( cache, v ) ) return;
  9718. gl.uniform1fv( this.addr, v );
  9719. copyArray( cache, v );
  9720. }
  9721. function setValue1iv( gl, v ) {
  9722. var cache = this.cache;
  9723. if ( arraysEqual( cache, v ) ) return;
  9724. gl.uniform1iv( this.addr, v );
  9725. copyArray( cache, v );
  9726. }
  9727. // Array of vectors (flat or from THREE classes)
  9728. function setValueV2a( gl, v ) {
  9729. var cache = this.cache;
  9730. var data = flatten( v, this.size, 2 );
  9731. if ( arraysEqual( cache, data ) ) return;
  9732. gl.uniform2fv( this.addr, data );
  9733. this.updateCache( data );
  9734. }
  9735. function setValueV3a( gl, v ) {
  9736. var cache = this.cache;
  9737. var data = flatten( v, this.size, 3 );
  9738. if ( arraysEqual( cache, data ) ) return;
  9739. gl.uniform3fv( this.addr, data );
  9740. this.updateCache( data );
  9741. }
  9742. function setValueV4a( gl, v ) {
  9743. var cache = this.cache;
  9744. var data = flatten( v, this.size, 4 );
  9745. if ( arraysEqual( cache, data ) ) return;
  9746. gl.uniform4fv( this.addr, data );
  9747. this.updateCache( data );
  9748. }
  9749. // Array of matrices (flat or from THREE clases)
  9750. function setValueM2a( gl, v ) {
  9751. var cache = this.cache;
  9752. var data = flatten( v, this.size, 4 );
  9753. if ( arraysEqual( cache, data ) ) return;
  9754. gl.uniformMatrix2fv( this.addr, false, data );
  9755. this.updateCache( data );
  9756. }
  9757. function setValueM3a( gl, v ) {
  9758. var cache = this.cache;
  9759. var data = flatten( v, this.size, 9 );
  9760. if ( arraysEqual( cache, data ) ) return;
  9761. gl.uniformMatrix3fv( this.addr, false, data );
  9762. this.updateCache( data );
  9763. }
  9764. function setValueM4a( gl, v ) {
  9765. var cache = this.cache;
  9766. var data = flatten( v, this.size, 16 );
  9767. if ( arraysEqual( cache, data ) ) return;
  9768. gl.uniformMatrix4fv( this.addr, false, data );
  9769. this.updateCache( data );
  9770. }
  9771. // Array of textures (2D / Cube)
  9772. function setValueT1a( gl, v, renderer ) {
  9773. var cache = this.cache;
  9774. var n = v.length;
  9775. var units = allocTexUnits( renderer, n );
  9776. if ( arraysEqual( cache, units ) === false ) {
  9777. gl.uniform1iv( this.addr, units );
  9778. copyArray( cache, units );
  9779. }
  9780. for ( var i = 0; i !== n; ++ i ) {
  9781. renderer.setTexture2D( v[ i ] || emptyTexture, units[ i ] );
  9782. }
  9783. }
  9784. function setValueT6a( gl, v, renderer ) {
  9785. var cache = this.cache;
  9786. var n = v.length;
  9787. var units = allocTexUnits( renderer, n );
  9788. if ( arraysEqual( cache, units ) === false ) {
  9789. gl.uniform1iv( this.addr, units );
  9790. copyArray( cache, units );
  9791. }
  9792. for ( var i = 0; i !== n; ++ i ) {
  9793. renderer.setTextureCube( v[ i ] || emptyCubeTexture, units[ i ] );
  9794. }
  9795. }
  9796. // Helper to pick the right setter for a pure (bottom-level) array
  9797. function getPureArraySetter( type ) {
  9798. switch ( type ) {
  9799. case 0x1406: return setValue1fv; // FLOAT
  9800. case 0x8b50: return setValueV2a; // _VEC2
  9801. case 0x8b51: return setValueV3a; // _VEC3
  9802. case 0x8b52: return setValueV4a; // _VEC4
  9803. case 0x8b5a: return setValueM2a; // _MAT2
  9804. case 0x8b5b: return setValueM3a; // _MAT3
  9805. case 0x8b5c: return setValueM4a; // _MAT4
  9806. case 0x8b5e: return setValueT1a; // SAMPLER_2D
  9807. case 0x8b60: return setValueT6a; // SAMPLER_CUBE
  9808. case 0x1404: case 0x8b56: return setValue1iv; // INT, BOOL
  9809. case 0x8b53: case 0x8b57: return setValue2iv; // _VEC2
  9810. case 0x8b54: case 0x8b58: return setValue3iv; // _VEC3
  9811. case 0x8b55: case 0x8b59: return setValue4iv; // _VEC4
  9812. }
  9813. }
  9814. // --- Uniform Classes ---
  9815. function SingleUniform( id, activeInfo, addr ) {
  9816. this.id = id;
  9817. this.addr = addr;
  9818. this.cache = [];
  9819. this.setValue = getSingularSetter( activeInfo.type );
  9820. // this.path = activeInfo.name; // DEBUG
  9821. }
  9822. function PureArrayUniform( id, activeInfo, addr ) {
  9823. this.id = id;
  9824. this.addr = addr;
  9825. this.cache = [];
  9826. this.size = activeInfo.size;
  9827. this.setValue = getPureArraySetter( activeInfo.type );
  9828. // this.path = activeInfo.name; // DEBUG
  9829. }
  9830. PureArrayUniform.prototype.updateCache = function ( data ) {
  9831. var cache = this.cache;
  9832. if ( data instanceof Float32Array && cache.length !== data.length ) {
  9833. this.cache = new Float32Array( data.length );
  9834. }
  9835. copyArray( cache, data );
  9836. };
  9837. function StructuredUniform( id ) {
  9838. this.id = id;
  9839. UniformContainer.call( this ); // mix-in
  9840. }
  9841. StructuredUniform.prototype.setValue = function ( gl, value, renderer ) {
  9842. var seq = this.seq;
  9843. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  9844. var u = seq[ i ];
  9845. u.setValue( gl, value[ u.id ], renderer );
  9846. }
  9847. };
  9848. // --- Top-level ---
  9849. // Parser - builds up the property tree from the path strings
  9850. var RePathPart = /([\w\d_]+)(\])?(\[|\.)?/g;
  9851. // extracts
  9852. // - the identifier (member name or array index)
  9853. // - followed by an optional right bracket (found when array index)
  9854. // - followed by an optional left bracket or dot (type of subscript)
  9855. //
  9856. // Note: These portions can be read in a non-overlapping fashion and
  9857. // allow straightforward parsing of the hierarchy that WebGL encodes
  9858. // in the uniform names.
  9859. function addUniform( container, uniformObject ) {
  9860. container.seq.push( uniformObject );
  9861. container.map[ uniformObject.id ] = uniformObject;
  9862. }
  9863. function parseUniform( activeInfo, addr, container ) {
  9864. var path = activeInfo.name,
  9865. pathLength = path.length;
  9866. // reset RegExp object, because of the early exit of a previous run
  9867. RePathPart.lastIndex = 0;
  9868. while ( true ) {
  9869. var match = RePathPart.exec( path ),
  9870. matchEnd = RePathPart.lastIndex,
  9871. id = match[ 1 ],
  9872. idIsIndex = match[ 2 ] === ']',
  9873. subscript = match[ 3 ];
  9874. if ( idIsIndex ) id = id | 0; // convert to integer
  9875. if ( subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength ) {
  9876. // bare name or "pure" bottom-level array "[0]" suffix
  9877. addUniform( container, subscript === undefined ?
  9878. new SingleUniform( id, activeInfo, addr ) :
  9879. new PureArrayUniform( id, activeInfo, addr ) );
  9880. break;
  9881. } else {
  9882. // step into inner node / create it in case it doesn't exist
  9883. var map = container.map, next = map[ id ];
  9884. if ( next === undefined ) {
  9885. next = new StructuredUniform( id );
  9886. addUniform( container, next );
  9887. }
  9888. container = next;
  9889. }
  9890. }
  9891. }
  9892. // Root Container
  9893. function WebGLUniforms( gl, program, renderer ) {
  9894. UniformContainer.call( this );
  9895. this.renderer = renderer;
  9896. var n = gl.getProgramParameter( program, 35718 );
  9897. for ( var i = 0; i < n; ++ i ) {
  9898. var info = gl.getActiveUniform( program, i ),
  9899. addr = gl.getUniformLocation( program, info.name );
  9900. parseUniform( info, addr, this );
  9901. }
  9902. }
  9903. WebGLUniforms.prototype.setValue = function ( gl, name, value ) {
  9904. var u = this.map[ name ];
  9905. if ( u !== undefined ) u.setValue( gl, value, this.renderer );
  9906. };
  9907. WebGLUniforms.prototype.setOptional = function ( gl, object, name ) {
  9908. var v = object[ name ];
  9909. if ( v !== undefined ) this.setValue( gl, name, v );
  9910. };
  9911. // Static interface
  9912. WebGLUniforms.upload = function ( gl, seq, values, renderer ) {
  9913. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  9914. var u = seq[ i ],
  9915. v = values[ u.id ];
  9916. if ( v.needsUpdate !== false ) {
  9917. // note: always updating when .needsUpdate is undefined
  9918. u.setValue( gl, v.value, renderer );
  9919. }
  9920. }
  9921. };
  9922. WebGLUniforms.seqWithValue = function ( seq, values ) {
  9923. var r = [];
  9924. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  9925. var u = seq[ i ];
  9926. if ( u.id in values ) r.push( u );
  9927. }
  9928. return r;
  9929. };
  9930. /**
  9931. * @author mrdoob / http://mrdoob.com/
  9932. */
  9933. function addLineNumbers( string ) {
  9934. var lines = string.split( '\n' );
  9935. for ( var i = 0; i < lines.length; i ++ ) {
  9936. lines[ i ] = ( i + 1 ) + ': ' + lines[ i ];
  9937. }
  9938. return lines.join( '\n' );
  9939. }
  9940. function WebGLShader( gl, type, string ) {
  9941. var shader = gl.createShader( type );
  9942. gl.shaderSource( shader, string );
  9943. gl.compileShader( shader );
  9944. if ( gl.getShaderParameter( shader, 35713 ) === false ) {
  9945. console.error( 'THREE.WebGLShader: Shader couldn\'t compile.' );
  9946. }
  9947. if ( gl.getShaderInfoLog( shader ) !== '' ) {
  9948. console.warn( 'THREE.WebGLShader: gl.getShaderInfoLog()', type === 35633 ? 'vertex' : 'fragment', gl.getShaderInfoLog( shader ), addLineNumbers( string ) );
  9949. }
  9950. // --enable-privileged-webgl-extension
  9951. // console.log( type, gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );
  9952. return shader;
  9953. }
  9954. /**
  9955. * @author mrdoob / http://mrdoob.com/
  9956. */
  9957. var programIdCount = 0;
  9958. function getEncodingComponents( encoding ) {
  9959. switch ( encoding ) {
  9960. case LinearEncoding:
  9961. return [ 'Linear', '( value )' ];
  9962. case sRGBEncoding:
  9963. return [ 'sRGB', '( value )' ];
  9964. case RGBEEncoding:
  9965. return [ 'RGBE', '( value )' ];
  9966. case RGBM7Encoding:
  9967. return [ 'RGBM', '( value, 7.0 )' ];
  9968. case RGBM16Encoding:
  9969. return [ 'RGBM', '( value, 16.0 )' ];
  9970. case RGBDEncoding:
  9971. return [ 'RGBD', '( value, 256.0 )' ];
  9972. case GammaEncoding:
  9973. return [ 'Gamma', '( value, float( GAMMA_FACTOR ) )' ];
  9974. default:
  9975. throw new Error( 'unsupported encoding: ' + encoding );
  9976. }
  9977. }
  9978. function getTexelDecodingFunction( functionName, encoding ) {
  9979. var components = getEncodingComponents( encoding );
  9980. return 'vec4 ' + functionName + '( vec4 value ) { return ' + components[ 0 ] + 'ToLinear' + components[ 1 ] + '; }';
  9981. }
  9982. function getTexelEncodingFunction( functionName, encoding ) {
  9983. var components = getEncodingComponents( encoding );
  9984. return 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[ 0 ] + components[ 1 ] + '; }';
  9985. }
  9986. function getToneMappingFunction( functionName, toneMapping ) {
  9987. var toneMappingName;
  9988. switch ( toneMapping ) {
  9989. case LinearToneMapping:
  9990. toneMappingName = 'Linear';
  9991. break;
  9992. case ReinhardToneMapping:
  9993. toneMappingName = 'Reinhard';
  9994. break;
  9995. case Uncharted2ToneMapping:
  9996. toneMappingName = 'Uncharted2';
  9997. break;
  9998. case CineonToneMapping:
  9999. toneMappingName = 'OptimizedCineon';
  10000. break;
  10001. case ACESFilmicToneMapping:
  10002. toneMappingName = 'ACESFilmic';
  10003. break;
  10004. default:
  10005. throw new Error( 'unsupported toneMapping: ' + toneMapping );
  10006. }
  10007. return 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }';
  10008. }
  10009. function generateExtensions( extensions, parameters, rendererExtensions ) {
  10010. extensions = extensions || {};
  10011. var chunks = [
  10012. ( extensions.derivatives || parameters.envMapCubeUV || parameters.bumpMap || ( parameters.normalMap && ! parameters.objectSpaceNormalMap ) || parameters.flatShading ) ? '#extension GL_OES_standard_derivatives : enable' : '',
  10013. ( extensions.fragDepth || parameters.logarithmicDepthBuffer ) && rendererExtensions.get( 'EXT_frag_depth' ) ? '#extension GL_EXT_frag_depth : enable' : '',
  10014. ( extensions.drawBuffers ) && rendererExtensions.get( 'WEBGL_draw_buffers' ) ? '#extension GL_EXT_draw_buffers : require' : '',
  10015. ( extensions.shaderTextureLOD || parameters.envMap ) && rendererExtensions.get( 'EXT_shader_texture_lod' ) ? '#extension GL_EXT_shader_texture_lod : enable' : ''
  10016. ];
  10017. return chunks.filter( filterEmptyLine ).join( '\n' );
  10018. }
  10019. function generateDefines( defines ) {
  10020. var chunks = [];
  10021. for ( var name in defines ) {
  10022. var value = defines[ name ];
  10023. if ( value === false ) continue;
  10024. chunks.push( '#define ' + name + ' ' + value );
  10025. }
  10026. return chunks.join( '\n' );
  10027. }
  10028. function fetchAttributeLocations( gl, program ) {
  10029. var attributes = {};
  10030. var n = gl.getProgramParameter( program, 35721 );
  10031. for ( var i = 0; i < n; i ++ ) {
  10032. var info = gl.getActiveAttrib( program, i );
  10033. var name = info.name;
  10034. // console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i );
  10035. attributes[ name ] = gl.getAttribLocation( program, name );
  10036. }
  10037. return attributes;
  10038. }
  10039. function filterEmptyLine( string ) {
  10040. return string !== '';
  10041. }
  10042. function replaceLightNums( string, parameters ) {
  10043. return string
  10044. .replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights )
  10045. .replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights )
  10046. .replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights )
  10047. .replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights )
  10048. .replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights );
  10049. }
  10050. function replaceClippingPlaneNums( string, parameters ) {
  10051. return string
  10052. .replace( /NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes )
  10053. .replace( /UNION_CLIPPING_PLANES/g, ( parameters.numClippingPlanes - parameters.numClipIntersection ) );
  10054. }
  10055. function parseIncludes( string ) {
  10056. var pattern = /^[ \t]*#include +<([\w\d./]+)>/gm;
  10057. function replace( match, include ) {
  10058. var replace = ShaderChunk[ include ];
  10059. if ( replace === undefined ) {
  10060. throw new Error( 'Can not resolve #include <' + include + '>' );
  10061. }
  10062. return parseIncludes( replace );
  10063. }
  10064. return string.replace( pattern, replace );
  10065. }
  10066. function unrollLoops( string ) {
  10067. var pattern = /#pragma unroll_loop[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g;
  10068. function replace( match, start, end, snippet ) {
  10069. var unroll = '';
  10070. for ( var i = parseInt( start ); i < parseInt( end ); i ++ ) {
  10071. unroll += snippet.replace( /\[ i \]/g, '[ ' + i + ' ]' );
  10072. }
  10073. return unroll;
  10074. }
  10075. return string.replace( pattern, replace );
  10076. }
  10077. function WebGLProgram( renderer, extensions, code, material, shader, parameters, capabilities ) {
  10078. var gl = renderer.context;
  10079. var defines = material.defines;
  10080. var vertexShader = shader.vertexShader;
  10081. var fragmentShader = shader.fragmentShader;
  10082. var shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';
  10083. if ( parameters.shadowMapType === PCFShadowMap ) {
  10084. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';
  10085. } else if ( parameters.shadowMapType === PCFSoftShadowMap ) {
  10086. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';
  10087. }
  10088. var envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  10089. var envMapModeDefine = 'ENVMAP_MODE_REFLECTION';
  10090. var envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  10091. if ( parameters.envMap ) {
  10092. switch ( material.envMap.mapping ) {
  10093. case CubeReflectionMapping:
  10094. case CubeRefractionMapping:
  10095. envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  10096. break;
  10097. case CubeUVReflectionMapping:
  10098. case CubeUVRefractionMapping:
  10099. envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';
  10100. break;
  10101. case EquirectangularReflectionMapping:
  10102. case EquirectangularRefractionMapping:
  10103. envMapTypeDefine = 'ENVMAP_TYPE_EQUIREC';
  10104. break;
  10105. case SphericalReflectionMapping:
  10106. envMapTypeDefine = 'ENVMAP_TYPE_SPHERE';
  10107. break;
  10108. }
  10109. switch ( material.envMap.mapping ) {
  10110. case CubeRefractionMapping:
  10111. case EquirectangularRefractionMapping:
  10112. envMapModeDefine = 'ENVMAP_MODE_REFRACTION';
  10113. break;
  10114. }
  10115. switch ( material.combine ) {
  10116. case MultiplyOperation:
  10117. envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  10118. break;
  10119. case MixOperation:
  10120. envMapBlendingDefine = 'ENVMAP_BLENDING_MIX';
  10121. break;
  10122. case AddOperation:
  10123. envMapBlendingDefine = 'ENVMAP_BLENDING_ADD';
  10124. break;
  10125. }
  10126. }
  10127. var gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0;
  10128. // console.log( 'building new program ' );
  10129. //
  10130. var customExtensions = capabilities.isWebGL2 ? '' : generateExtensions( material.extensions, parameters, extensions );
  10131. var customDefines = generateDefines( defines );
  10132. //
  10133. var program = gl.createProgram();
  10134. var prefixVertex, prefixFragment;
  10135. if ( material.isRawShaderMaterial ) {
  10136. prefixVertex = [
  10137. customDefines
  10138. ].filter( filterEmptyLine ).join( '\n' );
  10139. if ( prefixVertex.length > 0 ) {
  10140. prefixVertex += '\n';
  10141. }
  10142. prefixFragment = [
  10143. customExtensions,
  10144. customDefines
  10145. ].filter( filterEmptyLine ).join( '\n' );
  10146. if ( prefixFragment.length > 0 ) {
  10147. prefixFragment += '\n';
  10148. }
  10149. } else {
  10150. prefixVertex = [
  10151. 'precision ' + parameters.precision + ' float;',
  10152. 'precision ' + parameters.precision + ' int;',
  10153. '#define SHADER_NAME ' + shader.name,
  10154. customDefines,
  10155. parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',
  10156. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  10157. '#define MAX_BONES ' + parameters.maxBones,
  10158. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  10159. ( parameters.useFog && parameters.fogExp ) ? '#define FOG_EXP2' : '',
  10160. parameters.map ? '#define USE_MAP' : '',
  10161. parameters.envMap ? '#define USE_ENVMAP' : '',
  10162. parameters.envMap ? '#define ' + envMapModeDefine : '',
  10163. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  10164. parameters.aoMap ? '#define USE_AOMAP' : '',
  10165. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  10166. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  10167. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  10168. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  10169. parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '',
  10170. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  10171. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  10172. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  10173. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  10174. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  10175. parameters.vertexColors ? '#define USE_COLOR' : '',
  10176. parameters.flatShading ? '#define FLAT_SHADED' : '',
  10177. parameters.skinning ? '#define USE_SKINNING' : '',
  10178. parameters.useVertexTexture ? '#define BONE_TEXTURE' : '',
  10179. parameters.morphTargets ? '#define USE_MORPHTARGETS' : '',
  10180. parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',
  10181. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  10182. parameters.flipSided ? '#define FLIP_SIDED' : '',
  10183. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  10184. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  10185. parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',
  10186. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  10187. parameters.logarithmicDepthBuffer && ( capabilities.isWebGL2 || extensions.get( 'EXT_frag_depth' ) ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  10188. 'uniform mat4 modelMatrix;',
  10189. 'uniform mat4 modelViewMatrix;',
  10190. 'uniform mat4 projectionMatrix;',
  10191. 'uniform mat4 viewMatrix;',
  10192. 'uniform mat3 normalMatrix;',
  10193. 'uniform vec3 cameraPosition;',
  10194. 'attribute vec3 position;',
  10195. 'attribute vec3 normal;',
  10196. 'attribute vec2 uv;',
  10197. '#ifdef USE_TANGENT',
  10198. ' attribute vec4 tangent;',
  10199. '#endif',
  10200. '#ifdef USE_COLOR',
  10201. ' attribute vec3 color;',
  10202. '#endif',
  10203. '#ifdef USE_MORPHTARGETS',
  10204. ' attribute vec3 morphTarget0;',
  10205. ' attribute vec3 morphTarget1;',
  10206. ' attribute vec3 morphTarget2;',
  10207. ' attribute vec3 morphTarget3;',
  10208. ' #ifdef USE_MORPHNORMALS',
  10209. ' attribute vec3 morphNormal0;',
  10210. ' attribute vec3 morphNormal1;',
  10211. ' attribute vec3 morphNormal2;',
  10212. ' attribute vec3 morphNormal3;',
  10213. ' #else',
  10214. ' attribute vec3 morphTarget4;',
  10215. ' attribute vec3 morphTarget5;',
  10216. ' attribute vec3 morphTarget6;',
  10217. ' attribute vec3 morphTarget7;',
  10218. ' #endif',
  10219. '#endif',
  10220. '#ifdef USE_SKINNING',
  10221. ' attribute vec4 skinIndex;',
  10222. ' attribute vec4 skinWeight;',
  10223. '#endif',
  10224. '\n'
  10225. ].filter( filterEmptyLine ).join( '\n' );
  10226. prefixFragment = [
  10227. customExtensions,
  10228. 'precision ' + parameters.precision + ' float;',
  10229. 'precision ' + parameters.precision + ' int;',
  10230. '#define SHADER_NAME ' + shader.name,
  10231. customDefines,
  10232. parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest + ( parameters.alphaTest % 1 ? '' : '.0' ) : '', // add '.0' if integer
  10233. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  10234. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  10235. ( parameters.useFog && parameters.fogExp ) ? '#define FOG_EXP2' : '',
  10236. parameters.map ? '#define USE_MAP' : '',
  10237. parameters.matcap ? '#define USE_MATCAP' : '',
  10238. parameters.envMap ? '#define USE_ENVMAP' : '',
  10239. parameters.envMap ? '#define ' + envMapTypeDefine : '',
  10240. parameters.envMap ? '#define ' + envMapModeDefine : '',
  10241. parameters.envMap ? '#define ' + envMapBlendingDefine : '',
  10242. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  10243. parameters.aoMap ? '#define USE_AOMAP' : '',
  10244. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  10245. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  10246. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  10247. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  10248. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  10249. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  10250. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  10251. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  10252. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  10253. parameters.vertexColors ? '#define USE_COLOR' : '',
  10254. parameters.gradientMap ? '#define USE_GRADIENTMAP' : '',
  10255. parameters.flatShading ? '#define FLAT_SHADED' : '',
  10256. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  10257. parameters.flipSided ? '#define FLIP_SIDED' : '',
  10258. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  10259. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  10260. parameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '',
  10261. parameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '',
  10262. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  10263. parameters.logarithmicDepthBuffer && ( capabilities.isWebGL2 || extensions.get( 'EXT_frag_depth' ) ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  10264. parameters.envMap && ( capabilities.isWebGL2 || extensions.get( 'EXT_shader_texture_lod' ) ) ? '#define TEXTURE_LOD_EXT' : '',
  10265. 'uniform mat4 viewMatrix;',
  10266. 'uniform vec3 cameraPosition;',
  10267. ( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '',
  10268. ( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below
  10269. ( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '',
  10270. parameters.dithering ? '#define DITHERING' : '',
  10271. ( parameters.outputEncoding || parameters.mapEncoding || parameters.matcapEncoding || parameters.envMapEncoding || parameters.emissiveMapEncoding ) ?
  10272. ShaderChunk[ 'encodings_pars_fragment' ] : '', // this code is required here because it is used by the various encoding/decoding function defined below
  10273. parameters.mapEncoding ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '',
  10274. parameters.matcapEncoding ? getTexelDecodingFunction( 'matcapTexelToLinear', parameters.matcapEncoding ) : '',
  10275. parameters.envMapEncoding ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '',
  10276. parameters.emissiveMapEncoding ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '',
  10277. parameters.outputEncoding ? getTexelEncodingFunction( 'linearToOutputTexel', parameters.outputEncoding ) : '',
  10278. parameters.depthPacking ? '#define DEPTH_PACKING ' + material.depthPacking : '',
  10279. '\n'
  10280. ].filter( filterEmptyLine ).join( '\n' );
  10281. }
  10282. vertexShader = parseIncludes( vertexShader );
  10283. vertexShader = replaceLightNums( vertexShader, parameters );
  10284. vertexShader = replaceClippingPlaneNums( vertexShader, parameters );
  10285. fragmentShader = parseIncludes( fragmentShader );
  10286. fragmentShader = replaceLightNums( fragmentShader, parameters );
  10287. fragmentShader = replaceClippingPlaneNums( fragmentShader, parameters );
  10288. vertexShader = unrollLoops( vertexShader );
  10289. fragmentShader = unrollLoops( fragmentShader );
  10290. if ( capabilities.isWebGL2 && ! material.isRawShaderMaterial ) {
  10291. var isGLSL3ShaderMaterial = false;
  10292. var versionRegex = /^\s*#version\s+300\s+es\s*\n/;
  10293. if ( material.isShaderMaterial &&
  10294. vertexShader.match( versionRegex ) !== null &&
  10295. fragmentShader.match( versionRegex ) !== null ) {
  10296. isGLSL3ShaderMaterial = true;
  10297. vertexShader = vertexShader.replace( versionRegex, '' );
  10298. fragmentShader = fragmentShader.replace( versionRegex, '' );
  10299. }
  10300. // GLSL 3.0 conversion
  10301. prefixVertex = [
  10302. '#version 300 es\n',
  10303. '#define attribute in',
  10304. '#define varying out',
  10305. '#define texture2D texture'
  10306. ].join( '\n' ) + '\n' + prefixVertex;
  10307. prefixFragment = [
  10308. '#version 300 es\n',
  10309. '#define varying in',
  10310. isGLSL3ShaderMaterial ? '' : 'out highp vec4 pc_fragColor;',
  10311. isGLSL3ShaderMaterial ? '' : '#define gl_FragColor pc_fragColor',
  10312. '#define gl_FragDepthEXT gl_FragDepth',
  10313. '#define texture2D texture',
  10314. '#define textureCube texture',
  10315. '#define texture2DProj textureProj',
  10316. '#define texture2DLodEXT textureLod',
  10317. '#define texture2DProjLodEXT textureProjLod',
  10318. '#define textureCubeLodEXT textureLod',
  10319. '#define texture2DGradEXT textureGrad',
  10320. '#define texture2DProjGradEXT textureProjGrad',
  10321. '#define textureCubeGradEXT textureGrad'
  10322. ].join( '\n' ) + '\n' + prefixFragment;
  10323. }
  10324. var vertexGlsl = prefixVertex + vertexShader;
  10325. var fragmentGlsl = prefixFragment + fragmentShader;
  10326. // console.log( '*VERTEX*', vertexGlsl );
  10327. // console.log( '*FRAGMENT*', fragmentGlsl );
  10328. var glVertexShader = WebGLShader( gl, 35633, vertexGlsl );
  10329. var glFragmentShader = WebGLShader( gl, 35632, fragmentGlsl );
  10330. gl.attachShader( program, glVertexShader );
  10331. gl.attachShader( program, glFragmentShader );
  10332. // Force a particular attribute to index 0.
  10333. if ( material.index0AttributeName !== undefined ) {
  10334. gl.bindAttribLocation( program, 0, material.index0AttributeName );
  10335. } else if ( parameters.morphTargets === true ) {
  10336. // programs with morphTargets displace position out of attribute 0
  10337. gl.bindAttribLocation( program, 0, 'position' );
  10338. }
  10339. gl.linkProgram( program );
  10340. var programLog = gl.getProgramInfoLog( program ).trim();
  10341. var vertexLog = gl.getShaderInfoLog( glVertexShader ).trim();
  10342. var fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim();
  10343. var runnable = true;
  10344. var haveDiagnostics = true;
  10345. // console.log( '**VERTEX**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( glVertexShader ) );
  10346. // console.log( '**FRAGMENT**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( glFragmentShader ) );
  10347. if ( gl.getProgramParameter( program, 35714 ) === false ) {
  10348. runnable = false;
  10349. console.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), '35715', gl.getProgramParameter( program, 35715 ), 'gl.getProgramInfoLog', programLog, vertexLog, fragmentLog );
  10350. } else if ( programLog !== '' ) {
  10351. console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog );
  10352. } else if ( vertexLog === '' || fragmentLog === '' ) {
  10353. haveDiagnostics = false;
  10354. }
  10355. if ( haveDiagnostics ) {
  10356. this.diagnostics = {
  10357. runnable: runnable,
  10358. material: material,
  10359. programLog: programLog,
  10360. vertexShader: {
  10361. log: vertexLog,
  10362. prefix: prefixVertex
  10363. },
  10364. fragmentShader: {
  10365. log: fragmentLog,
  10366. prefix: prefixFragment
  10367. }
  10368. };
  10369. }
  10370. // clean up
  10371. gl.deleteShader( glVertexShader );
  10372. gl.deleteShader( glFragmentShader );
  10373. // set up caching for uniform locations
  10374. var cachedUniforms;
  10375. this.getUniforms = function () {
  10376. if ( cachedUniforms === undefined ) {
  10377. cachedUniforms = new WebGLUniforms( gl, program, renderer );
  10378. }
  10379. return cachedUniforms;
  10380. };
  10381. // set up caching for attribute locations
  10382. var cachedAttributes;
  10383. this.getAttributes = function () {
  10384. if ( cachedAttributes === undefined ) {
  10385. cachedAttributes = fetchAttributeLocations( gl, program );
  10386. }
  10387. return cachedAttributes;
  10388. };
  10389. // free resource
  10390. this.destroy = function () {
  10391. gl.deleteProgram( program );
  10392. this.program = undefined;
  10393. };
  10394. // DEPRECATED
  10395. Object.defineProperties( this, {
  10396. uniforms: {
  10397. get: function () {
  10398. console.warn( 'THREE.WebGLProgram: .uniforms is now .getUniforms().' );
  10399. return this.getUniforms();
  10400. }
  10401. },
  10402. attributes: {
  10403. get: function () {
  10404. console.warn( 'THREE.WebGLProgram: .attributes is now .getAttributes().' );
  10405. return this.getAttributes();
  10406. }
  10407. }
  10408. } );
  10409. //
  10410. this.name = shader.name;
  10411. this.id = programIdCount ++;
  10412. this.code = code;
  10413. this.usedTimes = 1;
  10414. this.program = program;
  10415. this.vertexShader = glVertexShader;
  10416. this.fragmentShader = glFragmentShader;
  10417. return this;
  10418. }
  10419. /**
  10420. * @author mrdoob / http://mrdoob.com/
  10421. */
  10422. function WebGLPrograms( renderer, extensions, capabilities ) {
  10423. var programs = [];
  10424. var shaderIDs = {
  10425. MeshDepthMaterial: 'depth',
  10426. MeshDistanceMaterial: 'distanceRGBA',
  10427. MeshNormalMaterial: 'normal',
  10428. MeshBasicMaterial: 'basic',
  10429. MeshLambertMaterial: 'lambert',
  10430. MeshPhongMaterial: 'phong',
  10431. MeshToonMaterial: 'phong',
  10432. MeshStandardMaterial: 'physical',
  10433. MeshPhysicalMaterial: 'physical',
  10434. MeshMatcapMaterial: 'matcap',
  10435. LineBasicMaterial: 'basic',
  10436. LineDashedMaterial: 'dashed',
  10437. PointsMaterial: 'points',
  10438. ShadowMaterial: 'shadow',
  10439. SpriteMaterial: 'sprite'
  10440. };
  10441. var parameterNames = [
  10442. "precision", "supportsVertexTextures", "map", "mapEncoding", "matcap", "matcapEncoding", "envMap", "envMapMode", "envMapEncoding",
  10443. "lightMap", "aoMap", "emissiveMap", "emissiveMapEncoding", "bumpMap", "normalMap", "objectSpaceNormalMap", "displacementMap", "specularMap",
  10444. "roughnessMap", "metalnessMap", "gradientMap",
  10445. "alphaMap", "combine", "vertexColors", "vertexTangents", "fog", "useFog", "fogExp",
  10446. "flatShading", "sizeAttenuation", "logarithmicDepthBuffer", "skinning",
  10447. "maxBones", "useVertexTexture", "morphTargets", "morphNormals",
  10448. "maxMorphTargets", "maxMorphNormals", "premultipliedAlpha",
  10449. "numDirLights", "numPointLights", "numSpotLights", "numHemiLights", "numRectAreaLights",
  10450. "shadowMapEnabled", "shadowMapType", "toneMapping", 'physicallyCorrectLights',
  10451. "alphaTest", "doubleSided", "flipSided", "numClippingPlanes", "numClipIntersection", "depthPacking", "dithering"
  10452. ];
  10453. function allocateBones( object ) {
  10454. var skeleton = object.skeleton;
  10455. var bones = skeleton.bones;
  10456. if ( capabilities.floatVertexTextures ) {
  10457. return 1024;
  10458. } else {
  10459. // default for when object is not specified
  10460. // ( for example when prebuilding shader to be used with multiple objects )
  10461. //
  10462. // - leave some extra space for other uniforms
  10463. // - limit here is ANGLE's 254 max uniform vectors
  10464. // (up to 54 should be safe)
  10465. var nVertexUniforms = capabilities.maxVertexUniforms;
  10466. var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
  10467. var maxBones = Math.min( nVertexMatrices, bones.length );
  10468. if ( maxBones < bones.length ) {
  10469. console.warn( 'THREE.WebGLRenderer: Skeleton has ' + bones.length + ' bones. This GPU supports ' + maxBones + '.' );
  10470. return 0;
  10471. }
  10472. return maxBones;
  10473. }
  10474. }
  10475. function getTextureEncodingFromMap( map, gammaOverrideLinear ) {
  10476. var encoding;
  10477. if ( ! map ) {
  10478. encoding = LinearEncoding;
  10479. } else if ( map.isTexture ) {
  10480. encoding = map.encoding;
  10481. } else if ( map.isWebGLRenderTarget ) {
  10482. console.warn( "THREE.WebGLPrograms.getTextureEncodingFromMap: don't use render targets as textures. Use their .texture property instead." );
  10483. encoding = map.texture.encoding;
  10484. }
  10485. // add backwards compatibility for WebGLRenderer.gammaInput/gammaOutput parameter, should probably be removed at some point.
  10486. if ( encoding === LinearEncoding && gammaOverrideLinear ) {
  10487. encoding = GammaEncoding;
  10488. }
  10489. return encoding;
  10490. }
  10491. this.getParameters = function ( material, lights, shadows, fog, nClipPlanes, nClipIntersection, object ) {
  10492. var shaderID = shaderIDs[ material.type ];
  10493. // heuristics to create shader parameters according to lights in the scene
  10494. // (not to blow over maxLights budget)
  10495. var maxBones = object.isSkinnedMesh ? allocateBones( object ) : 0;
  10496. var precision = capabilities.precision;
  10497. if ( material.precision !== null ) {
  10498. precision = capabilities.getMaxPrecision( material.precision );
  10499. if ( precision !== material.precision ) {
  10500. console.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' );
  10501. }
  10502. }
  10503. var currentRenderTarget = renderer.getRenderTarget();
  10504. var parameters = {
  10505. shaderID: shaderID,
  10506. precision: precision,
  10507. supportsVertexTextures: capabilities.vertexTextures,
  10508. outputEncoding: getTextureEncodingFromMap( ( ! currentRenderTarget ) ? null : currentRenderTarget.texture, renderer.gammaOutput ),
  10509. map: !! material.map,
  10510. mapEncoding: getTextureEncodingFromMap( material.map, renderer.gammaInput ),
  10511. matcap: !! material.matcap,
  10512. matcapEncoding: getTextureEncodingFromMap( material.matcap, renderer.gammaInput ),
  10513. envMap: !! material.envMap,
  10514. envMapMode: material.envMap && material.envMap.mapping,
  10515. envMapEncoding: getTextureEncodingFromMap( material.envMap, renderer.gammaInput ),
  10516. envMapCubeUV: ( !! material.envMap ) && ( ( material.envMap.mapping === CubeUVReflectionMapping ) || ( material.envMap.mapping === CubeUVRefractionMapping ) ),
  10517. lightMap: !! material.lightMap,
  10518. aoMap: !! material.aoMap,
  10519. emissiveMap: !! material.emissiveMap,
  10520. emissiveMapEncoding: getTextureEncodingFromMap( material.emissiveMap, renderer.gammaInput ),
  10521. bumpMap: !! material.bumpMap,
  10522. normalMap: !! material.normalMap,
  10523. objectSpaceNormalMap: material.normalMapType === ObjectSpaceNormalMap,
  10524. displacementMap: !! material.displacementMap,
  10525. roughnessMap: !! material.roughnessMap,
  10526. metalnessMap: !! material.metalnessMap,
  10527. specularMap: !! material.specularMap,
  10528. alphaMap: !! material.alphaMap,
  10529. gradientMap: !! material.gradientMap,
  10530. combine: material.combine,
  10531. vertexTangents: ( material.normalMap && material.vertexTangents ),
  10532. vertexColors: material.vertexColors,
  10533. fog: !! fog,
  10534. useFog: material.fog,
  10535. fogExp: ( fog && fog.isFogExp2 ),
  10536. flatShading: material.flatShading,
  10537. sizeAttenuation: material.sizeAttenuation,
  10538. logarithmicDepthBuffer: capabilities.logarithmicDepthBuffer,
  10539. skinning: material.skinning && maxBones > 0,
  10540. maxBones: maxBones,
  10541. useVertexTexture: capabilities.floatVertexTextures,
  10542. morphTargets: material.morphTargets,
  10543. morphNormals: material.morphNormals,
  10544. maxMorphTargets: renderer.maxMorphTargets,
  10545. maxMorphNormals: renderer.maxMorphNormals,
  10546. numDirLights: lights.directional.length,
  10547. numPointLights: lights.point.length,
  10548. numSpotLights: lights.spot.length,
  10549. numRectAreaLights: lights.rectArea.length,
  10550. numHemiLights: lights.hemi.length,
  10551. numClippingPlanes: nClipPlanes,
  10552. numClipIntersection: nClipIntersection,
  10553. dithering: material.dithering,
  10554. shadowMapEnabled: renderer.shadowMap.enabled && object.receiveShadow && shadows.length > 0,
  10555. shadowMapType: renderer.shadowMap.type,
  10556. toneMapping: renderer.toneMapping,
  10557. physicallyCorrectLights: renderer.physicallyCorrectLights,
  10558. premultipliedAlpha: material.premultipliedAlpha,
  10559. alphaTest: material.alphaTest,
  10560. doubleSided: material.side === DoubleSide,
  10561. flipSided: material.side === BackSide,
  10562. depthPacking: ( material.depthPacking !== undefined ) ? material.depthPacking : false
  10563. };
  10564. return parameters;
  10565. };
  10566. this.getProgramCode = function ( material, parameters ) {
  10567. var array = [];
  10568. if ( parameters.shaderID ) {
  10569. array.push( parameters.shaderID );
  10570. } else {
  10571. array.push( material.fragmentShader );
  10572. array.push( material.vertexShader );
  10573. }
  10574. if ( material.defines !== undefined ) {
  10575. for ( var name in material.defines ) {
  10576. array.push( name );
  10577. array.push( material.defines[ name ] );
  10578. }
  10579. }
  10580. for ( var i = 0; i < parameterNames.length; i ++ ) {
  10581. array.push( parameters[ parameterNames[ i ] ] );
  10582. }
  10583. array.push( material.onBeforeCompile.toString() );
  10584. array.push( renderer.gammaOutput );
  10585. array.push( renderer.gammaFactor );
  10586. return array.join();
  10587. };
  10588. this.acquireProgram = function ( material, shader, parameters, code ) {
  10589. var program;
  10590. // Check if code has been already compiled
  10591. for ( var p = 0, pl = programs.length; p < pl; p ++ ) {
  10592. var programInfo = programs[ p ];
  10593. if ( programInfo.code === code ) {
  10594. program = programInfo;
  10595. ++ program.usedTimes;
  10596. break;
  10597. }
  10598. }
  10599. if ( program === undefined ) {
  10600. program = new WebGLProgram( renderer, extensions, code, material, shader, parameters, capabilities );
  10601. programs.push( program );
  10602. }
  10603. return program;
  10604. };
  10605. this.releaseProgram = function ( program ) {
  10606. if ( -- program.usedTimes === 0 ) {
  10607. // Remove from unordered set
  10608. var i = programs.indexOf( program );
  10609. programs[ i ] = programs[ programs.length - 1 ];
  10610. programs.pop();
  10611. // Free WebGL resources
  10612. program.destroy();
  10613. }
  10614. };
  10615. // Exposed for resource monitoring & error feedback via renderer.info:
  10616. this.programs = programs;
  10617. }
  10618. /**
  10619. * @author fordacious / fordacious.github.io
  10620. */
  10621. function WebGLProperties() {
  10622. var properties = new WeakMap();
  10623. function get( object ) {
  10624. var map = properties.get( object );
  10625. if ( map === undefined ) {
  10626. map = {};
  10627. properties.set( object, map );
  10628. }
  10629. return map;
  10630. }
  10631. function remove( object ) {
  10632. properties.delete( object );
  10633. }
  10634. function update( object, key, value ) {
  10635. properties.get( object )[ key ] = value;
  10636. }
  10637. function dispose() {
  10638. properties = new WeakMap();
  10639. }
  10640. return {
  10641. get: get,
  10642. remove: remove,
  10643. update: update,
  10644. dispose: dispose
  10645. };
  10646. }
  10647. /**
  10648. * @author mrdoob / http://mrdoob.com/
  10649. */
  10650. function painterSortStable( a, b ) {
  10651. if ( a.groupOrder !== b.groupOrder ) {
  10652. return a.groupOrder - b.groupOrder;
  10653. } else if ( a.renderOrder !== b.renderOrder ) {
  10654. return a.renderOrder - b.renderOrder;
  10655. } else if ( a.program && b.program && a.program !== b.program ) {
  10656. return a.program.id - b.program.id;
  10657. } else if ( a.material.id !== b.material.id ) {
  10658. return a.material.id - b.material.id;
  10659. } else if ( a.z !== b.z ) {
  10660. return a.z - b.z;
  10661. } else {
  10662. return a.id - b.id;
  10663. }
  10664. }
  10665. function reversePainterSortStable( a, b ) {
  10666. if ( a.groupOrder !== b.groupOrder ) {
  10667. return a.groupOrder - b.groupOrder;
  10668. } else if ( a.renderOrder !== b.renderOrder ) {
  10669. return a.renderOrder - b.renderOrder;
  10670. } else if ( a.z !== b.z ) {
  10671. return b.z - a.z;
  10672. } else {
  10673. return a.id - b.id;
  10674. }
  10675. }
  10676. function WebGLRenderList() {
  10677. var renderItems = [];
  10678. var renderItemsIndex = 0;
  10679. var opaque = [];
  10680. var transparent = [];
  10681. function init() {
  10682. renderItemsIndex = 0;
  10683. opaque.length = 0;
  10684. transparent.length = 0;
  10685. }
  10686. function getNextRenderItem( object, geometry, material, groupOrder, z, group ) {
  10687. var renderItem = renderItems[ renderItemsIndex ];
  10688. if ( renderItem === undefined ) {
  10689. renderItem = {
  10690. id: object.id,
  10691. object: object,
  10692. geometry: geometry,
  10693. material: material,
  10694. program: material.program,
  10695. groupOrder: groupOrder,
  10696. renderOrder: object.renderOrder,
  10697. z: z,
  10698. group: group
  10699. };
  10700. renderItems[ renderItemsIndex ] = renderItem;
  10701. } else {
  10702. renderItem.id = object.id;
  10703. renderItem.object = object;
  10704. renderItem.geometry = geometry;
  10705. renderItem.material = material;
  10706. renderItem.program = material.program;
  10707. renderItem.groupOrder = groupOrder;
  10708. renderItem.renderOrder = object.renderOrder;
  10709. renderItem.z = z;
  10710. renderItem.group = group;
  10711. }
  10712. renderItemsIndex ++;
  10713. return renderItem;
  10714. }
  10715. function push( object, geometry, material, groupOrder, z, group ) {
  10716. var renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );
  10717. ( material.transparent === true ? transparent : opaque ).push( renderItem );
  10718. }
  10719. function unshift( object, geometry, material, groupOrder, z, group ) {
  10720. var renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );
  10721. ( material.transparent === true ? transparent : opaque ).unshift( renderItem );
  10722. }
  10723. function sort() {
  10724. if ( opaque.length > 1 ) opaque.sort( painterSortStable );
  10725. if ( transparent.length > 1 ) transparent.sort( reversePainterSortStable );
  10726. }
  10727. return {
  10728. opaque: opaque,
  10729. transparent: transparent,
  10730. init: init,
  10731. push: push,
  10732. unshift: unshift,
  10733. sort: sort
  10734. };
  10735. }
  10736. function WebGLRenderLists() {
  10737. var lists = {};
  10738. function onSceneDispose( event ) {
  10739. var scene = event.target;
  10740. scene.removeEventListener( 'dispose', onSceneDispose );
  10741. delete lists[ scene.id ];
  10742. }
  10743. function get( scene, camera ) {
  10744. var cameras = lists[ scene.id ];
  10745. var list;
  10746. if ( cameras === undefined ) {
  10747. list = new WebGLRenderList();
  10748. lists[ scene.id ] = {};
  10749. lists[ scene.id ][ camera.id ] = list;
  10750. scene.addEventListener( 'dispose', onSceneDispose );
  10751. } else {
  10752. list = cameras[ camera.id ];
  10753. if ( list === undefined ) {
  10754. list = new WebGLRenderList();
  10755. cameras[ camera.id ] = list;
  10756. }
  10757. }
  10758. return list;
  10759. }
  10760. function dispose() {
  10761. lists = {};
  10762. }
  10763. return {
  10764. get: get,
  10765. dispose: dispose
  10766. };
  10767. }
  10768. /**
  10769. * @author mrdoob / http://mrdoob.com/
  10770. */
  10771. function UniformsCache() {
  10772. var lights = {};
  10773. return {
  10774. get: function ( light ) {
  10775. if ( lights[ light.id ] !== undefined ) {
  10776. return lights[ light.id ];
  10777. }
  10778. var uniforms;
  10779. switch ( light.type ) {
  10780. case 'DirectionalLight':
  10781. uniforms = {
  10782. direction: new Vector3(),
  10783. color: new Color(),
  10784. shadow: false,
  10785. shadowBias: 0,
  10786. shadowRadius: 1,
  10787. shadowMapSize: new Vector2()
  10788. };
  10789. break;
  10790. case 'SpotLight':
  10791. uniforms = {
  10792. position: new Vector3(),
  10793. direction: new Vector3(),
  10794. color: new Color(),
  10795. distance: 0,
  10796. coneCos: 0,
  10797. penumbraCos: 0,
  10798. decay: 0,
  10799. shadow: false,
  10800. shadowBias: 0,
  10801. shadowRadius: 1,
  10802. shadowMapSize: new Vector2()
  10803. };
  10804. break;
  10805. case 'PointLight':
  10806. uniforms = {
  10807. position: new Vector3(),
  10808. color: new Color(),
  10809. distance: 0,
  10810. decay: 0,
  10811. shadow: false,
  10812. shadowBias: 0,
  10813. shadowRadius: 1,
  10814. shadowMapSize: new Vector2(),
  10815. shadowCameraNear: 1,
  10816. shadowCameraFar: 1000
  10817. };
  10818. break;
  10819. case 'HemisphereLight':
  10820. uniforms = {
  10821. direction: new Vector3(),
  10822. skyColor: new Color(),
  10823. groundColor: new Color()
  10824. };
  10825. break;
  10826. case 'RectAreaLight':
  10827. uniforms = {
  10828. color: new Color(),
  10829. position: new Vector3(),
  10830. halfWidth: new Vector3(),
  10831. halfHeight: new Vector3()
  10832. // TODO (abelnation): set RectAreaLight shadow uniforms
  10833. };
  10834. break;
  10835. }
  10836. lights[ light.id ] = uniforms;
  10837. return uniforms;
  10838. }
  10839. };
  10840. }
  10841. var count = 0;
  10842. function WebGLLights() {
  10843. var cache = new UniformsCache();
  10844. var state = {
  10845. id: count ++,
  10846. hash: {
  10847. stateID: - 1,
  10848. directionalLength: - 1,
  10849. pointLength: - 1,
  10850. spotLength: - 1,
  10851. rectAreaLength: - 1,
  10852. hemiLength: - 1,
  10853. shadowsLength: - 1
  10854. },
  10855. ambient: [ 0, 0, 0 ],
  10856. directional: [],
  10857. directionalShadowMap: [],
  10858. directionalShadowMatrix: [],
  10859. spot: [],
  10860. spotShadowMap: [],
  10861. spotShadowMatrix: [],
  10862. rectArea: [],
  10863. point: [],
  10864. pointShadowMap: [],
  10865. pointShadowMatrix: [],
  10866. hemi: []
  10867. };
  10868. var vector3 = new Vector3();
  10869. var matrix4 = new Matrix4();
  10870. var matrix42 = new Matrix4();
  10871. function setup( lights, shadows, camera ) {
  10872. var r = 0, g = 0, b = 0;
  10873. var directionalLength = 0;
  10874. var pointLength = 0;
  10875. var spotLength = 0;
  10876. var rectAreaLength = 0;
  10877. var hemiLength = 0;
  10878. var viewMatrix = camera.matrixWorldInverse;
  10879. for ( var i = 0, l = lights.length; i < l; i ++ ) {
  10880. var light = lights[ i ];
  10881. var color = light.color;
  10882. var intensity = light.intensity;
  10883. var distance = light.distance;
  10884. var shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;
  10885. if ( light.isAmbientLight ) {
  10886. r += color.r * intensity;
  10887. g += color.g * intensity;
  10888. b += color.b * intensity;
  10889. } else if ( light.isDirectionalLight ) {
  10890. var uniforms = cache.get( light );
  10891. uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
  10892. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  10893. vector3.setFromMatrixPosition( light.target.matrixWorld );
  10894. uniforms.direction.sub( vector3 );
  10895. uniforms.direction.transformDirection( viewMatrix );
  10896. uniforms.shadow = light.castShadow;
  10897. if ( light.castShadow ) {
  10898. var shadow = light.shadow;
  10899. uniforms.shadowBias = shadow.bias;
  10900. uniforms.shadowRadius = shadow.radius;
  10901. uniforms.shadowMapSize = shadow.mapSize;
  10902. }
  10903. state.directionalShadowMap[ directionalLength ] = shadowMap;
  10904. state.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;
  10905. state.directional[ directionalLength ] = uniforms;
  10906. directionalLength ++;
  10907. } else if ( light.isSpotLight ) {
  10908. var uniforms = cache.get( light );
  10909. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  10910. uniforms.position.applyMatrix4( viewMatrix );
  10911. uniforms.color.copy( color ).multiplyScalar( intensity );
  10912. uniforms.distance = distance;
  10913. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  10914. vector3.setFromMatrixPosition( light.target.matrixWorld );
  10915. uniforms.direction.sub( vector3 );
  10916. uniforms.direction.transformDirection( viewMatrix );
  10917. uniforms.coneCos = Math.cos( light.angle );
  10918. uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );
  10919. uniforms.decay = light.decay;
  10920. uniforms.shadow = light.castShadow;
  10921. if ( light.castShadow ) {
  10922. var shadow = light.shadow;
  10923. uniforms.shadowBias = shadow.bias;
  10924. uniforms.shadowRadius = shadow.radius;
  10925. uniforms.shadowMapSize = shadow.mapSize;
  10926. }
  10927. state.spotShadowMap[ spotLength ] = shadowMap;
  10928. state.spotShadowMatrix[ spotLength ] = light.shadow.matrix;
  10929. state.spot[ spotLength ] = uniforms;
  10930. spotLength ++;
  10931. } else if ( light.isRectAreaLight ) {
  10932. var uniforms = cache.get( light );
  10933. // (a) intensity is the total visible light emitted
  10934. //uniforms.color.copy( color ).multiplyScalar( intensity / ( light.width * light.height * Math.PI ) );
  10935. // (b) intensity is the brightness of the light
  10936. uniforms.color.copy( color ).multiplyScalar( intensity );
  10937. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  10938. uniforms.position.applyMatrix4( viewMatrix );
  10939. // extract local rotation of light to derive width/height half vectors
  10940. matrix42.identity();
  10941. matrix4.copy( light.matrixWorld );
  10942. matrix4.premultiply( viewMatrix );
  10943. matrix42.extractRotation( matrix4 );
  10944. uniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 );
  10945. uniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 );
  10946. uniforms.halfWidth.applyMatrix4( matrix42 );
  10947. uniforms.halfHeight.applyMatrix4( matrix42 );
  10948. // TODO (abelnation): RectAreaLight distance?
  10949. // uniforms.distance = distance;
  10950. state.rectArea[ rectAreaLength ] = uniforms;
  10951. rectAreaLength ++;
  10952. } else if ( light.isPointLight ) {
  10953. var uniforms = cache.get( light );
  10954. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  10955. uniforms.position.applyMatrix4( viewMatrix );
  10956. uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
  10957. uniforms.distance = light.distance;
  10958. uniforms.decay = light.decay;
  10959. uniforms.shadow = light.castShadow;
  10960. if ( light.castShadow ) {
  10961. var shadow = light.shadow;
  10962. uniforms.shadowBias = shadow.bias;
  10963. uniforms.shadowRadius = shadow.radius;
  10964. uniforms.shadowMapSize = shadow.mapSize;
  10965. uniforms.shadowCameraNear = shadow.camera.near;
  10966. uniforms.shadowCameraFar = shadow.camera.far;
  10967. }
  10968. state.pointShadowMap[ pointLength ] = shadowMap;
  10969. state.pointShadowMatrix[ pointLength ] = light.shadow.matrix;
  10970. state.point[ pointLength ] = uniforms;
  10971. pointLength ++;
  10972. } else if ( light.isHemisphereLight ) {
  10973. var uniforms = cache.get( light );
  10974. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  10975. uniforms.direction.transformDirection( viewMatrix );
  10976. uniforms.direction.normalize();
  10977. uniforms.skyColor.copy( light.color ).multiplyScalar( intensity );
  10978. uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );
  10979. state.hemi[ hemiLength ] = uniforms;
  10980. hemiLength ++;
  10981. }
  10982. }
  10983. state.ambient[ 0 ] = r;
  10984. state.ambient[ 1 ] = g;
  10985. state.ambient[ 2 ] = b;
  10986. state.directional.length = directionalLength;
  10987. state.spot.length = spotLength;
  10988. state.rectArea.length = rectAreaLength;
  10989. state.point.length = pointLength;
  10990. state.hemi.length = hemiLength;
  10991. state.hash.stateID = state.id;
  10992. state.hash.directionalLength = directionalLength;
  10993. state.hash.pointLength = pointLength;
  10994. state.hash.spotLength = spotLength;
  10995. state.hash.rectAreaLength = rectAreaLength;
  10996. state.hash.hemiLength = hemiLength;
  10997. state.hash.shadowsLength = shadows.length;
  10998. }
  10999. return {
  11000. setup: setup,
  11001. state: state
  11002. };
  11003. }
  11004. /**
  11005. * @author Mugen87 / https://github.com/Mugen87
  11006. */
  11007. function WebGLRenderState() {
  11008. var lights = new WebGLLights();
  11009. var lightsArray = [];
  11010. var shadowsArray = [];
  11011. function init() {
  11012. lightsArray.length = 0;
  11013. shadowsArray.length = 0;
  11014. }
  11015. function pushLight( light ) {
  11016. lightsArray.push( light );
  11017. }
  11018. function pushShadow( shadowLight ) {
  11019. shadowsArray.push( shadowLight );
  11020. }
  11021. function setupLights( camera ) {
  11022. lights.setup( lightsArray, shadowsArray, camera );
  11023. }
  11024. var state = {
  11025. lightsArray: lightsArray,
  11026. shadowsArray: shadowsArray,
  11027. lights: lights
  11028. };
  11029. return {
  11030. init: init,
  11031. state: state,
  11032. setupLights: setupLights,
  11033. pushLight: pushLight,
  11034. pushShadow: pushShadow
  11035. };
  11036. }
  11037. function WebGLRenderStates() {
  11038. var renderStates = {};
  11039. function onSceneDispose( event ) {
  11040. var scene = event.target;
  11041. scene.removeEventListener( 'dispose', onSceneDispose );
  11042. delete renderStates[ scene.id ];
  11043. }
  11044. function get( scene, camera ) {
  11045. var renderState;
  11046. if ( renderStates[ scene.id ] === undefined ) {
  11047. renderState = new WebGLRenderState();
  11048. renderStates[ scene.id ] = {};
  11049. renderStates[ scene.id ][ camera.id ] = renderState;
  11050. scene.addEventListener( 'dispose', onSceneDispose );
  11051. } else {
  11052. if ( renderStates[ scene.id ][ camera.id ] === undefined ) {
  11053. renderState = new WebGLRenderState();
  11054. renderStates[ scene.id ][ camera.id ] = renderState;
  11055. } else {
  11056. renderState = renderStates[ scene.id ][ camera.id ];
  11057. }
  11058. }
  11059. return renderState;
  11060. }
  11061. function dispose() {
  11062. renderStates = {};
  11063. }
  11064. return {
  11065. get: get,
  11066. dispose: dispose
  11067. };
  11068. }
  11069. /**
  11070. * @author mrdoob / http://mrdoob.com/
  11071. * @author alteredq / http://alteredqualia.com/
  11072. * @author bhouston / https://clara.io
  11073. * @author WestLangley / http://github.com/WestLangley
  11074. *
  11075. * parameters = {
  11076. *
  11077. * opacity: <float>,
  11078. *
  11079. * map: new THREE.Texture( <Image> ),
  11080. *
  11081. * alphaMap: new THREE.Texture( <Image> ),
  11082. *
  11083. * displacementMap: new THREE.Texture( <Image> ),
  11084. * displacementScale: <float>,
  11085. * displacementBias: <float>,
  11086. *
  11087. * wireframe: <boolean>,
  11088. * wireframeLinewidth: <float>
  11089. * }
  11090. */
  11091. function MeshDepthMaterial( parameters ) {
  11092. Material.call( this );
  11093. this.type = 'MeshDepthMaterial';
  11094. this.depthPacking = BasicDepthPacking;
  11095. this.skinning = false;
  11096. this.morphTargets = false;
  11097. this.map = null;
  11098. this.alphaMap = null;
  11099. this.displacementMap = null;
  11100. this.displacementScale = 1;
  11101. this.displacementBias = 0;
  11102. this.wireframe = false;
  11103. this.wireframeLinewidth = 1;
  11104. this.fog = false;
  11105. this.lights = false;
  11106. this.setValues( parameters );
  11107. }
  11108. MeshDepthMaterial.prototype = Object.create( Material.prototype );
  11109. MeshDepthMaterial.prototype.constructor = MeshDepthMaterial;
  11110. MeshDepthMaterial.prototype.isMeshDepthMaterial = true;
  11111. MeshDepthMaterial.prototype.copy = function ( source ) {
  11112. Material.prototype.copy.call( this, source );
  11113. this.depthPacking = source.depthPacking;
  11114. this.skinning = source.skinning;
  11115. this.morphTargets = source.morphTargets;
  11116. this.map = source.map;
  11117. this.alphaMap = source.alphaMap;
  11118. this.displacementMap = source.displacementMap;
  11119. this.displacementScale = source.displacementScale;
  11120. this.displacementBias = source.displacementBias;
  11121. this.wireframe = source.wireframe;
  11122. this.wireframeLinewidth = source.wireframeLinewidth;
  11123. return this;
  11124. };
  11125. /**
  11126. * @author WestLangley / http://github.com/WestLangley
  11127. *
  11128. * parameters = {
  11129. *
  11130. * referencePosition: <float>,
  11131. * nearDistance: <float>,
  11132. * farDistance: <float>,
  11133. *
  11134. * skinning: <bool>,
  11135. * morphTargets: <bool>,
  11136. *
  11137. * map: new THREE.Texture( <Image> ),
  11138. *
  11139. * alphaMap: new THREE.Texture( <Image> ),
  11140. *
  11141. * displacementMap: new THREE.Texture( <Image> ),
  11142. * displacementScale: <float>,
  11143. * displacementBias: <float>
  11144. *
  11145. * }
  11146. */
  11147. function MeshDistanceMaterial( parameters ) {
  11148. Material.call( this );
  11149. this.type = 'MeshDistanceMaterial';
  11150. this.referencePosition = new Vector3();
  11151. this.nearDistance = 1;
  11152. this.farDistance = 1000;
  11153. this.skinning = false;
  11154. this.morphTargets = false;
  11155. this.map = null;
  11156. this.alphaMap = null;
  11157. this.displacementMap = null;
  11158. this.displacementScale = 1;
  11159. this.displacementBias = 0;
  11160. this.fog = false;
  11161. this.lights = false;
  11162. this.setValues( parameters );
  11163. }
  11164. MeshDistanceMaterial.prototype = Object.create( Material.prototype );
  11165. MeshDistanceMaterial.prototype.constructor = MeshDistanceMaterial;
  11166. MeshDistanceMaterial.prototype.isMeshDistanceMaterial = true;
  11167. MeshDistanceMaterial.prototype.copy = function ( source ) {
  11168. Material.prototype.copy.call( this, source );
  11169. this.referencePosition.copy( source.referencePosition );
  11170. this.nearDistance = source.nearDistance;
  11171. this.farDistance = source.farDistance;
  11172. this.skinning = source.skinning;
  11173. this.morphTargets = source.morphTargets;
  11174. this.map = source.map;
  11175. this.alphaMap = source.alphaMap;
  11176. this.displacementMap = source.displacementMap;
  11177. this.displacementScale = source.displacementScale;
  11178. this.displacementBias = source.displacementBias;
  11179. return this;
  11180. };
  11181. /**
  11182. * @author alteredq / http://alteredqualia.com/
  11183. * @author mrdoob / http://mrdoob.com/
  11184. */
  11185. function WebGLShadowMap( _renderer, _objects, maxTextureSize ) {
  11186. var _frustum = new Frustum(),
  11187. _projScreenMatrix = new Matrix4(),
  11188. _shadowMapSize = new Vector2(),
  11189. _maxShadowMapSize = new Vector2( maxTextureSize, maxTextureSize ),
  11190. _lookTarget = new Vector3(),
  11191. _lightPositionWorld = new Vector3(),
  11192. _MorphingFlag = 1,
  11193. _SkinningFlag = 2,
  11194. _NumberOfMaterialVariants = ( _MorphingFlag | _SkinningFlag ) + 1,
  11195. _depthMaterials = new Array( _NumberOfMaterialVariants ),
  11196. _distanceMaterials = new Array( _NumberOfMaterialVariants ),
  11197. _materialCache = {};
  11198. var shadowSide = { 0: BackSide, 1: FrontSide, 2: DoubleSide };
  11199. var cubeDirections = [
  11200. new Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ),
  11201. new Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 )
  11202. ];
  11203. var cubeUps = [
  11204. new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ),
  11205. new Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ), new Vector3( 0, 0, - 1 )
  11206. ];
  11207. var cube2DViewPorts = [
  11208. new Vector4(), new Vector4(), new Vector4(),
  11209. new Vector4(), new Vector4(), new Vector4()
  11210. ];
  11211. // init
  11212. for ( var i = 0; i !== _NumberOfMaterialVariants; ++ i ) {
  11213. var useMorphing = ( i & _MorphingFlag ) !== 0;
  11214. var useSkinning = ( i & _SkinningFlag ) !== 0;
  11215. var depthMaterial = new MeshDepthMaterial( {
  11216. depthPacking: RGBADepthPacking,
  11217. morphTargets: useMorphing,
  11218. skinning: useSkinning
  11219. } );
  11220. _depthMaterials[ i ] = depthMaterial;
  11221. //
  11222. var distanceMaterial = new MeshDistanceMaterial( {
  11223. morphTargets: useMorphing,
  11224. skinning: useSkinning
  11225. } );
  11226. _distanceMaterials[ i ] = distanceMaterial;
  11227. }
  11228. //
  11229. var scope = this;
  11230. this.enabled = false;
  11231. this.autoUpdate = true;
  11232. this.needsUpdate = false;
  11233. this.type = PCFShadowMap;
  11234. this.render = function ( lights, scene, camera ) {
  11235. if ( scope.enabled === false ) return;
  11236. if ( scope.autoUpdate === false && scope.needsUpdate === false ) return;
  11237. if ( lights.length === 0 ) return;
  11238. var currentRenderTarget = _renderer.getRenderTarget();
  11239. var _state = _renderer.state;
  11240. // Set GL state for depth map.
  11241. _state.setBlending( NoBlending );
  11242. _state.buffers.color.setClear( 1, 1, 1, 1 );
  11243. _state.buffers.depth.setTest( true );
  11244. _state.setScissorTest( false );
  11245. // render depth map
  11246. var faceCount;
  11247. for ( var i = 0, il = lights.length; i < il; i ++ ) {
  11248. var light = lights[ i ];
  11249. var shadow = light.shadow;
  11250. var isPointLight = light && light.isPointLight;
  11251. if ( shadow === undefined ) {
  11252. console.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' );
  11253. continue;
  11254. }
  11255. var shadowCamera = shadow.camera;
  11256. _shadowMapSize.copy( shadow.mapSize );
  11257. _shadowMapSize.min( _maxShadowMapSize );
  11258. if ( isPointLight ) {
  11259. var vpWidth = _shadowMapSize.x;
  11260. var vpHeight = _shadowMapSize.y;
  11261. // These viewports map a cube-map onto a 2D texture with the
  11262. // following orientation:
  11263. //
  11264. // xzXZ
  11265. // y Y
  11266. //
  11267. // X - Positive x direction
  11268. // x - Negative x direction
  11269. // Y - Positive y direction
  11270. // y - Negative y direction
  11271. // Z - Positive z direction
  11272. // z - Negative z direction
  11273. // positive X
  11274. cube2DViewPorts[ 0 ].set( vpWidth * 2, vpHeight, vpWidth, vpHeight );
  11275. // negative X
  11276. cube2DViewPorts[ 1 ].set( 0, vpHeight, vpWidth, vpHeight );
  11277. // positive Z
  11278. cube2DViewPorts[ 2 ].set( vpWidth * 3, vpHeight, vpWidth, vpHeight );
  11279. // negative Z
  11280. cube2DViewPorts[ 3 ].set( vpWidth, vpHeight, vpWidth, vpHeight );
  11281. // positive Y
  11282. cube2DViewPorts[ 4 ].set( vpWidth * 3, 0, vpWidth, vpHeight );
  11283. // negative Y
  11284. cube2DViewPorts[ 5 ].set( vpWidth, 0, vpWidth, vpHeight );
  11285. _shadowMapSize.x *= 4.0;
  11286. _shadowMapSize.y *= 2.0;
  11287. }
  11288. if ( shadow.map === null ) {
  11289. var pars = { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat };
  11290. shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  11291. shadow.map.texture.name = light.name + ".shadowMap";
  11292. shadowCamera.updateProjectionMatrix();
  11293. }
  11294. if ( shadow.isSpotLightShadow ) {
  11295. shadow.update( light );
  11296. }
  11297. var shadowMap = shadow.map;
  11298. var shadowMatrix = shadow.matrix;
  11299. _lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  11300. shadowCamera.position.copy( _lightPositionWorld );
  11301. if ( isPointLight ) {
  11302. faceCount = 6;
  11303. // for point lights we set the shadow matrix to be a translation-only matrix
  11304. // equal to inverse of the light's position
  11305. shadowMatrix.makeTranslation( - _lightPositionWorld.x, - _lightPositionWorld.y, - _lightPositionWorld.z );
  11306. } else {
  11307. faceCount = 1;
  11308. _lookTarget.setFromMatrixPosition( light.target.matrixWorld );
  11309. shadowCamera.lookAt( _lookTarget );
  11310. shadowCamera.updateMatrixWorld();
  11311. // compute shadow matrix
  11312. shadowMatrix.set(
  11313. 0.5, 0.0, 0.0, 0.5,
  11314. 0.0, 0.5, 0.0, 0.5,
  11315. 0.0, 0.0, 0.5, 0.5,
  11316. 0.0, 0.0, 0.0, 1.0
  11317. );
  11318. shadowMatrix.multiply( shadowCamera.projectionMatrix );
  11319. shadowMatrix.multiply( shadowCamera.matrixWorldInverse );
  11320. }
  11321. _renderer.setRenderTarget( shadowMap );
  11322. _renderer.clear();
  11323. // render shadow map for each cube face (if omni-directional) or
  11324. // run a single pass if not
  11325. for ( var face = 0; face < faceCount; face ++ ) {
  11326. if ( isPointLight ) {
  11327. _lookTarget.copy( shadowCamera.position );
  11328. _lookTarget.add( cubeDirections[ face ] );
  11329. shadowCamera.up.copy( cubeUps[ face ] );
  11330. shadowCamera.lookAt( _lookTarget );
  11331. shadowCamera.updateMatrixWorld();
  11332. var vpDimensions = cube2DViewPorts[ face ];
  11333. _state.viewport( vpDimensions );
  11334. }
  11335. // update camera matrices and frustum
  11336. _projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
  11337. _frustum.setFromMatrix( _projScreenMatrix );
  11338. // set object matrices & frustum culling
  11339. renderObject( scene, camera, shadowCamera, isPointLight );
  11340. }
  11341. }
  11342. scope.needsUpdate = false;
  11343. _renderer.setRenderTarget( currentRenderTarget );
  11344. };
  11345. function getDepthMaterial( object, material, isPointLight, lightPositionWorld, shadowCameraNear, shadowCameraFar ) {
  11346. var geometry = object.geometry;
  11347. var result = null;
  11348. var materialVariants = _depthMaterials;
  11349. var customMaterial = object.customDepthMaterial;
  11350. if ( isPointLight ) {
  11351. materialVariants = _distanceMaterials;
  11352. customMaterial = object.customDistanceMaterial;
  11353. }
  11354. if ( ! customMaterial ) {
  11355. var useMorphing = false;
  11356. if ( material.morphTargets ) {
  11357. if ( geometry && geometry.isBufferGeometry ) {
  11358. useMorphing = geometry.morphAttributes && geometry.morphAttributes.position && geometry.morphAttributes.position.length > 0;
  11359. } else if ( geometry && geometry.isGeometry ) {
  11360. useMorphing = geometry.morphTargets && geometry.morphTargets.length > 0;
  11361. }
  11362. }
  11363. if ( object.isSkinnedMesh && material.skinning === false ) {
  11364. console.warn( 'THREE.WebGLShadowMap: THREE.SkinnedMesh with material.skinning set to false:', object );
  11365. }
  11366. var useSkinning = object.isSkinnedMesh && material.skinning;
  11367. var variantIndex = 0;
  11368. if ( useMorphing ) variantIndex |= _MorphingFlag;
  11369. if ( useSkinning ) variantIndex |= _SkinningFlag;
  11370. result = materialVariants[ variantIndex ];
  11371. } else {
  11372. result = customMaterial;
  11373. }
  11374. if ( _renderer.localClippingEnabled &&
  11375. material.clipShadows === true &&
  11376. material.clippingPlanes.length !== 0 ) {
  11377. // in this case we need a unique material instance reflecting the
  11378. // appropriate state
  11379. var keyA = result.uuid, keyB = material.uuid;
  11380. var materialsForVariant = _materialCache[ keyA ];
  11381. if ( materialsForVariant === undefined ) {
  11382. materialsForVariant = {};
  11383. _materialCache[ keyA ] = materialsForVariant;
  11384. }
  11385. var cachedMaterial = materialsForVariant[ keyB ];
  11386. if ( cachedMaterial === undefined ) {
  11387. cachedMaterial = result.clone();
  11388. materialsForVariant[ keyB ] = cachedMaterial;
  11389. }
  11390. result = cachedMaterial;
  11391. }
  11392. result.visible = material.visible;
  11393. result.wireframe = material.wireframe;
  11394. result.side = ( material.shadowSide != null ) ? material.shadowSide : shadowSide[ material.side ];
  11395. result.clipShadows = material.clipShadows;
  11396. result.clippingPlanes = material.clippingPlanes;
  11397. result.clipIntersection = material.clipIntersection;
  11398. result.wireframeLinewidth = material.wireframeLinewidth;
  11399. result.linewidth = material.linewidth;
  11400. if ( isPointLight && result.isMeshDistanceMaterial ) {
  11401. result.referencePosition.copy( lightPositionWorld );
  11402. result.nearDistance = shadowCameraNear;
  11403. result.farDistance = shadowCameraFar;
  11404. }
  11405. return result;
  11406. }
  11407. function renderObject( object, camera, shadowCamera, isPointLight ) {
  11408. if ( object.visible === false ) return;
  11409. var visible = object.layers.test( camera.layers );
  11410. if ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) {
  11411. if ( object.castShadow && ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) ) {
  11412. object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
  11413. var geometry = _objects.update( object );
  11414. var material = object.material;
  11415. if ( Array.isArray( material ) ) {
  11416. var groups = geometry.groups;
  11417. for ( var k = 0, kl = groups.length; k < kl; k ++ ) {
  11418. var group = groups[ k ];
  11419. var groupMaterial = material[ group.materialIndex ];
  11420. if ( groupMaterial && groupMaterial.visible ) {
  11421. var depthMaterial = getDepthMaterial( object, groupMaterial, isPointLight, _lightPositionWorld, shadowCamera.near, shadowCamera.far );
  11422. _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group );
  11423. }
  11424. }
  11425. } else if ( material.visible ) {
  11426. var depthMaterial = getDepthMaterial( object, material, isPointLight, _lightPositionWorld, shadowCamera.near, shadowCamera.far );
  11427. _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null );
  11428. }
  11429. }
  11430. }
  11431. var children = object.children;
  11432. for ( var i = 0, l = children.length; i < l; i ++ ) {
  11433. renderObject( children[ i ], camera, shadowCamera, isPointLight );
  11434. }
  11435. }
  11436. }
  11437. /**
  11438. * @author mrdoob / http://mrdoob.com/
  11439. */
  11440. function WebGLState( gl, extensions, utils, capabilities ) {
  11441. function ColorBuffer() {
  11442. var locked = false;
  11443. var color = new Vector4();
  11444. var currentColorMask = null;
  11445. var currentColorClear = new Vector4( 0, 0, 0, 0 );
  11446. return {
  11447. setMask: function ( colorMask ) {
  11448. if ( currentColorMask !== colorMask && ! locked ) {
  11449. gl.colorMask( colorMask, colorMask, colorMask, colorMask );
  11450. currentColorMask = colorMask;
  11451. }
  11452. },
  11453. setLocked: function ( lock ) {
  11454. locked = lock;
  11455. },
  11456. setClear: function ( r, g, b, a, premultipliedAlpha ) {
  11457. if ( premultipliedAlpha === true ) {
  11458. r *= a; g *= a; b *= a;
  11459. }
  11460. color.set( r, g, b, a );
  11461. if ( currentColorClear.equals( color ) === false ) {
  11462. gl.clearColor( r, g, b, a );
  11463. currentColorClear.copy( color );
  11464. }
  11465. },
  11466. reset: function () {
  11467. locked = false;
  11468. currentColorMask = null;
  11469. currentColorClear.set( - 1, 0, 0, 0 ); // set to invalid state
  11470. }
  11471. };
  11472. }
  11473. function DepthBuffer() {
  11474. var locked = false;
  11475. var currentDepthMask = null;
  11476. var currentDepthFunc = null;
  11477. var currentDepthClear = null;
  11478. return {
  11479. setTest: function ( depthTest ) {
  11480. if ( depthTest ) {
  11481. enable( 2929 );
  11482. } else {
  11483. disable( 2929 );
  11484. }
  11485. },
  11486. setMask: function ( depthMask ) {
  11487. if ( currentDepthMask !== depthMask && ! locked ) {
  11488. gl.depthMask( depthMask );
  11489. currentDepthMask = depthMask;
  11490. }
  11491. },
  11492. setFunc: function ( depthFunc ) {
  11493. if ( currentDepthFunc !== depthFunc ) {
  11494. if ( depthFunc ) {
  11495. switch ( depthFunc ) {
  11496. case NeverDepth:
  11497. gl.depthFunc( 512 );
  11498. break;
  11499. case AlwaysDepth:
  11500. gl.depthFunc( 519 );
  11501. break;
  11502. case LessDepth:
  11503. gl.depthFunc( 513 );
  11504. break;
  11505. case LessEqualDepth:
  11506. gl.depthFunc( 515 );
  11507. break;
  11508. case EqualDepth:
  11509. gl.depthFunc( 514 );
  11510. break;
  11511. case GreaterEqualDepth:
  11512. gl.depthFunc( 518 );
  11513. break;
  11514. case GreaterDepth:
  11515. gl.depthFunc( 516 );
  11516. break;
  11517. case NotEqualDepth:
  11518. gl.depthFunc( 517 );
  11519. break;
  11520. default:
  11521. gl.depthFunc( 515 );
  11522. }
  11523. } else {
  11524. gl.depthFunc( 515 );
  11525. }
  11526. currentDepthFunc = depthFunc;
  11527. }
  11528. },
  11529. setLocked: function ( lock ) {
  11530. locked = lock;
  11531. },
  11532. setClear: function ( depth ) {
  11533. if ( currentDepthClear !== depth ) {
  11534. gl.clearDepth( depth );
  11535. currentDepthClear = depth;
  11536. }
  11537. },
  11538. reset: function () {
  11539. locked = false;
  11540. currentDepthMask = null;
  11541. currentDepthFunc = null;
  11542. currentDepthClear = null;
  11543. }
  11544. };
  11545. }
  11546. function StencilBuffer() {
  11547. var locked = false;
  11548. var currentStencilMask = null;
  11549. var currentStencilFunc = null;
  11550. var currentStencilRef = null;
  11551. var currentStencilFuncMask = null;
  11552. var currentStencilFail = null;
  11553. var currentStencilZFail = null;
  11554. var currentStencilZPass = null;
  11555. var currentStencilClear = null;
  11556. return {
  11557. setTest: function ( stencilTest ) {
  11558. if ( stencilTest ) {
  11559. enable( 2960 );
  11560. } else {
  11561. disable( 2960 );
  11562. }
  11563. },
  11564. setMask: function ( stencilMask ) {
  11565. if ( currentStencilMask !== stencilMask && ! locked ) {
  11566. gl.stencilMask( stencilMask );
  11567. currentStencilMask = stencilMask;
  11568. }
  11569. },
  11570. setFunc: function ( stencilFunc, stencilRef, stencilMask ) {
  11571. if ( currentStencilFunc !== stencilFunc ||
  11572. currentStencilRef !== stencilRef ||
  11573. currentStencilFuncMask !== stencilMask ) {
  11574. gl.stencilFunc( stencilFunc, stencilRef, stencilMask );
  11575. currentStencilFunc = stencilFunc;
  11576. currentStencilRef = stencilRef;
  11577. currentStencilFuncMask = stencilMask;
  11578. }
  11579. },
  11580. setOp: function ( stencilFail, stencilZFail, stencilZPass ) {
  11581. if ( currentStencilFail !== stencilFail ||
  11582. currentStencilZFail !== stencilZFail ||
  11583. currentStencilZPass !== stencilZPass ) {
  11584. gl.stencilOp( stencilFail, stencilZFail, stencilZPass );
  11585. currentStencilFail = stencilFail;
  11586. currentStencilZFail = stencilZFail;
  11587. currentStencilZPass = stencilZPass;
  11588. }
  11589. },
  11590. setLocked: function ( lock ) {
  11591. locked = lock;
  11592. },
  11593. setClear: function ( stencil ) {
  11594. if ( currentStencilClear !== stencil ) {
  11595. gl.clearStencil( stencil );
  11596. currentStencilClear = stencil;
  11597. }
  11598. },
  11599. reset: function () {
  11600. locked = false;
  11601. currentStencilMask = null;
  11602. currentStencilFunc = null;
  11603. currentStencilRef = null;
  11604. currentStencilFuncMask = null;
  11605. currentStencilFail = null;
  11606. currentStencilZFail = null;
  11607. currentStencilZPass = null;
  11608. currentStencilClear = null;
  11609. }
  11610. };
  11611. }
  11612. //
  11613. var colorBuffer = new ColorBuffer();
  11614. var depthBuffer = new DepthBuffer();
  11615. var stencilBuffer = new StencilBuffer();
  11616. var maxVertexAttributes = gl.getParameter( 34921 );
  11617. var newAttributes = new Uint8Array( maxVertexAttributes );
  11618. var enabledAttributes = new Uint8Array( maxVertexAttributes );
  11619. var attributeDivisors = new Uint8Array( maxVertexAttributes );
  11620. var enabledCapabilities = {};
  11621. var compressedTextureFormats = null;
  11622. var currentProgram = null;
  11623. var currentBlendingEnabled = null;
  11624. var currentBlending = null;
  11625. var currentBlendEquation = null;
  11626. var currentBlendSrc = null;
  11627. var currentBlendDst = null;
  11628. var currentBlendEquationAlpha = null;
  11629. var currentBlendSrcAlpha = null;
  11630. var currentBlendDstAlpha = null;
  11631. var currentPremultipledAlpha = false;
  11632. var currentFlipSided = null;
  11633. var currentCullFace = null;
  11634. var currentLineWidth = null;
  11635. var currentPolygonOffsetFactor = null;
  11636. var currentPolygonOffsetUnits = null;
  11637. var maxTextures = gl.getParameter( 35661 );
  11638. var lineWidthAvailable = false;
  11639. var version = 0;
  11640. var glVersion = gl.getParameter( 7938 );
  11641. if ( glVersion.indexOf( 'WebGL' ) !== - 1 ) {
  11642. version = parseFloat( /^WebGL\ ([0-9])/.exec( glVersion )[ 1 ] );
  11643. lineWidthAvailable = ( version >= 1.0 );
  11644. } else if ( glVersion.indexOf( 'OpenGL ES' ) !== - 1 ) {
  11645. version = parseFloat( /^OpenGL\ ES\ ([0-9])/.exec( glVersion )[ 1 ] );
  11646. lineWidthAvailable = ( version >= 2.0 );
  11647. }
  11648. var currentTextureSlot = null;
  11649. var currentBoundTextures = {};
  11650. var currentScissor = new Vector4();
  11651. var currentViewport = new Vector4();
  11652. function createTexture( type, target, count ) {
  11653. var data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4.
  11654. var texture = gl.createTexture();
  11655. gl.bindTexture( type, texture );
  11656. gl.texParameteri( type, 10241, 9728 );
  11657. gl.texParameteri( type, 10240, 9728 );
  11658. for ( var i = 0; i < count; i ++ ) {
  11659. gl.texImage2D( target + i, 0, 6408, 1, 1, 0, 6408, 5121, data );
  11660. }
  11661. return texture;
  11662. }
  11663. var emptyTextures = {};
  11664. emptyTextures[ 3553 ] = createTexture( 3553, 3553, 1 );
  11665. emptyTextures[ 34067 ] = createTexture( 34067, 34069, 6 );
  11666. // init
  11667. colorBuffer.setClear( 0, 0, 0, 1 );
  11668. depthBuffer.setClear( 1 );
  11669. stencilBuffer.setClear( 0 );
  11670. enable( 2929 );
  11671. depthBuffer.setFunc( LessEqualDepth );
  11672. setFlipSided( false );
  11673. setCullFace( CullFaceBack );
  11674. enable( 2884 );
  11675. setBlending( NoBlending );
  11676. //
  11677. function initAttributes() {
  11678. for ( var i = 0, l = newAttributes.length; i < l; i ++ ) {
  11679. newAttributes[ i ] = 0;
  11680. }
  11681. }
  11682. function enableAttribute( attribute ) {
  11683. enableAttributeAndDivisor( attribute, 0 );
  11684. }
  11685. function enableAttributeAndDivisor( attribute, meshPerAttribute ) {
  11686. newAttributes[ attribute ] = 1;
  11687. if ( enabledAttributes[ attribute ] === 0 ) {
  11688. gl.enableVertexAttribArray( attribute );
  11689. enabledAttributes[ attribute ] = 1;
  11690. }
  11691. if ( attributeDivisors[ attribute ] !== meshPerAttribute ) {
  11692. var extension = capabilities.isWebGL2 ? gl : extensions.get( 'ANGLE_instanced_arrays' );
  11693. extension[ capabilities.isWebGL2 ? 'vertexAttribDivisor' : 'vertexAttribDivisorANGLE' ]( attribute, meshPerAttribute );
  11694. attributeDivisors[ attribute ] = meshPerAttribute;
  11695. }
  11696. }
  11697. function disableUnusedAttributes() {
  11698. for ( var i = 0, l = enabledAttributes.length; i !== l; ++ i ) {
  11699. if ( enabledAttributes[ i ] !== newAttributes[ i ] ) {
  11700. gl.disableVertexAttribArray( i );
  11701. enabledAttributes[ i ] = 0;
  11702. }
  11703. }
  11704. }
  11705. function enable( id ) {
  11706. if ( enabledCapabilities[ id ] !== true ) {
  11707. gl.enable( id );
  11708. enabledCapabilities[ id ] = true;
  11709. }
  11710. }
  11711. function disable( id ) {
  11712. if ( enabledCapabilities[ id ] !== false ) {
  11713. gl.disable( id );
  11714. enabledCapabilities[ id ] = false;
  11715. }
  11716. }
  11717. function getCompressedTextureFormats() {
  11718. if ( compressedTextureFormats === null ) {
  11719. compressedTextureFormats = [];
  11720. if ( extensions.get( 'WEBGL_compressed_texture_pvrtc' ) ||
  11721. extensions.get( 'WEBGL_compressed_texture_s3tc' ) ||
  11722. extensions.get( 'WEBGL_compressed_texture_etc1' ) ||
  11723. extensions.get( 'WEBGL_compressed_texture_astc' ) ) {
  11724. var formats = gl.getParameter( 34467 );
  11725. for ( var i = 0; i < formats.length; i ++ ) {
  11726. compressedTextureFormats.push( formats[ i ] );
  11727. }
  11728. }
  11729. }
  11730. return compressedTextureFormats;
  11731. }
  11732. function useProgram( program ) {
  11733. if ( currentProgram !== program ) {
  11734. gl.useProgram( program );
  11735. currentProgram = program;
  11736. return true;
  11737. }
  11738. return false;
  11739. }
  11740. function setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) {
  11741. if ( blending === NoBlending ) {
  11742. if ( currentBlendingEnabled ) {
  11743. disable( 3042 );
  11744. currentBlendingEnabled = false;
  11745. }
  11746. return;
  11747. }
  11748. if ( ! currentBlendingEnabled ) {
  11749. enable( 3042 );
  11750. currentBlendingEnabled = true;
  11751. }
  11752. if ( blending !== CustomBlending ) {
  11753. if ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) {
  11754. if ( currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation ) {
  11755. gl.blendEquation( 32774 );
  11756. currentBlendEquation = AddEquation;
  11757. currentBlendEquationAlpha = AddEquation;
  11758. }
  11759. if ( premultipliedAlpha ) {
  11760. switch ( blending ) {
  11761. case NormalBlending:
  11762. gl.blendFuncSeparate( 1, 771, 1, 771 );
  11763. break;
  11764. case AdditiveBlending:
  11765. gl.blendFunc( 1, 1 );
  11766. break;
  11767. case SubtractiveBlending:
  11768. gl.blendFuncSeparate( 0, 0, 769, 771 );
  11769. break;
  11770. case MultiplyBlending:
  11771. gl.blendFuncSeparate( 0, 768, 0, 770 );
  11772. break;
  11773. default:
  11774. console.error( 'THREE.WebGLState: Invalid blending: ', blending );
  11775. break;
  11776. }
  11777. } else {
  11778. switch ( blending ) {
  11779. case NormalBlending:
  11780. gl.blendFuncSeparate( 770, 771, 1, 771 );
  11781. break;
  11782. case AdditiveBlending:
  11783. gl.blendFunc( 770, 1 );
  11784. break;
  11785. case SubtractiveBlending:
  11786. gl.blendFunc( 0, 769 );
  11787. break;
  11788. case MultiplyBlending:
  11789. gl.blendFunc( 0, 768 );
  11790. break;
  11791. default:
  11792. console.error( 'THREE.WebGLState: Invalid blending: ', blending );
  11793. break;
  11794. }
  11795. }
  11796. currentBlendSrc = null;
  11797. currentBlendDst = null;
  11798. currentBlendSrcAlpha = null;
  11799. currentBlendDstAlpha = null;
  11800. currentBlending = blending;
  11801. currentPremultipledAlpha = premultipliedAlpha;
  11802. }
  11803. return;
  11804. }
  11805. // custom blending
  11806. blendEquationAlpha = blendEquationAlpha || blendEquation;
  11807. blendSrcAlpha = blendSrcAlpha || blendSrc;
  11808. blendDstAlpha = blendDstAlpha || blendDst;
  11809. if ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) {
  11810. gl.blendEquationSeparate( utils.convert( blendEquation ), utils.convert( blendEquationAlpha ) );
  11811. currentBlendEquation = blendEquation;
  11812. currentBlendEquationAlpha = blendEquationAlpha;
  11813. }
  11814. if ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) {
  11815. gl.blendFuncSeparate( utils.convert( blendSrc ), utils.convert( blendDst ), utils.convert( blendSrcAlpha ), utils.convert( blendDstAlpha ) );
  11816. currentBlendSrc = blendSrc;
  11817. currentBlendDst = blendDst;
  11818. currentBlendSrcAlpha = blendSrcAlpha;
  11819. currentBlendDstAlpha = blendDstAlpha;
  11820. }
  11821. currentBlending = blending;
  11822. currentPremultipledAlpha = null;
  11823. }
  11824. function setMaterial( material, frontFaceCW ) {
  11825. material.side === DoubleSide
  11826. ? disable( 2884 )
  11827. : enable( 2884 );
  11828. var flipSided = ( material.side === BackSide );
  11829. if ( frontFaceCW ) flipSided = ! flipSided;
  11830. setFlipSided( flipSided );
  11831. ( material.blending === NormalBlending && material.transparent === false )
  11832. ? setBlending( NoBlending )
  11833. : setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha );
  11834. depthBuffer.setFunc( material.depthFunc );
  11835. depthBuffer.setTest( material.depthTest );
  11836. depthBuffer.setMask( material.depthWrite );
  11837. colorBuffer.setMask( material.colorWrite );
  11838. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  11839. }
  11840. //
  11841. function setFlipSided( flipSided ) {
  11842. if ( currentFlipSided !== flipSided ) {
  11843. if ( flipSided ) {
  11844. gl.frontFace( 2304 );
  11845. } else {
  11846. gl.frontFace( 2305 );
  11847. }
  11848. currentFlipSided = flipSided;
  11849. }
  11850. }
  11851. function setCullFace( cullFace ) {
  11852. if ( cullFace !== CullFaceNone ) {
  11853. enable( 2884 );
  11854. if ( cullFace !== currentCullFace ) {
  11855. if ( cullFace === CullFaceBack ) {
  11856. gl.cullFace( 1029 );
  11857. } else if ( cullFace === CullFaceFront ) {
  11858. gl.cullFace( 1028 );
  11859. } else {
  11860. gl.cullFace( 1032 );
  11861. }
  11862. }
  11863. } else {
  11864. disable( 2884 );
  11865. }
  11866. currentCullFace = cullFace;
  11867. }
  11868. function setLineWidth( width ) {
  11869. if ( width !== currentLineWidth ) {
  11870. if ( lineWidthAvailable ) gl.lineWidth( width );
  11871. currentLineWidth = width;
  11872. }
  11873. }
  11874. function setPolygonOffset( polygonOffset, factor, units ) {
  11875. if ( polygonOffset ) {
  11876. enable( 32823 );
  11877. if ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) {
  11878. gl.polygonOffset( factor, units );
  11879. currentPolygonOffsetFactor = factor;
  11880. currentPolygonOffsetUnits = units;
  11881. }
  11882. } else {
  11883. disable( 32823 );
  11884. }
  11885. }
  11886. function setScissorTest( scissorTest ) {
  11887. if ( scissorTest ) {
  11888. enable( 3089 );
  11889. } else {
  11890. disable( 3089 );
  11891. }
  11892. }
  11893. // texture
  11894. function activeTexture( webglSlot ) {
  11895. if ( webglSlot === undefined ) webglSlot = 33984 + maxTextures - 1;
  11896. if ( currentTextureSlot !== webglSlot ) {
  11897. gl.activeTexture( webglSlot );
  11898. currentTextureSlot = webglSlot;
  11899. }
  11900. }
  11901. function bindTexture( webglType, webglTexture ) {
  11902. if ( currentTextureSlot === null ) {
  11903. activeTexture();
  11904. }
  11905. var boundTexture = currentBoundTextures[ currentTextureSlot ];
  11906. if ( boundTexture === undefined ) {
  11907. boundTexture = { type: undefined, texture: undefined };
  11908. currentBoundTextures[ currentTextureSlot ] = boundTexture;
  11909. }
  11910. if ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) {
  11911. gl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] );
  11912. boundTexture.type = webglType;
  11913. boundTexture.texture = webglTexture;
  11914. }
  11915. }
  11916. function compressedTexImage2D() {
  11917. try {
  11918. gl.compressedTexImage2D.apply( gl, arguments );
  11919. } catch ( error ) {
  11920. console.error( 'THREE.WebGLState:', error );
  11921. }
  11922. }
  11923. function texImage2D() {
  11924. try {
  11925. gl.texImage2D.apply( gl, arguments );
  11926. } catch ( error ) {
  11927. console.error( 'THREE.WebGLState:', error );
  11928. }
  11929. }
  11930. function texImage3D() {
  11931. try {
  11932. gl.texImage3D.apply( gl, arguments );
  11933. } catch ( error ) {
  11934. console.error( 'THREE.WebGLState:', error );
  11935. }
  11936. }
  11937. //
  11938. function scissor( scissor ) {
  11939. if ( currentScissor.equals( scissor ) === false ) {
  11940. gl.scissor( scissor.x, scissor.y, scissor.z, scissor.w );
  11941. currentScissor.copy( scissor );
  11942. }
  11943. }
  11944. function viewport( viewport ) {
  11945. if ( currentViewport.equals( viewport ) === false ) {
  11946. gl.viewport( viewport.x, viewport.y, viewport.z, viewport.w );
  11947. currentViewport.copy( viewport );
  11948. }
  11949. }
  11950. //
  11951. function reset() {
  11952. for ( var i = 0; i < enabledAttributes.length; i ++ ) {
  11953. if ( enabledAttributes[ i ] === 1 ) {
  11954. gl.disableVertexAttribArray( i );
  11955. enabledAttributes[ i ] = 0;
  11956. }
  11957. }
  11958. enabledCapabilities = {};
  11959. compressedTextureFormats = null;
  11960. currentTextureSlot = null;
  11961. currentBoundTextures = {};
  11962. currentProgram = null;
  11963. currentBlending = null;
  11964. currentFlipSided = null;
  11965. currentCullFace = null;
  11966. colorBuffer.reset();
  11967. depthBuffer.reset();
  11968. stencilBuffer.reset();
  11969. }
  11970. return {
  11971. buffers: {
  11972. color: colorBuffer,
  11973. depth: depthBuffer,
  11974. stencil: stencilBuffer
  11975. },
  11976. initAttributes: initAttributes,
  11977. enableAttribute: enableAttribute,
  11978. enableAttributeAndDivisor: enableAttributeAndDivisor,
  11979. disableUnusedAttributes: disableUnusedAttributes,
  11980. enable: enable,
  11981. disable: disable,
  11982. getCompressedTextureFormats: getCompressedTextureFormats,
  11983. useProgram: useProgram,
  11984. setBlending: setBlending,
  11985. setMaterial: setMaterial,
  11986. setFlipSided: setFlipSided,
  11987. setCullFace: setCullFace,
  11988. setLineWidth: setLineWidth,
  11989. setPolygonOffset: setPolygonOffset,
  11990. setScissorTest: setScissorTest,
  11991. activeTexture: activeTexture,
  11992. bindTexture: bindTexture,
  11993. compressedTexImage2D: compressedTexImage2D,
  11994. texImage2D: texImage2D,
  11995. texImage3D: texImage3D,
  11996. scissor: scissor,
  11997. viewport: viewport,
  11998. reset: reset
  11999. };
  12000. }
  12001. /**
  12002. * @author mrdoob / http://mrdoob.com/
  12003. */
  12004. function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ) {
  12005. var _videoTextures = {};
  12006. var _canvas;
  12007. //
  12008. var useOffscreenCanvas = typeof OffscreenCanvas !== 'undefined';
  12009. function createCanvas( width, height ) {
  12010. // Use OffscreenCanvas when available. Specially needed in web workers
  12011. return useOffscreenCanvas ?
  12012. new OffscreenCanvas( width, height ) :
  12013. document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
  12014. }
  12015. function resizeImage( image, needsPowerOfTwo, needsNewCanvas, maxSize ) {
  12016. var scale = 1;
  12017. // handle case if texture exceeds max size
  12018. if ( image.width > maxSize || image.height > maxSize ) {
  12019. scale = maxSize / Math.max( image.width, image.height );
  12020. }
  12021. // only perform resize if necessary
  12022. if ( scale < 1 || needsPowerOfTwo === true ) {
  12023. // only perform resize for certain image types
  12024. if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
  12025. ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
  12026. ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
  12027. var floor = needsPowerOfTwo ? _Math.floorPowerOfTwo : Math.floor;
  12028. var width = floor( scale * image.width );
  12029. var height = floor( scale * image.height );
  12030. if ( _canvas === undefined ) _canvas = createCanvas( width, height );
  12031. // cube textures can't reuse the same canvas
  12032. var canvas = needsNewCanvas ? createCanvas( width, height ) : _canvas;
  12033. canvas.width = width;
  12034. canvas.height = height;
  12035. var context = canvas.getContext( '2d' );
  12036. context.drawImage( image, 0, 0, width, height );
  12037. console.warn( 'THREE.WebGLRenderer: Texture has been resized from (' + image.width + 'x' + image.height + ') to (' + width + 'x' + height + ').' );
  12038. return useOffscreenCanvas ? canvas.transferToImageBitmap() : canvas;
  12039. } else {
  12040. if ( 'data' in image ) {
  12041. console.warn( 'THREE.WebGLRenderer: Image in DataTexture is too big (' + image.width + 'x' + image.height + ').' );
  12042. }
  12043. return image;
  12044. }
  12045. }
  12046. return image;
  12047. }
  12048. function isPowerOfTwo( image ) {
  12049. return _Math.isPowerOfTwo( image.width ) && _Math.isPowerOfTwo( image.height );
  12050. }
  12051. function textureNeedsPowerOfTwo( texture ) {
  12052. if ( capabilities.isWebGL2 ) return false;
  12053. return ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) ||
  12054. ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter );
  12055. }
  12056. function textureNeedsGenerateMipmaps( texture, supportsMips ) {
  12057. return texture.generateMipmaps && supportsMips &&
  12058. texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter;
  12059. }
  12060. function generateMipmap( target, texture, width, height ) {
  12061. _gl.generateMipmap( target );
  12062. var textureProperties = properties.get( texture );
  12063. // Note: Math.log( x ) * Math.LOG2E used instead of Math.log2( x ) which is not supported by IE11
  12064. textureProperties.__maxMipLevel = Math.log( Math.max( width, height ) ) * Math.LOG2E;
  12065. }
  12066. function getInternalFormat( glFormat, glType ) {
  12067. if ( ! capabilities.isWebGL2 ) return glFormat;
  12068. var internalFormat = glFormat;
  12069. if ( glFormat === 6403 ) {
  12070. if ( glType === 5126 ) internalFormat = 33326;
  12071. if ( glType === 5131 ) internalFormat = 33325;
  12072. if ( glType === 5121 ) internalFormat = 33321;
  12073. }
  12074. if ( glFormat === 6407 ) {
  12075. if ( glType === 5126 ) internalFormat = 34837;
  12076. if ( glType === 5131 ) internalFormat = 34843;
  12077. if ( glType === 5121 ) internalFormat = 32849;
  12078. }
  12079. if ( glFormat === 6408 ) {
  12080. if ( glType === 5126 ) internalFormat = 34836;
  12081. if ( glType === 5131 ) internalFormat = 34842;
  12082. if ( glType === 5121 ) internalFormat = 32856;
  12083. }
  12084. if ( internalFormat === 33325 || internalFormat === 33326 ||
  12085. internalFormat === 34842 || internalFormat === 34836 ) {
  12086. extensions.get( 'EXT_color_buffer_float' );
  12087. } else if ( internalFormat === 34843 || internalFormat === 34837 ) {
  12088. console.warn( 'THREE.WebGLRenderer: Floating point textures with RGB format not supported. Please use RGBA instead.' );
  12089. }
  12090. return internalFormat;
  12091. }
  12092. // Fallback filters for non-power-of-2 textures
  12093. function filterFallback( f ) {
  12094. if ( f === NearestFilter || f === NearestMipMapNearestFilter || f === NearestMipMapLinearFilter ) {
  12095. return 9728;
  12096. }
  12097. return 9729;
  12098. }
  12099. //
  12100. function onTextureDispose( event ) {
  12101. var texture = event.target;
  12102. texture.removeEventListener( 'dispose', onTextureDispose );
  12103. deallocateTexture( texture );
  12104. if ( texture.isVideoTexture ) {
  12105. delete _videoTextures[ texture.id ];
  12106. }
  12107. info.memory.textures --;
  12108. }
  12109. function onRenderTargetDispose( event ) {
  12110. var renderTarget = event.target;
  12111. renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
  12112. deallocateRenderTarget( renderTarget );
  12113. info.memory.textures --;
  12114. }
  12115. //
  12116. function deallocateTexture( texture ) {
  12117. var textureProperties = properties.get( texture );
  12118. if ( textureProperties.__webglInit === undefined ) return;
  12119. _gl.deleteTexture( textureProperties.__webglTexture );
  12120. properties.remove( texture );
  12121. }
  12122. function deallocateRenderTarget( renderTarget ) {
  12123. var renderTargetProperties = properties.get( renderTarget );
  12124. var textureProperties = properties.get( renderTarget.texture );
  12125. if ( ! renderTarget ) return;
  12126. if ( textureProperties.__webglTexture !== undefined ) {
  12127. _gl.deleteTexture( textureProperties.__webglTexture );
  12128. }
  12129. if ( renderTarget.depthTexture ) {
  12130. renderTarget.depthTexture.dispose();
  12131. }
  12132. if ( renderTarget.isWebGLRenderTargetCube ) {
  12133. for ( var i = 0; i < 6; i ++ ) {
  12134. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );
  12135. if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] );
  12136. }
  12137. } else {
  12138. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );
  12139. if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer );
  12140. }
  12141. properties.remove( renderTarget.texture );
  12142. properties.remove( renderTarget );
  12143. }
  12144. //
  12145. function setTexture2D( texture, slot ) {
  12146. var textureProperties = properties.get( texture );
  12147. if ( texture.isVideoTexture ) updateVideoTexture( texture );
  12148. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12149. var image = texture.image;
  12150. if ( image === undefined ) {
  12151. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined' );
  12152. } else if ( image.complete === false ) {
  12153. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete' );
  12154. } else {
  12155. uploadTexture( textureProperties, texture, slot );
  12156. return;
  12157. }
  12158. }
  12159. state.activeTexture( 33984 + slot );
  12160. state.bindTexture( 3553, textureProperties.__webglTexture );
  12161. }
  12162. function setTexture3D( texture, slot ) {
  12163. var textureProperties = properties.get( texture );
  12164. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12165. uploadTexture( textureProperties, texture, slot );
  12166. return;
  12167. }
  12168. state.activeTexture( 33984 + slot );
  12169. state.bindTexture( 32879, textureProperties.__webglTexture );
  12170. }
  12171. function setTextureCube( texture, slot ) {
  12172. var textureProperties = properties.get( texture );
  12173. if ( texture.image.length === 6 ) {
  12174. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12175. initTexture( textureProperties, texture );
  12176. state.activeTexture( 33984 + slot );
  12177. state.bindTexture( 34067, textureProperties.__webglTexture );
  12178. _gl.pixelStorei( 37440, texture.flipY );
  12179. var isCompressed = ( texture && texture.isCompressedTexture );
  12180. var isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture );
  12181. var cubeImage = [];
  12182. for ( var i = 0; i < 6; i ++ ) {
  12183. if ( ! isCompressed && ! isDataTexture ) {
  12184. cubeImage[ i ] = resizeImage( texture.image[ i ], false, true, capabilities.maxCubemapSize );
  12185. } else {
  12186. cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
  12187. }
  12188. }
  12189. var image = cubeImage[ 0 ],
  12190. supportsMips = isPowerOfTwo( image ) || capabilities.isWebGL2,
  12191. glFormat = utils.convert( texture.format ),
  12192. glType = utils.convert( texture.type ),
  12193. glInternalFormat = getInternalFormat( glFormat, glType );
  12194. setTextureParameters( 34067, texture, supportsMips );
  12195. for ( var i = 0; i < 6; i ++ ) {
  12196. if ( ! isCompressed ) {
  12197. if ( isDataTexture ) {
  12198. state.texImage2D( 34069 + i, 0, glInternalFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );
  12199. } else {
  12200. state.texImage2D( 34069 + i, 0, glInternalFormat, glFormat, glType, cubeImage[ i ] );
  12201. }
  12202. } else {
  12203. var mipmap, mipmaps = cubeImage[ i ].mipmaps;
  12204. for ( var j = 0, jl = mipmaps.length; j < jl; j ++ ) {
  12205. mipmap = mipmaps[ j ];
  12206. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  12207. if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {
  12208. state.compressedTexImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  12209. } else {
  12210. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()' );
  12211. }
  12212. } else {
  12213. state.texImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  12214. }
  12215. }
  12216. }
  12217. }
  12218. if ( ! isCompressed ) {
  12219. textureProperties.__maxMipLevel = 0;
  12220. } else {
  12221. textureProperties.__maxMipLevel = mipmaps.length - 1;
  12222. }
  12223. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  12224. // We assume images for cube map have the same size.
  12225. generateMipmap( 34067, texture, image.width, image.height );
  12226. }
  12227. textureProperties.__version = texture.version;
  12228. if ( texture.onUpdate ) texture.onUpdate( texture );
  12229. } else {
  12230. state.activeTexture( 33984 + slot );
  12231. state.bindTexture( 34067, textureProperties.__webglTexture );
  12232. }
  12233. }
  12234. }
  12235. function setTextureCubeDynamic( texture, slot ) {
  12236. state.activeTexture( 33984 + slot );
  12237. state.bindTexture( 34067, properties.get( texture ).__webglTexture );
  12238. }
  12239. function setTextureParameters( textureType, texture, supportsMips ) {
  12240. var extension;
  12241. if ( supportsMips ) {
  12242. _gl.texParameteri( textureType, 10242, utils.convert( texture.wrapS ) );
  12243. _gl.texParameteri( textureType, 10243, utils.convert( texture.wrapT ) );
  12244. if ( textureType === 32879 ) {
  12245. _gl.texParameteri( textureType, 32882, utils.convert( texture.wrapR ) );
  12246. }
  12247. _gl.texParameteri( textureType, 10240, utils.convert( texture.magFilter ) );
  12248. _gl.texParameteri( textureType, 10241, utils.convert( texture.minFilter ) );
  12249. } else {
  12250. _gl.texParameteri( textureType, 10242, 33071 );
  12251. _gl.texParameteri( textureType, 10243, 33071 );
  12252. if ( textureType === 32879 ) {
  12253. _gl.texParameteri( textureType, 32882, 33071 );
  12254. }
  12255. if ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) {
  12256. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.' );
  12257. }
  12258. _gl.texParameteri( textureType, 10240, filterFallback( texture.magFilter ) );
  12259. _gl.texParameteri( textureType, 10241, filterFallback( texture.minFilter ) );
  12260. if ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) {
  12261. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.' );
  12262. }
  12263. }
  12264. extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  12265. if ( extension ) {
  12266. if ( texture.type === FloatType && extensions.get( 'OES_texture_float_linear' ) === null ) return;
  12267. if ( texture.type === HalfFloatType && ( capabilities.isWebGL2 || extensions.get( 'OES_texture_half_float_linear' ) ) === null ) return;
  12268. if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {
  12269. _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) );
  12270. properties.get( texture ).__currentAnisotropy = texture.anisotropy;
  12271. }
  12272. }
  12273. }
  12274. function initTexture( textureProperties, texture ) {
  12275. if ( textureProperties.__webglInit === undefined ) {
  12276. textureProperties.__webglInit = true;
  12277. texture.addEventListener( 'dispose', onTextureDispose );
  12278. textureProperties.__webglTexture = _gl.createTexture();
  12279. info.memory.textures ++;
  12280. }
  12281. }
  12282. function uploadTexture( textureProperties, texture, slot ) {
  12283. var textureType = ( texture.isDataTexture3D ) ? 32879 : 3553;
  12284. initTexture( textureProperties, texture );
  12285. state.activeTexture( 33984 + slot );
  12286. state.bindTexture( textureType, textureProperties.__webglTexture );
  12287. _gl.pixelStorei( 37440, texture.flipY );
  12288. _gl.pixelStorei( 37441, texture.premultiplyAlpha );
  12289. _gl.pixelStorei( 3317, texture.unpackAlignment );
  12290. var needsPowerOfTwo = textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( texture.image ) === false;
  12291. var image = resizeImage( texture.image, needsPowerOfTwo, false, capabilities.maxTextureSize );
  12292. var supportsMips = isPowerOfTwo( image ) || capabilities.isWebGL2,
  12293. glFormat = utils.convert( texture.format ),
  12294. glType = utils.convert( texture.type ),
  12295. glInternalFormat = getInternalFormat( glFormat, glType );
  12296. setTextureParameters( textureType, texture, supportsMips );
  12297. var mipmap, mipmaps = texture.mipmaps;
  12298. if ( texture.isDepthTexture ) {
  12299. // populate depth texture with dummy data
  12300. glInternalFormat = 6402;
  12301. if ( texture.type === FloatType ) {
  12302. if ( ! capabilities.isWebGL2 ) throw new Error( 'Float Depth Texture only supported in WebGL2.0' );
  12303. glInternalFormat = 36012;
  12304. } else if ( capabilities.isWebGL2 ) {
  12305. // WebGL 2.0 requires signed internalformat for glTexImage2D
  12306. glInternalFormat = 33189;
  12307. }
  12308. if ( texture.format === DepthFormat && glInternalFormat === 6402 ) {
  12309. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  12310. // DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT
  12311. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  12312. if ( texture.type !== UnsignedShortType && texture.type !== UnsignedIntType ) {
  12313. console.warn( 'THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.' );
  12314. texture.type = UnsignedShortType;
  12315. glType = utils.convert( texture.type );
  12316. }
  12317. }
  12318. // Depth stencil textures need the DEPTH_STENCIL internal format
  12319. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  12320. if ( texture.format === DepthStencilFormat ) {
  12321. glInternalFormat = 34041;
  12322. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  12323. // DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL.
  12324. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  12325. if ( texture.type !== UnsignedInt248Type ) {
  12326. console.warn( 'THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.' );
  12327. texture.type = UnsignedInt248Type;
  12328. glType = utils.convert( texture.type );
  12329. }
  12330. }
  12331. state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null );
  12332. } else if ( texture.isDataTexture ) {
  12333. // use manually created mipmaps if available
  12334. // if there are no manual mipmaps
  12335. // set 0 level mipmap and then use GL to generate other mipmap levels
  12336. if ( mipmaps.length > 0 && supportsMips ) {
  12337. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  12338. mipmap = mipmaps[ i ];
  12339. state.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  12340. }
  12341. texture.generateMipmaps = false;
  12342. textureProperties.__maxMipLevel = mipmaps.length - 1;
  12343. } else {
  12344. state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data );
  12345. textureProperties.__maxMipLevel = 0;
  12346. }
  12347. } else if ( texture.isCompressedTexture ) {
  12348. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  12349. mipmap = mipmaps[ i ];
  12350. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  12351. if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {
  12352. state.compressedTexImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  12353. } else {
  12354. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' );
  12355. }
  12356. } else {
  12357. state.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  12358. }
  12359. }
  12360. textureProperties.__maxMipLevel = mipmaps.length - 1;
  12361. } else if ( texture.isDataTexture3D ) {
  12362. state.texImage3D( 32879, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
  12363. textureProperties.__maxMipLevel = 0;
  12364. } else {
  12365. // regular Texture (image, video, canvas)
  12366. // use manually created mipmaps if available
  12367. // if there are no manual mipmaps
  12368. // set 0 level mipmap and then use GL to generate other mipmap levels
  12369. if ( mipmaps.length > 0 && supportsMips ) {
  12370. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  12371. mipmap = mipmaps[ i ];
  12372. state.texImage2D( 3553, i, glInternalFormat, glFormat, glType, mipmap );
  12373. }
  12374. texture.generateMipmaps = false;
  12375. textureProperties.__maxMipLevel = mipmaps.length - 1;
  12376. } else {
  12377. state.texImage2D( 3553, 0, glInternalFormat, glFormat, glType, image );
  12378. textureProperties.__maxMipLevel = 0;
  12379. }
  12380. }
  12381. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  12382. generateMipmap( 3553, texture, image.width, image.height );
  12383. }
  12384. textureProperties.__version = texture.version;
  12385. if ( texture.onUpdate ) texture.onUpdate( texture );
  12386. }
  12387. // Render targets
  12388. // Setup storage for target texture and bind it to correct framebuffer
  12389. function setupFrameBufferTexture( framebuffer, renderTarget, attachment, textureTarget ) {
  12390. var glFormat = utils.convert( renderTarget.texture.format );
  12391. var glType = utils.convert( renderTarget.texture.type );
  12392. var glInternalFormat = getInternalFormat( glFormat, glType );
  12393. state.texImage2D( textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  12394. _gl.bindFramebuffer( 36160, framebuffer );
  12395. _gl.framebufferTexture2D( 36160, attachment, textureTarget, properties.get( renderTarget.texture ).__webglTexture, 0 );
  12396. _gl.bindFramebuffer( 36160, null );
  12397. }
  12398. // Setup storage for internal depth/stencil buffers and bind to correct framebuffer
  12399. function setupRenderBufferStorage( renderbuffer, renderTarget, isMultisample ) {
  12400. _gl.bindRenderbuffer( 36161, renderbuffer );
  12401. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  12402. if ( isMultisample ) {
  12403. var samples = getRenderTargetSamples( renderTarget );
  12404. _gl.renderbufferStorageMultisample( 36161, samples, 33189, renderTarget.width, renderTarget.height );
  12405. } else {
  12406. _gl.renderbufferStorage( 36161, 33189, renderTarget.width, renderTarget.height );
  12407. }
  12408. _gl.framebufferRenderbuffer( 36160, 36096, 36161, renderbuffer );
  12409. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  12410. if ( isMultisample ) {
  12411. var samples = getRenderTargetSamples( renderTarget );
  12412. _gl.renderbufferStorageMultisample( 36161, samples, 34041, renderTarget.width, renderTarget.height );
  12413. } else {
  12414. _gl.renderbufferStorage( 36161, 34041, renderTarget.width, renderTarget.height );
  12415. }
  12416. _gl.framebufferRenderbuffer( 36160, 33306, 36161, renderbuffer );
  12417. } else {
  12418. var glFormat = utils.convert( renderTarget.texture.format );
  12419. var glType = utils.convert( renderTarget.texture.type );
  12420. var glInternalFormat = getInternalFormat( glFormat, glType );
  12421. if ( isMultisample ) {
  12422. var samples = getRenderTargetSamples( renderTarget );
  12423. _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  12424. } else {
  12425. _gl.renderbufferStorage( 36161, glInternalFormat, renderTarget.width, renderTarget.height );
  12426. }
  12427. }
  12428. _gl.bindRenderbuffer( 36161, null );
  12429. }
  12430. // Setup resources for a Depth Texture for a FBO (needs an extension)
  12431. function setupDepthTexture( framebuffer, renderTarget ) {
  12432. var isCube = ( renderTarget && renderTarget.isWebGLRenderTargetCube );
  12433. if ( isCube ) throw new Error( 'Depth Texture with cube render targets is not supported' );
  12434. _gl.bindFramebuffer( 36160, framebuffer );
  12435. if ( ! ( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) {
  12436. throw new Error( 'renderTarget.depthTexture must be an instance of THREE.DepthTexture' );
  12437. }
  12438. // upload an empty depth texture with framebuffer size
  12439. if ( ! properties.get( renderTarget.depthTexture ).__webglTexture ||
  12440. renderTarget.depthTexture.image.width !== renderTarget.width ||
  12441. renderTarget.depthTexture.image.height !== renderTarget.height ) {
  12442. renderTarget.depthTexture.image.width = renderTarget.width;
  12443. renderTarget.depthTexture.image.height = renderTarget.height;
  12444. renderTarget.depthTexture.needsUpdate = true;
  12445. }
  12446. setTexture2D( renderTarget.depthTexture, 0 );
  12447. var webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture;
  12448. if ( renderTarget.depthTexture.format === DepthFormat ) {
  12449. _gl.framebufferTexture2D( 36160, 36096, 3553, webglDepthTexture, 0 );
  12450. } else if ( renderTarget.depthTexture.format === DepthStencilFormat ) {
  12451. _gl.framebufferTexture2D( 36160, 33306, 3553, webglDepthTexture, 0 );
  12452. } else {
  12453. throw new Error( 'Unknown depthTexture format' );
  12454. }
  12455. }
  12456. // Setup GL resources for a non-texture depth buffer
  12457. function setupDepthRenderbuffer( renderTarget ) {
  12458. var renderTargetProperties = properties.get( renderTarget );
  12459. var isCube = ( renderTarget.isWebGLRenderTargetCube === true );
  12460. if ( renderTarget.depthTexture ) {
  12461. if ( isCube ) throw new Error( 'target.depthTexture not supported in Cube render targets' );
  12462. setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget );
  12463. } else {
  12464. if ( isCube ) {
  12465. renderTargetProperties.__webglDepthbuffer = [];
  12466. for ( var i = 0; i < 6; i ++ ) {
  12467. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer[ i ] );
  12468. renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();
  12469. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget );
  12470. }
  12471. } else {
  12472. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer );
  12473. renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();
  12474. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget );
  12475. }
  12476. }
  12477. _gl.bindFramebuffer( 36160, null );
  12478. }
  12479. // Set up GL resources for the render target
  12480. function setupRenderTarget( renderTarget ) {
  12481. var renderTargetProperties = properties.get( renderTarget );
  12482. var textureProperties = properties.get( renderTarget.texture );
  12483. renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
  12484. textureProperties.__webglTexture = _gl.createTexture();
  12485. info.memory.textures ++;
  12486. var isCube = ( renderTarget.isWebGLRenderTargetCube === true );
  12487. var isMultisample = ( renderTarget.isWebGLMultisampleRenderTarget === true );
  12488. var supportsMips = isPowerOfTwo( renderTarget ) || capabilities.isWebGL2;
  12489. // Setup framebuffer
  12490. if ( isCube ) {
  12491. renderTargetProperties.__webglFramebuffer = [];
  12492. for ( var i = 0; i < 6; i ++ ) {
  12493. renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  12494. }
  12495. } else {
  12496. renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();
  12497. if ( isMultisample ) {
  12498. if ( capabilities.isWebGL2 ) {
  12499. renderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer();
  12500. renderTargetProperties.__webglColorRenderbuffer = _gl.createRenderbuffer();
  12501. _gl.bindRenderbuffer( 36161, renderTargetProperties.__webglColorRenderbuffer );
  12502. var glFormat = utils.convert( renderTarget.texture.format );
  12503. var glType = utils.convert( renderTarget.texture.type );
  12504. var glInternalFormat = getInternalFormat( glFormat, glType );
  12505. var samples = getRenderTargetSamples( renderTarget );
  12506. _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  12507. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer );
  12508. _gl.framebufferRenderbuffer( 36160, 36064, 36161, renderTargetProperties.__webglColorRenderbuffer );
  12509. _gl.bindRenderbuffer( 36161, null );
  12510. if ( renderTarget.depthBuffer ) {
  12511. renderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer();
  12512. setupRenderBufferStorage( renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true );
  12513. }
  12514. _gl.bindFramebuffer( 36160, null );
  12515. } else {
  12516. console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
  12517. }
  12518. }
  12519. }
  12520. // Setup color buffer
  12521. if ( isCube ) {
  12522. state.bindTexture( 34067, textureProperties.__webglTexture );
  12523. setTextureParameters( 34067, renderTarget.texture, supportsMips );
  12524. for ( var i = 0; i < 6; i ++ ) {
  12525. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, 36064, 34069 + i );
  12526. }
  12527. if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {
  12528. generateMipmap( 34067, renderTarget.texture, renderTarget.width, renderTarget.height );
  12529. }
  12530. state.bindTexture( 34067, null );
  12531. } else {
  12532. state.bindTexture( 3553, textureProperties.__webglTexture );
  12533. setTextureParameters( 3553, renderTarget.texture, supportsMips );
  12534. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, 36064, 3553 );
  12535. if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {
  12536. generateMipmap( 3553, renderTarget.texture, renderTarget.width, renderTarget.height );
  12537. }
  12538. state.bindTexture( 3553, null );
  12539. }
  12540. // Setup depth and stencil buffers
  12541. if ( renderTarget.depthBuffer ) {
  12542. setupDepthRenderbuffer( renderTarget );
  12543. }
  12544. }
  12545. function updateRenderTargetMipmap( renderTarget ) {
  12546. var texture = renderTarget.texture;
  12547. var supportsMips = isPowerOfTwo( renderTarget ) || capabilities.isWebGL2;
  12548. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  12549. var target = renderTarget.isWebGLRenderTargetCube ? 34067 : 3553;
  12550. var webglTexture = properties.get( texture ).__webglTexture;
  12551. state.bindTexture( target, webglTexture );
  12552. generateMipmap( target, texture, renderTarget.width, renderTarget.height );
  12553. state.bindTexture( target, null );
  12554. }
  12555. }
  12556. function updateMultisampleRenderTarget( renderTarget ) {
  12557. if ( renderTarget.isWebGLMultisampleRenderTarget ) {
  12558. if ( capabilities.isWebGL2 ) {
  12559. var renderTargetProperties = properties.get( renderTarget );
  12560. _gl.bindFramebuffer( 36008, renderTargetProperties.__webglMultisampledFramebuffer );
  12561. _gl.bindFramebuffer( 36009, renderTargetProperties.__webglFramebuffer );
  12562. var width = renderTarget.width;
  12563. var height = renderTarget.height;
  12564. var mask = 16384;
  12565. if ( renderTarget.depthBuffer ) mask |= 256;
  12566. if ( renderTarget.stencilBuffer ) mask |= 1024;
  12567. _gl.blitFramebuffer( 0, 0, width, height, 0, 0, width, height, mask, 9728 );
  12568. } else {
  12569. console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
  12570. }
  12571. }
  12572. }
  12573. function getRenderTargetSamples( renderTarget ) {
  12574. return ( capabilities.isWebGL2 && renderTarget.isWebGLMultisampleRenderTarget ) ?
  12575. Math.min( capabilities.maxSamples, renderTarget.samples ) : 0;
  12576. }
  12577. function updateVideoTexture( texture ) {
  12578. var id = texture.id;
  12579. var frame = info.render.frame;
  12580. // Check the last frame we updated the VideoTexture
  12581. if ( _videoTextures[ id ] !== frame ) {
  12582. _videoTextures[ id ] = frame;
  12583. texture.update();
  12584. }
  12585. }
  12586. this.setTexture2D = setTexture2D;
  12587. this.setTexture3D = setTexture3D;
  12588. this.setTextureCube = setTextureCube;
  12589. this.setTextureCubeDynamic = setTextureCubeDynamic;
  12590. this.setupRenderTarget = setupRenderTarget;
  12591. this.updateRenderTargetMipmap = updateRenderTargetMipmap;
  12592. this.updateMultisampleRenderTarget = updateMultisampleRenderTarget;
  12593. }
  12594. /**
  12595. * @author thespite / http://www.twitter.com/thespite
  12596. */
  12597. function WebGLUtils( gl, extensions, capabilities ) {
  12598. function convert( p ) {
  12599. var extension;
  12600. if ( p === RepeatWrapping ) return 10497;
  12601. if ( p === ClampToEdgeWrapping ) return 33071;
  12602. if ( p === MirroredRepeatWrapping ) return 33648;
  12603. if ( p === NearestFilter ) return 9728;
  12604. if ( p === NearestMipMapNearestFilter ) return 9984;
  12605. if ( p === NearestMipMapLinearFilter ) return 9986;
  12606. if ( p === LinearFilter ) return 9729;
  12607. if ( p === LinearMipMapNearestFilter ) return 9985;
  12608. if ( p === LinearMipMapLinearFilter ) return 9987;
  12609. if ( p === UnsignedByteType ) return 5121;
  12610. if ( p === UnsignedShort4444Type ) return 32819;
  12611. if ( p === UnsignedShort5551Type ) return 32820;
  12612. if ( p === UnsignedShort565Type ) return 33635;
  12613. if ( p === ByteType ) return 5120;
  12614. if ( p === ShortType ) return 5122;
  12615. if ( p === UnsignedShortType ) return 5123;
  12616. if ( p === IntType ) return 5124;
  12617. if ( p === UnsignedIntType ) return 5125;
  12618. if ( p === FloatType ) return 5126;
  12619. if ( p === HalfFloatType ) {
  12620. if ( capabilities.isWebGL2 ) return 5131;
  12621. extension = extensions.get( 'OES_texture_half_float' );
  12622. if ( extension !== null ) return extension.HALF_FLOAT_OES;
  12623. }
  12624. if ( p === AlphaFormat ) return 6406;
  12625. if ( p === RGBFormat ) return 6407;
  12626. if ( p === RGBAFormat ) return 6408;
  12627. if ( p === LuminanceFormat ) return 6409;
  12628. if ( p === LuminanceAlphaFormat ) return 6410;
  12629. if ( p === DepthFormat ) return 6402;
  12630. if ( p === DepthStencilFormat ) return 34041;
  12631. if ( p === RedFormat ) return 6403;
  12632. if ( p === AddEquation ) return 32774;
  12633. if ( p === SubtractEquation ) return 32778;
  12634. if ( p === ReverseSubtractEquation ) return 32779;
  12635. if ( p === ZeroFactor ) return 0;
  12636. if ( p === OneFactor ) return 1;
  12637. if ( p === SrcColorFactor ) return 768;
  12638. if ( p === OneMinusSrcColorFactor ) return 769;
  12639. if ( p === SrcAlphaFactor ) return 770;
  12640. if ( p === OneMinusSrcAlphaFactor ) return 771;
  12641. if ( p === DstAlphaFactor ) return 772;
  12642. if ( p === OneMinusDstAlphaFactor ) return 773;
  12643. if ( p === DstColorFactor ) return 774;
  12644. if ( p === OneMinusDstColorFactor ) return 775;
  12645. if ( p === SrcAlphaSaturateFactor ) return 776;
  12646. if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format ||
  12647. p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {
  12648. extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
  12649. if ( extension !== null ) {
  12650. if ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;
  12651. if ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;
  12652. if ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;
  12653. if ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;
  12654. }
  12655. }
  12656. if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format ||
  12657. p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {
  12658. extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  12659. if ( extension !== null ) {
  12660. if ( p === RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
  12661. if ( p === RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
  12662. if ( p === RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
  12663. if ( p === RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
  12664. }
  12665. }
  12666. if ( p === RGB_ETC1_Format ) {
  12667. extension = extensions.get( 'WEBGL_compressed_texture_etc1' );
  12668. if ( extension !== null ) return extension.COMPRESSED_RGB_ETC1_WEBGL;
  12669. }
  12670. if ( p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format ||
  12671. p === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format ||
  12672. p === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format ||
  12673. p === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format ||
  12674. p === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format ) {
  12675. extension = extensions.get( 'WEBGL_compressed_texture_astc' );
  12676. if ( extension !== null ) {
  12677. return p;
  12678. }
  12679. }
  12680. if ( p === MinEquation || p === MaxEquation ) {
  12681. if ( capabilities.isWebGL2 ) {
  12682. if ( p === MinEquation ) return 32775;
  12683. if ( p === MaxEquation ) return 32776;
  12684. }
  12685. extension = extensions.get( 'EXT_blend_minmax' );
  12686. if ( extension !== null ) {
  12687. if ( p === MinEquation ) return extension.MIN_EXT;
  12688. if ( p === MaxEquation ) return extension.MAX_EXT;
  12689. }
  12690. }
  12691. if ( p === UnsignedInt248Type ) {
  12692. if ( capabilities.isWebGL2 ) return 34042;
  12693. extension = extensions.get( 'WEBGL_depth_texture' );
  12694. if ( extension !== null ) return extension.UNSIGNED_INT_24_8_WEBGL;
  12695. }
  12696. return 0;
  12697. }
  12698. return { convert: convert };
  12699. }
  12700. /**
  12701. * @author mrdoob / http://mrdoob.com/
  12702. */
  12703. function Group() {
  12704. Object3D.call( this );
  12705. this.type = 'Group';
  12706. }
  12707. Group.prototype = Object.assign( Object.create( Object3D.prototype ), {
  12708. constructor: Group,
  12709. isGroup: true
  12710. } );
  12711. /**
  12712. * @author mrdoob / http://mrdoob.com/
  12713. * @author mikael emtinger / http://gomo.se/
  12714. * @author WestLangley / http://github.com/WestLangley
  12715. */
  12716. function Camera() {
  12717. Object3D.call( this );
  12718. this.type = 'Camera';
  12719. this.matrixWorldInverse = new Matrix4();
  12720. this.projectionMatrix = new Matrix4();
  12721. this.projectionMatrixInverse = new Matrix4();
  12722. }
  12723. Camera.prototype = Object.assign( Object.create( Object3D.prototype ), {
  12724. constructor: Camera,
  12725. isCamera: true,
  12726. copy: function ( source, recursive ) {
  12727. Object3D.prototype.copy.call( this, source, recursive );
  12728. this.matrixWorldInverse.copy( source.matrixWorldInverse );
  12729. this.projectionMatrix.copy( source.projectionMatrix );
  12730. this.projectionMatrixInverse.copy( source.projectionMatrixInverse );
  12731. return this;
  12732. },
  12733. getWorldDirection: function ( target ) {
  12734. if ( target === undefined ) {
  12735. console.warn( 'THREE.Camera: .getWorldDirection() target is now required' );
  12736. target = new Vector3();
  12737. }
  12738. this.updateMatrixWorld( true );
  12739. var e = this.matrixWorld.elements;
  12740. return target.set( - e[ 8 ], - e[ 9 ], - e[ 10 ] ).normalize();
  12741. },
  12742. updateMatrixWorld: function ( force ) {
  12743. Object3D.prototype.updateMatrixWorld.call( this, force );
  12744. this.matrixWorldInverse.getInverse( this.matrixWorld );
  12745. },
  12746. clone: function () {
  12747. return new this.constructor().copy( this );
  12748. }
  12749. } );
  12750. /**
  12751. * @author mrdoob / http://mrdoob.com/
  12752. * @author greggman / http://games.greggman.com/
  12753. * @author zz85 / http://www.lab4games.net/zz85/blog
  12754. * @author tschw
  12755. */
  12756. function PerspectiveCamera( fov, aspect, near, far ) {
  12757. Camera.call( this );
  12758. this.type = 'PerspectiveCamera';
  12759. this.fov = fov !== undefined ? fov : 50;
  12760. this.zoom = 1;
  12761. this.near = near !== undefined ? near : 0.1;
  12762. this.far = far !== undefined ? far : 2000;
  12763. this.focus = 10;
  12764. this.aspect = aspect !== undefined ? aspect : 1;
  12765. this.view = null;
  12766. this.filmGauge = 35; // width of the film (default in millimeters)
  12767. this.filmOffset = 0; // horizontal film offset (same unit as gauge)
  12768. this.updateProjectionMatrix();
  12769. }
  12770. PerspectiveCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
  12771. constructor: PerspectiveCamera,
  12772. isPerspectiveCamera: true,
  12773. copy: function ( source, recursive ) {
  12774. Camera.prototype.copy.call( this, source, recursive );
  12775. this.fov = source.fov;
  12776. this.zoom = source.zoom;
  12777. this.near = source.near;
  12778. this.far = source.far;
  12779. this.focus = source.focus;
  12780. this.aspect = source.aspect;
  12781. this.view = source.view === null ? null : Object.assign( {}, source.view );
  12782. this.filmGauge = source.filmGauge;
  12783. this.filmOffset = source.filmOffset;
  12784. return this;
  12785. },
  12786. /**
  12787. * Sets the FOV by focal length in respect to the current .filmGauge.
  12788. *
  12789. * The default film gauge is 35, so that the focal length can be specified for
  12790. * a 35mm (full frame) camera.
  12791. *
  12792. * Values for focal length and film gauge must have the same unit.
  12793. */
  12794. setFocalLength: function ( focalLength ) {
  12795. // see http://www.bobatkins.com/photography/technical/field_of_view.html
  12796. var vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;
  12797. this.fov = _Math.RAD2DEG * 2 * Math.atan( vExtentSlope );
  12798. this.updateProjectionMatrix();
  12799. },
  12800. /**
  12801. * Calculates the focal length from the current .fov and .filmGauge.
  12802. */
  12803. getFocalLength: function () {
  12804. var vExtentSlope = Math.tan( _Math.DEG2RAD * 0.5 * this.fov );
  12805. return 0.5 * this.getFilmHeight() / vExtentSlope;
  12806. },
  12807. getEffectiveFOV: function () {
  12808. return _Math.RAD2DEG * 2 * Math.atan(
  12809. Math.tan( _Math.DEG2RAD * 0.5 * this.fov ) / this.zoom );
  12810. },
  12811. getFilmWidth: function () {
  12812. // film not completely covered in portrait format (aspect < 1)
  12813. return this.filmGauge * Math.min( this.aspect, 1 );
  12814. },
  12815. getFilmHeight: function () {
  12816. // film not completely covered in landscape format (aspect > 1)
  12817. return this.filmGauge / Math.max( this.aspect, 1 );
  12818. },
  12819. /**
  12820. * Sets an offset in a larger frustum. This is useful for multi-window or
  12821. * multi-monitor/multi-machine setups.
  12822. *
  12823. * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
  12824. * the monitors are in grid like this
  12825. *
  12826. * +---+---+---+
  12827. * | A | B | C |
  12828. * +---+---+---+
  12829. * | D | E | F |
  12830. * +---+---+---+
  12831. *
  12832. * then for each monitor you would call it like this
  12833. *
  12834. * var w = 1920;
  12835. * var h = 1080;
  12836. * var fullWidth = w * 3;
  12837. * var fullHeight = h * 2;
  12838. *
  12839. * --A--
  12840. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
  12841. * --B--
  12842. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
  12843. * --C--
  12844. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
  12845. * --D--
  12846. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
  12847. * --E--
  12848. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
  12849. * --F--
  12850. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
  12851. *
  12852. * Note there is no reason monitors have to be the same size or in a grid.
  12853. */
  12854. setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
  12855. this.aspect = fullWidth / fullHeight;
  12856. if ( this.view === null ) {
  12857. this.view = {
  12858. enabled: true,
  12859. fullWidth: 1,
  12860. fullHeight: 1,
  12861. offsetX: 0,
  12862. offsetY: 0,
  12863. width: 1,
  12864. height: 1
  12865. };
  12866. }
  12867. this.view.enabled = true;
  12868. this.view.fullWidth = fullWidth;
  12869. this.view.fullHeight = fullHeight;
  12870. this.view.offsetX = x;
  12871. this.view.offsetY = y;
  12872. this.view.width = width;
  12873. this.view.height = height;
  12874. this.updateProjectionMatrix();
  12875. },
  12876. clearViewOffset: function () {
  12877. if ( this.view !== null ) {
  12878. this.view.enabled = false;
  12879. }
  12880. this.updateProjectionMatrix();
  12881. },
  12882. updateProjectionMatrix: function () {
  12883. var near = this.near,
  12884. top = near * Math.tan( _Math.DEG2RAD * 0.5 * this.fov ) / this.zoom,
  12885. height = 2 * top,
  12886. width = this.aspect * height,
  12887. left = - 0.5 * width,
  12888. view = this.view;
  12889. if ( this.view !== null && this.view.enabled ) {
  12890. var fullWidth = view.fullWidth,
  12891. fullHeight = view.fullHeight;
  12892. left += view.offsetX * width / fullWidth;
  12893. top -= view.offsetY * height / fullHeight;
  12894. width *= view.width / fullWidth;
  12895. height *= view.height / fullHeight;
  12896. }
  12897. var skew = this.filmOffset;
  12898. if ( skew !== 0 ) left += near * skew / this.getFilmWidth();
  12899. this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far );
  12900. this.projectionMatrixInverse.getInverse( this.projectionMatrix );
  12901. },
  12902. toJSON: function ( meta ) {
  12903. var data = Object3D.prototype.toJSON.call( this, meta );
  12904. data.object.fov = this.fov;
  12905. data.object.zoom = this.zoom;
  12906. data.object.near = this.near;
  12907. data.object.far = this.far;
  12908. data.object.focus = this.focus;
  12909. data.object.aspect = this.aspect;
  12910. if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
  12911. data.object.filmGauge = this.filmGauge;
  12912. data.object.filmOffset = this.filmOffset;
  12913. return data;
  12914. }
  12915. } );
  12916. /**
  12917. * @author mrdoob / http://mrdoob.com/
  12918. */
  12919. function ArrayCamera( array ) {
  12920. PerspectiveCamera.call( this );
  12921. this.cameras = array || [];
  12922. }
  12923. ArrayCamera.prototype = Object.assign( Object.create( PerspectiveCamera.prototype ), {
  12924. constructor: ArrayCamera,
  12925. isArrayCamera: true
  12926. } );
  12927. /**
  12928. * @author jsantell / https://www.jsantell.com/
  12929. * @author mrdoob / http://mrdoob.com/
  12930. */
  12931. var cameraLPos = new Vector3();
  12932. var cameraRPos = new Vector3();
  12933. /**
  12934. * Assumes 2 cameras that are parallel and share an X-axis, and that
  12935. * the cameras' projection and world matrices have already been set.
  12936. * And that near and far planes are identical for both cameras.
  12937. * Visualization of this technique: https://computergraphics.stackexchange.com/a/4765
  12938. */
  12939. function setProjectionFromUnion( camera, cameraL, cameraR ) {
  12940. cameraLPos.setFromMatrixPosition( cameraL.matrixWorld );
  12941. cameraRPos.setFromMatrixPosition( cameraR.matrixWorld );
  12942. var ipd = cameraLPos.distanceTo( cameraRPos );
  12943. var projL = cameraL.projectionMatrix.elements;
  12944. var projR = cameraR.projectionMatrix.elements;
  12945. // VR systems will have identical far and near planes, and
  12946. // most likely identical top and bottom frustum extents.
  12947. // Use the left camera for these values.
  12948. var near = projL[ 14 ] / ( projL[ 10 ] - 1 );
  12949. var far = projL[ 14 ] / ( projL[ 10 ] + 1 );
  12950. var topFov = ( projL[ 9 ] + 1 ) / projL[ 5 ];
  12951. var bottomFov = ( projL[ 9 ] - 1 ) / projL[ 5 ];
  12952. var leftFov = ( projL[ 8 ] - 1 ) / projL[ 0 ];
  12953. var rightFov = ( projR[ 8 ] + 1 ) / projR[ 0 ];
  12954. var left = near * leftFov;
  12955. var right = near * rightFov;
  12956. // Calculate the new camera's position offset from the
  12957. // left camera. xOffset should be roughly half `ipd`.
  12958. var zOffset = ipd / ( - leftFov + rightFov );
  12959. var xOffset = zOffset * - leftFov;
  12960. // TODO: Better way to apply this offset?
  12961. cameraL.matrixWorld.decompose( camera.position, camera.quaternion, camera.scale );
  12962. camera.translateX( xOffset );
  12963. camera.translateZ( zOffset );
  12964. camera.matrixWorld.compose( camera.position, camera.quaternion, camera.scale );
  12965. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  12966. // Find the union of the frustum values of the cameras and scale
  12967. // the values so that the near plane's position does not change in world space,
  12968. // although must now be relative to the new union camera.
  12969. var near2 = near + zOffset;
  12970. var far2 = far + zOffset;
  12971. var left2 = left - xOffset;
  12972. var right2 = right + ( ipd - xOffset );
  12973. var top2 = topFov * far / far2 * near2;
  12974. var bottom2 = bottomFov * far / far2 * near2;
  12975. camera.projectionMatrix.makePerspective( left2, right2, top2, bottom2, near2, far2 );
  12976. }
  12977. /**
  12978. * @author mrdoob / http://mrdoob.com/
  12979. */
  12980. function WebVRManager( renderer ) {
  12981. var scope = this;
  12982. var device = null;
  12983. var frameData = null;
  12984. var poseTarget = null;
  12985. var controllers = [];
  12986. var standingMatrix = new Matrix4();
  12987. var standingMatrixInverse = new Matrix4();
  12988. var framebufferScaleFactor = 1.0;
  12989. var frameOfReferenceType = 'stage';
  12990. if ( typeof window !== 'undefined' && 'VRFrameData' in window ) {
  12991. frameData = new window.VRFrameData();
  12992. window.addEventListener( 'vrdisplaypresentchange', onVRDisplayPresentChange, false );
  12993. }
  12994. var matrixWorldInverse = new Matrix4();
  12995. var tempQuaternion = new Quaternion();
  12996. var tempPosition = new Vector3();
  12997. var cameraL = new PerspectiveCamera();
  12998. cameraL.bounds = new Vector4( 0.0, 0.0, 0.5, 1.0 );
  12999. cameraL.layers.enable( 1 );
  13000. var cameraR = new PerspectiveCamera();
  13001. cameraR.bounds = new Vector4( 0.5, 0.0, 0.5, 1.0 );
  13002. cameraR.layers.enable( 2 );
  13003. var cameraVR = new ArrayCamera( [ cameraL, cameraR ] );
  13004. cameraVR.layers.enable( 1 );
  13005. cameraVR.layers.enable( 2 );
  13006. //
  13007. function isPresenting() {
  13008. return device !== null && device.isPresenting === true;
  13009. }
  13010. var currentSize = new Vector2(), currentPixelRatio;
  13011. function onVRDisplayPresentChange() {
  13012. if ( isPresenting() ) {
  13013. var eyeParameters = device.getEyeParameters( 'left' );
  13014. var renderWidth = eyeParameters.renderWidth * framebufferScaleFactor;
  13015. var renderHeight = eyeParameters.renderHeight * framebufferScaleFactor;
  13016. currentPixelRatio = renderer.getPixelRatio();
  13017. renderer.getSize( currentSize );
  13018. renderer.setDrawingBufferSize( renderWidth * 2, renderHeight, 1 );
  13019. animation.start();
  13020. } else {
  13021. if ( scope.enabled ) {
  13022. renderer.setDrawingBufferSize( currentSize.width, currentSize.height, currentPixelRatio );
  13023. }
  13024. animation.stop();
  13025. }
  13026. }
  13027. //
  13028. var triggers = [];
  13029. function findGamepad( id ) {
  13030. var gamepads = navigator.getGamepads && navigator.getGamepads();
  13031. for ( var i = 0, j = 0, l = gamepads.length; i < l; i ++ ) {
  13032. var gamepad = gamepads[ i ];
  13033. if ( gamepad && ( gamepad.id === 'Daydream Controller' ||
  13034. gamepad.id === 'Gear VR Controller' || gamepad.id === 'Oculus Go Controller' ||
  13035. gamepad.id === 'OpenVR Gamepad' || gamepad.id.startsWith( 'Oculus Touch' ) ||
  13036. gamepad.id.startsWith( 'Spatial Controller' ) ) ) {
  13037. if ( j === id ) return gamepad;
  13038. j ++;
  13039. }
  13040. }
  13041. }
  13042. function updateControllers() {
  13043. for ( var i = 0; i < controllers.length; i ++ ) {
  13044. var controller = controllers[ i ];
  13045. var gamepad = findGamepad( i );
  13046. if ( gamepad !== undefined && gamepad.pose !== undefined ) {
  13047. if ( gamepad.pose === null ) return;
  13048. // Pose
  13049. var pose = gamepad.pose;
  13050. if ( pose.hasPosition === false ) controller.position.set( 0.2, - 0.6, - 0.05 );
  13051. if ( pose.position !== null ) controller.position.fromArray( pose.position );
  13052. if ( pose.orientation !== null ) controller.quaternion.fromArray( pose.orientation );
  13053. controller.matrix.compose( controller.position, controller.quaternion, controller.scale );
  13054. controller.matrix.premultiply( standingMatrix );
  13055. controller.matrix.decompose( controller.position, controller.quaternion, controller.scale );
  13056. controller.matrixWorldNeedsUpdate = true;
  13057. controller.visible = true;
  13058. // Trigger
  13059. var buttonId = gamepad.id === 'Daydream Controller' ? 0 : 1;
  13060. if ( triggers[ i ] !== gamepad.buttons[ buttonId ].pressed ) {
  13061. triggers[ i ] = gamepad.buttons[ buttonId ].pressed;
  13062. if ( triggers[ i ] === true ) {
  13063. controller.dispatchEvent( { type: 'selectstart' } );
  13064. } else {
  13065. controller.dispatchEvent( { type: 'selectend' } );
  13066. controller.dispatchEvent( { type: 'select' } );
  13067. }
  13068. }
  13069. } else {
  13070. controller.visible = false;
  13071. }
  13072. }
  13073. }
  13074. //
  13075. this.enabled = false;
  13076. this.getController = function ( id ) {
  13077. var controller = controllers[ id ];
  13078. if ( controller === undefined ) {
  13079. controller = new Group();
  13080. controller.matrixAutoUpdate = false;
  13081. controller.visible = false;
  13082. controllers[ id ] = controller;
  13083. }
  13084. return controller;
  13085. };
  13086. this.getDevice = function () {
  13087. return device;
  13088. };
  13089. this.setDevice = function ( value ) {
  13090. if ( value !== undefined ) device = value;
  13091. animation.setContext( value );
  13092. };
  13093. this.setFramebufferScaleFactor = function ( value ) {
  13094. framebufferScaleFactor = value;
  13095. };
  13096. this.setFrameOfReferenceType = function ( value ) {
  13097. frameOfReferenceType = value;
  13098. };
  13099. this.setPoseTarget = function ( object ) {
  13100. if ( object !== undefined ) poseTarget = object;
  13101. };
  13102. this.getCamera = function ( camera ) {
  13103. var userHeight = frameOfReferenceType === 'stage' ? 1.6 : 0;
  13104. if ( isPresenting() === false ) {
  13105. camera.position.set( 0, userHeight, 0 );
  13106. camera.rotation.set( 0, 0, 0 );
  13107. return camera;
  13108. }
  13109. device.depthNear = camera.near;
  13110. device.depthFar = camera.far;
  13111. device.getFrameData( frameData );
  13112. //
  13113. if ( frameOfReferenceType === 'stage' ) {
  13114. var stageParameters = device.stageParameters;
  13115. if ( stageParameters ) {
  13116. standingMatrix.fromArray( stageParameters.sittingToStandingTransform );
  13117. } else {
  13118. standingMatrix.makeTranslation( 0, userHeight, 0 );
  13119. }
  13120. }
  13121. var pose = frameData.pose;
  13122. var poseObject = poseTarget !== null ? poseTarget : camera;
  13123. // We want to manipulate poseObject by its position and quaternion components since users may rely on them.
  13124. poseObject.matrix.copy( standingMatrix );
  13125. poseObject.matrix.decompose( poseObject.position, poseObject.quaternion, poseObject.scale );
  13126. if ( pose.orientation !== null ) {
  13127. tempQuaternion.fromArray( pose.orientation );
  13128. poseObject.quaternion.multiply( tempQuaternion );
  13129. }
  13130. if ( pose.position !== null ) {
  13131. tempQuaternion.setFromRotationMatrix( standingMatrix );
  13132. tempPosition.fromArray( pose.position );
  13133. tempPosition.applyQuaternion( tempQuaternion );
  13134. poseObject.position.add( tempPosition );
  13135. }
  13136. poseObject.updateMatrixWorld();
  13137. //
  13138. cameraL.near = camera.near;
  13139. cameraR.near = camera.near;
  13140. cameraL.far = camera.far;
  13141. cameraR.far = camera.far;
  13142. cameraL.matrixWorldInverse.fromArray( frameData.leftViewMatrix );
  13143. cameraR.matrixWorldInverse.fromArray( frameData.rightViewMatrix );
  13144. // TODO (mrdoob) Double check this code
  13145. standingMatrixInverse.getInverse( standingMatrix );
  13146. if ( frameOfReferenceType === 'stage' ) {
  13147. cameraL.matrixWorldInverse.multiply( standingMatrixInverse );
  13148. cameraR.matrixWorldInverse.multiply( standingMatrixInverse );
  13149. }
  13150. var parent = poseObject.parent;
  13151. if ( parent !== null ) {
  13152. matrixWorldInverse.getInverse( parent.matrixWorld );
  13153. cameraL.matrixWorldInverse.multiply( matrixWorldInverse );
  13154. cameraR.matrixWorldInverse.multiply( matrixWorldInverse );
  13155. }
  13156. // envMap and Mirror needs camera.matrixWorld
  13157. cameraL.matrixWorld.getInverse( cameraL.matrixWorldInverse );
  13158. cameraR.matrixWorld.getInverse( cameraR.matrixWorldInverse );
  13159. cameraL.projectionMatrix.fromArray( frameData.leftProjectionMatrix );
  13160. cameraR.projectionMatrix.fromArray( frameData.rightProjectionMatrix );
  13161. setProjectionFromUnion( cameraVR, cameraL, cameraR );
  13162. //
  13163. var layers = device.getLayers();
  13164. if ( layers.length ) {
  13165. var layer = layers[ 0 ];
  13166. if ( layer.leftBounds !== null && layer.leftBounds.length === 4 ) {
  13167. cameraL.bounds.fromArray( layer.leftBounds );
  13168. }
  13169. if ( layer.rightBounds !== null && layer.rightBounds.length === 4 ) {
  13170. cameraR.bounds.fromArray( layer.rightBounds );
  13171. }
  13172. }
  13173. updateControllers();
  13174. return cameraVR;
  13175. };
  13176. this.getStandingMatrix = function () {
  13177. return standingMatrix;
  13178. };
  13179. this.isPresenting = isPresenting;
  13180. // Animation Loop
  13181. var animation = new WebGLAnimation();
  13182. this.setAnimationLoop = function ( callback ) {
  13183. animation.setAnimationLoop( callback );
  13184. };
  13185. this.submitFrame = function () {
  13186. if ( isPresenting() ) device.submitFrame();
  13187. };
  13188. this.dispose = function () {
  13189. if ( typeof window !== 'undefined' ) {
  13190. window.removeEventListener( 'vrdisplaypresentchange', onVRDisplayPresentChange );
  13191. }
  13192. };
  13193. }
  13194. /**
  13195. * @author mrdoob / http://mrdoob.com/
  13196. */
  13197. function WebXRManager( renderer ) {
  13198. var gl = renderer.context;
  13199. var device = null;
  13200. var session = null;
  13201. var framebufferScaleFactor = 1.0;
  13202. var frameOfReference = null;
  13203. var frameOfReferenceType = 'stage';
  13204. var pose = null;
  13205. var controllers = [];
  13206. var inputSources = [];
  13207. function isPresenting() {
  13208. return session !== null && frameOfReference !== null;
  13209. }
  13210. //
  13211. var cameraL = new PerspectiveCamera();
  13212. cameraL.layers.enable( 1 );
  13213. cameraL.viewport = new Vector4();
  13214. var cameraR = new PerspectiveCamera();
  13215. cameraR.layers.enable( 2 );
  13216. cameraR.viewport = new Vector4();
  13217. var cameraVR = new ArrayCamera( [ cameraL, cameraR ] );
  13218. cameraVR.layers.enable( 1 );
  13219. cameraVR.layers.enable( 2 );
  13220. //
  13221. this.enabled = false;
  13222. this.getController = function ( id ) {
  13223. var controller = controllers[ id ];
  13224. if ( controller === undefined ) {
  13225. controller = new Group();
  13226. controller.matrixAutoUpdate = false;
  13227. controller.visible = false;
  13228. controllers[ id ] = controller;
  13229. }
  13230. return controller;
  13231. };
  13232. this.getDevice = function () {
  13233. return device;
  13234. };
  13235. this.setDevice = function ( value ) {
  13236. if ( value !== undefined ) device = value;
  13237. if ( value instanceof XRDevice ) gl.setCompatibleXRDevice( value );
  13238. };
  13239. //
  13240. function onSessionEvent( event ) {
  13241. var controller = controllers[ inputSources.indexOf( event.inputSource ) ];
  13242. if ( controller ) controller.dispatchEvent( { type: event.type } );
  13243. }
  13244. function onSessionEnd() {
  13245. renderer.setFramebuffer( null );
  13246. renderer.setRenderTarget( renderer.getRenderTarget() ); // Hack #15830
  13247. animation.stop();
  13248. }
  13249. this.setFramebufferScaleFactor = function ( value ) {
  13250. framebufferScaleFactor = value;
  13251. };
  13252. this.setFrameOfReferenceType = function ( value ) {
  13253. frameOfReferenceType = value;
  13254. };
  13255. this.setSession = function ( value ) {
  13256. session = value;
  13257. if ( session !== null ) {
  13258. session.addEventListener( 'select', onSessionEvent );
  13259. session.addEventListener( 'selectstart', onSessionEvent );
  13260. session.addEventListener( 'selectend', onSessionEvent );
  13261. session.addEventListener( 'end', onSessionEnd );
  13262. session.baseLayer = new XRWebGLLayer( session, gl, { framebufferScaleFactor: framebufferScaleFactor } );
  13263. session.requestFrameOfReference( frameOfReferenceType ).then( function ( value ) {
  13264. frameOfReference = value;
  13265. renderer.setFramebuffer( session.baseLayer.framebuffer );
  13266. animation.setContext( session );
  13267. animation.start();
  13268. } );
  13269. //
  13270. inputSources = session.getInputSources();
  13271. session.addEventListener( 'inputsourceschange', function () {
  13272. inputSources = session.getInputSources();
  13273. console.log( inputSources );
  13274. for ( var i = 0; i < controllers.length; i ++ ) {
  13275. var controller = controllers[ i ];
  13276. controller.userData.inputSource = inputSources[ i ];
  13277. }
  13278. } );
  13279. }
  13280. };
  13281. function updateCamera( camera, parent ) {
  13282. if ( parent === null ) {
  13283. camera.matrixWorld.copy( camera.matrix );
  13284. } else {
  13285. camera.matrixWorld.multiplyMatrices( parent.matrixWorld, camera.matrix );
  13286. }
  13287. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  13288. }
  13289. this.getCamera = function ( camera ) {
  13290. if ( isPresenting() ) {
  13291. var parent = camera.parent;
  13292. var cameras = cameraVR.cameras;
  13293. updateCamera( cameraVR, parent );
  13294. for ( var i = 0; i < cameras.length; i ++ ) {
  13295. updateCamera( cameras[ i ], parent );
  13296. }
  13297. // update camera and its children
  13298. camera.matrixWorld.copy( cameraVR.matrixWorld );
  13299. var children = camera.children;
  13300. for ( var i = 0, l = children.length; i < l; i ++ ) {
  13301. children[ i ].updateMatrixWorld( true );
  13302. }
  13303. setProjectionFromUnion( cameraVR, cameraL, cameraR );
  13304. return cameraVR;
  13305. }
  13306. return camera;
  13307. };
  13308. this.isPresenting = isPresenting;
  13309. // Animation Loop
  13310. var onAnimationFrameCallback = null;
  13311. function onAnimationFrame( time, frame ) {
  13312. pose = frame.getDevicePose( frameOfReference );
  13313. if ( pose !== null ) {
  13314. var layer = session.baseLayer;
  13315. var views = frame.views;
  13316. for ( var i = 0; i < views.length; i ++ ) {
  13317. var view = views[ i ];
  13318. var viewport = layer.getViewport( view );
  13319. var viewMatrix = pose.getViewMatrix( view );
  13320. var camera = cameraVR.cameras[ i ];
  13321. camera.matrix.fromArray( viewMatrix ).getInverse( camera.matrix );
  13322. camera.projectionMatrix.fromArray( view.projectionMatrix );
  13323. camera.viewport.set( viewport.x, viewport.y, viewport.width, viewport.height );
  13324. if ( i === 0 ) {
  13325. cameraVR.matrix.copy( camera.matrix );
  13326. }
  13327. }
  13328. }
  13329. //
  13330. for ( var i = 0; i < controllers.length; i ++ ) {
  13331. var controller = controllers[ i ];
  13332. var inputSource = inputSources[ i ];
  13333. if ( inputSource ) {
  13334. var inputPose = frame.getInputPose( inputSource, frameOfReference );
  13335. if ( inputPose !== null ) {
  13336. if ( 'targetRay' in inputPose ) {
  13337. controller.matrix.elements = inputPose.targetRay.transformMatrix;
  13338. } else if ( 'pointerMatrix' in inputPose ) {
  13339. // DEPRECATED
  13340. controller.matrix.elements = inputPose.pointerMatrix;
  13341. }
  13342. controller.matrix.decompose( controller.position, controller.rotation, controller.scale );
  13343. controller.visible = true;
  13344. continue;
  13345. }
  13346. }
  13347. controller.visible = false;
  13348. }
  13349. if ( onAnimationFrameCallback ) onAnimationFrameCallback( time );
  13350. }
  13351. var animation = new WebGLAnimation();
  13352. animation.setAnimationLoop( onAnimationFrame );
  13353. this.setAnimationLoop = function ( callback ) {
  13354. onAnimationFrameCallback = callback;
  13355. };
  13356. this.dispose = function () {};
  13357. // DEPRECATED
  13358. this.getStandingMatrix = function () {
  13359. console.warn( 'THREE.WebXRManager: getStandingMatrix() is no longer needed.' );
  13360. return new Matrix4();
  13361. };
  13362. this.submitFrame = function () {};
  13363. }
  13364. /**
  13365. * @author supereggbert / http://www.paulbrunt.co.uk/
  13366. * @author mrdoob / http://mrdoob.com/
  13367. * @author alteredq / http://alteredqualia.com/
  13368. * @author szimek / https://github.com/szimek/
  13369. * @author tschw
  13370. */
  13371. function WebGLRenderer( parameters ) {
  13372. console.log( 'THREE.WebGLRenderer', REVISION );
  13373. parameters = parameters || {};
  13374. var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ),
  13375. _context = parameters.context !== undefined ? parameters.context : null,
  13376. _alpha = parameters.alpha !== undefined ? parameters.alpha : false,
  13377. _depth = parameters.depth !== undefined ? parameters.depth : true,
  13378. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  13379. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  13380. _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
  13381. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  13382. _powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default';
  13383. var currentRenderList = null;
  13384. var currentRenderState = null;
  13385. // public properties
  13386. this.domElement = _canvas;
  13387. this.context = null;
  13388. // clearing
  13389. this.autoClear = true;
  13390. this.autoClearColor = true;
  13391. this.autoClearDepth = true;
  13392. this.autoClearStencil = true;
  13393. // scene graph
  13394. this.sortObjects = true;
  13395. // user-defined clipping
  13396. this.clippingPlanes = [];
  13397. this.localClippingEnabled = false;
  13398. // physically based shading
  13399. this.gammaFactor = 2.0; // for backwards compatibility
  13400. this.gammaInput = false;
  13401. this.gammaOutput = false;
  13402. // physical lights
  13403. this.physicallyCorrectLights = false;
  13404. // tone mapping
  13405. this.toneMapping = LinearToneMapping;
  13406. this.toneMappingExposure = 1.0;
  13407. this.toneMappingWhitePoint = 1.0;
  13408. // morphs
  13409. this.maxMorphTargets = 8;
  13410. this.maxMorphNormals = 4;
  13411. // internal properties
  13412. var _this = this,
  13413. _isContextLost = false,
  13414. // internal state cache
  13415. _framebuffer = null,
  13416. _currentRenderTarget = null,
  13417. _currentFramebuffer = null,
  13418. _currentMaterialId = - 1,
  13419. // geometry and program caching
  13420. _currentGeometryProgram = {
  13421. geometry: null,
  13422. program: null,
  13423. wireframe: false
  13424. },
  13425. _currentCamera = null,
  13426. _currentArrayCamera = null,
  13427. _currentViewport = new Vector4(),
  13428. _currentScissor = new Vector4(),
  13429. _currentScissorTest = null,
  13430. //
  13431. _usedTextureUnits = 0,
  13432. //
  13433. _width = _canvas.width,
  13434. _height = _canvas.height,
  13435. _pixelRatio = 1,
  13436. _viewport = new Vector4( 0, 0, _width, _height ),
  13437. _scissor = new Vector4( 0, 0, _width, _height ),
  13438. _scissorTest = false,
  13439. // frustum
  13440. _frustum = new Frustum(),
  13441. // clipping
  13442. _clipping = new WebGLClipping(),
  13443. _clippingEnabled = false,
  13444. _localClippingEnabled = false,
  13445. // camera matrices cache
  13446. _projScreenMatrix = new Matrix4(),
  13447. _vector3 = new Vector3();
  13448. function getTargetPixelRatio() {
  13449. return _currentRenderTarget === null ? _pixelRatio : 1;
  13450. }
  13451. // initialize
  13452. var _gl;
  13453. try {
  13454. var contextAttributes = {
  13455. alpha: _alpha,
  13456. depth: _depth,
  13457. stencil: _stencil,
  13458. antialias: _antialias,
  13459. premultipliedAlpha: _premultipliedAlpha,
  13460. preserveDrawingBuffer: _preserveDrawingBuffer,
  13461. powerPreference: _powerPreference
  13462. };
  13463. // event listeners must be registered before WebGL context is created, see #12753
  13464. _canvas.addEventListener( 'webglcontextlost', onContextLost, false );
  13465. _canvas.addEventListener( 'webglcontextrestored', onContextRestore, false );
  13466. _gl = _context || _canvas.getContext( 'webgl', contextAttributes ) || _canvas.getContext( 'experimental-webgl', contextAttributes );
  13467. if ( _gl === null ) {
  13468. if ( _canvas.getContext( 'webgl' ) !== null ) {
  13469. throw new Error( 'Error creating WebGL context with your selected attributes.' );
  13470. } else {
  13471. throw new Error( 'Error creating WebGL context.' );
  13472. }
  13473. }
  13474. // Some experimental-webgl implementations do not have getShaderPrecisionFormat
  13475. if ( _gl.getShaderPrecisionFormat === undefined ) {
  13476. _gl.getShaderPrecisionFormat = function () {
  13477. return { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 };
  13478. };
  13479. }
  13480. } catch ( error ) {
  13481. console.error( 'THREE.WebGLRenderer: ' + error.message );
  13482. throw error;
  13483. }
  13484. var extensions, capabilities, state, info;
  13485. var properties, textures, attributes, geometries, objects;
  13486. var programCache, renderLists, renderStates;
  13487. var background, morphtargets, bufferRenderer, indexedBufferRenderer;
  13488. var utils;
  13489. function initGLContext() {
  13490. extensions = new WebGLExtensions( _gl );
  13491. capabilities = new WebGLCapabilities( _gl, extensions, parameters );
  13492. if ( ! capabilities.isWebGL2 ) {
  13493. extensions.get( 'WEBGL_depth_texture' );
  13494. extensions.get( 'OES_texture_float' );
  13495. extensions.get( 'OES_texture_half_float' );
  13496. extensions.get( 'OES_texture_half_float_linear' );
  13497. extensions.get( 'OES_standard_derivatives' );
  13498. extensions.get( 'OES_element_index_uint' );
  13499. extensions.get( 'ANGLE_instanced_arrays' );
  13500. }
  13501. extensions.get( 'OES_texture_float_linear' );
  13502. utils = new WebGLUtils( _gl, extensions, capabilities );
  13503. state = new WebGLState( _gl, extensions, utils, capabilities );
  13504. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ) );
  13505. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ) );
  13506. info = new WebGLInfo( _gl );
  13507. properties = new WebGLProperties();
  13508. textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );
  13509. attributes = new WebGLAttributes( _gl );
  13510. geometries = new WebGLGeometries( _gl, attributes, info );
  13511. objects = new WebGLObjects( geometries, info );
  13512. morphtargets = new WebGLMorphtargets( _gl );
  13513. programCache = new WebGLPrograms( _this, extensions, capabilities );
  13514. renderLists = new WebGLRenderLists();
  13515. renderStates = new WebGLRenderStates();
  13516. background = new WebGLBackground( _this, state, objects, _premultipliedAlpha );
  13517. bufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities );
  13518. indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities );
  13519. info.programs = programCache.programs;
  13520. _this.context = _gl;
  13521. _this.capabilities = capabilities;
  13522. _this.extensions = extensions;
  13523. _this.properties = properties;
  13524. _this.renderLists = renderLists;
  13525. _this.state = state;
  13526. _this.info = info;
  13527. }
  13528. initGLContext();
  13529. // vr
  13530. var vr = null;
  13531. if ( typeof navigator !== 'undefined' ) {
  13532. vr = ( 'xr' in navigator ) ? new WebXRManager( _this ) : new WebVRManager( _this );
  13533. }
  13534. this.vr = vr;
  13535. // shadow map
  13536. var shadowMap = new WebGLShadowMap( _this, objects, capabilities.maxTextureSize );
  13537. this.shadowMap = shadowMap;
  13538. // API
  13539. this.getContext = function () {
  13540. return _gl;
  13541. };
  13542. this.getContextAttributes = function () {
  13543. return _gl.getContextAttributes();
  13544. };
  13545. this.forceContextLoss = function () {
  13546. var extension = extensions.get( 'WEBGL_lose_context' );
  13547. if ( extension ) extension.loseContext();
  13548. };
  13549. this.forceContextRestore = function () {
  13550. var extension = extensions.get( 'WEBGL_lose_context' );
  13551. if ( extension ) extension.restoreContext();
  13552. };
  13553. this.getPixelRatio = function () {
  13554. return _pixelRatio;
  13555. };
  13556. this.setPixelRatio = function ( value ) {
  13557. if ( value === undefined ) return;
  13558. _pixelRatio = value;
  13559. this.setSize( _width, _height, false );
  13560. };
  13561. this.getSize = function ( target ) {
  13562. if ( target === undefined ) {
  13563. console.warn( 'WebGLRenderer: .getsize() now requires a Vector2 as an argument' );
  13564. target = new Vector2();
  13565. }
  13566. return target.set( _width, _height );
  13567. };
  13568. this.setSize = function ( width, height, updateStyle ) {
  13569. if ( vr.isPresenting() ) {
  13570. console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' );
  13571. return;
  13572. }
  13573. _width = width;
  13574. _height = height;
  13575. _canvas.width = width * _pixelRatio;
  13576. _canvas.height = height * _pixelRatio;
  13577. if ( updateStyle !== false ) {
  13578. _canvas.style.width = width + 'px';
  13579. _canvas.style.height = height + 'px';
  13580. }
  13581. this.setViewport( 0, 0, width, height );
  13582. };
  13583. this.getDrawingBufferSize = function ( target ) {
  13584. if ( target === undefined ) {
  13585. console.warn( 'WebGLRenderer: .getdrawingBufferSize() now requires a Vector2 as an argument' );
  13586. target = new Vector2();
  13587. }
  13588. return target.set( _width * _pixelRatio, _height * _pixelRatio );
  13589. };
  13590. this.setDrawingBufferSize = function ( width, height, pixelRatio ) {
  13591. _width = width;
  13592. _height = height;
  13593. _pixelRatio = pixelRatio;
  13594. _canvas.width = width * pixelRatio;
  13595. _canvas.height = height * pixelRatio;
  13596. this.setViewport( 0, 0, width, height );
  13597. };
  13598. this.getCurrentViewport = function ( target ) {
  13599. if ( target === undefined ) {
  13600. console.warn( 'WebGLRenderer: .getCurrentViewport() now requires a Vector4 as an argument' );
  13601. target = new Vector4();
  13602. }
  13603. return target.copy( _currentViewport );
  13604. };
  13605. this.getViewport = function ( target ) {
  13606. return target.copy( _viewport );
  13607. };
  13608. this.setViewport = function ( x, y, width, height ) {
  13609. if ( x.isVector4 ) {
  13610. _viewport.set( x.x, x.y, x.z, x.w );
  13611. } else {
  13612. _viewport.set( x, y, width, height );
  13613. }
  13614. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ) );
  13615. };
  13616. this.getScissor = function ( target ) {
  13617. return target.copy( _scissor );
  13618. };
  13619. this.setScissor = function ( x, y, width, height ) {
  13620. if ( x.isVector4 ) {
  13621. _scissor.set( x.x, x.y, x.z, x.w );
  13622. } else {
  13623. _scissor.set( x, y, width, height );
  13624. }
  13625. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ) );
  13626. };
  13627. this.getScissorTest = function () {
  13628. return _scissorTest;
  13629. };
  13630. this.setScissorTest = function ( boolean ) {
  13631. state.setScissorTest( _scissorTest = boolean );
  13632. };
  13633. // Clearing
  13634. this.getClearColor = function () {
  13635. return background.getClearColor();
  13636. };
  13637. this.setClearColor = function () {
  13638. background.setClearColor.apply( background, arguments );
  13639. };
  13640. this.getClearAlpha = function () {
  13641. return background.getClearAlpha();
  13642. };
  13643. this.setClearAlpha = function () {
  13644. background.setClearAlpha.apply( background, arguments );
  13645. };
  13646. this.clear = function ( color, depth, stencil ) {
  13647. var bits = 0;
  13648. if ( color === undefined || color ) bits |= 16384;
  13649. if ( depth === undefined || depth ) bits |= 256;
  13650. if ( stencil === undefined || stencil ) bits |= 1024;
  13651. _gl.clear( bits );
  13652. };
  13653. this.clearColor = function () {
  13654. this.clear( true, false, false );
  13655. };
  13656. this.clearDepth = function () {
  13657. this.clear( false, true, false );
  13658. };
  13659. this.clearStencil = function () {
  13660. this.clear( false, false, true );
  13661. };
  13662. //
  13663. this.dispose = function () {
  13664. _canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
  13665. _canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );
  13666. renderLists.dispose();
  13667. renderStates.dispose();
  13668. properties.dispose();
  13669. objects.dispose();
  13670. vr.dispose();
  13671. animation.stop();
  13672. };
  13673. // Events
  13674. function onContextLost( event ) {
  13675. event.preventDefault();
  13676. console.log( 'THREE.WebGLRenderer: Context Lost.' );
  13677. _isContextLost = true;
  13678. }
  13679. function onContextRestore( /* event */ ) {
  13680. console.log( 'THREE.WebGLRenderer: Context Restored.' );
  13681. _isContextLost = false;
  13682. initGLContext();
  13683. }
  13684. function onMaterialDispose( event ) {
  13685. var material = event.target;
  13686. material.removeEventListener( 'dispose', onMaterialDispose );
  13687. deallocateMaterial( material );
  13688. }
  13689. // Buffer deallocation
  13690. function deallocateMaterial( material ) {
  13691. releaseMaterialProgramReference( material );
  13692. properties.remove( material );
  13693. }
  13694. function releaseMaterialProgramReference( material ) {
  13695. var programInfo = properties.get( material ).program;
  13696. material.program = undefined;
  13697. if ( programInfo !== undefined ) {
  13698. programCache.releaseProgram( programInfo );
  13699. }
  13700. }
  13701. // Buffer rendering
  13702. function renderObjectImmediate( object, program ) {
  13703. object.render( function ( object ) {
  13704. _this.renderBufferImmediate( object, program );
  13705. } );
  13706. }
  13707. this.renderBufferImmediate = function ( object, program ) {
  13708. state.initAttributes();
  13709. var buffers = properties.get( object );
  13710. if ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer();
  13711. if ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer();
  13712. if ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer();
  13713. if ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer();
  13714. var programAttributes = program.getAttributes();
  13715. if ( object.hasPositions ) {
  13716. _gl.bindBuffer( 34962, buffers.position );
  13717. _gl.bufferData( 34962, object.positionArray, 35048 );
  13718. state.enableAttribute( programAttributes.position );
  13719. _gl.vertexAttribPointer( programAttributes.position, 3, 5126, false, 0, 0 );
  13720. }
  13721. if ( object.hasNormals ) {
  13722. _gl.bindBuffer( 34962, buffers.normal );
  13723. _gl.bufferData( 34962, object.normalArray, 35048 );
  13724. state.enableAttribute( programAttributes.normal );
  13725. _gl.vertexAttribPointer( programAttributes.normal, 3, 5126, false, 0, 0 );
  13726. }
  13727. if ( object.hasUvs ) {
  13728. _gl.bindBuffer( 34962, buffers.uv );
  13729. _gl.bufferData( 34962, object.uvArray, 35048 );
  13730. state.enableAttribute( programAttributes.uv );
  13731. _gl.vertexAttribPointer( programAttributes.uv, 2, 5126, false, 0, 0 );
  13732. }
  13733. if ( object.hasColors ) {
  13734. _gl.bindBuffer( 34962, buffers.color );
  13735. _gl.bufferData( 34962, object.colorArray, 35048 );
  13736. state.enableAttribute( programAttributes.color );
  13737. _gl.vertexAttribPointer( programAttributes.color, 3, 5126, false, 0, 0 );
  13738. }
  13739. state.disableUnusedAttributes();
  13740. _gl.drawArrays( 4, 0, object.count );
  13741. object.count = 0;
  13742. };
  13743. this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
  13744. var frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );
  13745. state.setMaterial( material, frontFaceCW );
  13746. var program = setProgram( camera, fog, material, object );
  13747. var updateBuffers = false;
  13748. if ( _currentGeometryProgram.geometry !== geometry.id ||
  13749. _currentGeometryProgram.program !== program.id ||
  13750. _currentGeometryProgram.wireframe !== ( material.wireframe === true ) ) {
  13751. _currentGeometryProgram.geometry = geometry.id;
  13752. _currentGeometryProgram.program = program.id;
  13753. _currentGeometryProgram.wireframe = material.wireframe === true;
  13754. updateBuffers = true;
  13755. }
  13756. if ( object.morphTargetInfluences ) {
  13757. morphtargets.update( object, geometry, material, program );
  13758. updateBuffers = true;
  13759. }
  13760. //
  13761. var index = geometry.index;
  13762. var position = geometry.attributes.position;
  13763. var rangeFactor = 1;
  13764. if ( material.wireframe === true ) {
  13765. index = geometries.getWireframeAttribute( geometry );
  13766. rangeFactor = 2;
  13767. }
  13768. var attribute;
  13769. var renderer = bufferRenderer;
  13770. if ( index !== null ) {
  13771. attribute = attributes.get( index );
  13772. renderer = indexedBufferRenderer;
  13773. renderer.setIndex( attribute );
  13774. }
  13775. if ( updateBuffers ) {
  13776. setupVertexAttributes( material, program, geometry );
  13777. if ( index !== null ) {
  13778. _gl.bindBuffer( 34963, attribute.buffer );
  13779. }
  13780. }
  13781. //
  13782. var dataCount = Infinity;
  13783. if ( index !== null ) {
  13784. dataCount = index.count;
  13785. } else if ( position !== undefined ) {
  13786. dataCount = position.count;
  13787. }
  13788. var rangeStart = geometry.drawRange.start * rangeFactor;
  13789. var rangeCount = geometry.drawRange.count * rangeFactor;
  13790. var groupStart = group !== null ? group.start * rangeFactor : 0;
  13791. var groupCount = group !== null ? group.count * rangeFactor : Infinity;
  13792. var drawStart = Math.max( rangeStart, groupStart );
  13793. var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
  13794. var drawCount = Math.max( 0, drawEnd - drawStart + 1 );
  13795. if ( drawCount === 0 ) return;
  13796. //
  13797. if ( object.isMesh ) {
  13798. if ( material.wireframe === true ) {
  13799. state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
  13800. renderer.setMode( 1 );
  13801. } else {
  13802. switch ( object.drawMode ) {
  13803. case TrianglesDrawMode:
  13804. renderer.setMode( 4 );
  13805. break;
  13806. case TriangleStripDrawMode:
  13807. renderer.setMode( 5 );
  13808. break;
  13809. case TriangleFanDrawMode:
  13810. renderer.setMode( 6 );
  13811. break;
  13812. }
  13813. }
  13814. } else if ( object.isLine ) {
  13815. var lineWidth = material.linewidth;
  13816. if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
  13817. state.setLineWidth( lineWidth * getTargetPixelRatio() );
  13818. if ( object.isLineSegments ) {
  13819. renderer.setMode( 1 );
  13820. } else if ( object.isLineLoop ) {
  13821. renderer.setMode( 2 );
  13822. } else {
  13823. renderer.setMode( 3 );
  13824. }
  13825. } else if ( object.isPoints ) {
  13826. renderer.setMode( 0 );
  13827. } else if ( object.isSprite ) {
  13828. renderer.setMode( 4 );
  13829. }
  13830. if ( geometry && geometry.isInstancedBufferGeometry ) {
  13831. if ( geometry.maxInstancedCount > 0 ) {
  13832. renderer.renderInstances( geometry, drawStart, drawCount );
  13833. }
  13834. } else {
  13835. renderer.render( drawStart, drawCount );
  13836. }
  13837. };
  13838. function setupVertexAttributes( material, program, geometry ) {
  13839. if ( geometry && geometry.isInstancedBufferGeometry && ! capabilities.isWebGL2 ) {
  13840. if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) {
  13841. console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  13842. return;
  13843. }
  13844. }
  13845. state.initAttributes();
  13846. var geometryAttributes = geometry.attributes;
  13847. var programAttributes = program.getAttributes();
  13848. var materialDefaultAttributeValues = material.defaultAttributeValues;
  13849. for ( var name in programAttributes ) {
  13850. var programAttribute = programAttributes[ name ];
  13851. if ( programAttribute >= 0 ) {
  13852. var geometryAttribute = geometryAttributes[ name ];
  13853. if ( geometryAttribute !== undefined ) {
  13854. var normalized = geometryAttribute.normalized;
  13855. var size = geometryAttribute.itemSize;
  13856. var attribute = attributes.get( geometryAttribute );
  13857. // TODO Attribute may not be available on context restore
  13858. if ( attribute === undefined ) continue;
  13859. var buffer = attribute.buffer;
  13860. var type = attribute.type;
  13861. var bytesPerElement = attribute.bytesPerElement;
  13862. if ( geometryAttribute.isInterleavedBufferAttribute ) {
  13863. var data = geometryAttribute.data;
  13864. var stride = data.stride;
  13865. var offset = geometryAttribute.offset;
  13866. if ( data && data.isInstancedInterleavedBuffer ) {
  13867. state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );
  13868. if ( geometry.maxInstancedCount === undefined ) {
  13869. geometry.maxInstancedCount = data.meshPerAttribute * data.count;
  13870. }
  13871. } else {
  13872. state.enableAttribute( programAttribute );
  13873. }
  13874. _gl.bindBuffer( 34962, buffer );
  13875. _gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement );
  13876. } else {
  13877. if ( geometryAttribute.isInstancedBufferAttribute ) {
  13878. state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );
  13879. if ( geometry.maxInstancedCount === undefined ) {
  13880. geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
  13881. }
  13882. } else {
  13883. state.enableAttribute( programAttribute );
  13884. }
  13885. _gl.bindBuffer( 34962, buffer );
  13886. _gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, 0 );
  13887. }
  13888. } else if ( materialDefaultAttributeValues !== undefined ) {
  13889. var value = materialDefaultAttributeValues[ name ];
  13890. if ( value !== undefined ) {
  13891. switch ( value.length ) {
  13892. case 2:
  13893. _gl.vertexAttrib2fv( programAttribute, value );
  13894. break;
  13895. case 3:
  13896. _gl.vertexAttrib3fv( programAttribute, value );
  13897. break;
  13898. case 4:
  13899. _gl.vertexAttrib4fv( programAttribute, value );
  13900. break;
  13901. default:
  13902. _gl.vertexAttrib1fv( programAttribute, value );
  13903. }
  13904. }
  13905. }
  13906. }
  13907. }
  13908. state.disableUnusedAttributes();
  13909. }
  13910. // Compile
  13911. this.compile = function ( scene, camera ) {
  13912. currentRenderState = renderStates.get( scene, camera );
  13913. currentRenderState.init();
  13914. scene.traverse( function ( object ) {
  13915. if ( object.isLight ) {
  13916. currentRenderState.pushLight( object );
  13917. if ( object.castShadow ) {
  13918. currentRenderState.pushShadow( object );
  13919. }
  13920. }
  13921. } );
  13922. currentRenderState.setupLights( camera );
  13923. scene.traverse( function ( object ) {
  13924. if ( object.material ) {
  13925. if ( Array.isArray( object.material ) ) {
  13926. for ( var i = 0; i < object.material.length; i ++ ) {
  13927. initMaterial( object.material[ i ], scene.fog, object );
  13928. }
  13929. } else {
  13930. initMaterial( object.material, scene.fog, object );
  13931. }
  13932. }
  13933. } );
  13934. };
  13935. // Animation Loop
  13936. var onAnimationFrameCallback = null;
  13937. function onAnimationFrame( time ) {
  13938. if ( vr.isPresenting() ) return;
  13939. if ( onAnimationFrameCallback ) onAnimationFrameCallback( time );
  13940. }
  13941. var animation = new WebGLAnimation();
  13942. animation.setAnimationLoop( onAnimationFrame );
  13943. if ( typeof window !== 'undefined' ) animation.setContext( window );
  13944. this.setAnimationLoop = function ( callback ) {
  13945. onAnimationFrameCallback = callback;
  13946. vr.setAnimationLoop( callback );
  13947. animation.start();
  13948. };
  13949. // Rendering
  13950. this.render = function ( scene, camera ) {
  13951. var renderTarget, forceClear;
  13952. if ( arguments[ 2 ] !== undefined ) {
  13953. console.warn( 'THREE.WebGLRenderer.render(): the renderTarget argument has been removed. Use .setRenderTarget() instead.' );
  13954. renderTarget = arguments[ 2 ];
  13955. }
  13956. if ( arguments[ 3 ] !== undefined ) {
  13957. console.warn( 'THREE.WebGLRenderer.render(): the forceClear argument has been removed. Use .clear() instead.' );
  13958. forceClear = arguments[ 3 ];
  13959. }
  13960. if ( ! ( camera && camera.isCamera ) ) {
  13961. console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
  13962. return;
  13963. }
  13964. if ( _isContextLost ) return;
  13965. // reset caching for this frame
  13966. _currentGeometryProgram.geometry = null;
  13967. _currentGeometryProgram.program = null;
  13968. _currentGeometryProgram.wireframe = false;
  13969. _currentMaterialId = - 1;
  13970. _currentCamera = null;
  13971. // update scene graph
  13972. if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
  13973. // update camera matrices and frustum
  13974. if ( camera.parent === null ) camera.updateMatrixWorld();
  13975. if ( vr.enabled ) {
  13976. camera = vr.getCamera( camera );
  13977. }
  13978. //
  13979. currentRenderState = renderStates.get( scene, camera );
  13980. currentRenderState.init();
  13981. scene.onBeforeRender( _this, scene, camera, renderTarget || _currentRenderTarget );
  13982. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  13983. _frustum.setFromMatrix( _projScreenMatrix );
  13984. _localClippingEnabled = this.localClippingEnabled;
  13985. _clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
  13986. currentRenderList = renderLists.get( scene, camera );
  13987. currentRenderList.init();
  13988. projectObject( scene, camera, 0, _this.sortObjects );
  13989. if ( _this.sortObjects === true ) {
  13990. currentRenderList.sort();
  13991. }
  13992. //
  13993. if ( _clippingEnabled ) _clipping.beginShadows();
  13994. var shadowsArray = currentRenderState.state.shadowsArray;
  13995. shadowMap.render( shadowsArray, scene, camera );
  13996. currentRenderState.setupLights( camera );
  13997. if ( _clippingEnabled ) _clipping.endShadows();
  13998. //
  13999. if ( this.info.autoReset ) this.info.reset();
  14000. if ( renderTarget !== undefined ) {
  14001. this.setRenderTarget( renderTarget );
  14002. }
  14003. //
  14004. background.render( currentRenderList, scene, camera, forceClear );
  14005. // render scene
  14006. var opaqueObjects = currentRenderList.opaque;
  14007. var transparentObjects = currentRenderList.transparent;
  14008. if ( scene.overrideMaterial ) {
  14009. var overrideMaterial = scene.overrideMaterial;
  14010. if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera, overrideMaterial );
  14011. if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera, overrideMaterial );
  14012. } else {
  14013. // opaque pass (front-to-back order)
  14014. if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera );
  14015. // transparent pass (back-to-front order)
  14016. if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera );
  14017. }
  14018. //
  14019. if ( _currentRenderTarget !== null ) {
  14020. // Generate mipmap if we're using any kind of mipmap filtering
  14021. textures.updateRenderTargetMipmap( _currentRenderTarget );
  14022. // resolve multisample renderbuffers to a single-sample texture if necessary
  14023. textures.updateMultisampleRenderTarget( _currentRenderTarget );
  14024. }
  14025. // Ensure depth buffer writing is enabled so it can be cleared on next render
  14026. state.buffers.depth.setTest( true );
  14027. state.buffers.depth.setMask( true );
  14028. state.buffers.color.setMask( true );
  14029. state.setPolygonOffset( false );
  14030. scene.onAfterRender( _this, scene, camera );
  14031. if ( vr.enabled ) {
  14032. vr.submitFrame();
  14033. }
  14034. // _gl.finish();
  14035. currentRenderList = null;
  14036. currentRenderState = null;
  14037. };
  14038. function projectObject( object, camera, groupOrder, sortObjects ) {
  14039. if ( object.visible === false ) return;
  14040. var visible = object.layers.test( camera.layers );
  14041. if ( visible ) {
  14042. if ( object.isGroup ) {
  14043. groupOrder = object.renderOrder;
  14044. } else if ( object.isLight ) {
  14045. currentRenderState.pushLight( object );
  14046. if ( object.castShadow ) {
  14047. currentRenderState.pushShadow( object );
  14048. }
  14049. } else if ( object.isSprite ) {
  14050. if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
  14051. if ( sortObjects ) {
  14052. _vector3.setFromMatrixPosition( object.matrixWorld )
  14053. .applyMatrix4( _projScreenMatrix );
  14054. }
  14055. var geometry = objects.update( object );
  14056. var material = object.material;
  14057. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  14058. }
  14059. } else if ( object.isImmediateRenderObject ) {
  14060. if ( sortObjects ) {
  14061. _vector3.setFromMatrixPosition( object.matrixWorld )
  14062. .applyMatrix4( _projScreenMatrix );
  14063. }
  14064. currentRenderList.push( object, null, object.material, groupOrder, _vector3.z, null );
  14065. } else if ( object.isMesh || object.isLine || object.isPoints ) {
  14066. if ( object.isSkinnedMesh ) {
  14067. object.skeleton.update();
  14068. }
  14069. if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
  14070. if ( sortObjects ) {
  14071. _vector3.setFromMatrixPosition( object.matrixWorld )
  14072. .applyMatrix4( _projScreenMatrix );
  14073. }
  14074. var geometry = objects.update( object );
  14075. var material = object.material;
  14076. if ( Array.isArray( material ) ) {
  14077. var groups = geometry.groups;
  14078. for ( var i = 0, l = groups.length; i < l; i ++ ) {
  14079. var group = groups[ i ];
  14080. var groupMaterial = material[ group.materialIndex ];
  14081. if ( groupMaterial && groupMaterial.visible ) {
  14082. currentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group );
  14083. }
  14084. }
  14085. } else if ( material.visible ) {
  14086. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  14087. }
  14088. }
  14089. }
  14090. }
  14091. var children = object.children;
  14092. for ( var i = 0, l = children.length; i < l; i ++ ) {
  14093. projectObject( children[ i ], camera, groupOrder, sortObjects );
  14094. }
  14095. }
  14096. function renderObjects( renderList, scene, camera, overrideMaterial ) {
  14097. for ( var i = 0, l = renderList.length; i < l; i ++ ) {
  14098. var renderItem = renderList[ i ];
  14099. var object = renderItem.object;
  14100. var geometry = renderItem.geometry;
  14101. var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
  14102. var group = renderItem.group;
  14103. if ( camera.isArrayCamera ) {
  14104. _currentArrayCamera = camera;
  14105. var cameras = camera.cameras;
  14106. for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
  14107. var camera2 = cameras[ j ];
  14108. if ( object.layers.test( camera2.layers ) ) {
  14109. if ( 'viewport' in camera2 ) { // XR
  14110. state.viewport( _currentViewport.copy( camera2.viewport ) );
  14111. } else {
  14112. var bounds = camera2.bounds;
  14113. var x = bounds.x * _width;
  14114. var y = bounds.y * _height;
  14115. var width = bounds.z * _width;
  14116. var height = bounds.w * _height;
  14117. state.viewport( _currentViewport.set( x, y, width, height ).multiplyScalar( _pixelRatio ) );
  14118. }
  14119. currentRenderState.setupLights( camera2 );
  14120. renderObject( object, scene, camera2, geometry, material, group );
  14121. }
  14122. }
  14123. } else {
  14124. _currentArrayCamera = null;
  14125. renderObject( object, scene, camera, geometry, material, group );
  14126. }
  14127. }
  14128. }
  14129. function renderObject( object, scene, camera, geometry, material, group ) {
  14130. object.onBeforeRender( _this, scene, camera, geometry, material, group );
  14131. currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
  14132. object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  14133. object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
  14134. if ( object.isImmediateRenderObject ) {
  14135. state.setMaterial( material );
  14136. var program = setProgram( camera, scene.fog, material, object );
  14137. _currentGeometryProgram.geometry = null;
  14138. _currentGeometryProgram.program = null;
  14139. _currentGeometryProgram.wireframe = false;
  14140. renderObjectImmediate( object, program );
  14141. } else {
  14142. _this.renderBufferDirect( camera, scene.fog, geometry, material, object, group );
  14143. }
  14144. object.onAfterRender( _this, scene, camera, geometry, material, group );
  14145. currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
  14146. }
  14147. function initMaterial( material, fog, object ) {
  14148. var materialProperties = properties.get( material );
  14149. var lights = currentRenderState.state.lights;
  14150. var shadowsArray = currentRenderState.state.shadowsArray;
  14151. var lightsHash = materialProperties.lightsHash;
  14152. var lightsStateHash = lights.state.hash;
  14153. var parameters = programCache.getParameters(
  14154. material, lights.state, shadowsArray, fog, _clipping.numPlanes, _clipping.numIntersection, object );
  14155. var code = programCache.getProgramCode( material, parameters );
  14156. var program = materialProperties.program;
  14157. var programChange = true;
  14158. if ( program === undefined ) {
  14159. // new material
  14160. material.addEventListener( 'dispose', onMaterialDispose );
  14161. } else if ( program.code !== code ) {
  14162. // changed glsl or parameters
  14163. releaseMaterialProgramReference( material );
  14164. } else if ( lightsHash.stateID !== lightsStateHash.stateID ||
  14165. lightsHash.directionalLength !== lightsStateHash.directionalLength ||
  14166. lightsHash.pointLength !== lightsStateHash.pointLength ||
  14167. lightsHash.spotLength !== lightsStateHash.spotLength ||
  14168. lightsHash.rectAreaLength !== lightsStateHash.rectAreaLength ||
  14169. lightsHash.hemiLength !== lightsStateHash.hemiLength ||
  14170. lightsHash.shadowsLength !== lightsStateHash.shadowsLength ) {
  14171. lightsHash.stateID = lightsStateHash.stateID;
  14172. lightsHash.directionalLength = lightsStateHash.directionalLength;
  14173. lightsHash.pointLength = lightsStateHash.pointLength;
  14174. lightsHash.spotLength = lightsStateHash.spotLength;
  14175. lightsHash.rectAreaLength = lightsStateHash.rectAreaLength;
  14176. lightsHash.hemiLength = lightsStateHash.hemiLength;
  14177. lightsHash.shadowsLength = lightsStateHash.shadowsLength;
  14178. programChange = false;
  14179. } else if ( parameters.shaderID !== undefined ) {
  14180. // same glsl and uniform list
  14181. return;
  14182. } else {
  14183. // only rebuild uniform list
  14184. programChange = false;
  14185. }
  14186. if ( programChange ) {
  14187. if ( parameters.shaderID ) {
  14188. var shader = ShaderLib[ parameters.shaderID ];
  14189. materialProperties.shader = {
  14190. name: material.type,
  14191. uniforms: cloneUniforms( shader.uniforms ),
  14192. vertexShader: shader.vertexShader,
  14193. fragmentShader: shader.fragmentShader
  14194. };
  14195. } else {
  14196. materialProperties.shader = {
  14197. name: material.type,
  14198. uniforms: material.uniforms,
  14199. vertexShader: material.vertexShader,
  14200. fragmentShader: material.fragmentShader
  14201. };
  14202. }
  14203. material.onBeforeCompile( materialProperties.shader, _this );
  14204. // Computing code again as onBeforeCompile may have changed the shaders
  14205. code = programCache.getProgramCode( material, parameters );
  14206. program = programCache.acquireProgram( material, materialProperties.shader, parameters, code );
  14207. materialProperties.program = program;
  14208. material.program = program;
  14209. }
  14210. var programAttributes = program.getAttributes();
  14211. if ( material.morphTargets ) {
  14212. material.numSupportedMorphTargets = 0;
  14213. for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
  14214. if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
  14215. material.numSupportedMorphTargets ++;
  14216. }
  14217. }
  14218. }
  14219. if ( material.morphNormals ) {
  14220. material.numSupportedMorphNormals = 0;
  14221. for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
  14222. if ( programAttributes[ 'morphNormal' + i ] >= 0 ) {
  14223. material.numSupportedMorphNormals ++;
  14224. }
  14225. }
  14226. }
  14227. var uniforms = materialProperties.shader.uniforms;
  14228. if ( ! material.isShaderMaterial &&
  14229. ! material.isRawShaderMaterial ||
  14230. material.clipping === true ) {
  14231. materialProperties.numClippingPlanes = _clipping.numPlanes;
  14232. materialProperties.numIntersection = _clipping.numIntersection;
  14233. uniforms.clippingPlanes = _clipping.uniform;
  14234. }
  14235. materialProperties.fog = fog;
  14236. // store the light setup it was created for
  14237. if ( lightsHash === undefined ) {
  14238. materialProperties.lightsHash = lightsHash = {};
  14239. }
  14240. lightsHash.stateID = lightsStateHash.stateID;
  14241. lightsHash.directionalLength = lightsStateHash.directionalLength;
  14242. lightsHash.pointLength = lightsStateHash.pointLength;
  14243. lightsHash.spotLength = lightsStateHash.spotLength;
  14244. lightsHash.rectAreaLength = lightsStateHash.rectAreaLength;
  14245. lightsHash.hemiLength = lightsStateHash.hemiLength;
  14246. lightsHash.shadowsLength = lightsStateHash.shadowsLength;
  14247. if ( material.lights ) {
  14248. // wire up the material to this renderer's lighting state
  14249. uniforms.ambientLightColor.value = lights.state.ambient;
  14250. uniforms.directionalLights.value = lights.state.directional;
  14251. uniforms.spotLights.value = lights.state.spot;
  14252. uniforms.rectAreaLights.value = lights.state.rectArea;
  14253. uniforms.pointLights.value = lights.state.point;
  14254. uniforms.hemisphereLights.value = lights.state.hemi;
  14255. uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;
  14256. uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
  14257. uniforms.spotShadowMap.value = lights.state.spotShadowMap;
  14258. uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;
  14259. uniforms.pointShadowMap.value = lights.state.pointShadowMap;
  14260. uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;
  14261. // TODO (abelnation): add area lights shadow info to uniforms
  14262. }
  14263. var progUniforms = materialProperties.program.getUniforms(),
  14264. uniformsList =
  14265. WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
  14266. materialProperties.uniformsList = uniformsList;
  14267. }
  14268. function setProgram( camera, fog, material, object ) {
  14269. _usedTextureUnits = 0;
  14270. var materialProperties = properties.get( material );
  14271. var lights = currentRenderState.state.lights;
  14272. var lightsHash = materialProperties.lightsHash;
  14273. var lightsStateHash = lights.state.hash;
  14274. if ( _clippingEnabled ) {
  14275. if ( _localClippingEnabled || camera !== _currentCamera ) {
  14276. var useCache =
  14277. camera === _currentCamera &&
  14278. material.id === _currentMaterialId;
  14279. // we might want to call this function with some ClippingGroup
  14280. // object instead of the material, once it becomes feasible
  14281. // (#8465, #8379)
  14282. _clipping.setState(
  14283. material.clippingPlanes, material.clipIntersection, material.clipShadows,
  14284. camera, materialProperties, useCache );
  14285. }
  14286. }
  14287. if ( material.needsUpdate === false ) {
  14288. if ( materialProperties.program === undefined ) {
  14289. material.needsUpdate = true;
  14290. } else if ( material.fog && materialProperties.fog !== fog ) {
  14291. material.needsUpdate = true;
  14292. } else if ( material.lights && ( lightsHash.stateID !== lightsStateHash.stateID ||
  14293. lightsHash.directionalLength !== lightsStateHash.directionalLength ||
  14294. lightsHash.pointLength !== lightsStateHash.pointLength ||
  14295. lightsHash.spotLength !== lightsStateHash.spotLength ||
  14296. lightsHash.rectAreaLength !== lightsStateHash.rectAreaLength ||
  14297. lightsHash.hemiLength !== lightsStateHash.hemiLength ||
  14298. lightsHash.shadowsLength !== lightsStateHash.shadowsLength ) ) {
  14299. material.needsUpdate = true;
  14300. } else if ( materialProperties.numClippingPlanes !== undefined &&
  14301. ( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
  14302. materialProperties.numIntersection !== _clipping.numIntersection ) ) {
  14303. material.needsUpdate = true;
  14304. }
  14305. }
  14306. if ( material.needsUpdate ) {
  14307. initMaterial( material, fog, object );
  14308. material.needsUpdate = false;
  14309. }
  14310. var refreshProgram = false;
  14311. var refreshMaterial = false;
  14312. var refreshLights = false;
  14313. var program = materialProperties.program,
  14314. p_uniforms = program.getUniforms(),
  14315. m_uniforms = materialProperties.shader.uniforms;
  14316. if ( state.useProgram( program.program ) ) {
  14317. refreshProgram = true;
  14318. refreshMaterial = true;
  14319. refreshLights = true;
  14320. }
  14321. if ( material.id !== _currentMaterialId ) {
  14322. _currentMaterialId = material.id;
  14323. refreshMaterial = true;
  14324. }
  14325. if ( refreshProgram || _currentCamera !== camera ) {
  14326. p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
  14327. if ( capabilities.logarithmicDepthBuffer ) {
  14328. p_uniforms.setValue( _gl, 'logDepthBufFC',
  14329. 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
  14330. }
  14331. if ( _currentCamera !== camera ) {
  14332. _currentCamera = camera;
  14333. // lighting uniforms depend on the camera so enforce an update
  14334. // now, in case this material supports lights - or later, when
  14335. // the next material that does gets activated:
  14336. refreshMaterial = true; // set to true on material change
  14337. refreshLights = true; // remains set until update done
  14338. }
  14339. // load material specific uniforms
  14340. // (shader material also gets them for the sake of genericity)
  14341. if ( material.isShaderMaterial ||
  14342. material.isMeshPhongMaterial ||
  14343. material.isMeshStandardMaterial ||
  14344. material.envMap ) {
  14345. var uCamPos = p_uniforms.map.cameraPosition;
  14346. if ( uCamPos !== undefined ) {
  14347. uCamPos.setValue( _gl,
  14348. _vector3.setFromMatrixPosition( camera.matrixWorld ) );
  14349. }
  14350. }
  14351. if ( material.isMeshPhongMaterial ||
  14352. material.isMeshLambertMaterial ||
  14353. material.isMeshBasicMaterial ||
  14354. material.isMeshStandardMaterial ||
  14355. material.isShaderMaterial ||
  14356. material.skinning ) {
  14357. p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
  14358. }
  14359. }
  14360. // skinning uniforms must be set even if material didn't change
  14361. // auto-setting of texture unit for bone texture must go before other textures
  14362. // not sure why, but otherwise weird things happen
  14363. if ( material.skinning ) {
  14364. p_uniforms.setOptional( _gl, object, 'bindMatrix' );
  14365. p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
  14366. var skeleton = object.skeleton;
  14367. if ( skeleton ) {
  14368. var bones = skeleton.bones;
  14369. if ( capabilities.floatVertexTextures ) {
  14370. if ( skeleton.boneTexture === undefined ) {
  14371. // layout (1 matrix = 4 pixels)
  14372. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  14373. // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)
  14374. // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)
  14375. // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)
  14376. // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)
  14377. var size = Math.sqrt( bones.length * 4 ); // 4 pixels needed for 1 matrix
  14378. size = _Math.ceilPowerOfTwo( size );
  14379. size = Math.max( size, 4 );
  14380. var boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
  14381. boneMatrices.set( skeleton.boneMatrices ); // copy current values
  14382. var boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );
  14383. boneTexture.needsUpdate = true;
  14384. skeleton.boneMatrices = boneMatrices;
  14385. skeleton.boneTexture = boneTexture;
  14386. skeleton.boneTextureSize = size;
  14387. }
  14388. p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture );
  14389. p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
  14390. } else {
  14391. p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
  14392. }
  14393. }
  14394. }
  14395. if ( refreshMaterial ) {
  14396. p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
  14397. p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint );
  14398. if ( material.lights ) {
  14399. // the current material requires lighting info
  14400. // note: all lighting uniforms are always set correctly
  14401. // they simply reference the renderer's state for their
  14402. // values
  14403. //
  14404. // use the current material's .needsUpdate flags to set
  14405. // the GL state when required
  14406. markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
  14407. }
  14408. // refresh uniforms common to several materials
  14409. if ( fog && material.fog ) {
  14410. refreshUniformsFog( m_uniforms, fog );
  14411. }
  14412. if ( material.isMeshBasicMaterial ) {
  14413. refreshUniformsCommon( m_uniforms, material );
  14414. } else if ( material.isMeshLambertMaterial ) {
  14415. refreshUniformsCommon( m_uniforms, material );
  14416. refreshUniformsLambert( m_uniforms, material );
  14417. } else if ( material.isMeshPhongMaterial ) {
  14418. refreshUniformsCommon( m_uniforms, material );
  14419. if ( material.isMeshToonMaterial ) {
  14420. refreshUniformsToon( m_uniforms, material );
  14421. } else {
  14422. refreshUniformsPhong( m_uniforms, material );
  14423. }
  14424. } else if ( material.isMeshStandardMaterial ) {
  14425. refreshUniformsCommon( m_uniforms, material );
  14426. if ( material.isMeshPhysicalMaterial ) {
  14427. refreshUniformsPhysical( m_uniforms, material );
  14428. } else {
  14429. refreshUniformsStandard( m_uniforms, material );
  14430. }
  14431. } else if ( material.isMeshMatcapMaterial ) {
  14432. refreshUniformsCommon( m_uniforms, material );
  14433. refreshUniformsMatcap( m_uniforms, material );
  14434. } else if ( material.isMeshDepthMaterial ) {
  14435. refreshUniformsCommon( m_uniforms, material );
  14436. refreshUniformsDepth( m_uniforms, material );
  14437. } else if ( material.isMeshDistanceMaterial ) {
  14438. refreshUniformsCommon( m_uniforms, material );
  14439. refreshUniformsDistance( m_uniforms, material );
  14440. } else if ( material.isMeshNormalMaterial ) {
  14441. refreshUniformsCommon( m_uniforms, material );
  14442. refreshUniformsNormal( m_uniforms, material );
  14443. } else if ( material.isLineBasicMaterial ) {
  14444. refreshUniformsLine( m_uniforms, material );
  14445. if ( material.isLineDashedMaterial ) {
  14446. refreshUniformsDash( m_uniforms, material );
  14447. }
  14448. } else if ( material.isPointsMaterial ) {
  14449. refreshUniformsPoints( m_uniforms, material );
  14450. } else if ( material.isSpriteMaterial ) {
  14451. refreshUniformsSprites( m_uniforms, material );
  14452. } else if ( material.isShadowMaterial ) {
  14453. m_uniforms.color.value = material.color;
  14454. m_uniforms.opacity.value = material.opacity;
  14455. }
  14456. // RectAreaLight Texture
  14457. // TODO (mrdoob): Find a nicer implementation
  14458. if ( m_uniforms.ltc_1 !== undefined ) m_uniforms.ltc_1.value = UniformsLib.LTC_1;
  14459. if ( m_uniforms.ltc_2 !== undefined ) m_uniforms.ltc_2.value = UniformsLib.LTC_2;
  14460. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, _this );
  14461. }
  14462. if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {
  14463. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, _this );
  14464. material.uniformsNeedUpdate = false;
  14465. }
  14466. if ( material.isSpriteMaterial ) {
  14467. p_uniforms.setValue( _gl, 'center', object.center );
  14468. }
  14469. // common matrices
  14470. p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
  14471. p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
  14472. p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
  14473. return program;
  14474. }
  14475. // Uniforms (refresh uniforms objects)
  14476. function refreshUniformsCommon( uniforms, material ) {
  14477. uniforms.opacity.value = material.opacity;
  14478. if ( material.color ) {
  14479. uniforms.diffuse.value = material.color;
  14480. }
  14481. if ( material.emissive ) {
  14482. uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
  14483. }
  14484. if ( material.map ) {
  14485. uniforms.map.value = material.map;
  14486. }
  14487. if ( material.alphaMap ) {
  14488. uniforms.alphaMap.value = material.alphaMap;
  14489. }
  14490. if ( material.specularMap ) {
  14491. uniforms.specularMap.value = material.specularMap;
  14492. }
  14493. if ( material.envMap ) {
  14494. uniforms.envMap.value = material.envMap;
  14495. // don't flip CubeTexture envMaps, flip everything else:
  14496. // WebGLRenderTargetCube will be flipped for backwards compatibility
  14497. // WebGLRenderTargetCube.texture will be flipped because it's a Texture and NOT a CubeTexture
  14498. // this check must be handled differently, or removed entirely, if WebGLRenderTargetCube uses a CubeTexture in the future
  14499. uniforms.flipEnvMap.value = material.envMap.isCubeTexture ? - 1 : 1;
  14500. uniforms.reflectivity.value = material.reflectivity;
  14501. uniforms.refractionRatio.value = material.refractionRatio;
  14502. uniforms.maxMipLevel.value = properties.get( material.envMap ).__maxMipLevel;
  14503. }
  14504. if ( material.lightMap ) {
  14505. uniforms.lightMap.value = material.lightMap;
  14506. uniforms.lightMapIntensity.value = material.lightMapIntensity;
  14507. }
  14508. if ( material.aoMap ) {
  14509. uniforms.aoMap.value = material.aoMap;
  14510. uniforms.aoMapIntensity.value = material.aoMapIntensity;
  14511. }
  14512. // uv repeat and offset setting priorities
  14513. // 1. color map
  14514. // 2. specular map
  14515. // 3. normal map
  14516. // 4. bump map
  14517. // 5. alpha map
  14518. // 6. emissive map
  14519. var uvScaleMap;
  14520. if ( material.map ) {
  14521. uvScaleMap = material.map;
  14522. } else if ( material.specularMap ) {
  14523. uvScaleMap = material.specularMap;
  14524. } else if ( material.displacementMap ) {
  14525. uvScaleMap = material.displacementMap;
  14526. } else if ( material.normalMap ) {
  14527. uvScaleMap = material.normalMap;
  14528. } else if ( material.bumpMap ) {
  14529. uvScaleMap = material.bumpMap;
  14530. } else if ( material.roughnessMap ) {
  14531. uvScaleMap = material.roughnessMap;
  14532. } else if ( material.metalnessMap ) {
  14533. uvScaleMap = material.metalnessMap;
  14534. } else if ( material.alphaMap ) {
  14535. uvScaleMap = material.alphaMap;
  14536. } else if ( material.emissiveMap ) {
  14537. uvScaleMap = material.emissiveMap;
  14538. }
  14539. if ( uvScaleMap !== undefined ) {
  14540. // backwards compatibility
  14541. if ( uvScaleMap.isWebGLRenderTarget ) {
  14542. uvScaleMap = uvScaleMap.texture;
  14543. }
  14544. if ( uvScaleMap.matrixAutoUpdate === true ) {
  14545. uvScaleMap.updateMatrix();
  14546. }
  14547. uniforms.uvTransform.value.copy( uvScaleMap.matrix );
  14548. }
  14549. }
  14550. function refreshUniformsLine( uniforms, material ) {
  14551. uniforms.diffuse.value = material.color;
  14552. uniforms.opacity.value = material.opacity;
  14553. }
  14554. function refreshUniformsDash( uniforms, material ) {
  14555. uniforms.dashSize.value = material.dashSize;
  14556. uniforms.totalSize.value = material.dashSize + material.gapSize;
  14557. uniforms.scale.value = material.scale;
  14558. }
  14559. function refreshUniformsPoints( uniforms, material ) {
  14560. uniforms.diffuse.value = material.color;
  14561. uniforms.opacity.value = material.opacity;
  14562. uniforms.size.value = material.size * _pixelRatio;
  14563. uniforms.scale.value = _height * 0.5;
  14564. uniforms.map.value = material.map;
  14565. if ( material.map !== null ) {
  14566. if ( material.map.matrixAutoUpdate === true ) {
  14567. material.map.updateMatrix();
  14568. }
  14569. uniforms.uvTransform.value.copy( material.map.matrix );
  14570. }
  14571. }
  14572. function refreshUniformsSprites( uniforms, material ) {
  14573. uniforms.diffuse.value = material.color;
  14574. uniforms.opacity.value = material.opacity;
  14575. uniforms.rotation.value = material.rotation;
  14576. uniforms.map.value = material.map;
  14577. if ( material.map !== null ) {
  14578. if ( material.map.matrixAutoUpdate === true ) {
  14579. material.map.updateMatrix();
  14580. }
  14581. uniforms.uvTransform.value.copy( material.map.matrix );
  14582. }
  14583. }
  14584. function refreshUniformsFog( uniforms, fog ) {
  14585. uniforms.fogColor.value = fog.color;
  14586. if ( fog.isFog ) {
  14587. uniforms.fogNear.value = fog.near;
  14588. uniforms.fogFar.value = fog.far;
  14589. } else if ( fog.isFogExp2 ) {
  14590. uniforms.fogDensity.value = fog.density;
  14591. }
  14592. }
  14593. function refreshUniformsLambert( uniforms, material ) {
  14594. if ( material.emissiveMap ) {
  14595. uniforms.emissiveMap.value = material.emissiveMap;
  14596. }
  14597. }
  14598. function refreshUniformsPhong( uniforms, material ) {
  14599. uniforms.specular.value = material.specular;
  14600. uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
  14601. if ( material.emissiveMap ) {
  14602. uniforms.emissiveMap.value = material.emissiveMap;
  14603. }
  14604. if ( material.bumpMap ) {
  14605. uniforms.bumpMap.value = material.bumpMap;
  14606. uniforms.bumpScale.value = material.bumpScale;
  14607. if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
  14608. }
  14609. if ( material.normalMap ) {
  14610. uniforms.normalMap.value = material.normalMap;
  14611. uniforms.normalScale.value.copy( material.normalScale );
  14612. if ( material.side === BackSide ) uniforms.normalScale.value.negate();
  14613. }
  14614. if ( material.displacementMap ) {
  14615. uniforms.displacementMap.value = material.displacementMap;
  14616. uniforms.displacementScale.value = material.displacementScale;
  14617. uniforms.displacementBias.value = material.displacementBias;
  14618. }
  14619. }
  14620. function refreshUniformsToon( uniforms, material ) {
  14621. refreshUniformsPhong( uniforms, material );
  14622. if ( material.gradientMap ) {
  14623. uniforms.gradientMap.value = material.gradientMap;
  14624. }
  14625. }
  14626. function refreshUniformsStandard( uniforms, material ) {
  14627. uniforms.roughness.value = material.roughness;
  14628. uniforms.metalness.value = material.metalness;
  14629. if ( material.roughnessMap ) {
  14630. uniforms.roughnessMap.value = material.roughnessMap;
  14631. }
  14632. if ( material.metalnessMap ) {
  14633. uniforms.metalnessMap.value = material.metalnessMap;
  14634. }
  14635. if ( material.emissiveMap ) {
  14636. uniforms.emissiveMap.value = material.emissiveMap;
  14637. }
  14638. if ( material.bumpMap ) {
  14639. uniforms.bumpMap.value = material.bumpMap;
  14640. uniforms.bumpScale.value = material.bumpScale;
  14641. if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
  14642. }
  14643. if ( material.normalMap ) {
  14644. uniforms.normalMap.value = material.normalMap;
  14645. uniforms.normalScale.value.copy( material.normalScale );
  14646. if ( material.side === BackSide ) uniforms.normalScale.value.negate();
  14647. }
  14648. if ( material.displacementMap ) {
  14649. uniforms.displacementMap.value = material.displacementMap;
  14650. uniforms.displacementScale.value = material.displacementScale;
  14651. uniforms.displacementBias.value = material.displacementBias;
  14652. }
  14653. if ( material.envMap ) {
  14654. //uniforms.envMap.value = material.envMap; // part of uniforms common
  14655. uniforms.envMapIntensity.value = material.envMapIntensity;
  14656. }
  14657. }
  14658. function refreshUniformsPhysical( uniforms, material ) {
  14659. refreshUniformsStandard( uniforms, material );
  14660. uniforms.reflectivity.value = material.reflectivity; // also part of uniforms common
  14661. uniforms.clearCoat.value = material.clearCoat;
  14662. uniforms.clearCoatRoughness.value = material.clearCoatRoughness;
  14663. }
  14664. function refreshUniformsMatcap( uniforms, material ) {
  14665. if ( material.matcap ) {
  14666. uniforms.matcap.value = material.matcap;
  14667. }
  14668. if ( material.bumpMap ) {
  14669. uniforms.bumpMap.value = material.bumpMap;
  14670. uniforms.bumpScale.value = material.bumpScale;
  14671. if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
  14672. }
  14673. if ( material.normalMap ) {
  14674. uniforms.normalMap.value = material.normalMap;
  14675. uniforms.normalScale.value.copy( material.normalScale );
  14676. if ( material.side === BackSide ) uniforms.normalScale.value.negate();
  14677. }
  14678. if ( material.displacementMap ) {
  14679. uniforms.displacementMap.value = material.displacementMap;
  14680. uniforms.displacementScale.value = material.displacementScale;
  14681. uniforms.displacementBias.value = material.displacementBias;
  14682. }
  14683. }
  14684. function refreshUniformsDepth( uniforms, material ) {
  14685. if ( material.displacementMap ) {
  14686. uniforms.displacementMap.value = material.displacementMap;
  14687. uniforms.displacementScale.value = material.displacementScale;
  14688. uniforms.displacementBias.value = material.displacementBias;
  14689. }
  14690. }
  14691. function refreshUniformsDistance( uniforms, material ) {
  14692. if ( material.displacementMap ) {
  14693. uniforms.displacementMap.value = material.displacementMap;
  14694. uniforms.displacementScale.value = material.displacementScale;
  14695. uniforms.displacementBias.value = material.displacementBias;
  14696. }
  14697. uniforms.referencePosition.value.copy( material.referencePosition );
  14698. uniforms.nearDistance.value = material.nearDistance;
  14699. uniforms.farDistance.value = material.farDistance;
  14700. }
  14701. function refreshUniformsNormal( uniforms, material ) {
  14702. if ( material.bumpMap ) {
  14703. uniforms.bumpMap.value = material.bumpMap;
  14704. uniforms.bumpScale.value = material.bumpScale;
  14705. if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
  14706. }
  14707. if ( material.normalMap ) {
  14708. uniforms.normalMap.value = material.normalMap;
  14709. uniforms.normalScale.value.copy( material.normalScale );
  14710. if ( material.side === BackSide ) uniforms.normalScale.value.negate();
  14711. }
  14712. if ( material.displacementMap ) {
  14713. uniforms.displacementMap.value = material.displacementMap;
  14714. uniforms.displacementScale.value = material.displacementScale;
  14715. uniforms.displacementBias.value = material.displacementBias;
  14716. }
  14717. }
  14718. // If uniforms are marked as clean, they don't need to be loaded to the GPU.
  14719. function markUniformsLightsNeedsUpdate( uniforms, value ) {
  14720. uniforms.ambientLightColor.needsUpdate = value;
  14721. uniforms.directionalLights.needsUpdate = value;
  14722. uniforms.pointLights.needsUpdate = value;
  14723. uniforms.spotLights.needsUpdate = value;
  14724. uniforms.rectAreaLights.needsUpdate = value;
  14725. uniforms.hemisphereLights.needsUpdate = value;
  14726. }
  14727. // Textures
  14728. function allocTextureUnit() {
  14729. var textureUnit = _usedTextureUnits;
  14730. if ( textureUnit >= capabilities.maxTextures ) {
  14731. console.warn( 'THREE.WebGLRenderer: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures );
  14732. }
  14733. _usedTextureUnits += 1;
  14734. return textureUnit;
  14735. }
  14736. this.allocTextureUnit = allocTextureUnit;
  14737. // this.setTexture2D = setTexture2D;
  14738. this.setTexture2D = ( function () {
  14739. var warned = false;
  14740. // backwards compatibility: peel texture.texture
  14741. return function setTexture2D( texture, slot ) {
  14742. if ( texture && texture.isWebGLRenderTarget ) {
  14743. if ( ! warned ) {
  14744. console.warn( "THREE.WebGLRenderer.setTexture2D: don't use render targets as textures. Use their .texture property instead." );
  14745. warned = true;
  14746. }
  14747. texture = texture.texture;
  14748. }
  14749. textures.setTexture2D( texture, slot );
  14750. };
  14751. }() );
  14752. this.setTexture3D = function ( texture, slot ) {
  14753. textures.setTexture3D( texture, slot );
  14754. };
  14755. this.setTexture = ( function () {
  14756. var warned = false;
  14757. return function setTexture( texture, slot ) {
  14758. if ( ! warned ) {
  14759. console.warn( "THREE.WebGLRenderer: .setTexture is deprecated, use setTexture2D instead." );
  14760. warned = true;
  14761. }
  14762. textures.setTexture2D( texture, slot );
  14763. };
  14764. }() );
  14765. this.setTextureCube = ( function () {
  14766. var warned = false;
  14767. return function setTextureCube( texture, slot ) {
  14768. // backwards compatibility: peel texture.texture
  14769. if ( texture && texture.isWebGLRenderTargetCube ) {
  14770. if ( ! warned ) {
  14771. console.warn( "THREE.WebGLRenderer.setTextureCube: don't use cube render targets as textures. Use their .texture property instead." );
  14772. warned = true;
  14773. }
  14774. texture = texture.texture;
  14775. }
  14776. // currently relying on the fact that WebGLRenderTargetCube.texture is a Texture and NOT a CubeTexture
  14777. // TODO: unify these code paths
  14778. if ( ( texture && texture.isCubeTexture ) ||
  14779. ( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
  14780. // CompressedTexture can have Array in image :/
  14781. // this function alone should take care of cube textures
  14782. textures.setTextureCube( texture, slot );
  14783. } else {
  14784. // assumed: texture property of THREE.WebGLRenderTargetCube
  14785. textures.setTextureCubeDynamic( texture, slot );
  14786. }
  14787. };
  14788. }() );
  14789. //
  14790. this.setFramebuffer = function ( value ) {
  14791. _framebuffer = value;
  14792. };
  14793. this.getRenderTarget = function () {
  14794. return _currentRenderTarget;
  14795. };
  14796. this.setRenderTarget = function ( renderTarget, activeCubeFace, activeMipMapLevel ) {
  14797. _currentRenderTarget = renderTarget;
  14798. if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
  14799. textures.setupRenderTarget( renderTarget );
  14800. }
  14801. var framebuffer = _framebuffer;
  14802. var isCube = false;
  14803. if ( renderTarget ) {
  14804. var __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
  14805. if ( renderTarget.isWebGLRenderTargetCube ) {
  14806. framebuffer = __webglFramebuffer[ activeCubeFace || 0 ];
  14807. isCube = true;
  14808. } else if ( renderTarget.isWebGLMultisampleRenderTarget ) {
  14809. framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;
  14810. } else {
  14811. framebuffer = __webglFramebuffer;
  14812. }
  14813. _currentViewport.copy( renderTarget.viewport );
  14814. _currentScissor.copy( renderTarget.scissor );
  14815. _currentScissorTest = renderTarget.scissorTest;
  14816. } else {
  14817. _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio );
  14818. _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio );
  14819. _currentScissorTest = _scissorTest;
  14820. }
  14821. if ( _currentFramebuffer !== framebuffer ) {
  14822. _gl.bindFramebuffer( 36160, framebuffer );
  14823. _currentFramebuffer = framebuffer;
  14824. }
  14825. state.viewport( _currentViewport );
  14826. state.scissor( _currentScissor );
  14827. state.setScissorTest( _currentScissorTest );
  14828. if ( isCube ) {
  14829. var textureProperties = properties.get( renderTarget.texture );
  14830. _gl.framebufferTexture2D( 36160, 36064, 34069 + activeCubeFace || 0, textureProperties.__webglTexture, activeMipMapLevel || 0 );
  14831. }
  14832. };
  14833. this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) {
  14834. if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
  14835. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
  14836. return;
  14837. }
  14838. var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
  14839. if ( framebuffer ) {
  14840. var restore = false;
  14841. if ( framebuffer !== _currentFramebuffer ) {
  14842. _gl.bindFramebuffer( 36160, framebuffer );
  14843. restore = true;
  14844. }
  14845. try {
  14846. var texture = renderTarget.texture;
  14847. var textureFormat = texture.format;
  14848. var textureType = texture.type;
  14849. if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( 35739 ) ) {
  14850. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
  14851. return;
  14852. }
  14853. if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( 35738 ) && // IE11, Edge and Chrome Mac < 52 (#9513)
  14854. ! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.get( 'OES_texture_float' ) || extensions.get( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox
  14855. ! ( textureType === HalfFloatType && ( capabilities.isWebGL2 ? extensions.get( 'EXT_color_buffer_float' ) : extensions.get( 'EXT_color_buffer_half_float' ) ) ) ) {
  14856. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
  14857. return;
  14858. }
  14859. if ( _gl.checkFramebufferStatus( 36160 ) === 36053 ) {
  14860. // the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)
  14861. if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
  14862. _gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
  14863. }
  14864. } else {
  14865. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
  14866. }
  14867. } finally {
  14868. if ( restore ) {
  14869. _gl.bindFramebuffer( 36160, _currentFramebuffer );
  14870. }
  14871. }
  14872. }
  14873. };
  14874. this.copyFramebufferToTexture = function ( position, texture, level ) {
  14875. var width = texture.image.width;
  14876. var height = texture.image.height;
  14877. var glFormat = utils.convert( texture.format );
  14878. this.setTexture2D( texture, 0 );
  14879. _gl.copyTexImage2D( 3553, level || 0, glFormat, position.x, position.y, width, height, 0 );
  14880. };
  14881. this.copyTextureToTexture = function ( position, srcTexture, dstTexture, level ) {
  14882. var width = srcTexture.image.width;
  14883. var height = srcTexture.image.height;
  14884. var glFormat = utils.convert( dstTexture.format );
  14885. var glType = utils.convert( dstTexture.type );
  14886. this.setTexture2D( dstTexture, 0 );
  14887. if ( srcTexture.isDataTexture ) {
  14888. _gl.texSubImage2D( 3553, level || 0, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data );
  14889. } else {
  14890. _gl.texSubImage2D( 3553, level || 0, position.x, position.y, glFormat, glType, srcTexture.image );
  14891. }
  14892. };
  14893. }
  14894. /**
  14895. * @author mrdoob / http://mrdoob.com/
  14896. * @author alteredq / http://alteredqualia.com/
  14897. */
  14898. function FogExp2( color, density ) {
  14899. this.name = '';
  14900. this.color = new Color( color );
  14901. this.density = ( density !== undefined ) ? density : 0.00025;
  14902. }
  14903. Object.assign( FogExp2.prototype, {
  14904. isFogExp2: true,
  14905. clone: function () {
  14906. return new FogExp2( this.color, this.density );
  14907. },
  14908. toJSON: function ( /* meta */ ) {
  14909. return {
  14910. type: 'FogExp2',
  14911. color: this.color.getHex(),
  14912. density: this.density
  14913. };
  14914. }
  14915. } );
  14916. /**
  14917. * @author mrdoob / http://mrdoob.com/
  14918. * @author alteredq / http://alteredqualia.com/
  14919. */
  14920. function Fog( color, near, far ) {
  14921. this.name = '';
  14922. this.color = new Color( color );
  14923. this.near = ( near !== undefined ) ? near : 1;
  14924. this.far = ( far !== undefined ) ? far : 1000;
  14925. }
  14926. Object.assign( Fog.prototype, {
  14927. isFog: true,
  14928. clone: function () {
  14929. return new Fog( this.color, this.near, this.far );
  14930. },
  14931. toJSON: function ( /* meta */ ) {
  14932. return {
  14933. type: 'Fog',
  14934. color: this.color.getHex(),
  14935. near: this.near,
  14936. far: this.far
  14937. };
  14938. }
  14939. } );
  14940. /**
  14941. * @author mrdoob / http://mrdoob.com/
  14942. */
  14943. function Scene() {
  14944. Object3D.call( this );
  14945. this.type = 'Scene';
  14946. this.background = null;
  14947. this.fog = null;
  14948. this.overrideMaterial = null;
  14949. this.autoUpdate = true; // checked by the renderer
  14950. }
  14951. Scene.prototype = Object.assign( Object.create( Object3D.prototype ), {
  14952. constructor: Scene,
  14953. isScene: true,
  14954. copy: function ( source, recursive ) {
  14955. Object3D.prototype.copy.call( this, source, recursive );
  14956. if ( source.background !== null ) this.background = source.background.clone();
  14957. if ( source.fog !== null ) this.fog = source.fog.clone();
  14958. if ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone();
  14959. this.autoUpdate = source.autoUpdate;
  14960. this.matrixAutoUpdate = source.matrixAutoUpdate;
  14961. return this;
  14962. },
  14963. toJSON: function ( meta ) {
  14964. var data = Object3D.prototype.toJSON.call( this, meta );
  14965. if ( this.background !== null ) data.object.background = this.background.toJSON( meta );
  14966. if ( this.fog !== null ) data.object.fog = this.fog.toJSON();
  14967. return data;
  14968. },
  14969. dispose: function () {
  14970. this.dispatchEvent( { type: 'dispose' } );
  14971. }
  14972. } );
  14973. /**
  14974. * @author benaadams / https://twitter.com/ben_a_adams
  14975. */
  14976. function InterleavedBuffer( array, stride ) {
  14977. this.array = array;
  14978. this.stride = stride;
  14979. this.count = array !== undefined ? array.length / stride : 0;
  14980. this.dynamic = false;
  14981. this.updateRange = { offset: 0, count: - 1 };
  14982. this.version = 0;
  14983. }
  14984. Object.defineProperty( InterleavedBuffer.prototype, 'needsUpdate', {
  14985. set: function ( value ) {
  14986. if ( value === true ) this.version ++;
  14987. }
  14988. } );
  14989. Object.assign( InterleavedBuffer.prototype, {
  14990. isInterleavedBuffer: true,
  14991. onUploadCallback: function () {},
  14992. setArray: function ( array ) {
  14993. if ( Array.isArray( array ) ) {
  14994. throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
  14995. }
  14996. this.count = array !== undefined ? array.length / this.stride : 0;
  14997. this.array = array;
  14998. return this;
  14999. },
  15000. setDynamic: function ( value ) {
  15001. this.dynamic = value;
  15002. return this;
  15003. },
  15004. copy: function ( source ) {
  15005. this.array = new source.array.constructor( source.array );
  15006. this.count = source.count;
  15007. this.stride = source.stride;
  15008. this.dynamic = source.dynamic;
  15009. return this;
  15010. },
  15011. copyAt: function ( index1, attribute, index2 ) {
  15012. index1 *= this.stride;
  15013. index2 *= attribute.stride;
  15014. for ( var i = 0, l = this.stride; i < l; i ++ ) {
  15015. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  15016. }
  15017. return this;
  15018. },
  15019. set: function ( value, offset ) {
  15020. if ( offset === undefined ) offset = 0;
  15021. this.array.set( value, offset );
  15022. return this;
  15023. },
  15024. clone: function () {
  15025. return new this.constructor().copy( this );
  15026. },
  15027. onUpload: function ( callback ) {
  15028. this.onUploadCallback = callback;
  15029. return this;
  15030. }
  15031. } );
  15032. /**
  15033. * @author benaadams / https://twitter.com/ben_a_adams
  15034. */
  15035. function InterleavedBufferAttribute( interleavedBuffer, itemSize, offset, normalized ) {
  15036. this.data = interleavedBuffer;
  15037. this.itemSize = itemSize;
  15038. this.offset = offset;
  15039. this.normalized = normalized === true;
  15040. }
  15041. Object.defineProperties( InterleavedBufferAttribute.prototype, {
  15042. count: {
  15043. get: function () {
  15044. return this.data.count;
  15045. }
  15046. },
  15047. array: {
  15048. get: function () {
  15049. return this.data.array;
  15050. }
  15051. }
  15052. } );
  15053. Object.assign( InterleavedBufferAttribute.prototype, {
  15054. isInterleavedBufferAttribute: true,
  15055. setX: function ( index, x ) {
  15056. this.data.array[ index * this.data.stride + this.offset ] = x;
  15057. return this;
  15058. },
  15059. setY: function ( index, y ) {
  15060. this.data.array[ index * this.data.stride + this.offset + 1 ] = y;
  15061. return this;
  15062. },
  15063. setZ: function ( index, z ) {
  15064. this.data.array[ index * this.data.stride + this.offset + 2 ] = z;
  15065. return this;
  15066. },
  15067. setW: function ( index, w ) {
  15068. this.data.array[ index * this.data.stride + this.offset + 3 ] = w;
  15069. return this;
  15070. },
  15071. getX: function ( index ) {
  15072. return this.data.array[ index * this.data.stride + this.offset ];
  15073. },
  15074. getY: function ( index ) {
  15075. return this.data.array[ index * this.data.stride + this.offset + 1 ];
  15076. },
  15077. getZ: function ( index ) {
  15078. return this.data.array[ index * this.data.stride + this.offset + 2 ];
  15079. },
  15080. getW: function ( index ) {
  15081. return this.data.array[ index * this.data.stride + this.offset + 3 ];
  15082. },
  15083. setXY: function ( index, x, y ) {
  15084. index = index * this.data.stride + this.offset;
  15085. this.data.array[ index + 0 ] = x;
  15086. this.data.array[ index + 1 ] = y;
  15087. return this;
  15088. },
  15089. setXYZ: function ( index, x, y, z ) {
  15090. index = index * this.data.stride + this.offset;
  15091. this.data.array[ index + 0 ] = x;
  15092. this.data.array[ index + 1 ] = y;
  15093. this.data.array[ index + 2 ] = z;
  15094. return this;
  15095. },
  15096. setXYZW: function ( index, x, y, z, w ) {
  15097. index = index * this.data.stride + this.offset;
  15098. this.data.array[ index + 0 ] = x;
  15099. this.data.array[ index + 1 ] = y;
  15100. this.data.array[ index + 2 ] = z;
  15101. this.data.array[ index + 3 ] = w;
  15102. return this;
  15103. }
  15104. } );
  15105. /**
  15106. * @author alteredq / http://alteredqualia.com/
  15107. *
  15108. * parameters = {
  15109. * color: <hex>,
  15110. * map: new THREE.Texture( <Image> ),
  15111. * rotation: <float>,
  15112. * sizeAttenuation: <bool>
  15113. * }
  15114. */
  15115. function SpriteMaterial( parameters ) {
  15116. Material.call( this );
  15117. this.type = 'SpriteMaterial';
  15118. this.color = new Color( 0xffffff );
  15119. this.map = null;
  15120. this.rotation = 0;
  15121. this.sizeAttenuation = true;
  15122. this.lights = false;
  15123. this.transparent = true;
  15124. this.setValues( parameters );
  15125. }
  15126. SpriteMaterial.prototype = Object.create( Material.prototype );
  15127. SpriteMaterial.prototype.constructor = SpriteMaterial;
  15128. SpriteMaterial.prototype.isSpriteMaterial = true;
  15129. SpriteMaterial.prototype.copy = function ( source ) {
  15130. Material.prototype.copy.call( this, source );
  15131. this.color.copy( source.color );
  15132. this.map = source.map;
  15133. this.rotation = source.rotation;
  15134. this.sizeAttenuation = source.sizeAttenuation;
  15135. return this;
  15136. };
  15137. /**
  15138. * @author mikael emtinger / http://gomo.se/
  15139. * @author alteredq / http://alteredqualia.com/
  15140. */
  15141. var geometry;
  15142. function Sprite( material ) {
  15143. Object3D.call( this );
  15144. this.type = 'Sprite';
  15145. if ( geometry === undefined ) {
  15146. geometry = new BufferGeometry();
  15147. var float32Array = new Float32Array( [
  15148. - 0.5, - 0.5, 0, 0, 0,
  15149. 0.5, - 0.5, 0, 1, 0,
  15150. 0.5, 0.5, 0, 1, 1,
  15151. - 0.5, 0.5, 0, 0, 1
  15152. ] );
  15153. var interleavedBuffer = new InterleavedBuffer( float32Array, 5 );
  15154. geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] );
  15155. geometry.addAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );
  15156. geometry.addAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );
  15157. }
  15158. this.geometry = geometry;
  15159. this.material = ( material !== undefined ) ? material : new SpriteMaterial();
  15160. this.center = new Vector2( 0.5, 0.5 );
  15161. }
  15162. Sprite.prototype = Object.assign( Object.create( Object3D.prototype ), {
  15163. constructor: Sprite,
  15164. isSprite: true,
  15165. raycast: ( function () {
  15166. var intersectPoint = new Vector3();
  15167. var worldScale = new Vector3();
  15168. var mvPosition = new Vector3();
  15169. var alignedPosition = new Vector2();
  15170. var rotatedPosition = new Vector2();
  15171. var viewWorldMatrix = new Matrix4();
  15172. var vA = new Vector3();
  15173. var vB = new Vector3();
  15174. var vC = new Vector3();
  15175. var uvA = new Vector2();
  15176. var uvB = new Vector2();
  15177. var uvC = new Vector2();
  15178. function transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) {
  15179. // compute position in camera space
  15180. alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale );
  15181. // to check if rotation is not zero
  15182. if ( sin !== undefined ) {
  15183. rotatedPosition.x = ( cos * alignedPosition.x ) - ( sin * alignedPosition.y );
  15184. rotatedPosition.y = ( sin * alignedPosition.x ) + ( cos * alignedPosition.y );
  15185. } else {
  15186. rotatedPosition.copy( alignedPosition );
  15187. }
  15188. vertexPosition.copy( mvPosition );
  15189. vertexPosition.x += rotatedPosition.x;
  15190. vertexPosition.y += rotatedPosition.y;
  15191. // transform to world space
  15192. vertexPosition.applyMatrix4( viewWorldMatrix );
  15193. }
  15194. return function raycast( raycaster, intersects ) {
  15195. worldScale.setFromMatrixScale( this.matrixWorld );
  15196. viewWorldMatrix.getInverse( this.modelViewMatrix ).premultiply( this.matrixWorld );
  15197. mvPosition.setFromMatrixPosition( this.modelViewMatrix );
  15198. var rotation = this.material.rotation;
  15199. var sin, cos;
  15200. if ( rotation !== 0 ) {
  15201. cos = Math.cos( rotation );
  15202. sin = Math.sin( rotation );
  15203. }
  15204. var center = this.center;
  15205. transformVertex( vA.set( - 0.5, - 0.5, 0 ), mvPosition, center, worldScale, sin, cos );
  15206. transformVertex( vB.set( 0.5, - 0.5, 0 ), mvPosition, center, worldScale, sin, cos );
  15207. transformVertex( vC.set( 0.5, 0.5, 0 ), mvPosition, center, worldScale, sin, cos );
  15208. uvA.set( 0, 0 );
  15209. uvB.set( 1, 0 );
  15210. uvC.set( 1, 1 );
  15211. // check first triangle
  15212. var intersect = raycaster.ray.intersectTriangle( vA, vB, vC, false, intersectPoint );
  15213. if ( intersect === null ) {
  15214. // check second triangle
  15215. transformVertex( vB.set( - 0.5, 0.5, 0 ), mvPosition, center, worldScale, sin, cos );
  15216. uvB.set( 0, 1 );
  15217. intersect = raycaster.ray.intersectTriangle( vA, vC, vB, false, intersectPoint );
  15218. if ( intersect === null ) {
  15219. return;
  15220. }
  15221. }
  15222. var distance = raycaster.ray.origin.distanceTo( intersectPoint );
  15223. if ( distance < raycaster.near || distance > raycaster.far ) return;
  15224. intersects.push( {
  15225. distance: distance,
  15226. point: intersectPoint.clone(),
  15227. uv: Triangle.getUV( intersectPoint, vA, vB, vC, uvA, uvB, uvC, new Vector2() ),
  15228. face: null,
  15229. object: this
  15230. } );
  15231. };
  15232. }() ),
  15233. clone: function () {
  15234. return new this.constructor( this.material ).copy( this );
  15235. },
  15236. copy: function ( source ) {
  15237. Object3D.prototype.copy.call( this, source );
  15238. if ( source.center !== undefined ) this.center.copy( source.center );
  15239. return this;
  15240. }
  15241. } );
  15242. /**
  15243. * @author mikael emtinger / http://gomo.se/
  15244. * @author alteredq / http://alteredqualia.com/
  15245. * @author mrdoob / http://mrdoob.com/
  15246. */
  15247. function LOD() {
  15248. Object3D.call( this );
  15249. this.type = 'LOD';
  15250. Object.defineProperties( this, {
  15251. levels: {
  15252. enumerable: true,
  15253. value: []
  15254. }
  15255. } );
  15256. }
  15257. LOD.prototype = Object.assign( Object.create( Object3D.prototype ), {
  15258. constructor: LOD,
  15259. copy: function ( source ) {
  15260. Object3D.prototype.copy.call( this, source, false );
  15261. var levels = source.levels;
  15262. for ( var i = 0, l = levels.length; i < l; i ++ ) {
  15263. var level = levels[ i ];
  15264. this.addLevel( level.object.clone(), level.distance );
  15265. }
  15266. return this;
  15267. },
  15268. addLevel: function ( object, distance ) {
  15269. if ( distance === undefined ) distance = 0;
  15270. distance = Math.abs( distance );
  15271. var levels = this.levels;
  15272. for ( var l = 0; l < levels.length; l ++ ) {
  15273. if ( distance < levels[ l ].distance ) {
  15274. break;
  15275. }
  15276. }
  15277. levels.splice( l, 0, { distance: distance, object: object } );
  15278. this.add( object );
  15279. },
  15280. getObjectForDistance: function ( distance ) {
  15281. var levels = this.levels;
  15282. for ( var i = 1, l = levels.length; i < l; i ++ ) {
  15283. if ( distance < levels[ i ].distance ) {
  15284. break;
  15285. }
  15286. }
  15287. return levels[ i - 1 ].object;
  15288. },
  15289. raycast: ( function () {
  15290. var matrixPosition = new Vector3();
  15291. return function raycast( raycaster, intersects ) {
  15292. matrixPosition.setFromMatrixPosition( this.matrixWorld );
  15293. var distance = raycaster.ray.origin.distanceTo( matrixPosition );
  15294. this.getObjectForDistance( distance ).raycast( raycaster, intersects );
  15295. };
  15296. }() ),
  15297. update: function () {
  15298. var v1 = new Vector3();
  15299. var v2 = new Vector3();
  15300. return function update( camera ) {
  15301. var levels = this.levels;
  15302. if ( levels.length > 1 ) {
  15303. v1.setFromMatrixPosition( camera.matrixWorld );
  15304. v2.setFromMatrixPosition( this.matrixWorld );
  15305. var distance = v1.distanceTo( v2 );
  15306. levels[ 0 ].object.visible = true;
  15307. for ( var i = 1, l = levels.length; i < l; i ++ ) {
  15308. if ( distance >= levels[ i ].distance ) {
  15309. levels[ i - 1 ].object.visible = false;
  15310. levels[ i ].object.visible = true;
  15311. } else {
  15312. break;
  15313. }
  15314. }
  15315. for ( ; i < l; i ++ ) {
  15316. levels[ i ].object.visible = false;
  15317. }
  15318. }
  15319. };
  15320. }(),
  15321. toJSON: function ( meta ) {
  15322. var data = Object3D.prototype.toJSON.call( this, meta );
  15323. data.object.levels = [];
  15324. var levels = this.levels;
  15325. for ( var i = 0, l = levels.length; i < l; i ++ ) {
  15326. var level = levels[ i ];
  15327. data.object.levels.push( {
  15328. object: level.object.uuid,
  15329. distance: level.distance
  15330. } );
  15331. }
  15332. return data;
  15333. }
  15334. } );
  15335. /**
  15336. * @author mikael emtinger / http://gomo.se/
  15337. * @author alteredq / http://alteredqualia.com/
  15338. * @author ikerr / http://verold.com
  15339. */
  15340. function SkinnedMesh( geometry, material ) {
  15341. if ( geometry && geometry.isGeometry ) {
  15342. console.error( 'THREE.SkinnedMesh no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
  15343. }
  15344. Mesh.call( this, geometry, material );
  15345. this.type = 'SkinnedMesh';
  15346. this.bindMode = 'attached';
  15347. this.bindMatrix = new Matrix4();
  15348. this.bindMatrixInverse = new Matrix4();
  15349. }
  15350. SkinnedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {
  15351. constructor: SkinnedMesh,
  15352. isSkinnedMesh: true,
  15353. bind: function ( skeleton, bindMatrix ) {
  15354. this.skeleton = skeleton;
  15355. if ( bindMatrix === undefined ) {
  15356. this.updateMatrixWorld( true );
  15357. this.skeleton.calculateInverses();
  15358. bindMatrix = this.matrixWorld;
  15359. }
  15360. this.bindMatrix.copy( bindMatrix );
  15361. this.bindMatrixInverse.getInverse( bindMatrix );
  15362. },
  15363. pose: function () {
  15364. this.skeleton.pose();
  15365. },
  15366. normalizeSkinWeights: function () {
  15367. var vector = new Vector4();
  15368. var skinWeight = this.geometry.attributes.skinWeight;
  15369. for ( var i = 0, l = skinWeight.count; i < l; i ++ ) {
  15370. vector.x = skinWeight.getX( i );
  15371. vector.y = skinWeight.getY( i );
  15372. vector.z = skinWeight.getZ( i );
  15373. vector.w = skinWeight.getW( i );
  15374. var scale = 1.0 / vector.manhattanLength();
  15375. if ( scale !== Infinity ) {
  15376. vector.multiplyScalar( scale );
  15377. } else {
  15378. vector.set( 1, 0, 0, 0 ); // do something reasonable
  15379. }
  15380. skinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w );
  15381. }
  15382. },
  15383. updateMatrixWorld: function ( force ) {
  15384. Mesh.prototype.updateMatrixWorld.call( this, force );
  15385. if ( this.bindMode === 'attached' ) {
  15386. this.bindMatrixInverse.getInverse( this.matrixWorld );
  15387. } else if ( this.bindMode === 'detached' ) {
  15388. this.bindMatrixInverse.getInverse( this.bindMatrix );
  15389. } else {
  15390. console.warn( 'THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode );
  15391. }
  15392. },
  15393. clone: function () {
  15394. return new this.constructor( this.geometry, this.material ).copy( this );
  15395. }
  15396. } );
  15397. /**
  15398. * @author mikael emtinger / http://gomo.se/
  15399. * @author alteredq / http://alteredqualia.com/
  15400. * @author michael guerrero / http://realitymeltdown.com
  15401. * @author ikerr / http://verold.com
  15402. */
  15403. function Skeleton( bones, boneInverses ) {
  15404. // copy the bone array
  15405. bones = bones || [];
  15406. this.bones = bones.slice( 0 );
  15407. this.boneMatrices = new Float32Array( this.bones.length * 16 );
  15408. // use the supplied bone inverses or calculate the inverses
  15409. if ( boneInverses === undefined ) {
  15410. this.calculateInverses();
  15411. } else {
  15412. if ( this.bones.length === boneInverses.length ) {
  15413. this.boneInverses = boneInverses.slice( 0 );
  15414. } else {
  15415. console.warn( 'THREE.Skeleton boneInverses is the wrong length.' );
  15416. this.boneInverses = [];
  15417. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  15418. this.boneInverses.push( new Matrix4() );
  15419. }
  15420. }
  15421. }
  15422. }
  15423. Object.assign( Skeleton.prototype, {
  15424. calculateInverses: function () {
  15425. this.boneInverses = [];
  15426. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  15427. var inverse = new Matrix4();
  15428. if ( this.bones[ i ] ) {
  15429. inverse.getInverse( this.bones[ i ].matrixWorld );
  15430. }
  15431. this.boneInverses.push( inverse );
  15432. }
  15433. },
  15434. pose: function () {
  15435. var bone, i, il;
  15436. // recover the bind-time world matrices
  15437. for ( i = 0, il = this.bones.length; i < il; i ++ ) {
  15438. bone = this.bones[ i ];
  15439. if ( bone ) {
  15440. bone.matrixWorld.getInverse( this.boneInverses[ i ] );
  15441. }
  15442. }
  15443. // compute the local matrices, positions, rotations and scales
  15444. for ( i = 0, il = this.bones.length; i < il; i ++ ) {
  15445. bone = this.bones[ i ];
  15446. if ( bone ) {
  15447. if ( bone.parent && bone.parent.isBone ) {
  15448. bone.matrix.getInverse( bone.parent.matrixWorld );
  15449. bone.matrix.multiply( bone.matrixWorld );
  15450. } else {
  15451. bone.matrix.copy( bone.matrixWorld );
  15452. }
  15453. bone.matrix.decompose( bone.position, bone.quaternion, bone.scale );
  15454. }
  15455. }
  15456. },
  15457. update: ( function () {
  15458. var offsetMatrix = new Matrix4();
  15459. var identityMatrix = new Matrix4();
  15460. return function update() {
  15461. var bones = this.bones;
  15462. var boneInverses = this.boneInverses;
  15463. var boneMatrices = this.boneMatrices;
  15464. var boneTexture = this.boneTexture;
  15465. // flatten bone matrices to array
  15466. for ( var i = 0, il = bones.length; i < il; i ++ ) {
  15467. // compute the offset between the current and the original transform
  15468. var matrix = bones[ i ] ? bones[ i ].matrixWorld : identityMatrix;
  15469. offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );
  15470. offsetMatrix.toArray( boneMatrices, i * 16 );
  15471. }
  15472. if ( boneTexture !== undefined ) {
  15473. boneTexture.needsUpdate = true;
  15474. }
  15475. };
  15476. } )(),
  15477. clone: function () {
  15478. return new Skeleton( this.bones, this.boneInverses );
  15479. },
  15480. getBoneByName: function ( name ) {
  15481. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  15482. var bone = this.bones[ i ];
  15483. if ( bone.name === name ) {
  15484. return bone;
  15485. }
  15486. }
  15487. return undefined;
  15488. }
  15489. } );
  15490. /**
  15491. * @author mikael emtinger / http://gomo.se/
  15492. * @author alteredq / http://alteredqualia.com/
  15493. * @author ikerr / http://verold.com
  15494. */
  15495. function Bone() {
  15496. Object3D.call( this );
  15497. this.type = 'Bone';
  15498. }
  15499. Bone.prototype = Object.assign( Object.create( Object3D.prototype ), {
  15500. constructor: Bone,
  15501. isBone: true
  15502. } );
  15503. /**
  15504. * @author mrdoob / http://mrdoob.com/
  15505. * @author alteredq / http://alteredqualia.com/
  15506. *
  15507. * parameters = {
  15508. * color: <hex>,
  15509. * opacity: <float>,
  15510. *
  15511. * linewidth: <float>,
  15512. * linecap: "round",
  15513. * linejoin: "round"
  15514. * }
  15515. */
  15516. function LineBasicMaterial( parameters ) {
  15517. Material.call( this );
  15518. this.type = 'LineBasicMaterial';
  15519. this.color = new Color( 0xffffff );
  15520. this.linewidth = 1;
  15521. this.linecap = 'round';
  15522. this.linejoin = 'round';
  15523. this.lights = false;
  15524. this.setValues( parameters );
  15525. }
  15526. LineBasicMaterial.prototype = Object.create( Material.prototype );
  15527. LineBasicMaterial.prototype.constructor = LineBasicMaterial;
  15528. LineBasicMaterial.prototype.isLineBasicMaterial = true;
  15529. LineBasicMaterial.prototype.copy = function ( source ) {
  15530. Material.prototype.copy.call( this, source );
  15531. this.color.copy( source.color );
  15532. this.linewidth = source.linewidth;
  15533. this.linecap = source.linecap;
  15534. this.linejoin = source.linejoin;
  15535. return this;
  15536. };
  15537. /**
  15538. * @author mrdoob / http://mrdoob.com/
  15539. */
  15540. function Line( geometry, material, mode ) {
  15541. if ( mode === 1 ) {
  15542. console.error( 'THREE.Line: parameter THREE.LinePieces no longer supported. Use THREE.LineSegments instead.' );
  15543. }
  15544. Object3D.call( this );
  15545. this.type = 'Line';
  15546. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  15547. this.material = material !== undefined ? material : new LineBasicMaterial( { color: Math.random() * 0xffffff } );
  15548. }
  15549. Line.prototype = Object.assign( Object.create( Object3D.prototype ), {
  15550. constructor: Line,
  15551. isLine: true,
  15552. computeLineDistances: ( function () {
  15553. var start = new Vector3();
  15554. var end = new Vector3();
  15555. return function computeLineDistances() {
  15556. var geometry = this.geometry;
  15557. if ( geometry.isBufferGeometry ) {
  15558. // we assume non-indexed geometry
  15559. if ( geometry.index === null ) {
  15560. var positionAttribute = geometry.attributes.position;
  15561. var lineDistances = [ 0 ];
  15562. for ( var i = 1, l = positionAttribute.count; i < l; i ++ ) {
  15563. start.fromBufferAttribute( positionAttribute, i - 1 );
  15564. end.fromBufferAttribute( positionAttribute, i );
  15565. lineDistances[ i ] = lineDistances[ i - 1 ];
  15566. lineDistances[ i ] += start.distanceTo( end );
  15567. }
  15568. geometry.addAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  15569. } else {
  15570. console.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  15571. }
  15572. } else if ( geometry.isGeometry ) {
  15573. var vertices = geometry.vertices;
  15574. var lineDistances = geometry.lineDistances;
  15575. lineDistances[ 0 ] = 0;
  15576. for ( var i = 1, l = vertices.length; i < l; i ++ ) {
  15577. lineDistances[ i ] = lineDistances[ i - 1 ];
  15578. lineDistances[ i ] += vertices[ i - 1 ].distanceTo( vertices[ i ] );
  15579. }
  15580. }
  15581. return this;
  15582. };
  15583. }() ),
  15584. raycast: ( function () {
  15585. var inverseMatrix = new Matrix4();
  15586. var ray = new Ray();
  15587. var sphere = new Sphere();
  15588. return function raycast( raycaster, intersects ) {
  15589. var precision = raycaster.linePrecision;
  15590. var geometry = this.geometry;
  15591. var matrixWorld = this.matrixWorld;
  15592. // Checking boundingSphere distance to ray
  15593. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  15594. sphere.copy( geometry.boundingSphere );
  15595. sphere.applyMatrix4( matrixWorld );
  15596. sphere.radius += precision;
  15597. if ( raycaster.ray.intersectsSphere( sphere ) === false ) return;
  15598. //
  15599. inverseMatrix.getInverse( matrixWorld );
  15600. ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
  15601. var localPrecision = precision / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  15602. var localPrecisionSq = localPrecision * localPrecision;
  15603. var vStart = new Vector3();
  15604. var vEnd = new Vector3();
  15605. var interSegment = new Vector3();
  15606. var interRay = new Vector3();
  15607. var step = ( this && this.isLineSegments ) ? 2 : 1;
  15608. if ( geometry.isBufferGeometry ) {
  15609. var index = geometry.index;
  15610. var attributes = geometry.attributes;
  15611. var positions = attributes.position.array;
  15612. if ( index !== null ) {
  15613. var indices = index.array;
  15614. for ( var i = 0, l = indices.length - 1; i < l; i += step ) {
  15615. var a = indices[ i ];
  15616. var b = indices[ i + 1 ];
  15617. vStart.fromArray( positions, a * 3 );
  15618. vEnd.fromArray( positions, b * 3 );
  15619. var distSq = ray.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
  15620. if ( distSq > localPrecisionSq ) continue;
  15621. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  15622. var distance = raycaster.ray.origin.distanceTo( interRay );
  15623. if ( distance < raycaster.near || distance > raycaster.far ) continue;
  15624. intersects.push( {
  15625. distance: distance,
  15626. // What do we want? intersection point on the ray or on the segment??
  15627. // point: raycaster.ray.at( distance ),
  15628. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  15629. index: i,
  15630. face: null,
  15631. faceIndex: null,
  15632. object: this
  15633. } );
  15634. }
  15635. } else {
  15636. for ( var i = 0, l = positions.length / 3 - 1; i < l; i += step ) {
  15637. vStart.fromArray( positions, 3 * i );
  15638. vEnd.fromArray( positions, 3 * i + 3 );
  15639. var distSq = ray.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
  15640. if ( distSq > localPrecisionSq ) continue;
  15641. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  15642. var distance = raycaster.ray.origin.distanceTo( interRay );
  15643. if ( distance < raycaster.near || distance > raycaster.far ) continue;
  15644. intersects.push( {
  15645. distance: distance,
  15646. // What do we want? intersection point on the ray or on the segment??
  15647. // point: raycaster.ray.at( distance ),
  15648. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  15649. index: i,
  15650. face: null,
  15651. faceIndex: null,
  15652. object: this
  15653. } );
  15654. }
  15655. }
  15656. } else if ( geometry.isGeometry ) {
  15657. var vertices = geometry.vertices;
  15658. var nbVertices = vertices.length;
  15659. for ( var i = 0; i < nbVertices - 1; i += step ) {
  15660. var distSq = ray.distanceSqToSegment( vertices[ i ], vertices[ i + 1 ], interRay, interSegment );
  15661. if ( distSq > localPrecisionSq ) continue;
  15662. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  15663. var distance = raycaster.ray.origin.distanceTo( interRay );
  15664. if ( distance < raycaster.near || distance > raycaster.far ) continue;
  15665. intersects.push( {
  15666. distance: distance,
  15667. // What do we want? intersection point on the ray or on the segment??
  15668. // point: raycaster.ray.at( distance ),
  15669. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  15670. index: i,
  15671. face: null,
  15672. faceIndex: null,
  15673. object: this
  15674. } );
  15675. }
  15676. }
  15677. };
  15678. }() ),
  15679. copy: function ( source ) {
  15680. Object3D.prototype.copy.call( this, source );
  15681. this.geometry.copy( source.geometry );
  15682. this.material.copy( source.material );
  15683. return this;
  15684. },
  15685. clone: function () {
  15686. return new this.constructor().copy( this );
  15687. }
  15688. } );
  15689. /**
  15690. * @author mrdoob / http://mrdoob.com/
  15691. */
  15692. function LineSegments( geometry, material ) {
  15693. Line.call( this, geometry, material );
  15694. this.type = 'LineSegments';
  15695. }
  15696. LineSegments.prototype = Object.assign( Object.create( Line.prototype ), {
  15697. constructor: LineSegments,
  15698. isLineSegments: true,
  15699. computeLineDistances: ( function () {
  15700. var start = new Vector3();
  15701. var end = new Vector3();
  15702. return function computeLineDistances() {
  15703. var geometry = this.geometry;
  15704. if ( geometry.isBufferGeometry ) {
  15705. // we assume non-indexed geometry
  15706. if ( geometry.index === null ) {
  15707. var positionAttribute = geometry.attributes.position;
  15708. var lineDistances = [];
  15709. for ( var i = 0, l = positionAttribute.count; i < l; i += 2 ) {
  15710. start.fromBufferAttribute( positionAttribute, i );
  15711. end.fromBufferAttribute( positionAttribute, i + 1 );
  15712. lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  15713. lineDistances[ i + 1 ] = lineDistances[ i ] + start.distanceTo( end );
  15714. }
  15715. geometry.addAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  15716. } else {
  15717. console.warn( 'THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  15718. }
  15719. } else if ( geometry.isGeometry ) {
  15720. var vertices = geometry.vertices;
  15721. var lineDistances = geometry.lineDistances;
  15722. for ( var i = 0, l = vertices.length; i < l; i += 2 ) {
  15723. start.copy( vertices[ i ] );
  15724. end.copy( vertices[ i + 1 ] );
  15725. lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  15726. lineDistances[ i + 1 ] = lineDistances[ i ] + start.distanceTo( end );
  15727. }
  15728. }
  15729. return this;
  15730. };
  15731. }() )
  15732. } );
  15733. /**
  15734. * @author mgreter / http://github.com/mgreter
  15735. */
  15736. function LineLoop( geometry, material ) {
  15737. Line.call( this, geometry, material );
  15738. this.type = 'LineLoop';
  15739. }
  15740. LineLoop.prototype = Object.assign( Object.create( Line.prototype ), {
  15741. constructor: LineLoop,
  15742. isLineLoop: true,
  15743. } );
  15744. /**
  15745. * @author mrdoob / http://mrdoob.com/
  15746. * @author alteredq / http://alteredqualia.com/
  15747. *
  15748. * parameters = {
  15749. * color: <hex>,
  15750. * opacity: <float>,
  15751. * map: new THREE.Texture( <Image> ),
  15752. *
  15753. * size: <float>,
  15754. * sizeAttenuation: <bool>
  15755. *
  15756. * morphTargets: <bool>
  15757. * }
  15758. */
  15759. function PointsMaterial( parameters ) {
  15760. Material.call( this );
  15761. this.type = 'PointsMaterial';
  15762. this.color = new Color( 0xffffff );
  15763. this.map = null;
  15764. this.size = 1;
  15765. this.sizeAttenuation = true;
  15766. this.morphTargets = false;
  15767. this.lights = false;
  15768. this.setValues( parameters );
  15769. }
  15770. PointsMaterial.prototype = Object.create( Material.prototype );
  15771. PointsMaterial.prototype.constructor = PointsMaterial;
  15772. PointsMaterial.prototype.isPointsMaterial = true;
  15773. PointsMaterial.prototype.copy = function ( source ) {
  15774. Material.prototype.copy.call( this, source );
  15775. this.color.copy( source.color );
  15776. this.map = source.map;
  15777. this.size = source.size;
  15778. this.sizeAttenuation = source.sizeAttenuation;
  15779. this.morphTargets = source.morphTargets;
  15780. return this;
  15781. };
  15782. /**
  15783. * @author alteredq / http://alteredqualia.com/
  15784. */
  15785. function Points( geometry, material ) {
  15786. Object3D.call( this );
  15787. this.type = 'Points';
  15788. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  15789. this.material = material !== undefined ? material : new PointsMaterial( { color: Math.random() * 0xffffff } );
  15790. }
  15791. Points.prototype = Object.assign( Object.create( Object3D.prototype ), {
  15792. constructor: Points,
  15793. isPoints: true,
  15794. raycast: ( function () {
  15795. var inverseMatrix = new Matrix4();
  15796. var ray = new Ray();
  15797. var sphere = new Sphere();
  15798. return function raycast( raycaster, intersects ) {
  15799. var object = this;
  15800. var geometry = this.geometry;
  15801. var matrixWorld = this.matrixWorld;
  15802. var threshold = raycaster.params.Points.threshold;
  15803. // Checking boundingSphere distance to ray
  15804. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  15805. sphere.copy( geometry.boundingSphere );
  15806. sphere.applyMatrix4( matrixWorld );
  15807. sphere.radius += threshold;
  15808. if ( raycaster.ray.intersectsSphere( sphere ) === false ) return;
  15809. //
  15810. inverseMatrix.getInverse( matrixWorld );
  15811. ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
  15812. var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  15813. var localThresholdSq = localThreshold * localThreshold;
  15814. var position = new Vector3();
  15815. var intersectPoint = new Vector3();
  15816. function testPoint( point, index ) {
  15817. var rayPointDistanceSq = ray.distanceSqToPoint( point );
  15818. if ( rayPointDistanceSq < localThresholdSq ) {
  15819. ray.closestPointToPoint( point, intersectPoint );
  15820. intersectPoint.applyMatrix4( matrixWorld );
  15821. var distance = raycaster.ray.origin.distanceTo( intersectPoint );
  15822. if ( distance < raycaster.near || distance > raycaster.far ) return;
  15823. intersects.push( {
  15824. distance: distance,
  15825. distanceToRay: Math.sqrt( rayPointDistanceSq ),
  15826. point: intersectPoint.clone(),
  15827. index: index,
  15828. face: null,
  15829. object: object
  15830. } );
  15831. }
  15832. }
  15833. if ( geometry.isBufferGeometry ) {
  15834. var index = geometry.index;
  15835. var attributes = geometry.attributes;
  15836. var positions = attributes.position.array;
  15837. if ( index !== null ) {
  15838. var indices = index.array;
  15839. for ( var i = 0, il = indices.length; i < il; i ++ ) {
  15840. var a = indices[ i ];
  15841. position.fromArray( positions, a * 3 );
  15842. testPoint( position, a );
  15843. }
  15844. } else {
  15845. for ( var i = 0, l = positions.length / 3; i < l; i ++ ) {
  15846. position.fromArray( positions, i * 3 );
  15847. testPoint( position, i );
  15848. }
  15849. }
  15850. } else {
  15851. var vertices = geometry.vertices;
  15852. for ( var i = 0, l = vertices.length; i < l; i ++ ) {
  15853. testPoint( vertices[ i ], i );
  15854. }
  15855. }
  15856. };
  15857. }() ),
  15858. clone: function () {
  15859. return new this.constructor( this.geometry, this.material ).copy( this );
  15860. }
  15861. } );
  15862. /**
  15863. * @author mrdoob / http://mrdoob.com/
  15864. */
  15865. function VideoTexture( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  15866. Texture.call( this, video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  15867. this.format = format !== undefined ? format : RGBFormat;
  15868. this.minFilter = minFilter !== undefined ? minFilter : LinearFilter;
  15869. this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
  15870. this.generateMipmaps = false;
  15871. }
  15872. VideoTexture.prototype = Object.assign( Object.create( Texture.prototype ), {
  15873. constructor: VideoTexture,
  15874. isVideoTexture: true,
  15875. update: function () {
  15876. var video = this.image;
  15877. if ( video.readyState >= video.HAVE_CURRENT_DATA ) {
  15878. this.needsUpdate = true;
  15879. }
  15880. }
  15881. } );
  15882. /**
  15883. * @author alteredq / http://alteredqualia.com/
  15884. */
  15885. function CompressedTexture( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
  15886. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  15887. this.image = { width: width, height: height };
  15888. this.mipmaps = mipmaps;
  15889. // no flipping for cube textures
  15890. // (also flipping doesn't work for compressed textures )
  15891. this.flipY = false;
  15892. // can't generate mipmaps for compressed textures
  15893. // mips must be embedded in DDS files
  15894. this.generateMipmaps = false;
  15895. }
  15896. CompressedTexture.prototype = Object.create( Texture.prototype );
  15897. CompressedTexture.prototype.constructor = CompressedTexture;
  15898. CompressedTexture.prototype.isCompressedTexture = true;
  15899. /**
  15900. * @author mrdoob / http://mrdoob.com/
  15901. */
  15902. function CanvasTexture( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  15903. Texture.call( this, canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  15904. this.needsUpdate = true;
  15905. }
  15906. CanvasTexture.prototype = Object.create( Texture.prototype );
  15907. CanvasTexture.prototype.constructor = CanvasTexture;
  15908. CanvasTexture.prototype.isCanvasTexture = true;
  15909. /**
  15910. * @author Matt DesLauriers / @mattdesl
  15911. * @author atix / arthursilber.de
  15912. */
  15913. function DepthTexture( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format ) {
  15914. format = format !== undefined ? format : DepthFormat;
  15915. if ( format !== DepthFormat && format !== DepthStencilFormat ) {
  15916. throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );
  15917. }
  15918. if ( type === undefined && format === DepthFormat ) type = UnsignedShortType;
  15919. if ( type === undefined && format === DepthStencilFormat ) type = UnsignedInt248Type;
  15920. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  15921. this.image = { width: width, height: height };
  15922. this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
  15923. this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
  15924. this.flipY = false;
  15925. this.generateMipmaps = false;
  15926. }
  15927. DepthTexture.prototype = Object.create( Texture.prototype );
  15928. DepthTexture.prototype.constructor = DepthTexture;
  15929. DepthTexture.prototype.isDepthTexture = true;
  15930. /**
  15931. * @author mrdoob / http://mrdoob.com/
  15932. * @author Mugen87 / https://github.com/Mugen87
  15933. */
  15934. function WireframeGeometry( geometry ) {
  15935. BufferGeometry.call( this );
  15936. this.type = 'WireframeGeometry';
  15937. // buffer
  15938. var vertices = [];
  15939. // helper variables
  15940. var i, j, l, o, ol;
  15941. var edge = [ 0, 0 ], edges = {}, e, edge1, edge2;
  15942. var key, keys = [ 'a', 'b', 'c' ];
  15943. var vertex;
  15944. // different logic for Geometry and BufferGeometry
  15945. if ( geometry && geometry.isGeometry ) {
  15946. // create a data structure that contains all edges without duplicates
  15947. var faces = geometry.faces;
  15948. for ( i = 0, l = faces.length; i < l; i ++ ) {
  15949. var face = faces[ i ];
  15950. for ( j = 0; j < 3; j ++ ) {
  15951. edge1 = face[ keys[ j ] ];
  15952. edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
  15953. edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates
  15954. edge[ 1 ] = Math.max( edge1, edge2 );
  15955. key = edge[ 0 ] + ',' + edge[ 1 ];
  15956. if ( edges[ key ] === undefined ) {
  15957. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
  15958. }
  15959. }
  15960. }
  15961. // generate vertices
  15962. for ( key in edges ) {
  15963. e = edges[ key ];
  15964. vertex = geometry.vertices[ e.index1 ];
  15965. vertices.push( vertex.x, vertex.y, vertex.z );
  15966. vertex = geometry.vertices[ e.index2 ];
  15967. vertices.push( vertex.x, vertex.y, vertex.z );
  15968. }
  15969. } else if ( geometry && geometry.isBufferGeometry ) {
  15970. var position, indices, groups;
  15971. var group, start, count;
  15972. var index1, index2;
  15973. vertex = new Vector3();
  15974. if ( geometry.index !== null ) {
  15975. // indexed BufferGeometry
  15976. position = geometry.attributes.position;
  15977. indices = geometry.index;
  15978. groups = geometry.groups;
  15979. if ( groups.length === 0 ) {
  15980. groups = [ { start: 0, count: indices.count, materialIndex: 0 } ];
  15981. }
  15982. // create a data structure that contains all eges without duplicates
  15983. for ( o = 0, ol = groups.length; o < ol; ++ o ) {
  15984. group = groups[ o ];
  15985. start = group.start;
  15986. count = group.count;
  15987. for ( i = start, l = ( start + count ); i < l; i += 3 ) {
  15988. for ( j = 0; j < 3; j ++ ) {
  15989. edge1 = indices.getX( i + j );
  15990. edge2 = indices.getX( i + ( j + 1 ) % 3 );
  15991. edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates
  15992. edge[ 1 ] = Math.max( edge1, edge2 );
  15993. key = edge[ 0 ] + ',' + edge[ 1 ];
  15994. if ( edges[ key ] === undefined ) {
  15995. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
  15996. }
  15997. }
  15998. }
  15999. }
  16000. // generate vertices
  16001. for ( key in edges ) {
  16002. e = edges[ key ];
  16003. vertex.fromBufferAttribute( position, e.index1 );
  16004. vertices.push( vertex.x, vertex.y, vertex.z );
  16005. vertex.fromBufferAttribute( position, e.index2 );
  16006. vertices.push( vertex.x, vertex.y, vertex.z );
  16007. }
  16008. } else {
  16009. // non-indexed BufferGeometry
  16010. position = geometry.attributes.position;
  16011. for ( i = 0, l = ( position.count / 3 ); i < l; i ++ ) {
  16012. for ( j = 0; j < 3; j ++ ) {
  16013. // three edges per triangle, an edge is represented as (index1, index2)
  16014. // e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)
  16015. index1 = 3 * i + j;
  16016. vertex.fromBufferAttribute( position, index1 );
  16017. vertices.push( vertex.x, vertex.y, vertex.z );
  16018. index2 = 3 * i + ( ( j + 1 ) % 3 );
  16019. vertex.fromBufferAttribute( position, index2 );
  16020. vertices.push( vertex.x, vertex.y, vertex.z );
  16021. }
  16022. }
  16023. }
  16024. }
  16025. // build geometry
  16026. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  16027. }
  16028. WireframeGeometry.prototype = Object.create( BufferGeometry.prototype );
  16029. WireframeGeometry.prototype.constructor = WireframeGeometry;
  16030. /**
  16031. * @author zz85 / https://github.com/zz85
  16032. * @author Mugen87 / https://github.com/Mugen87
  16033. *
  16034. * Parametric Surfaces Geometry
  16035. * based on the brilliant article by @prideout http://prideout.net/blog/?p=44
  16036. */
  16037. // ParametricGeometry
  16038. function ParametricGeometry( func, slices, stacks ) {
  16039. Geometry.call( this );
  16040. this.type = 'ParametricGeometry';
  16041. this.parameters = {
  16042. func: func,
  16043. slices: slices,
  16044. stacks: stacks
  16045. };
  16046. this.fromBufferGeometry( new ParametricBufferGeometry( func, slices, stacks ) );
  16047. this.mergeVertices();
  16048. }
  16049. ParametricGeometry.prototype = Object.create( Geometry.prototype );
  16050. ParametricGeometry.prototype.constructor = ParametricGeometry;
  16051. // ParametricBufferGeometry
  16052. function ParametricBufferGeometry( func, slices, stacks ) {
  16053. BufferGeometry.call( this );
  16054. this.type = 'ParametricBufferGeometry';
  16055. this.parameters = {
  16056. func: func,
  16057. slices: slices,
  16058. stacks: stacks
  16059. };
  16060. // buffers
  16061. var indices = [];
  16062. var vertices = [];
  16063. var normals = [];
  16064. var uvs = [];
  16065. var EPS = 0.00001;
  16066. var normal = new Vector3();
  16067. var p0 = new Vector3(), p1 = new Vector3();
  16068. var pu = new Vector3(), pv = new Vector3();
  16069. var i, j;
  16070. if ( func.length < 3 ) {
  16071. console.error( 'THREE.ParametricGeometry: Function must now modify a Vector3 as third parameter.' );
  16072. }
  16073. // generate vertices, normals and uvs
  16074. var sliceCount = slices + 1;
  16075. for ( i = 0; i <= stacks; i ++ ) {
  16076. var v = i / stacks;
  16077. for ( j = 0; j <= slices; j ++ ) {
  16078. var u = j / slices;
  16079. // vertex
  16080. func( u, v, p0 );
  16081. vertices.push( p0.x, p0.y, p0.z );
  16082. // normal
  16083. // approximate tangent vectors via finite differences
  16084. if ( u - EPS >= 0 ) {
  16085. func( u - EPS, v, p1 );
  16086. pu.subVectors( p0, p1 );
  16087. } else {
  16088. func( u + EPS, v, p1 );
  16089. pu.subVectors( p1, p0 );
  16090. }
  16091. if ( v - EPS >= 0 ) {
  16092. func( u, v - EPS, p1 );
  16093. pv.subVectors( p0, p1 );
  16094. } else {
  16095. func( u, v + EPS, p1 );
  16096. pv.subVectors( p1, p0 );
  16097. }
  16098. // cross product of tangent vectors returns surface normal
  16099. normal.crossVectors( pu, pv ).normalize();
  16100. normals.push( normal.x, normal.y, normal.z );
  16101. // uv
  16102. uvs.push( u, v );
  16103. }
  16104. }
  16105. // generate indices
  16106. for ( i = 0; i < stacks; i ++ ) {
  16107. for ( j = 0; j < slices; j ++ ) {
  16108. var a = i * sliceCount + j;
  16109. var b = i * sliceCount + j + 1;
  16110. var c = ( i + 1 ) * sliceCount + j + 1;
  16111. var d = ( i + 1 ) * sliceCount + j;
  16112. // faces one and two
  16113. indices.push( a, b, d );
  16114. indices.push( b, c, d );
  16115. }
  16116. }
  16117. // build geometry
  16118. this.setIndex( indices );
  16119. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  16120. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  16121. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  16122. }
  16123. ParametricBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  16124. ParametricBufferGeometry.prototype.constructor = ParametricBufferGeometry;
  16125. /**
  16126. * @author clockworkgeek / https://github.com/clockworkgeek
  16127. * @author timothypratley / https://github.com/timothypratley
  16128. * @author WestLangley / http://github.com/WestLangley
  16129. * @author Mugen87 / https://github.com/Mugen87
  16130. */
  16131. // PolyhedronGeometry
  16132. function PolyhedronGeometry( vertices, indices, radius, detail ) {
  16133. Geometry.call( this );
  16134. this.type = 'PolyhedronGeometry';
  16135. this.parameters = {
  16136. vertices: vertices,
  16137. indices: indices,
  16138. radius: radius,
  16139. detail: detail
  16140. };
  16141. this.fromBufferGeometry( new PolyhedronBufferGeometry( vertices, indices, radius, detail ) );
  16142. this.mergeVertices();
  16143. }
  16144. PolyhedronGeometry.prototype = Object.create( Geometry.prototype );
  16145. PolyhedronGeometry.prototype.constructor = PolyhedronGeometry;
  16146. // PolyhedronBufferGeometry
  16147. function PolyhedronBufferGeometry( vertices, indices, radius, detail ) {
  16148. BufferGeometry.call( this );
  16149. this.type = 'PolyhedronBufferGeometry';
  16150. this.parameters = {
  16151. vertices: vertices,
  16152. indices: indices,
  16153. radius: radius,
  16154. detail: detail
  16155. };
  16156. radius = radius || 1;
  16157. detail = detail || 0;
  16158. // default buffer data
  16159. var vertexBuffer = [];
  16160. var uvBuffer = [];
  16161. // the subdivision creates the vertex buffer data
  16162. subdivide( detail );
  16163. // all vertices should lie on a conceptual sphere with a given radius
  16164. appplyRadius( radius );
  16165. // finally, create the uv data
  16166. generateUVs();
  16167. // build non-indexed geometry
  16168. this.addAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) );
  16169. this.addAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) );
  16170. this.addAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );
  16171. if ( detail === 0 ) {
  16172. this.computeVertexNormals(); // flat normals
  16173. } else {
  16174. this.normalizeNormals(); // smooth normals
  16175. }
  16176. // helper functions
  16177. function subdivide( detail ) {
  16178. var a = new Vector3();
  16179. var b = new Vector3();
  16180. var c = new Vector3();
  16181. // iterate over all faces and apply a subdivison with the given detail value
  16182. for ( var i = 0; i < indices.length; i += 3 ) {
  16183. // get the vertices of the face
  16184. getVertexByIndex( indices[ i + 0 ], a );
  16185. getVertexByIndex( indices[ i + 1 ], b );
  16186. getVertexByIndex( indices[ i + 2 ], c );
  16187. // perform subdivision
  16188. subdivideFace( a, b, c, detail );
  16189. }
  16190. }
  16191. function subdivideFace( a, b, c, detail ) {
  16192. var cols = Math.pow( 2, detail );
  16193. // we use this multidimensional array as a data structure for creating the subdivision
  16194. var v = [];
  16195. var i, j;
  16196. // construct all of the vertices for this subdivision
  16197. for ( i = 0; i <= cols; i ++ ) {
  16198. v[ i ] = [];
  16199. var aj = a.clone().lerp( c, i / cols );
  16200. var bj = b.clone().lerp( c, i / cols );
  16201. var rows = cols - i;
  16202. for ( j = 0; j <= rows; j ++ ) {
  16203. if ( j === 0 && i === cols ) {
  16204. v[ i ][ j ] = aj;
  16205. } else {
  16206. v[ i ][ j ] = aj.clone().lerp( bj, j / rows );
  16207. }
  16208. }
  16209. }
  16210. // construct all of the faces
  16211. for ( i = 0; i < cols; i ++ ) {
  16212. for ( j = 0; j < 2 * ( cols - i ) - 1; j ++ ) {
  16213. var k = Math.floor( j / 2 );
  16214. if ( j % 2 === 0 ) {
  16215. pushVertex( v[ i ][ k + 1 ] );
  16216. pushVertex( v[ i + 1 ][ k ] );
  16217. pushVertex( v[ i ][ k ] );
  16218. } else {
  16219. pushVertex( v[ i ][ k + 1 ] );
  16220. pushVertex( v[ i + 1 ][ k + 1 ] );
  16221. pushVertex( v[ i + 1 ][ k ] );
  16222. }
  16223. }
  16224. }
  16225. }
  16226. function appplyRadius( radius ) {
  16227. var vertex = new Vector3();
  16228. // iterate over the entire buffer and apply the radius to each vertex
  16229. for ( var i = 0; i < vertexBuffer.length; i += 3 ) {
  16230. vertex.x = vertexBuffer[ i + 0 ];
  16231. vertex.y = vertexBuffer[ i + 1 ];
  16232. vertex.z = vertexBuffer[ i + 2 ];
  16233. vertex.normalize().multiplyScalar( radius );
  16234. vertexBuffer[ i + 0 ] = vertex.x;
  16235. vertexBuffer[ i + 1 ] = vertex.y;
  16236. vertexBuffer[ i + 2 ] = vertex.z;
  16237. }
  16238. }
  16239. function generateUVs() {
  16240. var vertex = new Vector3();
  16241. for ( var i = 0; i < vertexBuffer.length; i += 3 ) {
  16242. vertex.x = vertexBuffer[ i + 0 ];
  16243. vertex.y = vertexBuffer[ i + 1 ];
  16244. vertex.z = vertexBuffer[ i + 2 ];
  16245. var u = azimuth( vertex ) / 2 / Math.PI + 0.5;
  16246. var v = inclination( vertex ) / Math.PI + 0.5;
  16247. uvBuffer.push( u, 1 - v );
  16248. }
  16249. correctUVs();
  16250. correctSeam();
  16251. }
  16252. function correctSeam() {
  16253. // handle case when face straddles the seam, see #3269
  16254. for ( var i = 0; i < uvBuffer.length; i += 6 ) {
  16255. // uv data of a single face
  16256. var x0 = uvBuffer[ i + 0 ];
  16257. var x1 = uvBuffer[ i + 2 ];
  16258. var x2 = uvBuffer[ i + 4 ];
  16259. var max = Math.max( x0, x1, x2 );
  16260. var min = Math.min( x0, x1, x2 );
  16261. // 0.9 is somewhat arbitrary
  16262. if ( max > 0.9 && min < 0.1 ) {
  16263. if ( x0 < 0.2 ) uvBuffer[ i + 0 ] += 1;
  16264. if ( x1 < 0.2 ) uvBuffer[ i + 2 ] += 1;
  16265. if ( x2 < 0.2 ) uvBuffer[ i + 4 ] += 1;
  16266. }
  16267. }
  16268. }
  16269. function pushVertex( vertex ) {
  16270. vertexBuffer.push( vertex.x, vertex.y, vertex.z );
  16271. }
  16272. function getVertexByIndex( index, vertex ) {
  16273. var stride = index * 3;
  16274. vertex.x = vertices[ stride + 0 ];
  16275. vertex.y = vertices[ stride + 1 ];
  16276. vertex.z = vertices[ stride + 2 ];
  16277. }
  16278. function correctUVs() {
  16279. var a = new Vector3();
  16280. var b = new Vector3();
  16281. var c = new Vector3();
  16282. var centroid = new Vector3();
  16283. var uvA = new Vector2();
  16284. var uvB = new Vector2();
  16285. var uvC = new Vector2();
  16286. for ( var i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {
  16287. a.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );
  16288. b.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );
  16289. c.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );
  16290. uvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );
  16291. uvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );
  16292. uvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );
  16293. centroid.copy( a ).add( b ).add( c ).divideScalar( 3 );
  16294. var azi = azimuth( centroid );
  16295. correctUV( uvA, j + 0, a, azi );
  16296. correctUV( uvB, j + 2, b, azi );
  16297. correctUV( uvC, j + 4, c, azi );
  16298. }
  16299. }
  16300. function correctUV( uv, stride, vector, azimuth ) {
  16301. if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {
  16302. uvBuffer[ stride ] = uv.x - 1;
  16303. }
  16304. if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {
  16305. uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;
  16306. }
  16307. }
  16308. // Angle around the Y axis, counter-clockwise when looking from above.
  16309. function azimuth( vector ) {
  16310. return Math.atan2( vector.z, - vector.x );
  16311. }
  16312. // Angle above the XZ plane.
  16313. function inclination( vector ) {
  16314. return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );
  16315. }
  16316. }
  16317. PolyhedronBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  16318. PolyhedronBufferGeometry.prototype.constructor = PolyhedronBufferGeometry;
  16319. /**
  16320. * @author timothypratley / https://github.com/timothypratley
  16321. * @author Mugen87 / https://github.com/Mugen87
  16322. */
  16323. // TetrahedronGeometry
  16324. function TetrahedronGeometry( radius, detail ) {
  16325. Geometry.call( this );
  16326. this.type = 'TetrahedronGeometry';
  16327. this.parameters = {
  16328. radius: radius,
  16329. detail: detail
  16330. };
  16331. this.fromBufferGeometry( new TetrahedronBufferGeometry( radius, detail ) );
  16332. this.mergeVertices();
  16333. }
  16334. TetrahedronGeometry.prototype = Object.create( Geometry.prototype );
  16335. TetrahedronGeometry.prototype.constructor = TetrahedronGeometry;
  16336. // TetrahedronBufferGeometry
  16337. function TetrahedronBufferGeometry( radius, detail ) {
  16338. var vertices = [
  16339. 1, 1, 1, - 1, - 1, 1, - 1, 1, - 1, 1, - 1, - 1
  16340. ];
  16341. var indices = [
  16342. 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1
  16343. ];
  16344. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  16345. this.type = 'TetrahedronBufferGeometry';
  16346. this.parameters = {
  16347. radius: radius,
  16348. detail: detail
  16349. };
  16350. }
  16351. TetrahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  16352. TetrahedronBufferGeometry.prototype.constructor = TetrahedronBufferGeometry;
  16353. /**
  16354. * @author timothypratley / https://github.com/timothypratley
  16355. * @author Mugen87 / https://github.com/Mugen87
  16356. */
  16357. // OctahedronGeometry
  16358. function OctahedronGeometry( radius, detail ) {
  16359. Geometry.call( this );
  16360. this.type = 'OctahedronGeometry';
  16361. this.parameters = {
  16362. radius: radius,
  16363. detail: detail
  16364. };
  16365. this.fromBufferGeometry( new OctahedronBufferGeometry( radius, detail ) );
  16366. this.mergeVertices();
  16367. }
  16368. OctahedronGeometry.prototype = Object.create( Geometry.prototype );
  16369. OctahedronGeometry.prototype.constructor = OctahedronGeometry;
  16370. // OctahedronBufferGeometry
  16371. function OctahedronBufferGeometry( radius, detail ) {
  16372. var vertices = [
  16373. 1, 0, 0, - 1, 0, 0, 0, 1, 0,
  16374. 0, - 1, 0, 0, 0, 1, 0, 0, - 1
  16375. ];
  16376. var indices = [
  16377. 0, 2, 4, 0, 4, 3, 0, 3, 5,
  16378. 0, 5, 2, 1, 2, 5, 1, 5, 3,
  16379. 1, 3, 4, 1, 4, 2
  16380. ];
  16381. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  16382. this.type = 'OctahedronBufferGeometry';
  16383. this.parameters = {
  16384. radius: radius,
  16385. detail: detail
  16386. };
  16387. }
  16388. OctahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  16389. OctahedronBufferGeometry.prototype.constructor = OctahedronBufferGeometry;
  16390. /**
  16391. * @author timothypratley / https://github.com/timothypratley
  16392. * @author Mugen87 / https://github.com/Mugen87
  16393. */
  16394. // IcosahedronGeometry
  16395. function IcosahedronGeometry( radius, detail ) {
  16396. Geometry.call( this );
  16397. this.type = 'IcosahedronGeometry';
  16398. this.parameters = {
  16399. radius: radius,
  16400. detail: detail
  16401. };
  16402. this.fromBufferGeometry( new IcosahedronBufferGeometry( radius, detail ) );
  16403. this.mergeVertices();
  16404. }
  16405. IcosahedronGeometry.prototype = Object.create( Geometry.prototype );
  16406. IcosahedronGeometry.prototype.constructor = IcosahedronGeometry;
  16407. // IcosahedronBufferGeometry
  16408. function IcosahedronBufferGeometry( radius, detail ) {
  16409. var t = ( 1 + Math.sqrt( 5 ) ) / 2;
  16410. var vertices = [
  16411. - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, 0,
  16412. 0, - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t,
  16413. t, 0, - 1, t, 0, 1, - t, 0, - 1, - t, 0, 1
  16414. ];
  16415. var indices = [
  16416. 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11,
  16417. 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8,
  16418. 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9,
  16419. 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1
  16420. ];
  16421. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  16422. this.type = 'IcosahedronBufferGeometry';
  16423. this.parameters = {
  16424. radius: radius,
  16425. detail: detail
  16426. };
  16427. }
  16428. IcosahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  16429. IcosahedronBufferGeometry.prototype.constructor = IcosahedronBufferGeometry;
  16430. /**
  16431. * @author Abe Pazos / https://hamoid.com
  16432. * @author Mugen87 / https://github.com/Mugen87
  16433. */
  16434. // DodecahedronGeometry
  16435. function DodecahedronGeometry( radius, detail ) {
  16436. Geometry.call( this );
  16437. this.type = 'DodecahedronGeometry';
  16438. this.parameters = {
  16439. radius: radius,
  16440. detail: detail
  16441. };
  16442. this.fromBufferGeometry( new DodecahedronBufferGeometry( radius, detail ) );
  16443. this.mergeVertices();
  16444. }
  16445. DodecahedronGeometry.prototype = Object.create( Geometry.prototype );
  16446. DodecahedronGeometry.prototype.constructor = DodecahedronGeometry;
  16447. // DodecahedronBufferGeometry
  16448. function DodecahedronBufferGeometry( radius, detail ) {
  16449. var t = ( 1 + Math.sqrt( 5 ) ) / 2;
  16450. var r = 1 / t;
  16451. var vertices = [
  16452. // (±1, ±1, ±1)
  16453. - 1, - 1, - 1, - 1, - 1, 1,
  16454. - 1, 1, - 1, - 1, 1, 1,
  16455. 1, - 1, - 1, 1, - 1, 1,
  16456. 1, 1, - 1, 1, 1, 1,
  16457. // (0, ±1/φ, ±φ)
  16458. 0, - r, - t, 0, - r, t,
  16459. 0, r, - t, 0, r, t,
  16460. // (±1/φ, ±φ, 0)
  16461. - r, - t, 0, - r, t, 0,
  16462. r, - t, 0, r, t, 0,
  16463. // (±φ, 0, ±1/φ)
  16464. - t, 0, - r, t, 0, - r,
  16465. - t, 0, r, t, 0, r
  16466. ];
  16467. var indices = [
  16468. 3, 11, 7, 3, 7, 15, 3, 15, 13,
  16469. 7, 19, 17, 7, 17, 6, 7, 6, 15,
  16470. 17, 4, 8, 17, 8, 10, 17, 10, 6,
  16471. 8, 0, 16, 8, 16, 2, 8, 2, 10,
  16472. 0, 12, 1, 0, 1, 18, 0, 18, 16,
  16473. 6, 10, 2, 6, 2, 13, 6, 13, 15,
  16474. 2, 16, 18, 2, 18, 3, 2, 3, 13,
  16475. 18, 1, 9, 18, 9, 11, 18, 11, 3,
  16476. 4, 14, 12, 4, 12, 0, 4, 0, 8,
  16477. 11, 9, 5, 11, 5, 19, 11, 19, 7,
  16478. 19, 5, 14, 19, 14, 4, 19, 4, 17,
  16479. 1, 12, 14, 1, 14, 5, 1, 5, 9
  16480. ];
  16481. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  16482. this.type = 'DodecahedronBufferGeometry';
  16483. this.parameters = {
  16484. radius: radius,
  16485. detail: detail
  16486. };
  16487. }
  16488. DodecahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  16489. DodecahedronBufferGeometry.prototype.constructor = DodecahedronBufferGeometry;
  16490. /**
  16491. * @author oosmoxiecode / https://github.com/oosmoxiecode
  16492. * @author WestLangley / https://github.com/WestLangley
  16493. * @author zz85 / https://github.com/zz85
  16494. * @author miningold / https://github.com/miningold
  16495. * @author jonobr1 / https://github.com/jonobr1
  16496. * @author Mugen87 / https://github.com/Mugen87
  16497. *
  16498. */
  16499. // TubeGeometry
  16500. function TubeGeometry( path, tubularSegments, radius, radialSegments, closed, taper ) {
  16501. Geometry.call( this );
  16502. this.type = 'TubeGeometry';
  16503. this.parameters = {
  16504. path: path,
  16505. tubularSegments: tubularSegments,
  16506. radius: radius,
  16507. radialSegments: radialSegments,
  16508. closed: closed
  16509. };
  16510. if ( taper !== undefined ) console.warn( 'THREE.TubeGeometry: taper has been removed.' );
  16511. var bufferGeometry = new TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed );
  16512. // expose internals
  16513. this.tangents = bufferGeometry.tangents;
  16514. this.normals = bufferGeometry.normals;
  16515. this.binormals = bufferGeometry.binormals;
  16516. // create geometry
  16517. this.fromBufferGeometry( bufferGeometry );
  16518. this.mergeVertices();
  16519. }
  16520. TubeGeometry.prototype = Object.create( Geometry.prototype );
  16521. TubeGeometry.prototype.constructor = TubeGeometry;
  16522. // TubeBufferGeometry
  16523. function TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed ) {
  16524. BufferGeometry.call( this );
  16525. this.type = 'TubeBufferGeometry';
  16526. this.parameters = {
  16527. path: path,
  16528. tubularSegments: tubularSegments,
  16529. radius: radius,
  16530. radialSegments: radialSegments,
  16531. closed: closed
  16532. };
  16533. tubularSegments = tubularSegments || 64;
  16534. radius = radius || 1;
  16535. radialSegments = radialSegments || 8;
  16536. closed = closed || false;
  16537. var frames = path.computeFrenetFrames( tubularSegments, closed );
  16538. // expose internals
  16539. this.tangents = frames.tangents;
  16540. this.normals = frames.normals;
  16541. this.binormals = frames.binormals;
  16542. // helper variables
  16543. var vertex = new Vector3();
  16544. var normal = new Vector3();
  16545. var uv = new Vector2();
  16546. var P = new Vector3();
  16547. var i, j;
  16548. // buffer
  16549. var vertices = [];
  16550. var normals = [];
  16551. var uvs = [];
  16552. var indices = [];
  16553. // create buffer data
  16554. generateBufferData();
  16555. // build geometry
  16556. this.setIndex( indices );
  16557. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  16558. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  16559. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  16560. // functions
  16561. function generateBufferData() {
  16562. for ( i = 0; i < tubularSegments; i ++ ) {
  16563. generateSegment( i );
  16564. }
  16565. // if the geometry is not closed, generate the last row of vertices and normals
  16566. // at the regular position on the given path
  16567. //
  16568. // if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)
  16569. generateSegment( ( closed === false ) ? tubularSegments : 0 );
  16570. // uvs are generated in a separate function.
  16571. // this makes it easy compute correct values for closed geometries
  16572. generateUVs();
  16573. // finally create faces
  16574. generateIndices();
  16575. }
  16576. function generateSegment( i ) {
  16577. // we use getPointAt to sample evenly distributed points from the given path
  16578. P = path.getPointAt( i / tubularSegments, P );
  16579. // retrieve corresponding normal and binormal
  16580. var N = frames.normals[ i ];
  16581. var B = frames.binormals[ i ];
  16582. // generate normals and vertices for the current segment
  16583. for ( j = 0; j <= radialSegments; j ++ ) {
  16584. var v = j / radialSegments * Math.PI * 2;
  16585. var sin = Math.sin( v );
  16586. var cos = - Math.cos( v );
  16587. // normal
  16588. normal.x = ( cos * N.x + sin * B.x );
  16589. normal.y = ( cos * N.y + sin * B.y );
  16590. normal.z = ( cos * N.z + sin * B.z );
  16591. normal.normalize();
  16592. normals.push( normal.x, normal.y, normal.z );
  16593. // vertex
  16594. vertex.x = P.x + radius * normal.x;
  16595. vertex.y = P.y + radius * normal.y;
  16596. vertex.z = P.z + radius * normal.z;
  16597. vertices.push( vertex.x, vertex.y, vertex.z );
  16598. }
  16599. }
  16600. function generateIndices() {
  16601. for ( j = 1; j <= tubularSegments; j ++ ) {
  16602. for ( i = 1; i <= radialSegments; i ++ ) {
  16603. var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  16604. var b = ( radialSegments + 1 ) * j + ( i - 1 );
  16605. var c = ( radialSegments + 1 ) * j + i;
  16606. var d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  16607. // faces
  16608. indices.push( a, b, d );
  16609. indices.push( b, c, d );
  16610. }
  16611. }
  16612. }
  16613. function generateUVs() {
  16614. for ( i = 0; i <= tubularSegments; i ++ ) {
  16615. for ( j = 0; j <= radialSegments; j ++ ) {
  16616. uv.x = i / tubularSegments;
  16617. uv.y = j / radialSegments;
  16618. uvs.push( uv.x, uv.y );
  16619. }
  16620. }
  16621. }
  16622. }
  16623. TubeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  16624. TubeBufferGeometry.prototype.constructor = TubeBufferGeometry;
  16625. TubeBufferGeometry.prototype.toJSON = function () {
  16626. var data = BufferGeometry.prototype.toJSON.call( this );
  16627. data.path = this.parameters.path.toJSON();
  16628. return data;
  16629. };
  16630. /**
  16631. * @author oosmoxiecode
  16632. * @author Mugen87 / https://github.com/Mugen87
  16633. *
  16634. * based on http://www.blackpawn.com/texts/pqtorus/
  16635. */
  16636. // TorusKnotGeometry
  16637. function TorusKnotGeometry( radius, tube, tubularSegments, radialSegments, p, q, heightScale ) {
  16638. Geometry.call( this );
  16639. this.type = 'TorusKnotGeometry';
  16640. this.parameters = {
  16641. radius: radius,
  16642. tube: tube,
  16643. tubularSegments: tubularSegments,
  16644. radialSegments: radialSegments,
  16645. p: p,
  16646. q: q
  16647. };
  16648. if ( heightScale !== undefined ) console.warn( 'THREE.TorusKnotGeometry: heightScale has been deprecated. Use .scale( x, y, z ) instead.' );
  16649. this.fromBufferGeometry( new TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) );
  16650. this.mergeVertices();
  16651. }
  16652. TorusKnotGeometry.prototype = Object.create( Geometry.prototype );
  16653. TorusKnotGeometry.prototype.constructor = TorusKnotGeometry;
  16654. // TorusKnotBufferGeometry
  16655. function TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) {
  16656. BufferGeometry.call( this );
  16657. this.type = 'TorusKnotBufferGeometry';
  16658. this.parameters = {
  16659. radius: radius,
  16660. tube: tube,
  16661. tubularSegments: tubularSegments,
  16662. radialSegments: radialSegments,
  16663. p: p,
  16664. q: q
  16665. };
  16666. radius = radius || 1;
  16667. tube = tube || 0.4;
  16668. tubularSegments = Math.floor( tubularSegments ) || 64;
  16669. radialSegments = Math.floor( radialSegments ) || 8;
  16670. p = p || 2;
  16671. q = q || 3;
  16672. // buffers
  16673. var indices = [];
  16674. var vertices = [];
  16675. var normals = [];
  16676. var uvs = [];
  16677. // helper variables
  16678. var i, j;
  16679. var vertex = new Vector3();
  16680. var normal = new Vector3();
  16681. var P1 = new Vector3();
  16682. var P2 = new Vector3();
  16683. var B = new Vector3();
  16684. var T = new Vector3();
  16685. var N = new Vector3();
  16686. // generate vertices, normals and uvs
  16687. for ( i = 0; i <= tubularSegments; ++ i ) {
  16688. // the radian "u" is used to calculate the position on the torus curve of the current tubular segement
  16689. var u = i / tubularSegments * p * Math.PI * 2;
  16690. // now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.
  16691. // these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions
  16692. calculatePositionOnCurve( u, p, q, radius, P1 );
  16693. calculatePositionOnCurve( u + 0.01, p, q, radius, P2 );
  16694. // calculate orthonormal basis
  16695. T.subVectors( P2, P1 );
  16696. N.addVectors( P2, P1 );
  16697. B.crossVectors( T, N );
  16698. N.crossVectors( B, T );
  16699. // normalize B, N. T can be ignored, we don't use it
  16700. B.normalize();
  16701. N.normalize();
  16702. for ( j = 0; j <= radialSegments; ++ j ) {
  16703. // now calculate the vertices. they are nothing more than an extrusion of the torus curve.
  16704. // because we extrude a shape in the xy-plane, there is no need to calculate a z-value.
  16705. var v = j / radialSegments * Math.PI * 2;
  16706. var cx = - tube * Math.cos( v );
  16707. var cy = tube * Math.sin( v );
  16708. // now calculate the final vertex position.
  16709. // first we orient the extrusion with our basis vectos, then we add it to the current position on the curve
  16710. vertex.x = P1.x + ( cx * N.x + cy * B.x );
  16711. vertex.y = P1.y + ( cx * N.y + cy * B.y );
  16712. vertex.z = P1.z + ( cx * N.z + cy * B.z );
  16713. vertices.push( vertex.x, vertex.y, vertex.z );
  16714. // normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)
  16715. normal.subVectors( vertex, P1 ).normalize();
  16716. normals.push( normal.x, normal.y, normal.z );
  16717. // uv
  16718. uvs.push( i / tubularSegments );
  16719. uvs.push( j / radialSegments );
  16720. }
  16721. }
  16722. // generate indices
  16723. for ( j = 1; j <= tubularSegments; j ++ ) {
  16724. for ( i = 1; i <= radialSegments; i ++ ) {
  16725. // indices
  16726. var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  16727. var b = ( radialSegments + 1 ) * j + ( i - 1 );
  16728. var c = ( radialSegments + 1 ) * j + i;
  16729. var d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  16730. // faces
  16731. indices.push( a, b, d );
  16732. indices.push( b, c, d );
  16733. }
  16734. }
  16735. // build geometry
  16736. this.setIndex( indices );
  16737. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  16738. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  16739. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  16740. // this function calculates the current position on the torus curve
  16741. function calculatePositionOnCurve( u, p, q, radius, position ) {
  16742. var cu = Math.cos( u );
  16743. var su = Math.sin( u );
  16744. var quOverP = q / p * u;
  16745. var cs = Math.cos( quOverP );
  16746. position.x = radius * ( 2 + cs ) * 0.5 * cu;
  16747. position.y = radius * ( 2 + cs ) * su * 0.5;
  16748. position.z = radius * Math.sin( quOverP ) * 0.5;
  16749. }
  16750. }
  16751. TorusKnotBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  16752. TorusKnotBufferGeometry.prototype.constructor = TorusKnotBufferGeometry;
  16753. /**
  16754. * @author oosmoxiecode
  16755. * @author mrdoob / http://mrdoob.com/
  16756. * @author Mugen87 / https://github.com/Mugen87
  16757. */
  16758. // TorusGeometry
  16759. function TorusGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
  16760. Geometry.call( this );
  16761. this.type = 'TorusGeometry';
  16762. this.parameters = {
  16763. radius: radius,
  16764. tube: tube,
  16765. radialSegments: radialSegments,
  16766. tubularSegments: tubularSegments,
  16767. arc: arc
  16768. };
  16769. this.fromBufferGeometry( new TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) );
  16770. this.mergeVertices();
  16771. }
  16772. TorusGeometry.prototype = Object.create( Geometry.prototype );
  16773. TorusGeometry.prototype.constructor = TorusGeometry;
  16774. // TorusBufferGeometry
  16775. function TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
  16776. BufferGeometry.call( this );
  16777. this.type = 'TorusBufferGeometry';
  16778. this.parameters = {
  16779. radius: radius,
  16780. tube: tube,
  16781. radialSegments: radialSegments,
  16782. tubularSegments: tubularSegments,
  16783. arc: arc
  16784. };
  16785. radius = radius || 1;
  16786. tube = tube || 0.4;
  16787. radialSegments = Math.floor( radialSegments ) || 8;
  16788. tubularSegments = Math.floor( tubularSegments ) || 6;
  16789. arc = arc || Math.PI * 2;
  16790. // buffers
  16791. var indices = [];
  16792. var vertices = [];
  16793. var normals = [];
  16794. var uvs = [];
  16795. // helper variables
  16796. var center = new Vector3();
  16797. var vertex = new Vector3();
  16798. var normal = new Vector3();
  16799. var j, i;
  16800. // generate vertices, normals and uvs
  16801. for ( j = 0; j <= radialSegments; j ++ ) {
  16802. for ( i = 0; i <= tubularSegments; i ++ ) {
  16803. var u = i / tubularSegments * arc;
  16804. var v = j / radialSegments * Math.PI * 2;
  16805. // vertex
  16806. vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
  16807. vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
  16808. vertex.z = tube * Math.sin( v );
  16809. vertices.push( vertex.x, vertex.y, vertex.z );
  16810. // normal
  16811. center.x = radius * Math.cos( u );
  16812. center.y = radius * Math.sin( u );
  16813. normal.subVectors( vertex, center ).normalize();
  16814. normals.push( normal.x, normal.y, normal.z );
  16815. // uv
  16816. uvs.push( i / tubularSegments );
  16817. uvs.push( j / radialSegments );
  16818. }
  16819. }
  16820. // generate indices
  16821. for ( j = 1; j <= radialSegments; j ++ ) {
  16822. for ( i = 1; i <= tubularSegments; i ++ ) {
  16823. // indices
  16824. var a = ( tubularSegments + 1 ) * j + i - 1;
  16825. var b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;
  16826. var c = ( tubularSegments + 1 ) * ( j - 1 ) + i;
  16827. var d = ( tubularSegments + 1 ) * j + i;
  16828. // faces
  16829. indices.push( a, b, d );
  16830. indices.push( b, c, d );
  16831. }
  16832. }
  16833. // build geometry
  16834. this.setIndex( indices );
  16835. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  16836. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  16837. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  16838. }
  16839. TorusBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  16840. TorusBufferGeometry.prototype.constructor = TorusBufferGeometry;
  16841. /**
  16842. * @author Mugen87 / https://github.com/Mugen87
  16843. * Port from https://github.com/mapbox/earcut (v2.1.2)
  16844. */
  16845. var Earcut = {
  16846. triangulate: function ( data, holeIndices, dim ) {
  16847. dim = dim || 2;
  16848. var hasHoles = holeIndices && holeIndices.length,
  16849. outerLen = hasHoles ? holeIndices[ 0 ] * dim : data.length,
  16850. outerNode = linkedList( data, 0, outerLen, dim, true ),
  16851. triangles = [];
  16852. if ( ! outerNode ) return triangles;
  16853. var minX, minY, maxX, maxY, x, y, invSize;
  16854. if ( hasHoles ) outerNode = eliminateHoles( data, holeIndices, outerNode, dim );
  16855. // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
  16856. if ( data.length > 80 * dim ) {
  16857. minX = maxX = data[ 0 ];
  16858. minY = maxY = data[ 1 ];
  16859. for ( var i = dim; i < outerLen; i += dim ) {
  16860. x = data[ i ];
  16861. y = data[ i + 1 ];
  16862. if ( x < minX ) minX = x;
  16863. if ( y < minY ) minY = y;
  16864. if ( x > maxX ) maxX = x;
  16865. if ( y > maxY ) maxY = y;
  16866. }
  16867. // minX, minY and invSize are later used to transform coords into integers for z-order calculation
  16868. invSize = Math.max( maxX - minX, maxY - minY );
  16869. invSize = invSize !== 0 ? 1 / invSize : 0;
  16870. }
  16871. earcutLinked( outerNode, triangles, dim, minX, minY, invSize );
  16872. return triangles;
  16873. }
  16874. };
  16875. // create a circular doubly linked list from polygon points in the specified winding order
  16876. function linkedList( data, start, end, dim, clockwise ) {
  16877. var i, last;
  16878. if ( clockwise === ( signedArea( data, start, end, dim ) > 0 ) ) {
  16879. for ( i = start; i < end; i += dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last );
  16880. } else {
  16881. for ( i = end - dim; i >= start; i -= dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last );
  16882. }
  16883. if ( last && equals( last, last.next ) ) {
  16884. removeNode( last );
  16885. last = last.next;
  16886. }
  16887. return last;
  16888. }
  16889. // eliminate colinear or duplicate points
  16890. function filterPoints( start, end ) {
  16891. if ( ! start ) return start;
  16892. if ( ! end ) end = start;
  16893. var p = start, again;
  16894. do {
  16895. again = false;
  16896. if ( ! p.steiner && ( equals( p, p.next ) || area( p.prev, p, p.next ) === 0 ) ) {
  16897. removeNode( p );
  16898. p = end = p.prev;
  16899. if ( p === p.next ) break;
  16900. again = true;
  16901. } else {
  16902. p = p.next;
  16903. }
  16904. } while ( again || p !== end );
  16905. return end;
  16906. }
  16907. // main ear slicing loop which triangulates a polygon (given as a linked list)
  16908. function earcutLinked( ear, triangles, dim, minX, minY, invSize, pass ) {
  16909. if ( ! ear ) return;
  16910. // interlink polygon nodes in z-order
  16911. if ( ! pass && invSize ) indexCurve( ear, minX, minY, invSize );
  16912. var stop = ear, prev, next;
  16913. // iterate through ears, slicing them one by one
  16914. while ( ear.prev !== ear.next ) {
  16915. prev = ear.prev;
  16916. next = ear.next;
  16917. if ( invSize ? isEarHashed( ear, minX, minY, invSize ) : isEar( ear ) ) {
  16918. // cut off the triangle
  16919. triangles.push( prev.i / dim );
  16920. triangles.push( ear.i / dim );
  16921. triangles.push( next.i / dim );
  16922. removeNode( ear );
  16923. // skipping the next vertice leads to less sliver triangles
  16924. ear = next.next;
  16925. stop = next.next;
  16926. continue;
  16927. }
  16928. ear = next;
  16929. // if we looped through the whole remaining polygon and can't find any more ears
  16930. if ( ear === stop ) {
  16931. // try filtering points and slicing again
  16932. if ( ! pass ) {
  16933. earcutLinked( filterPoints( ear ), triangles, dim, minX, minY, invSize, 1 );
  16934. // if this didn't work, try curing all small self-intersections locally
  16935. } else if ( pass === 1 ) {
  16936. ear = cureLocalIntersections( ear, triangles, dim );
  16937. earcutLinked( ear, triangles, dim, minX, minY, invSize, 2 );
  16938. // as a last resort, try splitting the remaining polygon into two
  16939. } else if ( pass === 2 ) {
  16940. splitEarcut( ear, triangles, dim, minX, minY, invSize );
  16941. }
  16942. break;
  16943. }
  16944. }
  16945. }
  16946. // check whether a polygon node forms a valid ear with adjacent nodes
  16947. function isEar( ear ) {
  16948. var a = ear.prev,
  16949. b = ear,
  16950. c = ear.next;
  16951. if ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear
  16952. // now make sure we don't have other points inside the potential ear
  16953. var p = ear.next.next;
  16954. while ( p !== ear.prev ) {
  16955. 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 ) {
  16956. return false;
  16957. }
  16958. p = p.next;
  16959. }
  16960. return true;
  16961. }
  16962. function isEarHashed( ear, minX, minY, invSize ) {
  16963. var a = ear.prev,
  16964. b = ear,
  16965. c = ear.next;
  16966. if ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear
  16967. // triangle bbox; min & max are calculated like this for speed
  16968. var minTX = a.x < b.x ? ( a.x < c.x ? a.x : c.x ) : ( b.x < c.x ? b.x : c.x ),
  16969. minTY = a.y < b.y ? ( a.y < c.y ? a.y : c.y ) : ( b.y < c.y ? b.y : c.y ),
  16970. maxTX = a.x > b.x ? ( a.x > c.x ? a.x : c.x ) : ( b.x > c.x ? b.x : c.x ),
  16971. maxTY = a.y > b.y ? ( a.y > c.y ? a.y : c.y ) : ( b.y > c.y ? b.y : c.y );
  16972. // z-order range for the current triangle bbox;
  16973. var minZ = zOrder( minTX, minTY, minX, minY, invSize ),
  16974. maxZ = zOrder( maxTX, maxTY, minX, minY, invSize );
  16975. // first look for points inside the triangle in increasing z-order
  16976. var p = ear.nextZ;
  16977. while ( p && p.z <= maxZ ) {
  16978. if ( p !== ear.prev && p !== ear.next &&
  16979. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  16980. area( p.prev, p, p.next ) >= 0 ) return false;
  16981. p = p.nextZ;
  16982. }
  16983. // then look for points in decreasing z-order
  16984. p = ear.prevZ;
  16985. while ( p && p.z >= minZ ) {
  16986. if ( p !== ear.prev && p !== ear.next &&
  16987. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  16988. area( p.prev, p, p.next ) >= 0 ) return false;
  16989. p = p.prevZ;
  16990. }
  16991. return true;
  16992. }
  16993. // go through all polygon nodes and cure small local self-intersections
  16994. function cureLocalIntersections( start, triangles, dim ) {
  16995. var p = start;
  16996. do {
  16997. var a = p.prev, b = p.next.next;
  16998. if ( ! equals( a, b ) && intersects( a, p, p.next, b ) && locallyInside( a, b ) && locallyInside( b, a ) ) {
  16999. triangles.push( a.i / dim );
  17000. triangles.push( p.i / dim );
  17001. triangles.push( b.i / dim );
  17002. // remove two nodes involved
  17003. removeNode( p );
  17004. removeNode( p.next );
  17005. p = start = b;
  17006. }
  17007. p = p.next;
  17008. } while ( p !== start );
  17009. return p;
  17010. }
  17011. // try splitting polygon into two and triangulate them independently
  17012. function splitEarcut( start, triangles, dim, minX, minY, invSize ) {
  17013. // look for a valid diagonal that divides the polygon into two
  17014. var a = start;
  17015. do {
  17016. var b = a.next.next;
  17017. while ( b !== a.prev ) {
  17018. if ( a.i !== b.i && isValidDiagonal( a, b ) ) {
  17019. // split the polygon in two by the diagonal
  17020. var c = splitPolygon( a, b );
  17021. // filter colinear points around the cuts
  17022. a = filterPoints( a, a.next );
  17023. c = filterPoints( c, c.next );
  17024. // run earcut on each half
  17025. earcutLinked( a, triangles, dim, minX, minY, invSize );
  17026. earcutLinked( c, triangles, dim, minX, minY, invSize );
  17027. return;
  17028. }
  17029. b = b.next;
  17030. }
  17031. a = a.next;
  17032. } while ( a !== start );
  17033. }
  17034. // link every hole into the outer loop, producing a single-ring polygon without holes
  17035. function eliminateHoles( data, holeIndices, outerNode, dim ) {
  17036. var queue = [], i, len, start, end, list;
  17037. for ( i = 0, len = holeIndices.length; i < len; i ++ ) {
  17038. start = holeIndices[ i ] * dim;
  17039. end = i < len - 1 ? holeIndices[ i + 1 ] * dim : data.length;
  17040. list = linkedList( data, start, end, dim, false );
  17041. if ( list === list.next ) list.steiner = true;
  17042. queue.push( getLeftmost( list ) );
  17043. }
  17044. queue.sort( compareX );
  17045. // process holes from left to right
  17046. for ( i = 0; i < queue.length; i ++ ) {
  17047. eliminateHole( queue[ i ], outerNode );
  17048. outerNode = filterPoints( outerNode, outerNode.next );
  17049. }
  17050. return outerNode;
  17051. }
  17052. function compareX( a, b ) {
  17053. return a.x - b.x;
  17054. }
  17055. // find a bridge between vertices that connects hole with an outer ring and and link it
  17056. function eliminateHole( hole, outerNode ) {
  17057. outerNode = findHoleBridge( hole, outerNode );
  17058. if ( outerNode ) {
  17059. var b = splitPolygon( outerNode, hole );
  17060. filterPoints( b, b.next );
  17061. }
  17062. }
  17063. // David Eberly's algorithm for finding a bridge between hole and outer polygon
  17064. function findHoleBridge( hole, outerNode ) {
  17065. var p = outerNode,
  17066. hx = hole.x,
  17067. hy = hole.y,
  17068. qx = - Infinity,
  17069. m;
  17070. // find a segment intersected by a ray from the hole's leftmost point to the left;
  17071. // segment's endpoint with lesser x will be potential connection point
  17072. do {
  17073. if ( hy <= p.y && hy >= p.next.y && p.next.y !== p.y ) {
  17074. var x = p.x + ( hy - p.y ) * ( p.next.x - p.x ) / ( p.next.y - p.y );
  17075. if ( x <= hx && x > qx ) {
  17076. qx = x;
  17077. if ( x === hx ) {
  17078. if ( hy === p.y ) return p;
  17079. if ( hy === p.next.y ) return p.next;
  17080. }
  17081. m = p.x < p.next.x ? p : p.next;
  17082. }
  17083. }
  17084. p = p.next;
  17085. } while ( p !== outerNode );
  17086. if ( ! m ) return null;
  17087. if ( hx === qx ) return m.prev; // hole touches outer segment; pick lower endpoint
  17088. // look for points inside the triangle of hole point, segment intersection and endpoint;
  17089. // if there are no points found, we have a valid connection;
  17090. // otherwise choose the point of the minimum angle with the ray as connection point
  17091. var stop = m,
  17092. mx = m.x,
  17093. my = m.y,
  17094. tanMin = Infinity,
  17095. tan;
  17096. p = m.next;
  17097. while ( p !== stop ) {
  17098. if ( hx >= p.x && p.x >= mx && hx !== p.x &&
  17099. pointInTriangle( hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y ) ) {
  17100. tan = Math.abs( hy - p.y ) / ( hx - p.x ); // tangential
  17101. if ( ( tan < tanMin || ( tan === tanMin && p.x > m.x ) ) && locallyInside( p, hole ) ) {
  17102. m = p;
  17103. tanMin = tan;
  17104. }
  17105. }
  17106. p = p.next;
  17107. }
  17108. return m;
  17109. }
  17110. // interlink polygon nodes in z-order
  17111. function indexCurve( start, minX, minY, invSize ) {
  17112. var p = start;
  17113. do {
  17114. if ( p.z === null ) p.z = zOrder( p.x, p.y, minX, minY, invSize );
  17115. p.prevZ = p.prev;
  17116. p.nextZ = p.next;
  17117. p = p.next;
  17118. } while ( p !== start );
  17119. p.prevZ.nextZ = null;
  17120. p.prevZ = null;
  17121. sortLinked( p );
  17122. }
  17123. // Simon Tatham's linked list merge sort algorithm
  17124. // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
  17125. function sortLinked( list ) {
  17126. var i, p, q, e, tail, numMerges, pSize, qSize, inSize = 1;
  17127. do {
  17128. p = list;
  17129. list = null;
  17130. tail = null;
  17131. numMerges = 0;
  17132. while ( p ) {
  17133. numMerges ++;
  17134. q = p;
  17135. pSize = 0;
  17136. for ( i = 0; i < inSize; i ++ ) {
  17137. pSize ++;
  17138. q = q.nextZ;
  17139. if ( ! q ) break;
  17140. }
  17141. qSize = inSize;
  17142. while ( pSize > 0 || ( qSize > 0 && q ) ) {
  17143. if ( pSize !== 0 && ( qSize === 0 || ! q || p.z <= q.z ) ) {
  17144. e = p;
  17145. p = p.nextZ;
  17146. pSize --;
  17147. } else {
  17148. e = q;
  17149. q = q.nextZ;
  17150. qSize --;
  17151. }
  17152. if ( tail ) tail.nextZ = e;
  17153. else list = e;
  17154. e.prevZ = tail;
  17155. tail = e;
  17156. }
  17157. p = q;
  17158. }
  17159. tail.nextZ = null;
  17160. inSize *= 2;
  17161. } while ( numMerges > 1 );
  17162. return list;
  17163. }
  17164. // z-order of a point given coords and inverse of the longer side of data bbox
  17165. function zOrder( x, y, minX, minY, invSize ) {
  17166. // coords are transformed into non-negative 15-bit integer range
  17167. x = 32767 * ( x - minX ) * invSize;
  17168. y = 32767 * ( y - minY ) * invSize;
  17169. x = ( x | ( x << 8 ) ) & 0x00FF00FF;
  17170. x = ( x | ( x << 4 ) ) & 0x0F0F0F0F;
  17171. x = ( x | ( x << 2 ) ) & 0x33333333;
  17172. x = ( x | ( x << 1 ) ) & 0x55555555;
  17173. y = ( y | ( y << 8 ) ) & 0x00FF00FF;
  17174. y = ( y | ( y << 4 ) ) & 0x0F0F0F0F;
  17175. y = ( y | ( y << 2 ) ) & 0x33333333;
  17176. y = ( y | ( y << 1 ) ) & 0x55555555;
  17177. return x | ( y << 1 );
  17178. }
  17179. // find the leftmost node of a polygon ring
  17180. function getLeftmost( start ) {
  17181. var p = start, leftmost = start;
  17182. do {
  17183. if ( p.x < leftmost.x ) leftmost = p;
  17184. p = p.next;
  17185. } while ( p !== start );
  17186. return leftmost;
  17187. }
  17188. // check if a point lies within a convex triangle
  17189. function pointInTriangle( ax, ay, bx, by, cx, cy, px, py ) {
  17190. return ( cx - px ) * ( ay - py ) - ( ax - px ) * ( cy - py ) >= 0 &&
  17191. ( ax - px ) * ( by - py ) - ( bx - px ) * ( ay - py ) >= 0 &&
  17192. ( bx - px ) * ( cy - py ) - ( cx - px ) * ( by - py ) >= 0;
  17193. }
  17194. // check if a diagonal between two polygon nodes is valid (lies in polygon interior)
  17195. function isValidDiagonal( a, b ) {
  17196. return a.next.i !== b.i && a.prev.i !== b.i && ! intersectsPolygon( a, b ) &&
  17197. locallyInside( a, b ) && locallyInside( b, a ) && middleInside( a, b );
  17198. }
  17199. // signed area of a triangle
  17200. function area( p, q, r ) {
  17201. return ( q.y - p.y ) * ( r.x - q.x ) - ( q.x - p.x ) * ( r.y - q.y );
  17202. }
  17203. // check if two points are equal
  17204. function equals( p1, p2 ) {
  17205. return p1.x === p2.x && p1.y === p2.y;
  17206. }
  17207. // check if two segments intersect
  17208. function intersects( p1, q1, p2, q2 ) {
  17209. if ( ( equals( p1, q1 ) && equals( p2, q2 ) ) ||
  17210. ( equals( p1, q2 ) && equals( p2, q1 ) ) ) return true;
  17211. return area( p1, q1, p2 ) > 0 !== area( p1, q1, q2 ) > 0 &&
  17212. area( p2, q2, p1 ) > 0 !== area( p2, q2, q1 ) > 0;
  17213. }
  17214. // check if a polygon diagonal intersects any polygon segments
  17215. function intersectsPolygon( a, b ) {
  17216. var p = a;
  17217. do {
  17218. if ( p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&
  17219. intersects( p, p.next, a, b ) ) {
  17220. return true;
  17221. }
  17222. p = p.next;
  17223. } while ( p !== a );
  17224. return false;
  17225. }
  17226. // check if a polygon diagonal is locally inside the polygon
  17227. function locallyInside( a, b ) {
  17228. return area( a.prev, a, a.next ) < 0 ?
  17229. area( a, b, a.next ) >= 0 && area( a, a.prev, b ) >= 0 :
  17230. area( a, b, a.prev ) < 0 || area( a, a.next, b ) < 0;
  17231. }
  17232. // check if the middle point of a polygon diagonal is inside the polygon
  17233. function middleInside( a, b ) {
  17234. var p = a,
  17235. inside = false,
  17236. px = ( a.x + b.x ) / 2,
  17237. py = ( a.y + b.y ) / 2;
  17238. do {
  17239. if ( ( ( p.y > py ) !== ( p.next.y > py ) ) && p.next.y !== p.y &&
  17240. ( px < ( p.next.x - p.x ) * ( py - p.y ) / ( p.next.y - p.y ) + p.x ) ) {
  17241. inside = ! inside;
  17242. }
  17243. p = p.next;
  17244. } while ( p !== a );
  17245. return inside;
  17246. }
  17247. // link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
  17248. // if one belongs to the outer ring and another to a hole, it merges it into a single ring
  17249. function splitPolygon( a, b ) {
  17250. var a2 = new Node( a.i, a.x, a.y ),
  17251. b2 = new Node( b.i, b.x, b.y ),
  17252. an = a.next,
  17253. bp = b.prev;
  17254. a.next = b;
  17255. b.prev = a;
  17256. a2.next = an;
  17257. an.prev = a2;
  17258. b2.next = a2;
  17259. a2.prev = b2;
  17260. bp.next = b2;
  17261. b2.prev = bp;
  17262. return b2;
  17263. }
  17264. // create a node and optionally link it with previous one (in a circular doubly linked list)
  17265. function insertNode( i, x, y, last ) {
  17266. var p = new Node( i, x, y );
  17267. if ( ! last ) {
  17268. p.prev = p;
  17269. p.next = p;
  17270. } else {
  17271. p.next = last.next;
  17272. p.prev = last;
  17273. last.next.prev = p;
  17274. last.next = p;
  17275. }
  17276. return p;
  17277. }
  17278. function removeNode( p ) {
  17279. p.next.prev = p.prev;
  17280. p.prev.next = p.next;
  17281. if ( p.prevZ ) p.prevZ.nextZ = p.nextZ;
  17282. if ( p.nextZ ) p.nextZ.prevZ = p.prevZ;
  17283. }
  17284. function Node( i, x, y ) {
  17285. // vertice index in coordinates array
  17286. this.i = i;
  17287. // vertex coordinates
  17288. this.x = x;
  17289. this.y = y;
  17290. // previous and next vertice nodes in a polygon ring
  17291. this.prev = null;
  17292. this.next = null;
  17293. // z-order curve value
  17294. this.z = null;
  17295. // previous and next nodes in z-order
  17296. this.prevZ = null;
  17297. this.nextZ = null;
  17298. // indicates whether this is a steiner point
  17299. this.steiner = false;
  17300. }
  17301. function signedArea( data, start, end, dim ) {
  17302. var sum = 0;
  17303. for ( var i = start, j = end - dim; i < end; i += dim ) {
  17304. sum += ( data[ j ] - data[ i ] ) * ( data[ i + 1 ] + data[ j + 1 ] );
  17305. j = i;
  17306. }
  17307. return sum;
  17308. }
  17309. /**
  17310. * @author zz85 / http://www.lab4games.net/zz85/blog
  17311. */
  17312. var ShapeUtils = {
  17313. // calculate area of the contour polygon
  17314. area: function ( contour ) {
  17315. var n = contour.length;
  17316. var a = 0.0;
  17317. for ( var p = n - 1, q = 0; q < n; p = q ++ ) {
  17318. a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
  17319. }
  17320. return a * 0.5;
  17321. },
  17322. isClockWise: function ( pts ) {
  17323. return ShapeUtils.area( pts ) < 0;
  17324. },
  17325. triangulateShape: function ( contour, holes ) {
  17326. var vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]
  17327. var holeIndices = []; // array of hole indices
  17328. var faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]
  17329. removeDupEndPts( contour );
  17330. addContour( vertices, contour );
  17331. //
  17332. var holeIndex = contour.length;
  17333. holes.forEach( removeDupEndPts );
  17334. for ( var i = 0; i < holes.length; i ++ ) {
  17335. holeIndices.push( holeIndex );
  17336. holeIndex += holes[ i ].length;
  17337. addContour( vertices, holes[ i ] );
  17338. }
  17339. //
  17340. var triangles = Earcut.triangulate( vertices, holeIndices );
  17341. //
  17342. for ( var i = 0; i < triangles.length; i += 3 ) {
  17343. faces.push( triangles.slice( i, i + 3 ) );
  17344. }
  17345. return faces;
  17346. }
  17347. };
  17348. function removeDupEndPts( points ) {
  17349. var l = points.length;
  17350. if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {
  17351. points.pop();
  17352. }
  17353. }
  17354. function addContour( vertices, contour ) {
  17355. for ( var i = 0; i < contour.length; i ++ ) {
  17356. vertices.push( contour[ i ].x );
  17357. vertices.push( contour[ i ].y );
  17358. }
  17359. }
  17360. /**
  17361. * @author zz85 / http://www.lab4games.net/zz85/blog
  17362. *
  17363. * Creates extruded geometry from a path shape.
  17364. *
  17365. * parameters = {
  17366. *
  17367. * curveSegments: <int>, // number of points on the curves
  17368. * steps: <int>, // number of points for z-side extrusions / used for subdividing segments of extrude spline too
  17369. * depth: <float>, // Depth to extrude the shape
  17370. *
  17371. * bevelEnabled: <bool>, // turn on bevel
  17372. * bevelThickness: <float>, // how deep into the original shape bevel goes
  17373. * bevelSize: <float>, // how far from shape outline is bevel
  17374. * bevelSegments: <int>, // number of bevel layers
  17375. *
  17376. * extrudePath: <THREE.Curve> // curve to extrude shape along
  17377. *
  17378. * UVGenerator: <Object> // object that provides UV generator functions
  17379. *
  17380. * }
  17381. */
  17382. // ExtrudeGeometry
  17383. function ExtrudeGeometry( shapes, options ) {
  17384. Geometry.call( this );
  17385. this.type = 'ExtrudeGeometry';
  17386. this.parameters = {
  17387. shapes: shapes,
  17388. options: options
  17389. };
  17390. this.fromBufferGeometry( new ExtrudeBufferGeometry( shapes, options ) );
  17391. this.mergeVertices();
  17392. }
  17393. ExtrudeGeometry.prototype = Object.create( Geometry.prototype );
  17394. ExtrudeGeometry.prototype.constructor = ExtrudeGeometry;
  17395. ExtrudeGeometry.prototype.toJSON = function () {
  17396. var data = Geometry.prototype.toJSON.call( this );
  17397. var shapes = this.parameters.shapes;
  17398. var options = this.parameters.options;
  17399. return toJSON( shapes, options, data );
  17400. };
  17401. // ExtrudeBufferGeometry
  17402. function ExtrudeBufferGeometry( shapes, options ) {
  17403. BufferGeometry.call( this );
  17404. this.type = 'ExtrudeBufferGeometry';
  17405. this.parameters = {
  17406. shapes: shapes,
  17407. options: options
  17408. };
  17409. shapes = Array.isArray( shapes ) ? shapes : [ shapes ];
  17410. var scope = this;
  17411. var verticesArray = [];
  17412. var uvArray = [];
  17413. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  17414. var shape = shapes[ i ];
  17415. addShape( shape );
  17416. }
  17417. // build geometry
  17418. this.addAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );
  17419. this.addAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );
  17420. this.computeVertexNormals();
  17421. // functions
  17422. function addShape( shape ) {
  17423. var placeholder = [];
  17424. // options
  17425. var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
  17426. var steps = options.steps !== undefined ? options.steps : 1;
  17427. var depth = options.depth !== undefined ? options.depth : 100;
  17428. var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;
  17429. var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6;
  17430. var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2;
  17431. var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
  17432. var extrudePath = options.extrudePath;
  17433. var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;
  17434. // deprecated options
  17435. if ( options.amount !== undefined ) {
  17436. console.warn( 'THREE.ExtrudeBufferGeometry: amount has been renamed to depth.' );
  17437. depth = options.amount;
  17438. }
  17439. //
  17440. var extrudePts, extrudeByPath = false;
  17441. var splineTube, binormal, normal, position2;
  17442. if ( extrudePath ) {
  17443. extrudePts = extrudePath.getSpacedPoints( steps );
  17444. extrudeByPath = true;
  17445. bevelEnabled = false; // bevels not supported for path extrusion
  17446. // SETUP TNB variables
  17447. // TODO1 - have a .isClosed in spline?
  17448. splineTube = extrudePath.computeFrenetFrames( steps, false );
  17449. // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
  17450. binormal = new Vector3();
  17451. normal = new Vector3();
  17452. position2 = new Vector3();
  17453. }
  17454. // Safeguards if bevels are not enabled
  17455. if ( ! bevelEnabled ) {
  17456. bevelSegments = 0;
  17457. bevelThickness = 0;
  17458. bevelSize = 0;
  17459. }
  17460. // Variables initialization
  17461. var ahole, h, hl; // looping of holes
  17462. var shapePoints = shape.extractPoints( curveSegments );
  17463. var vertices = shapePoints.shape;
  17464. var holes = shapePoints.holes;
  17465. var reverse = ! ShapeUtils.isClockWise( vertices );
  17466. if ( reverse ) {
  17467. vertices = vertices.reverse();
  17468. // Maybe we should also check if holes are in the opposite direction, just to be safe ...
  17469. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  17470. ahole = holes[ h ];
  17471. if ( ShapeUtils.isClockWise( ahole ) ) {
  17472. holes[ h ] = ahole.reverse();
  17473. }
  17474. }
  17475. }
  17476. var faces = ShapeUtils.triangulateShape( vertices, holes );
  17477. /* Vertices */
  17478. var contour = vertices; // vertices has all points but contour has only points of circumference
  17479. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  17480. ahole = holes[ h ];
  17481. vertices = vertices.concat( ahole );
  17482. }
  17483. function scalePt2( pt, vec, size ) {
  17484. if ( ! vec ) console.error( "THREE.ExtrudeGeometry: vec does not exist" );
  17485. return vec.clone().multiplyScalar( size ).add( pt );
  17486. }
  17487. var b, bs, t, z,
  17488. vert, vlen = vertices.length,
  17489. face, flen = faces.length;
  17490. // Find directions for point movement
  17491. function getBevelVec( inPt, inPrev, inNext ) {
  17492. // computes for inPt the corresponding point inPt' on a new contour
  17493. // shifted by 1 unit (length of normalized vector) to the left
  17494. // if we walk along contour clockwise, this new contour is outside the old one
  17495. //
  17496. // inPt' is the intersection of the two lines parallel to the two
  17497. // adjacent edges of inPt at a distance of 1 unit on the left side.
  17498. var v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt
  17499. // good reading for geometry algorithms (here: line-line intersection)
  17500. // http://geomalgorithms.com/a05-_intersect-1.html
  17501. var v_prev_x = inPt.x - inPrev.x,
  17502. v_prev_y = inPt.y - inPrev.y;
  17503. var v_next_x = inNext.x - inPt.x,
  17504. v_next_y = inNext.y - inPt.y;
  17505. var v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
  17506. // check for collinear edges
  17507. var collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  17508. if ( Math.abs( collinear0 ) > Number.EPSILON ) {
  17509. // not collinear
  17510. // length of vectors for normalizing
  17511. var v_prev_len = Math.sqrt( v_prev_lensq );
  17512. var v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );
  17513. // shift adjacent points by unit vectors to the left
  17514. var ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
  17515. var ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
  17516. var ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
  17517. var ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
  17518. // scaling factor for v_prev to intersection point
  17519. var sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
  17520. ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /
  17521. ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  17522. // vector from inPt to intersection point
  17523. v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
  17524. v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
  17525. // Don't normalize!, otherwise sharp corners become ugly
  17526. // but prevent crazy spikes
  17527. var v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );
  17528. if ( v_trans_lensq <= 2 ) {
  17529. return new Vector2( v_trans_x, v_trans_y );
  17530. } else {
  17531. shrink_by = Math.sqrt( v_trans_lensq / 2 );
  17532. }
  17533. } else {
  17534. // handle special case of collinear edges
  17535. var direction_eq = false; // assumes: opposite
  17536. if ( v_prev_x > Number.EPSILON ) {
  17537. if ( v_next_x > Number.EPSILON ) {
  17538. direction_eq = true;
  17539. }
  17540. } else {
  17541. if ( v_prev_x < - Number.EPSILON ) {
  17542. if ( v_next_x < - Number.EPSILON ) {
  17543. direction_eq = true;
  17544. }
  17545. } else {
  17546. if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {
  17547. direction_eq = true;
  17548. }
  17549. }
  17550. }
  17551. if ( direction_eq ) {
  17552. // console.log("Warning: lines are a straight sequence");
  17553. v_trans_x = - v_prev_y;
  17554. v_trans_y = v_prev_x;
  17555. shrink_by = Math.sqrt( v_prev_lensq );
  17556. } else {
  17557. // console.log("Warning: lines are a straight spike");
  17558. v_trans_x = v_prev_x;
  17559. v_trans_y = v_prev_y;
  17560. shrink_by = Math.sqrt( v_prev_lensq / 2 );
  17561. }
  17562. }
  17563. return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
  17564. }
  17565. var contourMovements = [];
  17566. for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  17567. if ( j === il ) j = 0;
  17568. if ( k === il ) k = 0;
  17569. // (j)---(i)---(k)
  17570. // console.log('i,j,k', i, j , k)
  17571. contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
  17572. }
  17573. var holesMovements = [],
  17574. oneHoleMovements, verticesMovements = contourMovements.concat();
  17575. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  17576. ahole = holes[ h ];
  17577. oneHoleMovements = [];
  17578. for ( i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  17579. if ( j === il ) j = 0;
  17580. if ( k === il ) k = 0;
  17581. // (j)---(i)---(k)
  17582. oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );
  17583. }
  17584. holesMovements.push( oneHoleMovements );
  17585. verticesMovements = verticesMovements.concat( oneHoleMovements );
  17586. }
  17587. // Loop bevelSegments, 1 for the front, 1 for the back
  17588. for ( b = 0; b < bevelSegments; b ++ ) {
  17589. //for ( b = bevelSegments; b > 0; b -- ) {
  17590. t = b / bevelSegments;
  17591. z = bevelThickness * Math.cos( t * Math.PI / 2 );
  17592. bs = bevelSize * Math.sin( t * Math.PI / 2 );
  17593. // contract shape
  17594. for ( i = 0, il = contour.length; i < il; i ++ ) {
  17595. vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  17596. v( vert.x, vert.y, - z );
  17597. }
  17598. // expand holes
  17599. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  17600. ahole = holes[ h ];
  17601. oneHoleMovements = holesMovements[ h ];
  17602. for ( i = 0, il = ahole.length; i < il; i ++ ) {
  17603. vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  17604. v( vert.x, vert.y, - z );
  17605. }
  17606. }
  17607. }
  17608. bs = bevelSize;
  17609. // Back facing vertices
  17610. for ( i = 0; i < vlen; i ++ ) {
  17611. vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  17612. if ( ! extrudeByPath ) {
  17613. v( vert.x, vert.y, 0 );
  17614. } else {
  17615. // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
  17616. normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x );
  17617. binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y );
  17618. position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );
  17619. v( position2.x, position2.y, position2.z );
  17620. }
  17621. }
  17622. // Add stepped vertices...
  17623. // Including front facing vertices
  17624. var s;
  17625. for ( s = 1; s <= steps; s ++ ) {
  17626. for ( i = 0; i < vlen; i ++ ) {
  17627. vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  17628. if ( ! extrudeByPath ) {
  17629. v( vert.x, vert.y, depth / steps * s );
  17630. } else {
  17631. // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
  17632. normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x );
  17633. binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y );
  17634. position2.copy( extrudePts[ s ] ).add( normal ).add( binormal );
  17635. v( position2.x, position2.y, position2.z );
  17636. }
  17637. }
  17638. }
  17639. // Add bevel segments planes
  17640. //for ( b = 1; b <= bevelSegments; b ++ ) {
  17641. for ( b = bevelSegments - 1; b >= 0; b -- ) {
  17642. t = b / bevelSegments;
  17643. z = bevelThickness * Math.cos( t * Math.PI / 2 );
  17644. bs = bevelSize * Math.sin( t * Math.PI / 2 );
  17645. // contract shape
  17646. for ( i = 0, il = contour.length; i < il; i ++ ) {
  17647. vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  17648. v( vert.x, vert.y, depth + z );
  17649. }
  17650. // expand holes
  17651. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  17652. ahole = holes[ h ];
  17653. oneHoleMovements = holesMovements[ h ];
  17654. for ( i = 0, il = ahole.length; i < il; i ++ ) {
  17655. vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  17656. if ( ! extrudeByPath ) {
  17657. v( vert.x, vert.y, depth + z );
  17658. } else {
  17659. v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );
  17660. }
  17661. }
  17662. }
  17663. }
  17664. /* Faces */
  17665. // Top and bottom faces
  17666. buildLidFaces();
  17667. // Sides faces
  17668. buildSideFaces();
  17669. ///// Internal functions
  17670. function buildLidFaces() {
  17671. var start = verticesArray.length / 3;
  17672. if ( bevelEnabled ) {
  17673. var layer = 0; // steps + 1
  17674. var offset = vlen * layer;
  17675. // Bottom faces
  17676. for ( i = 0; i < flen; i ++ ) {
  17677. face = faces[ i ];
  17678. f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );
  17679. }
  17680. layer = steps + bevelSegments * 2;
  17681. offset = vlen * layer;
  17682. // Top faces
  17683. for ( i = 0; i < flen; i ++ ) {
  17684. face = faces[ i ];
  17685. f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );
  17686. }
  17687. } else {
  17688. // Bottom faces
  17689. for ( i = 0; i < flen; i ++ ) {
  17690. face = faces[ i ];
  17691. f3( face[ 2 ], face[ 1 ], face[ 0 ] );
  17692. }
  17693. // Top faces
  17694. for ( i = 0; i < flen; i ++ ) {
  17695. face = faces[ i ];
  17696. f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );
  17697. }
  17698. }
  17699. scope.addGroup( start, verticesArray.length / 3 - start, 0 );
  17700. }
  17701. // Create faces for the z-sides of the shape
  17702. function buildSideFaces() {
  17703. var start = verticesArray.length / 3;
  17704. var layeroffset = 0;
  17705. sidewalls( contour, layeroffset );
  17706. layeroffset += contour.length;
  17707. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  17708. ahole = holes[ h ];
  17709. sidewalls( ahole, layeroffset );
  17710. //, true
  17711. layeroffset += ahole.length;
  17712. }
  17713. scope.addGroup( start, verticesArray.length / 3 - start, 1 );
  17714. }
  17715. function sidewalls( contour, layeroffset ) {
  17716. var j, k;
  17717. i = contour.length;
  17718. while ( -- i >= 0 ) {
  17719. j = i;
  17720. k = i - 1;
  17721. if ( k < 0 ) k = contour.length - 1;
  17722. //console.log('b', i,j, i-1, k,vertices.length);
  17723. var s = 0,
  17724. sl = steps + bevelSegments * 2;
  17725. for ( s = 0; s < sl; s ++ ) {
  17726. var slen1 = vlen * s;
  17727. var slen2 = vlen * ( s + 1 );
  17728. var a = layeroffset + j + slen1,
  17729. b = layeroffset + k + slen1,
  17730. c = layeroffset + k + slen2,
  17731. d = layeroffset + j + slen2;
  17732. f4( a, b, c, d );
  17733. }
  17734. }
  17735. }
  17736. function v( x, y, z ) {
  17737. placeholder.push( x );
  17738. placeholder.push( y );
  17739. placeholder.push( z );
  17740. }
  17741. function f3( a, b, c ) {
  17742. addVertex( a );
  17743. addVertex( b );
  17744. addVertex( c );
  17745. var nextIndex = verticesArray.length / 3;
  17746. var uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  17747. addUV( uvs[ 0 ] );
  17748. addUV( uvs[ 1 ] );
  17749. addUV( uvs[ 2 ] );
  17750. }
  17751. function f4( a, b, c, d ) {
  17752. addVertex( a );
  17753. addVertex( b );
  17754. addVertex( d );
  17755. addVertex( b );
  17756. addVertex( c );
  17757. addVertex( d );
  17758. var nextIndex = verticesArray.length / 3;
  17759. var uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  17760. addUV( uvs[ 0 ] );
  17761. addUV( uvs[ 1 ] );
  17762. addUV( uvs[ 3 ] );
  17763. addUV( uvs[ 1 ] );
  17764. addUV( uvs[ 2 ] );
  17765. addUV( uvs[ 3 ] );
  17766. }
  17767. function addVertex( index ) {
  17768. verticesArray.push( placeholder[ index * 3 + 0 ] );
  17769. verticesArray.push( placeholder[ index * 3 + 1 ] );
  17770. verticesArray.push( placeholder[ index * 3 + 2 ] );
  17771. }
  17772. function addUV( vector2 ) {
  17773. uvArray.push( vector2.x );
  17774. uvArray.push( vector2.y );
  17775. }
  17776. }
  17777. }
  17778. ExtrudeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17779. ExtrudeBufferGeometry.prototype.constructor = ExtrudeBufferGeometry;
  17780. ExtrudeBufferGeometry.prototype.toJSON = function () {
  17781. var data = BufferGeometry.prototype.toJSON.call( this );
  17782. var shapes = this.parameters.shapes;
  17783. var options = this.parameters.options;
  17784. return toJSON( shapes, options, data );
  17785. };
  17786. //
  17787. var WorldUVGenerator = {
  17788. generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {
  17789. var a_x = vertices[ indexA * 3 ];
  17790. var a_y = vertices[ indexA * 3 + 1 ];
  17791. var b_x = vertices[ indexB * 3 ];
  17792. var b_y = vertices[ indexB * 3 + 1 ];
  17793. var c_x = vertices[ indexC * 3 ];
  17794. var c_y = vertices[ indexC * 3 + 1 ];
  17795. return [
  17796. new Vector2( a_x, a_y ),
  17797. new Vector2( b_x, b_y ),
  17798. new Vector2( c_x, c_y )
  17799. ];
  17800. },
  17801. generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {
  17802. var a_x = vertices[ indexA * 3 ];
  17803. var a_y = vertices[ indexA * 3 + 1 ];
  17804. var a_z = vertices[ indexA * 3 + 2 ];
  17805. var b_x = vertices[ indexB * 3 ];
  17806. var b_y = vertices[ indexB * 3 + 1 ];
  17807. var b_z = vertices[ indexB * 3 + 2 ];
  17808. var c_x = vertices[ indexC * 3 ];
  17809. var c_y = vertices[ indexC * 3 + 1 ];
  17810. var c_z = vertices[ indexC * 3 + 2 ];
  17811. var d_x = vertices[ indexD * 3 ];
  17812. var d_y = vertices[ indexD * 3 + 1 ];
  17813. var d_z = vertices[ indexD * 3 + 2 ];
  17814. if ( Math.abs( a_y - b_y ) < 0.01 ) {
  17815. return [
  17816. new Vector2( a_x, 1 - a_z ),
  17817. new Vector2( b_x, 1 - b_z ),
  17818. new Vector2( c_x, 1 - c_z ),
  17819. new Vector2( d_x, 1 - d_z )
  17820. ];
  17821. } else {
  17822. return [
  17823. new Vector2( a_y, 1 - a_z ),
  17824. new Vector2( b_y, 1 - b_z ),
  17825. new Vector2( c_y, 1 - c_z ),
  17826. new Vector2( d_y, 1 - d_z )
  17827. ];
  17828. }
  17829. }
  17830. };
  17831. function toJSON( shapes, options, data ) {
  17832. //
  17833. data.shapes = [];
  17834. if ( Array.isArray( shapes ) ) {
  17835. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  17836. var shape = shapes[ i ];
  17837. data.shapes.push( shape.uuid );
  17838. }
  17839. } else {
  17840. data.shapes.push( shapes.uuid );
  17841. }
  17842. //
  17843. if ( options.extrudePath !== undefined ) data.options.extrudePath = options.extrudePath.toJSON();
  17844. return data;
  17845. }
  17846. /**
  17847. * @author zz85 / http://www.lab4games.net/zz85/blog
  17848. * @author alteredq / http://alteredqualia.com/
  17849. *
  17850. * Text = 3D Text
  17851. *
  17852. * parameters = {
  17853. * font: <THREE.Font>, // font
  17854. *
  17855. * size: <float>, // size of the text
  17856. * height: <float>, // thickness to extrude text
  17857. * curveSegments: <int>, // number of points on the curves
  17858. *
  17859. * bevelEnabled: <bool>, // turn on bevel
  17860. * bevelThickness: <float>, // how deep into text bevel goes
  17861. * bevelSize: <float> // how far from text outline is bevel
  17862. * }
  17863. */
  17864. // TextGeometry
  17865. function TextGeometry( text, parameters ) {
  17866. Geometry.call( this );
  17867. this.type = 'TextGeometry';
  17868. this.parameters = {
  17869. text: text,
  17870. parameters: parameters
  17871. };
  17872. this.fromBufferGeometry( new TextBufferGeometry( text, parameters ) );
  17873. this.mergeVertices();
  17874. }
  17875. TextGeometry.prototype = Object.create( Geometry.prototype );
  17876. TextGeometry.prototype.constructor = TextGeometry;
  17877. // TextBufferGeometry
  17878. function TextBufferGeometry( text, parameters ) {
  17879. parameters = parameters || {};
  17880. var font = parameters.font;
  17881. if ( ! ( font && font.isFont ) ) {
  17882. console.error( 'THREE.TextGeometry: font parameter is not an instance of THREE.Font.' );
  17883. return new Geometry();
  17884. }
  17885. var shapes = font.generateShapes( text, parameters.size );
  17886. // translate parameters to ExtrudeGeometry API
  17887. parameters.depth = parameters.height !== undefined ? parameters.height : 50;
  17888. // defaults
  17889. if ( parameters.bevelThickness === undefined ) parameters.bevelThickness = 10;
  17890. if ( parameters.bevelSize === undefined ) parameters.bevelSize = 8;
  17891. if ( parameters.bevelEnabled === undefined ) parameters.bevelEnabled = false;
  17892. ExtrudeBufferGeometry.call( this, shapes, parameters );
  17893. this.type = 'TextBufferGeometry';
  17894. }
  17895. TextBufferGeometry.prototype = Object.create( ExtrudeBufferGeometry.prototype );
  17896. TextBufferGeometry.prototype.constructor = TextBufferGeometry;
  17897. /**
  17898. * @author mrdoob / http://mrdoob.com/
  17899. * @author benaadams / https://twitter.com/ben_a_adams
  17900. * @author Mugen87 / https://github.com/Mugen87
  17901. */
  17902. // SphereGeometry
  17903. function SphereGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
  17904. Geometry.call( this );
  17905. this.type = 'SphereGeometry';
  17906. this.parameters = {
  17907. radius: radius,
  17908. widthSegments: widthSegments,
  17909. heightSegments: heightSegments,
  17910. phiStart: phiStart,
  17911. phiLength: phiLength,
  17912. thetaStart: thetaStart,
  17913. thetaLength: thetaLength
  17914. };
  17915. this.fromBufferGeometry( new SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) );
  17916. this.mergeVertices();
  17917. }
  17918. SphereGeometry.prototype = Object.create( Geometry.prototype );
  17919. SphereGeometry.prototype.constructor = SphereGeometry;
  17920. // SphereBufferGeometry
  17921. function SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
  17922. BufferGeometry.call( this );
  17923. this.type = 'SphereBufferGeometry';
  17924. this.parameters = {
  17925. radius: radius,
  17926. widthSegments: widthSegments,
  17927. heightSegments: heightSegments,
  17928. phiStart: phiStart,
  17929. phiLength: phiLength,
  17930. thetaStart: thetaStart,
  17931. thetaLength: thetaLength
  17932. };
  17933. radius = radius || 1;
  17934. widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 );
  17935. heightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 );
  17936. phiStart = phiStart !== undefined ? phiStart : 0;
  17937. phiLength = phiLength !== undefined ? phiLength : Math.PI * 2;
  17938. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  17939. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI;
  17940. var thetaEnd = thetaStart + thetaLength;
  17941. var ix, iy;
  17942. var index = 0;
  17943. var grid = [];
  17944. var vertex = new Vector3();
  17945. var normal = new Vector3();
  17946. // buffers
  17947. var indices = [];
  17948. var vertices = [];
  17949. var normals = [];
  17950. var uvs = [];
  17951. // generate vertices, normals and uvs
  17952. for ( iy = 0; iy <= heightSegments; iy ++ ) {
  17953. var verticesRow = [];
  17954. var v = iy / heightSegments;
  17955. for ( ix = 0; ix <= widthSegments; ix ++ ) {
  17956. var u = ix / widthSegments;
  17957. // vertex
  17958. vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  17959. vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
  17960. vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  17961. vertices.push( vertex.x, vertex.y, vertex.z );
  17962. // normal
  17963. normal.set( vertex.x, vertex.y, vertex.z ).normalize();
  17964. normals.push( normal.x, normal.y, normal.z );
  17965. // uv
  17966. uvs.push( u, 1 - v );
  17967. verticesRow.push( index ++ );
  17968. }
  17969. grid.push( verticesRow );
  17970. }
  17971. // indices
  17972. for ( iy = 0; iy < heightSegments; iy ++ ) {
  17973. for ( ix = 0; ix < widthSegments; ix ++ ) {
  17974. var a = grid[ iy ][ ix + 1 ];
  17975. var b = grid[ iy ][ ix ];
  17976. var c = grid[ iy + 1 ][ ix ];
  17977. var d = grid[ iy + 1 ][ ix + 1 ];
  17978. if ( iy !== 0 || thetaStart > 0 ) indices.push( a, b, d );
  17979. if ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( b, c, d );
  17980. }
  17981. }
  17982. // build geometry
  17983. this.setIndex( indices );
  17984. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17985. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17986. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17987. }
  17988. SphereBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17989. SphereBufferGeometry.prototype.constructor = SphereBufferGeometry;
  17990. /**
  17991. * @author Kaleb Murphy
  17992. * @author Mugen87 / https://github.com/Mugen87
  17993. */
  17994. // RingGeometry
  17995. function RingGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
  17996. Geometry.call( this );
  17997. this.type = 'RingGeometry';
  17998. this.parameters = {
  17999. innerRadius: innerRadius,
  18000. outerRadius: outerRadius,
  18001. thetaSegments: thetaSegments,
  18002. phiSegments: phiSegments,
  18003. thetaStart: thetaStart,
  18004. thetaLength: thetaLength
  18005. };
  18006. this.fromBufferGeometry( new RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) );
  18007. this.mergeVertices();
  18008. }
  18009. RingGeometry.prototype = Object.create( Geometry.prototype );
  18010. RingGeometry.prototype.constructor = RingGeometry;
  18011. // RingBufferGeometry
  18012. function RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
  18013. BufferGeometry.call( this );
  18014. this.type = 'RingBufferGeometry';
  18015. this.parameters = {
  18016. innerRadius: innerRadius,
  18017. outerRadius: outerRadius,
  18018. thetaSegments: thetaSegments,
  18019. phiSegments: phiSegments,
  18020. thetaStart: thetaStart,
  18021. thetaLength: thetaLength
  18022. };
  18023. innerRadius = innerRadius || 0.5;
  18024. outerRadius = outerRadius || 1;
  18025. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  18026. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  18027. thetaSegments = thetaSegments !== undefined ? Math.max( 3, thetaSegments ) : 8;
  18028. phiSegments = phiSegments !== undefined ? Math.max( 1, phiSegments ) : 1;
  18029. // buffers
  18030. var indices = [];
  18031. var vertices = [];
  18032. var normals = [];
  18033. var uvs = [];
  18034. // some helper variables
  18035. var segment;
  18036. var radius = innerRadius;
  18037. var radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
  18038. var vertex = new Vector3();
  18039. var uv = new Vector2();
  18040. var j, i;
  18041. // generate vertices, normals and uvs
  18042. for ( j = 0; j <= phiSegments; j ++ ) {
  18043. for ( i = 0; i <= thetaSegments; i ++ ) {
  18044. // values are generate from the inside of the ring to the outside
  18045. segment = thetaStart + i / thetaSegments * thetaLength;
  18046. // vertex
  18047. vertex.x = radius * Math.cos( segment );
  18048. vertex.y = radius * Math.sin( segment );
  18049. vertices.push( vertex.x, vertex.y, vertex.z );
  18050. // normal
  18051. normals.push( 0, 0, 1 );
  18052. // uv
  18053. uv.x = ( vertex.x / outerRadius + 1 ) / 2;
  18054. uv.y = ( vertex.y / outerRadius + 1 ) / 2;
  18055. uvs.push( uv.x, uv.y );
  18056. }
  18057. // increase the radius for next row of vertices
  18058. radius += radiusStep;
  18059. }
  18060. // indices
  18061. for ( j = 0; j < phiSegments; j ++ ) {
  18062. var thetaSegmentLevel = j * ( thetaSegments + 1 );
  18063. for ( i = 0; i < thetaSegments; i ++ ) {
  18064. segment = i + thetaSegmentLevel;
  18065. var a = segment;
  18066. var b = segment + thetaSegments + 1;
  18067. var c = segment + thetaSegments + 2;
  18068. var d = segment + 1;
  18069. // faces
  18070. indices.push( a, b, d );
  18071. indices.push( b, c, d );
  18072. }
  18073. }
  18074. // build geometry
  18075. this.setIndex( indices );
  18076. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18077. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18078. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18079. }
  18080. RingBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18081. RingBufferGeometry.prototype.constructor = RingBufferGeometry;
  18082. /**
  18083. * @author zz85 / https://github.com/zz85
  18084. * @author bhouston / http://clara.io
  18085. * @author Mugen87 / https://github.com/Mugen87
  18086. */
  18087. // LatheGeometry
  18088. function LatheGeometry( points, segments, phiStart, phiLength ) {
  18089. Geometry.call( this );
  18090. this.type = 'LatheGeometry';
  18091. this.parameters = {
  18092. points: points,
  18093. segments: segments,
  18094. phiStart: phiStart,
  18095. phiLength: phiLength
  18096. };
  18097. this.fromBufferGeometry( new LatheBufferGeometry( points, segments, phiStart, phiLength ) );
  18098. this.mergeVertices();
  18099. }
  18100. LatheGeometry.prototype = Object.create( Geometry.prototype );
  18101. LatheGeometry.prototype.constructor = LatheGeometry;
  18102. // LatheBufferGeometry
  18103. function LatheBufferGeometry( points, segments, phiStart, phiLength ) {
  18104. BufferGeometry.call( this );
  18105. this.type = 'LatheBufferGeometry';
  18106. this.parameters = {
  18107. points: points,
  18108. segments: segments,
  18109. phiStart: phiStart,
  18110. phiLength: phiLength
  18111. };
  18112. segments = Math.floor( segments ) || 12;
  18113. phiStart = phiStart || 0;
  18114. phiLength = phiLength || Math.PI * 2;
  18115. // clamp phiLength so it's in range of [ 0, 2PI ]
  18116. phiLength = _Math.clamp( phiLength, 0, Math.PI * 2 );
  18117. // buffers
  18118. var indices = [];
  18119. var vertices = [];
  18120. var uvs = [];
  18121. // helper variables
  18122. var base;
  18123. var inverseSegments = 1.0 / segments;
  18124. var vertex = new Vector3();
  18125. var uv = new Vector2();
  18126. var i, j;
  18127. // generate vertices and uvs
  18128. for ( i = 0; i <= segments; i ++ ) {
  18129. var phi = phiStart + i * inverseSegments * phiLength;
  18130. var sin = Math.sin( phi );
  18131. var cos = Math.cos( phi );
  18132. for ( j = 0; j <= ( points.length - 1 ); j ++ ) {
  18133. // vertex
  18134. vertex.x = points[ j ].x * sin;
  18135. vertex.y = points[ j ].y;
  18136. vertex.z = points[ j ].x * cos;
  18137. vertices.push( vertex.x, vertex.y, vertex.z );
  18138. // uv
  18139. uv.x = i / segments;
  18140. uv.y = j / ( points.length - 1 );
  18141. uvs.push( uv.x, uv.y );
  18142. }
  18143. }
  18144. // indices
  18145. for ( i = 0; i < segments; i ++ ) {
  18146. for ( j = 0; j < ( points.length - 1 ); j ++ ) {
  18147. base = j + i * points.length;
  18148. var a = base;
  18149. var b = base + points.length;
  18150. var c = base + points.length + 1;
  18151. var d = base + 1;
  18152. // faces
  18153. indices.push( a, b, d );
  18154. indices.push( b, c, d );
  18155. }
  18156. }
  18157. // build geometry
  18158. this.setIndex( indices );
  18159. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18160. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18161. // generate normals
  18162. this.computeVertexNormals();
  18163. // if the geometry is closed, we need to average the normals along the seam.
  18164. // because the corresponding vertices are identical (but still have different UVs).
  18165. if ( phiLength === Math.PI * 2 ) {
  18166. var normals = this.attributes.normal.array;
  18167. var n1 = new Vector3();
  18168. var n2 = new Vector3();
  18169. var n = new Vector3();
  18170. // this is the buffer offset for the last line of vertices
  18171. base = segments * points.length * 3;
  18172. for ( i = 0, j = 0; i < points.length; i ++, j += 3 ) {
  18173. // select the normal of the vertex in the first line
  18174. n1.x = normals[ j + 0 ];
  18175. n1.y = normals[ j + 1 ];
  18176. n1.z = normals[ j + 2 ];
  18177. // select the normal of the vertex in the last line
  18178. n2.x = normals[ base + j + 0 ];
  18179. n2.y = normals[ base + j + 1 ];
  18180. n2.z = normals[ base + j + 2 ];
  18181. // average normals
  18182. n.addVectors( n1, n2 ).normalize();
  18183. // assign the new values to both normals
  18184. normals[ j + 0 ] = normals[ base + j + 0 ] = n.x;
  18185. normals[ j + 1 ] = normals[ base + j + 1 ] = n.y;
  18186. normals[ j + 2 ] = normals[ base + j + 2 ] = n.z;
  18187. }
  18188. }
  18189. }
  18190. LatheBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18191. LatheBufferGeometry.prototype.constructor = LatheBufferGeometry;
  18192. /**
  18193. * @author jonobr1 / http://jonobr1.com
  18194. * @author Mugen87 / https://github.com/Mugen87
  18195. */
  18196. // ShapeGeometry
  18197. function ShapeGeometry( shapes, curveSegments ) {
  18198. Geometry.call( this );
  18199. this.type = 'ShapeGeometry';
  18200. if ( typeof curveSegments === 'object' ) {
  18201. console.warn( 'THREE.ShapeGeometry: Options parameter has been removed.' );
  18202. curveSegments = curveSegments.curveSegments;
  18203. }
  18204. this.parameters = {
  18205. shapes: shapes,
  18206. curveSegments: curveSegments
  18207. };
  18208. this.fromBufferGeometry( new ShapeBufferGeometry( shapes, curveSegments ) );
  18209. this.mergeVertices();
  18210. }
  18211. ShapeGeometry.prototype = Object.create( Geometry.prototype );
  18212. ShapeGeometry.prototype.constructor = ShapeGeometry;
  18213. ShapeGeometry.prototype.toJSON = function () {
  18214. var data = Geometry.prototype.toJSON.call( this );
  18215. var shapes = this.parameters.shapes;
  18216. return toJSON$1( shapes, data );
  18217. };
  18218. // ShapeBufferGeometry
  18219. function ShapeBufferGeometry( shapes, curveSegments ) {
  18220. BufferGeometry.call( this );
  18221. this.type = 'ShapeBufferGeometry';
  18222. this.parameters = {
  18223. shapes: shapes,
  18224. curveSegments: curveSegments
  18225. };
  18226. curveSegments = curveSegments || 12;
  18227. // buffers
  18228. var indices = [];
  18229. var vertices = [];
  18230. var normals = [];
  18231. var uvs = [];
  18232. // helper variables
  18233. var groupStart = 0;
  18234. var groupCount = 0;
  18235. // allow single and array values for "shapes" parameter
  18236. if ( Array.isArray( shapes ) === false ) {
  18237. addShape( shapes );
  18238. } else {
  18239. for ( var i = 0; i < shapes.length; i ++ ) {
  18240. addShape( shapes[ i ] );
  18241. this.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support
  18242. groupStart += groupCount;
  18243. groupCount = 0;
  18244. }
  18245. }
  18246. // build geometry
  18247. this.setIndex( indices );
  18248. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18249. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18250. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18251. // helper functions
  18252. function addShape( shape ) {
  18253. var i, l, shapeHole;
  18254. var indexOffset = vertices.length / 3;
  18255. var points = shape.extractPoints( curveSegments );
  18256. var shapeVertices = points.shape;
  18257. var shapeHoles = points.holes;
  18258. // check direction of vertices
  18259. if ( ShapeUtils.isClockWise( shapeVertices ) === false ) {
  18260. shapeVertices = shapeVertices.reverse();
  18261. }
  18262. for ( i = 0, l = shapeHoles.length; i < l; i ++ ) {
  18263. shapeHole = shapeHoles[ i ];
  18264. if ( ShapeUtils.isClockWise( shapeHole ) === true ) {
  18265. shapeHoles[ i ] = shapeHole.reverse();
  18266. }
  18267. }
  18268. var faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );
  18269. // join vertices of inner and outer paths to a single array
  18270. for ( i = 0, l = shapeHoles.length; i < l; i ++ ) {
  18271. shapeHole = shapeHoles[ i ];
  18272. shapeVertices = shapeVertices.concat( shapeHole );
  18273. }
  18274. // vertices, normals, uvs
  18275. for ( i = 0, l = shapeVertices.length; i < l; i ++ ) {
  18276. var vertex = shapeVertices[ i ];
  18277. vertices.push( vertex.x, vertex.y, 0 );
  18278. normals.push( 0, 0, 1 );
  18279. uvs.push( vertex.x, vertex.y ); // world uvs
  18280. }
  18281. // incides
  18282. for ( i = 0, l = faces.length; i < l; i ++ ) {
  18283. var face = faces[ i ];
  18284. var a = face[ 0 ] + indexOffset;
  18285. var b = face[ 1 ] + indexOffset;
  18286. var c = face[ 2 ] + indexOffset;
  18287. indices.push( a, b, c );
  18288. groupCount += 3;
  18289. }
  18290. }
  18291. }
  18292. ShapeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18293. ShapeBufferGeometry.prototype.constructor = ShapeBufferGeometry;
  18294. ShapeBufferGeometry.prototype.toJSON = function () {
  18295. var data = BufferGeometry.prototype.toJSON.call( this );
  18296. var shapes = this.parameters.shapes;
  18297. return toJSON$1( shapes, data );
  18298. };
  18299. //
  18300. function toJSON$1( shapes, data ) {
  18301. data.shapes = [];
  18302. if ( Array.isArray( shapes ) ) {
  18303. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  18304. var shape = shapes[ i ];
  18305. data.shapes.push( shape.uuid );
  18306. }
  18307. } else {
  18308. data.shapes.push( shapes.uuid );
  18309. }
  18310. return data;
  18311. }
  18312. /**
  18313. * @author WestLangley / http://github.com/WestLangley
  18314. * @author Mugen87 / https://github.com/Mugen87
  18315. */
  18316. function EdgesGeometry( geometry, thresholdAngle ) {
  18317. BufferGeometry.call( this );
  18318. this.type = 'EdgesGeometry';
  18319. this.parameters = {
  18320. thresholdAngle: thresholdAngle
  18321. };
  18322. thresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1;
  18323. // buffer
  18324. var vertices = [];
  18325. // helper variables
  18326. var thresholdDot = Math.cos( _Math.DEG2RAD * thresholdAngle );
  18327. var edge = [ 0, 0 ], edges = {}, edge1, edge2;
  18328. var key, keys = [ 'a', 'b', 'c' ];
  18329. // prepare source geometry
  18330. var geometry2;
  18331. if ( geometry.isBufferGeometry ) {
  18332. geometry2 = new Geometry();
  18333. geometry2.fromBufferGeometry( geometry );
  18334. } else {
  18335. geometry2 = geometry.clone();
  18336. }
  18337. geometry2.mergeVertices();
  18338. geometry2.computeFaceNormals();
  18339. var sourceVertices = geometry2.vertices;
  18340. var faces = geometry2.faces;
  18341. // now create a data structure where each entry represents an edge with its adjoining faces
  18342. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  18343. var face = faces[ i ];
  18344. for ( var j = 0; j < 3; j ++ ) {
  18345. edge1 = face[ keys[ j ] ];
  18346. edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
  18347. edge[ 0 ] = Math.min( edge1, edge2 );
  18348. edge[ 1 ] = Math.max( edge1, edge2 );
  18349. key = edge[ 0 ] + ',' + edge[ 1 ];
  18350. if ( edges[ key ] === undefined ) {
  18351. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ], face1: i, face2: undefined };
  18352. } else {
  18353. edges[ key ].face2 = i;
  18354. }
  18355. }
  18356. }
  18357. // generate vertices
  18358. for ( key in edges ) {
  18359. var e = edges[ key ];
  18360. // an edge is only rendered if the angle (in degrees) between the face normals of the adjoining faces exceeds this value. default = 1 degree.
  18361. if ( e.face2 === undefined || faces[ e.face1 ].normal.dot( faces[ e.face2 ].normal ) <= thresholdDot ) {
  18362. var vertex = sourceVertices[ e.index1 ];
  18363. vertices.push( vertex.x, vertex.y, vertex.z );
  18364. vertex = sourceVertices[ e.index2 ];
  18365. vertices.push( vertex.x, vertex.y, vertex.z );
  18366. }
  18367. }
  18368. // build geometry
  18369. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18370. }
  18371. EdgesGeometry.prototype = Object.create( BufferGeometry.prototype );
  18372. EdgesGeometry.prototype.constructor = EdgesGeometry;
  18373. /**
  18374. * @author mrdoob / http://mrdoob.com/
  18375. * @author Mugen87 / https://github.com/Mugen87
  18376. */
  18377. // CylinderGeometry
  18378. function CylinderGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  18379. Geometry.call( this );
  18380. this.type = 'CylinderGeometry';
  18381. this.parameters = {
  18382. radiusTop: radiusTop,
  18383. radiusBottom: radiusBottom,
  18384. height: height,
  18385. radialSegments: radialSegments,
  18386. heightSegments: heightSegments,
  18387. openEnded: openEnded,
  18388. thetaStart: thetaStart,
  18389. thetaLength: thetaLength
  18390. };
  18391. this.fromBufferGeometry( new CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) );
  18392. this.mergeVertices();
  18393. }
  18394. CylinderGeometry.prototype = Object.create( Geometry.prototype );
  18395. CylinderGeometry.prototype.constructor = CylinderGeometry;
  18396. // CylinderBufferGeometry
  18397. function CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  18398. BufferGeometry.call( this );
  18399. this.type = 'CylinderBufferGeometry';
  18400. this.parameters = {
  18401. radiusTop: radiusTop,
  18402. radiusBottom: radiusBottom,
  18403. height: height,
  18404. radialSegments: radialSegments,
  18405. heightSegments: heightSegments,
  18406. openEnded: openEnded,
  18407. thetaStart: thetaStart,
  18408. thetaLength: thetaLength
  18409. };
  18410. var scope = this;
  18411. radiusTop = radiusTop !== undefined ? radiusTop : 1;
  18412. radiusBottom = radiusBottom !== undefined ? radiusBottom : 1;
  18413. height = height || 1;
  18414. radialSegments = Math.floor( radialSegments ) || 8;
  18415. heightSegments = Math.floor( heightSegments ) || 1;
  18416. openEnded = openEnded !== undefined ? openEnded : false;
  18417. thetaStart = thetaStart !== undefined ? thetaStart : 0.0;
  18418. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  18419. // buffers
  18420. var indices = [];
  18421. var vertices = [];
  18422. var normals = [];
  18423. var uvs = [];
  18424. // helper variables
  18425. var index = 0;
  18426. var indexArray = [];
  18427. var halfHeight = height / 2;
  18428. var groupStart = 0;
  18429. // generate geometry
  18430. generateTorso();
  18431. if ( openEnded === false ) {
  18432. if ( radiusTop > 0 ) generateCap( true );
  18433. if ( radiusBottom > 0 ) generateCap( false );
  18434. }
  18435. // build geometry
  18436. this.setIndex( indices );
  18437. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18438. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18439. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18440. function generateTorso() {
  18441. var x, y;
  18442. var normal = new Vector3();
  18443. var vertex = new Vector3();
  18444. var groupCount = 0;
  18445. // this will be used to calculate the normal
  18446. var slope = ( radiusBottom - radiusTop ) / height;
  18447. // generate vertices, normals and uvs
  18448. for ( y = 0; y <= heightSegments; y ++ ) {
  18449. var indexRow = [];
  18450. var v = y / heightSegments;
  18451. // calculate the radius of the current row
  18452. var radius = v * ( radiusBottom - radiusTop ) + radiusTop;
  18453. for ( x = 0; x <= radialSegments; x ++ ) {
  18454. var u = x / radialSegments;
  18455. var theta = u * thetaLength + thetaStart;
  18456. var sinTheta = Math.sin( theta );
  18457. var cosTheta = Math.cos( theta );
  18458. // vertex
  18459. vertex.x = radius * sinTheta;
  18460. vertex.y = - v * height + halfHeight;
  18461. vertex.z = radius * cosTheta;
  18462. vertices.push( vertex.x, vertex.y, vertex.z );
  18463. // normal
  18464. normal.set( sinTheta, slope, cosTheta ).normalize();
  18465. normals.push( normal.x, normal.y, normal.z );
  18466. // uv
  18467. uvs.push( u, 1 - v );
  18468. // save index of vertex in respective row
  18469. indexRow.push( index ++ );
  18470. }
  18471. // now save vertices of the row in our index array
  18472. indexArray.push( indexRow );
  18473. }
  18474. // generate indices
  18475. for ( x = 0; x < radialSegments; x ++ ) {
  18476. for ( y = 0; y < heightSegments; y ++ ) {
  18477. // we use the index array to access the correct indices
  18478. var a = indexArray[ y ][ x ];
  18479. var b = indexArray[ y + 1 ][ x ];
  18480. var c = indexArray[ y + 1 ][ x + 1 ];
  18481. var d = indexArray[ y ][ x + 1 ];
  18482. // faces
  18483. indices.push( a, b, d );
  18484. indices.push( b, c, d );
  18485. // update group counter
  18486. groupCount += 6;
  18487. }
  18488. }
  18489. // add a group to the geometry. this will ensure multi material support
  18490. scope.addGroup( groupStart, groupCount, 0 );
  18491. // calculate new start value for groups
  18492. groupStart += groupCount;
  18493. }
  18494. function generateCap( top ) {
  18495. var x, centerIndexStart, centerIndexEnd;
  18496. var uv = new Vector2();
  18497. var vertex = new Vector3();
  18498. var groupCount = 0;
  18499. var radius = ( top === true ) ? radiusTop : radiusBottom;
  18500. var sign = ( top === true ) ? 1 : - 1;
  18501. // save the index of the first center vertex
  18502. centerIndexStart = index;
  18503. // first we generate the center vertex data of the cap.
  18504. // because the geometry needs one set of uvs per face,
  18505. // we must generate a center vertex per face/segment
  18506. for ( x = 1; x <= radialSegments; x ++ ) {
  18507. // vertex
  18508. vertices.push( 0, halfHeight * sign, 0 );
  18509. // normal
  18510. normals.push( 0, sign, 0 );
  18511. // uv
  18512. uvs.push( 0.5, 0.5 );
  18513. // increase index
  18514. index ++;
  18515. }
  18516. // save the index of the last center vertex
  18517. centerIndexEnd = index;
  18518. // now we generate the surrounding vertices, normals and uvs
  18519. for ( x = 0; x <= radialSegments; x ++ ) {
  18520. var u = x / radialSegments;
  18521. var theta = u * thetaLength + thetaStart;
  18522. var cosTheta = Math.cos( theta );
  18523. var sinTheta = Math.sin( theta );
  18524. // vertex
  18525. vertex.x = radius * sinTheta;
  18526. vertex.y = halfHeight * sign;
  18527. vertex.z = radius * cosTheta;
  18528. vertices.push( vertex.x, vertex.y, vertex.z );
  18529. // normal
  18530. normals.push( 0, sign, 0 );
  18531. // uv
  18532. uv.x = ( cosTheta * 0.5 ) + 0.5;
  18533. uv.y = ( sinTheta * 0.5 * sign ) + 0.5;
  18534. uvs.push( uv.x, uv.y );
  18535. // increase index
  18536. index ++;
  18537. }
  18538. // generate indices
  18539. for ( x = 0; x < radialSegments; x ++ ) {
  18540. var c = centerIndexStart + x;
  18541. var i = centerIndexEnd + x;
  18542. if ( top === true ) {
  18543. // face top
  18544. indices.push( i, i + 1, c );
  18545. } else {
  18546. // face bottom
  18547. indices.push( i + 1, i, c );
  18548. }
  18549. groupCount += 3;
  18550. }
  18551. // add a group to the geometry. this will ensure multi material support
  18552. scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );
  18553. // calculate new start value for groups
  18554. groupStart += groupCount;
  18555. }
  18556. }
  18557. CylinderBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18558. CylinderBufferGeometry.prototype.constructor = CylinderBufferGeometry;
  18559. /**
  18560. * @author abelnation / http://github.com/abelnation
  18561. */
  18562. // ConeGeometry
  18563. function ConeGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  18564. CylinderGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  18565. this.type = 'ConeGeometry';
  18566. this.parameters = {
  18567. radius: radius,
  18568. height: height,
  18569. radialSegments: radialSegments,
  18570. heightSegments: heightSegments,
  18571. openEnded: openEnded,
  18572. thetaStart: thetaStart,
  18573. thetaLength: thetaLength
  18574. };
  18575. }
  18576. ConeGeometry.prototype = Object.create( CylinderGeometry.prototype );
  18577. ConeGeometry.prototype.constructor = ConeGeometry;
  18578. // ConeBufferGeometry
  18579. function ConeBufferGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  18580. CylinderBufferGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  18581. this.type = 'ConeBufferGeometry';
  18582. this.parameters = {
  18583. radius: radius,
  18584. height: height,
  18585. radialSegments: radialSegments,
  18586. heightSegments: heightSegments,
  18587. openEnded: openEnded,
  18588. thetaStart: thetaStart,
  18589. thetaLength: thetaLength
  18590. };
  18591. }
  18592. ConeBufferGeometry.prototype = Object.create( CylinderBufferGeometry.prototype );
  18593. ConeBufferGeometry.prototype.constructor = ConeBufferGeometry;
  18594. /**
  18595. * @author benaadams / https://twitter.com/ben_a_adams
  18596. * @author Mugen87 / https://github.com/Mugen87
  18597. * @author hughes
  18598. */
  18599. // CircleGeometry
  18600. function CircleGeometry( radius, segments, thetaStart, thetaLength ) {
  18601. Geometry.call( this );
  18602. this.type = 'CircleGeometry';
  18603. this.parameters = {
  18604. radius: radius,
  18605. segments: segments,
  18606. thetaStart: thetaStart,
  18607. thetaLength: thetaLength
  18608. };
  18609. this.fromBufferGeometry( new CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) );
  18610. this.mergeVertices();
  18611. }
  18612. CircleGeometry.prototype = Object.create( Geometry.prototype );
  18613. CircleGeometry.prototype.constructor = CircleGeometry;
  18614. // CircleBufferGeometry
  18615. function CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) {
  18616. BufferGeometry.call( this );
  18617. this.type = 'CircleBufferGeometry';
  18618. this.parameters = {
  18619. radius: radius,
  18620. segments: segments,
  18621. thetaStart: thetaStart,
  18622. thetaLength: thetaLength
  18623. };
  18624. radius = radius || 1;
  18625. segments = segments !== undefined ? Math.max( 3, segments ) : 8;
  18626. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  18627. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  18628. // buffers
  18629. var indices = [];
  18630. var vertices = [];
  18631. var normals = [];
  18632. var uvs = [];
  18633. // helper variables
  18634. var i, s;
  18635. var vertex = new Vector3();
  18636. var uv = new Vector2();
  18637. // center point
  18638. vertices.push( 0, 0, 0 );
  18639. normals.push( 0, 0, 1 );
  18640. uvs.push( 0.5, 0.5 );
  18641. for ( s = 0, i = 3; s <= segments; s ++, i += 3 ) {
  18642. var segment = thetaStart + s / segments * thetaLength;
  18643. // vertex
  18644. vertex.x = radius * Math.cos( segment );
  18645. vertex.y = radius * Math.sin( segment );
  18646. vertices.push( vertex.x, vertex.y, vertex.z );
  18647. // normal
  18648. normals.push( 0, 0, 1 );
  18649. // uvs
  18650. uv.x = ( vertices[ i ] / radius + 1 ) / 2;
  18651. uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;
  18652. uvs.push( uv.x, uv.y );
  18653. }
  18654. // indices
  18655. for ( i = 1; i <= segments; i ++ ) {
  18656. indices.push( i, i + 1, 0 );
  18657. }
  18658. // build geometry
  18659. this.setIndex( indices );
  18660. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18661. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18662. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18663. }
  18664. CircleBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18665. CircleBufferGeometry.prototype.constructor = CircleBufferGeometry;
  18666. var Geometries = /*#__PURE__*/Object.freeze({
  18667. WireframeGeometry: WireframeGeometry,
  18668. ParametricGeometry: ParametricGeometry,
  18669. ParametricBufferGeometry: ParametricBufferGeometry,
  18670. TetrahedronGeometry: TetrahedronGeometry,
  18671. TetrahedronBufferGeometry: TetrahedronBufferGeometry,
  18672. OctahedronGeometry: OctahedronGeometry,
  18673. OctahedronBufferGeometry: OctahedronBufferGeometry,
  18674. IcosahedronGeometry: IcosahedronGeometry,
  18675. IcosahedronBufferGeometry: IcosahedronBufferGeometry,
  18676. DodecahedronGeometry: DodecahedronGeometry,
  18677. DodecahedronBufferGeometry: DodecahedronBufferGeometry,
  18678. PolyhedronGeometry: PolyhedronGeometry,
  18679. PolyhedronBufferGeometry: PolyhedronBufferGeometry,
  18680. TubeGeometry: TubeGeometry,
  18681. TubeBufferGeometry: TubeBufferGeometry,
  18682. TorusKnotGeometry: TorusKnotGeometry,
  18683. TorusKnotBufferGeometry: TorusKnotBufferGeometry,
  18684. TorusGeometry: TorusGeometry,
  18685. TorusBufferGeometry: TorusBufferGeometry,
  18686. TextGeometry: TextGeometry,
  18687. TextBufferGeometry: TextBufferGeometry,
  18688. SphereGeometry: SphereGeometry,
  18689. SphereBufferGeometry: SphereBufferGeometry,
  18690. RingGeometry: RingGeometry,
  18691. RingBufferGeometry: RingBufferGeometry,
  18692. PlaneGeometry: PlaneGeometry,
  18693. PlaneBufferGeometry: PlaneBufferGeometry,
  18694. LatheGeometry: LatheGeometry,
  18695. LatheBufferGeometry: LatheBufferGeometry,
  18696. ShapeGeometry: ShapeGeometry,
  18697. ShapeBufferGeometry: ShapeBufferGeometry,
  18698. ExtrudeGeometry: ExtrudeGeometry,
  18699. ExtrudeBufferGeometry: ExtrudeBufferGeometry,
  18700. EdgesGeometry: EdgesGeometry,
  18701. ConeGeometry: ConeGeometry,
  18702. ConeBufferGeometry: ConeBufferGeometry,
  18703. CylinderGeometry: CylinderGeometry,
  18704. CylinderBufferGeometry: CylinderBufferGeometry,
  18705. CircleGeometry: CircleGeometry,
  18706. CircleBufferGeometry: CircleBufferGeometry,
  18707. BoxGeometry: BoxGeometry,
  18708. BoxBufferGeometry: BoxBufferGeometry
  18709. });
  18710. /**
  18711. * @author mrdoob / http://mrdoob.com/
  18712. *
  18713. * parameters = {
  18714. * color: <THREE.Color>
  18715. * }
  18716. */
  18717. function ShadowMaterial( parameters ) {
  18718. Material.call( this );
  18719. this.type = 'ShadowMaterial';
  18720. this.color = new Color( 0x000000 );
  18721. this.transparent = true;
  18722. this.setValues( parameters );
  18723. }
  18724. ShadowMaterial.prototype = Object.create( Material.prototype );
  18725. ShadowMaterial.prototype.constructor = ShadowMaterial;
  18726. ShadowMaterial.prototype.isShadowMaterial = true;
  18727. ShadowMaterial.prototype.copy = function ( source ) {
  18728. Material.prototype.copy.call( this, source );
  18729. this.color.copy( source.color );
  18730. return this;
  18731. };
  18732. /**
  18733. * @author mrdoob / http://mrdoob.com/
  18734. */
  18735. function RawShaderMaterial( parameters ) {
  18736. ShaderMaterial.call( this, parameters );
  18737. this.type = 'RawShaderMaterial';
  18738. }
  18739. RawShaderMaterial.prototype = Object.create( ShaderMaterial.prototype );
  18740. RawShaderMaterial.prototype.constructor = RawShaderMaterial;
  18741. RawShaderMaterial.prototype.isRawShaderMaterial = true;
  18742. /**
  18743. * @author WestLangley / http://github.com/WestLangley
  18744. *
  18745. * parameters = {
  18746. * color: <hex>,
  18747. * roughness: <float>,
  18748. * metalness: <float>,
  18749. * opacity: <float>,
  18750. *
  18751. * map: new THREE.Texture( <Image> ),
  18752. *
  18753. * lightMap: new THREE.Texture( <Image> ),
  18754. * lightMapIntensity: <float>
  18755. *
  18756. * aoMap: new THREE.Texture( <Image> ),
  18757. * aoMapIntensity: <float>
  18758. *
  18759. * emissive: <hex>,
  18760. * emissiveIntensity: <float>
  18761. * emissiveMap: new THREE.Texture( <Image> ),
  18762. *
  18763. * bumpMap: new THREE.Texture( <Image> ),
  18764. * bumpScale: <float>,
  18765. *
  18766. * normalMap: new THREE.Texture( <Image> ),
  18767. * normalMapType: THREE.TangentSpaceNormalMap,
  18768. * normalScale: <Vector2>,
  18769. *
  18770. * displacementMap: new THREE.Texture( <Image> ),
  18771. * displacementScale: <float>,
  18772. * displacementBias: <float>,
  18773. *
  18774. * roughnessMap: new THREE.Texture( <Image> ),
  18775. *
  18776. * metalnessMap: new THREE.Texture( <Image> ),
  18777. *
  18778. * alphaMap: new THREE.Texture( <Image> ),
  18779. *
  18780. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  18781. * envMapIntensity: <float>
  18782. *
  18783. * refractionRatio: <float>,
  18784. *
  18785. * wireframe: <boolean>,
  18786. * wireframeLinewidth: <float>,
  18787. *
  18788. * skinning: <bool>,
  18789. * morphTargets: <bool>,
  18790. * morphNormals: <bool>
  18791. * }
  18792. */
  18793. function MeshStandardMaterial( parameters ) {
  18794. Material.call( this );
  18795. this.defines = { 'STANDARD': '' };
  18796. this.type = 'MeshStandardMaterial';
  18797. this.color = new Color( 0xffffff ); // diffuse
  18798. this.roughness = 0.5;
  18799. this.metalness = 0.5;
  18800. this.map = null;
  18801. this.lightMap = null;
  18802. this.lightMapIntensity = 1.0;
  18803. this.aoMap = null;
  18804. this.aoMapIntensity = 1.0;
  18805. this.emissive = new Color( 0x000000 );
  18806. this.emissiveIntensity = 1.0;
  18807. this.emissiveMap = null;
  18808. this.bumpMap = null;
  18809. this.bumpScale = 1;
  18810. this.normalMap = null;
  18811. this.normalMapType = TangentSpaceNormalMap;
  18812. this.normalScale = new Vector2( 1, 1 );
  18813. this.displacementMap = null;
  18814. this.displacementScale = 1;
  18815. this.displacementBias = 0;
  18816. this.roughnessMap = null;
  18817. this.metalnessMap = null;
  18818. this.alphaMap = null;
  18819. this.envMap = null;
  18820. this.envMapIntensity = 1.0;
  18821. this.refractionRatio = 0.98;
  18822. this.wireframe = false;
  18823. this.wireframeLinewidth = 1;
  18824. this.wireframeLinecap = 'round';
  18825. this.wireframeLinejoin = 'round';
  18826. this.skinning = false;
  18827. this.morphTargets = false;
  18828. this.morphNormals = false;
  18829. this.setValues( parameters );
  18830. }
  18831. MeshStandardMaterial.prototype = Object.create( Material.prototype );
  18832. MeshStandardMaterial.prototype.constructor = MeshStandardMaterial;
  18833. MeshStandardMaterial.prototype.isMeshStandardMaterial = true;
  18834. MeshStandardMaterial.prototype.copy = function ( source ) {
  18835. Material.prototype.copy.call( this, source );
  18836. this.defines = { 'STANDARD': '' };
  18837. this.color.copy( source.color );
  18838. this.roughness = source.roughness;
  18839. this.metalness = source.metalness;
  18840. this.map = source.map;
  18841. this.lightMap = source.lightMap;
  18842. this.lightMapIntensity = source.lightMapIntensity;
  18843. this.aoMap = source.aoMap;
  18844. this.aoMapIntensity = source.aoMapIntensity;
  18845. this.emissive.copy( source.emissive );
  18846. this.emissiveMap = source.emissiveMap;
  18847. this.emissiveIntensity = source.emissiveIntensity;
  18848. this.bumpMap = source.bumpMap;
  18849. this.bumpScale = source.bumpScale;
  18850. this.normalMap = source.normalMap;
  18851. this.normalMapType = source.normalMapType;
  18852. this.normalScale.copy( source.normalScale );
  18853. this.displacementMap = source.displacementMap;
  18854. this.displacementScale = source.displacementScale;
  18855. this.displacementBias = source.displacementBias;
  18856. this.roughnessMap = source.roughnessMap;
  18857. this.metalnessMap = source.metalnessMap;
  18858. this.alphaMap = source.alphaMap;
  18859. this.envMap = source.envMap;
  18860. this.envMapIntensity = source.envMapIntensity;
  18861. this.refractionRatio = source.refractionRatio;
  18862. this.wireframe = source.wireframe;
  18863. this.wireframeLinewidth = source.wireframeLinewidth;
  18864. this.wireframeLinecap = source.wireframeLinecap;
  18865. this.wireframeLinejoin = source.wireframeLinejoin;
  18866. this.skinning = source.skinning;
  18867. this.morphTargets = source.morphTargets;
  18868. this.morphNormals = source.morphNormals;
  18869. return this;
  18870. };
  18871. /**
  18872. * @author WestLangley / http://github.com/WestLangley
  18873. *
  18874. * parameters = {
  18875. * reflectivity: <float>
  18876. * clearCoat: <float>
  18877. * clearCoatRoughness: <float>
  18878. * }
  18879. */
  18880. function MeshPhysicalMaterial( parameters ) {
  18881. MeshStandardMaterial.call( this );
  18882. this.defines = { 'PHYSICAL': '' };
  18883. this.type = 'MeshPhysicalMaterial';
  18884. this.reflectivity = 0.5; // maps to F0 = 0.04
  18885. this.clearCoat = 0.0;
  18886. this.clearCoatRoughness = 0.0;
  18887. this.setValues( parameters );
  18888. }
  18889. MeshPhysicalMaterial.prototype = Object.create( MeshStandardMaterial.prototype );
  18890. MeshPhysicalMaterial.prototype.constructor = MeshPhysicalMaterial;
  18891. MeshPhysicalMaterial.prototype.isMeshPhysicalMaterial = true;
  18892. MeshPhysicalMaterial.prototype.copy = function ( source ) {
  18893. MeshStandardMaterial.prototype.copy.call( this, source );
  18894. this.defines = { 'PHYSICAL': '' };
  18895. this.reflectivity = source.reflectivity;
  18896. this.clearCoat = source.clearCoat;
  18897. this.clearCoatRoughness = source.clearCoatRoughness;
  18898. return this;
  18899. };
  18900. /**
  18901. * @author mrdoob / http://mrdoob.com/
  18902. * @author alteredq / http://alteredqualia.com/
  18903. *
  18904. * parameters = {
  18905. * color: <hex>,
  18906. * specular: <hex>,
  18907. * shininess: <float>,
  18908. * opacity: <float>,
  18909. *
  18910. * map: new THREE.Texture( <Image> ),
  18911. *
  18912. * lightMap: new THREE.Texture( <Image> ),
  18913. * lightMapIntensity: <float>
  18914. *
  18915. * aoMap: new THREE.Texture( <Image> ),
  18916. * aoMapIntensity: <float>
  18917. *
  18918. * emissive: <hex>,
  18919. * emissiveIntensity: <float>
  18920. * emissiveMap: new THREE.Texture( <Image> ),
  18921. *
  18922. * bumpMap: new THREE.Texture( <Image> ),
  18923. * bumpScale: <float>,
  18924. *
  18925. * normalMap: new THREE.Texture( <Image> ),
  18926. * normalMapType: THREE.TangentSpaceNormalMap,
  18927. * normalScale: <Vector2>,
  18928. *
  18929. * displacementMap: new THREE.Texture( <Image> ),
  18930. * displacementScale: <float>,
  18931. * displacementBias: <float>,
  18932. *
  18933. * specularMap: new THREE.Texture( <Image> ),
  18934. *
  18935. * alphaMap: new THREE.Texture( <Image> ),
  18936. *
  18937. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  18938. * combine: THREE.Multiply,
  18939. * reflectivity: <float>,
  18940. * refractionRatio: <float>,
  18941. *
  18942. * wireframe: <boolean>,
  18943. * wireframeLinewidth: <float>,
  18944. *
  18945. * skinning: <bool>,
  18946. * morphTargets: <bool>,
  18947. * morphNormals: <bool>
  18948. * }
  18949. */
  18950. function MeshPhongMaterial( parameters ) {
  18951. Material.call( this );
  18952. this.type = 'MeshPhongMaterial';
  18953. this.color = new Color( 0xffffff ); // diffuse
  18954. this.specular = new Color( 0x111111 );
  18955. this.shininess = 30;
  18956. this.map = null;
  18957. this.lightMap = null;
  18958. this.lightMapIntensity = 1.0;
  18959. this.aoMap = null;
  18960. this.aoMapIntensity = 1.0;
  18961. this.emissive = new Color( 0x000000 );
  18962. this.emissiveIntensity = 1.0;
  18963. this.emissiveMap = null;
  18964. this.bumpMap = null;
  18965. this.bumpScale = 1;
  18966. this.normalMap = null;
  18967. this.normalMapType = TangentSpaceNormalMap;
  18968. this.normalScale = new Vector2( 1, 1 );
  18969. this.displacementMap = null;
  18970. this.displacementScale = 1;
  18971. this.displacementBias = 0;
  18972. this.specularMap = null;
  18973. this.alphaMap = null;
  18974. this.envMap = null;
  18975. this.combine = MultiplyOperation;
  18976. this.reflectivity = 1;
  18977. this.refractionRatio = 0.98;
  18978. this.wireframe = false;
  18979. this.wireframeLinewidth = 1;
  18980. this.wireframeLinecap = 'round';
  18981. this.wireframeLinejoin = 'round';
  18982. this.skinning = false;
  18983. this.morphTargets = false;
  18984. this.morphNormals = false;
  18985. this.setValues( parameters );
  18986. }
  18987. MeshPhongMaterial.prototype = Object.create( Material.prototype );
  18988. MeshPhongMaterial.prototype.constructor = MeshPhongMaterial;
  18989. MeshPhongMaterial.prototype.isMeshPhongMaterial = true;
  18990. MeshPhongMaterial.prototype.copy = function ( source ) {
  18991. Material.prototype.copy.call( this, source );
  18992. this.color.copy( source.color );
  18993. this.specular.copy( source.specular );
  18994. this.shininess = source.shininess;
  18995. this.map = source.map;
  18996. this.lightMap = source.lightMap;
  18997. this.lightMapIntensity = source.lightMapIntensity;
  18998. this.aoMap = source.aoMap;
  18999. this.aoMapIntensity = source.aoMapIntensity;
  19000. this.emissive.copy( source.emissive );
  19001. this.emissiveMap = source.emissiveMap;
  19002. this.emissiveIntensity = source.emissiveIntensity;
  19003. this.bumpMap = source.bumpMap;
  19004. this.bumpScale = source.bumpScale;
  19005. this.normalMap = source.normalMap;
  19006. this.normalMapType = source.normalMapType;
  19007. this.normalScale.copy( source.normalScale );
  19008. this.displacementMap = source.displacementMap;
  19009. this.displacementScale = source.displacementScale;
  19010. this.displacementBias = source.displacementBias;
  19011. this.specularMap = source.specularMap;
  19012. this.alphaMap = source.alphaMap;
  19013. this.envMap = source.envMap;
  19014. this.combine = source.combine;
  19015. this.reflectivity = source.reflectivity;
  19016. this.refractionRatio = source.refractionRatio;
  19017. this.wireframe = source.wireframe;
  19018. this.wireframeLinewidth = source.wireframeLinewidth;
  19019. this.wireframeLinecap = source.wireframeLinecap;
  19020. this.wireframeLinejoin = source.wireframeLinejoin;
  19021. this.skinning = source.skinning;
  19022. this.morphTargets = source.morphTargets;
  19023. this.morphNormals = source.morphNormals;
  19024. return this;
  19025. };
  19026. /**
  19027. * @author takahirox / http://github.com/takahirox
  19028. *
  19029. * parameters = {
  19030. * gradientMap: new THREE.Texture( <Image> )
  19031. * }
  19032. */
  19033. function MeshToonMaterial( parameters ) {
  19034. MeshPhongMaterial.call( this );
  19035. this.defines = { 'TOON': '' };
  19036. this.type = 'MeshToonMaterial';
  19037. this.gradientMap = null;
  19038. this.setValues( parameters );
  19039. }
  19040. MeshToonMaterial.prototype = Object.create( MeshPhongMaterial.prototype );
  19041. MeshToonMaterial.prototype.constructor = MeshToonMaterial;
  19042. MeshToonMaterial.prototype.isMeshToonMaterial = true;
  19043. MeshToonMaterial.prototype.copy = function ( source ) {
  19044. MeshPhongMaterial.prototype.copy.call( this, source );
  19045. this.gradientMap = source.gradientMap;
  19046. return this;
  19047. };
  19048. /**
  19049. * @author mrdoob / http://mrdoob.com/
  19050. * @author WestLangley / http://github.com/WestLangley
  19051. *
  19052. * parameters = {
  19053. * opacity: <float>,
  19054. *
  19055. * bumpMap: new THREE.Texture( <Image> ),
  19056. * bumpScale: <float>,
  19057. *
  19058. * normalMap: new THREE.Texture( <Image> ),
  19059. * normalMapType: THREE.TangentSpaceNormalMap,
  19060. * normalScale: <Vector2>,
  19061. *
  19062. * displacementMap: new THREE.Texture( <Image> ),
  19063. * displacementScale: <float>,
  19064. * displacementBias: <float>,
  19065. *
  19066. * wireframe: <boolean>,
  19067. * wireframeLinewidth: <float>
  19068. *
  19069. * skinning: <bool>,
  19070. * morphTargets: <bool>,
  19071. * morphNormals: <bool>
  19072. * }
  19073. */
  19074. function MeshNormalMaterial( parameters ) {
  19075. Material.call( this );
  19076. this.type = 'MeshNormalMaterial';
  19077. this.bumpMap = null;
  19078. this.bumpScale = 1;
  19079. this.normalMap = null;
  19080. this.normalMapType = TangentSpaceNormalMap;
  19081. this.normalScale = new Vector2( 1, 1 );
  19082. this.displacementMap = null;
  19083. this.displacementScale = 1;
  19084. this.displacementBias = 0;
  19085. this.wireframe = false;
  19086. this.wireframeLinewidth = 1;
  19087. this.fog = false;
  19088. this.lights = false;
  19089. this.skinning = false;
  19090. this.morphTargets = false;
  19091. this.morphNormals = false;
  19092. this.setValues( parameters );
  19093. }
  19094. MeshNormalMaterial.prototype = Object.create( Material.prototype );
  19095. MeshNormalMaterial.prototype.constructor = MeshNormalMaterial;
  19096. MeshNormalMaterial.prototype.isMeshNormalMaterial = true;
  19097. MeshNormalMaterial.prototype.copy = function ( source ) {
  19098. Material.prototype.copy.call( this, source );
  19099. this.bumpMap = source.bumpMap;
  19100. this.bumpScale = source.bumpScale;
  19101. this.normalMap = source.normalMap;
  19102. this.normalMapType = source.normalMapType;
  19103. this.normalScale.copy( source.normalScale );
  19104. this.displacementMap = source.displacementMap;
  19105. this.displacementScale = source.displacementScale;
  19106. this.displacementBias = source.displacementBias;
  19107. this.wireframe = source.wireframe;
  19108. this.wireframeLinewidth = source.wireframeLinewidth;
  19109. this.skinning = source.skinning;
  19110. this.morphTargets = source.morphTargets;
  19111. this.morphNormals = source.morphNormals;
  19112. return this;
  19113. };
  19114. /**
  19115. * @author mrdoob / http://mrdoob.com/
  19116. * @author alteredq / http://alteredqualia.com/
  19117. *
  19118. * parameters = {
  19119. * color: <hex>,
  19120. * opacity: <float>,
  19121. *
  19122. * map: new THREE.Texture( <Image> ),
  19123. *
  19124. * lightMap: new THREE.Texture( <Image> ),
  19125. * lightMapIntensity: <float>
  19126. *
  19127. * aoMap: new THREE.Texture( <Image> ),
  19128. * aoMapIntensity: <float>
  19129. *
  19130. * emissive: <hex>,
  19131. * emissiveIntensity: <float>
  19132. * emissiveMap: new THREE.Texture( <Image> ),
  19133. *
  19134. * specularMap: new THREE.Texture( <Image> ),
  19135. *
  19136. * alphaMap: new THREE.Texture( <Image> ),
  19137. *
  19138. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  19139. * combine: THREE.Multiply,
  19140. * reflectivity: <float>,
  19141. * refractionRatio: <float>,
  19142. *
  19143. * wireframe: <boolean>,
  19144. * wireframeLinewidth: <float>,
  19145. *
  19146. * skinning: <bool>,
  19147. * morphTargets: <bool>,
  19148. * morphNormals: <bool>
  19149. * }
  19150. */
  19151. function MeshLambertMaterial( parameters ) {
  19152. Material.call( this );
  19153. this.type = 'MeshLambertMaterial';
  19154. this.color = new Color( 0xffffff ); // diffuse
  19155. this.map = null;
  19156. this.lightMap = null;
  19157. this.lightMapIntensity = 1.0;
  19158. this.aoMap = null;
  19159. this.aoMapIntensity = 1.0;
  19160. this.emissive = new Color( 0x000000 );
  19161. this.emissiveIntensity = 1.0;
  19162. this.emissiveMap = null;
  19163. this.specularMap = null;
  19164. this.alphaMap = null;
  19165. this.envMap = null;
  19166. this.combine = MultiplyOperation;
  19167. this.reflectivity = 1;
  19168. this.refractionRatio = 0.98;
  19169. this.wireframe = false;
  19170. this.wireframeLinewidth = 1;
  19171. this.wireframeLinecap = 'round';
  19172. this.wireframeLinejoin = 'round';
  19173. this.skinning = false;
  19174. this.morphTargets = false;
  19175. this.morphNormals = false;
  19176. this.setValues( parameters );
  19177. }
  19178. MeshLambertMaterial.prototype = Object.create( Material.prototype );
  19179. MeshLambertMaterial.prototype.constructor = MeshLambertMaterial;
  19180. MeshLambertMaterial.prototype.isMeshLambertMaterial = true;
  19181. MeshLambertMaterial.prototype.copy = function ( source ) {
  19182. Material.prototype.copy.call( this, source );
  19183. this.color.copy( source.color );
  19184. this.map = source.map;
  19185. this.lightMap = source.lightMap;
  19186. this.lightMapIntensity = source.lightMapIntensity;
  19187. this.aoMap = source.aoMap;
  19188. this.aoMapIntensity = source.aoMapIntensity;
  19189. this.emissive.copy( source.emissive );
  19190. this.emissiveMap = source.emissiveMap;
  19191. this.emissiveIntensity = source.emissiveIntensity;
  19192. this.specularMap = source.specularMap;
  19193. this.alphaMap = source.alphaMap;
  19194. this.envMap = source.envMap;
  19195. this.combine = source.combine;
  19196. this.reflectivity = source.reflectivity;
  19197. this.refractionRatio = source.refractionRatio;
  19198. this.wireframe = source.wireframe;
  19199. this.wireframeLinewidth = source.wireframeLinewidth;
  19200. this.wireframeLinecap = source.wireframeLinecap;
  19201. this.wireframeLinejoin = source.wireframeLinejoin;
  19202. this.skinning = source.skinning;
  19203. this.morphTargets = source.morphTargets;
  19204. this.morphNormals = source.morphNormals;
  19205. return this;
  19206. };
  19207. /**
  19208. * @author WestLangley / http://github.com/WestLangley
  19209. *
  19210. * parameters = {
  19211. * color: <hex>,
  19212. * opacity: <float>,
  19213. *
  19214. * matcap: new THREE.Texture( <Image> ),
  19215. *
  19216. * map: new THREE.Texture( <Image> ),
  19217. *
  19218. * bumpMap: new THREE.Texture( <Image> ),
  19219. * bumpScale: <float>,
  19220. *
  19221. * normalMap: new THREE.Texture( <Image> ),
  19222. * normalMapType: THREE.TangentSpaceNormalMap,
  19223. * normalScale: <Vector2>,
  19224. *
  19225. * displacementMap: new THREE.Texture( <Image> ),
  19226. * displacementScale: <float>,
  19227. * displacementBias: <float>,
  19228. *
  19229. * alphaMap: new THREE.Texture( <Image> ),
  19230. *
  19231. * skinning: <bool>,
  19232. * morphTargets: <bool>,
  19233. * morphNormals: <bool>
  19234. * }
  19235. */
  19236. function MeshMatcapMaterial( parameters ) {
  19237. Material.call( this );
  19238. this.defines = { 'MATCAP': '' };
  19239. this.type = 'MeshMatcapMaterial';
  19240. this.color = new Color( 0xffffff ); // diffuse
  19241. this.matcap = null;
  19242. this.map = null;
  19243. this.bumpMap = null;
  19244. this.bumpScale = 1;
  19245. this.normalMap = null;
  19246. this.normalMapType = TangentSpaceNormalMap;
  19247. this.normalScale = new Vector2( 1, 1 );
  19248. this.displacementMap = null;
  19249. this.displacementScale = 1;
  19250. this.displacementBias = 0;
  19251. this.alphaMap = null;
  19252. this.skinning = false;
  19253. this.morphTargets = false;
  19254. this.morphNormals = false;
  19255. this.lights = false;
  19256. this.setValues( parameters );
  19257. }
  19258. MeshMatcapMaterial.prototype = Object.create( Material.prototype );
  19259. MeshMatcapMaterial.prototype.constructor = MeshMatcapMaterial;
  19260. MeshMatcapMaterial.prototype.isMeshMatcapMaterial = true;
  19261. MeshMatcapMaterial.prototype.copy = function ( source ) {
  19262. Material.prototype.copy.call( this, source );
  19263. this.defines = { 'MATCAP': '' };
  19264. this.color.copy( source.color );
  19265. this.matcap = source.matcap;
  19266. this.map = source.map;
  19267. this.bumpMap = source.bumpMap;
  19268. this.bumpScale = source.bumpScale;
  19269. this.normalMap = source.normalMap;
  19270. this.normalMapType = source.normalMapType;
  19271. this.normalScale.copy( source.normalScale );
  19272. this.displacementMap = source.displacementMap;
  19273. this.displacementScale = source.displacementScale;
  19274. this.displacementBias = source.displacementBias;
  19275. this.alphaMap = source.alphaMap;
  19276. this.skinning = source.skinning;
  19277. this.morphTargets = source.morphTargets;
  19278. this.morphNormals = source.morphNormals;
  19279. return this;
  19280. };
  19281. /**
  19282. * @author alteredq / http://alteredqualia.com/
  19283. *
  19284. * parameters = {
  19285. * color: <hex>,
  19286. * opacity: <float>,
  19287. *
  19288. * linewidth: <float>,
  19289. *
  19290. * scale: <float>,
  19291. * dashSize: <float>,
  19292. * gapSize: <float>
  19293. * }
  19294. */
  19295. function LineDashedMaterial( parameters ) {
  19296. LineBasicMaterial.call( this );
  19297. this.type = 'LineDashedMaterial';
  19298. this.scale = 1;
  19299. this.dashSize = 3;
  19300. this.gapSize = 1;
  19301. this.setValues( parameters );
  19302. }
  19303. LineDashedMaterial.prototype = Object.create( LineBasicMaterial.prototype );
  19304. LineDashedMaterial.prototype.constructor = LineDashedMaterial;
  19305. LineDashedMaterial.prototype.isLineDashedMaterial = true;
  19306. LineDashedMaterial.prototype.copy = function ( source ) {
  19307. LineBasicMaterial.prototype.copy.call( this, source );
  19308. this.scale = source.scale;
  19309. this.dashSize = source.dashSize;
  19310. this.gapSize = source.gapSize;
  19311. return this;
  19312. };
  19313. var Materials = /*#__PURE__*/Object.freeze({
  19314. ShadowMaterial: ShadowMaterial,
  19315. SpriteMaterial: SpriteMaterial,
  19316. RawShaderMaterial: RawShaderMaterial,
  19317. ShaderMaterial: ShaderMaterial,
  19318. PointsMaterial: PointsMaterial,
  19319. MeshPhysicalMaterial: MeshPhysicalMaterial,
  19320. MeshStandardMaterial: MeshStandardMaterial,
  19321. MeshPhongMaterial: MeshPhongMaterial,
  19322. MeshToonMaterial: MeshToonMaterial,
  19323. MeshNormalMaterial: MeshNormalMaterial,
  19324. MeshLambertMaterial: MeshLambertMaterial,
  19325. MeshDepthMaterial: MeshDepthMaterial,
  19326. MeshDistanceMaterial: MeshDistanceMaterial,
  19327. MeshBasicMaterial: MeshBasicMaterial,
  19328. MeshMatcapMaterial: MeshMatcapMaterial,
  19329. LineDashedMaterial: LineDashedMaterial,
  19330. LineBasicMaterial: LineBasicMaterial,
  19331. Material: Material
  19332. });
  19333. /**
  19334. * @author tschw
  19335. * @author Ben Houston / http://clara.io/
  19336. * @author David Sarno / http://lighthaus.us/
  19337. */
  19338. var AnimationUtils = {
  19339. // same as Array.prototype.slice, but also works on typed arrays
  19340. arraySlice: function ( array, from, to ) {
  19341. if ( AnimationUtils.isTypedArray( array ) ) {
  19342. // in ios9 array.subarray(from, undefined) will return empty array
  19343. // but array.subarray(from) or array.subarray(from, len) is correct
  19344. return new array.constructor( array.subarray( from, to !== undefined ? to : array.length ) );
  19345. }
  19346. return array.slice( from, to );
  19347. },
  19348. // converts an array to a specific type
  19349. convertArray: function ( array, type, forceClone ) {
  19350. if ( ! array || // let 'undefined' and 'null' pass
  19351. ! forceClone && array.constructor === type ) return array;
  19352. if ( typeof type.BYTES_PER_ELEMENT === 'number' ) {
  19353. return new type( array ); // create typed array
  19354. }
  19355. return Array.prototype.slice.call( array ); // create Array
  19356. },
  19357. isTypedArray: function ( object ) {
  19358. return ArrayBuffer.isView( object ) &&
  19359. ! ( object instanceof DataView );
  19360. },
  19361. // returns an array by which times and values can be sorted
  19362. getKeyframeOrder: function ( times ) {
  19363. function compareTime( i, j ) {
  19364. return times[ i ] - times[ j ];
  19365. }
  19366. var n = times.length;
  19367. var result = new Array( n );
  19368. for ( var i = 0; i !== n; ++ i ) result[ i ] = i;
  19369. result.sort( compareTime );
  19370. return result;
  19371. },
  19372. // uses the array previously returned by 'getKeyframeOrder' to sort data
  19373. sortedArray: function ( values, stride, order ) {
  19374. var nValues = values.length;
  19375. var result = new values.constructor( nValues );
  19376. for ( var i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {
  19377. var srcOffset = order[ i ] * stride;
  19378. for ( var j = 0; j !== stride; ++ j ) {
  19379. result[ dstOffset ++ ] = values[ srcOffset + j ];
  19380. }
  19381. }
  19382. return result;
  19383. },
  19384. // function for parsing AOS keyframe formats
  19385. flattenJSON: function ( jsonKeys, times, values, valuePropertyName ) {
  19386. var i = 1, key = jsonKeys[ 0 ];
  19387. while ( key !== undefined && key[ valuePropertyName ] === undefined ) {
  19388. key = jsonKeys[ i ++ ];
  19389. }
  19390. if ( key === undefined ) return; // no data
  19391. var value = key[ valuePropertyName ];
  19392. if ( value === undefined ) return; // no data
  19393. if ( Array.isArray( value ) ) {
  19394. do {
  19395. value = key[ valuePropertyName ];
  19396. if ( value !== undefined ) {
  19397. times.push( key.time );
  19398. values.push.apply( values, value ); // push all elements
  19399. }
  19400. key = jsonKeys[ i ++ ];
  19401. } while ( key !== undefined );
  19402. } else if ( value.toArray !== undefined ) {
  19403. // ...assume THREE.Math-ish
  19404. do {
  19405. value = key[ valuePropertyName ];
  19406. if ( value !== undefined ) {
  19407. times.push( key.time );
  19408. value.toArray( values, values.length );
  19409. }
  19410. key = jsonKeys[ i ++ ];
  19411. } while ( key !== undefined );
  19412. } else {
  19413. // otherwise push as-is
  19414. do {
  19415. value = key[ valuePropertyName ];
  19416. if ( value !== undefined ) {
  19417. times.push( key.time );
  19418. values.push( value );
  19419. }
  19420. key = jsonKeys[ i ++ ];
  19421. } while ( key !== undefined );
  19422. }
  19423. }
  19424. };
  19425. /**
  19426. * Abstract base class of interpolants over parametric samples.
  19427. *
  19428. * The parameter domain is one dimensional, typically the time or a path
  19429. * along a curve defined by the data.
  19430. *
  19431. * The sample values can have any dimensionality and derived classes may
  19432. * apply special interpretations to the data.
  19433. *
  19434. * This class provides the interval seek in a Template Method, deferring
  19435. * the actual interpolation to derived classes.
  19436. *
  19437. * Time complexity is O(1) for linear access crossing at most two points
  19438. * and O(log N) for random access, where N is the number of positions.
  19439. *
  19440. * References:
  19441. *
  19442. * http://www.oodesign.com/template-method-pattern.html
  19443. *
  19444. * @author tschw
  19445. */
  19446. function Interpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  19447. this.parameterPositions = parameterPositions;
  19448. this._cachedIndex = 0;
  19449. this.resultBuffer = resultBuffer !== undefined ?
  19450. resultBuffer : new sampleValues.constructor( sampleSize );
  19451. this.sampleValues = sampleValues;
  19452. this.valueSize = sampleSize;
  19453. }
  19454. Object.assign( Interpolant.prototype, {
  19455. evaluate: function ( t ) {
  19456. var pp = this.parameterPositions,
  19457. i1 = this._cachedIndex,
  19458. t1 = pp[ i1 ],
  19459. t0 = pp[ i1 - 1 ];
  19460. validate_interval: {
  19461. seek: {
  19462. var right;
  19463. linear_scan: {
  19464. //- See http://jsperf.com/comparison-to-undefined/3
  19465. //- slower code:
  19466. //-
  19467. //- if ( t >= t1 || t1 === undefined ) {
  19468. forward_scan: if ( ! ( t < t1 ) ) {
  19469. for ( var giveUpAt = i1 + 2; ; ) {
  19470. if ( t1 === undefined ) {
  19471. if ( t < t0 ) break forward_scan;
  19472. // after end
  19473. i1 = pp.length;
  19474. this._cachedIndex = i1;
  19475. return this.afterEnd_( i1 - 1, t, t0 );
  19476. }
  19477. if ( i1 === giveUpAt ) break; // this loop
  19478. t0 = t1;
  19479. t1 = pp[ ++ i1 ];
  19480. if ( t < t1 ) {
  19481. // we have arrived at the sought interval
  19482. break seek;
  19483. }
  19484. }
  19485. // prepare binary search on the right side of the index
  19486. right = pp.length;
  19487. break linear_scan;
  19488. }
  19489. //- slower code:
  19490. //- if ( t < t0 || t0 === undefined ) {
  19491. if ( ! ( t >= t0 ) ) {
  19492. // looping?
  19493. var t1global = pp[ 1 ];
  19494. if ( t < t1global ) {
  19495. i1 = 2; // + 1, using the scan for the details
  19496. t0 = t1global;
  19497. }
  19498. // linear reverse scan
  19499. for ( var giveUpAt = i1 - 2; ; ) {
  19500. if ( t0 === undefined ) {
  19501. // before start
  19502. this._cachedIndex = 0;
  19503. return this.beforeStart_( 0, t, t1 );
  19504. }
  19505. if ( i1 === giveUpAt ) break; // this loop
  19506. t1 = t0;
  19507. t0 = pp[ -- i1 - 1 ];
  19508. if ( t >= t0 ) {
  19509. // we have arrived at the sought interval
  19510. break seek;
  19511. }
  19512. }
  19513. // prepare binary search on the left side of the index
  19514. right = i1;
  19515. i1 = 0;
  19516. break linear_scan;
  19517. }
  19518. // the interval is valid
  19519. break validate_interval;
  19520. } // linear scan
  19521. // binary search
  19522. while ( i1 < right ) {
  19523. var mid = ( i1 + right ) >>> 1;
  19524. if ( t < pp[ mid ] ) {
  19525. right = mid;
  19526. } else {
  19527. i1 = mid + 1;
  19528. }
  19529. }
  19530. t1 = pp[ i1 ];
  19531. t0 = pp[ i1 - 1 ];
  19532. // check boundary cases, again
  19533. if ( t0 === undefined ) {
  19534. this._cachedIndex = 0;
  19535. return this.beforeStart_( 0, t, t1 );
  19536. }
  19537. if ( t1 === undefined ) {
  19538. i1 = pp.length;
  19539. this._cachedIndex = i1;
  19540. return this.afterEnd_( i1 - 1, t0, t );
  19541. }
  19542. } // seek
  19543. this._cachedIndex = i1;
  19544. this.intervalChanged_( i1, t0, t1 );
  19545. } // validate_interval
  19546. return this.interpolate_( i1, t0, t, t1 );
  19547. },
  19548. settings: null, // optional, subclass-specific settings structure
  19549. // Note: The indirection allows central control of many interpolants.
  19550. // --- Protected interface
  19551. DefaultSettings_: {},
  19552. getSettings_: function () {
  19553. return this.settings || this.DefaultSettings_;
  19554. },
  19555. copySampleValue_: function ( index ) {
  19556. // copies a sample value to the result buffer
  19557. var result = this.resultBuffer,
  19558. values = this.sampleValues,
  19559. stride = this.valueSize,
  19560. offset = index * stride;
  19561. for ( var i = 0; i !== stride; ++ i ) {
  19562. result[ i ] = values[ offset + i ];
  19563. }
  19564. return result;
  19565. },
  19566. // Template methods for derived classes:
  19567. interpolate_: function ( /* i1, t0, t, t1 */ ) {
  19568. throw new Error( 'call to abstract method' );
  19569. // implementations shall return this.resultBuffer
  19570. },
  19571. intervalChanged_: function ( /* i1, t0, t1 */ ) {
  19572. // empty
  19573. }
  19574. } );
  19575. //!\ DECLARE ALIAS AFTER assign prototype !
  19576. Object.assign( Interpolant.prototype, {
  19577. //( 0, t, t0 ), returns this.resultBuffer
  19578. beforeStart_: Interpolant.prototype.copySampleValue_,
  19579. //( N-1, tN-1, t ), returns this.resultBuffer
  19580. afterEnd_: Interpolant.prototype.copySampleValue_,
  19581. } );
  19582. /**
  19583. * Fast and simple cubic spline interpolant.
  19584. *
  19585. * It was derived from a Hermitian construction setting the first derivative
  19586. * at each sample position to the linear slope between neighboring positions
  19587. * over their parameter interval.
  19588. *
  19589. * @author tschw
  19590. */
  19591. function CubicInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  19592. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  19593. this._weightPrev = - 0;
  19594. this._offsetPrev = - 0;
  19595. this._weightNext = - 0;
  19596. this._offsetNext = - 0;
  19597. }
  19598. CubicInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  19599. constructor: CubicInterpolant,
  19600. DefaultSettings_: {
  19601. endingStart: ZeroCurvatureEnding,
  19602. endingEnd: ZeroCurvatureEnding
  19603. },
  19604. intervalChanged_: function ( i1, t0, t1 ) {
  19605. var pp = this.parameterPositions,
  19606. iPrev = i1 - 2,
  19607. iNext = i1 + 1,
  19608. tPrev = pp[ iPrev ],
  19609. tNext = pp[ iNext ];
  19610. if ( tPrev === undefined ) {
  19611. switch ( this.getSettings_().endingStart ) {
  19612. case ZeroSlopeEnding:
  19613. // f'(t0) = 0
  19614. iPrev = i1;
  19615. tPrev = 2 * t0 - t1;
  19616. break;
  19617. case WrapAroundEnding:
  19618. // use the other end of the curve
  19619. iPrev = pp.length - 2;
  19620. tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];
  19621. break;
  19622. default: // ZeroCurvatureEnding
  19623. // f''(t0) = 0 a.k.a. Natural Spline
  19624. iPrev = i1;
  19625. tPrev = t1;
  19626. }
  19627. }
  19628. if ( tNext === undefined ) {
  19629. switch ( this.getSettings_().endingEnd ) {
  19630. case ZeroSlopeEnding:
  19631. // f'(tN) = 0
  19632. iNext = i1;
  19633. tNext = 2 * t1 - t0;
  19634. break;
  19635. case WrapAroundEnding:
  19636. // use the other end of the curve
  19637. iNext = 1;
  19638. tNext = t1 + pp[ 1 ] - pp[ 0 ];
  19639. break;
  19640. default: // ZeroCurvatureEnding
  19641. // f''(tN) = 0, a.k.a. Natural Spline
  19642. iNext = i1 - 1;
  19643. tNext = t0;
  19644. }
  19645. }
  19646. var halfDt = ( t1 - t0 ) * 0.5,
  19647. stride = this.valueSize;
  19648. this._weightPrev = halfDt / ( t0 - tPrev );
  19649. this._weightNext = halfDt / ( tNext - t1 );
  19650. this._offsetPrev = iPrev * stride;
  19651. this._offsetNext = iNext * stride;
  19652. },
  19653. interpolate_: function ( i1, t0, t, t1 ) {
  19654. var result = this.resultBuffer,
  19655. values = this.sampleValues,
  19656. stride = this.valueSize,
  19657. o1 = i1 * stride, o0 = o1 - stride,
  19658. oP = this._offsetPrev, oN = this._offsetNext,
  19659. wP = this._weightPrev, wN = this._weightNext,
  19660. p = ( t - t0 ) / ( t1 - t0 ),
  19661. pp = p * p,
  19662. ppp = pp * p;
  19663. // evaluate polynomials
  19664. var sP = - wP * ppp + 2 * wP * pp - wP * p;
  19665. var s0 = ( 1 + wP ) * ppp + ( - 1.5 - 2 * wP ) * pp + ( - 0.5 + wP ) * p + 1;
  19666. var s1 = ( - 1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;
  19667. var sN = wN * ppp - wN * pp;
  19668. // combine data linearly
  19669. for ( var i = 0; i !== stride; ++ i ) {
  19670. result[ i ] =
  19671. sP * values[ oP + i ] +
  19672. s0 * values[ o0 + i ] +
  19673. s1 * values[ o1 + i ] +
  19674. sN * values[ oN + i ];
  19675. }
  19676. return result;
  19677. }
  19678. } );
  19679. /**
  19680. * @author tschw
  19681. */
  19682. function LinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  19683. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  19684. }
  19685. LinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  19686. constructor: LinearInterpolant,
  19687. interpolate_: function ( i1, t0, t, t1 ) {
  19688. var result = this.resultBuffer,
  19689. values = this.sampleValues,
  19690. stride = this.valueSize,
  19691. offset1 = i1 * stride,
  19692. offset0 = offset1 - stride,
  19693. weight1 = ( t - t0 ) / ( t1 - t0 ),
  19694. weight0 = 1 - weight1;
  19695. for ( var i = 0; i !== stride; ++ i ) {
  19696. result[ i ] =
  19697. values[ offset0 + i ] * weight0 +
  19698. values[ offset1 + i ] * weight1;
  19699. }
  19700. return result;
  19701. }
  19702. } );
  19703. /**
  19704. *
  19705. * Interpolant that evaluates to the sample value at the position preceeding
  19706. * the parameter.
  19707. *
  19708. * @author tschw
  19709. */
  19710. function DiscreteInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  19711. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  19712. }
  19713. DiscreteInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  19714. constructor: DiscreteInterpolant,
  19715. interpolate_: function ( i1 /*, t0, t, t1 */ ) {
  19716. return this.copySampleValue_( i1 - 1 );
  19717. }
  19718. } );
  19719. /**
  19720. *
  19721. * A timed sequence of keyframes for a specific property.
  19722. *
  19723. *
  19724. * @author Ben Houston / http://clara.io/
  19725. * @author David Sarno / http://lighthaus.us/
  19726. * @author tschw
  19727. */
  19728. function KeyframeTrack( name, times, values, interpolation ) {
  19729. if ( name === undefined ) throw new Error( 'THREE.KeyframeTrack: track name is undefined' );
  19730. if ( times === undefined || times.length === 0 ) throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name );
  19731. this.name = name;
  19732. this.times = AnimationUtils.convertArray( times, this.TimeBufferType );
  19733. this.values = AnimationUtils.convertArray( values, this.ValueBufferType );
  19734. this.setInterpolation( interpolation || this.DefaultInterpolation );
  19735. }
  19736. // Static methods
  19737. Object.assign( KeyframeTrack, {
  19738. // Serialization (in static context, because of constructor invocation
  19739. // and automatic invocation of .toJSON):
  19740. toJSON: function ( track ) {
  19741. var trackType = track.constructor;
  19742. var json;
  19743. // derived classes can define a static toJSON method
  19744. if ( trackType.toJSON !== undefined ) {
  19745. json = trackType.toJSON( track );
  19746. } else {
  19747. // by default, we assume the data can be serialized as-is
  19748. json = {
  19749. 'name': track.name,
  19750. 'times': AnimationUtils.convertArray( track.times, Array ),
  19751. 'values': AnimationUtils.convertArray( track.values, Array )
  19752. };
  19753. var interpolation = track.getInterpolation();
  19754. if ( interpolation !== track.DefaultInterpolation ) {
  19755. json.interpolation = interpolation;
  19756. }
  19757. }
  19758. json.type = track.ValueTypeName; // mandatory
  19759. return json;
  19760. }
  19761. } );
  19762. Object.assign( KeyframeTrack.prototype, {
  19763. constructor: KeyframeTrack,
  19764. TimeBufferType: Float32Array,
  19765. ValueBufferType: Float32Array,
  19766. DefaultInterpolation: InterpolateLinear,
  19767. InterpolantFactoryMethodDiscrete: function ( result ) {
  19768. return new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result );
  19769. },
  19770. InterpolantFactoryMethodLinear: function ( result ) {
  19771. return new LinearInterpolant( this.times, this.values, this.getValueSize(), result );
  19772. },
  19773. InterpolantFactoryMethodSmooth: function ( result ) {
  19774. return new CubicInterpolant( this.times, this.values, this.getValueSize(), result );
  19775. },
  19776. setInterpolation: function ( interpolation ) {
  19777. var factoryMethod;
  19778. switch ( interpolation ) {
  19779. case InterpolateDiscrete:
  19780. factoryMethod = this.InterpolantFactoryMethodDiscrete;
  19781. break;
  19782. case InterpolateLinear:
  19783. factoryMethod = this.InterpolantFactoryMethodLinear;
  19784. break;
  19785. case InterpolateSmooth:
  19786. factoryMethod = this.InterpolantFactoryMethodSmooth;
  19787. break;
  19788. }
  19789. if ( factoryMethod === undefined ) {
  19790. var message = "unsupported interpolation for " +
  19791. this.ValueTypeName + " keyframe track named " + this.name;
  19792. if ( this.createInterpolant === undefined ) {
  19793. // fall back to default, unless the default itself is messed up
  19794. if ( interpolation !== this.DefaultInterpolation ) {
  19795. this.setInterpolation( this.DefaultInterpolation );
  19796. } else {
  19797. throw new Error( message ); // fatal, in this case
  19798. }
  19799. }
  19800. console.warn( 'THREE.KeyframeTrack:', message );
  19801. return this;
  19802. }
  19803. this.createInterpolant = factoryMethod;
  19804. return this;
  19805. },
  19806. getInterpolation: function () {
  19807. switch ( this.createInterpolant ) {
  19808. case this.InterpolantFactoryMethodDiscrete:
  19809. return InterpolateDiscrete;
  19810. case this.InterpolantFactoryMethodLinear:
  19811. return InterpolateLinear;
  19812. case this.InterpolantFactoryMethodSmooth:
  19813. return InterpolateSmooth;
  19814. }
  19815. },
  19816. getValueSize: function () {
  19817. return this.values.length / this.times.length;
  19818. },
  19819. // move all keyframes either forwards or backwards in time
  19820. shift: function ( timeOffset ) {
  19821. if ( timeOffset !== 0.0 ) {
  19822. var times = this.times;
  19823. for ( var i = 0, n = times.length; i !== n; ++ i ) {
  19824. times[ i ] += timeOffset;
  19825. }
  19826. }
  19827. return this;
  19828. },
  19829. // scale all keyframe times by a factor (useful for frame <-> seconds conversions)
  19830. scale: function ( timeScale ) {
  19831. if ( timeScale !== 1.0 ) {
  19832. var times = this.times;
  19833. for ( var i = 0, n = times.length; i !== n; ++ i ) {
  19834. times[ i ] *= timeScale;
  19835. }
  19836. }
  19837. return this;
  19838. },
  19839. // removes keyframes before and after animation without changing any values within the range [startTime, endTime].
  19840. // IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values
  19841. trim: function ( startTime, endTime ) {
  19842. var times = this.times,
  19843. nKeys = times.length,
  19844. from = 0,
  19845. to = nKeys - 1;
  19846. while ( from !== nKeys && times[ from ] < startTime ) {
  19847. ++ from;
  19848. }
  19849. while ( to !== - 1 && times[ to ] > endTime ) {
  19850. -- to;
  19851. }
  19852. ++ to; // inclusive -> exclusive bound
  19853. if ( from !== 0 || to !== nKeys ) {
  19854. // empty tracks are forbidden, so keep at least one keyframe
  19855. if ( from >= to ) to = Math.max( to, 1 ), from = to - 1;
  19856. var stride = this.getValueSize();
  19857. this.times = AnimationUtils.arraySlice( times, from, to );
  19858. this.values = AnimationUtils.arraySlice( this.values, from * stride, to * stride );
  19859. }
  19860. return this;
  19861. },
  19862. // ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable
  19863. validate: function () {
  19864. var valid = true;
  19865. var valueSize = this.getValueSize();
  19866. if ( valueSize - Math.floor( valueSize ) !== 0 ) {
  19867. console.error( 'THREE.KeyframeTrack: Invalid value size in track.', this );
  19868. valid = false;
  19869. }
  19870. var times = this.times,
  19871. values = this.values,
  19872. nKeys = times.length;
  19873. if ( nKeys === 0 ) {
  19874. console.error( 'THREE.KeyframeTrack: Track is empty.', this );
  19875. valid = false;
  19876. }
  19877. var prevTime = null;
  19878. for ( var i = 0; i !== nKeys; i ++ ) {
  19879. var currTime = times[ i ];
  19880. if ( typeof currTime === 'number' && isNaN( currTime ) ) {
  19881. console.error( 'THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime );
  19882. valid = false;
  19883. break;
  19884. }
  19885. if ( prevTime !== null && prevTime > currTime ) {
  19886. console.error( 'THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime );
  19887. valid = false;
  19888. break;
  19889. }
  19890. prevTime = currTime;
  19891. }
  19892. if ( values !== undefined ) {
  19893. if ( AnimationUtils.isTypedArray( values ) ) {
  19894. for ( var i = 0, n = values.length; i !== n; ++ i ) {
  19895. var value = values[ i ];
  19896. if ( isNaN( value ) ) {
  19897. console.error( 'THREE.KeyframeTrack: Value is not a valid number.', this, i, value );
  19898. valid = false;
  19899. break;
  19900. }
  19901. }
  19902. }
  19903. }
  19904. return valid;
  19905. },
  19906. // removes equivalent sequential keys as common in morph target sequences
  19907. // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)
  19908. optimize: function () {
  19909. var times = this.times,
  19910. values = this.values,
  19911. stride = this.getValueSize(),
  19912. smoothInterpolation = this.getInterpolation() === InterpolateSmooth,
  19913. writeIndex = 1,
  19914. lastIndex = times.length - 1;
  19915. for ( var i = 1; i < lastIndex; ++ i ) {
  19916. var keep = false;
  19917. var time = times[ i ];
  19918. var timeNext = times[ i + 1 ];
  19919. // remove adjacent keyframes scheduled at the same time
  19920. if ( time !== timeNext && ( i !== 1 || time !== time[ 0 ] ) ) {
  19921. if ( ! smoothInterpolation ) {
  19922. // remove unnecessary keyframes same as their neighbors
  19923. var offset = i * stride,
  19924. offsetP = offset - stride,
  19925. offsetN = offset + stride;
  19926. for ( var j = 0; j !== stride; ++ j ) {
  19927. var value = values[ offset + j ];
  19928. if ( value !== values[ offsetP + j ] ||
  19929. value !== values[ offsetN + j ] ) {
  19930. keep = true;
  19931. break;
  19932. }
  19933. }
  19934. } else {
  19935. keep = true;
  19936. }
  19937. }
  19938. // in-place compaction
  19939. if ( keep ) {
  19940. if ( i !== writeIndex ) {
  19941. times[ writeIndex ] = times[ i ];
  19942. var readOffset = i * stride,
  19943. writeOffset = writeIndex * stride;
  19944. for ( var j = 0; j !== stride; ++ j ) {
  19945. values[ writeOffset + j ] = values[ readOffset + j ];
  19946. }
  19947. }
  19948. ++ writeIndex;
  19949. }
  19950. }
  19951. // flush last keyframe (compaction looks ahead)
  19952. if ( lastIndex > 0 ) {
  19953. times[ writeIndex ] = times[ lastIndex ];
  19954. for ( var readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) {
  19955. values[ writeOffset + j ] = values[ readOffset + j ];
  19956. }
  19957. ++ writeIndex;
  19958. }
  19959. if ( writeIndex !== times.length ) {
  19960. this.times = AnimationUtils.arraySlice( times, 0, writeIndex );
  19961. this.values = AnimationUtils.arraySlice( values, 0, writeIndex * stride );
  19962. }
  19963. return this;
  19964. },
  19965. clone: function () {
  19966. var times = AnimationUtils.arraySlice( this.times, 0 );
  19967. var values = AnimationUtils.arraySlice( this.values, 0 );
  19968. var TypedKeyframeTrack = this.constructor;
  19969. var track = new TypedKeyframeTrack( this.name, times, values );
  19970. // Interpolant argument to constructor is not saved, so copy the factory method directly.
  19971. track.createInterpolant = this.createInterpolant;
  19972. return track;
  19973. }
  19974. } );
  19975. /**
  19976. *
  19977. * A Track of Boolean keyframe values.
  19978. *
  19979. *
  19980. * @author Ben Houston / http://clara.io/
  19981. * @author David Sarno / http://lighthaus.us/
  19982. * @author tschw
  19983. */
  19984. function BooleanKeyframeTrack( name, times, values ) {
  19985. KeyframeTrack.call( this, name, times, values );
  19986. }
  19987. BooleanKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  19988. constructor: BooleanKeyframeTrack,
  19989. ValueTypeName: 'bool',
  19990. ValueBufferType: Array,
  19991. DefaultInterpolation: InterpolateDiscrete,
  19992. InterpolantFactoryMethodLinear: undefined,
  19993. InterpolantFactoryMethodSmooth: undefined
  19994. // Note: Actually this track could have a optimized / compressed
  19995. // representation of a single value and a custom interpolant that
  19996. // computes "firstValue ^ isOdd( index )".
  19997. } );
  19998. /**
  19999. *
  20000. * A Track of keyframe values that represent color.
  20001. *
  20002. *
  20003. * @author Ben Houston / http://clara.io/
  20004. * @author David Sarno / http://lighthaus.us/
  20005. * @author tschw
  20006. */
  20007. function ColorKeyframeTrack( name, times, values, interpolation ) {
  20008. KeyframeTrack.call( this, name, times, values, interpolation );
  20009. }
  20010. ColorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20011. constructor: ColorKeyframeTrack,
  20012. ValueTypeName: 'color'
  20013. // ValueBufferType is inherited
  20014. // DefaultInterpolation is inherited
  20015. // Note: Very basic implementation and nothing special yet.
  20016. // However, this is the place for color space parameterization.
  20017. } );
  20018. /**
  20019. *
  20020. * A Track of numeric keyframe values.
  20021. *
  20022. * @author Ben Houston / http://clara.io/
  20023. * @author David Sarno / http://lighthaus.us/
  20024. * @author tschw
  20025. */
  20026. function NumberKeyframeTrack( name, times, values, interpolation ) {
  20027. KeyframeTrack.call( this, name, times, values, interpolation );
  20028. }
  20029. NumberKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20030. constructor: NumberKeyframeTrack,
  20031. ValueTypeName: 'number'
  20032. // ValueBufferType is inherited
  20033. // DefaultInterpolation is inherited
  20034. } );
  20035. /**
  20036. * Spherical linear unit quaternion interpolant.
  20037. *
  20038. * @author tschw
  20039. */
  20040. function QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20041. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20042. }
  20043. QuaternionLinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20044. constructor: QuaternionLinearInterpolant,
  20045. interpolate_: function ( i1, t0, t, t1 ) {
  20046. var result = this.resultBuffer,
  20047. values = this.sampleValues,
  20048. stride = this.valueSize,
  20049. offset = i1 * stride,
  20050. alpha = ( t - t0 ) / ( t1 - t0 );
  20051. for ( var end = offset + stride; offset !== end; offset += 4 ) {
  20052. Quaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha );
  20053. }
  20054. return result;
  20055. }
  20056. } );
  20057. /**
  20058. *
  20059. * A Track of quaternion keyframe values.
  20060. *
  20061. * @author Ben Houston / http://clara.io/
  20062. * @author David Sarno / http://lighthaus.us/
  20063. * @author tschw
  20064. */
  20065. function QuaternionKeyframeTrack( name, times, values, interpolation ) {
  20066. KeyframeTrack.call( this, name, times, values, interpolation );
  20067. }
  20068. QuaternionKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20069. constructor: QuaternionKeyframeTrack,
  20070. ValueTypeName: 'quaternion',
  20071. // ValueBufferType is inherited
  20072. DefaultInterpolation: InterpolateLinear,
  20073. InterpolantFactoryMethodLinear: function ( result ) {
  20074. return new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result );
  20075. },
  20076. InterpolantFactoryMethodSmooth: undefined // not yet implemented
  20077. } );
  20078. /**
  20079. *
  20080. * A Track that interpolates Strings
  20081. *
  20082. *
  20083. * @author Ben Houston / http://clara.io/
  20084. * @author David Sarno / http://lighthaus.us/
  20085. * @author tschw
  20086. */
  20087. function StringKeyframeTrack( name, times, values, interpolation ) {
  20088. KeyframeTrack.call( this, name, times, values, interpolation );
  20089. }
  20090. StringKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20091. constructor: StringKeyframeTrack,
  20092. ValueTypeName: 'string',
  20093. ValueBufferType: Array,
  20094. DefaultInterpolation: InterpolateDiscrete,
  20095. InterpolantFactoryMethodLinear: undefined,
  20096. InterpolantFactoryMethodSmooth: undefined
  20097. } );
  20098. /**
  20099. *
  20100. * A Track of vectored keyframe values.
  20101. *
  20102. *
  20103. * @author Ben Houston / http://clara.io/
  20104. * @author David Sarno / http://lighthaus.us/
  20105. * @author tschw
  20106. */
  20107. function VectorKeyframeTrack( name, times, values, interpolation ) {
  20108. KeyframeTrack.call( this, name, times, values, interpolation );
  20109. }
  20110. VectorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20111. constructor: VectorKeyframeTrack,
  20112. ValueTypeName: 'vector'
  20113. // ValueBufferType is inherited
  20114. // DefaultInterpolation is inherited
  20115. } );
  20116. /**
  20117. *
  20118. * Reusable set of Tracks that represent an animation.
  20119. *
  20120. * @author Ben Houston / http://clara.io/
  20121. * @author David Sarno / http://lighthaus.us/
  20122. */
  20123. function AnimationClip( name, duration, tracks ) {
  20124. this.name = name;
  20125. this.tracks = tracks;
  20126. this.duration = ( duration !== undefined ) ? duration : - 1;
  20127. this.uuid = _Math.generateUUID();
  20128. // this means it should figure out its duration by scanning the tracks
  20129. if ( this.duration < 0 ) {
  20130. this.resetDuration();
  20131. }
  20132. }
  20133. function getTrackTypeForValueTypeName( typeName ) {
  20134. switch ( typeName.toLowerCase() ) {
  20135. case 'scalar':
  20136. case 'double':
  20137. case 'float':
  20138. case 'number':
  20139. case 'integer':
  20140. return NumberKeyframeTrack;
  20141. case 'vector':
  20142. case 'vector2':
  20143. case 'vector3':
  20144. case 'vector4':
  20145. return VectorKeyframeTrack;
  20146. case 'color':
  20147. return ColorKeyframeTrack;
  20148. case 'quaternion':
  20149. return QuaternionKeyframeTrack;
  20150. case 'bool':
  20151. case 'boolean':
  20152. return BooleanKeyframeTrack;
  20153. case 'string':
  20154. return StringKeyframeTrack;
  20155. }
  20156. throw new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName );
  20157. }
  20158. function parseKeyframeTrack( json ) {
  20159. if ( json.type === undefined ) {
  20160. throw new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' );
  20161. }
  20162. var trackType = getTrackTypeForValueTypeName( json.type );
  20163. if ( json.times === undefined ) {
  20164. var times = [], values = [];
  20165. AnimationUtils.flattenJSON( json.keys, times, values, 'value' );
  20166. json.times = times;
  20167. json.values = values;
  20168. }
  20169. // derived classes can define a static parse method
  20170. if ( trackType.parse !== undefined ) {
  20171. return trackType.parse( json );
  20172. } else {
  20173. // by default, we assume a constructor compatible with the base
  20174. return new trackType( json.name, json.times, json.values, json.interpolation );
  20175. }
  20176. }
  20177. Object.assign( AnimationClip, {
  20178. parse: function ( json ) {
  20179. var tracks = [],
  20180. jsonTracks = json.tracks,
  20181. frameTime = 1.0 / ( json.fps || 1.0 );
  20182. for ( var i = 0, n = jsonTracks.length; i !== n; ++ i ) {
  20183. tracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) );
  20184. }
  20185. return new AnimationClip( json.name, json.duration, tracks );
  20186. },
  20187. toJSON: function ( clip ) {
  20188. var tracks = [],
  20189. clipTracks = clip.tracks;
  20190. var json = {
  20191. 'name': clip.name,
  20192. 'duration': clip.duration,
  20193. 'tracks': tracks,
  20194. 'uuid': clip.uuid
  20195. };
  20196. for ( var i = 0, n = clipTracks.length; i !== n; ++ i ) {
  20197. tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );
  20198. }
  20199. return json;
  20200. },
  20201. CreateFromMorphTargetSequence: function ( name, morphTargetSequence, fps, noLoop ) {
  20202. var numMorphTargets = morphTargetSequence.length;
  20203. var tracks = [];
  20204. for ( var i = 0; i < numMorphTargets; i ++ ) {
  20205. var times = [];
  20206. var values = [];
  20207. times.push(
  20208. ( i + numMorphTargets - 1 ) % numMorphTargets,
  20209. i,
  20210. ( i + 1 ) % numMorphTargets );
  20211. values.push( 0, 1, 0 );
  20212. var order = AnimationUtils.getKeyframeOrder( times );
  20213. times = AnimationUtils.sortedArray( times, 1, order );
  20214. values = AnimationUtils.sortedArray( values, 1, order );
  20215. // if there is a key at the first frame, duplicate it as the
  20216. // last frame as well for perfect loop.
  20217. if ( ! noLoop && times[ 0 ] === 0 ) {
  20218. times.push( numMorphTargets );
  20219. values.push( values[ 0 ] );
  20220. }
  20221. tracks.push(
  20222. new NumberKeyframeTrack(
  20223. '.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',
  20224. times, values
  20225. ).scale( 1.0 / fps ) );
  20226. }
  20227. return new AnimationClip( name, - 1, tracks );
  20228. },
  20229. findByName: function ( objectOrClipArray, name ) {
  20230. var clipArray = objectOrClipArray;
  20231. if ( ! Array.isArray( objectOrClipArray ) ) {
  20232. var o = objectOrClipArray;
  20233. clipArray = o.geometry && o.geometry.animations || o.animations;
  20234. }
  20235. for ( var i = 0; i < clipArray.length; i ++ ) {
  20236. if ( clipArray[ i ].name === name ) {
  20237. return clipArray[ i ];
  20238. }
  20239. }
  20240. return null;
  20241. },
  20242. CreateClipsFromMorphTargetSequences: function ( morphTargets, fps, noLoop ) {
  20243. var animationToMorphTargets = {};
  20244. // tested with https://regex101.com/ on trick sequences
  20245. // such flamingo_flyA_003, flamingo_run1_003, crdeath0059
  20246. var pattern = /^([\w-]*?)([\d]+)$/;
  20247. // sort morph target names into animation groups based
  20248. // patterns like Walk_001, Walk_002, Run_001, Run_002
  20249. for ( var i = 0, il = morphTargets.length; i < il; i ++ ) {
  20250. var morphTarget = morphTargets[ i ];
  20251. var parts = morphTarget.name.match( pattern );
  20252. if ( parts && parts.length > 1 ) {
  20253. var name = parts[ 1 ];
  20254. var animationMorphTargets = animationToMorphTargets[ name ];
  20255. if ( ! animationMorphTargets ) {
  20256. animationToMorphTargets[ name ] = animationMorphTargets = [];
  20257. }
  20258. animationMorphTargets.push( morphTarget );
  20259. }
  20260. }
  20261. var clips = [];
  20262. for ( var name in animationToMorphTargets ) {
  20263. clips.push( AnimationClip.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) );
  20264. }
  20265. return clips;
  20266. },
  20267. // parse the animation.hierarchy format
  20268. parseAnimation: function ( animation, bones ) {
  20269. if ( ! animation ) {
  20270. console.error( 'THREE.AnimationClip: No animation in JSONLoader data.' );
  20271. return null;
  20272. }
  20273. var addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) {
  20274. // only return track if there are actually keys.
  20275. if ( animationKeys.length !== 0 ) {
  20276. var times = [];
  20277. var values = [];
  20278. AnimationUtils.flattenJSON( animationKeys, times, values, propertyName );
  20279. // empty keys are filtered out, so check again
  20280. if ( times.length !== 0 ) {
  20281. destTracks.push( new trackType( trackName, times, values ) );
  20282. }
  20283. }
  20284. };
  20285. var tracks = [];
  20286. var clipName = animation.name || 'default';
  20287. // automatic length determination in AnimationClip.
  20288. var duration = animation.length || - 1;
  20289. var fps = animation.fps || 30;
  20290. var hierarchyTracks = animation.hierarchy || [];
  20291. for ( var h = 0; h < hierarchyTracks.length; h ++ ) {
  20292. var animationKeys = hierarchyTracks[ h ].keys;
  20293. // skip empty tracks
  20294. if ( ! animationKeys || animationKeys.length === 0 ) continue;
  20295. // process morph targets
  20296. if ( animationKeys[ 0 ].morphTargets ) {
  20297. // figure out all morph targets used in this track
  20298. var morphTargetNames = {};
  20299. for ( var k = 0; k < animationKeys.length; k ++ ) {
  20300. if ( animationKeys[ k ].morphTargets ) {
  20301. for ( var m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) {
  20302. morphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = - 1;
  20303. }
  20304. }
  20305. }
  20306. // create a track for each morph target with all zero
  20307. // morphTargetInfluences except for the keys in which
  20308. // the morphTarget is named.
  20309. for ( var morphTargetName in morphTargetNames ) {
  20310. var times = [];
  20311. var values = [];
  20312. for ( var m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) {
  20313. var animationKey = animationKeys[ k ];
  20314. times.push( animationKey.time );
  20315. values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );
  20316. }
  20317. tracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) );
  20318. }
  20319. duration = morphTargetNames.length * ( fps || 1.0 );
  20320. } else {
  20321. // ...assume skeletal animation
  20322. var boneName = '.bones[' + bones[ h ].name + ']';
  20323. addNonemptyTrack(
  20324. VectorKeyframeTrack, boneName + '.position',
  20325. animationKeys, 'pos', tracks );
  20326. addNonemptyTrack(
  20327. QuaternionKeyframeTrack, boneName + '.quaternion',
  20328. animationKeys, 'rot', tracks );
  20329. addNonemptyTrack(
  20330. VectorKeyframeTrack, boneName + '.scale',
  20331. animationKeys, 'scl', tracks );
  20332. }
  20333. }
  20334. if ( tracks.length === 0 ) {
  20335. return null;
  20336. }
  20337. var clip = new AnimationClip( clipName, duration, tracks );
  20338. return clip;
  20339. }
  20340. } );
  20341. Object.assign( AnimationClip.prototype, {
  20342. resetDuration: function () {
  20343. var tracks = this.tracks, duration = 0;
  20344. for ( var i = 0, n = tracks.length; i !== n; ++ i ) {
  20345. var track = this.tracks[ i ];
  20346. duration = Math.max( duration, track.times[ track.times.length - 1 ] );
  20347. }
  20348. this.duration = duration;
  20349. return this;
  20350. },
  20351. trim: function () {
  20352. for ( var i = 0; i < this.tracks.length; i ++ ) {
  20353. this.tracks[ i ].trim( 0, this.duration );
  20354. }
  20355. return this;
  20356. },
  20357. validate: function () {
  20358. var valid = true;
  20359. for ( var i = 0; i < this.tracks.length; i ++ ) {
  20360. valid = valid && this.tracks[ i ].validate();
  20361. }
  20362. return valid;
  20363. },
  20364. optimize: function () {
  20365. for ( var i = 0; i < this.tracks.length; i ++ ) {
  20366. this.tracks[ i ].optimize();
  20367. }
  20368. return this;
  20369. },
  20370. clone: function () {
  20371. var tracks = [];
  20372. for ( var i = 0; i < this.tracks.length; i ++ ) {
  20373. tracks.push( this.tracks[ i ].clone() );
  20374. }
  20375. return new AnimationClip( this.name, this.duration, tracks );
  20376. }
  20377. } );
  20378. /**
  20379. * @author mrdoob / http://mrdoob.com/
  20380. */
  20381. var Cache = {
  20382. enabled: false,
  20383. files: {},
  20384. add: function ( key, file ) {
  20385. if ( this.enabled === false ) return;
  20386. // console.log( 'THREE.Cache', 'Adding key:', key );
  20387. this.files[ key ] = file;
  20388. },
  20389. get: function ( key ) {
  20390. if ( this.enabled === false ) return;
  20391. // console.log( 'THREE.Cache', 'Checking key:', key );
  20392. return this.files[ key ];
  20393. },
  20394. remove: function ( key ) {
  20395. delete this.files[ key ];
  20396. },
  20397. clear: function () {
  20398. this.files = {};
  20399. }
  20400. };
  20401. /**
  20402. * @author mrdoob / http://mrdoob.com/
  20403. */
  20404. function LoadingManager( onLoad, onProgress, onError ) {
  20405. var scope = this;
  20406. var isLoading = false;
  20407. var itemsLoaded = 0;
  20408. var itemsTotal = 0;
  20409. var urlModifier = undefined;
  20410. // Refer to #5689 for the reason why we don't set .onStart
  20411. // in the constructor
  20412. this.onStart = undefined;
  20413. this.onLoad = onLoad;
  20414. this.onProgress = onProgress;
  20415. this.onError = onError;
  20416. this.itemStart = function ( url ) {
  20417. itemsTotal ++;
  20418. if ( isLoading === false ) {
  20419. if ( scope.onStart !== undefined ) {
  20420. scope.onStart( url, itemsLoaded, itemsTotal );
  20421. }
  20422. }
  20423. isLoading = true;
  20424. };
  20425. this.itemEnd = function ( url ) {
  20426. itemsLoaded ++;
  20427. if ( scope.onProgress !== undefined ) {
  20428. scope.onProgress( url, itemsLoaded, itemsTotal );
  20429. }
  20430. if ( itemsLoaded === itemsTotal ) {
  20431. isLoading = false;
  20432. if ( scope.onLoad !== undefined ) {
  20433. scope.onLoad();
  20434. }
  20435. }
  20436. };
  20437. this.itemError = function ( url ) {
  20438. if ( scope.onError !== undefined ) {
  20439. scope.onError( url );
  20440. }
  20441. };
  20442. this.resolveURL = function ( url ) {
  20443. if ( urlModifier ) {
  20444. return urlModifier( url );
  20445. }
  20446. return url;
  20447. };
  20448. this.setURLModifier = function ( transform ) {
  20449. urlModifier = transform;
  20450. return this;
  20451. };
  20452. }
  20453. var DefaultLoadingManager = new LoadingManager();
  20454. /**
  20455. * @author mrdoob / http://mrdoob.com/
  20456. */
  20457. var loading = {};
  20458. function FileLoader( manager ) {
  20459. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  20460. }
  20461. Object.assign( FileLoader.prototype, {
  20462. load: function ( url, onLoad, onProgress, onError ) {
  20463. if ( url === undefined ) url = '';
  20464. if ( this.path !== undefined ) url = this.path + url;
  20465. url = this.manager.resolveURL( url );
  20466. var scope = this;
  20467. var cached = Cache.get( url );
  20468. if ( cached !== undefined ) {
  20469. scope.manager.itemStart( url );
  20470. setTimeout( function () {
  20471. if ( onLoad ) onLoad( cached );
  20472. scope.manager.itemEnd( url );
  20473. }, 0 );
  20474. return cached;
  20475. }
  20476. // Check if request is duplicate
  20477. if ( loading[ url ] !== undefined ) {
  20478. loading[ url ].push( {
  20479. onLoad: onLoad,
  20480. onProgress: onProgress,
  20481. onError: onError
  20482. } );
  20483. return;
  20484. }
  20485. // Check for data: URI
  20486. var dataUriRegex = /^data:(.*?)(;base64)?,(.*)$/;
  20487. var dataUriRegexResult = url.match( dataUriRegex );
  20488. // Safari can not handle Data URIs through XMLHttpRequest so process manually
  20489. if ( dataUriRegexResult ) {
  20490. var mimeType = dataUriRegexResult[ 1 ];
  20491. var isBase64 = !! dataUriRegexResult[ 2 ];
  20492. var data = dataUriRegexResult[ 3 ];
  20493. data = decodeURIComponent( data );
  20494. if ( isBase64 ) data = atob( data );
  20495. try {
  20496. var response;
  20497. var responseType = ( this.responseType || '' ).toLowerCase();
  20498. switch ( responseType ) {
  20499. case 'arraybuffer':
  20500. case 'blob':
  20501. var view = new Uint8Array( data.length );
  20502. for ( var i = 0; i < data.length; i ++ ) {
  20503. view[ i ] = data.charCodeAt( i );
  20504. }
  20505. if ( responseType === 'blob' ) {
  20506. response = new Blob( [ view.buffer ], { type: mimeType } );
  20507. } else {
  20508. response = view.buffer;
  20509. }
  20510. break;
  20511. case 'document':
  20512. var parser = new DOMParser();
  20513. response = parser.parseFromString( data, mimeType );
  20514. break;
  20515. case 'json':
  20516. response = JSON.parse( data );
  20517. break;
  20518. default: // 'text' or other
  20519. response = data;
  20520. break;
  20521. }
  20522. // Wait for next browser tick like standard XMLHttpRequest event dispatching does
  20523. setTimeout( function () {
  20524. if ( onLoad ) onLoad( response );
  20525. scope.manager.itemEnd( url );
  20526. }, 0 );
  20527. } catch ( error ) {
  20528. // Wait for next browser tick like standard XMLHttpRequest event dispatching does
  20529. setTimeout( function () {
  20530. if ( onError ) onError( error );
  20531. scope.manager.itemError( url );
  20532. scope.manager.itemEnd( url );
  20533. }, 0 );
  20534. }
  20535. } else {
  20536. // Initialise array for duplicate requests
  20537. loading[ url ] = [];
  20538. loading[ url ].push( {
  20539. onLoad: onLoad,
  20540. onProgress: onProgress,
  20541. onError: onError
  20542. } );
  20543. var request = new XMLHttpRequest();
  20544. request.open( 'GET', url, true );
  20545. request.addEventListener( 'load', function ( event ) {
  20546. var response = this.response;
  20547. Cache.add( url, response );
  20548. var callbacks = loading[ url ];
  20549. delete loading[ url ];
  20550. if ( this.status === 200 || this.status === 0 ) {
  20551. // Some browsers return HTTP Status 0 when using non-http protocol
  20552. // e.g. 'file://' or 'data://'. Handle as success.
  20553. if ( this.status === 0 ) console.warn( 'THREE.FileLoader: HTTP Status 0 received.' );
  20554. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  20555. var callback = callbacks[ i ];
  20556. if ( callback.onLoad ) callback.onLoad( response );
  20557. }
  20558. scope.manager.itemEnd( url );
  20559. } else {
  20560. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  20561. var callback = callbacks[ i ];
  20562. if ( callback.onError ) callback.onError( event );
  20563. }
  20564. scope.manager.itemError( url );
  20565. scope.manager.itemEnd( url );
  20566. }
  20567. }, false );
  20568. request.addEventListener( 'progress', function ( event ) {
  20569. var callbacks = loading[ url ];
  20570. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  20571. var callback = callbacks[ i ];
  20572. if ( callback.onProgress ) callback.onProgress( event );
  20573. }
  20574. }, false );
  20575. request.addEventListener( 'error', function ( event ) {
  20576. var callbacks = loading[ url ];
  20577. delete loading[ url ];
  20578. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  20579. var callback = callbacks[ i ];
  20580. if ( callback.onError ) callback.onError( event );
  20581. }
  20582. scope.manager.itemError( url );
  20583. scope.manager.itemEnd( url );
  20584. }, false );
  20585. request.addEventListener( 'abort', function ( event ) {
  20586. var callbacks = loading[ url ];
  20587. delete loading[ url ];
  20588. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  20589. var callback = callbacks[ i ];
  20590. if ( callback.onError ) callback.onError( event );
  20591. }
  20592. scope.manager.itemError( url );
  20593. scope.manager.itemEnd( url );
  20594. }, false );
  20595. if ( this.responseType !== undefined ) request.responseType = this.responseType;
  20596. if ( this.withCredentials !== undefined ) request.withCredentials = this.withCredentials;
  20597. if ( request.overrideMimeType ) request.overrideMimeType( this.mimeType !== undefined ? this.mimeType : 'text/plain' );
  20598. for ( var header in this.requestHeader ) {
  20599. request.setRequestHeader( header, this.requestHeader[ header ] );
  20600. }
  20601. request.send( null );
  20602. }
  20603. scope.manager.itemStart( url );
  20604. return request;
  20605. },
  20606. setPath: function ( value ) {
  20607. this.path = value;
  20608. return this;
  20609. },
  20610. setResponseType: function ( value ) {
  20611. this.responseType = value;
  20612. return this;
  20613. },
  20614. setWithCredentials: function ( value ) {
  20615. this.withCredentials = value;
  20616. return this;
  20617. },
  20618. setMimeType: function ( value ) {
  20619. this.mimeType = value;
  20620. return this;
  20621. },
  20622. setRequestHeader: function ( value ) {
  20623. this.requestHeader = value;
  20624. return this;
  20625. }
  20626. } );
  20627. /**
  20628. * @author bhouston / http://clara.io/
  20629. */
  20630. function AnimationLoader( manager ) {
  20631. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  20632. }
  20633. Object.assign( AnimationLoader.prototype, {
  20634. load: function ( url, onLoad, onProgress, onError ) {
  20635. var scope = this;
  20636. var loader = new FileLoader( scope.manager );
  20637. loader.setPath( scope.path );
  20638. loader.load( url, function ( text ) {
  20639. onLoad( scope.parse( JSON.parse( text ) ) );
  20640. }, onProgress, onError );
  20641. },
  20642. parse: function ( json, onLoad ) {
  20643. var animations = [];
  20644. for ( var i = 0; i < json.length; i ++ ) {
  20645. var clip = AnimationClip.parse( json[ i ] );
  20646. animations.push( clip );
  20647. }
  20648. onLoad( animations );
  20649. },
  20650. setPath: function ( value ) {
  20651. this.path = value;
  20652. return this;
  20653. }
  20654. } );
  20655. /**
  20656. * @author mrdoob / http://mrdoob.com/
  20657. *
  20658. * Abstract Base class to block based textures loader (dds, pvr, ...)
  20659. */
  20660. function CompressedTextureLoader( manager ) {
  20661. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  20662. // override in sub classes
  20663. this._parser = null;
  20664. }
  20665. Object.assign( CompressedTextureLoader.prototype, {
  20666. load: function ( url, onLoad, onProgress, onError ) {
  20667. var scope = this;
  20668. var images = [];
  20669. var texture = new CompressedTexture();
  20670. texture.image = images;
  20671. var loader = new FileLoader( this.manager );
  20672. loader.setPath( this.path );
  20673. loader.setResponseType( 'arraybuffer' );
  20674. function loadTexture( i ) {
  20675. loader.load( url[ i ], function ( buffer ) {
  20676. var texDatas = scope._parser( buffer, true );
  20677. images[ i ] = {
  20678. width: texDatas.width,
  20679. height: texDatas.height,
  20680. format: texDatas.format,
  20681. mipmaps: texDatas.mipmaps
  20682. };
  20683. loaded += 1;
  20684. if ( loaded === 6 ) {
  20685. if ( texDatas.mipmapCount === 1 )
  20686. texture.minFilter = LinearFilter;
  20687. texture.format = texDatas.format;
  20688. texture.needsUpdate = true;
  20689. if ( onLoad ) onLoad( texture );
  20690. }
  20691. }, onProgress, onError );
  20692. }
  20693. if ( Array.isArray( url ) ) {
  20694. var loaded = 0;
  20695. for ( var i = 0, il = url.length; i < il; ++ i ) {
  20696. loadTexture( i );
  20697. }
  20698. } else {
  20699. // compressed cubemap texture stored in a single DDS file
  20700. loader.load( url, function ( buffer ) {
  20701. var texDatas = scope._parser( buffer, true );
  20702. if ( texDatas.isCubemap ) {
  20703. var faces = texDatas.mipmaps.length / texDatas.mipmapCount;
  20704. for ( var f = 0; f < faces; f ++ ) {
  20705. images[ f ] = { mipmaps: [] };
  20706. for ( var i = 0; i < texDatas.mipmapCount; i ++ ) {
  20707. images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );
  20708. images[ f ].format = texDatas.format;
  20709. images[ f ].width = texDatas.width;
  20710. images[ f ].height = texDatas.height;
  20711. }
  20712. }
  20713. } else {
  20714. texture.image.width = texDatas.width;
  20715. texture.image.height = texDatas.height;
  20716. texture.mipmaps = texDatas.mipmaps;
  20717. }
  20718. if ( texDatas.mipmapCount === 1 ) {
  20719. texture.minFilter = LinearFilter;
  20720. }
  20721. texture.format = texDatas.format;
  20722. texture.needsUpdate = true;
  20723. if ( onLoad ) onLoad( texture );
  20724. }, onProgress, onError );
  20725. }
  20726. return texture;
  20727. },
  20728. setPath: function ( value ) {
  20729. this.path = value;
  20730. return this;
  20731. }
  20732. } );
  20733. /**
  20734. * @author Nikos M. / https://github.com/foo123/
  20735. *
  20736. * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...)
  20737. */
  20738. function DataTextureLoader( manager ) {
  20739. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  20740. // override in sub classes
  20741. this._parser = null;
  20742. }
  20743. Object.assign( DataTextureLoader.prototype, {
  20744. load: function ( url, onLoad, onProgress, onError ) {
  20745. var scope = this;
  20746. var texture = new DataTexture();
  20747. var loader = new FileLoader( this.manager );
  20748. loader.setResponseType( 'arraybuffer' );
  20749. loader.setPath( this.path );
  20750. loader.load( url, function ( buffer ) {
  20751. var texData = scope._parser( buffer );
  20752. if ( ! texData ) return;
  20753. if ( texData.image !== undefined ) {
  20754. texture.image = texData.image;
  20755. } else if ( texData.data !== undefined ) {
  20756. texture.image.width = texData.width;
  20757. texture.image.height = texData.height;
  20758. texture.image.data = texData.data;
  20759. }
  20760. texture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;
  20761. texture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;
  20762. texture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;
  20763. texture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearMipMapLinearFilter;
  20764. texture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;
  20765. if ( texData.format !== undefined ) {
  20766. texture.format = texData.format;
  20767. }
  20768. if ( texData.type !== undefined ) {
  20769. texture.type = texData.type;
  20770. }
  20771. if ( texData.mipmaps !== undefined ) {
  20772. texture.mipmaps = texData.mipmaps;
  20773. }
  20774. if ( texData.mipmapCount === 1 ) {
  20775. texture.minFilter = LinearFilter;
  20776. }
  20777. texture.needsUpdate = true;
  20778. if ( onLoad ) onLoad( texture, texData );
  20779. }, onProgress, onError );
  20780. return texture;
  20781. },
  20782. setPath: function ( value ) {
  20783. this.path = value;
  20784. return this;
  20785. }
  20786. } );
  20787. /**
  20788. * @author mrdoob / http://mrdoob.com/
  20789. */
  20790. function ImageLoader( manager ) {
  20791. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  20792. }
  20793. Object.assign( ImageLoader.prototype, {
  20794. crossOrigin: 'anonymous',
  20795. load: function ( url, onLoad, onProgress, onError ) {
  20796. if ( url === undefined ) url = '';
  20797. if ( this.path !== undefined ) url = this.path + url;
  20798. url = this.manager.resolveURL( url );
  20799. var scope = this;
  20800. var cached = Cache.get( url );
  20801. if ( cached !== undefined ) {
  20802. scope.manager.itemStart( url );
  20803. setTimeout( function () {
  20804. if ( onLoad ) onLoad( cached );
  20805. scope.manager.itemEnd( url );
  20806. }, 0 );
  20807. return cached;
  20808. }
  20809. var image = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'img' );
  20810. function onImageLoad() {
  20811. image.removeEventListener( 'load', onImageLoad, false );
  20812. image.removeEventListener( 'error', onImageError, false );
  20813. Cache.add( url, this );
  20814. if ( onLoad ) onLoad( this );
  20815. scope.manager.itemEnd( url );
  20816. }
  20817. function onImageError( event ) {
  20818. image.removeEventListener( 'load', onImageLoad, false );
  20819. image.removeEventListener( 'error', onImageError, false );
  20820. if ( onError ) onError( event );
  20821. scope.manager.itemError( url );
  20822. scope.manager.itemEnd( url );
  20823. }
  20824. image.addEventListener( 'load', onImageLoad, false );
  20825. image.addEventListener( 'error', onImageError, false );
  20826. if ( url.substr( 0, 5 ) !== 'data:' ) {
  20827. if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin;
  20828. }
  20829. scope.manager.itemStart( url );
  20830. image.src = url;
  20831. return image;
  20832. },
  20833. setCrossOrigin: function ( value ) {
  20834. this.crossOrigin = value;
  20835. return this;
  20836. },
  20837. setPath: function ( value ) {
  20838. this.path = value;
  20839. return this;
  20840. }
  20841. } );
  20842. /**
  20843. * @author mrdoob / http://mrdoob.com/
  20844. */
  20845. function CubeTextureLoader( manager ) {
  20846. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  20847. }
  20848. Object.assign( CubeTextureLoader.prototype, {
  20849. crossOrigin: 'anonymous',
  20850. load: function ( urls, onLoad, onProgress, onError ) {
  20851. var texture = new CubeTexture();
  20852. var loader = new ImageLoader( this.manager );
  20853. loader.setCrossOrigin( this.crossOrigin );
  20854. loader.setPath( this.path );
  20855. var loaded = 0;
  20856. function loadTexture( i ) {
  20857. loader.load( urls[ i ], function ( image ) {
  20858. texture.images[ i ] = image;
  20859. loaded ++;
  20860. if ( loaded === 6 ) {
  20861. texture.needsUpdate = true;
  20862. if ( onLoad ) onLoad( texture );
  20863. }
  20864. }, undefined, onError );
  20865. }
  20866. for ( var i = 0; i < urls.length; ++ i ) {
  20867. loadTexture( i );
  20868. }
  20869. return texture;
  20870. },
  20871. setCrossOrigin: function ( value ) {
  20872. this.crossOrigin = value;
  20873. return this;
  20874. },
  20875. setPath: function ( value ) {
  20876. this.path = value;
  20877. return this;
  20878. }
  20879. } );
  20880. /**
  20881. * @author mrdoob / http://mrdoob.com/
  20882. */
  20883. function TextureLoader( manager ) {
  20884. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  20885. }
  20886. Object.assign( TextureLoader.prototype, {
  20887. crossOrigin: 'anonymous',
  20888. load: function ( url, onLoad, onProgress, onError ) {
  20889. var texture = new Texture();
  20890. var loader = new ImageLoader( this.manager );
  20891. loader.setCrossOrigin( this.crossOrigin );
  20892. loader.setPath( this.path );
  20893. loader.load( url, function ( image ) {
  20894. texture.image = image;
  20895. // JPEGs can't have an alpha channel, so memory can be saved by storing them as RGB.
  20896. var isJPEG = url.search( /\.jpe?g($|\?)/i ) > 0 || url.search( /^data\:image\/jpeg/ ) === 0;
  20897. texture.format = isJPEG ? RGBFormat : RGBAFormat;
  20898. texture.needsUpdate = true;
  20899. if ( onLoad !== undefined ) {
  20900. onLoad( texture );
  20901. }
  20902. }, onProgress, onError );
  20903. return texture;
  20904. },
  20905. setCrossOrigin: function ( value ) {
  20906. this.crossOrigin = value;
  20907. return this;
  20908. },
  20909. setPath: function ( value ) {
  20910. this.path = value;
  20911. return this;
  20912. }
  20913. } );
  20914. /**
  20915. * @author zz85 / http://www.lab4games.net/zz85/blog
  20916. * Extensible curve object
  20917. *
  20918. * Some common of curve methods:
  20919. * .getPoint( t, optionalTarget ), .getTangent( t )
  20920. * .getPointAt( u, optionalTarget ), .getTangentAt( u )
  20921. * .getPoints(), .getSpacedPoints()
  20922. * .getLength()
  20923. * .updateArcLengths()
  20924. *
  20925. * This following curves inherit from THREE.Curve:
  20926. *
  20927. * -- 2D curves --
  20928. * THREE.ArcCurve
  20929. * THREE.CubicBezierCurve
  20930. * THREE.EllipseCurve
  20931. * THREE.LineCurve
  20932. * THREE.QuadraticBezierCurve
  20933. * THREE.SplineCurve
  20934. *
  20935. * -- 3D curves --
  20936. * THREE.CatmullRomCurve3
  20937. * THREE.CubicBezierCurve3
  20938. * THREE.LineCurve3
  20939. * THREE.QuadraticBezierCurve3
  20940. *
  20941. * A series of curves can be represented as a THREE.CurvePath.
  20942. *
  20943. **/
  20944. /**************************************************************
  20945. * Abstract Curve base class
  20946. **************************************************************/
  20947. function Curve() {
  20948. this.type = 'Curve';
  20949. this.arcLengthDivisions = 200;
  20950. }
  20951. Object.assign( Curve.prototype, {
  20952. // Virtual base class method to overwrite and implement in subclasses
  20953. // - t [0 .. 1]
  20954. getPoint: function ( /* t, optionalTarget */ ) {
  20955. console.warn( 'THREE.Curve: .getPoint() not implemented.' );
  20956. return null;
  20957. },
  20958. // Get point at relative position in curve according to arc length
  20959. // - u [0 .. 1]
  20960. getPointAt: function ( u, optionalTarget ) {
  20961. var t = this.getUtoTmapping( u );
  20962. return this.getPoint( t, optionalTarget );
  20963. },
  20964. // Get sequence of points using getPoint( t )
  20965. getPoints: function ( divisions ) {
  20966. if ( divisions === undefined ) divisions = 5;
  20967. var points = [];
  20968. for ( var d = 0; d <= divisions; d ++ ) {
  20969. points.push( this.getPoint( d / divisions ) );
  20970. }
  20971. return points;
  20972. },
  20973. // Get sequence of points using getPointAt( u )
  20974. getSpacedPoints: function ( divisions ) {
  20975. if ( divisions === undefined ) divisions = 5;
  20976. var points = [];
  20977. for ( var d = 0; d <= divisions; d ++ ) {
  20978. points.push( this.getPointAt( d / divisions ) );
  20979. }
  20980. return points;
  20981. },
  20982. // Get total curve arc length
  20983. getLength: function () {
  20984. var lengths = this.getLengths();
  20985. return lengths[ lengths.length - 1 ];
  20986. },
  20987. // Get list of cumulative segment lengths
  20988. getLengths: function ( divisions ) {
  20989. if ( divisions === undefined ) divisions = this.arcLengthDivisions;
  20990. if ( this.cacheArcLengths &&
  20991. ( this.cacheArcLengths.length === divisions + 1 ) &&
  20992. ! this.needsUpdate ) {
  20993. return this.cacheArcLengths;
  20994. }
  20995. this.needsUpdate = false;
  20996. var cache = [];
  20997. var current, last = this.getPoint( 0 );
  20998. var p, sum = 0;
  20999. cache.push( 0 );
  21000. for ( p = 1; p <= divisions; p ++ ) {
  21001. current = this.getPoint( p / divisions );
  21002. sum += current.distanceTo( last );
  21003. cache.push( sum );
  21004. last = current;
  21005. }
  21006. this.cacheArcLengths = cache;
  21007. return cache; // { sums: cache, sum: sum }; Sum is in the last element.
  21008. },
  21009. updateArcLengths: function () {
  21010. this.needsUpdate = true;
  21011. this.getLengths();
  21012. },
  21013. // Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant
  21014. getUtoTmapping: function ( u, distance ) {
  21015. var arcLengths = this.getLengths();
  21016. var i = 0, il = arcLengths.length;
  21017. var targetArcLength; // The targeted u distance value to get
  21018. if ( distance ) {
  21019. targetArcLength = distance;
  21020. } else {
  21021. targetArcLength = u * arcLengths[ il - 1 ];
  21022. }
  21023. // binary search for the index with largest value smaller than target u distance
  21024. var low = 0, high = il - 1, comparison;
  21025. while ( low <= high ) {
  21026. 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
  21027. comparison = arcLengths[ i ] - targetArcLength;
  21028. if ( comparison < 0 ) {
  21029. low = i + 1;
  21030. } else if ( comparison > 0 ) {
  21031. high = i - 1;
  21032. } else {
  21033. high = i;
  21034. break;
  21035. // DONE
  21036. }
  21037. }
  21038. i = high;
  21039. if ( arcLengths[ i ] === targetArcLength ) {
  21040. return i / ( il - 1 );
  21041. }
  21042. // we could get finer grain at lengths, or use simple interpolation between two points
  21043. var lengthBefore = arcLengths[ i ];
  21044. var lengthAfter = arcLengths[ i + 1 ];
  21045. var segmentLength = lengthAfter - lengthBefore;
  21046. // determine where we are between the 'before' and 'after' points
  21047. var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
  21048. // add that fractional amount to t
  21049. var t = ( i + segmentFraction ) / ( il - 1 );
  21050. return t;
  21051. },
  21052. // Returns a unit vector tangent at t
  21053. // In case any sub curve does not implement its tangent derivation,
  21054. // 2 points a small delta apart will be used to find its gradient
  21055. // which seems to give a reasonable approximation
  21056. getTangent: function ( t ) {
  21057. var delta = 0.0001;
  21058. var t1 = t - delta;
  21059. var t2 = t + delta;
  21060. // Capping in case of danger
  21061. if ( t1 < 0 ) t1 = 0;
  21062. if ( t2 > 1 ) t2 = 1;
  21063. var pt1 = this.getPoint( t1 );
  21064. var pt2 = this.getPoint( t2 );
  21065. var vec = pt2.clone().sub( pt1 );
  21066. return vec.normalize();
  21067. },
  21068. getTangentAt: function ( u ) {
  21069. var t = this.getUtoTmapping( u );
  21070. return this.getTangent( t );
  21071. },
  21072. computeFrenetFrames: function ( segments, closed ) {
  21073. // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf
  21074. var normal = new Vector3();
  21075. var tangents = [];
  21076. var normals = [];
  21077. var binormals = [];
  21078. var vec = new Vector3();
  21079. var mat = new Matrix4();
  21080. var i, u, theta;
  21081. // compute the tangent vectors for each segment on the curve
  21082. for ( i = 0; i <= segments; i ++ ) {
  21083. u = i / segments;
  21084. tangents[ i ] = this.getTangentAt( u );
  21085. tangents[ i ].normalize();
  21086. }
  21087. // select an initial normal vector perpendicular to the first tangent vector,
  21088. // and in the direction of the minimum tangent xyz component
  21089. normals[ 0 ] = new Vector3();
  21090. binormals[ 0 ] = new Vector3();
  21091. var min = Number.MAX_VALUE;
  21092. var tx = Math.abs( tangents[ 0 ].x );
  21093. var ty = Math.abs( tangents[ 0 ].y );
  21094. var tz = Math.abs( tangents[ 0 ].z );
  21095. if ( tx <= min ) {
  21096. min = tx;
  21097. normal.set( 1, 0, 0 );
  21098. }
  21099. if ( ty <= min ) {
  21100. min = ty;
  21101. normal.set( 0, 1, 0 );
  21102. }
  21103. if ( tz <= min ) {
  21104. normal.set( 0, 0, 1 );
  21105. }
  21106. vec.crossVectors( tangents[ 0 ], normal ).normalize();
  21107. normals[ 0 ].crossVectors( tangents[ 0 ], vec );
  21108. binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );
  21109. // compute the slowly-varying normal and binormal vectors for each segment on the curve
  21110. for ( i = 1; i <= segments; i ++ ) {
  21111. normals[ i ] = normals[ i - 1 ].clone();
  21112. binormals[ i ] = binormals[ i - 1 ].clone();
  21113. vec.crossVectors( tangents[ i - 1 ], tangents[ i ] );
  21114. if ( vec.length() > Number.EPSILON ) {
  21115. vec.normalize();
  21116. theta = Math.acos( _Math.clamp( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors
  21117. normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );
  21118. }
  21119. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  21120. }
  21121. // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
  21122. if ( closed === true ) {
  21123. theta = Math.acos( _Math.clamp( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) );
  21124. theta /= segments;
  21125. if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {
  21126. theta = - theta;
  21127. }
  21128. for ( i = 1; i <= segments; i ++ ) {
  21129. // twist a little...
  21130. normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
  21131. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  21132. }
  21133. }
  21134. return {
  21135. tangents: tangents,
  21136. normals: normals,
  21137. binormals: binormals
  21138. };
  21139. },
  21140. clone: function () {
  21141. return new this.constructor().copy( this );
  21142. },
  21143. copy: function ( source ) {
  21144. this.arcLengthDivisions = source.arcLengthDivisions;
  21145. return this;
  21146. },
  21147. toJSON: function () {
  21148. var data = {
  21149. metadata: {
  21150. version: 4.5,
  21151. type: 'Curve',
  21152. generator: 'Curve.toJSON'
  21153. }
  21154. };
  21155. data.arcLengthDivisions = this.arcLengthDivisions;
  21156. data.type = this.type;
  21157. return data;
  21158. },
  21159. fromJSON: function ( json ) {
  21160. this.arcLengthDivisions = json.arcLengthDivisions;
  21161. return this;
  21162. }
  21163. } );
  21164. function EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  21165. Curve.call( this );
  21166. this.type = 'EllipseCurve';
  21167. this.aX = aX || 0;
  21168. this.aY = aY || 0;
  21169. this.xRadius = xRadius || 1;
  21170. this.yRadius = yRadius || 1;
  21171. this.aStartAngle = aStartAngle || 0;
  21172. this.aEndAngle = aEndAngle || 2 * Math.PI;
  21173. this.aClockwise = aClockwise || false;
  21174. this.aRotation = aRotation || 0;
  21175. }
  21176. EllipseCurve.prototype = Object.create( Curve.prototype );
  21177. EllipseCurve.prototype.constructor = EllipseCurve;
  21178. EllipseCurve.prototype.isEllipseCurve = true;
  21179. EllipseCurve.prototype.getPoint = function ( t, optionalTarget ) {
  21180. var point = optionalTarget || new Vector2();
  21181. var twoPi = Math.PI * 2;
  21182. var deltaAngle = this.aEndAngle - this.aStartAngle;
  21183. var samePoints = Math.abs( deltaAngle ) < Number.EPSILON;
  21184. // ensures that deltaAngle is 0 .. 2 PI
  21185. while ( deltaAngle < 0 ) deltaAngle += twoPi;
  21186. while ( deltaAngle > twoPi ) deltaAngle -= twoPi;
  21187. if ( deltaAngle < Number.EPSILON ) {
  21188. if ( samePoints ) {
  21189. deltaAngle = 0;
  21190. } else {
  21191. deltaAngle = twoPi;
  21192. }
  21193. }
  21194. if ( this.aClockwise === true && ! samePoints ) {
  21195. if ( deltaAngle === twoPi ) {
  21196. deltaAngle = - twoPi;
  21197. } else {
  21198. deltaAngle = deltaAngle - twoPi;
  21199. }
  21200. }
  21201. var angle = this.aStartAngle + t * deltaAngle;
  21202. var x = this.aX + this.xRadius * Math.cos( angle );
  21203. var y = this.aY + this.yRadius * Math.sin( angle );
  21204. if ( this.aRotation !== 0 ) {
  21205. var cos = Math.cos( this.aRotation );
  21206. var sin = Math.sin( this.aRotation );
  21207. var tx = x - this.aX;
  21208. var ty = y - this.aY;
  21209. // Rotate the point about the center of the ellipse.
  21210. x = tx * cos - ty * sin + this.aX;
  21211. y = tx * sin + ty * cos + this.aY;
  21212. }
  21213. return point.set( x, y );
  21214. };
  21215. EllipseCurve.prototype.copy = function ( source ) {
  21216. Curve.prototype.copy.call( this, source );
  21217. this.aX = source.aX;
  21218. this.aY = source.aY;
  21219. this.xRadius = source.xRadius;
  21220. this.yRadius = source.yRadius;
  21221. this.aStartAngle = source.aStartAngle;
  21222. this.aEndAngle = source.aEndAngle;
  21223. this.aClockwise = source.aClockwise;
  21224. this.aRotation = source.aRotation;
  21225. return this;
  21226. };
  21227. EllipseCurve.prototype.toJSON = function () {
  21228. var data = Curve.prototype.toJSON.call( this );
  21229. data.aX = this.aX;
  21230. data.aY = this.aY;
  21231. data.xRadius = this.xRadius;
  21232. data.yRadius = this.yRadius;
  21233. data.aStartAngle = this.aStartAngle;
  21234. data.aEndAngle = this.aEndAngle;
  21235. data.aClockwise = this.aClockwise;
  21236. data.aRotation = this.aRotation;
  21237. return data;
  21238. };
  21239. EllipseCurve.prototype.fromJSON = function ( json ) {
  21240. Curve.prototype.fromJSON.call( this, json );
  21241. this.aX = json.aX;
  21242. this.aY = json.aY;
  21243. this.xRadius = json.xRadius;
  21244. this.yRadius = json.yRadius;
  21245. this.aStartAngle = json.aStartAngle;
  21246. this.aEndAngle = json.aEndAngle;
  21247. this.aClockwise = json.aClockwise;
  21248. this.aRotation = json.aRotation;
  21249. return this;
  21250. };
  21251. function ArcCurve( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  21252. EllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  21253. this.type = 'ArcCurve';
  21254. }
  21255. ArcCurve.prototype = Object.create( EllipseCurve.prototype );
  21256. ArcCurve.prototype.constructor = ArcCurve;
  21257. ArcCurve.prototype.isArcCurve = true;
  21258. /**
  21259. * @author zz85 https://github.com/zz85
  21260. *
  21261. * Centripetal CatmullRom Curve - which is useful for avoiding
  21262. * cusps and self-intersections in non-uniform catmull rom curves.
  21263. * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf
  21264. *
  21265. * curve.type accepts centripetal(default), chordal and catmullrom
  21266. * curve.tension is used for catmullrom which defaults to 0.5
  21267. */
  21268. /*
  21269. Based on an optimized c++ solution in
  21270. - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/
  21271. - http://ideone.com/NoEbVM
  21272. This CubicPoly class could be used for reusing some variables and calculations,
  21273. but for three.js curve use, it could be possible inlined and flatten into a single function call
  21274. which can be placed in CurveUtils.
  21275. */
  21276. function CubicPoly() {
  21277. var c0 = 0, c1 = 0, c2 = 0, c3 = 0;
  21278. /*
  21279. * Compute coefficients for a cubic polynomial
  21280. * p(s) = c0 + c1*s + c2*s^2 + c3*s^3
  21281. * such that
  21282. * p(0) = x0, p(1) = x1
  21283. * and
  21284. * p'(0) = t0, p'(1) = t1.
  21285. */
  21286. function init( x0, x1, t0, t1 ) {
  21287. c0 = x0;
  21288. c1 = t0;
  21289. c2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1;
  21290. c3 = 2 * x0 - 2 * x1 + t0 + t1;
  21291. }
  21292. return {
  21293. initCatmullRom: function ( x0, x1, x2, x3, tension ) {
  21294. init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );
  21295. },
  21296. initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {
  21297. // compute tangents when parameterized in [t1,t2]
  21298. var t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;
  21299. var t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;
  21300. // rescale tangents for parametrization in [0,1]
  21301. t1 *= dt1;
  21302. t2 *= dt1;
  21303. init( x1, x2, t1, t2 );
  21304. },
  21305. calc: function ( t ) {
  21306. var t2 = t * t;
  21307. var t3 = t2 * t;
  21308. return c0 + c1 * t + c2 * t2 + c3 * t3;
  21309. }
  21310. };
  21311. }
  21312. //
  21313. var tmp = new Vector3();
  21314. var px = new CubicPoly(), py = new CubicPoly(), pz = new CubicPoly();
  21315. function CatmullRomCurve3( points, closed, curveType, tension ) {
  21316. Curve.call( this );
  21317. this.type = 'CatmullRomCurve3';
  21318. this.points = points || [];
  21319. this.closed = closed || false;
  21320. this.curveType = curveType || 'centripetal';
  21321. this.tension = tension || 0.5;
  21322. }
  21323. CatmullRomCurve3.prototype = Object.create( Curve.prototype );
  21324. CatmullRomCurve3.prototype.constructor = CatmullRomCurve3;
  21325. CatmullRomCurve3.prototype.isCatmullRomCurve3 = true;
  21326. CatmullRomCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  21327. var point = optionalTarget || new Vector3();
  21328. var points = this.points;
  21329. var l = points.length;
  21330. var p = ( l - ( this.closed ? 0 : 1 ) ) * t;
  21331. var intPoint = Math.floor( p );
  21332. var weight = p - intPoint;
  21333. if ( this.closed ) {
  21334. intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l;
  21335. } else if ( weight === 0 && intPoint === l - 1 ) {
  21336. intPoint = l - 2;
  21337. weight = 1;
  21338. }
  21339. var p0, p1, p2, p3; // 4 points
  21340. if ( this.closed || intPoint > 0 ) {
  21341. p0 = points[ ( intPoint - 1 ) % l ];
  21342. } else {
  21343. // extrapolate first point
  21344. tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );
  21345. p0 = tmp;
  21346. }
  21347. p1 = points[ intPoint % l ];
  21348. p2 = points[ ( intPoint + 1 ) % l ];
  21349. if ( this.closed || intPoint + 2 < l ) {
  21350. p3 = points[ ( intPoint + 2 ) % l ];
  21351. } else {
  21352. // extrapolate last point
  21353. tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );
  21354. p3 = tmp;
  21355. }
  21356. if ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) {
  21357. // init Centripetal / Chordal Catmull-Rom
  21358. var pow = this.curveType === 'chordal' ? 0.5 : 0.25;
  21359. var dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );
  21360. var dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );
  21361. var dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );
  21362. // safety check for repeated points
  21363. if ( dt1 < 1e-4 ) dt1 = 1.0;
  21364. if ( dt0 < 1e-4 ) dt0 = dt1;
  21365. if ( dt2 < 1e-4 ) dt2 = dt1;
  21366. px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );
  21367. py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );
  21368. pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );
  21369. } else if ( this.curveType === 'catmullrom' ) {
  21370. px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension );
  21371. py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension );
  21372. pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension );
  21373. }
  21374. point.set(
  21375. px.calc( weight ),
  21376. py.calc( weight ),
  21377. pz.calc( weight )
  21378. );
  21379. return point;
  21380. };
  21381. CatmullRomCurve3.prototype.copy = function ( source ) {
  21382. Curve.prototype.copy.call( this, source );
  21383. this.points = [];
  21384. for ( var i = 0, l = source.points.length; i < l; i ++ ) {
  21385. var point = source.points[ i ];
  21386. this.points.push( point.clone() );
  21387. }
  21388. this.closed = source.closed;
  21389. this.curveType = source.curveType;
  21390. this.tension = source.tension;
  21391. return this;
  21392. };
  21393. CatmullRomCurve3.prototype.toJSON = function () {
  21394. var data = Curve.prototype.toJSON.call( this );
  21395. data.points = [];
  21396. for ( var i = 0, l = this.points.length; i < l; i ++ ) {
  21397. var point = this.points[ i ];
  21398. data.points.push( point.toArray() );
  21399. }
  21400. data.closed = this.closed;
  21401. data.curveType = this.curveType;
  21402. data.tension = this.tension;
  21403. return data;
  21404. };
  21405. CatmullRomCurve3.prototype.fromJSON = function ( json ) {
  21406. Curve.prototype.fromJSON.call( this, json );
  21407. this.points = [];
  21408. for ( var i = 0, l = json.points.length; i < l; i ++ ) {
  21409. var point = json.points[ i ];
  21410. this.points.push( new Vector3().fromArray( point ) );
  21411. }
  21412. this.closed = json.closed;
  21413. this.curveType = json.curveType;
  21414. this.tension = json.tension;
  21415. return this;
  21416. };
  21417. /**
  21418. * @author zz85 / http://www.lab4games.net/zz85/blog
  21419. *
  21420. * Bezier Curves formulas obtained from
  21421. * http://en.wikipedia.org/wiki/Bézier_curve
  21422. */
  21423. function CatmullRom( t, p0, p1, p2, p3 ) {
  21424. var v0 = ( p2 - p0 ) * 0.5;
  21425. var v1 = ( p3 - p1 ) * 0.5;
  21426. var t2 = t * t;
  21427. var t3 = t * t2;
  21428. return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
  21429. }
  21430. //
  21431. function QuadraticBezierP0( t, p ) {
  21432. var k = 1 - t;
  21433. return k * k * p;
  21434. }
  21435. function QuadraticBezierP1( t, p ) {
  21436. return 2 * ( 1 - t ) * t * p;
  21437. }
  21438. function QuadraticBezierP2( t, p ) {
  21439. return t * t * p;
  21440. }
  21441. function QuadraticBezier( t, p0, p1, p2 ) {
  21442. return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +
  21443. QuadraticBezierP2( t, p2 );
  21444. }
  21445. //
  21446. function CubicBezierP0( t, p ) {
  21447. var k = 1 - t;
  21448. return k * k * k * p;
  21449. }
  21450. function CubicBezierP1( t, p ) {
  21451. var k = 1 - t;
  21452. return 3 * k * k * t * p;
  21453. }
  21454. function CubicBezierP2( t, p ) {
  21455. return 3 * ( 1 - t ) * t * t * p;
  21456. }
  21457. function CubicBezierP3( t, p ) {
  21458. return t * t * t * p;
  21459. }
  21460. function CubicBezier( t, p0, p1, p2, p3 ) {
  21461. return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +
  21462. CubicBezierP3( t, p3 );
  21463. }
  21464. function CubicBezierCurve( v0, v1, v2, v3 ) {
  21465. Curve.call( this );
  21466. this.type = 'CubicBezierCurve';
  21467. this.v0 = v0 || new Vector2();
  21468. this.v1 = v1 || new Vector2();
  21469. this.v2 = v2 || new Vector2();
  21470. this.v3 = v3 || new Vector2();
  21471. }
  21472. CubicBezierCurve.prototype = Object.create( Curve.prototype );
  21473. CubicBezierCurve.prototype.constructor = CubicBezierCurve;
  21474. CubicBezierCurve.prototype.isCubicBezierCurve = true;
  21475. CubicBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {
  21476. var point = optionalTarget || new Vector2();
  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. );
  21482. return point;
  21483. };
  21484. CubicBezierCurve.prototype.copy = function ( source ) {
  21485. Curve.prototype.copy.call( this, source );
  21486. this.v0.copy( source.v0 );
  21487. this.v1.copy( source.v1 );
  21488. this.v2.copy( source.v2 );
  21489. this.v3.copy( source.v3 );
  21490. return this;
  21491. };
  21492. CubicBezierCurve.prototype.toJSON = function () {
  21493. var data = Curve.prototype.toJSON.call( this );
  21494. data.v0 = this.v0.toArray();
  21495. data.v1 = this.v1.toArray();
  21496. data.v2 = this.v2.toArray();
  21497. data.v3 = this.v3.toArray();
  21498. return data;
  21499. };
  21500. CubicBezierCurve.prototype.fromJSON = function ( json ) {
  21501. Curve.prototype.fromJSON.call( this, json );
  21502. this.v0.fromArray( json.v0 );
  21503. this.v1.fromArray( json.v1 );
  21504. this.v2.fromArray( json.v2 );
  21505. this.v3.fromArray( json.v3 );
  21506. return this;
  21507. };
  21508. function CubicBezierCurve3( v0, v1, v2, v3 ) {
  21509. Curve.call( this );
  21510. this.type = 'CubicBezierCurve3';
  21511. this.v0 = v0 || new Vector3();
  21512. this.v1 = v1 || new Vector3();
  21513. this.v2 = v2 || new Vector3();
  21514. this.v3 = v3 || new Vector3();
  21515. }
  21516. CubicBezierCurve3.prototype = Object.create( Curve.prototype );
  21517. CubicBezierCurve3.prototype.constructor = CubicBezierCurve3;
  21518. CubicBezierCurve3.prototype.isCubicBezierCurve3 = true;
  21519. CubicBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  21520. var point = optionalTarget || new Vector3();
  21521. var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  21522. point.set(
  21523. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  21524. CubicBezier( t, v0.y, v1.y, v2.y, v3.y ),
  21525. CubicBezier( t, v0.z, v1.z, v2.z, v3.z )
  21526. );
  21527. return point;
  21528. };
  21529. CubicBezierCurve3.prototype.copy = function ( source ) {
  21530. Curve.prototype.copy.call( this, source );
  21531. this.v0.copy( source.v0 );
  21532. this.v1.copy( source.v1 );
  21533. this.v2.copy( source.v2 );
  21534. this.v3.copy( source.v3 );
  21535. return this;
  21536. };
  21537. CubicBezierCurve3.prototype.toJSON = function () {
  21538. var data = Curve.prototype.toJSON.call( this );
  21539. data.v0 = this.v0.toArray();
  21540. data.v1 = this.v1.toArray();
  21541. data.v2 = this.v2.toArray();
  21542. data.v3 = this.v3.toArray();
  21543. return data;
  21544. };
  21545. CubicBezierCurve3.prototype.fromJSON = function ( json ) {
  21546. Curve.prototype.fromJSON.call( this, json );
  21547. this.v0.fromArray( json.v0 );
  21548. this.v1.fromArray( json.v1 );
  21549. this.v2.fromArray( json.v2 );
  21550. this.v3.fromArray( json.v3 );
  21551. return this;
  21552. };
  21553. function LineCurve( v1, v2 ) {
  21554. Curve.call( this );
  21555. this.type = 'LineCurve';
  21556. this.v1 = v1 || new Vector2();
  21557. this.v2 = v2 || new Vector2();
  21558. }
  21559. LineCurve.prototype = Object.create( Curve.prototype );
  21560. LineCurve.prototype.constructor = LineCurve;
  21561. LineCurve.prototype.isLineCurve = true;
  21562. LineCurve.prototype.getPoint = function ( t, optionalTarget ) {
  21563. var point = optionalTarget || new Vector2();
  21564. if ( t === 1 ) {
  21565. point.copy( this.v2 );
  21566. } else {
  21567. point.copy( this.v2 ).sub( this.v1 );
  21568. point.multiplyScalar( t ).add( this.v1 );
  21569. }
  21570. return point;
  21571. };
  21572. // Line curve is linear, so we can overwrite default getPointAt
  21573. LineCurve.prototype.getPointAt = function ( u, optionalTarget ) {
  21574. return this.getPoint( u, optionalTarget );
  21575. };
  21576. LineCurve.prototype.getTangent = function ( /* t */ ) {
  21577. var tangent = this.v2.clone().sub( this.v1 );
  21578. return tangent.normalize();
  21579. };
  21580. LineCurve.prototype.copy = function ( source ) {
  21581. Curve.prototype.copy.call( this, source );
  21582. this.v1.copy( source.v1 );
  21583. this.v2.copy( source.v2 );
  21584. return this;
  21585. };
  21586. LineCurve.prototype.toJSON = function () {
  21587. var data = Curve.prototype.toJSON.call( this );
  21588. data.v1 = this.v1.toArray();
  21589. data.v2 = this.v2.toArray();
  21590. return data;
  21591. };
  21592. LineCurve.prototype.fromJSON = function ( json ) {
  21593. Curve.prototype.fromJSON.call( this, json );
  21594. this.v1.fromArray( json.v1 );
  21595. this.v2.fromArray( json.v2 );
  21596. return this;
  21597. };
  21598. function LineCurve3( v1, v2 ) {
  21599. Curve.call( this );
  21600. this.type = 'LineCurve3';
  21601. this.v1 = v1 || new Vector3();
  21602. this.v2 = v2 || new Vector3();
  21603. }
  21604. LineCurve3.prototype = Object.create( Curve.prototype );
  21605. LineCurve3.prototype.constructor = LineCurve3;
  21606. LineCurve3.prototype.isLineCurve3 = true;
  21607. LineCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  21608. var point = optionalTarget || new Vector3();
  21609. if ( t === 1 ) {
  21610. point.copy( this.v2 );
  21611. } else {
  21612. point.copy( this.v2 ).sub( this.v1 );
  21613. point.multiplyScalar( t ).add( this.v1 );
  21614. }
  21615. return point;
  21616. };
  21617. // Line curve is linear, so we can overwrite default getPointAt
  21618. LineCurve3.prototype.getPointAt = function ( u, optionalTarget ) {
  21619. return this.getPoint( u, optionalTarget );
  21620. };
  21621. LineCurve3.prototype.copy = function ( source ) {
  21622. Curve.prototype.copy.call( this, source );
  21623. this.v1.copy( source.v1 );
  21624. this.v2.copy( source.v2 );
  21625. return this;
  21626. };
  21627. LineCurve3.prototype.toJSON = function () {
  21628. var data = Curve.prototype.toJSON.call( this );
  21629. data.v1 = this.v1.toArray();
  21630. data.v2 = this.v2.toArray();
  21631. return data;
  21632. };
  21633. LineCurve3.prototype.fromJSON = function ( json ) {
  21634. Curve.prototype.fromJSON.call( this, json );
  21635. this.v1.fromArray( json.v1 );
  21636. this.v2.fromArray( json.v2 );
  21637. return this;
  21638. };
  21639. function QuadraticBezierCurve( v0, v1, v2 ) {
  21640. Curve.call( this );
  21641. this.type = 'QuadraticBezierCurve';
  21642. this.v0 = v0 || new Vector2();
  21643. this.v1 = v1 || new Vector2();
  21644. this.v2 = v2 || new Vector2();
  21645. }
  21646. QuadraticBezierCurve.prototype = Object.create( Curve.prototype );
  21647. QuadraticBezierCurve.prototype.constructor = QuadraticBezierCurve;
  21648. QuadraticBezierCurve.prototype.isQuadraticBezierCurve = true;
  21649. QuadraticBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {
  21650. var point = optionalTarget || new Vector2();
  21651. var v0 = this.v0, v1 = this.v1, v2 = this.v2;
  21652. point.set(
  21653. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  21654. QuadraticBezier( t, v0.y, v1.y, v2.y )
  21655. );
  21656. return point;
  21657. };
  21658. QuadraticBezierCurve.prototype.copy = function ( source ) {
  21659. Curve.prototype.copy.call( this, source );
  21660. this.v0.copy( source.v0 );
  21661. this.v1.copy( source.v1 );
  21662. this.v2.copy( source.v2 );
  21663. return this;
  21664. };
  21665. QuadraticBezierCurve.prototype.toJSON = function () {
  21666. var data = Curve.prototype.toJSON.call( this );
  21667. data.v0 = this.v0.toArray();
  21668. data.v1 = this.v1.toArray();
  21669. data.v2 = this.v2.toArray();
  21670. return data;
  21671. };
  21672. QuadraticBezierCurve.prototype.fromJSON = function ( json ) {
  21673. Curve.prototype.fromJSON.call( this, json );
  21674. this.v0.fromArray( json.v0 );
  21675. this.v1.fromArray( json.v1 );
  21676. this.v2.fromArray( json.v2 );
  21677. return this;
  21678. };
  21679. function QuadraticBezierCurve3( v0, v1, v2 ) {
  21680. Curve.call( this );
  21681. this.type = 'QuadraticBezierCurve3';
  21682. this.v0 = v0 || new Vector3();
  21683. this.v1 = v1 || new Vector3();
  21684. this.v2 = v2 || new Vector3();
  21685. }
  21686. QuadraticBezierCurve3.prototype = Object.create( Curve.prototype );
  21687. QuadraticBezierCurve3.prototype.constructor = QuadraticBezierCurve3;
  21688. QuadraticBezierCurve3.prototype.isQuadraticBezierCurve3 = true;
  21689. QuadraticBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  21690. var point = optionalTarget || new Vector3();
  21691. var v0 = this.v0, v1 = this.v1, v2 = this.v2;
  21692. point.set(
  21693. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  21694. QuadraticBezier( t, v0.y, v1.y, v2.y ),
  21695. QuadraticBezier( t, v0.z, v1.z, v2.z )
  21696. );
  21697. return point;
  21698. };
  21699. QuadraticBezierCurve3.prototype.copy = function ( source ) {
  21700. Curve.prototype.copy.call( this, source );
  21701. this.v0.copy( source.v0 );
  21702. this.v1.copy( source.v1 );
  21703. this.v2.copy( source.v2 );
  21704. return this;
  21705. };
  21706. QuadraticBezierCurve3.prototype.toJSON = function () {
  21707. var data = Curve.prototype.toJSON.call( this );
  21708. data.v0 = this.v0.toArray();
  21709. data.v1 = this.v1.toArray();
  21710. data.v2 = this.v2.toArray();
  21711. return data;
  21712. };
  21713. QuadraticBezierCurve3.prototype.fromJSON = function ( json ) {
  21714. Curve.prototype.fromJSON.call( this, json );
  21715. this.v0.fromArray( json.v0 );
  21716. this.v1.fromArray( json.v1 );
  21717. this.v2.fromArray( json.v2 );
  21718. return this;
  21719. };
  21720. function SplineCurve( points /* array of Vector2 */ ) {
  21721. Curve.call( this );
  21722. this.type = 'SplineCurve';
  21723. this.points = points || [];
  21724. }
  21725. SplineCurve.prototype = Object.create( Curve.prototype );
  21726. SplineCurve.prototype.constructor = SplineCurve;
  21727. SplineCurve.prototype.isSplineCurve = true;
  21728. SplineCurve.prototype.getPoint = function ( t, optionalTarget ) {
  21729. var point = optionalTarget || new Vector2();
  21730. var points = this.points;
  21731. var p = ( points.length - 1 ) * t;
  21732. var intPoint = Math.floor( p );
  21733. var weight = p - intPoint;
  21734. var p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];
  21735. var p1 = points[ intPoint ];
  21736. var p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
  21737. var p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];
  21738. point.set(
  21739. CatmullRom( weight, p0.x, p1.x, p2.x, p3.x ),
  21740. CatmullRom( weight, p0.y, p1.y, p2.y, p3.y )
  21741. );
  21742. return point;
  21743. };
  21744. SplineCurve.prototype.copy = function ( source ) {
  21745. Curve.prototype.copy.call( this, source );
  21746. this.points = [];
  21747. for ( var i = 0, l = source.points.length; i < l; i ++ ) {
  21748. var point = source.points[ i ];
  21749. this.points.push( point.clone() );
  21750. }
  21751. return this;
  21752. };
  21753. SplineCurve.prototype.toJSON = function () {
  21754. var data = Curve.prototype.toJSON.call( this );
  21755. data.points = [];
  21756. for ( var i = 0, l = this.points.length; i < l; i ++ ) {
  21757. var point = this.points[ i ];
  21758. data.points.push( point.toArray() );
  21759. }
  21760. return data;
  21761. };
  21762. SplineCurve.prototype.fromJSON = function ( json ) {
  21763. Curve.prototype.fromJSON.call( this, json );
  21764. this.points = [];
  21765. for ( var i = 0, l = json.points.length; i < l; i ++ ) {
  21766. var point = json.points[ i ];
  21767. this.points.push( new Vector2().fromArray( point ) );
  21768. }
  21769. return this;
  21770. };
  21771. var Curves = /*#__PURE__*/Object.freeze({
  21772. ArcCurve: ArcCurve,
  21773. CatmullRomCurve3: CatmullRomCurve3,
  21774. CubicBezierCurve: CubicBezierCurve,
  21775. CubicBezierCurve3: CubicBezierCurve3,
  21776. EllipseCurve: EllipseCurve,
  21777. LineCurve: LineCurve,
  21778. LineCurve3: LineCurve3,
  21779. QuadraticBezierCurve: QuadraticBezierCurve,
  21780. QuadraticBezierCurve3: QuadraticBezierCurve3,
  21781. SplineCurve: SplineCurve
  21782. });
  21783. /**
  21784. * @author zz85 / http://www.lab4games.net/zz85/blog
  21785. *
  21786. **/
  21787. /**************************************************************
  21788. * Curved Path - a curve path is simply a array of connected
  21789. * curves, but retains the api of a curve
  21790. **************************************************************/
  21791. function CurvePath() {
  21792. Curve.call( this );
  21793. this.type = 'CurvePath';
  21794. this.curves = [];
  21795. this.autoClose = false; // Automatically closes the path
  21796. }
  21797. CurvePath.prototype = Object.assign( Object.create( Curve.prototype ), {
  21798. constructor: CurvePath,
  21799. add: function ( curve ) {
  21800. this.curves.push( curve );
  21801. },
  21802. closePath: function () {
  21803. // Add a line curve if start and end of lines are not connected
  21804. var startPoint = this.curves[ 0 ].getPoint( 0 );
  21805. var endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );
  21806. if ( ! startPoint.equals( endPoint ) ) {
  21807. this.curves.push( new LineCurve( endPoint, startPoint ) );
  21808. }
  21809. },
  21810. // To get accurate point with reference to
  21811. // entire path distance at time t,
  21812. // following has to be done:
  21813. // 1. Length of each sub path have to be known
  21814. // 2. Locate and identify type of curve
  21815. // 3. Get t for the curve
  21816. // 4. Return curve.getPointAt(t')
  21817. getPoint: function ( t ) {
  21818. var d = t * this.getLength();
  21819. var curveLengths = this.getCurveLengths();
  21820. var i = 0;
  21821. // To think about boundaries points.
  21822. while ( i < curveLengths.length ) {
  21823. if ( curveLengths[ i ] >= d ) {
  21824. var diff = curveLengths[ i ] - d;
  21825. var curve = this.curves[ i ];
  21826. var segmentLength = curve.getLength();
  21827. var u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;
  21828. return curve.getPointAt( u );
  21829. }
  21830. i ++;
  21831. }
  21832. return null;
  21833. // loop where sum != 0, sum > d , sum+1 <d
  21834. },
  21835. // We cannot use the default THREE.Curve getPoint() with getLength() because in
  21836. // THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
  21837. // getPoint() depends on getLength
  21838. getLength: function () {
  21839. var lens = this.getCurveLengths();
  21840. return lens[ lens.length - 1 ];
  21841. },
  21842. // cacheLengths must be recalculated.
  21843. updateArcLengths: function () {
  21844. this.needsUpdate = true;
  21845. this.cacheLengths = null;
  21846. this.getCurveLengths();
  21847. },
  21848. // Compute lengths and cache them
  21849. // We cannot overwrite getLengths() because UtoT mapping uses it.
  21850. getCurveLengths: function () {
  21851. // We use cache values if curves and cache array are same length
  21852. if ( this.cacheLengths && this.cacheLengths.length === this.curves.length ) {
  21853. return this.cacheLengths;
  21854. }
  21855. // Get length of sub-curve
  21856. // Push sums into cached array
  21857. var lengths = [], sums = 0;
  21858. for ( var i = 0, l = this.curves.length; i < l; i ++ ) {
  21859. sums += this.curves[ i ].getLength();
  21860. lengths.push( sums );
  21861. }
  21862. this.cacheLengths = lengths;
  21863. return lengths;
  21864. },
  21865. getSpacedPoints: function ( divisions ) {
  21866. if ( divisions === undefined ) divisions = 40;
  21867. var points = [];
  21868. for ( var i = 0; i <= divisions; i ++ ) {
  21869. points.push( this.getPoint( i / divisions ) );
  21870. }
  21871. if ( this.autoClose ) {
  21872. points.push( points[ 0 ] );
  21873. }
  21874. return points;
  21875. },
  21876. getPoints: function ( divisions ) {
  21877. divisions = divisions || 12;
  21878. var points = [], last;
  21879. for ( var i = 0, curves = this.curves; i < curves.length; i ++ ) {
  21880. var curve = curves[ i ];
  21881. var resolution = ( curve && curve.isEllipseCurve ) ? divisions * 2
  21882. : ( curve && ( curve.isLineCurve || curve.isLineCurve3 ) ) ? 1
  21883. : ( curve && curve.isSplineCurve ) ? divisions * curve.points.length
  21884. : divisions;
  21885. var pts = curve.getPoints( resolution );
  21886. for ( var j = 0; j < pts.length; j ++ ) {
  21887. var point = pts[ j ];
  21888. if ( last && last.equals( point ) ) continue; // ensures no consecutive points are duplicates
  21889. points.push( point );
  21890. last = point;
  21891. }
  21892. }
  21893. if ( this.autoClose && points.length > 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) {
  21894. points.push( points[ 0 ] );
  21895. }
  21896. return points;
  21897. },
  21898. copy: function ( source ) {
  21899. Curve.prototype.copy.call( this, source );
  21900. this.curves = [];
  21901. for ( var i = 0, l = source.curves.length; i < l; i ++ ) {
  21902. var curve = source.curves[ i ];
  21903. this.curves.push( curve.clone() );
  21904. }
  21905. this.autoClose = source.autoClose;
  21906. return this;
  21907. },
  21908. toJSON: function () {
  21909. var data = Curve.prototype.toJSON.call( this );
  21910. data.autoClose = this.autoClose;
  21911. data.curves = [];
  21912. for ( var i = 0, l = this.curves.length; i < l; i ++ ) {
  21913. var curve = this.curves[ i ];
  21914. data.curves.push( curve.toJSON() );
  21915. }
  21916. return data;
  21917. },
  21918. fromJSON: function ( json ) {
  21919. Curve.prototype.fromJSON.call( this, json );
  21920. this.autoClose = json.autoClose;
  21921. this.curves = [];
  21922. for ( var i = 0, l = json.curves.length; i < l; i ++ ) {
  21923. var curve = json.curves[ i ];
  21924. this.curves.push( new Curves[ curve.type ]().fromJSON( curve ) );
  21925. }
  21926. return this;
  21927. }
  21928. } );
  21929. /**
  21930. * @author zz85 / http://www.lab4games.net/zz85/blog
  21931. * Creates free form 2d path using series of points, lines or curves.
  21932. **/
  21933. function Path( points ) {
  21934. CurvePath.call( this );
  21935. this.type = 'Path';
  21936. this.currentPoint = new Vector2();
  21937. if ( points ) {
  21938. this.setFromPoints( points );
  21939. }
  21940. }
  21941. Path.prototype = Object.assign( Object.create( CurvePath.prototype ), {
  21942. constructor: Path,
  21943. setFromPoints: function ( points ) {
  21944. this.moveTo( points[ 0 ].x, points[ 0 ].y );
  21945. for ( var i = 1, l = points.length; i < l; i ++ ) {
  21946. this.lineTo( points[ i ].x, points[ i ].y );
  21947. }
  21948. },
  21949. moveTo: function ( x, y ) {
  21950. this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?
  21951. },
  21952. lineTo: function ( x, y ) {
  21953. var curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );
  21954. this.curves.push( curve );
  21955. this.currentPoint.set( x, y );
  21956. },
  21957. quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
  21958. var curve = new QuadraticBezierCurve(
  21959. this.currentPoint.clone(),
  21960. new Vector2( aCPx, aCPy ),
  21961. new Vector2( aX, aY )
  21962. );
  21963. this.curves.push( curve );
  21964. this.currentPoint.set( aX, aY );
  21965. },
  21966. bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  21967. var curve = new CubicBezierCurve(
  21968. this.currentPoint.clone(),
  21969. new Vector2( aCP1x, aCP1y ),
  21970. new Vector2( aCP2x, aCP2y ),
  21971. new Vector2( aX, aY )
  21972. );
  21973. this.curves.push( curve );
  21974. this.currentPoint.set( aX, aY );
  21975. },
  21976. splineThru: function ( pts /*Array of Vector*/ ) {
  21977. var npts = [ this.currentPoint.clone() ].concat( pts );
  21978. var curve = new SplineCurve( npts );
  21979. this.curves.push( curve );
  21980. this.currentPoint.copy( pts[ pts.length - 1 ] );
  21981. },
  21982. arc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  21983. var x0 = this.currentPoint.x;
  21984. var y0 = this.currentPoint.y;
  21985. this.absarc( aX + x0, aY + y0, aRadius,
  21986. aStartAngle, aEndAngle, aClockwise );
  21987. },
  21988. absarc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  21989. this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  21990. },
  21991. ellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  21992. var x0 = this.currentPoint.x;
  21993. var y0 = this.currentPoint.y;
  21994. this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  21995. },
  21996. absellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  21997. var curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  21998. if ( this.curves.length > 0 ) {
  21999. // if a previous curve is present, attempt to join
  22000. var firstPoint = curve.getPoint( 0 );
  22001. if ( ! firstPoint.equals( this.currentPoint ) ) {
  22002. this.lineTo( firstPoint.x, firstPoint.y );
  22003. }
  22004. }
  22005. this.curves.push( curve );
  22006. var lastPoint = curve.getPoint( 1 );
  22007. this.currentPoint.copy( lastPoint );
  22008. },
  22009. copy: function ( source ) {
  22010. CurvePath.prototype.copy.call( this, source );
  22011. this.currentPoint.copy( source.currentPoint );
  22012. return this;
  22013. },
  22014. toJSON: function () {
  22015. var data = CurvePath.prototype.toJSON.call( this );
  22016. data.currentPoint = this.currentPoint.toArray();
  22017. return data;
  22018. },
  22019. fromJSON: function ( json ) {
  22020. CurvePath.prototype.fromJSON.call( this, json );
  22021. this.currentPoint.fromArray( json.currentPoint );
  22022. return this;
  22023. }
  22024. } );
  22025. /**
  22026. * @author zz85 / http://www.lab4games.net/zz85/blog
  22027. * Defines a 2d shape plane using paths.
  22028. **/
  22029. // STEP 1 Create a path.
  22030. // STEP 2 Turn path into shape.
  22031. // STEP 3 ExtrudeGeometry takes in Shape/Shapes
  22032. // STEP 3a - Extract points from each shape, turn to vertices
  22033. // STEP 3b - Triangulate each shape, add faces.
  22034. function Shape( points ) {
  22035. Path.call( this, points );
  22036. this.uuid = _Math.generateUUID();
  22037. this.type = 'Shape';
  22038. this.holes = [];
  22039. }
  22040. Shape.prototype = Object.assign( Object.create( Path.prototype ), {
  22041. constructor: Shape,
  22042. getPointsHoles: function ( divisions ) {
  22043. var holesPts = [];
  22044. for ( var i = 0, l = this.holes.length; i < l; i ++ ) {
  22045. holesPts[ i ] = this.holes[ i ].getPoints( divisions );
  22046. }
  22047. return holesPts;
  22048. },
  22049. // get points of shape and holes (keypoints based on segments parameter)
  22050. extractPoints: function ( divisions ) {
  22051. return {
  22052. shape: this.getPoints( divisions ),
  22053. holes: this.getPointsHoles( divisions )
  22054. };
  22055. },
  22056. copy: function ( source ) {
  22057. Path.prototype.copy.call( this, source );
  22058. this.holes = [];
  22059. for ( var i = 0, l = source.holes.length; i < l; i ++ ) {
  22060. var hole = source.holes[ i ];
  22061. this.holes.push( hole.clone() );
  22062. }
  22063. return this;
  22064. },
  22065. toJSON: function () {
  22066. var data = Path.prototype.toJSON.call( this );
  22067. data.uuid = this.uuid;
  22068. data.holes = [];
  22069. for ( var i = 0, l = this.holes.length; i < l; i ++ ) {
  22070. var hole = this.holes[ i ];
  22071. data.holes.push( hole.toJSON() );
  22072. }
  22073. return data;
  22074. },
  22075. fromJSON: function ( json ) {
  22076. Path.prototype.fromJSON.call( this, json );
  22077. this.uuid = json.uuid;
  22078. this.holes = [];
  22079. for ( var i = 0, l = json.holes.length; i < l; i ++ ) {
  22080. var hole = json.holes[ i ];
  22081. this.holes.push( new Path().fromJSON( hole ) );
  22082. }
  22083. return this;
  22084. }
  22085. } );
  22086. /**
  22087. * @author mrdoob / http://mrdoob.com/
  22088. * @author alteredq / http://alteredqualia.com/
  22089. */
  22090. function Light( color, intensity ) {
  22091. Object3D.call( this );
  22092. this.type = 'Light';
  22093. this.color = new Color( color );
  22094. this.intensity = intensity !== undefined ? intensity : 1;
  22095. this.receiveShadow = undefined;
  22096. }
  22097. Light.prototype = Object.assign( Object.create( Object3D.prototype ), {
  22098. constructor: Light,
  22099. isLight: true,
  22100. copy: function ( source ) {
  22101. Object3D.prototype.copy.call( this, source );
  22102. this.color.copy( source.color );
  22103. this.intensity = source.intensity;
  22104. return this;
  22105. },
  22106. toJSON: function ( meta ) {
  22107. var data = Object3D.prototype.toJSON.call( this, meta );
  22108. data.object.color = this.color.getHex();
  22109. data.object.intensity = this.intensity;
  22110. if ( this.groundColor !== undefined ) data.object.groundColor = this.groundColor.getHex();
  22111. if ( this.distance !== undefined ) data.object.distance = this.distance;
  22112. if ( this.angle !== undefined ) data.object.angle = this.angle;
  22113. if ( this.decay !== undefined ) data.object.decay = this.decay;
  22114. if ( this.penumbra !== undefined ) data.object.penumbra = this.penumbra;
  22115. if ( this.shadow !== undefined ) data.object.shadow = this.shadow.toJSON();
  22116. return data;
  22117. }
  22118. } );
  22119. /**
  22120. * @author alteredq / http://alteredqualia.com/
  22121. */
  22122. function HemisphereLight( skyColor, groundColor, intensity ) {
  22123. Light.call( this, skyColor, intensity );
  22124. this.type = 'HemisphereLight';
  22125. this.castShadow = undefined;
  22126. this.position.copy( Object3D.DefaultUp );
  22127. this.updateMatrix();
  22128. this.groundColor = new Color( groundColor );
  22129. }
  22130. HemisphereLight.prototype = Object.assign( Object.create( Light.prototype ), {
  22131. constructor: HemisphereLight,
  22132. isHemisphereLight: true,
  22133. copy: function ( source ) {
  22134. Light.prototype.copy.call( this, source );
  22135. this.groundColor.copy( source.groundColor );
  22136. return this;
  22137. }
  22138. } );
  22139. /**
  22140. * @author mrdoob / http://mrdoob.com/
  22141. */
  22142. function LightShadow( camera ) {
  22143. this.camera = camera;
  22144. this.bias = 0;
  22145. this.radius = 1;
  22146. this.mapSize = new Vector2( 512, 512 );
  22147. this.map = null;
  22148. this.matrix = new Matrix4();
  22149. }
  22150. Object.assign( LightShadow.prototype, {
  22151. copy: function ( source ) {
  22152. this.camera = source.camera.clone();
  22153. this.bias = source.bias;
  22154. this.radius = source.radius;
  22155. this.mapSize.copy( source.mapSize );
  22156. return this;
  22157. },
  22158. clone: function () {
  22159. return new this.constructor().copy( this );
  22160. },
  22161. toJSON: function () {
  22162. var object = {};
  22163. if ( this.bias !== 0 ) object.bias = this.bias;
  22164. if ( this.radius !== 1 ) object.radius = this.radius;
  22165. if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) object.mapSize = this.mapSize.toArray();
  22166. object.camera = this.camera.toJSON( false ).object;
  22167. delete object.camera.matrix;
  22168. return object;
  22169. }
  22170. } );
  22171. /**
  22172. * @author mrdoob / http://mrdoob.com/
  22173. */
  22174. function SpotLightShadow() {
  22175. LightShadow.call( this, new PerspectiveCamera( 50, 1, 0.5, 500 ) );
  22176. }
  22177. SpotLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  22178. constructor: SpotLightShadow,
  22179. isSpotLightShadow: true,
  22180. update: function ( light ) {
  22181. var camera = this.camera;
  22182. var fov = _Math.RAD2DEG * 2 * light.angle;
  22183. var aspect = this.mapSize.width / this.mapSize.height;
  22184. var far = light.distance || camera.far;
  22185. if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {
  22186. camera.fov = fov;
  22187. camera.aspect = aspect;
  22188. camera.far = far;
  22189. camera.updateProjectionMatrix();
  22190. }
  22191. }
  22192. } );
  22193. /**
  22194. * @author alteredq / http://alteredqualia.com/
  22195. */
  22196. function SpotLight( color, intensity, distance, angle, penumbra, decay ) {
  22197. Light.call( this, color, intensity );
  22198. this.type = 'SpotLight';
  22199. this.position.copy( Object3D.DefaultUp );
  22200. this.updateMatrix();
  22201. this.target = new Object3D();
  22202. Object.defineProperty( this, 'power', {
  22203. get: function () {
  22204. // intensity = power per solid angle.
  22205. // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  22206. return this.intensity * Math.PI;
  22207. },
  22208. set: function ( power ) {
  22209. // intensity = power per solid angle.
  22210. // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  22211. this.intensity = power / Math.PI;
  22212. }
  22213. } );
  22214. this.distance = ( distance !== undefined ) ? distance : 0;
  22215. this.angle = ( angle !== undefined ) ? angle : Math.PI / 3;
  22216. this.penumbra = ( penumbra !== undefined ) ? penumbra : 0;
  22217. this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
  22218. this.shadow = new SpotLightShadow();
  22219. }
  22220. SpotLight.prototype = Object.assign( Object.create( Light.prototype ), {
  22221. constructor: SpotLight,
  22222. isSpotLight: true,
  22223. copy: function ( source ) {
  22224. Light.prototype.copy.call( this, source );
  22225. this.distance = source.distance;
  22226. this.angle = source.angle;
  22227. this.penumbra = source.penumbra;
  22228. this.decay = source.decay;
  22229. this.target = source.target.clone();
  22230. this.shadow = source.shadow.clone();
  22231. return this;
  22232. }
  22233. } );
  22234. /**
  22235. * @author mrdoob / http://mrdoob.com/
  22236. */
  22237. function PointLight( color, intensity, distance, decay ) {
  22238. Light.call( this, color, intensity );
  22239. this.type = 'PointLight';
  22240. Object.defineProperty( this, 'power', {
  22241. get: function () {
  22242. // intensity = power per solid angle.
  22243. // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  22244. return this.intensity * 4 * Math.PI;
  22245. },
  22246. set: function ( power ) {
  22247. // intensity = power per solid angle.
  22248. // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  22249. this.intensity = power / ( 4 * Math.PI );
  22250. }
  22251. } );
  22252. this.distance = ( distance !== undefined ) ? distance : 0;
  22253. this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
  22254. this.shadow = new LightShadow( new PerspectiveCamera( 90, 1, 0.5, 500 ) );
  22255. }
  22256. PointLight.prototype = Object.assign( Object.create( Light.prototype ), {
  22257. constructor: PointLight,
  22258. isPointLight: true,
  22259. copy: function ( source ) {
  22260. Light.prototype.copy.call( this, source );
  22261. this.distance = source.distance;
  22262. this.decay = source.decay;
  22263. this.shadow = source.shadow.clone();
  22264. return this;
  22265. }
  22266. } );
  22267. /**
  22268. * @author alteredq / http://alteredqualia.com/
  22269. * @author arose / http://github.com/arose
  22270. */
  22271. function OrthographicCamera( left, right, top, bottom, near, far ) {
  22272. Camera.call( this );
  22273. this.type = 'OrthographicCamera';
  22274. this.zoom = 1;
  22275. this.view = null;
  22276. this.left = ( left !== undefined ) ? left : - 1;
  22277. this.right = ( right !== undefined ) ? right : 1;
  22278. this.top = ( top !== undefined ) ? top : 1;
  22279. this.bottom = ( bottom !== undefined ) ? bottom : - 1;
  22280. this.near = ( near !== undefined ) ? near : 0.1;
  22281. this.far = ( far !== undefined ) ? far : 2000;
  22282. this.updateProjectionMatrix();
  22283. }
  22284. OrthographicCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
  22285. constructor: OrthographicCamera,
  22286. isOrthographicCamera: true,
  22287. copy: function ( source, recursive ) {
  22288. Camera.prototype.copy.call( this, source, recursive );
  22289. this.left = source.left;
  22290. this.right = source.right;
  22291. this.top = source.top;
  22292. this.bottom = source.bottom;
  22293. this.near = source.near;
  22294. this.far = source.far;
  22295. this.zoom = source.zoom;
  22296. this.view = source.view === null ? null : Object.assign( {}, source.view );
  22297. return this;
  22298. },
  22299. setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
  22300. if ( this.view === null ) {
  22301. this.view = {
  22302. enabled: true,
  22303. fullWidth: 1,
  22304. fullHeight: 1,
  22305. offsetX: 0,
  22306. offsetY: 0,
  22307. width: 1,
  22308. height: 1
  22309. };
  22310. }
  22311. this.view.enabled = true;
  22312. this.view.fullWidth = fullWidth;
  22313. this.view.fullHeight = fullHeight;
  22314. this.view.offsetX = x;
  22315. this.view.offsetY = y;
  22316. this.view.width = width;
  22317. this.view.height = height;
  22318. this.updateProjectionMatrix();
  22319. },
  22320. clearViewOffset: function () {
  22321. if ( this.view !== null ) {
  22322. this.view.enabled = false;
  22323. }
  22324. this.updateProjectionMatrix();
  22325. },
  22326. updateProjectionMatrix: function () {
  22327. var dx = ( this.right - this.left ) / ( 2 * this.zoom );
  22328. var dy = ( this.top - this.bottom ) / ( 2 * this.zoom );
  22329. var cx = ( this.right + this.left ) / 2;
  22330. var cy = ( this.top + this.bottom ) / 2;
  22331. var left = cx - dx;
  22332. var right = cx + dx;
  22333. var top = cy + dy;
  22334. var bottom = cy - dy;
  22335. if ( this.view !== null && this.view.enabled ) {
  22336. var zoomW = this.zoom / ( this.view.width / this.view.fullWidth );
  22337. var zoomH = this.zoom / ( this.view.height / this.view.fullHeight );
  22338. var scaleW = ( this.right - this.left ) / this.view.width;
  22339. var scaleH = ( this.top - this.bottom ) / this.view.height;
  22340. left += scaleW * ( this.view.offsetX / zoomW );
  22341. right = left + scaleW * ( this.view.width / zoomW );
  22342. top -= scaleH * ( this.view.offsetY / zoomH );
  22343. bottom = top - scaleH * ( this.view.height / zoomH );
  22344. }
  22345. this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far );
  22346. this.projectionMatrixInverse.getInverse( this.projectionMatrix );
  22347. },
  22348. toJSON: function ( meta ) {
  22349. var data = Object3D.prototype.toJSON.call( this, meta );
  22350. data.object.zoom = this.zoom;
  22351. data.object.left = this.left;
  22352. data.object.right = this.right;
  22353. data.object.top = this.top;
  22354. data.object.bottom = this.bottom;
  22355. data.object.near = this.near;
  22356. data.object.far = this.far;
  22357. if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
  22358. return data;
  22359. }
  22360. } );
  22361. /**
  22362. * @author mrdoob / http://mrdoob.com/
  22363. */
  22364. function DirectionalLightShadow( ) {
  22365. LightShadow.call( this, new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) );
  22366. }
  22367. DirectionalLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  22368. constructor: DirectionalLightShadow
  22369. } );
  22370. /**
  22371. * @author mrdoob / http://mrdoob.com/
  22372. * @author alteredq / http://alteredqualia.com/
  22373. */
  22374. function DirectionalLight( color, intensity ) {
  22375. Light.call( this, color, intensity );
  22376. this.type = 'DirectionalLight';
  22377. this.position.copy( Object3D.DefaultUp );
  22378. this.updateMatrix();
  22379. this.target = new Object3D();
  22380. this.shadow = new DirectionalLightShadow();
  22381. }
  22382. DirectionalLight.prototype = Object.assign( Object.create( Light.prototype ), {
  22383. constructor: DirectionalLight,
  22384. isDirectionalLight: true,
  22385. copy: function ( source ) {
  22386. Light.prototype.copy.call( this, source );
  22387. this.target = source.target.clone();
  22388. this.shadow = source.shadow.clone();
  22389. return this;
  22390. }
  22391. } );
  22392. /**
  22393. * @author mrdoob / http://mrdoob.com/
  22394. */
  22395. function AmbientLight( color, intensity ) {
  22396. Light.call( this, color, intensity );
  22397. this.type = 'AmbientLight';
  22398. this.castShadow = undefined;
  22399. }
  22400. AmbientLight.prototype = Object.assign( Object.create( Light.prototype ), {
  22401. constructor: AmbientLight,
  22402. isAmbientLight: true
  22403. } );
  22404. /**
  22405. * @author abelnation / http://github.com/abelnation
  22406. */
  22407. function RectAreaLight( color, intensity, width, height ) {
  22408. Light.call( this, color, intensity );
  22409. this.type = 'RectAreaLight';
  22410. this.width = ( width !== undefined ) ? width : 10;
  22411. this.height = ( height !== undefined ) ? height : 10;
  22412. }
  22413. RectAreaLight.prototype = Object.assign( Object.create( Light.prototype ), {
  22414. constructor: RectAreaLight,
  22415. isRectAreaLight: true,
  22416. copy: function ( source ) {
  22417. Light.prototype.copy.call( this, source );
  22418. this.width = source.width;
  22419. this.height = source.height;
  22420. return this;
  22421. },
  22422. toJSON: function ( meta ) {
  22423. var data = Light.prototype.toJSON.call( this, meta );
  22424. data.object.width = this.width;
  22425. data.object.height = this.height;
  22426. return data;
  22427. }
  22428. } );
  22429. /**
  22430. * @author mrdoob / http://mrdoob.com/
  22431. */
  22432. function MaterialLoader( manager ) {
  22433. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  22434. this.textures = {};
  22435. }
  22436. Object.assign( MaterialLoader.prototype, {
  22437. load: function ( url, onLoad, onProgress, onError ) {
  22438. var scope = this;
  22439. var loader = new FileLoader( scope.manager );
  22440. loader.setPath( scope.path );
  22441. loader.load( url, function ( text ) {
  22442. onLoad( scope.parse( JSON.parse( text ) ) );
  22443. }, onProgress, onError );
  22444. },
  22445. parse: function ( json ) {
  22446. var textures = this.textures;
  22447. function getTexture( name ) {
  22448. if ( textures[ name ] === undefined ) {
  22449. console.warn( 'THREE.MaterialLoader: Undefined texture', name );
  22450. }
  22451. return textures[ name ];
  22452. }
  22453. var material = new Materials[ json.type ]();
  22454. if ( json.uuid !== undefined ) material.uuid = json.uuid;
  22455. if ( json.name !== undefined ) material.name = json.name;
  22456. if ( json.color !== undefined ) material.color.setHex( json.color );
  22457. if ( json.roughness !== undefined ) material.roughness = json.roughness;
  22458. if ( json.metalness !== undefined ) material.metalness = json.metalness;
  22459. if ( json.emissive !== undefined ) material.emissive.setHex( json.emissive );
  22460. if ( json.specular !== undefined ) material.specular.setHex( json.specular );
  22461. if ( json.shininess !== undefined ) material.shininess = json.shininess;
  22462. if ( json.clearCoat !== undefined ) material.clearCoat = json.clearCoat;
  22463. if ( json.clearCoatRoughness !== undefined ) material.clearCoatRoughness = json.clearCoatRoughness;
  22464. if ( json.vertexColors !== undefined ) material.vertexColors = json.vertexColors;
  22465. if ( json.fog !== undefined ) material.fog = json.fog;
  22466. if ( json.flatShading !== undefined ) material.flatShading = json.flatShading;
  22467. if ( json.blending !== undefined ) material.blending = json.blending;
  22468. if ( json.combine !== undefined ) material.combine = json.combine;
  22469. if ( json.side !== undefined ) material.side = json.side;
  22470. if ( json.opacity !== undefined ) material.opacity = json.opacity;
  22471. if ( json.transparent !== undefined ) material.transparent = json.transparent;
  22472. if ( json.alphaTest !== undefined ) material.alphaTest = json.alphaTest;
  22473. if ( json.depthTest !== undefined ) material.depthTest = json.depthTest;
  22474. if ( json.depthWrite !== undefined ) material.depthWrite = json.depthWrite;
  22475. if ( json.colorWrite !== undefined ) material.colorWrite = json.colorWrite;
  22476. if ( json.wireframe !== undefined ) material.wireframe = json.wireframe;
  22477. if ( json.wireframeLinewidth !== undefined ) material.wireframeLinewidth = json.wireframeLinewidth;
  22478. if ( json.wireframeLinecap !== undefined ) material.wireframeLinecap = json.wireframeLinecap;
  22479. if ( json.wireframeLinejoin !== undefined ) material.wireframeLinejoin = json.wireframeLinejoin;
  22480. if ( json.rotation !== undefined ) material.rotation = json.rotation;
  22481. if ( json.linewidth !== 1 ) material.linewidth = json.linewidth;
  22482. if ( json.dashSize !== undefined ) material.dashSize = json.dashSize;
  22483. if ( json.gapSize !== undefined ) material.gapSize = json.gapSize;
  22484. if ( json.scale !== undefined ) material.scale = json.scale;
  22485. if ( json.polygonOffset !== undefined ) material.polygonOffset = json.polygonOffset;
  22486. if ( json.polygonOffsetFactor !== undefined ) material.polygonOffsetFactor = json.polygonOffsetFactor;
  22487. if ( json.polygonOffsetUnits !== undefined ) material.polygonOffsetUnits = json.polygonOffsetUnits;
  22488. if ( json.skinning !== undefined ) material.skinning = json.skinning;
  22489. if ( json.morphTargets !== undefined ) material.morphTargets = json.morphTargets;
  22490. if ( json.dithering !== undefined ) material.dithering = json.dithering;
  22491. if ( json.visible !== undefined ) material.visible = json.visible;
  22492. if ( json.userData !== undefined ) material.userData = json.userData;
  22493. // Shader Material
  22494. if ( json.uniforms !== undefined ) {
  22495. for ( var name in json.uniforms ) {
  22496. var uniform = json.uniforms[ name ];
  22497. material.uniforms[ name ] = {};
  22498. switch ( uniform.type ) {
  22499. case 't':
  22500. material.uniforms[ name ].value = getTexture( uniform.value );
  22501. break;
  22502. case 'c':
  22503. material.uniforms[ name ].value = new Color().setHex( uniform.value );
  22504. break;
  22505. case 'v2':
  22506. material.uniforms[ name ].value = new Vector2().fromArray( uniform.value );
  22507. break;
  22508. case 'v3':
  22509. material.uniforms[ name ].value = new Vector3().fromArray( uniform.value );
  22510. break;
  22511. case 'v4':
  22512. material.uniforms[ name ].value = new Vector4().fromArray( uniform.value );
  22513. break;
  22514. case 'm3':
  22515. material.uniforms[ name ].value = new Matrix3().fromArray( uniform.value );
  22516. case 'm4':
  22517. material.uniforms[ name ].value = new Matrix4().fromArray( uniform.value );
  22518. break;
  22519. default:
  22520. material.uniforms[ name ].value = uniform.value;
  22521. }
  22522. }
  22523. }
  22524. if ( json.defines !== undefined ) material.defines = json.defines;
  22525. if ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader;
  22526. if ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader;
  22527. if ( json.extensions !== undefined ) {
  22528. for ( var key in json.extensions ) {
  22529. material.extensions[ key ] = json.extensions[ key ];
  22530. }
  22531. }
  22532. // Deprecated
  22533. if ( json.shading !== undefined ) material.flatShading = json.shading === 1; // THREE.FlatShading
  22534. // for PointsMaterial
  22535. if ( json.size !== undefined ) material.size = json.size;
  22536. if ( json.sizeAttenuation !== undefined ) material.sizeAttenuation = json.sizeAttenuation;
  22537. // maps
  22538. if ( json.map !== undefined ) material.map = getTexture( json.map );
  22539. if ( json.alphaMap !== undefined ) {
  22540. material.alphaMap = getTexture( json.alphaMap );
  22541. material.transparent = true;
  22542. }
  22543. if ( json.bumpMap !== undefined ) material.bumpMap = getTexture( json.bumpMap );
  22544. if ( json.bumpScale !== undefined ) material.bumpScale = json.bumpScale;
  22545. if ( json.normalMap !== undefined ) material.normalMap = getTexture( json.normalMap );
  22546. if ( json.normalMapType !== undefined ) material.normalMapType = json.normalMapType;
  22547. if ( json.normalScale !== undefined ) {
  22548. var normalScale = json.normalScale;
  22549. if ( Array.isArray( normalScale ) === false ) {
  22550. // Blender exporter used to export a scalar. See #7459
  22551. normalScale = [ normalScale, normalScale ];
  22552. }
  22553. material.normalScale = new Vector2().fromArray( normalScale );
  22554. }
  22555. if ( json.displacementMap !== undefined ) material.displacementMap = getTexture( json.displacementMap );
  22556. if ( json.displacementScale !== undefined ) material.displacementScale = json.displacementScale;
  22557. if ( json.displacementBias !== undefined ) material.displacementBias = json.displacementBias;
  22558. if ( json.roughnessMap !== undefined ) material.roughnessMap = getTexture( json.roughnessMap );
  22559. if ( json.metalnessMap !== undefined ) material.metalnessMap = getTexture( json.metalnessMap );
  22560. if ( json.emissiveMap !== undefined ) material.emissiveMap = getTexture( json.emissiveMap );
  22561. if ( json.emissiveIntensity !== undefined ) material.emissiveIntensity = json.emissiveIntensity;
  22562. if ( json.specularMap !== undefined ) material.specularMap = getTexture( json.specularMap );
  22563. if ( json.envMap !== undefined ) material.envMap = getTexture( json.envMap );
  22564. if ( json.envMapIntensity !== undefined ) material.envMapIntensity = json.envMapIntensity;
  22565. if ( json.reflectivity !== undefined ) material.reflectivity = json.reflectivity;
  22566. if ( json.lightMap !== undefined ) material.lightMap = getTexture( json.lightMap );
  22567. if ( json.lightMapIntensity !== undefined ) material.lightMapIntensity = json.lightMapIntensity;
  22568. if ( json.aoMap !== undefined ) material.aoMap = getTexture( json.aoMap );
  22569. if ( json.aoMapIntensity !== undefined ) material.aoMapIntensity = json.aoMapIntensity;
  22570. if ( json.gradientMap !== undefined ) material.gradientMap = getTexture( json.gradientMap );
  22571. return material;
  22572. },
  22573. setPath: function ( value ) {
  22574. this.path = value;
  22575. return this;
  22576. },
  22577. setTextures: function ( value ) {
  22578. this.textures = value;
  22579. return this;
  22580. }
  22581. } );
  22582. /**
  22583. * @author Don McCurdy / https://www.donmccurdy.com
  22584. */
  22585. var LoaderUtils = {
  22586. decodeText: function ( array ) {
  22587. if ( typeof TextDecoder !== 'undefined' ) {
  22588. return new TextDecoder().decode( array );
  22589. }
  22590. // Avoid the String.fromCharCode.apply(null, array) shortcut, which
  22591. // throws a "maximum call stack size exceeded" error for large arrays.
  22592. var s = '';
  22593. for ( var i = 0, il = array.length; i < il; i ++ ) {
  22594. // Implicitly assumes little-endian.
  22595. s += String.fromCharCode( array[ i ] );
  22596. }
  22597. // Merges multi-byte utf-8 characters.
  22598. return decodeURIComponent( escape( s ) );
  22599. },
  22600. extractUrlBase: function ( url ) {
  22601. var index = url.lastIndexOf( '/' );
  22602. if ( index === - 1 ) return './';
  22603. return url.substr( 0, index + 1 );
  22604. }
  22605. };
  22606. /**
  22607. * @author mrdoob / http://mrdoob.com/
  22608. */
  22609. function BufferGeometryLoader( manager ) {
  22610. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  22611. }
  22612. Object.assign( BufferGeometryLoader.prototype, {
  22613. load: function ( url, onLoad, onProgress, onError ) {
  22614. var scope = this;
  22615. var loader = new FileLoader( scope.manager );
  22616. loader.setPath( scope.path );
  22617. loader.load( url, function ( text ) {
  22618. onLoad( scope.parse( JSON.parse( text ) ) );
  22619. }, onProgress, onError );
  22620. },
  22621. parse: function ( json ) {
  22622. var geometry = new BufferGeometry();
  22623. var index = json.data.index;
  22624. if ( index !== undefined ) {
  22625. var typedArray = new TYPED_ARRAYS[ index.type ]( index.array );
  22626. geometry.setIndex( new BufferAttribute( typedArray, 1 ) );
  22627. }
  22628. var attributes = json.data.attributes;
  22629. for ( var key in attributes ) {
  22630. var attribute = attributes[ key ];
  22631. var typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array );
  22632. var bufferAttribute = new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized );
  22633. if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;
  22634. geometry.addAttribute( key, bufferAttribute );
  22635. }
  22636. var morphAttributes = json.data.morphAttributes;
  22637. if ( morphAttributes ) {
  22638. for ( var key in morphAttributes ) {
  22639. var attributeArray = morphAttributes[ key ];
  22640. var array = [];
  22641. for ( var i = 0, il = attributeArray.length; i < il; i ++ ) {
  22642. var attribute = attributeArray[ i ];
  22643. var typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array );
  22644. var bufferAttribute = new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized );
  22645. if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;
  22646. array.push( bufferAttribute );
  22647. }
  22648. geometry.morphAttributes[ key ] = array;
  22649. }
  22650. }
  22651. var groups = json.data.groups || json.data.drawcalls || json.data.offsets;
  22652. if ( groups !== undefined ) {
  22653. for ( var i = 0, n = groups.length; i !== n; ++ i ) {
  22654. var group = groups[ i ];
  22655. geometry.addGroup( group.start, group.count, group.materialIndex );
  22656. }
  22657. }
  22658. var boundingSphere = json.data.boundingSphere;
  22659. if ( boundingSphere !== undefined ) {
  22660. var center = new Vector3();
  22661. if ( boundingSphere.center !== undefined ) {
  22662. center.fromArray( boundingSphere.center );
  22663. }
  22664. geometry.boundingSphere = new Sphere( center, boundingSphere.radius );
  22665. }
  22666. if ( json.name ) geometry.name = json.name;
  22667. if ( json.userData ) geometry.userData = json.userData;
  22668. return geometry;
  22669. },
  22670. setPath: function ( value ) {
  22671. this.path = value;
  22672. return this;
  22673. }
  22674. } );
  22675. var TYPED_ARRAYS = {
  22676. Int8Array: Int8Array,
  22677. Uint8Array: Uint8Array,
  22678. // Workaround for IE11 pre KB2929437. See #11440
  22679. Uint8ClampedArray: typeof Uint8ClampedArray !== 'undefined' ? Uint8ClampedArray : Uint8Array,
  22680. Int16Array: Int16Array,
  22681. Uint16Array: Uint16Array,
  22682. Int32Array: Int32Array,
  22683. Uint32Array: Uint32Array,
  22684. Float32Array: Float32Array,
  22685. Float64Array: Float64Array
  22686. };
  22687. /**
  22688. * @author mrdoob / http://mrdoob.com/
  22689. */
  22690. function ObjectLoader( manager ) {
  22691. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  22692. this.resourcePath = '';
  22693. }
  22694. Object.assign( ObjectLoader.prototype, {
  22695. crossOrigin: 'anonymous',
  22696. load: function ( url, onLoad, onProgress, onError ) {
  22697. var scope = this;
  22698. var path = ( this.path === undefined ) ? LoaderUtils.extractUrlBase( url ) : this.path;
  22699. this.resourcePath = this.resourcePath || path;
  22700. var loader = new FileLoader( scope.manager );
  22701. loader.setPath( this.path );
  22702. loader.load( url, function ( text ) {
  22703. var json = null;
  22704. try {
  22705. json = JSON.parse( text );
  22706. } catch ( error ) {
  22707. if ( onError !== undefined ) onError( error );
  22708. console.error( 'THREE:ObjectLoader: Can\'t parse ' + url + '.', error.message );
  22709. return;
  22710. }
  22711. var metadata = json.metadata;
  22712. if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
  22713. console.error( 'THREE.ObjectLoader: Can\'t load ' + url );
  22714. return;
  22715. }
  22716. scope.parse( json, onLoad );
  22717. }, onProgress, onError );
  22718. },
  22719. setPath: function ( value ) {
  22720. this.path = value;
  22721. return this;
  22722. },
  22723. setResourcePath: function ( value ) {
  22724. this.resourcePath = value;
  22725. return this;
  22726. },
  22727. setCrossOrigin: function ( value ) {
  22728. this.crossOrigin = value;
  22729. return this;
  22730. },
  22731. parse: function ( json, onLoad ) {
  22732. var shapes = this.parseShape( json.shapes );
  22733. var geometries = this.parseGeometries( json.geometries, shapes );
  22734. var images = this.parseImages( json.images, function () {
  22735. if ( onLoad !== undefined ) onLoad( object );
  22736. } );
  22737. var textures = this.parseTextures( json.textures, images );
  22738. var materials = this.parseMaterials( json.materials, textures );
  22739. var object = this.parseObject( json.object, geometries, materials );
  22740. if ( json.animations ) {
  22741. object.animations = this.parseAnimations( json.animations );
  22742. }
  22743. if ( json.images === undefined || json.images.length === 0 ) {
  22744. if ( onLoad !== undefined ) onLoad( object );
  22745. }
  22746. return object;
  22747. },
  22748. parseShape: function ( json ) {
  22749. var shapes = {};
  22750. if ( json !== undefined ) {
  22751. for ( var i = 0, l = json.length; i < l; i ++ ) {
  22752. var shape = new Shape().fromJSON( json[ i ] );
  22753. shapes[ shape.uuid ] = shape;
  22754. }
  22755. }
  22756. return shapes;
  22757. },
  22758. parseGeometries: function ( json, shapes ) {
  22759. var geometries = {};
  22760. if ( json !== undefined ) {
  22761. var bufferGeometryLoader = new BufferGeometryLoader();
  22762. for ( var i = 0, l = json.length; i < l; i ++ ) {
  22763. var geometry;
  22764. var data = json[ i ];
  22765. switch ( data.type ) {
  22766. case 'PlaneGeometry':
  22767. case 'PlaneBufferGeometry':
  22768. geometry = new Geometries[ data.type ](
  22769. data.width,
  22770. data.height,
  22771. data.widthSegments,
  22772. data.heightSegments
  22773. );
  22774. break;
  22775. case 'BoxGeometry':
  22776. case 'BoxBufferGeometry':
  22777. case 'CubeGeometry': // backwards compatible
  22778. geometry = new Geometries[ data.type ](
  22779. data.width,
  22780. data.height,
  22781. data.depth,
  22782. data.widthSegments,
  22783. data.heightSegments,
  22784. data.depthSegments
  22785. );
  22786. break;
  22787. case 'CircleGeometry':
  22788. case 'CircleBufferGeometry':
  22789. geometry = new Geometries[ data.type ](
  22790. data.radius,
  22791. data.segments,
  22792. data.thetaStart,
  22793. data.thetaLength
  22794. );
  22795. break;
  22796. case 'CylinderGeometry':
  22797. case 'CylinderBufferGeometry':
  22798. geometry = new Geometries[ data.type ](
  22799. data.radiusTop,
  22800. data.radiusBottom,
  22801. data.height,
  22802. data.radialSegments,
  22803. data.heightSegments,
  22804. data.openEnded,
  22805. data.thetaStart,
  22806. data.thetaLength
  22807. );
  22808. break;
  22809. case 'ConeGeometry':
  22810. case 'ConeBufferGeometry':
  22811. geometry = new Geometries[ data.type ](
  22812. data.radius,
  22813. data.height,
  22814. data.radialSegments,
  22815. data.heightSegments,
  22816. data.openEnded,
  22817. data.thetaStart,
  22818. data.thetaLength
  22819. );
  22820. break;
  22821. case 'SphereGeometry':
  22822. case 'SphereBufferGeometry':
  22823. geometry = new Geometries[ data.type ](
  22824. data.radius,
  22825. data.widthSegments,
  22826. data.heightSegments,
  22827. data.phiStart,
  22828. data.phiLength,
  22829. data.thetaStart,
  22830. data.thetaLength
  22831. );
  22832. break;
  22833. case 'DodecahedronGeometry':
  22834. case 'DodecahedronBufferGeometry':
  22835. case 'IcosahedronGeometry':
  22836. case 'IcosahedronBufferGeometry':
  22837. case 'OctahedronGeometry':
  22838. case 'OctahedronBufferGeometry':
  22839. case 'TetrahedronGeometry':
  22840. case 'TetrahedronBufferGeometry':
  22841. geometry = new Geometries[ data.type ](
  22842. data.radius,
  22843. data.detail
  22844. );
  22845. break;
  22846. case 'RingGeometry':
  22847. case 'RingBufferGeometry':
  22848. geometry = new Geometries[ data.type ](
  22849. data.innerRadius,
  22850. data.outerRadius,
  22851. data.thetaSegments,
  22852. data.phiSegments,
  22853. data.thetaStart,
  22854. data.thetaLength
  22855. );
  22856. break;
  22857. case 'TorusGeometry':
  22858. case 'TorusBufferGeometry':
  22859. geometry = new Geometries[ data.type ](
  22860. data.radius,
  22861. data.tube,
  22862. data.radialSegments,
  22863. data.tubularSegments,
  22864. data.arc
  22865. );
  22866. break;
  22867. case 'TorusKnotGeometry':
  22868. case 'TorusKnotBufferGeometry':
  22869. geometry = new Geometries[ data.type ](
  22870. data.radius,
  22871. data.tube,
  22872. data.tubularSegments,
  22873. data.radialSegments,
  22874. data.p,
  22875. data.q
  22876. );
  22877. break;
  22878. case 'TubeGeometry':
  22879. case 'TubeBufferGeometry':
  22880. // This only works for built-in curves (e.g. CatmullRomCurve3).
  22881. // User defined curves or instances of CurvePath will not be deserialized.
  22882. geometry = new Geometries[ data.type ](
  22883. new Curves[ data.path.type ]().fromJSON( data.path ),
  22884. data.tubularSegments,
  22885. data.radius,
  22886. data.radialSegments,
  22887. data.closed
  22888. );
  22889. break;
  22890. case 'LatheGeometry':
  22891. case 'LatheBufferGeometry':
  22892. geometry = new Geometries[ data.type ](
  22893. data.points,
  22894. data.segments,
  22895. data.phiStart,
  22896. data.phiLength
  22897. );
  22898. break;
  22899. case 'PolyhedronGeometry':
  22900. case 'PolyhedronBufferGeometry':
  22901. geometry = new Geometries[ data.type ](
  22902. data.vertices,
  22903. data.indices,
  22904. data.radius,
  22905. data.details
  22906. );
  22907. break;
  22908. case 'ShapeGeometry':
  22909. case 'ShapeBufferGeometry':
  22910. var geometryShapes = [];
  22911. for ( var j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  22912. var shape = shapes[ data.shapes[ j ] ];
  22913. geometryShapes.push( shape );
  22914. }
  22915. geometry = new Geometries[ data.type ](
  22916. geometryShapes,
  22917. data.curveSegments
  22918. );
  22919. break;
  22920. case 'ExtrudeGeometry':
  22921. case 'ExtrudeBufferGeometry':
  22922. var geometryShapes = [];
  22923. for ( var j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  22924. var shape = shapes[ data.shapes[ j ] ];
  22925. geometryShapes.push( shape );
  22926. }
  22927. var extrudePath = data.options.extrudePath;
  22928. if ( extrudePath !== undefined ) {
  22929. data.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath );
  22930. }
  22931. geometry = new Geometries[ data.type ](
  22932. geometryShapes,
  22933. data.options
  22934. );
  22935. break;
  22936. case 'BufferGeometry':
  22937. geometry = bufferGeometryLoader.parse( data );
  22938. break;
  22939. case 'Geometry':
  22940. if ( 'THREE' in window && 'LegacyJSONLoader' in THREE ) {
  22941. var geometryLoader = new THREE.LegacyJSONLoader();
  22942. geometry = geometryLoader.parse( data, this.resourcePath ).geometry;
  22943. } else {
  22944. console.error( 'THREE.ObjectLoader: You have to import LegacyJSONLoader in order load geometry data of type "Geometry".' );
  22945. }
  22946. break;
  22947. default:
  22948. console.warn( 'THREE.ObjectLoader: Unsupported geometry type "' + data.type + '"' );
  22949. continue;
  22950. }
  22951. geometry.uuid = data.uuid;
  22952. if ( data.name !== undefined ) geometry.name = data.name;
  22953. if ( geometry.isBufferGeometry === true && data.userData !== undefined ) geometry.userData = data.userData;
  22954. geometries[ data.uuid ] = geometry;
  22955. }
  22956. }
  22957. return geometries;
  22958. },
  22959. parseMaterials: function ( json, textures ) {
  22960. var cache = {}; // MultiMaterial
  22961. var materials = {};
  22962. if ( json !== undefined ) {
  22963. var loader = new MaterialLoader();
  22964. loader.setTextures( textures );
  22965. for ( var i = 0, l = json.length; i < l; i ++ ) {
  22966. var data = json[ i ];
  22967. if ( data.type === 'MultiMaterial' ) {
  22968. // Deprecated
  22969. var array = [];
  22970. for ( var j = 0; j < data.materials.length; j ++ ) {
  22971. var material = data.materials[ j ];
  22972. if ( cache[ material.uuid ] === undefined ) {
  22973. cache[ material.uuid ] = loader.parse( material );
  22974. }
  22975. array.push( cache[ material.uuid ] );
  22976. }
  22977. materials[ data.uuid ] = array;
  22978. } else {
  22979. if ( cache[ data.uuid ] === undefined ) {
  22980. cache[ data.uuid ] = loader.parse( data );
  22981. }
  22982. materials[ data.uuid ] = cache[ data.uuid ];
  22983. }
  22984. }
  22985. }
  22986. return materials;
  22987. },
  22988. parseAnimations: function ( json ) {
  22989. var animations = [];
  22990. for ( var i = 0; i < json.length; i ++ ) {
  22991. var data = json[ i ];
  22992. var clip = AnimationClip.parse( data );
  22993. if ( data.uuid !== undefined ) clip.uuid = data.uuid;
  22994. animations.push( clip );
  22995. }
  22996. return animations;
  22997. },
  22998. parseImages: function ( json, onLoad ) {
  22999. var scope = this;
  23000. var images = {};
  23001. function loadImage( url ) {
  23002. scope.manager.itemStart( url );
  23003. return loader.load( url, function () {
  23004. scope.manager.itemEnd( url );
  23005. }, undefined, function () {
  23006. scope.manager.itemError( url );
  23007. scope.manager.itemEnd( url );
  23008. } );
  23009. }
  23010. if ( json !== undefined && json.length > 0 ) {
  23011. var manager = new LoadingManager( onLoad );
  23012. var loader = new ImageLoader( manager );
  23013. loader.setCrossOrigin( this.crossOrigin );
  23014. for ( var i = 0, il = json.length; i < il; i ++ ) {
  23015. var image = json[ i ];
  23016. var url = image.url;
  23017. if ( Array.isArray( url ) ) {
  23018. // load array of images e.g CubeTexture
  23019. images[ image.uuid ] = [];
  23020. for ( var j = 0, jl = url.length; j < jl; j ++ ) {
  23021. var currentUrl = url[ j ];
  23022. var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( currentUrl ) ? currentUrl : scope.resourcePath + currentUrl;
  23023. images[ image.uuid ].push( loadImage( path ) );
  23024. }
  23025. } else {
  23026. // load single image
  23027. var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( image.url ) ? image.url : scope.resourcePath + image.url;
  23028. images[ image.uuid ] = loadImage( path );
  23029. }
  23030. }
  23031. }
  23032. return images;
  23033. },
  23034. parseTextures: function ( json, images ) {
  23035. function parseConstant( value, type ) {
  23036. if ( typeof value === 'number' ) return value;
  23037. console.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value );
  23038. return type[ value ];
  23039. }
  23040. var textures = {};
  23041. if ( json !== undefined ) {
  23042. for ( var i = 0, l = json.length; i < l; i ++ ) {
  23043. var data = json[ i ];
  23044. if ( data.image === undefined ) {
  23045. console.warn( 'THREE.ObjectLoader: No "image" specified for', data.uuid );
  23046. }
  23047. if ( images[ data.image ] === undefined ) {
  23048. console.warn( 'THREE.ObjectLoader: Undefined image', data.image );
  23049. }
  23050. var texture;
  23051. if ( Array.isArray( images[ data.image ] ) ) {
  23052. texture = new CubeTexture( images[ data.image ] );
  23053. } else {
  23054. texture = new Texture( images[ data.image ] );
  23055. }
  23056. texture.needsUpdate = true;
  23057. texture.uuid = data.uuid;
  23058. if ( data.name !== undefined ) texture.name = data.name;
  23059. if ( data.mapping !== undefined ) texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING );
  23060. if ( data.offset !== undefined ) texture.offset.fromArray( data.offset );
  23061. if ( data.repeat !== undefined ) texture.repeat.fromArray( data.repeat );
  23062. if ( data.center !== undefined ) texture.center.fromArray( data.center );
  23063. if ( data.rotation !== undefined ) texture.rotation = data.rotation;
  23064. if ( data.wrap !== undefined ) {
  23065. texture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING );
  23066. texture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING );
  23067. }
  23068. if ( data.format !== undefined ) texture.format = data.format;
  23069. if ( data.type !== undefined ) texture.type = data.type;
  23070. if ( data.encoding !== undefined ) texture.encoding = data.encoding;
  23071. if ( data.minFilter !== undefined ) texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER );
  23072. if ( data.magFilter !== undefined ) texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER );
  23073. if ( data.anisotropy !== undefined ) texture.anisotropy = data.anisotropy;
  23074. if ( data.flipY !== undefined ) texture.flipY = data.flipY;
  23075. if ( data.premultiplyAlpha !== undefined ) texture.premultiplyAlpha = data.premultiplyAlpha;
  23076. if ( data.unpackAlignment !== undefined ) texture.unpackAlignment = data.unpackAlignment;
  23077. textures[ data.uuid ] = texture;
  23078. }
  23079. }
  23080. return textures;
  23081. },
  23082. parseObject: function ( data, geometries, materials ) {
  23083. var object;
  23084. function getGeometry( name ) {
  23085. if ( geometries[ name ] === undefined ) {
  23086. console.warn( 'THREE.ObjectLoader: Undefined geometry', name );
  23087. }
  23088. return geometries[ name ];
  23089. }
  23090. function getMaterial( name ) {
  23091. if ( name === undefined ) return undefined;
  23092. if ( Array.isArray( name ) ) {
  23093. var array = [];
  23094. for ( var i = 0, l = name.length; i < l; i ++ ) {
  23095. var uuid = name[ i ];
  23096. if ( materials[ uuid ] === undefined ) {
  23097. console.warn( 'THREE.ObjectLoader: Undefined material', uuid );
  23098. }
  23099. array.push( materials[ uuid ] );
  23100. }
  23101. return array;
  23102. }
  23103. if ( materials[ name ] === undefined ) {
  23104. console.warn( 'THREE.ObjectLoader: Undefined material', name );
  23105. }
  23106. return materials[ name ];
  23107. }
  23108. switch ( data.type ) {
  23109. case 'Scene':
  23110. object = new Scene();
  23111. if ( data.background !== undefined ) {
  23112. if ( Number.isInteger( data.background ) ) {
  23113. object.background = new Color( data.background );
  23114. }
  23115. }
  23116. if ( data.fog !== undefined ) {
  23117. if ( data.fog.type === 'Fog' ) {
  23118. object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );
  23119. } else if ( data.fog.type === 'FogExp2' ) {
  23120. object.fog = new FogExp2( data.fog.color, data.fog.density );
  23121. }
  23122. }
  23123. break;
  23124. case 'PerspectiveCamera':
  23125. object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );
  23126. if ( data.focus !== undefined ) object.focus = data.focus;
  23127. if ( data.zoom !== undefined ) object.zoom = data.zoom;
  23128. if ( data.filmGauge !== undefined ) object.filmGauge = data.filmGauge;
  23129. if ( data.filmOffset !== undefined ) object.filmOffset = data.filmOffset;
  23130. if ( data.view !== undefined ) object.view = Object.assign( {}, data.view );
  23131. break;
  23132. case 'OrthographicCamera':
  23133. object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );
  23134. if ( data.zoom !== undefined ) object.zoom = data.zoom;
  23135. if ( data.view !== undefined ) object.view = Object.assign( {}, data.view );
  23136. break;
  23137. case 'AmbientLight':
  23138. object = new AmbientLight( data.color, data.intensity );
  23139. break;
  23140. case 'DirectionalLight':
  23141. object = new DirectionalLight( data.color, data.intensity );
  23142. break;
  23143. case 'PointLight':
  23144. object = new PointLight( data.color, data.intensity, data.distance, data.decay );
  23145. break;
  23146. case 'RectAreaLight':
  23147. object = new RectAreaLight( data.color, data.intensity, data.width, data.height );
  23148. break;
  23149. case 'SpotLight':
  23150. object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );
  23151. break;
  23152. case 'HemisphereLight':
  23153. object = new HemisphereLight( data.color, data.groundColor, data.intensity );
  23154. break;
  23155. case 'SkinnedMesh':
  23156. console.warn( 'THREE.ObjectLoader.parseObject() does not support SkinnedMesh yet.' );
  23157. case 'Mesh':
  23158. var geometry = getGeometry( data.geometry );
  23159. var material = getMaterial( data.material );
  23160. if ( geometry.bones && geometry.bones.length > 0 ) {
  23161. object = new SkinnedMesh( geometry, material );
  23162. } else {
  23163. object = new Mesh( geometry, material );
  23164. }
  23165. if ( data.drawMode !== undefined ) object.setDrawMode( data.drawMode );
  23166. break;
  23167. case 'LOD':
  23168. object = new LOD();
  23169. break;
  23170. case 'Line':
  23171. object = new Line( getGeometry( data.geometry ), getMaterial( data.material ), data.mode );
  23172. break;
  23173. case 'LineLoop':
  23174. object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) );
  23175. break;
  23176. case 'LineSegments':
  23177. object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );
  23178. break;
  23179. case 'PointCloud':
  23180. case 'Points':
  23181. object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );
  23182. break;
  23183. case 'Sprite':
  23184. object = new Sprite( getMaterial( data.material ) );
  23185. break;
  23186. case 'Group':
  23187. object = new Group();
  23188. break;
  23189. default:
  23190. object = new Object3D();
  23191. }
  23192. object.uuid = data.uuid;
  23193. if ( data.name !== undefined ) object.name = data.name;
  23194. if ( data.matrix !== undefined ) {
  23195. object.matrix.fromArray( data.matrix );
  23196. if ( data.matrixAutoUpdate !== undefined ) object.matrixAutoUpdate = data.matrixAutoUpdate;
  23197. if ( object.matrixAutoUpdate ) object.matrix.decompose( object.position, object.quaternion, object.scale );
  23198. } else {
  23199. if ( data.position !== undefined ) object.position.fromArray( data.position );
  23200. if ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation );
  23201. if ( data.quaternion !== undefined ) object.quaternion.fromArray( data.quaternion );
  23202. if ( data.scale !== undefined ) object.scale.fromArray( data.scale );
  23203. }
  23204. if ( data.castShadow !== undefined ) object.castShadow = data.castShadow;
  23205. if ( data.receiveShadow !== undefined ) object.receiveShadow = data.receiveShadow;
  23206. if ( data.shadow ) {
  23207. if ( data.shadow.bias !== undefined ) object.shadow.bias = data.shadow.bias;
  23208. if ( data.shadow.radius !== undefined ) object.shadow.radius = data.shadow.radius;
  23209. if ( data.shadow.mapSize !== undefined ) object.shadow.mapSize.fromArray( data.shadow.mapSize );
  23210. if ( data.shadow.camera !== undefined ) object.shadow.camera = this.parseObject( data.shadow.camera );
  23211. }
  23212. if ( data.visible !== undefined ) object.visible = data.visible;
  23213. if ( data.frustumCulled !== undefined ) object.frustumCulled = data.frustumCulled;
  23214. if ( data.renderOrder !== undefined ) object.renderOrder = data.renderOrder;
  23215. if ( data.userData !== undefined ) object.userData = data.userData;
  23216. if ( data.layers !== undefined ) object.layers.mask = data.layers;
  23217. if ( data.children !== undefined ) {
  23218. var children = data.children;
  23219. for ( var i = 0; i < children.length; i ++ ) {
  23220. object.add( this.parseObject( children[ i ], geometries, materials ) );
  23221. }
  23222. }
  23223. if ( data.type === 'LOD' ) {
  23224. var levels = data.levels;
  23225. for ( var l = 0; l < levels.length; l ++ ) {
  23226. var level = levels[ l ];
  23227. var child = object.getObjectByProperty( 'uuid', level.object );
  23228. if ( child !== undefined ) {
  23229. object.addLevel( child, level.distance );
  23230. }
  23231. }
  23232. }
  23233. return object;
  23234. }
  23235. } );
  23236. var TEXTURE_MAPPING = {
  23237. UVMapping: UVMapping,
  23238. CubeReflectionMapping: CubeReflectionMapping,
  23239. CubeRefractionMapping: CubeRefractionMapping,
  23240. EquirectangularReflectionMapping: EquirectangularReflectionMapping,
  23241. EquirectangularRefractionMapping: EquirectangularRefractionMapping,
  23242. SphericalReflectionMapping: SphericalReflectionMapping,
  23243. CubeUVReflectionMapping: CubeUVReflectionMapping,
  23244. CubeUVRefractionMapping: CubeUVRefractionMapping
  23245. };
  23246. var TEXTURE_WRAPPING = {
  23247. RepeatWrapping: RepeatWrapping,
  23248. ClampToEdgeWrapping: ClampToEdgeWrapping,
  23249. MirroredRepeatWrapping: MirroredRepeatWrapping
  23250. };
  23251. var TEXTURE_FILTER = {
  23252. NearestFilter: NearestFilter,
  23253. NearestMipMapNearestFilter: NearestMipMapNearestFilter,
  23254. NearestMipMapLinearFilter: NearestMipMapLinearFilter,
  23255. LinearFilter: LinearFilter,
  23256. LinearMipMapNearestFilter: LinearMipMapNearestFilter,
  23257. LinearMipMapLinearFilter: LinearMipMapLinearFilter
  23258. };
  23259. /**
  23260. * @author thespite / http://clicktorelease.com/
  23261. */
  23262. function ImageBitmapLoader( manager ) {
  23263. if ( typeof createImageBitmap === 'undefined' ) {
  23264. console.warn( 'THREE.ImageBitmapLoader: createImageBitmap() not supported.' );
  23265. }
  23266. if ( typeof fetch === 'undefined' ) {
  23267. console.warn( 'THREE.ImageBitmapLoader: fetch() not supported.' );
  23268. }
  23269. this.manager = manager !== undefined ? manager : DefaultLoadingManager;
  23270. this.options = undefined;
  23271. }
  23272. ImageBitmapLoader.prototype = {
  23273. constructor: ImageBitmapLoader,
  23274. setOptions: function setOptions( options ) {
  23275. this.options = options;
  23276. return this;
  23277. },
  23278. load: function ( url, onLoad, onProgress, onError ) {
  23279. if ( url === undefined ) url = '';
  23280. if ( this.path !== undefined ) url = this.path + url;
  23281. url = this.manager.resolveURL( url );
  23282. var scope = this;
  23283. var cached = Cache.get( url );
  23284. if ( cached !== undefined ) {
  23285. scope.manager.itemStart( url );
  23286. setTimeout( function () {
  23287. if ( onLoad ) onLoad( cached );
  23288. scope.manager.itemEnd( url );
  23289. }, 0 );
  23290. return cached;
  23291. }
  23292. fetch( url ).then( function ( res ) {
  23293. return res.blob();
  23294. } ).then( function ( blob ) {
  23295. return createImageBitmap( blob, scope.options );
  23296. } ).then( function ( imageBitmap ) {
  23297. Cache.add( url, imageBitmap );
  23298. if ( onLoad ) onLoad( imageBitmap );
  23299. scope.manager.itemEnd( url );
  23300. } ).catch( function ( e ) {
  23301. if ( onError ) onError( e );
  23302. scope.manager.itemError( url );
  23303. scope.manager.itemEnd( url );
  23304. } );
  23305. scope.manager.itemStart( url );
  23306. },
  23307. setCrossOrigin: function ( /* value */ ) {
  23308. return this;
  23309. },
  23310. setPath: function ( value ) {
  23311. this.path = value;
  23312. return this;
  23313. }
  23314. };
  23315. /**
  23316. * @author zz85 / http://www.lab4games.net/zz85/blog
  23317. * minimal class for proxing functions to Path. Replaces old "extractSubpaths()"
  23318. **/
  23319. function ShapePath() {
  23320. this.type = 'ShapePath';
  23321. this.color = new Color();
  23322. this.subPaths = [];
  23323. this.currentPath = null;
  23324. }
  23325. Object.assign( ShapePath.prototype, {
  23326. moveTo: function ( x, y ) {
  23327. this.currentPath = new Path();
  23328. this.subPaths.push( this.currentPath );
  23329. this.currentPath.moveTo( x, y );
  23330. },
  23331. lineTo: function ( x, y ) {
  23332. this.currentPath.lineTo( x, y );
  23333. },
  23334. quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
  23335. this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );
  23336. },
  23337. bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  23338. this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );
  23339. },
  23340. splineThru: function ( pts ) {
  23341. this.currentPath.splineThru( pts );
  23342. },
  23343. toShapes: function ( isCCW, noHoles ) {
  23344. function toShapesNoHoles( inSubpaths ) {
  23345. var shapes = [];
  23346. for ( var i = 0, l = inSubpaths.length; i < l; i ++ ) {
  23347. var tmpPath = inSubpaths[ i ];
  23348. var tmpShape = new Shape();
  23349. tmpShape.curves = tmpPath.curves;
  23350. shapes.push( tmpShape );
  23351. }
  23352. return shapes;
  23353. }
  23354. function isPointInsidePolygon( inPt, inPolygon ) {
  23355. var polyLen = inPolygon.length;
  23356. // inPt on polygon contour => immediate success or
  23357. // toggling of inside/outside at every single! intersection point of an edge
  23358. // with the horizontal line through inPt, left of inPt
  23359. // not counting lowerY endpoints of edges and whole edges on that line
  23360. var inside = false;
  23361. for ( var p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {
  23362. var edgeLowPt = inPolygon[ p ];
  23363. var edgeHighPt = inPolygon[ q ];
  23364. var edgeDx = edgeHighPt.x - edgeLowPt.x;
  23365. var edgeDy = edgeHighPt.y - edgeLowPt.y;
  23366. if ( Math.abs( edgeDy ) > Number.EPSILON ) {
  23367. // not parallel
  23368. if ( edgeDy < 0 ) {
  23369. edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;
  23370. edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;
  23371. }
  23372. if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) continue;
  23373. if ( inPt.y === edgeLowPt.y ) {
  23374. if ( inPt.x === edgeLowPt.x ) return true; // inPt is on contour ?
  23375. // continue; // no intersection or edgeLowPt => doesn't count !!!
  23376. } else {
  23377. var perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );
  23378. if ( perpEdge === 0 ) return true; // inPt is on contour ?
  23379. if ( perpEdge < 0 ) continue;
  23380. inside = ! inside; // true intersection left of inPt
  23381. }
  23382. } else {
  23383. // parallel or collinear
  23384. if ( inPt.y !== edgeLowPt.y ) continue; // parallel
  23385. // edge lies on the same horizontal line as inPt
  23386. if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
  23387. ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) return true; // inPt: Point on contour !
  23388. // continue;
  23389. }
  23390. }
  23391. return inside;
  23392. }
  23393. var isClockWise = ShapeUtils.isClockWise;
  23394. var subPaths = this.subPaths;
  23395. if ( subPaths.length === 0 ) return [];
  23396. if ( noHoles === true ) return toShapesNoHoles( subPaths );
  23397. var solid, tmpPath, tmpShape, shapes = [];
  23398. if ( subPaths.length === 1 ) {
  23399. tmpPath = subPaths[ 0 ];
  23400. tmpShape = new Shape();
  23401. tmpShape.curves = tmpPath.curves;
  23402. shapes.push( tmpShape );
  23403. return shapes;
  23404. }
  23405. var holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );
  23406. holesFirst = isCCW ? ! holesFirst : holesFirst;
  23407. // console.log("Holes first", holesFirst);
  23408. var betterShapeHoles = [];
  23409. var newShapes = [];
  23410. var newShapeHoles = [];
  23411. var mainIdx = 0;
  23412. var tmpPoints;
  23413. newShapes[ mainIdx ] = undefined;
  23414. newShapeHoles[ mainIdx ] = [];
  23415. for ( var i = 0, l = subPaths.length; i < l; i ++ ) {
  23416. tmpPath = subPaths[ i ];
  23417. tmpPoints = tmpPath.getPoints();
  23418. solid = isClockWise( tmpPoints );
  23419. solid = isCCW ? ! solid : solid;
  23420. if ( solid ) {
  23421. if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ) mainIdx ++;
  23422. newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints };
  23423. newShapes[ mainIdx ].s.curves = tmpPath.curves;
  23424. if ( holesFirst ) mainIdx ++;
  23425. newShapeHoles[ mainIdx ] = [];
  23426. //console.log('cw', i);
  23427. } else {
  23428. newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );
  23429. //console.log('ccw', i);
  23430. }
  23431. }
  23432. // only Holes? -> probably all Shapes with wrong orientation
  23433. if ( ! newShapes[ 0 ] ) return toShapesNoHoles( subPaths );
  23434. if ( newShapes.length > 1 ) {
  23435. var ambiguous = false;
  23436. var toChange = [];
  23437. for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  23438. betterShapeHoles[ sIdx ] = [];
  23439. }
  23440. for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  23441. var sho = newShapeHoles[ sIdx ];
  23442. for ( var hIdx = 0; hIdx < sho.length; hIdx ++ ) {
  23443. var ho = sho[ hIdx ];
  23444. var hole_unassigned = true;
  23445. for ( var s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {
  23446. if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {
  23447. if ( sIdx !== s2Idx ) toChange.push( { froms: sIdx, tos: s2Idx, hole: hIdx } );
  23448. if ( hole_unassigned ) {
  23449. hole_unassigned = false;
  23450. betterShapeHoles[ s2Idx ].push( ho );
  23451. } else {
  23452. ambiguous = true;
  23453. }
  23454. }
  23455. }
  23456. if ( hole_unassigned ) {
  23457. betterShapeHoles[ sIdx ].push( ho );
  23458. }
  23459. }
  23460. }
  23461. // console.log("ambiguous: ", ambiguous);
  23462. if ( toChange.length > 0 ) {
  23463. // console.log("to change: ", toChange);
  23464. if ( ! ambiguous ) newShapeHoles = betterShapeHoles;
  23465. }
  23466. }
  23467. var tmpHoles;
  23468. for ( var i = 0, il = newShapes.length; i < il; i ++ ) {
  23469. tmpShape = newShapes[ i ].s;
  23470. shapes.push( tmpShape );
  23471. tmpHoles = newShapeHoles[ i ];
  23472. for ( var j = 0, jl = tmpHoles.length; j < jl; j ++ ) {
  23473. tmpShape.holes.push( tmpHoles[ j ].h );
  23474. }
  23475. }
  23476. //console.log("shape", shapes);
  23477. return shapes;
  23478. }
  23479. } );
  23480. /**
  23481. * @author zz85 / http://www.lab4games.net/zz85/blog
  23482. * @author mrdoob / http://mrdoob.com/
  23483. */
  23484. function Font( data ) {
  23485. this.type = 'Font';
  23486. this.data = data;
  23487. }
  23488. Object.assign( Font.prototype, {
  23489. isFont: true,
  23490. generateShapes: function ( text, size ) {
  23491. if ( size === undefined ) size = 100;
  23492. var shapes = [];
  23493. var paths = createPaths( text, size, this.data );
  23494. for ( var p = 0, pl = paths.length; p < pl; p ++ ) {
  23495. Array.prototype.push.apply( shapes, paths[ p ].toShapes() );
  23496. }
  23497. return shapes;
  23498. }
  23499. } );
  23500. function createPaths( text, size, data ) {
  23501. var chars = Array.from ? Array.from( text ) : String( text ).split( '' ); // see #13988
  23502. var scale = size / data.resolution;
  23503. var line_height = ( data.boundingBox.yMax - data.boundingBox.yMin + data.underlineThickness ) * scale;
  23504. var paths = [];
  23505. var offsetX = 0, offsetY = 0;
  23506. for ( var i = 0; i < chars.length; i ++ ) {
  23507. var char = chars[ i ];
  23508. if ( char === '\n' ) {
  23509. offsetX = 0;
  23510. offsetY -= line_height;
  23511. } else {
  23512. var ret = createPath( char, scale, offsetX, offsetY, data );
  23513. offsetX += ret.offsetX;
  23514. paths.push( ret.path );
  23515. }
  23516. }
  23517. return paths;
  23518. }
  23519. function createPath( char, scale, offsetX, offsetY, data ) {
  23520. var glyph = data.glyphs[ char ] || data.glyphs[ '?' ];
  23521. if ( ! glyph ) return;
  23522. var path = new ShapePath();
  23523. var x, y, cpx, cpy, cpx1, cpy1, cpx2, cpy2;
  23524. if ( glyph.o ) {
  23525. var outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) );
  23526. for ( var i = 0, l = outline.length; i < l; ) {
  23527. var action = outline[ i ++ ];
  23528. switch ( action ) {
  23529. case 'm': // moveTo
  23530. x = outline[ i ++ ] * scale + offsetX;
  23531. y = outline[ i ++ ] * scale + offsetY;
  23532. path.moveTo( x, y );
  23533. break;
  23534. case 'l': // lineTo
  23535. x = outline[ i ++ ] * scale + offsetX;
  23536. y = outline[ i ++ ] * scale + offsetY;
  23537. path.lineTo( x, y );
  23538. break;
  23539. case 'q': // quadraticCurveTo
  23540. cpx = outline[ i ++ ] * scale + offsetX;
  23541. cpy = outline[ i ++ ] * scale + offsetY;
  23542. cpx1 = outline[ i ++ ] * scale + offsetX;
  23543. cpy1 = outline[ i ++ ] * scale + offsetY;
  23544. path.quadraticCurveTo( cpx1, cpy1, cpx, cpy );
  23545. break;
  23546. case 'b': // bezierCurveTo
  23547. cpx = outline[ i ++ ] * scale + offsetX;
  23548. cpy = outline[ i ++ ] * scale + offsetY;
  23549. cpx1 = outline[ i ++ ] * scale + offsetX;
  23550. cpy1 = outline[ i ++ ] * scale + offsetY;
  23551. cpx2 = outline[ i ++ ] * scale + offsetX;
  23552. cpy2 = outline[ i ++ ] * scale + offsetY;
  23553. path.bezierCurveTo( cpx1, cpy1, cpx2, cpy2, cpx, cpy );
  23554. break;
  23555. }
  23556. }
  23557. }
  23558. return { offsetX: glyph.ha * scale, path: path };
  23559. }
  23560. /**
  23561. * @author mrdoob / http://mrdoob.com/
  23562. */
  23563. function FontLoader( manager ) {
  23564. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  23565. }
  23566. Object.assign( FontLoader.prototype, {
  23567. load: function ( url, onLoad, onProgress, onError ) {
  23568. var scope = this;
  23569. var loader = new FileLoader( this.manager );
  23570. loader.setPath( this.path );
  23571. loader.load( url, function ( text ) {
  23572. var json;
  23573. try {
  23574. json = JSON.parse( text );
  23575. } catch ( e ) {
  23576. console.warn( 'THREE.FontLoader: typeface.js support is being deprecated. Use typeface.json instead.' );
  23577. json = JSON.parse( text.substring( 65, text.length - 2 ) );
  23578. }
  23579. var font = scope.parse( json );
  23580. if ( onLoad ) onLoad( font );
  23581. }, onProgress, onError );
  23582. },
  23583. parse: function ( json ) {
  23584. return new Font( json );
  23585. },
  23586. setPath: function ( value ) {
  23587. this.path = value;
  23588. return this;
  23589. }
  23590. } );
  23591. /**
  23592. * @author alteredq / http://alteredqualia.com/
  23593. */
  23594. function Loader() {}
  23595. Loader.Handlers = {
  23596. handlers: [],
  23597. add: function ( regex, loader ) {
  23598. this.handlers.push( regex, loader );
  23599. },
  23600. get: function ( file ) {
  23601. var handlers = this.handlers;
  23602. for ( var i = 0, l = handlers.length; i < l; i += 2 ) {
  23603. var regex = handlers[ i ];
  23604. var loader = handlers[ i + 1 ];
  23605. if ( regex.test( file ) ) {
  23606. return loader;
  23607. }
  23608. }
  23609. return null;
  23610. }
  23611. };
  23612. Object.assign( Loader.prototype, {
  23613. crossOrigin: 'anonymous',
  23614. onLoadStart: function () {},
  23615. onLoadProgress: function () {},
  23616. onLoadComplete: function () {},
  23617. initMaterials: function ( materials, texturePath, crossOrigin ) {
  23618. var array = [];
  23619. for ( var i = 0; i < materials.length; ++ i ) {
  23620. array[ i ] = this.createMaterial( materials[ i ], texturePath, crossOrigin );
  23621. }
  23622. return array;
  23623. },
  23624. createMaterial: ( function () {
  23625. var BlendingMode = {
  23626. NoBlending: NoBlending,
  23627. NormalBlending: NormalBlending,
  23628. AdditiveBlending: AdditiveBlending,
  23629. SubtractiveBlending: SubtractiveBlending,
  23630. MultiplyBlending: MultiplyBlending,
  23631. CustomBlending: CustomBlending
  23632. };
  23633. var color = new Color();
  23634. var textureLoader = new TextureLoader();
  23635. var materialLoader = new MaterialLoader();
  23636. return function createMaterial( m, texturePath, crossOrigin ) {
  23637. // convert from old material format
  23638. var textures = {};
  23639. function loadTexture( path, repeat, offset, wrap, anisotropy ) {
  23640. var fullPath = texturePath + path;
  23641. var loader = Loader.Handlers.get( fullPath );
  23642. var texture;
  23643. if ( loader !== null ) {
  23644. texture = loader.load( fullPath );
  23645. } else {
  23646. textureLoader.setCrossOrigin( crossOrigin );
  23647. texture = textureLoader.load( fullPath );
  23648. }
  23649. if ( repeat !== undefined ) {
  23650. texture.repeat.fromArray( repeat );
  23651. if ( repeat[ 0 ] !== 1 ) texture.wrapS = RepeatWrapping;
  23652. if ( repeat[ 1 ] !== 1 ) texture.wrapT = RepeatWrapping;
  23653. }
  23654. if ( offset !== undefined ) {
  23655. texture.offset.fromArray( offset );
  23656. }
  23657. if ( wrap !== undefined ) {
  23658. if ( wrap[ 0 ] === 'repeat' ) texture.wrapS = RepeatWrapping;
  23659. if ( wrap[ 0 ] === 'mirror' ) texture.wrapS = MirroredRepeatWrapping;
  23660. if ( wrap[ 1 ] === 'repeat' ) texture.wrapT = RepeatWrapping;
  23661. if ( wrap[ 1 ] === 'mirror' ) texture.wrapT = MirroredRepeatWrapping;
  23662. }
  23663. if ( anisotropy !== undefined ) {
  23664. texture.anisotropy = anisotropy;
  23665. }
  23666. var uuid = _Math.generateUUID();
  23667. textures[ uuid ] = texture;
  23668. return uuid;
  23669. }
  23670. //
  23671. var json = {
  23672. uuid: _Math.generateUUID(),
  23673. type: 'MeshLambertMaterial'
  23674. };
  23675. for ( var name in m ) {
  23676. var value = m[ name ];
  23677. switch ( name ) {
  23678. case 'DbgColor':
  23679. case 'DbgIndex':
  23680. case 'opticalDensity':
  23681. case 'illumination':
  23682. break;
  23683. case 'DbgName':
  23684. json.name = value;
  23685. break;
  23686. case 'blending':
  23687. json.blending = BlendingMode[ value ];
  23688. break;
  23689. case 'colorAmbient':
  23690. case 'mapAmbient':
  23691. console.warn( 'THREE.Loader.createMaterial:', name, 'is no longer supported.' );
  23692. break;
  23693. case 'colorDiffuse':
  23694. json.color = color.fromArray( value ).getHex();
  23695. break;
  23696. case 'colorSpecular':
  23697. json.specular = color.fromArray( value ).getHex();
  23698. break;
  23699. case 'colorEmissive':
  23700. json.emissive = color.fromArray( value ).getHex();
  23701. break;
  23702. case 'specularCoef':
  23703. json.shininess = value;
  23704. break;
  23705. case 'shading':
  23706. if ( value.toLowerCase() === 'basic' ) json.type = 'MeshBasicMaterial';
  23707. if ( value.toLowerCase() === 'phong' ) json.type = 'MeshPhongMaterial';
  23708. if ( value.toLowerCase() === 'standard' ) json.type = 'MeshStandardMaterial';
  23709. break;
  23710. case 'mapDiffuse':
  23711. json.map = loadTexture( value, m.mapDiffuseRepeat, m.mapDiffuseOffset, m.mapDiffuseWrap, m.mapDiffuseAnisotropy );
  23712. break;
  23713. case 'mapDiffuseRepeat':
  23714. case 'mapDiffuseOffset':
  23715. case 'mapDiffuseWrap':
  23716. case 'mapDiffuseAnisotropy':
  23717. break;
  23718. case 'mapEmissive':
  23719. json.emissiveMap = loadTexture( value, m.mapEmissiveRepeat, m.mapEmissiveOffset, m.mapEmissiveWrap, m.mapEmissiveAnisotropy );
  23720. break;
  23721. case 'mapEmissiveRepeat':
  23722. case 'mapEmissiveOffset':
  23723. case 'mapEmissiveWrap':
  23724. case 'mapEmissiveAnisotropy':
  23725. break;
  23726. case 'mapLight':
  23727. json.lightMap = loadTexture( value, m.mapLightRepeat, m.mapLightOffset, m.mapLightWrap, m.mapLightAnisotropy );
  23728. break;
  23729. case 'mapLightRepeat':
  23730. case 'mapLightOffset':
  23731. case 'mapLightWrap':
  23732. case 'mapLightAnisotropy':
  23733. break;
  23734. case 'mapAO':
  23735. json.aoMap = loadTexture( value, m.mapAORepeat, m.mapAOOffset, m.mapAOWrap, m.mapAOAnisotropy );
  23736. break;
  23737. case 'mapAORepeat':
  23738. case 'mapAOOffset':
  23739. case 'mapAOWrap':
  23740. case 'mapAOAnisotropy':
  23741. break;
  23742. case 'mapBump':
  23743. json.bumpMap = loadTexture( value, m.mapBumpRepeat, m.mapBumpOffset, m.mapBumpWrap, m.mapBumpAnisotropy );
  23744. break;
  23745. case 'mapBumpScale':
  23746. json.bumpScale = value;
  23747. break;
  23748. case 'mapBumpRepeat':
  23749. case 'mapBumpOffset':
  23750. case 'mapBumpWrap':
  23751. case 'mapBumpAnisotropy':
  23752. break;
  23753. case 'mapNormal':
  23754. json.normalMap = loadTexture( value, m.mapNormalRepeat, m.mapNormalOffset, m.mapNormalWrap, m.mapNormalAnisotropy );
  23755. break;
  23756. case 'mapNormalFactor':
  23757. json.normalScale = value;
  23758. break;
  23759. case 'mapNormalRepeat':
  23760. case 'mapNormalOffset':
  23761. case 'mapNormalWrap':
  23762. case 'mapNormalAnisotropy':
  23763. break;
  23764. case 'mapSpecular':
  23765. json.specularMap = loadTexture( value, m.mapSpecularRepeat, m.mapSpecularOffset, m.mapSpecularWrap, m.mapSpecularAnisotropy );
  23766. break;
  23767. case 'mapSpecularRepeat':
  23768. case 'mapSpecularOffset':
  23769. case 'mapSpecularWrap':
  23770. case 'mapSpecularAnisotropy':
  23771. break;
  23772. case 'mapMetalness':
  23773. json.metalnessMap = loadTexture( value, m.mapMetalnessRepeat, m.mapMetalnessOffset, m.mapMetalnessWrap, m.mapMetalnessAnisotropy );
  23774. break;
  23775. case 'mapMetalnessRepeat':
  23776. case 'mapMetalnessOffset':
  23777. case 'mapMetalnessWrap':
  23778. case 'mapMetalnessAnisotropy':
  23779. break;
  23780. case 'mapRoughness':
  23781. json.roughnessMap = loadTexture( value, m.mapRoughnessRepeat, m.mapRoughnessOffset, m.mapRoughnessWrap, m.mapRoughnessAnisotropy );
  23782. break;
  23783. case 'mapRoughnessRepeat':
  23784. case 'mapRoughnessOffset':
  23785. case 'mapRoughnessWrap':
  23786. case 'mapRoughnessAnisotropy':
  23787. break;
  23788. case 'mapAlpha':
  23789. json.alphaMap = loadTexture( value, m.mapAlphaRepeat, m.mapAlphaOffset, m.mapAlphaWrap, m.mapAlphaAnisotropy );
  23790. break;
  23791. case 'mapAlphaRepeat':
  23792. case 'mapAlphaOffset':
  23793. case 'mapAlphaWrap':
  23794. case 'mapAlphaAnisotropy':
  23795. break;
  23796. case 'flipSided':
  23797. json.side = BackSide;
  23798. break;
  23799. case 'doubleSided':
  23800. json.side = DoubleSide;
  23801. break;
  23802. case 'transparency':
  23803. console.warn( 'THREE.Loader.createMaterial: transparency has been renamed to opacity' );
  23804. json.opacity = value;
  23805. break;
  23806. case 'depthTest':
  23807. case 'depthWrite':
  23808. case 'colorWrite':
  23809. case 'opacity':
  23810. case 'reflectivity':
  23811. case 'transparent':
  23812. case 'visible':
  23813. case 'wireframe':
  23814. json[ name ] = value;
  23815. break;
  23816. case 'vertexColors':
  23817. if ( value === true ) json.vertexColors = VertexColors;
  23818. if ( value === 'face' ) json.vertexColors = FaceColors;
  23819. break;
  23820. default:
  23821. console.error( 'THREE.Loader.createMaterial: Unsupported', name, value );
  23822. break;
  23823. }
  23824. }
  23825. if ( json.type === 'MeshBasicMaterial' ) delete json.emissive;
  23826. if ( json.type !== 'MeshPhongMaterial' ) delete json.specular;
  23827. if ( json.opacity < 1 ) json.transparent = true;
  23828. materialLoader.setTextures( textures );
  23829. return materialLoader.parse( json );
  23830. };
  23831. } )()
  23832. } );
  23833. /**
  23834. * @author mrdoob / http://mrdoob.com/
  23835. */
  23836. var context;
  23837. var AudioContext = {
  23838. getContext: function () {
  23839. if ( context === undefined ) {
  23840. context = new ( window.AudioContext || window.webkitAudioContext )();
  23841. }
  23842. return context;
  23843. },
  23844. setContext: function ( value ) {
  23845. context = value;
  23846. }
  23847. };
  23848. /**
  23849. * @author Reece Aaron Lecrivain / http://reecenotes.com/
  23850. */
  23851. function AudioLoader( manager ) {
  23852. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  23853. }
  23854. Object.assign( AudioLoader.prototype, {
  23855. load: function ( url, onLoad, onProgress, onError ) {
  23856. var loader = new FileLoader( this.manager );
  23857. loader.setResponseType( 'arraybuffer' );
  23858. loader.setPath( this.path );
  23859. loader.load( url, function ( buffer ) {
  23860. // Create a copy of the buffer. The `decodeAudioData` method
  23861. // detaches the buffer when complete, preventing reuse.
  23862. var bufferCopy = buffer.slice( 0 );
  23863. var context = AudioContext.getContext();
  23864. context.decodeAudioData( bufferCopy, function ( audioBuffer ) {
  23865. onLoad( audioBuffer );
  23866. } );
  23867. }, onProgress, onError );
  23868. },
  23869. setPath: function ( value ) {
  23870. this.path = value;
  23871. return this;
  23872. }
  23873. } );
  23874. /**
  23875. * @author mrdoob / http://mrdoob.com/
  23876. */
  23877. function StereoCamera() {
  23878. this.type = 'StereoCamera';
  23879. this.aspect = 1;
  23880. this.eyeSep = 0.064;
  23881. this.cameraL = new PerspectiveCamera();
  23882. this.cameraL.layers.enable( 1 );
  23883. this.cameraL.matrixAutoUpdate = false;
  23884. this.cameraR = new PerspectiveCamera();
  23885. this.cameraR.layers.enable( 2 );
  23886. this.cameraR.matrixAutoUpdate = false;
  23887. }
  23888. Object.assign( StereoCamera.prototype, {
  23889. update: ( function () {
  23890. var instance, focus, fov, aspect, near, far, zoom, eyeSep;
  23891. var eyeRight = new Matrix4();
  23892. var eyeLeft = new Matrix4();
  23893. return function update( camera ) {
  23894. var needsUpdate = instance !== this || focus !== camera.focus || fov !== camera.fov ||
  23895. aspect !== camera.aspect * this.aspect || near !== camera.near ||
  23896. far !== camera.far || zoom !== camera.zoom || eyeSep !== this.eyeSep;
  23897. if ( needsUpdate ) {
  23898. instance = this;
  23899. focus = camera.focus;
  23900. fov = camera.fov;
  23901. aspect = camera.aspect * this.aspect;
  23902. near = camera.near;
  23903. far = camera.far;
  23904. zoom = camera.zoom;
  23905. // Off-axis stereoscopic effect based on
  23906. // http://paulbourke.net/stereographics/stereorender/
  23907. var projectionMatrix = camera.projectionMatrix.clone();
  23908. eyeSep = this.eyeSep / 2;
  23909. var eyeSepOnProjection = eyeSep * near / focus;
  23910. var ymax = ( near * Math.tan( _Math.DEG2RAD * fov * 0.5 ) ) / zoom;
  23911. var xmin, xmax;
  23912. // translate xOffset
  23913. eyeLeft.elements[ 12 ] = - eyeSep;
  23914. eyeRight.elements[ 12 ] = eyeSep;
  23915. // for left eye
  23916. xmin = - ymax * aspect + eyeSepOnProjection;
  23917. xmax = ymax * aspect + eyeSepOnProjection;
  23918. projectionMatrix.elements[ 0 ] = 2 * near / ( xmax - xmin );
  23919. projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  23920. this.cameraL.projectionMatrix.copy( projectionMatrix );
  23921. // for right eye
  23922. xmin = - ymax * aspect - eyeSepOnProjection;
  23923. xmax = ymax * aspect - eyeSepOnProjection;
  23924. projectionMatrix.elements[ 0 ] = 2 * near / ( xmax - xmin );
  23925. projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  23926. this.cameraR.projectionMatrix.copy( projectionMatrix );
  23927. }
  23928. this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( eyeLeft );
  23929. this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( eyeRight );
  23930. };
  23931. } )()
  23932. } );
  23933. /**
  23934. * Camera for rendering cube maps
  23935. * - renders scene into axis-aligned cube
  23936. *
  23937. * @author alteredq / http://alteredqualia.com/
  23938. */
  23939. function CubeCamera( near, far, cubeResolution, options ) {
  23940. Object3D.call( this );
  23941. this.type = 'CubeCamera';
  23942. var fov = 90, aspect = 1;
  23943. var cameraPX = new PerspectiveCamera( fov, aspect, near, far );
  23944. cameraPX.up.set( 0, - 1, 0 );
  23945. cameraPX.lookAt( new Vector3( 1, 0, 0 ) );
  23946. this.add( cameraPX );
  23947. var cameraNX = new PerspectiveCamera( fov, aspect, near, far );
  23948. cameraNX.up.set( 0, - 1, 0 );
  23949. cameraNX.lookAt( new Vector3( - 1, 0, 0 ) );
  23950. this.add( cameraNX );
  23951. var cameraPY = new PerspectiveCamera( fov, aspect, near, far );
  23952. cameraPY.up.set( 0, 0, 1 );
  23953. cameraPY.lookAt( new Vector3( 0, 1, 0 ) );
  23954. this.add( cameraPY );
  23955. var cameraNY = new PerspectiveCamera( fov, aspect, near, far );
  23956. cameraNY.up.set( 0, 0, - 1 );
  23957. cameraNY.lookAt( new Vector3( 0, - 1, 0 ) );
  23958. this.add( cameraNY );
  23959. var cameraPZ = new PerspectiveCamera( fov, aspect, near, far );
  23960. cameraPZ.up.set( 0, - 1, 0 );
  23961. cameraPZ.lookAt( new Vector3( 0, 0, 1 ) );
  23962. this.add( cameraPZ );
  23963. var cameraNZ = new PerspectiveCamera( fov, aspect, near, far );
  23964. cameraNZ.up.set( 0, - 1, 0 );
  23965. cameraNZ.lookAt( new Vector3( 0, 0, - 1 ) );
  23966. this.add( cameraNZ );
  23967. options = options || { format: RGBFormat, magFilter: LinearFilter, minFilter: LinearFilter };
  23968. this.renderTarget = new WebGLRenderTargetCube( cubeResolution, cubeResolution, options );
  23969. this.renderTarget.texture.name = "CubeCamera";
  23970. this.update = function ( renderer, scene ) {
  23971. if ( this.parent === null ) this.updateMatrixWorld();
  23972. var currentRenderTarget = renderer.getRenderTarget();
  23973. var renderTarget = this.renderTarget;
  23974. var generateMipmaps = renderTarget.texture.generateMipmaps;
  23975. renderTarget.texture.generateMipmaps = false;
  23976. renderer.setRenderTarget( renderTarget, 0 );
  23977. renderer.render( scene, cameraPX );
  23978. renderer.setRenderTarget( renderTarget, 1 );
  23979. renderer.render( scene, cameraNX );
  23980. renderer.setRenderTarget( renderTarget, 2 );
  23981. renderer.render( scene, cameraPY );
  23982. renderer.setRenderTarget( renderTarget, 3 );
  23983. renderer.render( scene, cameraNY );
  23984. renderer.setRenderTarget( renderTarget, 4 );
  23985. renderer.render( scene, cameraPZ );
  23986. renderTarget.texture.generateMipmaps = generateMipmaps;
  23987. renderer.setRenderTarget( renderTarget, 5 );
  23988. renderer.render( scene, cameraNZ );
  23989. renderer.setRenderTarget( currentRenderTarget );
  23990. };
  23991. this.clear = function ( renderer, color, depth, stencil ) {
  23992. var currentRenderTarget = renderer.getRenderTarget();
  23993. var renderTarget = this.renderTarget;
  23994. for ( var i = 0; i < 6; i ++ ) {
  23995. renderer.setRenderTarget( renderTarget, i );
  23996. renderer.clear( color, depth, stencil );
  23997. }
  23998. renderer.setRenderTarget( currentRenderTarget );
  23999. };
  24000. }
  24001. CubeCamera.prototype = Object.create( Object3D.prototype );
  24002. CubeCamera.prototype.constructor = CubeCamera;
  24003. /**
  24004. * @author alteredq / http://alteredqualia.com/
  24005. */
  24006. function Clock( autoStart ) {
  24007. this.autoStart = ( autoStart !== undefined ) ? autoStart : true;
  24008. this.startTime = 0;
  24009. this.oldTime = 0;
  24010. this.elapsedTime = 0;
  24011. this.running = false;
  24012. }
  24013. Object.assign( Clock.prototype, {
  24014. start: function () {
  24015. this.startTime = ( typeof performance === 'undefined' ? Date : performance ).now(); // see #10732
  24016. this.oldTime = this.startTime;
  24017. this.elapsedTime = 0;
  24018. this.running = true;
  24019. },
  24020. stop: function () {
  24021. this.getElapsedTime();
  24022. this.running = false;
  24023. this.autoStart = false;
  24024. },
  24025. getElapsedTime: function () {
  24026. this.getDelta();
  24027. return this.elapsedTime;
  24028. },
  24029. getDelta: function () {
  24030. var diff = 0;
  24031. if ( this.autoStart && ! this.running ) {
  24032. this.start();
  24033. return 0;
  24034. }
  24035. if ( this.running ) {
  24036. var newTime = ( typeof performance === 'undefined' ? Date : performance ).now();
  24037. diff = ( newTime - this.oldTime ) / 1000;
  24038. this.oldTime = newTime;
  24039. this.elapsedTime += diff;
  24040. }
  24041. return diff;
  24042. }
  24043. } );
  24044. /**
  24045. * @author mrdoob / http://mrdoob.com/
  24046. */
  24047. function AudioListener() {
  24048. Object3D.call( this );
  24049. this.type = 'AudioListener';
  24050. this.context = AudioContext.getContext();
  24051. this.gain = this.context.createGain();
  24052. this.gain.connect( this.context.destination );
  24053. this.filter = null;
  24054. this.timeDelta = 0;
  24055. }
  24056. AudioListener.prototype = Object.assign( Object.create( Object3D.prototype ), {
  24057. constructor: AudioListener,
  24058. getInput: function () {
  24059. return this.gain;
  24060. },
  24061. removeFilter: function ( ) {
  24062. if ( this.filter !== null ) {
  24063. this.gain.disconnect( this.filter );
  24064. this.filter.disconnect( this.context.destination );
  24065. this.gain.connect( this.context.destination );
  24066. this.filter = null;
  24067. }
  24068. return this;
  24069. },
  24070. getFilter: function () {
  24071. return this.filter;
  24072. },
  24073. setFilter: function ( value ) {
  24074. if ( this.filter !== null ) {
  24075. this.gain.disconnect( this.filter );
  24076. this.filter.disconnect( this.context.destination );
  24077. } else {
  24078. this.gain.disconnect( this.context.destination );
  24079. }
  24080. this.filter = value;
  24081. this.gain.connect( this.filter );
  24082. this.filter.connect( this.context.destination );
  24083. return this;
  24084. },
  24085. getMasterVolume: function () {
  24086. return this.gain.gain.value;
  24087. },
  24088. setMasterVolume: function ( value ) {
  24089. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  24090. return this;
  24091. },
  24092. updateMatrixWorld: ( function () {
  24093. var position = new Vector3();
  24094. var quaternion = new Quaternion();
  24095. var scale = new Vector3();
  24096. var orientation = new Vector3();
  24097. var clock = new Clock();
  24098. return function updateMatrixWorld( force ) {
  24099. Object3D.prototype.updateMatrixWorld.call( this, force );
  24100. var listener = this.context.listener;
  24101. var up = this.up;
  24102. this.timeDelta = clock.getDelta();
  24103. this.matrixWorld.decompose( position, quaternion, scale );
  24104. orientation.set( 0, 0, - 1 ).applyQuaternion( quaternion );
  24105. if ( listener.positionX ) {
  24106. // code path for Chrome (see #14393)
  24107. var endTime = this.context.currentTime + this.timeDelta;
  24108. listener.positionX.linearRampToValueAtTime( position.x, endTime );
  24109. listener.positionY.linearRampToValueAtTime( position.y, endTime );
  24110. listener.positionZ.linearRampToValueAtTime( position.z, endTime );
  24111. listener.forwardX.linearRampToValueAtTime( orientation.x, endTime );
  24112. listener.forwardY.linearRampToValueAtTime( orientation.y, endTime );
  24113. listener.forwardZ.linearRampToValueAtTime( orientation.z, endTime );
  24114. listener.upX.linearRampToValueAtTime( up.x, endTime );
  24115. listener.upY.linearRampToValueAtTime( up.y, endTime );
  24116. listener.upZ.linearRampToValueAtTime( up.z, endTime );
  24117. } else {
  24118. listener.setPosition( position.x, position.y, position.z );
  24119. listener.setOrientation( orientation.x, orientation.y, orientation.z, up.x, up.y, up.z );
  24120. }
  24121. };
  24122. } )()
  24123. } );
  24124. /**
  24125. * @author mrdoob / http://mrdoob.com/
  24126. * @author Reece Aaron Lecrivain / http://reecenotes.com/
  24127. */
  24128. function Audio( listener ) {
  24129. Object3D.call( this );
  24130. this.type = 'Audio';
  24131. this.listener = listener;
  24132. this.context = listener.context;
  24133. this.gain = this.context.createGain();
  24134. this.gain.connect( listener.getInput() );
  24135. this.autoplay = false;
  24136. this.buffer = null;
  24137. this.detune = 0;
  24138. this.loop = false;
  24139. this.startTime = 0;
  24140. this.offset = 0;
  24141. this.playbackRate = 1;
  24142. this.isPlaying = false;
  24143. this.hasPlaybackControl = true;
  24144. this.sourceType = 'empty';
  24145. this.filters = [];
  24146. }
  24147. Audio.prototype = Object.assign( Object.create( Object3D.prototype ), {
  24148. constructor: Audio,
  24149. getOutput: function () {
  24150. return this.gain;
  24151. },
  24152. setNodeSource: function ( audioNode ) {
  24153. this.hasPlaybackControl = false;
  24154. this.sourceType = 'audioNode';
  24155. this.source = audioNode;
  24156. this.connect();
  24157. return this;
  24158. },
  24159. setMediaElementSource: function ( mediaElement ) {
  24160. this.hasPlaybackControl = false;
  24161. this.sourceType = 'mediaNode';
  24162. this.source = this.context.createMediaElementSource( mediaElement );
  24163. this.connect();
  24164. return this;
  24165. },
  24166. setBuffer: function ( audioBuffer ) {
  24167. this.buffer = audioBuffer;
  24168. this.sourceType = 'buffer';
  24169. if ( this.autoplay ) this.play();
  24170. return this;
  24171. },
  24172. play: function () {
  24173. if ( this.isPlaying === true ) {
  24174. console.warn( 'THREE.Audio: Audio is already playing.' );
  24175. return;
  24176. }
  24177. if ( this.hasPlaybackControl === false ) {
  24178. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24179. return;
  24180. }
  24181. var source = this.context.createBufferSource();
  24182. source.buffer = this.buffer;
  24183. source.loop = this.loop;
  24184. source.onended = this.onEnded.bind( this );
  24185. this.startTime = this.context.currentTime;
  24186. source.start( this.startTime, this.offset );
  24187. this.isPlaying = true;
  24188. this.source = source;
  24189. this.setDetune( this.detune );
  24190. this.setPlaybackRate( this.playbackRate );
  24191. return this.connect();
  24192. },
  24193. pause: function () {
  24194. if ( this.hasPlaybackControl === false ) {
  24195. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24196. return;
  24197. }
  24198. if ( this.isPlaying === true ) {
  24199. this.source.stop();
  24200. this.source.onended = null;
  24201. this.offset += ( this.context.currentTime - this.startTime ) * this.playbackRate;
  24202. this.isPlaying = false;
  24203. }
  24204. return this;
  24205. },
  24206. stop: function () {
  24207. if ( this.hasPlaybackControl === false ) {
  24208. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24209. return;
  24210. }
  24211. this.source.stop();
  24212. this.source.onended = null;
  24213. this.offset = 0;
  24214. this.isPlaying = false;
  24215. return this;
  24216. },
  24217. connect: function () {
  24218. if ( this.filters.length > 0 ) {
  24219. this.source.connect( this.filters[ 0 ] );
  24220. for ( var i = 1, l = this.filters.length; i < l; i ++ ) {
  24221. this.filters[ i - 1 ].connect( this.filters[ i ] );
  24222. }
  24223. this.filters[ this.filters.length - 1 ].connect( this.getOutput() );
  24224. } else {
  24225. this.source.connect( this.getOutput() );
  24226. }
  24227. return this;
  24228. },
  24229. disconnect: function () {
  24230. if ( this.filters.length > 0 ) {
  24231. this.source.disconnect( this.filters[ 0 ] );
  24232. for ( var i = 1, l = this.filters.length; i < l; i ++ ) {
  24233. this.filters[ i - 1 ].disconnect( this.filters[ i ] );
  24234. }
  24235. this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );
  24236. } else {
  24237. this.source.disconnect( this.getOutput() );
  24238. }
  24239. return this;
  24240. },
  24241. getFilters: function () {
  24242. return this.filters;
  24243. },
  24244. setFilters: function ( value ) {
  24245. if ( ! value ) value = [];
  24246. if ( this.isPlaying === true ) {
  24247. this.disconnect();
  24248. this.filters = value;
  24249. this.connect();
  24250. } else {
  24251. this.filters = value;
  24252. }
  24253. return this;
  24254. },
  24255. setDetune: function ( value ) {
  24256. this.detune = value;
  24257. if ( this.source.detune === undefined ) return; // only set detune when available
  24258. if ( this.isPlaying === true ) {
  24259. this.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 );
  24260. }
  24261. return this;
  24262. },
  24263. getDetune: function () {
  24264. return this.detune;
  24265. },
  24266. getFilter: function () {
  24267. return this.getFilters()[ 0 ];
  24268. },
  24269. setFilter: function ( filter ) {
  24270. return this.setFilters( filter ? [ filter ] : [] );
  24271. },
  24272. setPlaybackRate: function ( value ) {
  24273. if ( this.hasPlaybackControl === false ) {
  24274. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24275. return;
  24276. }
  24277. this.playbackRate = value;
  24278. if ( this.isPlaying === true ) {
  24279. this.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 );
  24280. }
  24281. return this;
  24282. },
  24283. getPlaybackRate: function () {
  24284. return this.playbackRate;
  24285. },
  24286. onEnded: function () {
  24287. this.isPlaying = false;
  24288. },
  24289. getLoop: function () {
  24290. if ( this.hasPlaybackControl === false ) {
  24291. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24292. return false;
  24293. }
  24294. return this.loop;
  24295. },
  24296. setLoop: function ( value ) {
  24297. if ( this.hasPlaybackControl === false ) {
  24298. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24299. return;
  24300. }
  24301. this.loop = value;
  24302. if ( this.isPlaying === true ) {
  24303. this.source.loop = this.loop;
  24304. }
  24305. return this;
  24306. },
  24307. getVolume: function () {
  24308. return this.gain.gain.value;
  24309. },
  24310. setVolume: function ( value ) {
  24311. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  24312. return this;
  24313. }
  24314. } );
  24315. /**
  24316. * @author mrdoob / http://mrdoob.com/
  24317. */
  24318. function PositionalAudio( listener ) {
  24319. Audio.call( this, listener );
  24320. this.panner = this.context.createPanner();
  24321. this.panner.connect( this.gain );
  24322. }
  24323. PositionalAudio.prototype = Object.assign( Object.create( Audio.prototype ), {
  24324. constructor: PositionalAudio,
  24325. getOutput: function () {
  24326. return this.panner;
  24327. },
  24328. getRefDistance: function () {
  24329. return this.panner.refDistance;
  24330. },
  24331. setRefDistance: function ( value ) {
  24332. this.panner.refDistance = value;
  24333. return this;
  24334. },
  24335. getRolloffFactor: function () {
  24336. return this.panner.rolloffFactor;
  24337. },
  24338. setRolloffFactor: function ( value ) {
  24339. this.panner.rolloffFactor = value;
  24340. return this;
  24341. },
  24342. getDistanceModel: function () {
  24343. return this.panner.distanceModel;
  24344. },
  24345. setDistanceModel: function ( value ) {
  24346. this.panner.distanceModel = value;
  24347. return this;
  24348. },
  24349. getMaxDistance: function () {
  24350. return this.panner.maxDistance;
  24351. },
  24352. setMaxDistance: function ( value ) {
  24353. this.panner.maxDistance = value;
  24354. return this;
  24355. },
  24356. setDirectionalCone: function ( coneInnerAngle, coneOuterAngle, coneOuterGain ) {
  24357. this.panner.coneInnerAngle = coneInnerAngle;
  24358. this.panner.coneOuterAngle = coneOuterAngle;
  24359. this.panner.coneOuterGain = coneOuterGain;
  24360. return this;
  24361. },
  24362. updateMatrixWorld: ( function () {
  24363. var position = new Vector3();
  24364. var quaternion = new Quaternion();
  24365. var scale = new Vector3();
  24366. var orientation = new Vector3();
  24367. return function updateMatrixWorld( force ) {
  24368. Object3D.prototype.updateMatrixWorld.call( this, force );
  24369. if ( this.hasPlaybackControl === true && this.isPlaying === false ) return;
  24370. this.matrixWorld.decompose( position, quaternion, scale );
  24371. orientation.set( 0, 0, 1 ).applyQuaternion( quaternion );
  24372. var panner = this.panner;
  24373. if ( panner.positionX ) {
  24374. // code path for Chrome and Firefox (see #14393)
  24375. var endTime = this.context.currentTime + this.listener.timeDelta;
  24376. panner.positionX.linearRampToValueAtTime( position.x, endTime );
  24377. panner.positionY.linearRampToValueAtTime( position.y, endTime );
  24378. panner.positionZ.linearRampToValueAtTime( position.z, endTime );
  24379. panner.orientationX.linearRampToValueAtTime( orientation.x, endTime );
  24380. panner.orientationY.linearRampToValueAtTime( orientation.y, endTime );
  24381. panner.orientationZ.linearRampToValueAtTime( orientation.z, endTime );
  24382. } else {
  24383. panner.setPosition( position.x, position.y, position.z );
  24384. panner.setOrientation( orientation.x, orientation.y, orientation.z );
  24385. }
  24386. };
  24387. } )()
  24388. } );
  24389. /**
  24390. * @author mrdoob / http://mrdoob.com/
  24391. */
  24392. function AudioAnalyser( audio, fftSize ) {
  24393. this.analyser = audio.context.createAnalyser();
  24394. this.analyser.fftSize = fftSize !== undefined ? fftSize : 2048;
  24395. this.data = new Uint8Array( this.analyser.frequencyBinCount );
  24396. audio.getOutput().connect( this.analyser );
  24397. }
  24398. Object.assign( AudioAnalyser.prototype, {
  24399. getFrequencyData: function () {
  24400. this.analyser.getByteFrequencyData( this.data );
  24401. return this.data;
  24402. },
  24403. getAverageFrequency: function () {
  24404. var value = 0, data = this.getFrequencyData();
  24405. for ( var i = 0; i < data.length; i ++ ) {
  24406. value += data[ i ];
  24407. }
  24408. return value / data.length;
  24409. }
  24410. } );
  24411. /**
  24412. *
  24413. * Buffered scene graph property that allows weighted accumulation.
  24414. *
  24415. *
  24416. * @author Ben Houston / http://clara.io/
  24417. * @author David Sarno / http://lighthaus.us/
  24418. * @author tschw
  24419. */
  24420. function PropertyMixer( binding, typeName, valueSize ) {
  24421. this.binding = binding;
  24422. this.valueSize = valueSize;
  24423. var bufferType = Float64Array,
  24424. mixFunction;
  24425. switch ( typeName ) {
  24426. case 'quaternion':
  24427. mixFunction = this._slerp;
  24428. break;
  24429. case 'string':
  24430. case 'bool':
  24431. bufferType = Array;
  24432. mixFunction = this._select;
  24433. break;
  24434. default:
  24435. mixFunction = this._lerp;
  24436. }
  24437. this.buffer = new bufferType( valueSize * 4 );
  24438. // layout: [ incoming | accu0 | accu1 | orig ]
  24439. //
  24440. // interpolators can use .buffer as their .result
  24441. // the data then goes to 'incoming'
  24442. //
  24443. // 'accu0' and 'accu1' are used frame-interleaved for
  24444. // the cumulative result and are compared to detect
  24445. // changes
  24446. //
  24447. // 'orig' stores the original state of the property
  24448. this._mixBufferRegion = mixFunction;
  24449. this.cumulativeWeight = 0;
  24450. this.useCount = 0;
  24451. this.referenceCount = 0;
  24452. }
  24453. Object.assign( PropertyMixer.prototype, {
  24454. // accumulate data in the 'incoming' region into 'accu<i>'
  24455. accumulate: function ( accuIndex, weight ) {
  24456. // note: happily accumulating nothing when weight = 0, the caller knows
  24457. // the weight and shouldn't have made the call in the first place
  24458. var buffer = this.buffer,
  24459. stride = this.valueSize,
  24460. offset = accuIndex * stride + stride,
  24461. currentWeight = this.cumulativeWeight;
  24462. if ( currentWeight === 0 ) {
  24463. // accuN := incoming * weight
  24464. for ( var i = 0; i !== stride; ++ i ) {
  24465. buffer[ offset + i ] = buffer[ i ];
  24466. }
  24467. currentWeight = weight;
  24468. } else {
  24469. // accuN := accuN + incoming * weight
  24470. currentWeight += weight;
  24471. var mix = weight / currentWeight;
  24472. this._mixBufferRegion( buffer, offset, 0, mix, stride );
  24473. }
  24474. this.cumulativeWeight = currentWeight;
  24475. },
  24476. // apply the state of 'accu<i>' to the binding when accus differ
  24477. apply: function ( accuIndex ) {
  24478. var stride = this.valueSize,
  24479. buffer = this.buffer,
  24480. offset = accuIndex * stride + stride,
  24481. weight = this.cumulativeWeight,
  24482. binding = this.binding;
  24483. this.cumulativeWeight = 0;
  24484. if ( weight < 1 ) {
  24485. // accuN := accuN + original * ( 1 - cumulativeWeight )
  24486. var originalValueOffset = stride * 3;
  24487. this._mixBufferRegion(
  24488. buffer, offset, originalValueOffset, 1 - weight, stride );
  24489. }
  24490. for ( var i = stride, e = stride + stride; i !== e; ++ i ) {
  24491. if ( buffer[ i ] !== buffer[ i + stride ] ) {
  24492. // value has changed -> update scene graph
  24493. binding.setValue( buffer, offset );
  24494. break;
  24495. }
  24496. }
  24497. },
  24498. // remember the state of the bound property and copy it to both accus
  24499. saveOriginalState: function () {
  24500. var binding = this.binding;
  24501. var buffer = this.buffer,
  24502. stride = this.valueSize,
  24503. originalValueOffset = stride * 3;
  24504. binding.getValue( buffer, originalValueOffset );
  24505. // accu[0..1] := orig -- initially detect changes against the original
  24506. for ( var i = stride, e = originalValueOffset; i !== e; ++ i ) {
  24507. buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];
  24508. }
  24509. this.cumulativeWeight = 0;
  24510. },
  24511. // apply the state previously taken via 'saveOriginalState' to the binding
  24512. restoreOriginalState: function () {
  24513. var originalValueOffset = this.valueSize * 3;
  24514. this.binding.setValue( this.buffer, originalValueOffset );
  24515. },
  24516. // mix functions
  24517. _select: function ( buffer, dstOffset, srcOffset, t, stride ) {
  24518. if ( t >= 0.5 ) {
  24519. for ( var i = 0; i !== stride; ++ i ) {
  24520. buffer[ dstOffset + i ] = buffer[ srcOffset + i ];
  24521. }
  24522. }
  24523. },
  24524. _slerp: function ( buffer, dstOffset, srcOffset, t ) {
  24525. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t );
  24526. },
  24527. _lerp: function ( buffer, dstOffset, srcOffset, t, stride ) {
  24528. var s = 1 - t;
  24529. for ( var i = 0; i !== stride; ++ i ) {
  24530. var j = dstOffset + i;
  24531. buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;
  24532. }
  24533. }
  24534. } );
  24535. /**
  24536. *
  24537. * A reference to a real property in the scene graph.
  24538. *
  24539. *
  24540. * @author Ben Houston / http://clara.io/
  24541. * @author David Sarno / http://lighthaus.us/
  24542. * @author tschw
  24543. */
  24544. // Characters [].:/ are reserved for track binding syntax.
  24545. var RESERVED_CHARS_RE = '\\[\\]\\.:\\/';
  24546. function Composite( targetGroup, path, optionalParsedPath ) {
  24547. var parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );
  24548. this._targetGroup = targetGroup;
  24549. this._bindings = targetGroup.subscribe_( path, parsedPath );
  24550. }
  24551. Object.assign( Composite.prototype, {
  24552. getValue: function ( array, offset ) {
  24553. this.bind(); // bind all binding
  24554. var firstValidIndex = this._targetGroup.nCachedObjects_,
  24555. binding = this._bindings[ firstValidIndex ];
  24556. // and only call .getValue on the first
  24557. if ( binding !== undefined ) binding.getValue( array, offset );
  24558. },
  24559. setValue: function ( array, offset ) {
  24560. var bindings = this._bindings;
  24561. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  24562. bindings[ i ].setValue( array, offset );
  24563. }
  24564. },
  24565. bind: function () {
  24566. var bindings = this._bindings;
  24567. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  24568. bindings[ i ].bind();
  24569. }
  24570. },
  24571. unbind: function () {
  24572. var bindings = this._bindings;
  24573. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  24574. bindings[ i ].unbind();
  24575. }
  24576. }
  24577. } );
  24578. function PropertyBinding( rootNode, path, parsedPath ) {
  24579. this.path = path;
  24580. this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );
  24581. this.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName ) || rootNode;
  24582. this.rootNode = rootNode;
  24583. }
  24584. Object.assign( PropertyBinding, {
  24585. Composite: Composite,
  24586. create: function ( root, path, parsedPath ) {
  24587. if ( ! ( root && root.isAnimationObjectGroup ) ) {
  24588. return new PropertyBinding( root, path, parsedPath );
  24589. } else {
  24590. return new PropertyBinding.Composite( root, path, parsedPath );
  24591. }
  24592. },
  24593. /**
  24594. * Replaces spaces with underscores and removes unsupported characters from
  24595. * node names, to ensure compatibility with parseTrackName().
  24596. *
  24597. * @param {string} name Node name to be sanitized.
  24598. * @return {string}
  24599. */
  24600. sanitizeNodeName: ( function () {
  24601. var reservedRe = new RegExp( '[' + RESERVED_CHARS_RE + ']', 'g' );
  24602. return function sanitizeNodeName( name ) {
  24603. return name.replace( /\s/g, '_' ).replace( reservedRe, '' );
  24604. };
  24605. }() ),
  24606. parseTrackName: function () {
  24607. // Attempts to allow node names from any language. ES5's `\w` regexp matches
  24608. // only latin characters, and the unicode \p{L} is not yet supported. So
  24609. // instead, we exclude reserved characters and match everything else.
  24610. var wordChar = '[^' + RESERVED_CHARS_RE + ']';
  24611. var wordCharOrDot = '[^' + RESERVED_CHARS_RE.replace( '\\.', '' ) + ']';
  24612. // Parent directories, delimited by '/' or ':'. Currently unused, but must
  24613. // be matched to parse the rest of the track name.
  24614. var directoryRe = /((?:WC+[\/:])*)/.source.replace( 'WC', wordChar );
  24615. // Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.
  24616. var nodeRe = /(WCOD+)?/.source.replace( 'WCOD', wordCharOrDot );
  24617. // Object on target node, and accessor. May not contain reserved
  24618. // characters. Accessor may contain any character except closing bracket.
  24619. var objectRe = /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace( 'WC', wordChar );
  24620. // Property and accessor. May not contain reserved characters. Accessor may
  24621. // contain any non-bracket characters.
  24622. var propertyRe = /\.(WC+)(?:\[(.+)\])?/.source.replace( 'WC', wordChar );
  24623. var trackRe = new RegExp( ''
  24624. + '^'
  24625. + directoryRe
  24626. + nodeRe
  24627. + objectRe
  24628. + propertyRe
  24629. + '$'
  24630. );
  24631. var supportedObjectNames = [ 'material', 'materials', 'bones' ];
  24632. return function parseTrackName( trackName ) {
  24633. var matches = trackRe.exec( trackName );
  24634. if ( ! matches ) {
  24635. throw new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName );
  24636. }
  24637. var results = {
  24638. // directoryName: matches[ 1 ], // (tschw) currently unused
  24639. nodeName: matches[ 2 ],
  24640. objectName: matches[ 3 ],
  24641. objectIndex: matches[ 4 ],
  24642. propertyName: matches[ 5 ], // required
  24643. propertyIndex: matches[ 6 ]
  24644. };
  24645. var lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );
  24646. if ( lastDot !== undefined && lastDot !== - 1 ) {
  24647. var objectName = results.nodeName.substring( lastDot + 1 );
  24648. // Object names must be checked against a whitelist. Otherwise, there
  24649. // is no way to parse 'foo.bar.baz': 'baz' must be a property, but
  24650. // 'bar' could be the objectName, or part of a nodeName (which can
  24651. // include '.' characters).
  24652. if ( supportedObjectNames.indexOf( objectName ) !== - 1 ) {
  24653. results.nodeName = results.nodeName.substring( 0, lastDot );
  24654. results.objectName = objectName;
  24655. }
  24656. }
  24657. if ( results.propertyName === null || results.propertyName.length === 0 ) {
  24658. throw new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName );
  24659. }
  24660. return results;
  24661. };
  24662. }(),
  24663. findNode: function ( root, nodeName ) {
  24664. if ( ! nodeName || nodeName === "" || nodeName === "root" || nodeName === "." || nodeName === - 1 || nodeName === root.name || nodeName === root.uuid ) {
  24665. return root;
  24666. }
  24667. // search into skeleton bones.
  24668. if ( root.skeleton ) {
  24669. var bone = root.skeleton.getBoneByName( nodeName );
  24670. if ( bone !== undefined ) {
  24671. return bone;
  24672. }
  24673. }
  24674. // search into node subtree.
  24675. if ( root.children ) {
  24676. var searchNodeSubtree = function ( children ) {
  24677. for ( var i = 0; i < children.length; i ++ ) {
  24678. var childNode = children[ i ];
  24679. if ( childNode.name === nodeName || childNode.uuid === nodeName ) {
  24680. return childNode;
  24681. }
  24682. var result = searchNodeSubtree( childNode.children );
  24683. if ( result ) return result;
  24684. }
  24685. return null;
  24686. };
  24687. var subTreeNode = searchNodeSubtree( root.children );
  24688. if ( subTreeNode ) {
  24689. return subTreeNode;
  24690. }
  24691. }
  24692. return null;
  24693. }
  24694. } );
  24695. Object.assign( PropertyBinding.prototype, { // prototype, continued
  24696. // these are used to "bind" a nonexistent property
  24697. _getValue_unavailable: function () {},
  24698. _setValue_unavailable: function () {},
  24699. BindingType: {
  24700. Direct: 0,
  24701. EntireArray: 1,
  24702. ArrayElement: 2,
  24703. HasFromToArray: 3
  24704. },
  24705. Versioning: {
  24706. None: 0,
  24707. NeedsUpdate: 1,
  24708. MatrixWorldNeedsUpdate: 2
  24709. },
  24710. GetterByBindingType: [
  24711. function getValue_direct( buffer, offset ) {
  24712. buffer[ offset ] = this.node[ this.propertyName ];
  24713. },
  24714. function getValue_array( buffer, offset ) {
  24715. var source = this.resolvedProperty;
  24716. for ( var i = 0, n = source.length; i !== n; ++ i ) {
  24717. buffer[ offset ++ ] = source[ i ];
  24718. }
  24719. },
  24720. function getValue_arrayElement( buffer, offset ) {
  24721. buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];
  24722. },
  24723. function getValue_toArray( buffer, offset ) {
  24724. this.resolvedProperty.toArray( buffer, offset );
  24725. }
  24726. ],
  24727. SetterByBindingTypeAndVersioning: [
  24728. [
  24729. // Direct
  24730. function setValue_direct( buffer, offset ) {
  24731. this.targetObject[ this.propertyName ] = buffer[ offset ];
  24732. },
  24733. function setValue_direct_setNeedsUpdate( buffer, offset ) {
  24734. this.targetObject[ this.propertyName ] = buffer[ offset ];
  24735. this.targetObject.needsUpdate = true;
  24736. },
  24737. function setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {
  24738. this.targetObject[ this.propertyName ] = buffer[ offset ];
  24739. this.targetObject.matrixWorldNeedsUpdate = true;
  24740. }
  24741. ], [
  24742. // EntireArray
  24743. function setValue_array( buffer, offset ) {
  24744. var dest = this.resolvedProperty;
  24745. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  24746. dest[ i ] = buffer[ offset ++ ];
  24747. }
  24748. },
  24749. function setValue_array_setNeedsUpdate( buffer, offset ) {
  24750. var dest = this.resolvedProperty;
  24751. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  24752. dest[ i ] = buffer[ offset ++ ];
  24753. }
  24754. this.targetObject.needsUpdate = true;
  24755. },
  24756. function setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {
  24757. var dest = this.resolvedProperty;
  24758. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  24759. dest[ i ] = buffer[ offset ++ ];
  24760. }
  24761. this.targetObject.matrixWorldNeedsUpdate = true;
  24762. }
  24763. ], [
  24764. // ArrayElement
  24765. function setValue_arrayElement( buffer, offset ) {
  24766. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  24767. },
  24768. function setValue_arrayElement_setNeedsUpdate( buffer, offset ) {
  24769. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  24770. this.targetObject.needsUpdate = true;
  24771. },
  24772. function setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {
  24773. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  24774. this.targetObject.matrixWorldNeedsUpdate = true;
  24775. }
  24776. ], [
  24777. // HasToFromArray
  24778. function setValue_fromArray( buffer, offset ) {
  24779. this.resolvedProperty.fromArray( buffer, offset );
  24780. },
  24781. function setValue_fromArray_setNeedsUpdate( buffer, offset ) {
  24782. this.resolvedProperty.fromArray( buffer, offset );
  24783. this.targetObject.needsUpdate = true;
  24784. },
  24785. function setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {
  24786. this.resolvedProperty.fromArray( buffer, offset );
  24787. this.targetObject.matrixWorldNeedsUpdate = true;
  24788. }
  24789. ]
  24790. ],
  24791. getValue: function getValue_unbound( targetArray, offset ) {
  24792. this.bind();
  24793. this.getValue( targetArray, offset );
  24794. // Note: This class uses a State pattern on a per-method basis:
  24795. // 'bind' sets 'this.getValue' / 'setValue' and shadows the
  24796. // prototype version of these methods with one that represents
  24797. // the bound state. When the property is not found, the methods
  24798. // become no-ops.
  24799. },
  24800. setValue: function getValue_unbound( sourceArray, offset ) {
  24801. this.bind();
  24802. this.setValue( sourceArray, offset );
  24803. },
  24804. // create getter / setter pair for a property in the scene graph
  24805. bind: function () {
  24806. var targetObject = this.node,
  24807. parsedPath = this.parsedPath,
  24808. objectName = parsedPath.objectName,
  24809. propertyName = parsedPath.propertyName,
  24810. propertyIndex = parsedPath.propertyIndex;
  24811. if ( ! targetObject ) {
  24812. targetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName ) || this.rootNode;
  24813. this.node = targetObject;
  24814. }
  24815. // set fail state so we can just 'return' on error
  24816. this.getValue = this._getValue_unavailable;
  24817. this.setValue = this._setValue_unavailable;
  24818. // ensure there is a value node
  24819. if ( ! targetObject ) {
  24820. console.error( 'THREE.PropertyBinding: Trying to update node for track: ' + this.path + ' but it wasn\'t found.' );
  24821. return;
  24822. }
  24823. if ( objectName ) {
  24824. var objectIndex = parsedPath.objectIndex;
  24825. // special cases were we need to reach deeper into the hierarchy to get the face materials....
  24826. switch ( objectName ) {
  24827. case 'materials':
  24828. if ( ! targetObject.material ) {
  24829. console.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this );
  24830. return;
  24831. }
  24832. if ( ! targetObject.material.materials ) {
  24833. console.error( 'THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this );
  24834. return;
  24835. }
  24836. targetObject = targetObject.material.materials;
  24837. break;
  24838. case 'bones':
  24839. if ( ! targetObject.skeleton ) {
  24840. console.error( 'THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this );
  24841. return;
  24842. }
  24843. // potential future optimization: skip this if propertyIndex is already an integer
  24844. // and convert the integer string to a true integer.
  24845. targetObject = targetObject.skeleton.bones;
  24846. // support resolving morphTarget names into indices.
  24847. for ( var i = 0; i < targetObject.length; i ++ ) {
  24848. if ( targetObject[ i ].name === objectIndex ) {
  24849. objectIndex = i;
  24850. break;
  24851. }
  24852. }
  24853. break;
  24854. default:
  24855. if ( targetObject[ objectName ] === undefined ) {
  24856. console.error( 'THREE.PropertyBinding: Can not bind to objectName of node undefined.', this );
  24857. return;
  24858. }
  24859. targetObject = targetObject[ objectName ];
  24860. }
  24861. if ( objectIndex !== undefined ) {
  24862. if ( targetObject[ objectIndex ] === undefined ) {
  24863. console.error( 'THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject );
  24864. return;
  24865. }
  24866. targetObject = targetObject[ objectIndex ];
  24867. }
  24868. }
  24869. // resolve property
  24870. var nodeProperty = targetObject[ propertyName ];
  24871. if ( nodeProperty === undefined ) {
  24872. var nodeName = parsedPath.nodeName;
  24873. console.error( 'THREE.PropertyBinding: Trying to update property for track: ' + nodeName +
  24874. '.' + propertyName + ' but it wasn\'t found.', targetObject );
  24875. return;
  24876. }
  24877. // determine versioning scheme
  24878. var versioning = this.Versioning.None;
  24879. this.targetObject = targetObject;
  24880. if ( targetObject.needsUpdate !== undefined ) { // material
  24881. versioning = this.Versioning.NeedsUpdate;
  24882. } else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform
  24883. versioning = this.Versioning.MatrixWorldNeedsUpdate;
  24884. }
  24885. // determine how the property gets bound
  24886. var bindingType = this.BindingType.Direct;
  24887. if ( propertyIndex !== undefined ) {
  24888. // access a sub element of the property array (only primitives are supported right now)
  24889. if ( propertyName === "morphTargetInfluences" ) {
  24890. // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.
  24891. // support resolving morphTarget names into indices.
  24892. if ( ! targetObject.geometry ) {
  24893. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );
  24894. return;
  24895. }
  24896. if ( targetObject.geometry.isBufferGeometry ) {
  24897. if ( ! targetObject.geometry.morphAttributes ) {
  24898. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );
  24899. return;
  24900. }
  24901. for ( var i = 0; i < this.node.geometry.morphAttributes.position.length; i ++ ) {
  24902. if ( targetObject.geometry.morphAttributes.position[ i ].name === propertyIndex ) {
  24903. propertyIndex = i;
  24904. break;
  24905. }
  24906. }
  24907. } else {
  24908. if ( ! targetObject.geometry.morphTargets ) {
  24909. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphTargets.', this );
  24910. return;
  24911. }
  24912. for ( var i = 0; i < this.node.geometry.morphTargets.length; i ++ ) {
  24913. if ( targetObject.geometry.morphTargets[ i ].name === propertyIndex ) {
  24914. propertyIndex = i;
  24915. break;
  24916. }
  24917. }
  24918. }
  24919. }
  24920. bindingType = this.BindingType.ArrayElement;
  24921. this.resolvedProperty = nodeProperty;
  24922. this.propertyIndex = propertyIndex;
  24923. } else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {
  24924. // must use copy for Object3D.Euler/Quaternion
  24925. bindingType = this.BindingType.HasFromToArray;
  24926. this.resolvedProperty = nodeProperty;
  24927. } else if ( Array.isArray( nodeProperty ) ) {
  24928. bindingType = this.BindingType.EntireArray;
  24929. this.resolvedProperty = nodeProperty;
  24930. } else {
  24931. this.propertyName = propertyName;
  24932. }
  24933. // select getter / setter
  24934. this.getValue = this.GetterByBindingType[ bindingType ];
  24935. this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];
  24936. },
  24937. unbind: function () {
  24938. this.node = null;
  24939. // back to the prototype version of getValue / setValue
  24940. // note: avoiding to mutate the shape of 'this' via 'delete'
  24941. this.getValue = this._getValue_unbound;
  24942. this.setValue = this._setValue_unbound;
  24943. }
  24944. } );
  24945. //!\ DECLARE ALIAS AFTER assign prototype !
  24946. Object.assign( PropertyBinding.prototype, {
  24947. // initial state of these methods that calls 'bind'
  24948. _getValue_unbound: PropertyBinding.prototype.getValue,
  24949. _setValue_unbound: PropertyBinding.prototype.setValue,
  24950. } );
  24951. /**
  24952. *
  24953. * A group of objects that receives a shared animation state.
  24954. *
  24955. * Usage:
  24956. *
  24957. * - Add objects you would otherwise pass as 'root' to the
  24958. * constructor or the .clipAction method of AnimationMixer.
  24959. *
  24960. * - Instead pass this object as 'root'.
  24961. *
  24962. * - You can also add and remove objects later when the mixer
  24963. * is running.
  24964. *
  24965. * Note:
  24966. *
  24967. * Objects of this class appear as one object to the mixer,
  24968. * so cache control of the individual objects must be done
  24969. * on the group.
  24970. *
  24971. * Limitation:
  24972. *
  24973. * - The animated properties must be compatible among the
  24974. * all objects in the group.
  24975. *
  24976. * - A single property can either be controlled through a
  24977. * target group or directly, but not both.
  24978. *
  24979. * @author tschw
  24980. */
  24981. function AnimationObjectGroup() {
  24982. this.uuid = _Math.generateUUID();
  24983. // cached objects followed by the active ones
  24984. this._objects = Array.prototype.slice.call( arguments );
  24985. this.nCachedObjects_ = 0; // threshold
  24986. // note: read by PropertyBinding.Composite
  24987. var indices = {};
  24988. this._indicesByUUID = indices; // for bookkeeping
  24989. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  24990. indices[ arguments[ i ].uuid ] = i;
  24991. }
  24992. this._paths = []; // inside: string
  24993. this._parsedPaths = []; // inside: { we don't care, here }
  24994. this._bindings = []; // inside: Array< PropertyBinding >
  24995. this._bindingsIndicesByPath = {}; // inside: indices in these arrays
  24996. var scope = this;
  24997. this.stats = {
  24998. objects: {
  24999. get total() {
  25000. return scope._objects.length;
  25001. },
  25002. get inUse() {
  25003. return this.total - scope.nCachedObjects_;
  25004. }
  25005. },
  25006. get bindingsPerObject() {
  25007. return scope._bindings.length;
  25008. }
  25009. };
  25010. }
  25011. Object.assign( AnimationObjectGroup.prototype, {
  25012. isAnimationObjectGroup: true,
  25013. add: function () {
  25014. var objects = this._objects,
  25015. nObjects = objects.length,
  25016. nCachedObjects = this.nCachedObjects_,
  25017. indicesByUUID = this._indicesByUUID,
  25018. paths = this._paths,
  25019. parsedPaths = this._parsedPaths,
  25020. bindings = this._bindings,
  25021. nBindings = bindings.length,
  25022. knownObject = undefined;
  25023. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  25024. var object = arguments[ i ],
  25025. uuid = object.uuid,
  25026. index = indicesByUUID[ uuid ];
  25027. if ( index === undefined ) {
  25028. // unknown object -> add it to the ACTIVE region
  25029. index = nObjects ++;
  25030. indicesByUUID[ uuid ] = index;
  25031. objects.push( object );
  25032. // accounting is done, now do the same for all bindings
  25033. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  25034. bindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) );
  25035. }
  25036. } else if ( index < nCachedObjects ) {
  25037. knownObject = objects[ index ];
  25038. // move existing object to the ACTIVE region
  25039. var firstActiveIndex = -- nCachedObjects,
  25040. lastCachedObject = objects[ firstActiveIndex ];
  25041. indicesByUUID[ lastCachedObject.uuid ] = index;
  25042. objects[ index ] = lastCachedObject;
  25043. indicesByUUID[ uuid ] = firstActiveIndex;
  25044. objects[ firstActiveIndex ] = object;
  25045. // accounting is done, now do the same for all bindings
  25046. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  25047. var bindingsForPath = bindings[ j ],
  25048. lastCached = bindingsForPath[ firstActiveIndex ],
  25049. binding = bindingsForPath[ index ];
  25050. bindingsForPath[ index ] = lastCached;
  25051. if ( binding === undefined ) {
  25052. // since we do not bother to create new bindings
  25053. // for objects that are cached, the binding may
  25054. // or may not exist
  25055. binding = new PropertyBinding( object, paths[ j ], parsedPaths[ j ] );
  25056. }
  25057. bindingsForPath[ firstActiveIndex ] = binding;
  25058. }
  25059. } else if ( objects[ index ] !== knownObject ) {
  25060. console.error( 'THREE.AnimationObjectGroup: Different objects with the same UUID ' +
  25061. 'detected. Clean the caches or recreate your infrastructure when reloading scenes.' );
  25062. } // else the object is already where we want it to be
  25063. } // for arguments
  25064. this.nCachedObjects_ = nCachedObjects;
  25065. },
  25066. remove: function () {
  25067. var objects = this._objects,
  25068. nCachedObjects = this.nCachedObjects_,
  25069. indicesByUUID = this._indicesByUUID,
  25070. bindings = this._bindings,
  25071. nBindings = bindings.length;
  25072. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  25073. var object = arguments[ i ],
  25074. uuid = object.uuid,
  25075. index = indicesByUUID[ uuid ];
  25076. if ( index !== undefined && index >= nCachedObjects ) {
  25077. // move existing object into the CACHED region
  25078. var lastCachedIndex = nCachedObjects ++,
  25079. firstActiveObject = objects[ lastCachedIndex ];
  25080. indicesByUUID[ firstActiveObject.uuid ] = index;
  25081. objects[ index ] = firstActiveObject;
  25082. indicesByUUID[ uuid ] = lastCachedIndex;
  25083. objects[ lastCachedIndex ] = object;
  25084. // accounting is done, now do the same for all bindings
  25085. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  25086. var bindingsForPath = bindings[ j ],
  25087. firstActive = bindingsForPath[ lastCachedIndex ],
  25088. binding = bindingsForPath[ index ];
  25089. bindingsForPath[ index ] = firstActive;
  25090. bindingsForPath[ lastCachedIndex ] = binding;
  25091. }
  25092. }
  25093. } // for arguments
  25094. this.nCachedObjects_ = nCachedObjects;
  25095. },
  25096. // remove & forget
  25097. uncache: function () {
  25098. var objects = this._objects,
  25099. nObjects = objects.length,
  25100. nCachedObjects = this.nCachedObjects_,
  25101. indicesByUUID = this._indicesByUUID,
  25102. bindings = this._bindings,
  25103. nBindings = bindings.length;
  25104. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  25105. var object = arguments[ i ],
  25106. uuid = object.uuid,
  25107. index = indicesByUUID[ uuid ];
  25108. if ( index !== undefined ) {
  25109. delete indicesByUUID[ uuid ];
  25110. if ( index < nCachedObjects ) {
  25111. // object is cached, shrink the CACHED region
  25112. var firstActiveIndex = -- nCachedObjects,
  25113. lastCachedObject = objects[ firstActiveIndex ],
  25114. lastIndex = -- nObjects,
  25115. lastObject = objects[ lastIndex ];
  25116. // last cached object takes this object's place
  25117. indicesByUUID[ lastCachedObject.uuid ] = index;
  25118. objects[ index ] = lastCachedObject;
  25119. // last object goes to the activated slot and pop
  25120. indicesByUUID[ lastObject.uuid ] = firstActiveIndex;
  25121. objects[ firstActiveIndex ] = lastObject;
  25122. objects.pop();
  25123. // accounting is done, now do the same for all bindings
  25124. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  25125. var bindingsForPath = bindings[ j ],
  25126. lastCached = bindingsForPath[ firstActiveIndex ],
  25127. last = bindingsForPath[ lastIndex ];
  25128. bindingsForPath[ index ] = lastCached;
  25129. bindingsForPath[ firstActiveIndex ] = last;
  25130. bindingsForPath.pop();
  25131. }
  25132. } else {
  25133. // object is active, just swap with the last and pop
  25134. var lastIndex = -- nObjects,
  25135. lastObject = objects[ lastIndex ];
  25136. indicesByUUID[ lastObject.uuid ] = index;
  25137. objects[ index ] = lastObject;
  25138. objects.pop();
  25139. // accounting is done, now do the same for all bindings
  25140. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  25141. var bindingsForPath = bindings[ j ];
  25142. bindingsForPath[ index ] = bindingsForPath[ lastIndex ];
  25143. bindingsForPath.pop();
  25144. }
  25145. } // cached or active
  25146. } // if object is known
  25147. } // for arguments
  25148. this.nCachedObjects_ = nCachedObjects;
  25149. },
  25150. // Internal interface used by befriended PropertyBinding.Composite:
  25151. subscribe_: function ( path, parsedPath ) {
  25152. // returns an array of bindings for the given path that is changed
  25153. // according to the contained objects in the group
  25154. var indicesByPath = this._bindingsIndicesByPath,
  25155. index = indicesByPath[ path ],
  25156. bindings = this._bindings;
  25157. if ( index !== undefined ) return bindings[ index ];
  25158. var paths = this._paths,
  25159. parsedPaths = this._parsedPaths,
  25160. objects = this._objects,
  25161. nObjects = objects.length,
  25162. nCachedObjects = this.nCachedObjects_,
  25163. bindingsForPath = new Array( nObjects );
  25164. index = bindings.length;
  25165. indicesByPath[ path ] = index;
  25166. paths.push( path );
  25167. parsedPaths.push( parsedPath );
  25168. bindings.push( bindingsForPath );
  25169. for ( var i = nCachedObjects, n = objects.length; i !== n; ++ i ) {
  25170. var object = objects[ i ];
  25171. bindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath );
  25172. }
  25173. return bindingsForPath;
  25174. },
  25175. unsubscribe_: function ( path ) {
  25176. // tells the group to forget about a property path and no longer
  25177. // update the array previously obtained with 'subscribe_'
  25178. var indicesByPath = this._bindingsIndicesByPath,
  25179. index = indicesByPath[ path ];
  25180. if ( index !== undefined ) {
  25181. var paths = this._paths,
  25182. parsedPaths = this._parsedPaths,
  25183. bindings = this._bindings,
  25184. lastBindingsIndex = bindings.length - 1,
  25185. lastBindings = bindings[ lastBindingsIndex ],
  25186. lastBindingsPath = path[ lastBindingsIndex ];
  25187. indicesByPath[ lastBindingsPath ] = index;
  25188. bindings[ index ] = lastBindings;
  25189. bindings.pop();
  25190. parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];
  25191. parsedPaths.pop();
  25192. paths[ index ] = paths[ lastBindingsIndex ];
  25193. paths.pop();
  25194. }
  25195. }
  25196. } );
  25197. /**
  25198. *
  25199. * Action provided by AnimationMixer for scheduling clip playback on specific
  25200. * objects.
  25201. *
  25202. * @author Ben Houston / http://clara.io/
  25203. * @author David Sarno / http://lighthaus.us/
  25204. * @author tschw
  25205. *
  25206. */
  25207. function AnimationAction( mixer, clip, localRoot ) {
  25208. this._mixer = mixer;
  25209. this._clip = clip;
  25210. this._localRoot = localRoot || null;
  25211. var tracks = clip.tracks,
  25212. nTracks = tracks.length,
  25213. interpolants = new Array( nTracks );
  25214. var interpolantSettings = {
  25215. endingStart: ZeroCurvatureEnding,
  25216. endingEnd: ZeroCurvatureEnding
  25217. };
  25218. for ( var i = 0; i !== nTracks; ++ i ) {
  25219. var interpolant = tracks[ i ].createInterpolant( null );
  25220. interpolants[ i ] = interpolant;
  25221. interpolant.settings = interpolantSettings;
  25222. }
  25223. this._interpolantSettings = interpolantSettings;
  25224. this._interpolants = interpolants; // bound by the mixer
  25225. // inside: PropertyMixer (managed by the mixer)
  25226. this._propertyBindings = new Array( nTracks );
  25227. this._cacheIndex = null; // for the memory manager
  25228. this._byClipCacheIndex = null; // for the memory manager
  25229. this._timeScaleInterpolant = null;
  25230. this._weightInterpolant = null;
  25231. this.loop = LoopRepeat;
  25232. this._loopCount = - 1;
  25233. // global mixer time when the action is to be started
  25234. // it's set back to 'null' upon start of the action
  25235. this._startTime = null;
  25236. // scaled local time of the action
  25237. // gets clamped or wrapped to 0..clip.duration according to loop
  25238. this.time = 0;
  25239. this.timeScale = 1;
  25240. this._effectiveTimeScale = 1;
  25241. this.weight = 1;
  25242. this._effectiveWeight = 1;
  25243. this.repetitions = Infinity; // no. of repetitions when looping
  25244. this.paused = false; // true -> zero effective time scale
  25245. this.enabled = true; // false -> zero effective weight
  25246. this.clampWhenFinished = false;// keep feeding the last frame?
  25247. this.zeroSlopeAtStart = true;// for smooth interpolation w/o separate
  25248. this.zeroSlopeAtEnd = true;// clips for start, loop and end
  25249. }
  25250. Object.assign( AnimationAction.prototype, {
  25251. // State & Scheduling
  25252. play: function () {
  25253. this._mixer._activateAction( this );
  25254. return this;
  25255. },
  25256. stop: function () {
  25257. this._mixer._deactivateAction( this );
  25258. return this.reset();
  25259. },
  25260. reset: function () {
  25261. this.paused = false;
  25262. this.enabled = true;
  25263. this.time = 0; // restart clip
  25264. this._loopCount = - 1;// forget previous loops
  25265. this._startTime = null;// forget scheduling
  25266. return this.stopFading().stopWarping();
  25267. },
  25268. isRunning: function () {
  25269. return this.enabled && ! this.paused && this.timeScale !== 0 &&
  25270. this._startTime === null && this._mixer._isActiveAction( this );
  25271. },
  25272. // return true when play has been called
  25273. isScheduled: function () {
  25274. return this._mixer._isActiveAction( this );
  25275. },
  25276. startAt: function ( time ) {
  25277. this._startTime = time;
  25278. return this;
  25279. },
  25280. setLoop: function ( mode, repetitions ) {
  25281. this.loop = mode;
  25282. this.repetitions = repetitions;
  25283. return this;
  25284. },
  25285. // Weight
  25286. // set the weight stopping any scheduled fading
  25287. // although .enabled = false yields an effective weight of zero, this
  25288. // method does *not* change .enabled, because it would be confusing
  25289. setEffectiveWeight: function ( weight ) {
  25290. this.weight = weight;
  25291. // note: same logic as when updated at runtime
  25292. this._effectiveWeight = this.enabled ? weight : 0;
  25293. return this.stopFading();
  25294. },
  25295. // return the weight considering fading and .enabled
  25296. getEffectiveWeight: function () {
  25297. return this._effectiveWeight;
  25298. },
  25299. fadeIn: function ( duration ) {
  25300. return this._scheduleFading( duration, 0, 1 );
  25301. },
  25302. fadeOut: function ( duration ) {
  25303. return this._scheduleFading( duration, 1, 0 );
  25304. },
  25305. crossFadeFrom: function ( fadeOutAction, duration, warp ) {
  25306. fadeOutAction.fadeOut( duration );
  25307. this.fadeIn( duration );
  25308. if ( warp ) {
  25309. var fadeInDuration = this._clip.duration,
  25310. fadeOutDuration = fadeOutAction._clip.duration,
  25311. startEndRatio = fadeOutDuration / fadeInDuration,
  25312. endStartRatio = fadeInDuration / fadeOutDuration;
  25313. fadeOutAction.warp( 1.0, startEndRatio, duration );
  25314. this.warp( endStartRatio, 1.0, duration );
  25315. }
  25316. return this;
  25317. },
  25318. crossFadeTo: function ( fadeInAction, duration, warp ) {
  25319. return fadeInAction.crossFadeFrom( this, duration, warp );
  25320. },
  25321. stopFading: function () {
  25322. var weightInterpolant = this._weightInterpolant;
  25323. if ( weightInterpolant !== null ) {
  25324. this._weightInterpolant = null;
  25325. this._mixer._takeBackControlInterpolant( weightInterpolant );
  25326. }
  25327. return this;
  25328. },
  25329. // Time Scale Control
  25330. // set the time scale stopping any scheduled warping
  25331. // although .paused = true yields an effective time scale of zero, this
  25332. // method does *not* change .paused, because it would be confusing
  25333. setEffectiveTimeScale: function ( timeScale ) {
  25334. this.timeScale = timeScale;
  25335. this._effectiveTimeScale = this.paused ? 0 : timeScale;
  25336. return this.stopWarping();
  25337. },
  25338. // return the time scale considering warping and .paused
  25339. getEffectiveTimeScale: function () {
  25340. return this._effectiveTimeScale;
  25341. },
  25342. setDuration: function ( duration ) {
  25343. this.timeScale = this._clip.duration / duration;
  25344. return this.stopWarping();
  25345. },
  25346. syncWith: function ( action ) {
  25347. this.time = action.time;
  25348. this.timeScale = action.timeScale;
  25349. return this.stopWarping();
  25350. },
  25351. halt: function ( duration ) {
  25352. return this.warp( this._effectiveTimeScale, 0, duration );
  25353. },
  25354. warp: function ( startTimeScale, endTimeScale, duration ) {
  25355. var mixer = this._mixer, now = mixer.time,
  25356. interpolant = this._timeScaleInterpolant,
  25357. timeScale = this.timeScale;
  25358. if ( interpolant === null ) {
  25359. interpolant = mixer._lendControlInterpolant();
  25360. this._timeScaleInterpolant = interpolant;
  25361. }
  25362. var times = interpolant.parameterPositions,
  25363. values = interpolant.sampleValues;
  25364. times[ 0 ] = now;
  25365. times[ 1 ] = now + duration;
  25366. values[ 0 ] = startTimeScale / timeScale;
  25367. values[ 1 ] = endTimeScale / timeScale;
  25368. return this;
  25369. },
  25370. stopWarping: function () {
  25371. var timeScaleInterpolant = this._timeScaleInterpolant;
  25372. if ( timeScaleInterpolant !== null ) {
  25373. this._timeScaleInterpolant = null;
  25374. this._mixer._takeBackControlInterpolant( timeScaleInterpolant );
  25375. }
  25376. return this;
  25377. },
  25378. // Object Accessors
  25379. getMixer: function () {
  25380. return this._mixer;
  25381. },
  25382. getClip: function () {
  25383. return this._clip;
  25384. },
  25385. getRoot: function () {
  25386. return this._localRoot || this._mixer._root;
  25387. },
  25388. // Interna
  25389. _update: function ( time, deltaTime, timeDirection, accuIndex ) {
  25390. // called by the mixer
  25391. if ( ! this.enabled ) {
  25392. // call ._updateWeight() to update ._effectiveWeight
  25393. this._updateWeight( time );
  25394. return;
  25395. }
  25396. var startTime = this._startTime;
  25397. if ( startTime !== null ) {
  25398. // check for scheduled start of action
  25399. var timeRunning = ( time - startTime ) * timeDirection;
  25400. if ( timeRunning < 0 || timeDirection === 0 ) {
  25401. return; // yet to come / don't decide when delta = 0
  25402. }
  25403. // start
  25404. this._startTime = null; // unschedule
  25405. deltaTime = timeDirection * timeRunning;
  25406. }
  25407. // apply time scale and advance time
  25408. deltaTime *= this._updateTimeScale( time );
  25409. var clipTime = this._updateTime( deltaTime );
  25410. // note: _updateTime may disable the action resulting in
  25411. // an effective weight of 0
  25412. var weight = this._updateWeight( time );
  25413. if ( weight > 0 ) {
  25414. var interpolants = this._interpolants;
  25415. var propertyMixers = this._propertyBindings;
  25416. for ( var j = 0, m = interpolants.length; j !== m; ++ j ) {
  25417. interpolants[ j ].evaluate( clipTime );
  25418. propertyMixers[ j ].accumulate( accuIndex, weight );
  25419. }
  25420. }
  25421. },
  25422. _updateWeight: function ( time ) {
  25423. var weight = 0;
  25424. if ( this.enabled ) {
  25425. weight = this.weight;
  25426. var interpolant = this._weightInterpolant;
  25427. if ( interpolant !== null ) {
  25428. var interpolantValue = interpolant.evaluate( time )[ 0 ];
  25429. weight *= interpolantValue;
  25430. if ( time > interpolant.parameterPositions[ 1 ] ) {
  25431. this.stopFading();
  25432. if ( interpolantValue === 0 ) {
  25433. // faded out, disable
  25434. this.enabled = false;
  25435. }
  25436. }
  25437. }
  25438. }
  25439. this._effectiveWeight = weight;
  25440. return weight;
  25441. },
  25442. _updateTimeScale: function ( time ) {
  25443. var timeScale = 0;
  25444. if ( ! this.paused ) {
  25445. timeScale = this.timeScale;
  25446. var interpolant = this._timeScaleInterpolant;
  25447. if ( interpolant !== null ) {
  25448. var interpolantValue = interpolant.evaluate( time )[ 0 ];
  25449. timeScale *= interpolantValue;
  25450. if ( time > interpolant.parameterPositions[ 1 ] ) {
  25451. this.stopWarping();
  25452. if ( timeScale === 0 ) {
  25453. // motion has halted, pause
  25454. this.paused = true;
  25455. } else {
  25456. // warp done - apply final time scale
  25457. this.timeScale = timeScale;
  25458. }
  25459. }
  25460. }
  25461. }
  25462. this._effectiveTimeScale = timeScale;
  25463. return timeScale;
  25464. },
  25465. _updateTime: function ( deltaTime ) {
  25466. var time = this.time + deltaTime;
  25467. var duration = this._clip.duration;
  25468. var loop = this.loop;
  25469. var loopCount = this._loopCount;
  25470. var pingPong = ( loop === LoopPingPong );
  25471. if ( deltaTime === 0 ) {
  25472. if ( loopCount === - 1 ) return time;
  25473. return ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time;
  25474. }
  25475. if ( loop === LoopOnce ) {
  25476. if ( loopCount === - 1 ) {
  25477. // just started
  25478. this._loopCount = 0;
  25479. this._setEndings( true, true, false );
  25480. }
  25481. handle_stop: {
  25482. if ( time >= duration ) {
  25483. time = duration;
  25484. } else if ( time < 0 ) {
  25485. time = 0;
  25486. } else break handle_stop;
  25487. if ( this.clampWhenFinished ) this.paused = true;
  25488. else this.enabled = false;
  25489. this._mixer.dispatchEvent( {
  25490. type: 'finished', action: this,
  25491. direction: deltaTime < 0 ? - 1 : 1
  25492. } );
  25493. }
  25494. } else { // repetitive Repeat or PingPong
  25495. if ( loopCount === - 1 ) {
  25496. // just started
  25497. if ( deltaTime >= 0 ) {
  25498. loopCount = 0;
  25499. this._setEndings( true, this.repetitions === 0, pingPong );
  25500. } else {
  25501. // when looping in reverse direction, the initial
  25502. // transition through zero counts as a repetition,
  25503. // so leave loopCount at -1
  25504. this._setEndings( this.repetitions === 0, true, pingPong );
  25505. }
  25506. }
  25507. if ( time >= duration || time < 0 ) {
  25508. // wrap around
  25509. var loopDelta = Math.floor( time / duration ); // signed
  25510. time -= duration * loopDelta;
  25511. loopCount += Math.abs( loopDelta );
  25512. var pending = this.repetitions - loopCount;
  25513. if ( pending <= 0 ) {
  25514. // have to stop (switch state, clamp time, fire event)
  25515. if ( this.clampWhenFinished ) this.paused = true;
  25516. else this.enabled = false;
  25517. time = deltaTime > 0 ? duration : 0;
  25518. this._mixer.dispatchEvent( {
  25519. type: 'finished', action: this,
  25520. direction: deltaTime > 0 ? 1 : - 1
  25521. } );
  25522. } else {
  25523. // keep running
  25524. if ( pending === 1 ) {
  25525. // entering the last round
  25526. var atStart = deltaTime < 0;
  25527. this._setEndings( atStart, ! atStart, pingPong );
  25528. } else {
  25529. this._setEndings( false, false, pingPong );
  25530. }
  25531. this._loopCount = loopCount;
  25532. this._mixer.dispatchEvent( {
  25533. type: 'loop', action: this, loopDelta: loopDelta
  25534. } );
  25535. }
  25536. }
  25537. if ( pingPong && ( loopCount & 1 ) === 1 ) {
  25538. // invert time for the "pong round"
  25539. this.time = time;
  25540. return duration - time;
  25541. }
  25542. }
  25543. this.time = time;
  25544. return time;
  25545. },
  25546. _setEndings: function ( atStart, atEnd, pingPong ) {
  25547. var settings = this._interpolantSettings;
  25548. if ( pingPong ) {
  25549. settings.endingStart = ZeroSlopeEnding;
  25550. settings.endingEnd = ZeroSlopeEnding;
  25551. } else {
  25552. // assuming for LoopOnce atStart == atEnd == true
  25553. if ( atStart ) {
  25554. settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;
  25555. } else {
  25556. settings.endingStart = WrapAroundEnding;
  25557. }
  25558. if ( atEnd ) {
  25559. settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;
  25560. } else {
  25561. settings.endingEnd = WrapAroundEnding;
  25562. }
  25563. }
  25564. },
  25565. _scheduleFading: function ( duration, weightNow, weightThen ) {
  25566. var mixer = this._mixer, now = mixer.time,
  25567. interpolant = this._weightInterpolant;
  25568. if ( interpolant === null ) {
  25569. interpolant = mixer._lendControlInterpolant();
  25570. this._weightInterpolant = interpolant;
  25571. }
  25572. var times = interpolant.parameterPositions,
  25573. values = interpolant.sampleValues;
  25574. times[ 0 ] = now;
  25575. values[ 0 ] = weightNow;
  25576. times[ 1 ] = now + duration;
  25577. values[ 1 ] = weightThen;
  25578. return this;
  25579. }
  25580. } );
  25581. /**
  25582. *
  25583. * Player for AnimationClips.
  25584. *
  25585. *
  25586. * @author Ben Houston / http://clara.io/
  25587. * @author David Sarno / http://lighthaus.us/
  25588. * @author tschw
  25589. */
  25590. function AnimationMixer( root ) {
  25591. this._root = root;
  25592. this._initMemoryManager();
  25593. this._accuIndex = 0;
  25594. this.time = 0;
  25595. this.timeScale = 1.0;
  25596. }
  25597. AnimationMixer.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  25598. constructor: AnimationMixer,
  25599. _bindAction: function ( action, prototypeAction ) {
  25600. var root = action._localRoot || this._root,
  25601. tracks = action._clip.tracks,
  25602. nTracks = tracks.length,
  25603. bindings = action._propertyBindings,
  25604. interpolants = action._interpolants,
  25605. rootUuid = root.uuid,
  25606. bindingsByRoot = this._bindingsByRootAndName,
  25607. bindingsByName = bindingsByRoot[ rootUuid ];
  25608. if ( bindingsByName === undefined ) {
  25609. bindingsByName = {};
  25610. bindingsByRoot[ rootUuid ] = bindingsByName;
  25611. }
  25612. for ( var i = 0; i !== nTracks; ++ i ) {
  25613. var track = tracks[ i ],
  25614. trackName = track.name,
  25615. binding = bindingsByName[ trackName ];
  25616. if ( binding !== undefined ) {
  25617. bindings[ i ] = binding;
  25618. } else {
  25619. binding = bindings[ i ];
  25620. if ( binding !== undefined ) {
  25621. // existing binding, make sure the cache knows
  25622. if ( binding._cacheIndex === null ) {
  25623. ++ binding.referenceCount;
  25624. this._addInactiveBinding( binding, rootUuid, trackName );
  25625. }
  25626. continue;
  25627. }
  25628. var path = prototypeAction && prototypeAction.
  25629. _propertyBindings[ i ].binding.parsedPath;
  25630. binding = new PropertyMixer(
  25631. PropertyBinding.create( root, trackName, path ),
  25632. track.ValueTypeName, track.getValueSize() );
  25633. ++ binding.referenceCount;
  25634. this._addInactiveBinding( binding, rootUuid, trackName );
  25635. bindings[ i ] = binding;
  25636. }
  25637. interpolants[ i ].resultBuffer = binding.buffer;
  25638. }
  25639. },
  25640. _activateAction: function ( action ) {
  25641. if ( ! this._isActiveAction( action ) ) {
  25642. if ( action._cacheIndex === null ) {
  25643. // this action has been forgotten by the cache, but the user
  25644. // appears to be still using it -> rebind
  25645. var rootUuid = ( action._localRoot || this._root ).uuid,
  25646. clipUuid = action._clip.uuid,
  25647. actionsForClip = this._actionsByClip[ clipUuid ];
  25648. this._bindAction( action,
  25649. actionsForClip && actionsForClip.knownActions[ 0 ] );
  25650. this._addInactiveAction( action, clipUuid, rootUuid );
  25651. }
  25652. var bindings = action._propertyBindings;
  25653. // increment reference counts / sort out state
  25654. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  25655. var binding = bindings[ i ];
  25656. if ( binding.useCount ++ === 0 ) {
  25657. this._lendBinding( binding );
  25658. binding.saveOriginalState();
  25659. }
  25660. }
  25661. this._lendAction( action );
  25662. }
  25663. },
  25664. _deactivateAction: function ( action ) {
  25665. if ( this._isActiveAction( action ) ) {
  25666. var bindings = action._propertyBindings;
  25667. // decrement reference counts / sort out state
  25668. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  25669. var binding = bindings[ i ];
  25670. if ( -- binding.useCount === 0 ) {
  25671. binding.restoreOriginalState();
  25672. this._takeBackBinding( binding );
  25673. }
  25674. }
  25675. this._takeBackAction( action );
  25676. }
  25677. },
  25678. // Memory manager
  25679. _initMemoryManager: function () {
  25680. this._actions = []; // 'nActiveActions' followed by inactive ones
  25681. this._nActiveActions = 0;
  25682. this._actionsByClip = {};
  25683. // inside:
  25684. // {
  25685. // knownActions: Array< AnimationAction > - used as prototypes
  25686. // actionByRoot: AnimationAction - lookup
  25687. // }
  25688. this._bindings = []; // 'nActiveBindings' followed by inactive ones
  25689. this._nActiveBindings = 0;
  25690. this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >
  25691. this._controlInterpolants = []; // same game as above
  25692. this._nActiveControlInterpolants = 0;
  25693. var scope = this;
  25694. this.stats = {
  25695. actions: {
  25696. get total() {
  25697. return scope._actions.length;
  25698. },
  25699. get inUse() {
  25700. return scope._nActiveActions;
  25701. }
  25702. },
  25703. bindings: {
  25704. get total() {
  25705. return scope._bindings.length;
  25706. },
  25707. get inUse() {
  25708. return scope._nActiveBindings;
  25709. }
  25710. },
  25711. controlInterpolants: {
  25712. get total() {
  25713. return scope._controlInterpolants.length;
  25714. },
  25715. get inUse() {
  25716. return scope._nActiveControlInterpolants;
  25717. }
  25718. }
  25719. };
  25720. },
  25721. // Memory management for AnimationAction objects
  25722. _isActiveAction: function ( action ) {
  25723. var index = action._cacheIndex;
  25724. return index !== null && index < this._nActiveActions;
  25725. },
  25726. _addInactiveAction: function ( action, clipUuid, rootUuid ) {
  25727. var actions = this._actions,
  25728. actionsByClip = this._actionsByClip,
  25729. actionsForClip = actionsByClip[ clipUuid ];
  25730. if ( actionsForClip === undefined ) {
  25731. actionsForClip = {
  25732. knownActions: [ action ],
  25733. actionByRoot: {}
  25734. };
  25735. action._byClipCacheIndex = 0;
  25736. actionsByClip[ clipUuid ] = actionsForClip;
  25737. } else {
  25738. var knownActions = actionsForClip.knownActions;
  25739. action._byClipCacheIndex = knownActions.length;
  25740. knownActions.push( action );
  25741. }
  25742. action._cacheIndex = actions.length;
  25743. actions.push( action );
  25744. actionsForClip.actionByRoot[ rootUuid ] = action;
  25745. },
  25746. _removeInactiveAction: function ( action ) {
  25747. var actions = this._actions,
  25748. lastInactiveAction = actions[ actions.length - 1 ],
  25749. cacheIndex = action._cacheIndex;
  25750. lastInactiveAction._cacheIndex = cacheIndex;
  25751. actions[ cacheIndex ] = lastInactiveAction;
  25752. actions.pop();
  25753. action._cacheIndex = null;
  25754. var clipUuid = action._clip.uuid,
  25755. actionsByClip = this._actionsByClip,
  25756. actionsForClip = actionsByClip[ clipUuid ],
  25757. knownActionsForClip = actionsForClip.knownActions,
  25758. lastKnownAction =
  25759. knownActionsForClip[ knownActionsForClip.length - 1 ],
  25760. byClipCacheIndex = action._byClipCacheIndex;
  25761. lastKnownAction._byClipCacheIndex = byClipCacheIndex;
  25762. knownActionsForClip[ byClipCacheIndex ] = lastKnownAction;
  25763. knownActionsForClip.pop();
  25764. action._byClipCacheIndex = null;
  25765. var actionByRoot = actionsForClip.actionByRoot,
  25766. rootUuid = ( action._localRoot || this._root ).uuid;
  25767. delete actionByRoot[ rootUuid ];
  25768. if ( knownActionsForClip.length === 0 ) {
  25769. delete actionsByClip[ clipUuid ];
  25770. }
  25771. this._removeInactiveBindingsForAction( action );
  25772. },
  25773. _removeInactiveBindingsForAction: function ( action ) {
  25774. var bindings = action._propertyBindings;
  25775. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  25776. var binding = bindings[ i ];
  25777. if ( -- binding.referenceCount === 0 ) {
  25778. this._removeInactiveBinding( binding );
  25779. }
  25780. }
  25781. },
  25782. _lendAction: function ( action ) {
  25783. // [ active actions | inactive actions ]
  25784. // [ active actions >| inactive actions ]
  25785. // s a
  25786. // <-swap->
  25787. // a s
  25788. var actions = this._actions,
  25789. prevIndex = action._cacheIndex,
  25790. lastActiveIndex = this._nActiveActions ++,
  25791. firstInactiveAction = actions[ lastActiveIndex ];
  25792. action._cacheIndex = lastActiveIndex;
  25793. actions[ lastActiveIndex ] = action;
  25794. firstInactiveAction._cacheIndex = prevIndex;
  25795. actions[ prevIndex ] = firstInactiveAction;
  25796. },
  25797. _takeBackAction: function ( action ) {
  25798. // [ active actions | inactive actions ]
  25799. // [ active actions |< inactive actions ]
  25800. // a s
  25801. // <-swap->
  25802. // s a
  25803. var actions = this._actions,
  25804. prevIndex = action._cacheIndex,
  25805. firstInactiveIndex = -- this._nActiveActions,
  25806. lastActiveAction = actions[ firstInactiveIndex ];
  25807. action._cacheIndex = firstInactiveIndex;
  25808. actions[ firstInactiveIndex ] = action;
  25809. lastActiveAction._cacheIndex = prevIndex;
  25810. actions[ prevIndex ] = lastActiveAction;
  25811. },
  25812. // Memory management for PropertyMixer objects
  25813. _addInactiveBinding: function ( binding, rootUuid, trackName ) {
  25814. var bindingsByRoot = this._bindingsByRootAndName,
  25815. bindingByName = bindingsByRoot[ rootUuid ],
  25816. bindings = this._bindings;
  25817. if ( bindingByName === undefined ) {
  25818. bindingByName = {};
  25819. bindingsByRoot[ rootUuid ] = bindingByName;
  25820. }
  25821. bindingByName[ trackName ] = binding;
  25822. binding._cacheIndex = bindings.length;
  25823. bindings.push( binding );
  25824. },
  25825. _removeInactiveBinding: function ( binding ) {
  25826. var bindings = this._bindings,
  25827. propBinding = binding.binding,
  25828. rootUuid = propBinding.rootNode.uuid,
  25829. trackName = propBinding.path,
  25830. bindingsByRoot = this._bindingsByRootAndName,
  25831. bindingByName = bindingsByRoot[ rootUuid ],
  25832. lastInactiveBinding = bindings[ bindings.length - 1 ],
  25833. cacheIndex = binding._cacheIndex;
  25834. lastInactiveBinding._cacheIndex = cacheIndex;
  25835. bindings[ cacheIndex ] = lastInactiveBinding;
  25836. bindings.pop();
  25837. delete bindingByName[ trackName ];
  25838. remove_empty_map: {
  25839. for ( var _ in bindingByName ) break remove_empty_map; // eslint-disable-line no-unused-vars
  25840. delete bindingsByRoot[ rootUuid ];
  25841. }
  25842. },
  25843. _lendBinding: function ( binding ) {
  25844. var bindings = this._bindings,
  25845. prevIndex = binding._cacheIndex,
  25846. lastActiveIndex = this._nActiveBindings ++,
  25847. firstInactiveBinding = bindings[ lastActiveIndex ];
  25848. binding._cacheIndex = lastActiveIndex;
  25849. bindings[ lastActiveIndex ] = binding;
  25850. firstInactiveBinding._cacheIndex = prevIndex;
  25851. bindings[ prevIndex ] = firstInactiveBinding;
  25852. },
  25853. _takeBackBinding: function ( binding ) {
  25854. var bindings = this._bindings,
  25855. prevIndex = binding._cacheIndex,
  25856. firstInactiveIndex = -- this._nActiveBindings,
  25857. lastActiveBinding = bindings[ firstInactiveIndex ];
  25858. binding._cacheIndex = firstInactiveIndex;
  25859. bindings[ firstInactiveIndex ] = binding;
  25860. lastActiveBinding._cacheIndex = prevIndex;
  25861. bindings[ prevIndex ] = lastActiveBinding;
  25862. },
  25863. // Memory management of Interpolants for weight and time scale
  25864. _lendControlInterpolant: function () {
  25865. var interpolants = this._controlInterpolants,
  25866. lastActiveIndex = this._nActiveControlInterpolants ++,
  25867. interpolant = interpolants[ lastActiveIndex ];
  25868. if ( interpolant === undefined ) {
  25869. interpolant = new LinearInterpolant(
  25870. new Float32Array( 2 ), new Float32Array( 2 ),
  25871. 1, this._controlInterpolantsResultBuffer );
  25872. interpolant.__cacheIndex = lastActiveIndex;
  25873. interpolants[ lastActiveIndex ] = interpolant;
  25874. }
  25875. return interpolant;
  25876. },
  25877. _takeBackControlInterpolant: function ( interpolant ) {
  25878. var interpolants = this._controlInterpolants,
  25879. prevIndex = interpolant.__cacheIndex,
  25880. firstInactiveIndex = -- this._nActiveControlInterpolants,
  25881. lastActiveInterpolant = interpolants[ firstInactiveIndex ];
  25882. interpolant.__cacheIndex = firstInactiveIndex;
  25883. interpolants[ firstInactiveIndex ] = interpolant;
  25884. lastActiveInterpolant.__cacheIndex = prevIndex;
  25885. interpolants[ prevIndex ] = lastActiveInterpolant;
  25886. },
  25887. _controlInterpolantsResultBuffer: new Float32Array( 1 ),
  25888. // return an action for a clip optionally using a custom root target
  25889. // object (this method allocates a lot of dynamic memory in case a
  25890. // previously unknown clip/root combination is specified)
  25891. clipAction: function ( clip, optionalRoot ) {
  25892. var root = optionalRoot || this._root,
  25893. rootUuid = root.uuid,
  25894. clipObject = typeof clip === 'string' ?
  25895. AnimationClip.findByName( root, clip ) : clip,
  25896. clipUuid = clipObject !== null ? clipObject.uuid : clip,
  25897. actionsForClip = this._actionsByClip[ clipUuid ],
  25898. prototypeAction = null;
  25899. if ( actionsForClip !== undefined ) {
  25900. var existingAction =
  25901. actionsForClip.actionByRoot[ rootUuid ];
  25902. if ( existingAction !== undefined ) {
  25903. return existingAction;
  25904. }
  25905. // we know the clip, so we don't have to parse all
  25906. // the bindings again but can just copy
  25907. prototypeAction = actionsForClip.knownActions[ 0 ];
  25908. // also, take the clip from the prototype action
  25909. if ( clipObject === null )
  25910. clipObject = prototypeAction._clip;
  25911. }
  25912. // clip must be known when specified via string
  25913. if ( clipObject === null ) return null;
  25914. // allocate all resources required to run it
  25915. var newAction = new AnimationAction( this, clipObject, optionalRoot );
  25916. this._bindAction( newAction, prototypeAction );
  25917. // and make the action known to the memory manager
  25918. this._addInactiveAction( newAction, clipUuid, rootUuid );
  25919. return newAction;
  25920. },
  25921. // get an existing action
  25922. existingAction: function ( clip, optionalRoot ) {
  25923. var root = optionalRoot || this._root,
  25924. rootUuid = root.uuid,
  25925. clipObject = typeof clip === 'string' ?
  25926. AnimationClip.findByName( root, clip ) : clip,
  25927. clipUuid = clipObject ? clipObject.uuid : clip,
  25928. actionsForClip = this._actionsByClip[ clipUuid ];
  25929. if ( actionsForClip !== undefined ) {
  25930. return actionsForClip.actionByRoot[ rootUuid ] || null;
  25931. }
  25932. return null;
  25933. },
  25934. // deactivates all previously scheduled actions
  25935. stopAllAction: function () {
  25936. var actions = this._actions,
  25937. nActions = this._nActiveActions,
  25938. bindings = this._bindings,
  25939. nBindings = this._nActiveBindings;
  25940. this._nActiveActions = 0;
  25941. this._nActiveBindings = 0;
  25942. for ( var i = 0; i !== nActions; ++ i ) {
  25943. actions[ i ].reset();
  25944. }
  25945. for ( var i = 0; i !== nBindings; ++ i ) {
  25946. bindings[ i ].useCount = 0;
  25947. }
  25948. return this;
  25949. },
  25950. // advance the time and update apply the animation
  25951. update: function ( deltaTime ) {
  25952. deltaTime *= this.timeScale;
  25953. var actions = this._actions,
  25954. nActions = this._nActiveActions,
  25955. time = this.time += deltaTime,
  25956. timeDirection = Math.sign( deltaTime ),
  25957. accuIndex = this._accuIndex ^= 1;
  25958. // run active actions
  25959. for ( var i = 0; i !== nActions; ++ i ) {
  25960. var action = actions[ i ];
  25961. action._update( time, deltaTime, timeDirection, accuIndex );
  25962. }
  25963. // update scene graph
  25964. var bindings = this._bindings,
  25965. nBindings = this._nActiveBindings;
  25966. for ( var i = 0; i !== nBindings; ++ i ) {
  25967. bindings[ i ].apply( accuIndex );
  25968. }
  25969. return this;
  25970. },
  25971. // return this mixer's root target object
  25972. getRoot: function () {
  25973. return this._root;
  25974. },
  25975. // free all resources specific to a particular clip
  25976. uncacheClip: function ( clip ) {
  25977. var actions = this._actions,
  25978. clipUuid = clip.uuid,
  25979. actionsByClip = this._actionsByClip,
  25980. actionsForClip = actionsByClip[ clipUuid ];
  25981. if ( actionsForClip !== undefined ) {
  25982. // note: just calling _removeInactiveAction would mess up the
  25983. // iteration state and also require updating the state we can
  25984. // just throw away
  25985. var actionsToRemove = actionsForClip.knownActions;
  25986. for ( var i = 0, n = actionsToRemove.length; i !== n; ++ i ) {
  25987. var action = actionsToRemove[ i ];
  25988. this._deactivateAction( action );
  25989. var cacheIndex = action._cacheIndex,
  25990. lastInactiveAction = actions[ actions.length - 1 ];
  25991. action._cacheIndex = null;
  25992. action._byClipCacheIndex = null;
  25993. lastInactiveAction._cacheIndex = cacheIndex;
  25994. actions[ cacheIndex ] = lastInactiveAction;
  25995. actions.pop();
  25996. this._removeInactiveBindingsForAction( action );
  25997. }
  25998. delete actionsByClip[ clipUuid ];
  25999. }
  26000. },
  26001. // free all resources specific to a particular root target object
  26002. uncacheRoot: function ( root ) {
  26003. var rootUuid = root.uuid,
  26004. actionsByClip = this._actionsByClip;
  26005. for ( var clipUuid in actionsByClip ) {
  26006. var actionByRoot = actionsByClip[ clipUuid ].actionByRoot,
  26007. action = actionByRoot[ rootUuid ];
  26008. if ( action !== undefined ) {
  26009. this._deactivateAction( action );
  26010. this._removeInactiveAction( action );
  26011. }
  26012. }
  26013. var bindingsByRoot = this._bindingsByRootAndName,
  26014. bindingByName = bindingsByRoot[ rootUuid ];
  26015. if ( bindingByName !== undefined ) {
  26016. for ( var trackName in bindingByName ) {
  26017. var binding = bindingByName[ trackName ];
  26018. binding.restoreOriginalState();
  26019. this._removeInactiveBinding( binding );
  26020. }
  26021. }
  26022. },
  26023. // remove a targeted clip from the cache
  26024. uncacheAction: function ( clip, optionalRoot ) {
  26025. var action = this.existingAction( clip, optionalRoot );
  26026. if ( action !== null ) {
  26027. this._deactivateAction( action );
  26028. this._removeInactiveAction( action );
  26029. }
  26030. }
  26031. } );
  26032. /**
  26033. * @author mrdoob / http://mrdoob.com/
  26034. */
  26035. function Uniform( value ) {
  26036. if ( typeof value === 'string' ) {
  26037. console.warn( 'THREE.Uniform: Type parameter is no longer needed.' );
  26038. value = arguments[ 1 ];
  26039. }
  26040. this.value = value;
  26041. }
  26042. Uniform.prototype.clone = function () {
  26043. return new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );
  26044. };
  26045. /**
  26046. * @author benaadams / https://twitter.com/ben_a_adams
  26047. */
  26048. function InstancedBufferGeometry() {
  26049. BufferGeometry.call( this );
  26050. this.type = 'InstancedBufferGeometry';
  26051. this.maxInstancedCount = undefined;
  26052. }
  26053. InstancedBufferGeometry.prototype = Object.assign( Object.create( BufferGeometry.prototype ), {
  26054. constructor: InstancedBufferGeometry,
  26055. isInstancedBufferGeometry: true,
  26056. copy: function ( source ) {
  26057. BufferGeometry.prototype.copy.call( this, source );
  26058. this.maxInstancedCount = source.maxInstancedCount;
  26059. return this;
  26060. },
  26061. clone: function () {
  26062. return new this.constructor().copy( this );
  26063. }
  26064. } );
  26065. /**
  26066. * @author benaadams / https://twitter.com/ben_a_adams
  26067. */
  26068. function InstancedInterleavedBuffer( array, stride, meshPerAttribute ) {
  26069. InterleavedBuffer.call( this, array, stride );
  26070. this.meshPerAttribute = meshPerAttribute || 1;
  26071. }
  26072. InstancedInterleavedBuffer.prototype = Object.assign( Object.create( InterleavedBuffer.prototype ), {
  26073. constructor: InstancedInterleavedBuffer,
  26074. isInstancedInterleavedBuffer: true,
  26075. copy: function ( source ) {
  26076. InterleavedBuffer.prototype.copy.call( this, source );
  26077. this.meshPerAttribute = source.meshPerAttribute;
  26078. return this;
  26079. }
  26080. } );
  26081. /**
  26082. * @author benaadams / https://twitter.com/ben_a_adams
  26083. */
  26084. function InstancedBufferAttribute( array, itemSize, normalized, meshPerAttribute ) {
  26085. if ( typeof ( normalized ) === 'number' ) {
  26086. meshPerAttribute = normalized;
  26087. normalized = false;
  26088. console.error( 'THREE.InstancedBufferAttribute: The constructor now expects normalized as the third argument.' );
  26089. }
  26090. BufferAttribute.call( this, array, itemSize, normalized );
  26091. this.meshPerAttribute = meshPerAttribute || 1;
  26092. }
  26093. InstancedBufferAttribute.prototype = Object.assign( Object.create( BufferAttribute.prototype ), {
  26094. constructor: InstancedBufferAttribute,
  26095. isInstancedBufferAttribute: true,
  26096. copy: function ( source ) {
  26097. BufferAttribute.prototype.copy.call( this, source );
  26098. this.meshPerAttribute = source.meshPerAttribute;
  26099. return this;
  26100. }
  26101. } );
  26102. /**
  26103. * @author mrdoob / http://mrdoob.com/
  26104. * @author bhouston / http://clara.io/
  26105. * @author stephomi / http://stephaneginier.com/
  26106. */
  26107. function Raycaster( origin, direction, near, far ) {
  26108. this.ray = new Ray( origin, direction );
  26109. // direction is assumed to be normalized (for accurate distance calculations)
  26110. this.near = near || 0;
  26111. this.far = far || Infinity;
  26112. this.params = {
  26113. Mesh: {},
  26114. Line: {},
  26115. LOD: {},
  26116. Points: { threshold: 1 },
  26117. Sprite: {}
  26118. };
  26119. Object.defineProperties( this.params, {
  26120. PointCloud: {
  26121. get: function () {
  26122. console.warn( 'THREE.Raycaster: params.PointCloud has been renamed to params.Points.' );
  26123. return this.Points;
  26124. }
  26125. }
  26126. } );
  26127. }
  26128. function ascSort( a, b ) {
  26129. return a.distance - b.distance;
  26130. }
  26131. function intersectObject( object, raycaster, intersects, recursive ) {
  26132. if ( object.visible === false ) return;
  26133. object.raycast( raycaster, intersects );
  26134. if ( recursive === true ) {
  26135. var children = object.children;
  26136. for ( var i = 0, l = children.length; i < l; i ++ ) {
  26137. intersectObject( children[ i ], raycaster, intersects, true );
  26138. }
  26139. }
  26140. }
  26141. Object.assign( Raycaster.prototype, {
  26142. linePrecision: 1,
  26143. set: function ( origin, direction ) {
  26144. // direction is assumed to be normalized (for accurate distance calculations)
  26145. this.ray.set( origin, direction );
  26146. },
  26147. setFromCamera: function ( coords, camera ) {
  26148. if ( ( camera && camera.isPerspectiveCamera ) ) {
  26149. this.ray.origin.setFromMatrixPosition( camera.matrixWorld );
  26150. this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();
  26151. } else if ( ( camera && camera.isOrthographicCamera ) ) {
  26152. this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera
  26153. this.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld );
  26154. } else {
  26155. console.error( 'THREE.Raycaster: Unsupported camera type.' );
  26156. }
  26157. },
  26158. intersectObject: function ( object, recursive, optionalTarget ) {
  26159. var intersects = optionalTarget || [];
  26160. intersectObject( object, this, intersects, recursive );
  26161. intersects.sort( ascSort );
  26162. return intersects;
  26163. },
  26164. intersectObjects: function ( objects, recursive, optionalTarget ) {
  26165. var intersects = optionalTarget || [];
  26166. if ( Array.isArray( objects ) === false ) {
  26167. console.warn( 'THREE.Raycaster.intersectObjects: objects is not an Array.' );
  26168. return intersects;
  26169. }
  26170. for ( var i = 0, l = objects.length; i < l; i ++ ) {
  26171. intersectObject( objects[ i ], this, intersects, recursive );
  26172. }
  26173. intersects.sort( ascSort );
  26174. return intersects;
  26175. }
  26176. } );
  26177. /**
  26178. * @author bhouston / http://clara.io
  26179. * @author WestLangley / http://github.com/WestLangley
  26180. *
  26181. * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system
  26182. *
  26183. * The polar angle (phi) is measured from the positive y-axis. The positive y-axis is up.
  26184. * The azimuthal angle (theta) is measured from the positive z-axiz.
  26185. */
  26186. function Spherical( radius, phi, theta ) {
  26187. this.radius = ( radius !== undefined ) ? radius : 1.0;
  26188. this.phi = ( phi !== undefined ) ? phi : 0; // polar angle
  26189. this.theta = ( theta !== undefined ) ? theta : 0; // azimuthal angle
  26190. return this;
  26191. }
  26192. Object.assign( Spherical.prototype, {
  26193. set: function ( radius, phi, theta ) {
  26194. this.radius = radius;
  26195. this.phi = phi;
  26196. this.theta = theta;
  26197. return this;
  26198. },
  26199. clone: function () {
  26200. return new this.constructor().copy( this );
  26201. },
  26202. copy: function ( other ) {
  26203. this.radius = other.radius;
  26204. this.phi = other.phi;
  26205. this.theta = other.theta;
  26206. return this;
  26207. },
  26208. // restrict phi to be betwee EPS and PI-EPS
  26209. makeSafe: function () {
  26210. var EPS = 0.000001;
  26211. this.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) );
  26212. return this;
  26213. },
  26214. setFromVector3: function ( v ) {
  26215. return this.setFromCartesianCoords( v.x, v.y, v.z );
  26216. },
  26217. setFromCartesianCoords: function ( x, y, z ) {
  26218. this.radius = Math.sqrt( x * x + y * y + z * z );
  26219. if ( this.radius === 0 ) {
  26220. this.theta = 0;
  26221. this.phi = 0;
  26222. } else {
  26223. this.theta = Math.atan2( x, z );
  26224. this.phi = Math.acos( _Math.clamp( y / this.radius, - 1, 1 ) );
  26225. }
  26226. return this;
  26227. }
  26228. } );
  26229. /**
  26230. * @author Mugen87 / https://github.com/Mugen87
  26231. *
  26232. * Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system
  26233. *
  26234. */
  26235. function Cylindrical( radius, theta, y ) {
  26236. this.radius = ( radius !== undefined ) ? radius : 1.0; // distance from the origin to a point in the x-z plane
  26237. this.theta = ( theta !== undefined ) ? theta : 0; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis
  26238. this.y = ( y !== undefined ) ? y : 0; // height above the x-z plane
  26239. return this;
  26240. }
  26241. Object.assign( Cylindrical.prototype, {
  26242. set: function ( radius, theta, y ) {
  26243. this.radius = radius;
  26244. this.theta = theta;
  26245. this.y = y;
  26246. return this;
  26247. },
  26248. clone: function () {
  26249. return new this.constructor().copy( this );
  26250. },
  26251. copy: function ( other ) {
  26252. this.radius = other.radius;
  26253. this.theta = other.theta;
  26254. this.y = other.y;
  26255. return this;
  26256. },
  26257. setFromVector3: function ( v ) {
  26258. return this.setFromCartesianCoords( v.x, v.y, v.z );
  26259. },
  26260. setFromCartesianCoords: function ( x, y, z ) {
  26261. this.radius = Math.sqrt( x * x + z * z );
  26262. this.theta = Math.atan2( x, z );
  26263. this.y = y;
  26264. return this;
  26265. }
  26266. } );
  26267. /**
  26268. * @author bhouston / http://clara.io
  26269. */
  26270. function Box2( min, max ) {
  26271. this.min = ( min !== undefined ) ? min : new Vector2( + Infinity, + Infinity );
  26272. this.max = ( max !== undefined ) ? max : new Vector2( - Infinity, - Infinity );
  26273. }
  26274. Object.assign( Box2.prototype, {
  26275. set: function ( min, max ) {
  26276. this.min.copy( min );
  26277. this.max.copy( max );
  26278. return this;
  26279. },
  26280. setFromPoints: function ( points ) {
  26281. this.makeEmpty();
  26282. for ( var i = 0, il = points.length; i < il; i ++ ) {
  26283. this.expandByPoint( points[ i ] );
  26284. }
  26285. return this;
  26286. },
  26287. setFromCenterAndSize: function () {
  26288. var v1 = new Vector2();
  26289. return function setFromCenterAndSize( center, size ) {
  26290. var halfSize = v1.copy( size ).multiplyScalar( 0.5 );
  26291. this.min.copy( center ).sub( halfSize );
  26292. this.max.copy( center ).add( halfSize );
  26293. return this;
  26294. };
  26295. }(),
  26296. clone: function () {
  26297. return new this.constructor().copy( this );
  26298. },
  26299. copy: function ( box ) {
  26300. this.min.copy( box.min );
  26301. this.max.copy( box.max );
  26302. return this;
  26303. },
  26304. makeEmpty: function () {
  26305. this.min.x = this.min.y = + Infinity;
  26306. this.max.x = this.max.y = - Infinity;
  26307. return this;
  26308. },
  26309. isEmpty: function () {
  26310. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  26311. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );
  26312. },
  26313. getCenter: function ( target ) {
  26314. if ( target === undefined ) {
  26315. console.warn( 'THREE.Box2: .getCenter() target is now required' );
  26316. target = new Vector2();
  26317. }
  26318. return this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  26319. },
  26320. getSize: function ( target ) {
  26321. if ( target === undefined ) {
  26322. console.warn( 'THREE.Box2: .getSize() target is now required' );
  26323. target = new Vector2();
  26324. }
  26325. return this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min );
  26326. },
  26327. expandByPoint: function ( point ) {
  26328. this.min.min( point );
  26329. this.max.max( point );
  26330. return this;
  26331. },
  26332. expandByVector: function ( vector ) {
  26333. this.min.sub( vector );
  26334. this.max.add( vector );
  26335. return this;
  26336. },
  26337. expandByScalar: function ( scalar ) {
  26338. this.min.addScalar( - scalar );
  26339. this.max.addScalar( scalar );
  26340. return this;
  26341. },
  26342. containsPoint: function ( point ) {
  26343. return point.x < this.min.x || point.x > this.max.x ||
  26344. point.y < this.min.y || point.y > this.max.y ? false : true;
  26345. },
  26346. containsBox: function ( box ) {
  26347. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  26348. this.min.y <= box.min.y && box.max.y <= this.max.y;
  26349. },
  26350. getParameter: function ( point, target ) {
  26351. // This can potentially have a divide by zero if the box
  26352. // has a size dimension of 0.
  26353. if ( target === undefined ) {
  26354. console.warn( 'THREE.Box2: .getParameter() target is now required' );
  26355. target = new Vector2();
  26356. }
  26357. return target.set(
  26358. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  26359. ( point.y - this.min.y ) / ( this.max.y - this.min.y )
  26360. );
  26361. },
  26362. intersectsBox: function ( box ) {
  26363. // using 4 splitting planes to rule out intersections
  26364. return box.max.x < this.min.x || box.min.x > this.max.x ||
  26365. box.max.y < this.min.y || box.min.y > this.max.y ? false : true;
  26366. },
  26367. clampPoint: function ( point, target ) {
  26368. if ( target === undefined ) {
  26369. console.warn( 'THREE.Box2: .clampPoint() target is now required' );
  26370. target = new Vector2();
  26371. }
  26372. return target.copy( point ).clamp( this.min, this.max );
  26373. },
  26374. distanceToPoint: function () {
  26375. var v1 = new Vector2();
  26376. return function distanceToPoint( point ) {
  26377. var clampedPoint = v1.copy( point ).clamp( this.min, this.max );
  26378. return clampedPoint.sub( point ).length();
  26379. };
  26380. }(),
  26381. intersect: function ( box ) {
  26382. this.min.max( box.min );
  26383. this.max.min( box.max );
  26384. return this;
  26385. },
  26386. union: function ( box ) {
  26387. this.min.min( box.min );
  26388. this.max.max( box.max );
  26389. return this;
  26390. },
  26391. translate: function ( offset ) {
  26392. this.min.add( offset );
  26393. this.max.add( offset );
  26394. return this;
  26395. },
  26396. equals: function ( box ) {
  26397. return box.min.equals( this.min ) && box.max.equals( this.max );
  26398. }
  26399. } );
  26400. /**
  26401. * @author bhouston / http://clara.io
  26402. */
  26403. function Line3( start, end ) {
  26404. this.start = ( start !== undefined ) ? start : new Vector3();
  26405. this.end = ( end !== undefined ) ? end : new Vector3();
  26406. }
  26407. Object.assign( Line3.prototype, {
  26408. set: function ( start, end ) {
  26409. this.start.copy( start );
  26410. this.end.copy( end );
  26411. return this;
  26412. },
  26413. clone: function () {
  26414. return new this.constructor().copy( this );
  26415. },
  26416. copy: function ( line ) {
  26417. this.start.copy( line.start );
  26418. this.end.copy( line.end );
  26419. return this;
  26420. },
  26421. getCenter: function ( target ) {
  26422. if ( target === undefined ) {
  26423. console.warn( 'THREE.Line3: .getCenter() target is now required' );
  26424. target = new Vector3();
  26425. }
  26426. return target.addVectors( this.start, this.end ).multiplyScalar( 0.5 );
  26427. },
  26428. delta: function ( target ) {
  26429. if ( target === undefined ) {
  26430. console.warn( 'THREE.Line3: .delta() target is now required' );
  26431. target = new Vector3();
  26432. }
  26433. return target.subVectors( this.end, this.start );
  26434. },
  26435. distanceSq: function () {
  26436. return this.start.distanceToSquared( this.end );
  26437. },
  26438. distance: function () {
  26439. return this.start.distanceTo( this.end );
  26440. },
  26441. at: function ( t, target ) {
  26442. if ( target === undefined ) {
  26443. console.warn( 'THREE.Line3: .at() target is now required' );
  26444. target = new Vector3();
  26445. }
  26446. return this.delta( target ).multiplyScalar( t ).add( this.start );
  26447. },
  26448. closestPointToPointParameter: function () {
  26449. var startP = new Vector3();
  26450. var startEnd = new Vector3();
  26451. return function closestPointToPointParameter( point, clampToLine ) {
  26452. startP.subVectors( point, this.start );
  26453. startEnd.subVectors( this.end, this.start );
  26454. var startEnd2 = startEnd.dot( startEnd );
  26455. var startEnd_startP = startEnd.dot( startP );
  26456. var t = startEnd_startP / startEnd2;
  26457. if ( clampToLine ) {
  26458. t = _Math.clamp( t, 0, 1 );
  26459. }
  26460. return t;
  26461. };
  26462. }(),
  26463. closestPointToPoint: function ( point, clampToLine, target ) {
  26464. var t = this.closestPointToPointParameter( point, clampToLine );
  26465. if ( target === undefined ) {
  26466. console.warn( 'THREE.Line3: .closestPointToPoint() target is now required' );
  26467. target = new Vector3();
  26468. }
  26469. return this.delta( target ).multiplyScalar( t ).add( this.start );
  26470. },
  26471. applyMatrix4: function ( matrix ) {
  26472. this.start.applyMatrix4( matrix );
  26473. this.end.applyMatrix4( matrix );
  26474. return this;
  26475. },
  26476. equals: function ( line ) {
  26477. return line.start.equals( this.start ) && line.end.equals( this.end );
  26478. }
  26479. } );
  26480. /**
  26481. * @author alteredq / http://alteredqualia.com/
  26482. */
  26483. function ImmediateRenderObject( material ) {
  26484. Object3D.call( this );
  26485. this.material = material;
  26486. this.render = function ( /* renderCallback */ ) {};
  26487. }
  26488. ImmediateRenderObject.prototype = Object.create( Object3D.prototype );
  26489. ImmediateRenderObject.prototype.constructor = ImmediateRenderObject;
  26490. ImmediateRenderObject.prototype.isImmediateRenderObject = true;
  26491. /**
  26492. * @author mrdoob / http://mrdoob.com/
  26493. * @author WestLangley / http://github.com/WestLangley
  26494. */
  26495. function VertexNormalsHelper( object, size, hex, linewidth ) {
  26496. this.object = object;
  26497. this.size = ( size !== undefined ) ? size : 1;
  26498. var color = ( hex !== undefined ) ? hex : 0xff0000;
  26499. var width = ( linewidth !== undefined ) ? linewidth : 1;
  26500. //
  26501. var nNormals = 0;
  26502. var objGeometry = this.object.geometry;
  26503. if ( objGeometry && objGeometry.isGeometry ) {
  26504. nNormals = objGeometry.faces.length * 3;
  26505. } else if ( objGeometry && objGeometry.isBufferGeometry ) {
  26506. nNormals = objGeometry.attributes.normal.count;
  26507. }
  26508. //
  26509. var geometry = new BufferGeometry();
  26510. var positions = new Float32BufferAttribute( nNormals * 2 * 3, 3 );
  26511. geometry.addAttribute( 'position', positions );
  26512. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, linewidth: width } ) );
  26513. //
  26514. this.matrixAutoUpdate = false;
  26515. this.update();
  26516. }
  26517. VertexNormalsHelper.prototype = Object.create( LineSegments.prototype );
  26518. VertexNormalsHelper.prototype.constructor = VertexNormalsHelper;
  26519. VertexNormalsHelper.prototype.update = ( function () {
  26520. var v1 = new Vector3();
  26521. var v2 = new Vector3();
  26522. var normalMatrix = new Matrix3();
  26523. return function update() {
  26524. var keys = [ 'a', 'b', 'c' ];
  26525. this.object.updateMatrixWorld( true );
  26526. normalMatrix.getNormalMatrix( this.object.matrixWorld );
  26527. var matrixWorld = this.object.matrixWorld;
  26528. var position = this.geometry.attributes.position;
  26529. //
  26530. var objGeometry = this.object.geometry;
  26531. if ( objGeometry && objGeometry.isGeometry ) {
  26532. var vertices = objGeometry.vertices;
  26533. var faces = objGeometry.faces;
  26534. var idx = 0;
  26535. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  26536. var face = faces[ i ];
  26537. for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
  26538. var vertex = vertices[ face[ keys[ j ] ] ];
  26539. var normal = face.vertexNormals[ j ];
  26540. v1.copy( vertex ).applyMatrix4( matrixWorld );
  26541. v2.copy( normal ).applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 );
  26542. position.setXYZ( idx, v1.x, v1.y, v1.z );
  26543. idx = idx + 1;
  26544. position.setXYZ( idx, v2.x, v2.y, v2.z );
  26545. idx = idx + 1;
  26546. }
  26547. }
  26548. } else if ( objGeometry && objGeometry.isBufferGeometry ) {
  26549. var objPos = objGeometry.attributes.position;
  26550. var objNorm = objGeometry.attributes.normal;
  26551. var idx = 0;
  26552. // for simplicity, ignore index and drawcalls, and render every normal
  26553. for ( var j = 0, jl = objPos.count; j < jl; j ++ ) {
  26554. v1.set( objPos.getX( j ), objPos.getY( j ), objPos.getZ( j ) ).applyMatrix4( matrixWorld );
  26555. v2.set( objNorm.getX( j ), objNorm.getY( j ), objNorm.getZ( j ) );
  26556. v2.applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 );
  26557. position.setXYZ( idx, v1.x, v1.y, v1.z );
  26558. idx = idx + 1;
  26559. position.setXYZ( idx, v2.x, v2.y, v2.z );
  26560. idx = idx + 1;
  26561. }
  26562. }
  26563. position.needsUpdate = true;
  26564. };
  26565. }() );
  26566. /**
  26567. * @author alteredq / http://alteredqualia.com/
  26568. * @author mrdoob / http://mrdoob.com/
  26569. * @author WestLangley / http://github.com/WestLangley
  26570. */
  26571. function SpotLightHelper( light, color ) {
  26572. Object3D.call( this );
  26573. this.light = light;
  26574. this.light.updateMatrixWorld();
  26575. this.matrix = light.matrixWorld;
  26576. this.matrixAutoUpdate = false;
  26577. this.color = color;
  26578. var geometry = new BufferGeometry();
  26579. var positions = [
  26580. 0, 0, 0, 0, 0, 1,
  26581. 0, 0, 0, 1, 0, 1,
  26582. 0, 0, 0, - 1, 0, 1,
  26583. 0, 0, 0, 0, 1, 1,
  26584. 0, 0, 0, 0, - 1, 1
  26585. ];
  26586. for ( var i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {
  26587. var p1 = ( i / l ) * Math.PI * 2;
  26588. var p2 = ( j / l ) * Math.PI * 2;
  26589. positions.push(
  26590. Math.cos( p1 ), Math.sin( p1 ), 1,
  26591. Math.cos( p2 ), Math.sin( p2 ), 1
  26592. );
  26593. }
  26594. geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  26595. var material = new LineBasicMaterial( { fog: false } );
  26596. this.cone = new LineSegments( geometry, material );
  26597. this.add( this.cone );
  26598. this.update();
  26599. }
  26600. SpotLightHelper.prototype = Object.create( Object3D.prototype );
  26601. SpotLightHelper.prototype.constructor = SpotLightHelper;
  26602. SpotLightHelper.prototype.dispose = function () {
  26603. this.cone.geometry.dispose();
  26604. this.cone.material.dispose();
  26605. };
  26606. SpotLightHelper.prototype.update = function () {
  26607. var vector = new Vector3();
  26608. return function update() {
  26609. this.light.updateMatrixWorld();
  26610. var coneLength = this.light.distance ? this.light.distance : 1000;
  26611. var coneWidth = coneLength * Math.tan( this.light.angle );
  26612. this.cone.scale.set( coneWidth, coneWidth, coneLength );
  26613. vector.setFromMatrixPosition( this.light.target.matrixWorld );
  26614. this.cone.lookAt( vector );
  26615. if ( this.color !== undefined ) {
  26616. this.cone.material.color.set( this.color );
  26617. } else {
  26618. this.cone.material.color.copy( this.light.color );
  26619. }
  26620. };
  26621. }();
  26622. /**
  26623. * @author Sean Griffin / http://twitter.com/sgrif
  26624. * @author Michael Guerrero / http://realitymeltdown.com
  26625. * @author mrdoob / http://mrdoob.com/
  26626. * @author ikerr / http://verold.com
  26627. * @author Mugen87 / https://github.com/Mugen87
  26628. */
  26629. function getBoneList( object ) {
  26630. var boneList = [];
  26631. if ( object && object.isBone ) {
  26632. boneList.push( object );
  26633. }
  26634. for ( var i = 0; i < object.children.length; i ++ ) {
  26635. boneList.push.apply( boneList, getBoneList( object.children[ i ] ) );
  26636. }
  26637. return boneList;
  26638. }
  26639. function SkeletonHelper( object ) {
  26640. var bones = getBoneList( object );
  26641. var geometry = new BufferGeometry();
  26642. var vertices = [];
  26643. var colors = [];
  26644. var color1 = new Color( 0, 0, 1 );
  26645. var color2 = new Color( 0, 1, 0 );
  26646. for ( var i = 0; i < bones.length; i ++ ) {
  26647. var bone = bones[ i ];
  26648. if ( bone.parent && bone.parent.isBone ) {
  26649. vertices.push( 0, 0, 0 );
  26650. vertices.push( 0, 0, 0 );
  26651. colors.push( color1.r, color1.g, color1.b );
  26652. colors.push( color2.r, color2.g, color2.b );
  26653. }
  26654. }
  26655. geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26656. geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  26657. var material = new LineBasicMaterial( { vertexColors: VertexColors, depthTest: false, depthWrite: false, transparent: true } );
  26658. LineSegments.call( this, geometry, material );
  26659. this.root = object;
  26660. this.bones = bones;
  26661. this.matrix = object.matrixWorld;
  26662. this.matrixAutoUpdate = false;
  26663. }
  26664. SkeletonHelper.prototype = Object.create( LineSegments.prototype );
  26665. SkeletonHelper.prototype.constructor = SkeletonHelper;
  26666. SkeletonHelper.prototype.updateMatrixWorld = function () {
  26667. var vector = new Vector3();
  26668. var boneMatrix = new Matrix4();
  26669. var matrixWorldInv = new Matrix4();
  26670. return function updateMatrixWorld( force ) {
  26671. var bones = this.bones;
  26672. var geometry = this.geometry;
  26673. var position = geometry.getAttribute( 'position' );
  26674. matrixWorldInv.getInverse( this.root.matrixWorld );
  26675. for ( var i = 0, j = 0; i < bones.length; i ++ ) {
  26676. var bone = bones[ i ];
  26677. if ( bone.parent && bone.parent.isBone ) {
  26678. boneMatrix.multiplyMatrices( matrixWorldInv, bone.matrixWorld );
  26679. vector.setFromMatrixPosition( boneMatrix );
  26680. position.setXYZ( j, vector.x, vector.y, vector.z );
  26681. boneMatrix.multiplyMatrices( matrixWorldInv, bone.parent.matrixWorld );
  26682. vector.setFromMatrixPosition( boneMatrix );
  26683. position.setXYZ( j + 1, vector.x, vector.y, vector.z );
  26684. j += 2;
  26685. }
  26686. }
  26687. geometry.getAttribute( 'position' ).needsUpdate = true;
  26688. Object3D.prototype.updateMatrixWorld.call( this, force );
  26689. };
  26690. }();
  26691. /**
  26692. * @author alteredq / http://alteredqualia.com/
  26693. * @author mrdoob / http://mrdoob.com/
  26694. */
  26695. function PointLightHelper( light, sphereSize, color ) {
  26696. this.light = light;
  26697. this.light.updateMatrixWorld();
  26698. this.color = color;
  26699. var geometry = new SphereBufferGeometry( sphereSize, 4, 2 );
  26700. var material = new MeshBasicMaterial( { wireframe: true, fog: false } );
  26701. Mesh.call( this, geometry, material );
  26702. this.matrix = this.light.matrixWorld;
  26703. this.matrixAutoUpdate = false;
  26704. this.update();
  26705. /*
  26706. var distanceGeometry = new THREE.IcosahedronBufferGeometry( 1, 2 );
  26707. var distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
  26708. this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
  26709. this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );
  26710. var d = light.distance;
  26711. if ( d === 0.0 ) {
  26712. this.lightDistance.visible = false;
  26713. } else {
  26714. this.lightDistance.scale.set( d, d, d );
  26715. }
  26716. this.add( this.lightDistance );
  26717. */
  26718. }
  26719. PointLightHelper.prototype = Object.create( Mesh.prototype );
  26720. PointLightHelper.prototype.constructor = PointLightHelper;
  26721. PointLightHelper.prototype.dispose = function () {
  26722. this.geometry.dispose();
  26723. this.material.dispose();
  26724. };
  26725. PointLightHelper.prototype.update = function () {
  26726. if ( this.color !== undefined ) {
  26727. this.material.color.set( this.color );
  26728. } else {
  26729. this.material.color.copy( this.light.color );
  26730. }
  26731. /*
  26732. var d = this.light.distance;
  26733. if ( d === 0.0 ) {
  26734. this.lightDistance.visible = false;
  26735. } else {
  26736. this.lightDistance.visible = true;
  26737. this.lightDistance.scale.set( d, d, d );
  26738. }
  26739. */
  26740. };
  26741. /**
  26742. * @author abelnation / http://github.com/abelnation
  26743. * @author Mugen87 / http://github.com/Mugen87
  26744. * @author WestLangley / http://github.com/WestLangley
  26745. *
  26746. * This helper must be added as a child of the light
  26747. */
  26748. function RectAreaLightHelper( light, color ) {
  26749. this.type = 'RectAreaLightHelper';
  26750. this.light = light;
  26751. this.color = color; // optional hardwired color for the helper
  26752. var positions = [ 1, 1, 0, - 1, 1, 0, - 1, - 1, 0, 1, - 1, 0, 1, 1, 0 ];
  26753. var geometry = new BufferGeometry();
  26754. geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  26755. geometry.computeBoundingSphere();
  26756. var material = new LineBasicMaterial( { fog: false } );
  26757. Line.call( this, geometry, material );
  26758. //
  26759. var positions2 = [ 1, 1, 0, - 1, 1, 0, - 1, - 1, 0, 1, 1, 0, - 1, - 1, 0, 1, - 1, 0 ];
  26760. var geometry2 = new BufferGeometry();
  26761. geometry2.addAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
  26762. geometry2.computeBoundingSphere();
  26763. this.add( new Mesh( geometry2, new MeshBasicMaterial( { side: BackSide, fog: false } ) ) );
  26764. this.update();
  26765. }
  26766. RectAreaLightHelper.prototype = Object.create( Line.prototype );
  26767. RectAreaLightHelper.prototype.constructor = RectAreaLightHelper;
  26768. RectAreaLightHelper.prototype.update = function () {
  26769. this.scale.set( 0.5 * this.light.width, 0.5 * this.light.height, 1 );
  26770. if ( this.color !== undefined ) {
  26771. this.material.color.set( this.color );
  26772. this.children[ 0 ].material.color.set( this.color );
  26773. } else {
  26774. this.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
  26775. // prevent hue shift
  26776. var c = this.material.color;
  26777. var max = Math.max( c.r, c.g, c.b );
  26778. if ( max > 1 ) c.multiplyScalar( 1 / max );
  26779. this.children[ 0 ].material.color.copy( this.material.color );
  26780. }
  26781. };
  26782. RectAreaLightHelper.prototype.dispose = function () {
  26783. this.geometry.dispose();
  26784. this.material.dispose();
  26785. this.children[ 0 ].geometry.dispose();
  26786. this.children[ 0 ].material.dispose();
  26787. };
  26788. /**
  26789. * @author alteredq / http://alteredqualia.com/
  26790. * @author mrdoob / http://mrdoob.com/
  26791. * @author Mugen87 / https://github.com/Mugen87
  26792. */
  26793. function HemisphereLightHelper( light, size, color ) {
  26794. Object3D.call( this );
  26795. this.light = light;
  26796. this.light.updateMatrixWorld();
  26797. this.matrix = light.matrixWorld;
  26798. this.matrixAutoUpdate = false;
  26799. this.color = color;
  26800. var geometry = new OctahedronBufferGeometry( size );
  26801. geometry.rotateY( Math.PI * 0.5 );
  26802. this.material = new MeshBasicMaterial( { wireframe: true, fog: false } );
  26803. if ( this.color === undefined ) this.material.vertexColors = VertexColors;
  26804. var position = geometry.getAttribute( 'position' );
  26805. var colors = new Float32Array( position.count * 3 );
  26806. geometry.addAttribute( 'color', new BufferAttribute( colors, 3 ) );
  26807. this.add( new Mesh( geometry, this.material ) );
  26808. this.update();
  26809. }
  26810. HemisphereLightHelper.prototype = Object.create( Object3D.prototype );
  26811. HemisphereLightHelper.prototype.constructor = HemisphereLightHelper;
  26812. HemisphereLightHelper.prototype.dispose = function () {
  26813. this.children[ 0 ].geometry.dispose();
  26814. this.children[ 0 ].material.dispose();
  26815. };
  26816. HemisphereLightHelper.prototype.update = function () {
  26817. var vector = new Vector3();
  26818. var color1 = new Color();
  26819. var color2 = new Color();
  26820. return function update() {
  26821. var mesh = this.children[ 0 ];
  26822. if ( this.color !== undefined ) {
  26823. this.material.color.set( this.color );
  26824. } else {
  26825. var colors = mesh.geometry.getAttribute( 'color' );
  26826. color1.copy( this.light.color );
  26827. color2.copy( this.light.groundColor );
  26828. for ( var i = 0, l = colors.count; i < l; i ++ ) {
  26829. var color = ( i < ( l / 2 ) ) ? color1 : color2;
  26830. colors.setXYZ( i, color.r, color.g, color.b );
  26831. }
  26832. colors.needsUpdate = true;
  26833. }
  26834. mesh.lookAt( vector.setFromMatrixPosition( this.light.matrixWorld ).negate() );
  26835. };
  26836. }();
  26837. /**
  26838. * @author mrdoob / http://mrdoob.com/
  26839. */
  26840. function GridHelper( size, divisions, color1, color2 ) {
  26841. size = size || 10;
  26842. divisions = divisions || 10;
  26843. color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
  26844. color2 = new Color( color2 !== undefined ? color2 : 0x888888 );
  26845. var center = divisions / 2;
  26846. var step = size / divisions;
  26847. var halfSize = size / 2;
  26848. var vertices = [], colors = [];
  26849. for ( var i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) {
  26850. vertices.push( - halfSize, 0, k, halfSize, 0, k );
  26851. vertices.push( k, 0, - halfSize, k, 0, halfSize );
  26852. var color = i === center ? color1 : color2;
  26853. color.toArray( colors, j ); j += 3;
  26854. color.toArray( colors, j ); j += 3;
  26855. color.toArray( colors, j ); j += 3;
  26856. color.toArray( colors, j ); j += 3;
  26857. }
  26858. var geometry = new BufferGeometry();
  26859. geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26860. geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  26861. var material = new LineBasicMaterial( { vertexColors: VertexColors } );
  26862. LineSegments.call( this, geometry, material );
  26863. }
  26864. GridHelper.prototype = Object.create( LineSegments.prototype );
  26865. GridHelper.prototype.constructor = GridHelper;
  26866. /**
  26867. * @author mrdoob / http://mrdoob.com/
  26868. * @author Mugen87 / http://github.com/Mugen87
  26869. * @author Hectate / http://www.github.com/Hectate
  26870. */
  26871. function PolarGridHelper( radius, radials, circles, divisions, color1, color2 ) {
  26872. radius = radius || 10;
  26873. radials = radials || 16;
  26874. circles = circles || 8;
  26875. divisions = divisions || 64;
  26876. color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
  26877. color2 = new Color( color2 !== undefined ? color2 : 0x888888 );
  26878. var vertices = [];
  26879. var colors = [];
  26880. var x, z;
  26881. var v, i, j, r, color;
  26882. // create the radials
  26883. for ( i = 0; i <= radials; i ++ ) {
  26884. v = ( i / radials ) * ( Math.PI * 2 );
  26885. x = Math.sin( v ) * radius;
  26886. z = Math.cos( v ) * radius;
  26887. vertices.push( 0, 0, 0 );
  26888. vertices.push( x, 0, z );
  26889. color = ( i & 1 ) ? color1 : color2;
  26890. colors.push( color.r, color.g, color.b );
  26891. colors.push( color.r, color.g, color.b );
  26892. }
  26893. // create the circles
  26894. for ( i = 0; i <= circles; i ++ ) {
  26895. color = ( i & 1 ) ? color1 : color2;
  26896. r = radius - ( radius / circles * i );
  26897. for ( j = 0; j < divisions; j ++ ) {
  26898. // first vertex
  26899. v = ( j / divisions ) * ( Math.PI * 2 );
  26900. x = Math.sin( v ) * r;
  26901. z = Math.cos( v ) * r;
  26902. vertices.push( x, 0, z );
  26903. colors.push( color.r, color.g, color.b );
  26904. // second vertex
  26905. v = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );
  26906. x = Math.sin( v ) * r;
  26907. z = Math.cos( v ) * r;
  26908. vertices.push( x, 0, z );
  26909. colors.push( color.r, color.g, color.b );
  26910. }
  26911. }
  26912. var geometry = new BufferGeometry();
  26913. geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26914. geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  26915. var material = new LineBasicMaterial( { vertexColors: VertexColors } );
  26916. LineSegments.call( this, geometry, material );
  26917. }
  26918. PolarGridHelper.prototype = Object.create( LineSegments.prototype );
  26919. PolarGridHelper.prototype.constructor = PolarGridHelper;
  26920. /**
  26921. * @author Mugen87 / http://github.com/Mugen87
  26922. */
  26923. function PositionalAudioHelper( audio, range, divisionsInnerAngle, divisionsOuterAngle ) {
  26924. this.audio = audio;
  26925. this.range = range || 1;
  26926. this.divisionsInnerAngle = divisionsInnerAngle || 16;
  26927. this.divisionsOuterAngle = divisionsOuterAngle || 2;
  26928. var geometry = new BufferGeometry();
  26929. var divisions = this.divisionsInnerAngle + this.divisionsOuterAngle * 2;
  26930. var positions = new Float32Array( ( divisions * 3 + 3 ) * 3 );
  26931. geometry.addAttribute( 'position', new BufferAttribute( positions, 3 ) );
  26932. var materialInnerAngle = new LineBasicMaterial( { color: 0x00ff00 } );
  26933. var materialOuterAngle = new LineBasicMaterial( { color: 0xffff00 } );
  26934. Line.call( this, geometry, [ materialOuterAngle, materialInnerAngle ] );
  26935. this.update();
  26936. }
  26937. PositionalAudioHelper.prototype = Object.create( Line.prototype );
  26938. PositionalAudioHelper.prototype.constructor = PositionalAudioHelper;
  26939. PositionalAudioHelper.prototype.update = function () {
  26940. var audio = this.audio;
  26941. var range = this.range;
  26942. var divisionsInnerAngle = this.divisionsInnerAngle;
  26943. var divisionsOuterAngle = this.divisionsOuterAngle;
  26944. var coneInnerAngle = _Math.degToRad( audio.panner.coneInnerAngle );
  26945. var coneOuterAngle = _Math.degToRad( audio.panner.coneOuterAngle );
  26946. var halfConeInnerAngle = coneInnerAngle / 2;
  26947. var halfConeOuterAngle = coneOuterAngle / 2;
  26948. var start = 0;
  26949. var count = 0;
  26950. var i, stride;
  26951. var geometry = this.geometry;
  26952. var positionAttribute = geometry.attributes.position;
  26953. geometry.clearGroups();
  26954. //
  26955. function generateSegment( from, to, divisions, materialIndex ) {
  26956. var step = ( to - from ) / divisions;
  26957. positionAttribute.setXYZ( start, 0, 0, 0 );
  26958. count ++;
  26959. for ( i = from; i < to; i += step ) {
  26960. stride = start + count;
  26961. positionAttribute.setXYZ( stride, Math.sin( i ) * range, 0, Math.cos( i ) * range );
  26962. positionAttribute.setXYZ( stride + 1, Math.sin( Math.min( i + step, to ) ) * range, 0, Math.cos( Math.min( i + step, to ) ) * range );
  26963. positionAttribute.setXYZ( stride + 2, 0, 0, 0 );
  26964. count += 3;
  26965. }
  26966. geometry.addGroup( start, count, materialIndex );
  26967. start += count;
  26968. count = 0;
  26969. }
  26970. //
  26971. generateSegment( - halfConeOuterAngle, - halfConeInnerAngle, divisionsOuterAngle, 0 );
  26972. generateSegment( - halfConeInnerAngle, halfConeInnerAngle, divisionsInnerAngle, 1 );
  26973. generateSegment( halfConeInnerAngle, halfConeOuterAngle, divisionsOuterAngle, 0 );
  26974. //
  26975. positionAttribute.needsUpdate = true;
  26976. if ( coneInnerAngle === coneOuterAngle ) this.material[ 0 ].visible = false;
  26977. };
  26978. PositionalAudioHelper.prototype.dispose = function () {
  26979. this.geometry.dispose();
  26980. this.material[ 0 ].dispose();
  26981. this.material[ 1 ].dispose();
  26982. };
  26983. /**
  26984. * @author mrdoob / http://mrdoob.com/
  26985. * @author WestLangley / http://github.com/WestLangley
  26986. */
  26987. function FaceNormalsHelper( object, size, hex, linewidth ) {
  26988. // FaceNormalsHelper only supports THREE.Geometry
  26989. this.object = object;
  26990. this.size = ( size !== undefined ) ? size : 1;
  26991. var color = ( hex !== undefined ) ? hex : 0xffff00;
  26992. var width = ( linewidth !== undefined ) ? linewidth : 1;
  26993. //
  26994. var nNormals = 0;
  26995. var objGeometry = this.object.geometry;
  26996. if ( objGeometry && objGeometry.isGeometry ) {
  26997. nNormals = objGeometry.faces.length;
  26998. } else {
  26999. console.warn( 'THREE.FaceNormalsHelper: only THREE.Geometry is supported. Use THREE.VertexNormalsHelper, instead.' );
  27000. }
  27001. //
  27002. var geometry = new BufferGeometry();
  27003. var positions = new Float32BufferAttribute( nNormals * 2 * 3, 3 );
  27004. geometry.addAttribute( 'position', positions );
  27005. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, linewidth: width } ) );
  27006. //
  27007. this.matrixAutoUpdate = false;
  27008. this.update();
  27009. }
  27010. FaceNormalsHelper.prototype = Object.create( LineSegments.prototype );
  27011. FaceNormalsHelper.prototype.constructor = FaceNormalsHelper;
  27012. FaceNormalsHelper.prototype.update = ( function () {
  27013. var v1 = new Vector3();
  27014. var v2 = new Vector3();
  27015. var normalMatrix = new Matrix3();
  27016. return function update() {
  27017. this.object.updateMatrixWorld( true );
  27018. normalMatrix.getNormalMatrix( this.object.matrixWorld );
  27019. var matrixWorld = this.object.matrixWorld;
  27020. var position = this.geometry.attributes.position;
  27021. //
  27022. var objGeometry = this.object.geometry;
  27023. var vertices = objGeometry.vertices;
  27024. var faces = objGeometry.faces;
  27025. var idx = 0;
  27026. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  27027. var face = faces[ i ];
  27028. var normal = face.normal;
  27029. v1.copy( vertices[ face.a ] )
  27030. .add( vertices[ face.b ] )
  27031. .add( vertices[ face.c ] )
  27032. .divideScalar( 3 )
  27033. .applyMatrix4( matrixWorld );
  27034. v2.copy( normal ).applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 );
  27035. position.setXYZ( idx, v1.x, v1.y, v1.z );
  27036. idx = idx + 1;
  27037. position.setXYZ( idx, v2.x, v2.y, v2.z );
  27038. idx = idx + 1;
  27039. }
  27040. position.needsUpdate = true;
  27041. };
  27042. }() );
  27043. /**
  27044. * @author alteredq / http://alteredqualia.com/
  27045. * @author mrdoob / http://mrdoob.com/
  27046. * @author WestLangley / http://github.com/WestLangley
  27047. */
  27048. function DirectionalLightHelper( light, size, color ) {
  27049. Object3D.call( this );
  27050. this.light = light;
  27051. this.light.updateMatrixWorld();
  27052. this.matrix = light.matrixWorld;
  27053. this.matrixAutoUpdate = false;
  27054. this.color = color;
  27055. if ( size === undefined ) size = 1;
  27056. var geometry = new BufferGeometry();
  27057. geometry.addAttribute( 'position', new Float32BufferAttribute( [
  27058. - size, size, 0,
  27059. size, size, 0,
  27060. size, - size, 0,
  27061. - size, - size, 0,
  27062. - size, size, 0
  27063. ], 3 ) );
  27064. var material = new LineBasicMaterial( { fog: false } );
  27065. this.lightPlane = new Line( geometry, material );
  27066. this.add( this.lightPlane );
  27067. geometry = new BufferGeometry();
  27068. geometry.addAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );
  27069. this.targetLine = new Line( geometry, material );
  27070. this.add( this.targetLine );
  27071. this.update();
  27072. }
  27073. DirectionalLightHelper.prototype = Object.create( Object3D.prototype );
  27074. DirectionalLightHelper.prototype.constructor = DirectionalLightHelper;
  27075. DirectionalLightHelper.prototype.dispose = function () {
  27076. this.lightPlane.geometry.dispose();
  27077. this.lightPlane.material.dispose();
  27078. this.targetLine.geometry.dispose();
  27079. this.targetLine.material.dispose();
  27080. };
  27081. DirectionalLightHelper.prototype.update = function () {
  27082. var v1 = new Vector3();
  27083. var v2 = new Vector3();
  27084. var v3 = new Vector3();
  27085. return function update() {
  27086. v1.setFromMatrixPosition( this.light.matrixWorld );
  27087. v2.setFromMatrixPosition( this.light.target.matrixWorld );
  27088. v3.subVectors( v2, v1 );
  27089. this.lightPlane.lookAt( v2 );
  27090. if ( this.color !== undefined ) {
  27091. this.lightPlane.material.color.set( this.color );
  27092. this.targetLine.material.color.set( this.color );
  27093. } else {
  27094. this.lightPlane.material.color.copy( this.light.color );
  27095. this.targetLine.material.color.copy( this.light.color );
  27096. }
  27097. this.targetLine.lookAt( v2 );
  27098. this.targetLine.scale.z = v3.length();
  27099. };
  27100. }();
  27101. /**
  27102. * @author alteredq / http://alteredqualia.com/
  27103. * @author Mugen87 / https://github.com/Mugen87
  27104. *
  27105. * - shows frustum, line of sight and up of the camera
  27106. * - suitable for fast updates
  27107. * - based on frustum visualization in lightgl.js shadowmap example
  27108. * http://evanw.github.com/lightgl.js/tests/shadowmap.html
  27109. */
  27110. function CameraHelper( camera ) {
  27111. var geometry = new BufferGeometry();
  27112. var material = new LineBasicMaterial( { color: 0xffffff, vertexColors: FaceColors } );
  27113. var vertices = [];
  27114. var colors = [];
  27115. var pointMap = {};
  27116. // colors
  27117. var colorFrustum = new Color( 0xffaa00 );
  27118. var colorCone = new Color( 0xff0000 );
  27119. var colorUp = new Color( 0x00aaff );
  27120. var colorTarget = new Color( 0xffffff );
  27121. var colorCross = new Color( 0x333333 );
  27122. // near
  27123. addLine( 'n1', 'n2', colorFrustum );
  27124. addLine( 'n2', 'n4', colorFrustum );
  27125. addLine( 'n4', 'n3', colorFrustum );
  27126. addLine( 'n3', 'n1', colorFrustum );
  27127. // far
  27128. addLine( 'f1', 'f2', colorFrustum );
  27129. addLine( 'f2', 'f4', colorFrustum );
  27130. addLine( 'f4', 'f3', colorFrustum );
  27131. addLine( 'f3', 'f1', colorFrustum );
  27132. // sides
  27133. addLine( 'n1', 'f1', colorFrustum );
  27134. addLine( 'n2', 'f2', colorFrustum );
  27135. addLine( 'n3', 'f3', colorFrustum );
  27136. addLine( 'n4', 'f4', colorFrustum );
  27137. // cone
  27138. addLine( 'p', 'n1', colorCone );
  27139. addLine( 'p', 'n2', colorCone );
  27140. addLine( 'p', 'n3', colorCone );
  27141. addLine( 'p', 'n4', colorCone );
  27142. // up
  27143. addLine( 'u1', 'u2', colorUp );
  27144. addLine( 'u2', 'u3', colorUp );
  27145. addLine( 'u3', 'u1', colorUp );
  27146. // target
  27147. addLine( 'c', 't', colorTarget );
  27148. addLine( 'p', 'c', colorCross );
  27149. // cross
  27150. addLine( 'cn1', 'cn2', colorCross );
  27151. addLine( 'cn3', 'cn4', colorCross );
  27152. addLine( 'cf1', 'cf2', colorCross );
  27153. addLine( 'cf3', 'cf4', colorCross );
  27154. function addLine( a, b, color ) {
  27155. addPoint( a, color );
  27156. addPoint( b, color );
  27157. }
  27158. function addPoint( id, color ) {
  27159. vertices.push( 0, 0, 0 );
  27160. colors.push( color.r, color.g, color.b );
  27161. if ( pointMap[ id ] === undefined ) {
  27162. pointMap[ id ] = [];
  27163. }
  27164. pointMap[ id ].push( ( vertices.length / 3 ) - 1 );
  27165. }
  27166. geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27167. geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27168. LineSegments.call( this, geometry, material );
  27169. this.camera = camera;
  27170. if ( this.camera.updateProjectionMatrix ) this.camera.updateProjectionMatrix();
  27171. this.matrix = camera.matrixWorld;
  27172. this.matrixAutoUpdate = false;
  27173. this.pointMap = pointMap;
  27174. this.update();
  27175. }
  27176. CameraHelper.prototype = Object.create( LineSegments.prototype );
  27177. CameraHelper.prototype.constructor = CameraHelper;
  27178. CameraHelper.prototype.update = function () {
  27179. var geometry, pointMap;
  27180. var vector = new Vector3();
  27181. var camera = new Camera();
  27182. function setPoint( point, x, y, z ) {
  27183. vector.set( x, y, z ).unproject( camera );
  27184. var points = pointMap[ point ];
  27185. if ( points !== undefined ) {
  27186. var position = geometry.getAttribute( 'position' );
  27187. for ( var i = 0, l = points.length; i < l; i ++ ) {
  27188. position.setXYZ( points[ i ], vector.x, vector.y, vector.z );
  27189. }
  27190. }
  27191. }
  27192. return function update() {
  27193. geometry = this.geometry;
  27194. pointMap = this.pointMap;
  27195. var w = 1, h = 1;
  27196. // we need just camera projection matrix
  27197. // world matrix must be identity
  27198. camera.projectionMatrix.copy( this.camera.projectionMatrix );
  27199. // center / target
  27200. setPoint( 'c', 0, 0, - 1 );
  27201. setPoint( 't', 0, 0, 1 );
  27202. // near
  27203. setPoint( 'n1', - w, - h, - 1 );
  27204. setPoint( 'n2', w, - h, - 1 );
  27205. setPoint( 'n3', - w, h, - 1 );
  27206. setPoint( 'n4', w, h, - 1 );
  27207. // far
  27208. setPoint( 'f1', - w, - h, 1 );
  27209. setPoint( 'f2', w, - h, 1 );
  27210. setPoint( 'f3', - w, h, 1 );
  27211. setPoint( 'f4', w, h, 1 );
  27212. // up
  27213. setPoint( 'u1', w * 0.7, h * 1.1, - 1 );
  27214. setPoint( 'u2', - w * 0.7, h * 1.1, - 1 );
  27215. setPoint( 'u3', 0, h * 2, - 1 );
  27216. // cross
  27217. setPoint( 'cf1', - w, 0, 1 );
  27218. setPoint( 'cf2', w, 0, 1 );
  27219. setPoint( 'cf3', 0, - h, 1 );
  27220. setPoint( 'cf4', 0, h, 1 );
  27221. setPoint( 'cn1', - w, 0, - 1 );
  27222. setPoint( 'cn2', w, 0, - 1 );
  27223. setPoint( 'cn3', 0, - h, - 1 );
  27224. setPoint( 'cn4', 0, h, - 1 );
  27225. geometry.getAttribute( 'position' ).needsUpdate = true;
  27226. };
  27227. }();
  27228. /**
  27229. * @author mrdoob / http://mrdoob.com/
  27230. * @author Mugen87 / http://github.com/Mugen87
  27231. */
  27232. function BoxHelper( object, color ) {
  27233. this.object = object;
  27234. if ( color === undefined ) color = 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 = new Float32Array( 8 * 3 );
  27237. var geometry = new BufferGeometry();
  27238. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  27239. geometry.addAttribute( 'position', new BufferAttribute( positions, 3 ) );
  27240. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color } ) );
  27241. this.matrixAutoUpdate = false;
  27242. this.update();
  27243. }
  27244. BoxHelper.prototype = Object.create( LineSegments.prototype );
  27245. BoxHelper.prototype.constructor = BoxHelper;
  27246. BoxHelper.prototype.update = ( function () {
  27247. var box = new Box3();
  27248. return function update( object ) {
  27249. if ( object !== undefined ) {
  27250. console.warn( 'THREE.BoxHelper: .update() has no longer arguments.' );
  27251. }
  27252. if ( this.object !== undefined ) {
  27253. box.setFromObject( this.object );
  27254. }
  27255. if ( box.isEmpty() ) return;
  27256. var min = box.min;
  27257. var max = box.max;
  27258. /*
  27259. 5____4
  27260. 1/___0/|
  27261. | 6__|_7
  27262. 2/___3/
  27263. 0: max.x, max.y, max.z
  27264. 1: min.x, max.y, max.z
  27265. 2: min.x, min.y, max.z
  27266. 3: max.x, min.y, max.z
  27267. 4: max.x, max.y, min.z
  27268. 5: min.x, max.y, min.z
  27269. 6: min.x, min.y, min.z
  27270. 7: max.x, min.y, min.z
  27271. */
  27272. var position = this.geometry.attributes.position;
  27273. var array = position.array;
  27274. array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z;
  27275. array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z;
  27276. array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z;
  27277. array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;
  27278. array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;
  27279. array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;
  27280. array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;
  27281. array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;
  27282. position.needsUpdate = true;
  27283. this.geometry.computeBoundingSphere();
  27284. };
  27285. } )();
  27286. BoxHelper.prototype.setFromObject = function ( object ) {
  27287. this.object = object;
  27288. this.update();
  27289. return this;
  27290. };
  27291. BoxHelper.prototype.copy = function ( source ) {
  27292. LineSegments.prototype.copy.call( this, source );
  27293. this.object = source.object;
  27294. return this;
  27295. };
  27296. BoxHelper.prototype.clone = function () {
  27297. return new this.constructor().copy( this );
  27298. };
  27299. /**
  27300. * @author WestLangley / http://github.com/WestLangley
  27301. */
  27302. function Box3Helper( box, hex ) {
  27303. this.type = 'Box3Helper';
  27304. this.box = box;
  27305. var color = ( hex !== undefined ) ? hex : 0xffff00;
  27306. 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 ] );
  27307. 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 ];
  27308. var geometry = new BufferGeometry();
  27309. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  27310. geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  27311. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color } ) );
  27312. this.geometry.computeBoundingSphere();
  27313. }
  27314. Box3Helper.prototype = Object.create( LineSegments.prototype );
  27315. Box3Helper.prototype.constructor = Box3Helper;
  27316. Box3Helper.prototype.updateMatrixWorld = function ( force ) {
  27317. var box = this.box;
  27318. if ( box.isEmpty() ) return;
  27319. box.getCenter( this.position );
  27320. box.getSize( this.scale );
  27321. this.scale.multiplyScalar( 0.5 );
  27322. Object3D.prototype.updateMatrixWorld.call( this, force );
  27323. };
  27324. /**
  27325. * @author WestLangley / http://github.com/WestLangley
  27326. */
  27327. function PlaneHelper( plane, size, hex ) {
  27328. this.type = 'PlaneHelper';
  27329. this.plane = plane;
  27330. this.size = ( size === undefined ) ? 1 : size;
  27331. var color = ( hex !== undefined ) ? hex : 0xffff00;
  27332. 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 ];
  27333. var geometry = new BufferGeometry();
  27334. geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  27335. geometry.computeBoundingSphere();
  27336. Line.call( this, geometry, new LineBasicMaterial( { color: color } ) );
  27337. //
  27338. var positions2 = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, - 1, 1, 1, - 1, 1 ];
  27339. var geometry2 = new BufferGeometry();
  27340. geometry2.addAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
  27341. geometry2.computeBoundingSphere();
  27342. this.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false } ) ) );
  27343. }
  27344. PlaneHelper.prototype = Object.create( Line.prototype );
  27345. PlaneHelper.prototype.constructor = PlaneHelper;
  27346. PlaneHelper.prototype.updateMatrixWorld = function ( force ) {
  27347. var scale = - this.plane.constant;
  27348. if ( Math.abs( scale ) < 1e-8 ) scale = 1e-8; // sign does not matter
  27349. this.scale.set( 0.5 * this.size, 0.5 * this.size, scale );
  27350. this.children[ 0 ].material.side = ( scale < 0 ) ? BackSide : FrontSide; // renderer flips side when determinant < 0; flipping not wanted here
  27351. this.lookAt( this.plane.normal );
  27352. Object3D.prototype.updateMatrixWorld.call( this, force );
  27353. };
  27354. /**
  27355. * @author WestLangley / http://github.com/WestLangley
  27356. * @author zz85 / http://github.com/zz85
  27357. * @author bhouston / http://clara.io
  27358. *
  27359. * Creates an arrow for visualizing directions
  27360. *
  27361. * Parameters:
  27362. * dir - Vector3
  27363. * origin - Vector3
  27364. * length - Number
  27365. * color - color in hex value
  27366. * headLength - Number
  27367. * headWidth - Number
  27368. */
  27369. var lineGeometry, coneGeometry;
  27370. function ArrowHelper( dir, origin, length, color, headLength, headWidth ) {
  27371. // dir is assumed to be normalized
  27372. Object3D.call( this );
  27373. if ( dir === undefined ) dir = new Vector3( 0, 0, 1 );
  27374. if ( origin === undefined ) origin = new Vector3( 0, 0, 0 );
  27375. if ( length === undefined ) length = 1;
  27376. if ( color === undefined ) color = 0xffff00;
  27377. if ( headLength === undefined ) headLength = 0.2 * length;
  27378. if ( headWidth === undefined ) headWidth = 0.2 * headLength;
  27379. if ( lineGeometry === undefined ) {
  27380. lineGeometry = new BufferGeometry();
  27381. lineGeometry.addAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );
  27382. coneGeometry = new CylinderBufferGeometry( 0, 0.5, 1, 5, 1 );
  27383. coneGeometry.translate( 0, - 0.5, 0 );
  27384. }
  27385. this.position.copy( origin );
  27386. this.line = new Line( lineGeometry, new LineBasicMaterial( { color: color } ) );
  27387. this.line.matrixAutoUpdate = false;
  27388. this.add( this.line );
  27389. this.cone = new Mesh( coneGeometry, new MeshBasicMaterial( { color: color } ) );
  27390. this.cone.matrixAutoUpdate = false;
  27391. this.add( this.cone );
  27392. this.setDirection( dir );
  27393. this.setLength( length, headLength, headWidth );
  27394. }
  27395. ArrowHelper.prototype = Object.create( Object3D.prototype );
  27396. ArrowHelper.prototype.constructor = ArrowHelper;
  27397. ArrowHelper.prototype.setDirection = ( function () {
  27398. var axis = new Vector3();
  27399. var radians;
  27400. return function setDirection( dir ) {
  27401. // dir is assumed to be normalized
  27402. if ( dir.y > 0.99999 ) {
  27403. this.quaternion.set( 0, 0, 0, 1 );
  27404. } else if ( dir.y < - 0.99999 ) {
  27405. this.quaternion.set( 1, 0, 0, 0 );
  27406. } else {
  27407. axis.set( dir.z, 0, - dir.x ).normalize();
  27408. radians = Math.acos( dir.y );
  27409. this.quaternion.setFromAxisAngle( axis, radians );
  27410. }
  27411. };
  27412. }() );
  27413. ArrowHelper.prototype.setLength = function ( length, headLength, headWidth ) {
  27414. if ( headLength === undefined ) headLength = 0.2 * length;
  27415. if ( headWidth === undefined ) headWidth = 0.2 * headLength;
  27416. this.line.scale.set( 1, Math.max( 0, length - headLength ), 1 );
  27417. this.line.updateMatrix();
  27418. this.cone.scale.set( headWidth, headLength, headWidth );
  27419. this.cone.position.y = length;
  27420. this.cone.updateMatrix();
  27421. };
  27422. ArrowHelper.prototype.setColor = function ( color ) {
  27423. this.line.material.color.copy( color );
  27424. this.cone.material.color.copy( color );
  27425. };
  27426. ArrowHelper.prototype.copy = function ( source ) {
  27427. Object3D.prototype.copy.call( this, source, false );
  27428. this.line.copy( source.line );
  27429. this.cone.copy( source.cone );
  27430. return this;
  27431. };
  27432. ArrowHelper.prototype.clone = function () {
  27433. return new this.constructor().copy( this );
  27434. };
  27435. /**
  27436. * @author sroucheray / http://sroucheray.org/
  27437. * @author mrdoob / http://mrdoob.com/
  27438. */
  27439. function AxesHelper( size ) {
  27440. size = size || 1;
  27441. var vertices = [
  27442. 0, 0, 0, size, 0, 0,
  27443. 0, 0, 0, 0, size, 0,
  27444. 0, 0, 0, 0, 0, size
  27445. ];
  27446. var colors = [
  27447. 1, 0, 0, 1, 0.6, 0,
  27448. 0, 1, 0, 0.6, 1, 0,
  27449. 0, 0, 1, 0, 0.6, 1
  27450. ];
  27451. var geometry = new BufferGeometry();
  27452. geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27453. geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27454. var material = new LineBasicMaterial( { vertexColors: VertexColors } );
  27455. LineSegments.call( this, geometry, material );
  27456. }
  27457. AxesHelper.prototype = Object.create( LineSegments.prototype );
  27458. AxesHelper.prototype.constructor = AxesHelper;
  27459. /**
  27460. * @author mrdoob / http://mrdoob.com/
  27461. */
  27462. function Face4( a, b, c, d, normal, color, materialIndex ) {
  27463. console.warn( 'THREE.Face4 has been removed. A THREE.Face3 will be created instead.' );
  27464. return new Face3( a, b, c, normal, color, materialIndex );
  27465. }
  27466. var LineStrip = 0;
  27467. var LinePieces = 1;
  27468. function MeshFaceMaterial( materials ) {
  27469. console.warn( 'THREE.MeshFaceMaterial has been removed. Use an Array instead.' );
  27470. return materials;
  27471. }
  27472. function MultiMaterial( materials ) {
  27473. if ( materials === undefined ) materials = [];
  27474. console.warn( 'THREE.MultiMaterial has been removed. Use an Array instead.' );
  27475. materials.isMultiMaterial = true;
  27476. materials.materials = materials;
  27477. materials.clone = function () {
  27478. return materials.slice();
  27479. };
  27480. return materials;
  27481. }
  27482. function PointCloud( geometry, material ) {
  27483. console.warn( 'THREE.PointCloud has been renamed to THREE.Points.' );
  27484. return new Points( geometry, material );
  27485. }
  27486. function Particle( material ) {
  27487. console.warn( 'THREE.Particle has been renamed to THREE.Sprite.' );
  27488. return new Sprite( material );
  27489. }
  27490. function ParticleSystem( geometry, material ) {
  27491. console.warn( 'THREE.ParticleSystem has been renamed to THREE.Points.' );
  27492. return new Points( geometry, material );
  27493. }
  27494. function PointCloudMaterial( parameters ) {
  27495. console.warn( 'THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.' );
  27496. return new PointsMaterial( parameters );
  27497. }
  27498. function ParticleBasicMaterial( parameters ) {
  27499. console.warn( 'THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.' );
  27500. return new PointsMaterial( parameters );
  27501. }
  27502. function ParticleSystemMaterial( parameters ) {
  27503. console.warn( 'THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.' );
  27504. return new PointsMaterial( parameters );
  27505. }
  27506. function Vertex( x, y, z ) {
  27507. console.warn( 'THREE.Vertex has been removed. Use THREE.Vector3 instead.' );
  27508. return new Vector3( x, y, z );
  27509. }
  27510. //
  27511. function DynamicBufferAttribute( array, itemSize ) {
  27512. console.warn( 'THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setDynamic( true ) instead.' );
  27513. return new BufferAttribute( array, itemSize ).setDynamic( true );
  27514. }
  27515. function Int8Attribute( array, itemSize ) {
  27516. console.warn( 'THREE.Int8Attribute has been removed. Use new THREE.Int8BufferAttribute() instead.' );
  27517. return new Int8BufferAttribute( array, itemSize );
  27518. }
  27519. function Uint8Attribute( array, itemSize ) {
  27520. console.warn( 'THREE.Uint8Attribute has been removed. Use new THREE.Uint8BufferAttribute() instead.' );
  27521. return new Uint8BufferAttribute( array, itemSize );
  27522. }
  27523. function Uint8ClampedAttribute( array, itemSize ) {
  27524. console.warn( 'THREE.Uint8ClampedAttribute has been removed. Use new THREE.Uint8ClampedBufferAttribute() instead.' );
  27525. return new Uint8ClampedBufferAttribute( array, itemSize );
  27526. }
  27527. function Int16Attribute( array, itemSize ) {
  27528. console.warn( 'THREE.Int16Attribute has been removed. Use new THREE.Int16BufferAttribute() instead.' );
  27529. return new Int16BufferAttribute( array, itemSize );
  27530. }
  27531. function Uint16Attribute( array, itemSize ) {
  27532. console.warn( 'THREE.Uint16Attribute has been removed. Use new THREE.Uint16BufferAttribute() instead.' );
  27533. return new Uint16BufferAttribute( array, itemSize );
  27534. }
  27535. function Int32Attribute( array, itemSize ) {
  27536. console.warn( 'THREE.Int32Attribute has been removed. Use new THREE.Int32BufferAttribute() instead.' );
  27537. return new Int32BufferAttribute( array, itemSize );
  27538. }
  27539. function Uint32Attribute( array, itemSize ) {
  27540. console.warn( 'THREE.Uint32Attribute has been removed. Use new THREE.Uint32BufferAttribute() instead.' );
  27541. return new Uint32BufferAttribute( array, itemSize );
  27542. }
  27543. function Float32Attribute( array, itemSize ) {
  27544. console.warn( 'THREE.Float32Attribute has been removed. Use new THREE.Float32BufferAttribute() instead.' );
  27545. return new Float32BufferAttribute( array, itemSize );
  27546. }
  27547. function Float64Attribute( array, itemSize ) {
  27548. console.warn( 'THREE.Float64Attribute has been removed. Use new THREE.Float64BufferAttribute() instead.' );
  27549. return new Float64BufferAttribute( array, itemSize );
  27550. }
  27551. //
  27552. Curve.create = function ( construct, getPoint ) {
  27553. console.log( 'THREE.Curve.create() has been deprecated' );
  27554. construct.prototype = Object.create( Curve.prototype );
  27555. construct.prototype.constructor = construct;
  27556. construct.prototype.getPoint = getPoint;
  27557. return construct;
  27558. };
  27559. //
  27560. Object.assign( CurvePath.prototype, {
  27561. createPointsGeometry: function ( divisions ) {
  27562. console.warn( 'THREE.CurvePath: .createPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  27563. // generate geometry from path points (for Line or Points objects)
  27564. var pts = this.getPoints( divisions );
  27565. return this.createGeometry( pts );
  27566. },
  27567. createSpacedPointsGeometry: function ( divisions ) {
  27568. console.warn( 'THREE.CurvePath: .createSpacedPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  27569. // generate geometry from equidistant sampling along the path
  27570. var pts = this.getSpacedPoints( divisions );
  27571. return this.createGeometry( pts );
  27572. },
  27573. createGeometry: function ( points ) {
  27574. console.warn( 'THREE.CurvePath: .createGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  27575. var geometry = new Geometry();
  27576. for ( var i = 0, l = points.length; i < l; i ++ ) {
  27577. var point = points[ i ];
  27578. geometry.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );
  27579. }
  27580. return geometry;
  27581. }
  27582. } );
  27583. //
  27584. Object.assign( Path.prototype, {
  27585. fromPoints: function ( points ) {
  27586. console.warn( 'THREE.Path: .fromPoints() has been renamed to .setFromPoints().' );
  27587. this.setFromPoints( points );
  27588. }
  27589. } );
  27590. //
  27591. function ClosedSplineCurve3( points ) {
  27592. console.warn( 'THREE.ClosedSplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
  27593. CatmullRomCurve3.call( this, points );
  27594. this.type = 'catmullrom';
  27595. this.closed = true;
  27596. }
  27597. ClosedSplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
  27598. //
  27599. function SplineCurve3( points ) {
  27600. console.warn( 'THREE.SplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
  27601. CatmullRomCurve3.call( this, points );
  27602. this.type = 'catmullrom';
  27603. }
  27604. SplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
  27605. //
  27606. function Spline( points ) {
  27607. console.warn( 'THREE.Spline has been removed. Use THREE.CatmullRomCurve3 instead.' );
  27608. CatmullRomCurve3.call( this, points );
  27609. this.type = 'catmullrom';
  27610. }
  27611. Spline.prototype = Object.create( CatmullRomCurve3.prototype );
  27612. Object.assign( Spline.prototype, {
  27613. initFromArray: function ( /* a */ ) {
  27614. console.error( 'THREE.Spline: .initFromArray() has been removed.' );
  27615. },
  27616. getControlPointsArray: function ( /* optionalTarget */ ) {
  27617. console.error( 'THREE.Spline: .getControlPointsArray() has been removed.' );
  27618. },
  27619. reparametrizeByArcLength: function ( /* samplingCoef */ ) {
  27620. console.error( 'THREE.Spline: .reparametrizeByArcLength() has been removed.' );
  27621. }
  27622. } );
  27623. //
  27624. function AxisHelper( size ) {
  27625. console.warn( 'THREE.AxisHelper has been renamed to THREE.AxesHelper.' );
  27626. return new AxesHelper( size );
  27627. }
  27628. function BoundingBoxHelper( object, color ) {
  27629. console.warn( 'THREE.BoundingBoxHelper has been deprecated. Creating a THREE.BoxHelper instead.' );
  27630. return new BoxHelper( object, color );
  27631. }
  27632. function EdgesHelper( object, hex ) {
  27633. console.warn( 'THREE.EdgesHelper has been removed. Use THREE.EdgesGeometry instead.' );
  27634. return new LineSegments( new EdgesGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );
  27635. }
  27636. GridHelper.prototype.setColors = function () {
  27637. console.error( 'THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.' );
  27638. };
  27639. SkeletonHelper.prototype.update = function () {
  27640. console.error( 'THREE.SkeletonHelper: update() no longer needs to be called.' );
  27641. };
  27642. function WireframeHelper( object, hex ) {
  27643. console.warn( 'THREE.WireframeHelper has been removed. Use THREE.WireframeGeometry instead.' );
  27644. return new LineSegments( new WireframeGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );
  27645. }
  27646. //
  27647. Object.assign( Loader.prototype, {
  27648. extractUrlBase: function ( url ) {
  27649. console.warn( 'THREE.Loader: .extractUrlBase() has been deprecated. Use THREE.LoaderUtils.extractUrlBase() instead.' );
  27650. return LoaderUtils.extractUrlBase( url );
  27651. }
  27652. } );
  27653. function XHRLoader( manager ) {
  27654. console.warn( 'THREE.XHRLoader has been renamed to THREE.FileLoader.' );
  27655. return new FileLoader( manager );
  27656. }
  27657. function BinaryTextureLoader( manager ) {
  27658. console.warn( 'THREE.BinaryTextureLoader has been renamed to THREE.DataTextureLoader.' );
  27659. return new DataTextureLoader( manager );
  27660. }
  27661. Object.assign( ObjectLoader.prototype, {
  27662. setTexturePath: function ( value ) {
  27663. console.warn( 'THREE.ObjectLoader: .setTexturePath() has been renamed to .setResourcePath().' );
  27664. return this.setResourcePath( value );
  27665. }
  27666. } );
  27667. //
  27668. Object.assign( Box2.prototype, {
  27669. center: function ( optionalTarget ) {
  27670. console.warn( 'THREE.Box2: .center() has been renamed to .getCenter().' );
  27671. return this.getCenter( optionalTarget );
  27672. },
  27673. empty: function () {
  27674. console.warn( 'THREE.Box2: .empty() has been renamed to .isEmpty().' );
  27675. return this.isEmpty();
  27676. },
  27677. isIntersectionBox: function ( box ) {
  27678. console.warn( 'THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().' );
  27679. return this.intersectsBox( box );
  27680. },
  27681. size: function ( optionalTarget ) {
  27682. console.warn( 'THREE.Box2: .size() has been renamed to .getSize().' );
  27683. return this.getSize( optionalTarget );
  27684. }
  27685. } );
  27686. Object.assign( Box3.prototype, {
  27687. center: function ( optionalTarget ) {
  27688. console.warn( 'THREE.Box3: .center() has been renamed to .getCenter().' );
  27689. return this.getCenter( optionalTarget );
  27690. },
  27691. empty: function () {
  27692. console.warn( 'THREE.Box3: .empty() has been renamed to .isEmpty().' );
  27693. return this.isEmpty();
  27694. },
  27695. isIntersectionBox: function ( box ) {
  27696. console.warn( 'THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().' );
  27697. return this.intersectsBox( box );
  27698. },
  27699. isIntersectionSphere: function ( sphere ) {
  27700. console.warn( 'THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
  27701. return this.intersectsSphere( sphere );
  27702. },
  27703. size: function ( optionalTarget ) {
  27704. console.warn( 'THREE.Box3: .size() has been renamed to .getSize().' );
  27705. return this.getSize( optionalTarget );
  27706. }
  27707. } );
  27708. Line3.prototype.center = function ( optionalTarget ) {
  27709. console.warn( 'THREE.Line3: .center() has been renamed to .getCenter().' );
  27710. return this.getCenter( optionalTarget );
  27711. };
  27712. Object.assign( _Math, {
  27713. random16: function () {
  27714. console.warn( 'THREE.Math: .random16() has been deprecated. Use Math.random() instead.' );
  27715. return Math.random();
  27716. },
  27717. nearestPowerOfTwo: function ( value ) {
  27718. console.warn( 'THREE.Math: .nearestPowerOfTwo() has been renamed to .floorPowerOfTwo().' );
  27719. return _Math.floorPowerOfTwo( value );
  27720. },
  27721. nextPowerOfTwo: function ( value ) {
  27722. console.warn( 'THREE.Math: .nextPowerOfTwo() has been renamed to .ceilPowerOfTwo().' );
  27723. return _Math.ceilPowerOfTwo( value );
  27724. }
  27725. } );
  27726. Object.assign( Matrix3.prototype, {
  27727. flattenToArrayOffset: function ( array, offset ) {
  27728. console.warn( "THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
  27729. return this.toArray( array, offset );
  27730. },
  27731. multiplyVector3: function ( vector ) {
  27732. console.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' );
  27733. return vector.applyMatrix3( this );
  27734. },
  27735. multiplyVector3Array: function ( /* a */ ) {
  27736. console.error( 'THREE.Matrix3: .multiplyVector3Array() has been removed.' );
  27737. },
  27738. applyToBuffer: function ( buffer /*, offset, length */ ) {
  27739. console.warn( 'THREE.Matrix3: .applyToBuffer() has been removed. Use matrix.applyToBufferAttribute( attribute ) instead.' );
  27740. return this.applyToBufferAttribute( buffer );
  27741. },
  27742. applyToVector3Array: function ( /* array, offset, length */ ) {
  27743. console.error( 'THREE.Matrix3: .applyToVector3Array() has been removed.' );
  27744. }
  27745. } );
  27746. Object.assign( Matrix4.prototype, {
  27747. extractPosition: function ( m ) {
  27748. console.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' );
  27749. return this.copyPosition( m );
  27750. },
  27751. flattenToArrayOffset: function ( array, offset ) {
  27752. console.warn( "THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
  27753. return this.toArray( array, offset );
  27754. },
  27755. getPosition: function () {
  27756. var v1;
  27757. return function getPosition() {
  27758. if ( v1 === undefined ) v1 = new Vector3();
  27759. console.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' );
  27760. return v1.setFromMatrixColumn( this, 3 );
  27761. };
  27762. }(),
  27763. setRotationFromQuaternion: function ( q ) {
  27764. console.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' );
  27765. return this.makeRotationFromQuaternion( q );
  27766. },
  27767. multiplyToArray: function () {
  27768. console.warn( 'THREE.Matrix4: .multiplyToArray() has been removed.' );
  27769. },
  27770. multiplyVector3: function ( vector ) {
  27771. console.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  27772. return vector.applyMatrix4( this );
  27773. },
  27774. multiplyVector4: function ( vector ) {
  27775. console.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  27776. return vector.applyMatrix4( this );
  27777. },
  27778. multiplyVector3Array: function ( /* a */ ) {
  27779. console.error( 'THREE.Matrix4: .multiplyVector3Array() has been removed.' );
  27780. },
  27781. rotateAxis: function ( v ) {
  27782. console.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' );
  27783. v.transformDirection( this );
  27784. },
  27785. crossVector: function ( vector ) {
  27786. console.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  27787. return vector.applyMatrix4( this );
  27788. },
  27789. translate: function () {
  27790. console.error( 'THREE.Matrix4: .translate() has been removed.' );
  27791. },
  27792. rotateX: function () {
  27793. console.error( 'THREE.Matrix4: .rotateX() has been removed.' );
  27794. },
  27795. rotateY: function () {
  27796. console.error( 'THREE.Matrix4: .rotateY() has been removed.' );
  27797. },
  27798. rotateZ: function () {
  27799. console.error( 'THREE.Matrix4: .rotateZ() has been removed.' );
  27800. },
  27801. rotateByAxis: function () {
  27802. console.error( 'THREE.Matrix4: .rotateByAxis() has been removed.' );
  27803. },
  27804. applyToBuffer: function ( buffer /*, offset, length */ ) {
  27805. console.warn( 'THREE.Matrix4: .applyToBuffer() has been removed. Use matrix.applyToBufferAttribute( attribute ) instead.' );
  27806. return this.applyToBufferAttribute( buffer );
  27807. },
  27808. applyToVector3Array: function ( /* array, offset, length */ ) {
  27809. console.error( 'THREE.Matrix4: .applyToVector3Array() has been removed.' );
  27810. },
  27811. makeFrustum: function ( left, right, bottom, top, near, far ) {
  27812. console.warn( 'THREE.Matrix4: .makeFrustum() has been removed. Use .makePerspective( left, right, top, bottom, near, far ) instead.' );
  27813. return this.makePerspective( left, right, top, bottom, near, far );
  27814. }
  27815. } );
  27816. Plane.prototype.isIntersectionLine = function ( line ) {
  27817. console.warn( 'THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().' );
  27818. return this.intersectsLine( line );
  27819. };
  27820. Quaternion.prototype.multiplyVector3 = function ( vector ) {
  27821. console.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );
  27822. return vector.applyQuaternion( this );
  27823. };
  27824. Object.assign( Ray.prototype, {
  27825. isIntersectionBox: function ( box ) {
  27826. console.warn( 'THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().' );
  27827. return this.intersectsBox( box );
  27828. },
  27829. isIntersectionPlane: function ( plane ) {
  27830. console.warn( 'THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().' );
  27831. return this.intersectsPlane( plane );
  27832. },
  27833. isIntersectionSphere: function ( sphere ) {
  27834. console.warn( 'THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
  27835. return this.intersectsSphere( sphere );
  27836. }
  27837. } );
  27838. Object.assign( Triangle.prototype, {
  27839. area: function () {
  27840. console.warn( 'THREE.Triangle: .area() has been renamed to .getArea().' );
  27841. return this.getArea();
  27842. },
  27843. barycoordFromPoint: function ( point, target ) {
  27844. console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
  27845. return this.getBarycoord( point, target );
  27846. },
  27847. midpoint: function ( target ) {
  27848. console.warn( 'THREE.Triangle: .midpoint() has been renamed to .getMidpoint().' );
  27849. return this.getMidpoint( target );
  27850. },
  27851. normal: function ( target ) {
  27852. console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
  27853. return this.getNormal( target );
  27854. },
  27855. plane: function ( target ) {
  27856. console.warn( 'THREE.Triangle: .plane() has been renamed to .getPlane().' );
  27857. return this.getPlane( target );
  27858. }
  27859. } );
  27860. Object.assign( Triangle, {
  27861. barycoordFromPoint: function ( point, a, b, c, target ) {
  27862. console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
  27863. return Triangle.getBarycoord( point, a, b, c, target );
  27864. },
  27865. normal: function ( a, b, c, target ) {
  27866. console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
  27867. return Triangle.getNormal( a, b, c, target );
  27868. }
  27869. } );
  27870. Object.assign( Shape.prototype, {
  27871. extractAllPoints: function ( divisions ) {
  27872. console.warn( 'THREE.Shape: .extractAllPoints() has been removed. Use .extractPoints() instead.' );
  27873. return this.extractPoints( divisions );
  27874. },
  27875. extrude: function ( options ) {
  27876. console.warn( 'THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead.' );
  27877. return new ExtrudeGeometry( this, options );
  27878. },
  27879. makeGeometry: function ( options ) {
  27880. console.warn( 'THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead.' );
  27881. return new ShapeGeometry( this, options );
  27882. }
  27883. } );
  27884. Object.assign( Vector2.prototype, {
  27885. fromAttribute: function ( attribute, index, offset ) {
  27886. console.warn( 'THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  27887. return this.fromBufferAttribute( attribute, index, offset );
  27888. },
  27889. distanceToManhattan: function ( v ) {
  27890. console.warn( 'THREE.Vector2: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
  27891. return this.manhattanDistanceTo( v );
  27892. },
  27893. lengthManhattan: function () {
  27894. console.warn( 'THREE.Vector2: .lengthManhattan() has been renamed to .manhattanLength().' );
  27895. return this.manhattanLength();
  27896. }
  27897. } );
  27898. Object.assign( Vector3.prototype, {
  27899. setEulerFromRotationMatrix: function () {
  27900. console.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' );
  27901. },
  27902. setEulerFromQuaternion: function () {
  27903. console.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' );
  27904. },
  27905. getPositionFromMatrix: function ( m ) {
  27906. console.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' );
  27907. return this.setFromMatrixPosition( m );
  27908. },
  27909. getScaleFromMatrix: function ( m ) {
  27910. console.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' );
  27911. return this.setFromMatrixScale( m );
  27912. },
  27913. getColumnFromMatrix: function ( index, matrix ) {
  27914. console.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' );
  27915. return this.setFromMatrixColumn( matrix, index );
  27916. },
  27917. applyProjection: function ( m ) {
  27918. console.warn( 'THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead.' );
  27919. return this.applyMatrix4( m );
  27920. },
  27921. fromAttribute: function ( attribute, index, offset ) {
  27922. console.warn( 'THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  27923. return this.fromBufferAttribute( attribute, index, offset );
  27924. },
  27925. distanceToManhattan: function ( v ) {
  27926. console.warn( 'THREE.Vector3: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
  27927. return this.manhattanDistanceTo( v );
  27928. },
  27929. lengthManhattan: function () {
  27930. console.warn( 'THREE.Vector3: .lengthManhattan() has been renamed to .manhattanLength().' );
  27931. return this.manhattanLength();
  27932. }
  27933. } );
  27934. Object.assign( Vector4.prototype, {
  27935. fromAttribute: function ( attribute, index, offset ) {
  27936. console.warn( 'THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  27937. return this.fromBufferAttribute( attribute, index, offset );
  27938. },
  27939. lengthManhattan: function () {
  27940. console.warn( 'THREE.Vector4: .lengthManhattan() has been renamed to .manhattanLength().' );
  27941. return this.manhattanLength();
  27942. }
  27943. } );
  27944. //
  27945. Object.assign( Geometry.prototype, {
  27946. computeTangents: function () {
  27947. console.error( 'THREE.Geometry: .computeTangents() has been removed.' );
  27948. },
  27949. computeLineDistances: function () {
  27950. console.error( 'THREE.Geometry: .computeLineDistances() has been removed. Use THREE.Line.computeLineDistances() instead.' );
  27951. }
  27952. } );
  27953. Object.assign( Object3D.prototype, {
  27954. getChildByName: function ( name ) {
  27955. console.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' );
  27956. return this.getObjectByName( name );
  27957. },
  27958. renderDepth: function () {
  27959. console.warn( 'THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.' );
  27960. },
  27961. translate: function ( distance, axis ) {
  27962. console.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' );
  27963. return this.translateOnAxis( axis, distance );
  27964. },
  27965. getWorldRotation: function () {
  27966. console.error( 'THREE.Object3D: .getWorldRotation() has been removed. Use THREE.Object3D.getWorldQuaternion( target ) instead.' );
  27967. }
  27968. } );
  27969. Object.defineProperties( Object3D.prototype, {
  27970. eulerOrder: {
  27971. get: function () {
  27972. console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
  27973. return this.rotation.order;
  27974. },
  27975. set: function ( value ) {
  27976. console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
  27977. this.rotation.order = value;
  27978. }
  27979. },
  27980. useQuaternion: {
  27981. get: function () {
  27982. console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  27983. },
  27984. set: function () {
  27985. console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  27986. }
  27987. }
  27988. } );
  27989. Object.defineProperties( LOD.prototype, {
  27990. objects: {
  27991. get: function () {
  27992. console.warn( 'THREE.LOD: .objects has been renamed to .levels.' );
  27993. return this.levels;
  27994. }
  27995. }
  27996. } );
  27997. Object.defineProperty( Skeleton.prototype, 'useVertexTexture', {
  27998. get: function () {
  27999. console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );
  28000. },
  28001. set: function () {
  28002. console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );
  28003. }
  28004. } );
  28005. SkinnedMesh.prototype.initBones = function () {
  28006. console.error( 'THREE.SkinnedMesh: initBones() has been removed.' );
  28007. };
  28008. Object.defineProperty( Curve.prototype, '__arcLengthDivisions', {
  28009. get: function () {
  28010. console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
  28011. return this.arcLengthDivisions;
  28012. },
  28013. set: function ( value ) {
  28014. console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
  28015. this.arcLengthDivisions = value;
  28016. }
  28017. } );
  28018. //
  28019. PerspectiveCamera.prototype.setLens = function ( focalLength, filmGauge ) {
  28020. console.warn( "THREE.PerspectiveCamera.setLens is deprecated. " +
  28021. "Use .setFocalLength and .filmGauge for a photographic setup." );
  28022. if ( filmGauge !== undefined ) this.filmGauge = filmGauge;
  28023. this.setFocalLength( focalLength );
  28024. };
  28025. //
  28026. Object.defineProperties( Light.prototype, {
  28027. onlyShadow: {
  28028. set: function () {
  28029. console.warn( 'THREE.Light: .onlyShadow has been removed.' );
  28030. }
  28031. },
  28032. shadowCameraFov: {
  28033. set: function ( value ) {
  28034. console.warn( 'THREE.Light: .shadowCameraFov is now .shadow.camera.fov.' );
  28035. this.shadow.camera.fov = value;
  28036. }
  28037. },
  28038. shadowCameraLeft: {
  28039. set: function ( value ) {
  28040. console.warn( 'THREE.Light: .shadowCameraLeft is now .shadow.camera.left.' );
  28041. this.shadow.camera.left = value;
  28042. }
  28043. },
  28044. shadowCameraRight: {
  28045. set: function ( value ) {
  28046. console.warn( 'THREE.Light: .shadowCameraRight is now .shadow.camera.right.' );
  28047. this.shadow.camera.right = value;
  28048. }
  28049. },
  28050. shadowCameraTop: {
  28051. set: function ( value ) {
  28052. console.warn( 'THREE.Light: .shadowCameraTop is now .shadow.camera.top.' );
  28053. this.shadow.camera.top = value;
  28054. }
  28055. },
  28056. shadowCameraBottom: {
  28057. set: function ( value ) {
  28058. console.warn( 'THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom.' );
  28059. this.shadow.camera.bottom = value;
  28060. }
  28061. },
  28062. shadowCameraNear: {
  28063. set: function ( value ) {
  28064. console.warn( 'THREE.Light: .shadowCameraNear is now .shadow.camera.near.' );
  28065. this.shadow.camera.near = value;
  28066. }
  28067. },
  28068. shadowCameraFar: {
  28069. set: function ( value ) {
  28070. console.warn( 'THREE.Light: .shadowCameraFar is now .shadow.camera.far.' );
  28071. this.shadow.camera.far = value;
  28072. }
  28073. },
  28074. shadowCameraVisible: {
  28075. set: function () {
  28076. console.warn( 'THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.' );
  28077. }
  28078. },
  28079. shadowBias: {
  28080. set: function ( value ) {
  28081. console.warn( 'THREE.Light: .shadowBias is now .shadow.bias.' );
  28082. this.shadow.bias = value;
  28083. }
  28084. },
  28085. shadowDarkness: {
  28086. set: function () {
  28087. console.warn( 'THREE.Light: .shadowDarkness has been removed.' );
  28088. }
  28089. },
  28090. shadowMapWidth: {
  28091. set: function ( value ) {
  28092. console.warn( 'THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.' );
  28093. this.shadow.mapSize.width = value;
  28094. }
  28095. },
  28096. shadowMapHeight: {
  28097. set: function ( value ) {
  28098. console.warn( 'THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.' );
  28099. this.shadow.mapSize.height = value;
  28100. }
  28101. }
  28102. } );
  28103. //
  28104. Object.defineProperties( BufferAttribute.prototype, {
  28105. length: {
  28106. get: function () {
  28107. console.warn( 'THREE.BufferAttribute: .length has been deprecated. Use .count instead.' );
  28108. return this.array.length;
  28109. }
  28110. },
  28111. copyIndicesArray: function ( /* indices */ ) {
  28112. console.error( 'THREE.BufferAttribute: .copyIndicesArray() has been removed.' );
  28113. }
  28114. } );
  28115. Object.assign( BufferGeometry.prototype, {
  28116. addIndex: function ( index ) {
  28117. console.warn( 'THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().' );
  28118. this.setIndex( index );
  28119. },
  28120. addDrawCall: function ( start, count, indexOffset ) {
  28121. if ( indexOffset !== undefined ) {
  28122. console.warn( 'THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.' );
  28123. }
  28124. console.warn( 'THREE.BufferGeometry: .addDrawCall() is now .addGroup().' );
  28125. this.addGroup( start, count );
  28126. },
  28127. clearDrawCalls: function () {
  28128. console.warn( 'THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().' );
  28129. this.clearGroups();
  28130. },
  28131. computeTangents: function () {
  28132. console.warn( 'THREE.BufferGeometry: .computeTangents() has been removed.' );
  28133. },
  28134. computeOffsets: function () {
  28135. console.warn( 'THREE.BufferGeometry: .computeOffsets() has been removed.' );
  28136. }
  28137. } );
  28138. Object.defineProperties( BufferGeometry.prototype, {
  28139. drawcalls: {
  28140. get: function () {
  28141. console.error( 'THREE.BufferGeometry: .drawcalls has been renamed to .groups.' );
  28142. return this.groups;
  28143. }
  28144. },
  28145. offsets: {
  28146. get: function () {
  28147. console.warn( 'THREE.BufferGeometry: .offsets has been renamed to .groups.' );
  28148. return this.groups;
  28149. }
  28150. }
  28151. } );
  28152. //
  28153. Object.assign( ExtrudeBufferGeometry.prototype, {
  28154. getArrays: function () {
  28155. console.error( 'THREE.ExtrudeBufferGeometry: .getArrays() has been removed.' );
  28156. },
  28157. addShapeList: function () {
  28158. console.error( 'THREE.ExtrudeBufferGeometry: .addShapeList() has been removed.' );
  28159. },
  28160. addShape: function () {
  28161. console.error( 'THREE.ExtrudeBufferGeometry: .addShape() has been removed.' );
  28162. }
  28163. } );
  28164. //
  28165. Object.defineProperties( Uniform.prototype, {
  28166. dynamic: {
  28167. set: function () {
  28168. console.warn( 'THREE.Uniform: .dynamic has been removed. Use object.onBeforeRender() instead.' );
  28169. }
  28170. },
  28171. onUpdate: {
  28172. value: function () {
  28173. console.warn( 'THREE.Uniform: .onUpdate() has been removed. Use object.onBeforeRender() instead.' );
  28174. return this;
  28175. }
  28176. }
  28177. } );
  28178. //
  28179. Object.defineProperties( Material.prototype, {
  28180. wrapAround: {
  28181. get: function () {
  28182. console.warn( 'THREE.Material: .wrapAround has been removed.' );
  28183. },
  28184. set: function () {
  28185. console.warn( 'THREE.Material: .wrapAround has been removed.' );
  28186. }
  28187. },
  28188. overdraw: {
  28189. get: function () {
  28190. console.warn( 'THREE.Material: .overdraw has been removed.' );
  28191. },
  28192. set: function () {
  28193. console.warn( 'THREE.Material: .overdraw has been removed.' );
  28194. }
  28195. },
  28196. wrapRGB: {
  28197. get: function () {
  28198. console.warn( 'THREE.Material: .wrapRGB has been removed.' );
  28199. return new Color();
  28200. }
  28201. },
  28202. shading: {
  28203. get: function () {
  28204. console.error( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  28205. },
  28206. set: function ( value ) {
  28207. console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  28208. this.flatShading = ( value === FlatShading );
  28209. }
  28210. }
  28211. } );
  28212. Object.defineProperties( MeshPhongMaterial.prototype, {
  28213. metal: {
  28214. get: function () {
  28215. console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead.' );
  28216. return false;
  28217. },
  28218. set: function () {
  28219. console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead' );
  28220. }
  28221. }
  28222. } );
  28223. Object.defineProperties( ShaderMaterial.prototype, {
  28224. derivatives: {
  28225. get: function () {
  28226. console.warn( 'THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
  28227. return this.extensions.derivatives;
  28228. },
  28229. set: function ( value ) {
  28230. console.warn( 'THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
  28231. this.extensions.derivatives = value;
  28232. }
  28233. }
  28234. } );
  28235. //
  28236. Object.assign( WebGLRenderer.prototype, {
  28237. clearTarget: function ( renderTarget, color, depth, stencil ) {
  28238. console.warn( 'THREE.WebGLRenderer: .clearTarget() has been deprecated. Use .setRenderTarget() and .clear() instead.' );
  28239. this.setRenderTarget( renderTarget );
  28240. this.clear( color, depth, stencil );
  28241. },
  28242. animate: function ( callback ) {
  28243. console.warn( 'THREE.WebGLRenderer: .animate() is now .setAnimationLoop().' );
  28244. this.setAnimationLoop( callback );
  28245. },
  28246. getCurrentRenderTarget: function () {
  28247. console.warn( 'THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget().' );
  28248. return this.getRenderTarget();
  28249. },
  28250. getMaxAnisotropy: function () {
  28251. console.warn( 'THREE.WebGLRenderer: .getMaxAnisotropy() is now .capabilities.getMaxAnisotropy().' );
  28252. return this.capabilities.getMaxAnisotropy();
  28253. },
  28254. getPrecision: function () {
  28255. console.warn( 'THREE.WebGLRenderer: .getPrecision() is now .capabilities.precision.' );
  28256. return this.capabilities.precision;
  28257. },
  28258. resetGLState: function () {
  28259. console.warn( 'THREE.WebGLRenderer: .resetGLState() is now .state.reset().' );
  28260. return this.state.reset();
  28261. },
  28262. supportsFloatTextures: function () {
  28263. console.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).' );
  28264. return this.extensions.get( 'OES_texture_float' );
  28265. },
  28266. supportsHalfFloatTextures: function () {
  28267. console.warn( 'THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \'OES_texture_half_float\' ).' );
  28268. return this.extensions.get( 'OES_texture_half_float' );
  28269. },
  28270. supportsStandardDerivatives: function () {
  28271. console.warn( 'THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \'OES_standard_derivatives\' ).' );
  28272. return this.extensions.get( 'OES_standard_derivatives' );
  28273. },
  28274. supportsCompressedTextureS3TC: function () {
  28275. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \'WEBGL_compressed_texture_s3tc\' ).' );
  28276. return this.extensions.get( 'WEBGL_compressed_texture_s3tc' );
  28277. },
  28278. supportsCompressedTexturePVRTC: function () {
  28279. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \'WEBGL_compressed_texture_pvrtc\' ).' );
  28280. return this.extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  28281. },
  28282. supportsBlendMinMax: function () {
  28283. console.warn( 'THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \'EXT_blend_minmax\' ).' );
  28284. return this.extensions.get( 'EXT_blend_minmax' );
  28285. },
  28286. supportsVertexTextures: function () {
  28287. console.warn( 'THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures.' );
  28288. return this.capabilities.vertexTextures;
  28289. },
  28290. supportsInstancedArrays: function () {
  28291. console.warn( 'THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \'ANGLE_instanced_arrays\' ).' );
  28292. return this.extensions.get( 'ANGLE_instanced_arrays' );
  28293. },
  28294. enableScissorTest: function ( boolean ) {
  28295. console.warn( 'THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().' );
  28296. this.setScissorTest( boolean );
  28297. },
  28298. initMaterial: function () {
  28299. console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );
  28300. },
  28301. addPrePlugin: function () {
  28302. console.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );
  28303. },
  28304. addPostPlugin: function () {
  28305. console.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );
  28306. },
  28307. updateShadowMap: function () {
  28308. console.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );
  28309. },
  28310. setFaceCulling: function () {
  28311. console.warn( 'THREE.WebGLRenderer: .setFaceCulling() has been removed.' );
  28312. }
  28313. } );
  28314. Object.defineProperties( WebGLRenderer.prototype, {
  28315. shadowMapEnabled: {
  28316. get: function () {
  28317. return this.shadowMap.enabled;
  28318. },
  28319. set: function ( value ) {
  28320. console.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' );
  28321. this.shadowMap.enabled = value;
  28322. }
  28323. },
  28324. shadowMapType: {
  28325. get: function () {
  28326. return this.shadowMap.type;
  28327. },
  28328. set: function ( value ) {
  28329. console.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' );
  28330. this.shadowMap.type = value;
  28331. }
  28332. },
  28333. shadowMapCullFace: {
  28334. get: function () {
  28335. console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
  28336. return undefined;
  28337. },
  28338. set: function ( /* value */ ) {
  28339. console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
  28340. }
  28341. }
  28342. } );
  28343. Object.defineProperties( WebGLShadowMap.prototype, {
  28344. cullFace: {
  28345. get: function () {
  28346. console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
  28347. return undefined;
  28348. },
  28349. set: function ( /* cullFace */ ) {
  28350. console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
  28351. }
  28352. },
  28353. renderReverseSided: {
  28354. get: function () {
  28355. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
  28356. return undefined;
  28357. },
  28358. set: function () {
  28359. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
  28360. }
  28361. },
  28362. renderSingleSided: {
  28363. get: function () {
  28364. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
  28365. return undefined;
  28366. },
  28367. set: function () {
  28368. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
  28369. }
  28370. }
  28371. } );
  28372. //
  28373. Object.defineProperties( WebGLRenderTargetCube.prototype, {
  28374. activeCubeFace: {
  28375. set: function ( /* value */ ) {
  28376. console.warn( 'THREE.WebGLRenderTargetCube: .activeCubeFace has been removed. It is now the second parameter of WebGLRenderer.setRenderTarget().' );
  28377. }
  28378. },
  28379. activeMipMapLevel: {
  28380. set: function ( /* value */ ) {
  28381. console.warn( 'THREE.WebGLRenderTargetCube: .activeMipMapLevel has been removed. It is now the third parameter of WebGLRenderer.setRenderTarget().' );
  28382. }
  28383. }
  28384. } );
  28385. //
  28386. Object.defineProperties( WebGLRenderTarget.prototype, {
  28387. wrapS: {
  28388. get: function () {
  28389. console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
  28390. return this.texture.wrapS;
  28391. },
  28392. set: function ( value ) {
  28393. console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
  28394. this.texture.wrapS = value;
  28395. }
  28396. },
  28397. wrapT: {
  28398. get: function () {
  28399. console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
  28400. return this.texture.wrapT;
  28401. },
  28402. set: function ( value ) {
  28403. console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
  28404. this.texture.wrapT = value;
  28405. }
  28406. },
  28407. magFilter: {
  28408. get: function () {
  28409. console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
  28410. return this.texture.magFilter;
  28411. },
  28412. set: function ( value ) {
  28413. console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
  28414. this.texture.magFilter = value;
  28415. }
  28416. },
  28417. minFilter: {
  28418. get: function () {
  28419. console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
  28420. return this.texture.minFilter;
  28421. },
  28422. set: function ( value ) {
  28423. console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
  28424. this.texture.minFilter = value;
  28425. }
  28426. },
  28427. anisotropy: {
  28428. get: function () {
  28429. console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
  28430. return this.texture.anisotropy;
  28431. },
  28432. set: function ( value ) {
  28433. console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
  28434. this.texture.anisotropy = value;
  28435. }
  28436. },
  28437. offset: {
  28438. get: function () {
  28439. console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
  28440. return this.texture.offset;
  28441. },
  28442. set: function ( value ) {
  28443. console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
  28444. this.texture.offset = value;
  28445. }
  28446. },
  28447. repeat: {
  28448. get: function () {
  28449. console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
  28450. return this.texture.repeat;
  28451. },
  28452. set: function ( value ) {
  28453. console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
  28454. this.texture.repeat = value;
  28455. }
  28456. },
  28457. format: {
  28458. get: function () {
  28459. console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
  28460. return this.texture.format;
  28461. },
  28462. set: function ( value ) {
  28463. console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
  28464. this.texture.format = value;
  28465. }
  28466. },
  28467. type: {
  28468. get: function () {
  28469. console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
  28470. return this.texture.type;
  28471. },
  28472. set: function ( value ) {
  28473. console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
  28474. this.texture.type = value;
  28475. }
  28476. },
  28477. generateMipmaps: {
  28478. get: function () {
  28479. console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
  28480. return this.texture.generateMipmaps;
  28481. },
  28482. set: function ( value ) {
  28483. console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
  28484. this.texture.generateMipmaps = value;
  28485. }
  28486. }
  28487. } );
  28488. //
  28489. Object.defineProperties( WebVRManager.prototype, {
  28490. standing: {
  28491. set: function ( /* value */ ) {
  28492. console.warn( 'THREE.WebVRManager: .standing has been removed.' );
  28493. }
  28494. },
  28495. userHeight: {
  28496. set: function ( /* value */ ) {
  28497. console.warn( 'THREE.WebVRManager: .userHeight has been removed.' );
  28498. }
  28499. }
  28500. } );
  28501. //
  28502. Audio.prototype.load = function ( file ) {
  28503. console.warn( 'THREE.Audio: .load has been deprecated. Use THREE.AudioLoader instead.' );
  28504. var scope = this;
  28505. var audioLoader = new AudioLoader();
  28506. audioLoader.load( file, function ( buffer ) {
  28507. scope.setBuffer( buffer );
  28508. } );
  28509. return this;
  28510. };
  28511. AudioAnalyser.prototype.getData = function () {
  28512. console.warn( 'THREE.AudioAnalyser: .getData() is now .getFrequencyData().' );
  28513. return this.getFrequencyData();
  28514. };
  28515. //
  28516. CubeCamera.prototype.updateCubeMap = function ( renderer, scene ) {
  28517. console.warn( 'THREE.CubeCamera: .updateCubeMap() is now .update().' );
  28518. return this.update( renderer, scene );
  28519. };
  28520. //
  28521. var GeometryUtils = {
  28522. merge: function ( geometry1, geometry2, materialIndexOffset ) {
  28523. console.warn( 'THREE.GeometryUtils: .merge() has been moved to Geometry. Use geometry.merge( geometry2, matrix, materialIndexOffset ) instead.' );
  28524. var matrix;
  28525. if ( geometry2.isMesh ) {
  28526. geometry2.matrixAutoUpdate && geometry2.updateMatrix();
  28527. matrix = geometry2.matrix;
  28528. geometry2 = geometry2.geometry;
  28529. }
  28530. geometry1.merge( geometry2, matrix, materialIndexOffset );
  28531. },
  28532. center: function ( geometry ) {
  28533. console.warn( 'THREE.GeometryUtils: .center() has been moved to Geometry. Use geometry.center() instead.' );
  28534. return geometry.center();
  28535. }
  28536. };
  28537. ImageUtils.crossOrigin = undefined;
  28538. ImageUtils.loadTexture = function ( url, mapping, onLoad, onError ) {
  28539. console.warn( 'THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.' );
  28540. var loader = new TextureLoader();
  28541. loader.setCrossOrigin( this.crossOrigin );
  28542. var texture = loader.load( url, onLoad, undefined, onError );
  28543. if ( mapping ) texture.mapping = mapping;
  28544. return texture;
  28545. };
  28546. ImageUtils.loadTextureCube = function ( urls, mapping, onLoad, onError ) {
  28547. console.warn( 'THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.' );
  28548. var loader = new CubeTextureLoader();
  28549. loader.setCrossOrigin( this.crossOrigin );
  28550. var texture = loader.load( urls, onLoad, undefined, onError );
  28551. if ( mapping ) texture.mapping = mapping;
  28552. return texture;
  28553. };
  28554. ImageUtils.loadCompressedTexture = function () {
  28555. console.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' );
  28556. };
  28557. ImageUtils.loadCompressedTextureCube = function () {
  28558. console.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' );
  28559. };
  28560. //
  28561. function Projector() {
  28562. console.error( 'THREE.Projector has been moved to /examples/js/renderers/Projector.js.' );
  28563. this.projectVector = function ( vector, camera ) {
  28564. console.warn( 'THREE.Projector: .projectVector() is now vector.project().' );
  28565. vector.project( camera );
  28566. };
  28567. this.unprojectVector = function ( vector, camera ) {
  28568. console.warn( 'THREE.Projector: .unprojectVector() is now vector.unproject().' );
  28569. vector.unproject( camera );
  28570. };
  28571. this.pickingRay = function () {
  28572. console.error( 'THREE.Projector: .pickingRay() is now raycaster.setFromCamera().' );
  28573. };
  28574. }
  28575. //
  28576. function CanvasRenderer() {
  28577. console.error( 'THREE.CanvasRenderer has been removed' );
  28578. }
  28579. //
  28580. function JSONLoader() {
  28581. console.error( 'THREE.JSONLoader has been removed.' );
  28582. }
  28583. //
  28584. var SceneUtils = {
  28585. createMultiMaterialObject: function ( /* geometry, materials */ ) {
  28586. console.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' );
  28587. },
  28588. detach: function ( /* child, parent, scene */ ) {
  28589. console.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' );
  28590. },
  28591. attach: function ( /* child, scene, parent */ ) {
  28592. console.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' );
  28593. }
  28594. };
  28595. //
  28596. function LensFlare() {
  28597. console.error( 'THREE.LensFlare has been moved to /examples/js/objects/Lensflare.js' );
  28598. }
  28599. exports.WebGLMultisampleRenderTarget = WebGLMultisampleRenderTarget;
  28600. exports.WebGLRenderTargetCube = WebGLRenderTargetCube;
  28601. exports.WebGLRenderTarget = WebGLRenderTarget;
  28602. exports.WebGLRenderer = WebGLRenderer;
  28603. exports.ShaderLib = ShaderLib;
  28604. exports.UniformsLib = UniformsLib;
  28605. exports.UniformsUtils = UniformsUtils;
  28606. exports.ShaderChunk = ShaderChunk;
  28607. exports.FogExp2 = FogExp2;
  28608. exports.Fog = Fog;
  28609. exports.Scene = Scene;
  28610. exports.Sprite = Sprite;
  28611. exports.LOD = LOD;
  28612. exports.SkinnedMesh = SkinnedMesh;
  28613. exports.Skeleton = Skeleton;
  28614. exports.Bone = Bone;
  28615. exports.Mesh = Mesh;
  28616. exports.LineSegments = LineSegments;
  28617. exports.LineLoop = LineLoop;
  28618. exports.Line = Line;
  28619. exports.Points = Points;
  28620. exports.Group = Group;
  28621. exports.VideoTexture = VideoTexture;
  28622. exports.DataTexture = DataTexture;
  28623. exports.DataTexture3D = DataTexture3D;
  28624. exports.CompressedTexture = CompressedTexture;
  28625. exports.CubeTexture = CubeTexture;
  28626. exports.CanvasTexture = CanvasTexture;
  28627. exports.DepthTexture = DepthTexture;
  28628. exports.Texture = Texture;
  28629. exports.AnimationLoader = AnimationLoader;
  28630. exports.CompressedTextureLoader = CompressedTextureLoader;
  28631. exports.DataTextureLoader = DataTextureLoader;
  28632. exports.CubeTextureLoader = CubeTextureLoader;
  28633. exports.TextureLoader = TextureLoader;
  28634. exports.ObjectLoader = ObjectLoader;
  28635. exports.MaterialLoader = MaterialLoader;
  28636. exports.BufferGeometryLoader = BufferGeometryLoader;
  28637. exports.DefaultLoadingManager = DefaultLoadingManager;
  28638. exports.LoadingManager = LoadingManager;
  28639. exports.ImageLoader = ImageLoader;
  28640. exports.ImageBitmapLoader = ImageBitmapLoader;
  28641. exports.FontLoader = FontLoader;
  28642. exports.FileLoader = FileLoader;
  28643. exports.Loader = Loader;
  28644. exports.LoaderUtils = LoaderUtils;
  28645. exports.Cache = Cache;
  28646. exports.AudioLoader = AudioLoader;
  28647. exports.SpotLightShadow = SpotLightShadow;
  28648. exports.SpotLight = SpotLight;
  28649. exports.PointLight = PointLight;
  28650. exports.RectAreaLight = RectAreaLight;
  28651. exports.HemisphereLight = HemisphereLight;
  28652. exports.DirectionalLightShadow = DirectionalLightShadow;
  28653. exports.DirectionalLight = DirectionalLight;
  28654. exports.AmbientLight = AmbientLight;
  28655. exports.LightShadow = LightShadow;
  28656. exports.Light = Light;
  28657. exports.StereoCamera = StereoCamera;
  28658. exports.PerspectiveCamera = PerspectiveCamera;
  28659. exports.OrthographicCamera = OrthographicCamera;
  28660. exports.CubeCamera = CubeCamera;
  28661. exports.ArrayCamera = ArrayCamera;
  28662. exports.Camera = Camera;
  28663. exports.AudioListener = AudioListener;
  28664. exports.PositionalAudio = PositionalAudio;
  28665. exports.AudioContext = AudioContext;
  28666. exports.AudioAnalyser = AudioAnalyser;
  28667. exports.Audio = Audio;
  28668. exports.VectorKeyframeTrack = VectorKeyframeTrack;
  28669. exports.StringKeyframeTrack = StringKeyframeTrack;
  28670. exports.QuaternionKeyframeTrack = QuaternionKeyframeTrack;
  28671. exports.NumberKeyframeTrack = NumberKeyframeTrack;
  28672. exports.ColorKeyframeTrack = ColorKeyframeTrack;
  28673. exports.BooleanKeyframeTrack = BooleanKeyframeTrack;
  28674. exports.PropertyMixer = PropertyMixer;
  28675. exports.PropertyBinding = PropertyBinding;
  28676. exports.KeyframeTrack = KeyframeTrack;
  28677. exports.AnimationUtils = AnimationUtils;
  28678. exports.AnimationObjectGroup = AnimationObjectGroup;
  28679. exports.AnimationMixer = AnimationMixer;
  28680. exports.AnimationClip = AnimationClip;
  28681. exports.Uniform = Uniform;
  28682. exports.InstancedBufferGeometry = InstancedBufferGeometry;
  28683. exports.BufferGeometry = BufferGeometry;
  28684. exports.Geometry = Geometry;
  28685. exports.InterleavedBufferAttribute = InterleavedBufferAttribute;
  28686. exports.InstancedInterleavedBuffer = InstancedInterleavedBuffer;
  28687. exports.InterleavedBuffer = InterleavedBuffer;
  28688. exports.InstancedBufferAttribute = InstancedBufferAttribute;
  28689. exports.Face3 = Face3;
  28690. exports.Object3D = Object3D;
  28691. exports.Raycaster = Raycaster;
  28692. exports.Layers = Layers;
  28693. exports.EventDispatcher = EventDispatcher;
  28694. exports.Clock = Clock;
  28695. exports.QuaternionLinearInterpolant = QuaternionLinearInterpolant;
  28696. exports.LinearInterpolant = LinearInterpolant;
  28697. exports.DiscreteInterpolant = DiscreteInterpolant;
  28698. exports.CubicInterpolant = CubicInterpolant;
  28699. exports.Interpolant = Interpolant;
  28700. exports.Triangle = Triangle;
  28701. exports.Math = _Math;
  28702. exports.Spherical = Spherical;
  28703. exports.Cylindrical = Cylindrical;
  28704. exports.Plane = Plane;
  28705. exports.Frustum = Frustum;
  28706. exports.Sphere = Sphere;
  28707. exports.Ray = Ray;
  28708. exports.Matrix4 = Matrix4;
  28709. exports.Matrix3 = Matrix3;
  28710. exports.Box3 = Box3;
  28711. exports.Box2 = Box2;
  28712. exports.Line3 = Line3;
  28713. exports.Euler = Euler;
  28714. exports.Vector4 = Vector4;
  28715. exports.Vector3 = Vector3;
  28716. exports.Vector2 = Vector2;
  28717. exports.Quaternion = Quaternion;
  28718. exports.Color = Color;
  28719. exports.ImmediateRenderObject = ImmediateRenderObject;
  28720. exports.VertexNormalsHelper = VertexNormalsHelper;
  28721. exports.SpotLightHelper = SpotLightHelper;
  28722. exports.SkeletonHelper = SkeletonHelper;
  28723. exports.PointLightHelper = PointLightHelper;
  28724. exports.RectAreaLightHelper = RectAreaLightHelper;
  28725. exports.HemisphereLightHelper = HemisphereLightHelper;
  28726. exports.GridHelper = GridHelper;
  28727. exports.PolarGridHelper = PolarGridHelper;
  28728. exports.PositionalAudioHelper = PositionalAudioHelper;
  28729. exports.FaceNormalsHelper = FaceNormalsHelper;
  28730. exports.DirectionalLightHelper = DirectionalLightHelper;
  28731. exports.CameraHelper = CameraHelper;
  28732. exports.BoxHelper = BoxHelper;
  28733. exports.Box3Helper = Box3Helper;
  28734. exports.PlaneHelper = PlaneHelper;
  28735. exports.ArrowHelper = ArrowHelper;
  28736. exports.AxesHelper = AxesHelper;
  28737. exports.Shape = Shape;
  28738. exports.Path = Path;
  28739. exports.ShapePath = ShapePath;
  28740. exports.Font = Font;
  28741. exports.CurvePath = CurvePath;
  28742. exports.Curve = Curve;
  28743. exports.ImageUtils = ImageUtils;
  28744. exports.ShapeUtils = ShapeUtils;
  28745. exports.WebGLUtils = WebGLUtils;
  28746. exports.WireframeGeometry = WireframeGeometry;
  28747. exports.ParametricGeometry = ParametricGeometry;
  28748. exports.ParametricBufferGeometry = ParametricBufferGeometry;
  28749. exports.TetrahedronGeometry = TetrahedronGeometry;
  28750. exports.TetrahedronBufferGeometry = TetrahedronBufferGeometry;
  28751. exports.OctahedronGeometry = OctahedronGeometry;
  28752. exports.OctahedronBufferGeometry = OctahedronBufferGeometry;
  28753. exports.IcosahedronGeometry = IcosahedronGeometry;
  28754. exports.IcosahedronBufferGeometry = IcosahedronBufferGeometry;
  28755. exports.DodecahedronGeometry = DodecahedronGeometry;
  28756. exports.DodecahedronBufferGeometry = DodecahedronBufferGeometry;
  28757. exports.PolyhedronGeometry = PolyhedronGeometry;
  28758. exports.PolyhedronBufferGeometry = PolyhedronBufferGeometry;
  28759. exports.TubeGeometry = TubeGeometry;
  28760. exports.TubeBufferGeometry = TubeBufferGeometry;
  28761. exports.TorusKnotGeometry = TorusKnotGeometry;
  28762. exports.TorusKnotBufferGeometry = TorusKnotBufferGeometry;
  28763. exports.TorusGeometry = TorusGeometry;
  28764. exports.TorusBufferGeometry = TorusBufferGeometry;
  28765. exports.TextGeometry = TextGeometry;
  28766. exports.TextBufferGeometry = TextBufferGeometry;
  28767. exports.SphereGeometry = SphereGeometry;
  28768. exports.SphereBufferGeometry = SphereBufferGeometry;
  28769. exports.RingGeometry = RingGeometry;
  28770. exports.RingBufferGeometry = RingBufferGeometry;
  28771. exports.PlaneGeometry = PlaneGeometry;
  28772. exports.PlaneBufferGeometry = PlaneBufferGeometry;
  28773. exports.LatheGeometry = LatheGeometry;
  28774. exports.LatheBufferGeometry = LatheBufferGeometry;
  28775. exports.ShapeGeometry = ShapeGeometry;
  28776. exports.ShapeBufferGeometry = ShapeBufferGeometry;
  28777. exports.ExtrudeGeometry = ExtrudeGeometry;
  28778. exports.ExtrudeBufferGeometry = ExtrudeBufferGeometry;
  28779. exports.EdgesGeometry = EdgesGeometry;
  28780. exports.ConeGeometry = ConeGeometry;
  28781. exports.ConeBufferGeometry = ConeBufferGeometry;
  28782. exports.CylinderGeometry = CylinderGeometry;
  28783. exports.CylinderBufferGeometry = CylinderBufferGeometry;
  28784. exports.CircleGeometry = CircleGeometry;
  28785. exports.CircleBufferGeometry = CircleBufferGeometry;
  28786. exports.BoxGeometry = BoxGeometry;
  28787. exports.CubeGeometry = BoxGeometry;
  28788. exports.BoxBufferGeometry = BoxBufferGeometry;
  28789. exports.ShadowMaterial = ShadowMaterial;
  28790. exports.SpriteMaterial = SpriteMaterial;
  28791. exports.RawShaderMaterial = RawShaderMaterial;
  28792. exports.ShaderMaterial = ShaderMaterial;
  28793. exports.PointsMaterial = PointsMaterial;
  28794. exports.MeshPhysicalMaterial = MeshPhysicalMaterial;
  28795. exports.MeshStandardMaterial = MeshStandardMaterial;
  28796. exports.MeshPhongMaterial = MeshPhongMaterial;
  28797. exports.MeshToonMaterial = MeshToonMaterial;
  28798. exports.MeshNormalMaterial = MeshNormalMaterial;
  28799. exports.MeshLambertMaterial = MeshLambertMaterial;
  28800. exports.MeshDepthMaterial = MeshDepthMaterial;
  28801. exports.MeshDistanceMaterial = MeshDistanceMaterial;
  28802. exports.MeshBasicMaterial = MeshBasicMaterial;
  28803. exports.MeshMatcapMaterial = MeshMatcapMaterial;
  28804. exports.LineDashedMaterial = LineDashedMaterial;
  28805. exports.LineBasicMaterial = LineBasicMaterial;
  28806. exports.Material = Material;
  28807. exports.Float64BufferAttribute = Float64BufferAttribute;
  28808. exports.Float32BufferAttribute = Float32BufferAttribute;
  28809. exports.Uint32BufferAttribute = Uint32BufferAttribute;
  28810. exports.Int32BufferAttribute = Int32BufferAttribute;
  28811. exports.Uint16BufferAttribute = Uint16BufferAttribute;
  28812. exports.Int16BufferAttribute = Int16BufferAttribute;
  28813. exports.Uint8ClampedBufferAttribute = Uint8ClampedBufferAttribute;
  28814. exports.Uint8BufferAttribute = Uint8BufferAttribute;
  28815. exports.Int8BufferAttribute = Int8BufferAttribute;
  28816. exports.BufferAttribute = BufferAttribute;
  28817. exports.ArcCurve = ArcCurve;
  28818. exports.CatmullRomCurve3 = CatmullRomCurve3;
  28819. exports.CubicBezierCurve = CubicBezierCurve;
  28820. exports.CubicBezierCurve3 = CubicBezierCurve3;
  28821. exports.EllipseCurve = EllipseCurve;
  28822. exports.LineCurve = LineCurve;
  28823. exports.LineCurve3 = LineCurve3;
  28824. exports.QuadraticBezierCurve = QuadraticBezierCurve;
  28825. exports.QuadraticBezierCurve3 = QuadraticBezierCurve3;
  28826. exports.SplineCurve = SplineCurve;
  28827. exports.REVISION = REVISION;
  28828. exports.MOUSE = MOUSE;
  28829. exports.CullFaceNone = CullFaceNone;
  28830. exports.CullFaceBack = CullFaceBack;
  28831. exports.CullFaceFront = CullFaceFront;
  28832. exports.CullFaceFrontBack = CullFaceFrontBack;
  28833. exports.FrontFaceDirectionCW = FrontFaceDirectionCW;
  28834. exports.FrontFaceDirectionCCW = FrontFaceDirectionCCW;
  28835. exports.BasicShadowMap = BasicShadowMap;
  28836. exports.PCFShadowMap = PCFShadowMap;
  28837. exports.PCFSoftShadowMap = PCFSoftShadowMap;
  28838. exports.FrontSide = FrontSide;
  28839. exports.BackSide = BackSide;
  28840. exports.DoubleSide = DoubleSide;
  28841. exports.FlatShading = FlatShading;
  28842. exports.SmoothShading = SmoothShading;
  28843. exports.NoColors = NoColors;
  28844. exports.FaceColors = FaceColors;
  28845. exports.VertexColors = VertexColors;
  28846. exports.NoBlending = NoBlending;
  28847. exports.NormalBlending = NormalBlending;
  28848. exports.AdditiveBlending = AdditiveBlending;
  28849. exports.SubtractiveBlending = SubtractiveBlending;
  28850. exports.MultiplyBlending = MultiplyBlending;
  28851. exports.CustomBlending = CustomBlending;
  28852. exports.AddEquation = AddEquation;
  28853. exports.SubtractEquation = SubtractEquation;
  28854. exports.ReverseSubtractEquation = ReverseSubtractEquation;
  28855. exports.MinEquation = MinEquation;
  28856. exports.MaxEquation = MaxEquation;
  28857. exports.ZeroFactor = ZeroFactor;
  28858. exports.OneFactor = OneFactor;
  28859. exports.SrcColorFactor = SrcColorFactor;
  28860. exports.OneMinusSrcColorFactor = OneMinusSrcColorFactor;
  28861. exports.SrcAlphaFactor = SrcAlphaFactor;
  28862. exports.OneMinusSrcAlphaFactor = OneMinusSrcAlphaFactor;
  28863. exports.DstAlphaFactor = DstAlphaFactor;
  28864. exports.OneMinusDstAlphaFactor = OneMinusDstAlphaFactor;
  28865. exports.DstColorFactor = DstColorFactor;
  28866. exports.OneMinusDstColorFactor = OneMinusDstColorFactor;
  28867. exports.SrcAlphaSaturateFactor = SrcAlphaSaturateFactor;
  28868. exports.NeverDepth = NeverDepth;
  28869. exports.AlwaysDepth = AlwaysDepth;
  28870. exports.LessDepth = LessDepth;
  28871. exports.LessEqualDepth = LessEqualDepth;
  28872. exports.EqualDepth = EqualDepth;
  28873. exports.GreaterEqualDepth = GreaterEqualDepth;
  28874. exports.GreaterDepth = GreaterDepth;
  28875. exports.NotEqualDepth = NotEqualDepth;
  28876. exports.MultiplyOperation = MultiplyOperation;
  28877. exports.MixOperation = MixOperation;
  28878. exports.AddOperation = AddOperation;
  28879. exports.NoToneMapping = NoToneMapping;
  28880. exports.LinearToneMapping = LinearToneMapping;
  28881. exports.ReinhardToneMapping = ReinhardToneMapping;
  28882. exports.Uncharted2ToneMapping = Uncharted2ToneMapping;
  28883. exports.CineonToneMapping = CineonToneMapping;
  28884. exports.ACESFilmicToneMapping = ACESFilmicToneMapping;
  28885. exports.UVMapping = UVMapping;
  28886. exports.CubeReflectionMapping = CubeReflectionMapping;
  28887. exports.CubeRefractionMapping = CubeRefractionMapping;
  28888. exports.EquirectangularReflectionMapping = EquirectangularReflectionMapping;
  28889. exports.EquirectangularRefractionMapping = EquirectangularRefractionMapping;
  28890. exports.SphericalReflectionMapping = SphericalReflectionMapping;
  28891. exports.CubeUVReflectionMapping = CubeUVReflectionMapping;
  28892. exports.CubeUVRefractionMapping = CubeUVRefractionMapping;
  28893. exports.RepeatWrapping = RepeatWrapping;
  28894. exports.ClampToEdgeWrapping = ClampToEdgeWrapping;
  28895. exports.MirroredRepeatWrapping = MirroredRepeatWrapping;
  28896. exports.NearestFilter = NearestFilter;
  28897. exports.NearestMipMapNearestFilter = NearestMipMapNearestFilter;
  28898. exports.NearestMipMapLinearFilter = NearestMipMapLinearFilter;
  28899. exports.LinearFilter = LinearFilter;
  28900. exports.LinearMipMapNearestFilter = LinearMipMapNearestFilter;
  28901. exports.LinearMipMapLinearFilter = LinearMipMapLinearFilter;
  28902. exports.UnsignedByteType = UnsignedByteType;
  28903. exports.ByteType = ByteType;
  28904. exports.ShortType = ShortType;
  28905. exports.UnsignedShortType = UnsignedShortType;
  28906. exports.IntType = IntType;
  28907. exports.UnsignedIntType = UnsignedIntType;
  28908. exports.FloatType = FloatType;
  28909. exports.HalfFloatType = HalfFloatType;
  28910. exports.UnsignedShort4444Type = UnsignedShort4444Type;
  28911. exports.UnsignedShort5551Type = UnsignedShort5551Type;
  28912. exports.UnsignedShort565Type = UnsignedShort565Type;
  28913. exports.UnsignedInt248Type = UnsignedInt248Type;
  28914. exports.AlphaFormat = AlphaFormat;
  28915. exports.RGBFormat = RGBFormat;
  28916. exports.RGBAFormat = RGBAFormat;
  28917. exports.LuminanceFormat = LuminanceFormat;
  28918. exports.LuminanceAlphaFormat = LuminanceAlphaFormat;
  28919. exports.RGBEFormat = RGBEFormat;
  28920. exports.DepthFormat = DepthFormat;
  28921. exports.DepthStencilFormat = DepthStencilFormat;
  28922. exports.RedFormat = RedFormat;
  28923. exports.RGB_S3TC_DXT1_Format = RGB_S3TC_DXT1_Format;
  28924. exports.RGBA_S3TC_DXT1_Format = RGBA_S3TC_DXT1_Format;
  28925. exports.RGBA_S3TC_DXT3_Format = RGBA_S3TC_DXT3_Format;
  28926. exports.RGBA_S3TC_DXT5_Format = RGBA_S3TC_DXT5_Format;
  28927. exports.RGB_PVRTC_4BPPV1_Format = RGB_PVRTC_4BPPV1_Format;
  28928. exports.RGB_PVRTC_2BPPV1_Format = RGB_PVRTC_2BPPV1_Format;
  28929. exports.RGBA_PVRTC_4BPPV1_Format = RGBA_PVRTC_4BPPV1_Format;
  28930. exports.RGBA_PVRTC_2BPPV1_Format = RGBA_PVRTC_2BPPV1_Format;
  28931. exports.RGB_ETC1_Format = RGB_ETC1_Format;
  28932. exports.RGBA_ASTC_4x4_Format = RGBA_ASTC_4x4_Format;
  28933. exports.RGBA_ASTC_5x4_Format = RGBA_ASTC_5x4_Format;
  28934. exports.RGBA_ASTC_5x5_Format = RGBA_ASTC_5x5_Format;
  28935. exports.RGBA_ASTC_6x5_Format = RGBA_ASTC_6x5_Format;
  28936. exports.RGBA_ASTC_6x6_Format = RGBA_ASTC_6x6_Format;
  28937. exports.RGBA_ASTC_8x5_Format = RGBA_ASTC_8x5_Format;
  28938. exports.RGBA_ASTC_8x6_Format = RGBA_ASTC_8x6_Format;
  28939. exports.RGBA_ASTC_8x8_Format = RGBA_ASTC_8x8_Format;
  28940. exports.RGBA_ASTC_10x5_Format = RGBA_ASTC_10x5_Format;
  28941. exports.RGBA_ASTC_10x6_Format = RGBA_ASTC_10x6_Format;
  28942. exports.RGBA_ASTC_10x8_Format = RGBA_ASTC_10x8_Format;
  28943. exports.RGBA_ASTC_10x10_Format = RGBA_ASTC_10x10_Format;
  28944. exports.RGBA_ASTC_12x10_Format = RGBA_ASTC_12x10_Format;
  28945. exports.RGBA_ASTC_12x12_Format = RGBA_ASTC_12x12_Format;
  28946. exports.LoopOnce = LoopOnce;
  28947. exports.LoopRepeat = LoopRepeat;
  28948. exports.LoopPingPong = LoopPingPong;
  28949. exports.InterpolateDiscrete = InterpolateDiscrete;
  28950. exports.InterpolateLinear = InterpolateLinear;
  28951. exports.InterpolateSmooth = InterpolateSmooth;
  28952. exports.ZeroCurvatureEnding = ZeroCurvatureEnding;
  28953. exports.ZeroSlopeEnding = ZeroSlopeEnding;
  28954. exports.WrapAroundEnding = WrapAroundEnding;
  28955. exports.TrianglesDrawMode = TrianglesDrawMode;
  28956. exports.TriangleStripDrawMode = TriangleStripDrawMode;
  28957. exports.TriangleFanDrawMode = TriangleFanDrawMode;
  28958. exports.LinearEncoding = LinearEncoding;
  28959. exports.sRGBEncoding = sRGBEncoding;
  28960. exports.GammaEncoding = GammaEncoding;
  28961. exports.RGBEEncoding = RGBEEncoding;
  28962. exports.LogLuvEncoding = LogLuvEncoding;
  28963. exports.RGBM7Encoding = RGBM7Encoding;
  28964. exports.RGBM16Encoding = RGBM16Encoding;
  28965. exports.RGBDEncoding = RGBDEncoding;
  28966. exports.BasicDepthPacking = BasicDepthPacking;
  28967. exports.RGBADepthPacking = RGBADepthPacking;
  28968. exports.TangentSpaceNormalMap = TangentSpaceNormalMap;
  28969. exports.ObjectSpaceNormalMap = ObjectSpaceNormalMap;
  28970. exports.Face4 = Face4;
  28971. exports.LineStrip = LineStrip;
  28972. exports.LinePieces = LinePieces;
  28973. exports.MeshFaceMaterial = MeshFaceMaterial;
  28974. exports.MultiMaterial = MultiMaterial;
  28975. exports.PointCloud = PointCloud;
  28976. exports.Particle = Particle;
  28977. exports.ParticleSystem = ParticleSystem;
  28978. exports.PointCloudMaterial = PointCloudMaterial;
  28979. exports.ParticleBasicMaterial = ParticleBasicMaterial;
  28980. exports.ParticleSystemMaterial = ParticleSystemMaterial;
  28981. exports.Vertex = Vertex;
  28982. exports.DynamicBufferAttribute = DynamicBufferAttribute;
  28983. exports.Int8Attribute = Int8Attribute;
  28984. exports.Uint8Attribute = Uint8Attribute;
  28985. exports.Uint8ClampedAttribute = Uint8ClampedAttribute;
  28986. exports.Int16Attribute = Int16Attribute;
  28987. exports.Uint16Attribute = Uint16Attribute;
  28988. exports.Int32Attribute = Int32Attribute;
  28989. exports.Uint32Attribute = Uint32Attribute;
  28990. exports.Float32Attribute = Float32Attribute;
  28991. exports.Float64Attribute = Float64Attribute;
  28992. exports.ClosedSplineCurve3 = ClosedSplineCurve3;
  28993. exports.SplineCurve3 = SplineCurve3;
  28994. exports.Spline = Spline;
  28995. exports.AxisHelper = AxisHelper;
  28996. exports.BoundingBoxHelper = BoundingBoxHelper;
  28997. exports.EdgesHelper = EdgesHelper;
  28998. exports.WireframeHelper = WireframeHelper;
  28999. exports.XHRLoader = XHRLoader;
  29000. exports.BinaryTextureLoader = BinaryTextureLoader;
  29001. exports.GeometryUtils = GeometryUtils;
  29002. exports.Projector = Projector;
  29003. exports.CanvasRenderer = CanvasRenderer;
  29004. exports.JSONLoader = JSONLoader;
  29005. exports.SceneUtils = SceneUtils;
  29006. exports.LensFlare = LensFlare;
  29007. Object.defineProperty(exports, '__esModule', { value: true });
  29008. }));