three.js 1.2 MB

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  1. (function (global, factory) {
  2. typeof exports === 'object' && typeof module !== 'undefined' ? factory(exports) :
  3. typeof define === 'function' && define.amd ? define(['exports'], factory) :
  4. (global = global || self, factory(global.THREE = {}));
  5. }(this, (function (exports) { 'use strict';
  6. // Polyfills
  7. if ( Number.EPSILON === undefined ) {
  8. Number.EPSILON = Math.pow( 2, - 52 );
  9. }
  10. if ( Number.isInteger === undefined ) {
  11. // Missing in IE
  12. // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number/isInteger
  13. Number.isInteger = function ( value ) {
  14. return typeof value === 'number' && isFinite( value ) && Math.floor( value ) === value;
  15. };
  16. }
  17. //
  18. if ( Math.sign === undefined ) {
  19. // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/sign
  20. Math.sign = function ( x ) {
  21. return ( x < 0 ) ? - 1 : ( x > 0 ) ? 1 : + x;
  22. };
  23. }
  24. if ( 'name' in Function.prototype === false ) {
  25. // Missing in IE
  26. // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Function/name
  27. Object.defineProperty( Function.prototype, 'name', {
  28. get: function () {
  29. return this.toString().match( /^\s*function\s*([^\(\s]*)/ )[ 1 ];
  30. }
  31. } );
  32. }
  33. if ( Object.assign === undefined ) {
  34. // Missing in IE
  35. // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/assign
  36. Object.assign = function ( target ) {
  37. if ( target === undefined || target === null ) {
  38. throw new TypeError( 'Cannot convert undefined or null to object' );
  39. }
  40. var output = Object( target );
  41. for ( var index = 1; index < arguments.length; index ++ ) {
  42. var source = arguments[ index ];
  43. if ( source !== undefined && source !== null ) {
  44. for ( var nextKey in source ) {
  45. if ( Object.prototype.hasOwnProperty.call( source, nextKey ) ) {
  46. output[ nextKey ] = source[ nextKey ];
  47. }
  48. }
  49. }
  50. }
  51. return output;
  52. };
  53. }
  54. var REVISION = '112';
  55. var MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2, ROTATE: 0, DOLLY: 1, PAN: 2 };
  56. var TOUCH = { ROTATE: 0, PAN: 1, DOLLY_PAN: 2, DOLLY_ROTATE: 3 };
  57. var CullFaceNone = 0;
  58. var CullFaceBack = 1;
  59. var CullFaceFront = 2;
  60. var CullFaceFrontBack = 3;
  61. var FrontFaceDirectionCW = 0;
  62. var FrontFaceDirectionCCW = 1;
  63. var BasicShadowMap = 0;
  64. var PCFShadowMap = 1;
  65. var PCFSoftShadowMap = 2;
  66. var VSMShadowMap = 3;
  67. var FrontSide = 0;
  68. var BackSide = 1;
  69. var DoubleSide = 2;
  70. var FlatShading = 1;
  71. var SmoothShading = 2;
  72. var NoColors = 0;
  73. var FaceColors = 1;
  74. var VertexColors = 2;
  75. var NoBlending = 0;
  76. var NormalBlending = 1;
  77. var AdditiveBlending = 2;
  78. var SubtractiveBlending = 3;
  79. var MultiplyBlending = 4;
  80. var CustomBlending = 5;
  81. var AddEquation = 100;
  82. var SubtractEquation = 101;
  83. var ReverseSubtractEquation = 102;
  84. var MinEquation = 103;
  85. var MaxEquation = 104;
  86. var ZeroFactor = 200;
  87. var OneFactor = 201;
  88. var SrcColorFactor = 202;
  89. var OneMinusSrcColorFactor = 203;
  90. var SrcAlphaFactor = 204;
  91. var OneMinusSrcAlphaFactor = 205;
  92. var DstAlphaFactor = 206;
  93. var OneMinusDstAlphaFactor = 207;
  94. var DstColorFactor = 208;
  95. var OneMinusDstColorFactor = 209;
  96. var SrcAlphaSaturateFactor = 210;
  97. var NeverDepth = 0;
  98. var AlwaysDepth = 1;
  99. var LessDepth = 2;
  100. var LessEqualDepth = 3;
  101. var EqualDepth = 4;
  102. var GreaterEqualDepth = 5;
  103. var GreaterDepth = 6;
  104. var NotEqualDepth = 7;
  105. var MultiplyOperation = 0;
  106. var MixOperation = 1;
  107. var AddOperation = 2;
  108. var NoToneMapping = 0;
  109. var LinearToneMapping = 1;
  110. var ReinhardToneMapping = 2;
  111. var Uncharted2ToneMapping = 3;
  112. var CineonToneMapping = 4;
  113. var ACESFilmicToneMapping = 5;
  114. var UVMapping = 300;
  115. var CubeReflectionMapping = 301;
  116. var CubeRefractionMapping = 302;
  117. var EquirectangularReflectionMapping = 303;
  118. var EquirectangularRefractionMapping = 304;
  119. var SphericalReflectionMapping = 305;
  120. var CubeUVReflectionMapping = 306;
  121. var CubeUVRefractionMapping = 307;
  122. var RepeatWrapping = 1000;
  123. var ClampToEdgeWrapping = 1001;
  124. var MirroredRepeatWrapping = 1002;
  125. var NearestFilter = 1003;
  126. var NearestMipmapNearestFilter = 1004;
  127. var NearestMipMapNearestFilter = 1004;
  128. var NearestMipmapLinearFilter = 1005;
  129. var NearestMipMapLinearFilter = 1005;
  130. var LinearFilter = 1006;
  131. var LinearMipmapNearestFilter = 1007;
  132. var LinearMipMapNearestFilter = 1007;
  133. var LinearMipmapLinearFilter = 1008;
  134. var LinearMipMapLinearFilter = 1008;
  135. var UnsignedByteType = 1009;
  136. var ByteType = 1010;
  137. var ShortType = 1011;
  138. var UnsignedShortType = 1012;
  139. var IntType = 1013;
  140. var UnsignedIntType = 1014;
  141. var FloatType = 1015;
  142. var HalfFloatType = 1016;
  143. var UnsignedShort4444Type = 1017;
  144. var UnsignedShort5551Type = 1018;
  145. var UnsignedShort565Type = 1019;
  146. var UnsignedInt248Type = 1020;
  147. var AlphaFormat = 1021;
  148. var RGBFormat = 1022;
  149. var RGBAFormat = 1023;
  150. var LuminanceFormat = 1024;
  151. var LuminanceAlphaFormat = 1025;
  152. var RGBEFormat = RGBAFormat;
  153. var DepthFormat = 1026;
  154. var DepthStencilFormat = 1027;
  155. var RedFormat = 1028;
  156. var RedIntegerFormat = 1029;
  157. var RGFormat = 1030;
  158. var RGIntegerFormat = 1031;
  159. var RGBIntegerFormat = 1032;
  160. var RGBAIntegerFormat = 1033;
  161. var RGB_S3TC_DXT1_Format = 33776;
  162. var RGBA_S3TC_DXT1_Format = 33777;
  163. var RGBA_S3TC_DXT3_Format = 33778;
  164. var RGBA_S3TC_DXT5_Format = 33779;
  165. var RGB_PVRTC_4BPPV1_Format = 35840;
  166. var RGB_PVRTC_2BPPV1_Format = 35841;
  167. var RGBA_PVRTC_4BPPV1_Format = 35842;
  168. var RGBA_PVRTC_2BPPV1_Format = 35843;
  169. var RGB_ETC1_Format = 36196;
  170. var RGBA_ASTC_4x4_Format = 37808;
  171. var RGBA_ASTC_5x4_Format = 37809;
  172. var RGBA_ASTC_5x5_Format = 37810;
  173. var RGBA_ASTC_6x5_Format = 37811;
  174. var RGBA_ASTC_6x6_Format = 37812;
  175. var RGBA_ASTC_8x5_Format = 37813;
  176. var RGBA_ASTC_8x6_Format = 37814;
  177. var RGBA_ASTC_8x8_Format = 37815;
  178. var RGBA_ASTC_10x5_Format = 37816;
  179. var RGBA_ASTC_10x6_Format = 37817;
  180. var RGBA_ASTC_10x8_Format = 37818;
  181. var RGBA_ASTC_10x10_Format = 37819;
  182. var RGBA_ASTC_12x10_Format = 37820;
  183. var RGBA_ASTC_12x12_Format = 37821;
  184. var LoopOnce = 2200;
  185. var LoopRepeat = 2201;
  186. var LoopPingPong = 2202;
  187. var InterpolateDiscrete = 2300;
  188. var InterpolateLinear = 2301;
  189. var InterpolateSmooth = 2302;
  190. var ZeroCurvatureEnding = 2400;
  191. var ZeroSlopeEnding = 2401;
  192. var WrapAroundEnding = 2402;
  193. var TrianglesDrawMode = 0;
  194. var TriangleStripDrawMode = 1;
  195. var TriangleFanDrawMode = 2;
  196. var LinearEncoding = 3000;
  197. var sRGBEncoding = 3001;
  198. var GammaEncoding = 3007;
  199. var RGBEEncoding = 3002;
  200. var LogLuvEncoding = 3003;
  201. var RGBM7Encoding = 3004;
  202. var RGBM16Encoding = 3005;
  203. var RGBDEncoding = 3006;
  204. var BasicDepthPacking = 3200;
  205. var RGBADepthPacking = 3201;
  206. var TangentSpaceNormalMap = 0;
  207. var ObjectSpaceNormalMap = 1;
  208. var ZeroStencilOp = 0;
  209. var KeepStencilOp = 7680;
  210. var ReplaceStencilOp = 7681;
  211. var IncrementStencilOp = 7682;
  212. var DecrementStencilOp = 7683;
  213. var IncrementWrapStencilOp = 34055;
  214. var DecrementWrapStencilOp = 34056;
  215. var InvertStencilOp = 5386;
  216. var NeverStencilFunc = 512;
  217. var LessStencilFunc = 513;
  218. var EqualStencilFunc = 514;
  219. var LessEqualStencilFunc = 515;
  220. var GreaterStencilFunc = 516;
  221. var NotEqualStencilFunc = 517;
  222. var GreaterEqualStencilFunc = 518;
  223. var AlwaysStencilFunc = 519;
  224. var StaticDrawUsage = 35044;
  225. var DynamicDrawUsage = 35048;
  226. var StreamDrawUsage = 35040;
  227. var StaticReadUsage = 35045;
  228. var DynamicReadUsage = 35049;
  229. var StreamReadUsage = 35041;
  230. var StaticCopyUsage = 35046;
  231. var DynamicCopyUsage = 35050;
  232. var StreamCopyUsage = 35042;
  233. /**
  234. * https://github.com/mrdoob/eventdispatcher.js/
  235. */
  236. function EventDispatcher() {}
  237. Object.assign( EventDispatcher.prototype, {
  238. addEventListener: function ( type, listener ) {
  239. if ( this._listeners === undefined ) { this._listeners = {}; }
  240. var listeners = this._listeners;
  241. if ( listeners[ type ] === undefined ) {
  242. listeners[ type ] = [];
  243. }
  244. if ( listeners[ type ].indexOf( listener ) === - 1 ) {
  245. listeners[ type ].push( listener );
  246. }
  247. },
  248. hasEventListener: function ( type, listener ) {
  249. if ( this._listeners === undefined ) { return false; }
  250. var listeners = this._listeners;
  251. return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1;
  252. },
  253. removeEventListener: function ( type, listener ) {
  254. if ( this._listeners === undefined ) { return; }
  255. var listeners = this._listeners;
  256. var listenerArray = listeners[ type ];
  257. if ( listenerArray !== undefined ) {
  258. var index = listenerArray.indexOf( listener );
  259. if ( index !== - 1 ) {
  260. listenerArray.splice( index, 1 );
  261. }
  262. }
  263. },
  264. dispatchEvent: function ( event ) {
  265. if ( this._listeners === undefined ) { return; }
  266. var listeners = this._listeners;
  267. var listenerArray = listeners[ event.type ];
  268. if ( listenerArray !== undefined ) {
  269. event.target = this;
  270. var array = listenerArray.slice( 0 );
  271. for ( var i = 0, l = array.length; i < l; i ++ ) {
  272. array[ i ].call( this, event );
  273. }
  274. }
  275. }
  276. } );
  277. /**
  278. * @author alteredq / http://alteredqualia.com/
  279. * @author mrdoob / http://mrdoob.com/
  280. */
  281. var _lut = [];
  282. for ( var i = 0; i < 256; i ++ ) {
  283. _lut[ i ] = ( i < 16 ? '0' : '' ) + ( i ).toString( 16 );
  284. }
  285. var _Math = {
  286. DEG2RAD: Math.PI / 180,
  287. RAD2DEG: 180 / Math.PI,
  288. generateUUID: function () {
  289. // http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136
  290. var d0 = Math.random() * 0xffffffff | 0;
  291. var d1 = Math.random() * 0xffffffff | 0;
  292. var d2 = Math.random() * 0xffffffff | 0;
  293. var d3 = Math.random() * 0xffffffff | 0;
  294. var uuid = _lut[ d0 & 0xff ] + _lut[ d0 >> 8 & 0xff ] + _lut[ d0 >> 16 & 0xff ] + _lut[ d0 >> 24 & 0xff ] + '-' +
  295. _lut[ d1 & 0xff ] + _lut[ d1 >> 8 & 0xff ] + '-' + _lut[ d1 >> 16 & 0x0f | 0x40 ] + _lut[ d1 >> 24 & 0xff ] + '-' +
  296. _lut[ d2 & 0x3f | 0x80 ] + _lut[ d2 >> 8 & 0xff ] + '-' + _lut[ d2 >> 16 & 0xff ] + _lut[ d2 >> 24 & 0xff ] +
  297. _lut[ d3 & 0xff ] + _lut[ d3 >> 8 & 0xff ] + _lut[ d3 >> 16 & 0xff ] + _lut[ d3 >> 24 & 0xff ];
  298. // .toUpperCase() here flattens concatenated strings to save heap memory space.
  299. return uuid.toUpperCase();
  300. },
  301. clamp: function ( value, min, max ) {
  302. return Math.max( min, Math.min( max, value ) );
  303. },
  304. // compute euclidian modulo of m % n
  305. // https://en.wikipedia.org/wiki/Modulo_operation
  306. euclideanModulo: function ( n, m ) {
  307. return ( ( n % m ) + m ) % m;
  308. },
  309. // Linear mapping from range <a1, a2> to range <b1, b2>
  310. mapLinear: function ( x, a1, a2, b1, b2 ) {
  311. return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
  312. },
  313. // https://en.wikipedia.org/wiki/Linear_interpolation
  314. lerp: function ( x, y, t ) {
  315. return ( 1 - t ) * x + t * y;
  316. },
  317. // http://en.wikipedia.org/wiki/Smoothstep
  318. smoothstep: function ( x, min, max ) {
  319. if ( x <= min ) { return 0; }
  320. if ( x >= max ) { return 1; }
  321. x = ( x - min ) / ( max - min );
  322. return x * x * ( 3 - 2 * x );
  323. },
  324. smootherstep: function ( x, min, max ) {
  325. if ( x <= min ) { return 0; }
  326. if ( x >= max ) { return 1; }
  327. x = ( x - min ) / ( max - min );
  328. return x * x * x * ( x * ( x * 6 - 15 ) + 10 );
  329. },
  330. // Random integer from <low, high> interval
  331. randInt: function ( low, high ) {
  332. return low + Math.floor( Math.random() * ( high - low + 1 ) );
  333. },
  334. // Random float from <low, high> interval
  335. randFloat: function ( low, high ) {
  336. return low + Math.random() * ( high - low );
  337. },
  338. // Random float from <-range/2, range/2> interval
  339. randFloatSpread: function ( range ) {
  340. return range * ( 0.5 - Math.random() );
  341. },
  342. degToRad: function ( degrees ) {
  343. return degrees * _Math.DEG2RAD;
  344. },
  345. radToDeg: function ( radians ) {
  346. return radians * _Math.RAD2DEG;
  347. },
  348. isPowerOfTwo: function ( value ) {
  349. return ( value & ( value - 1 ) ) === 0 && value !== 0;
  350. },
  351. ceilPowerOfTwo: function ( value ) {
  352. return Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) );
  353. },
  354. floorPowerOfTwo: function ( value ) {
  355. return Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );
  356. }
  357. };
  358. /**
  359. * @author mrdoob / http://mrdoob.com/
  360. * @author philogb / http://blog.thejit.org/
  361. * @author egraether / http://egraether.com/
  362. * @author zz85 / http://www.lab4games.net/zz85/blog
  363. */
  364. function Vector2( x, y ) {
  365. this.x = x || 0;
  366. this.y = y || 0;
  367. }
  368. Object.defineProperties( Vector2.prototype, {
  369. "width": {
  370. get: function () {
  371. return this.x;
  372. },
  373. set: function ( value ) {
  374. this.x = value;
  375. }
  376. },
  377. "height": {
  378. get: function () {
  379. return this.y;
  380. },
  381. set: function ( value ) {
  382. this.y = value;
  383. }
  384. }
  385. } );
  386. Object.assign( Vector2.prototype, {
  387. isVector2: true,
  388. set: function ( x, y ) {
  389. this.x = x;
  390. this.y = y;
  391. return this;
  392. },
  393. setScalar: function ( scalar ) {
  394. this.x = scalar;
  395. this.y = scalar;
  396. return this;
  397. },
  398. setX: function ( x ) {
  399. this.x = x;
  400. return this;
  401. },
  402. setY: function ( y ) {
  403. this.y = y;
  404. return this;
  405. },
  406. setComponent: function ( index, value ) {
  407. switch ( index ) {
  408. case 0: this.x = value; break;
  409. case 1: this.y = value; break;
  410. default: throw new Error( 'index is out of range: ' + index );
  411. }
  412. return this;
  413. },
  414. getComponent: function ( index ) {
  415. switch ( index ) {
  416. case 0: return this.x;
  417. case 1: return this.y;
  418. default: throw new Error( 'index is out of range: ' + index );
  419. }
  420. },
  421. clone: function () {
  422. return new this.constructor( this.x, this.y );
  423. },
  424. copy: function ( v ) {
  425. this.x = v.x;
  426. this.y = v.y;
  427. return this;
  428. },
  429. add: function ( v, w ) {
  430. if ( w !== undefined ) {
  431. console.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  432. return this.addVectors( v, w );
  433. }
  434. this.x += v.x;
  435. this.y += v.y;
  436. return this;
  437. },
  438. addScalar: function ( s ) {
  439. this.x += s;
  440. this.y += s;
  441. return this;
  442. },
  443. addVectors: function ( a, b ) {
  444. this.x = a.x + b.x;
  445. this.y = a.y + b.y;
  446. return this;
  447. },
  448. addScaledVector: function ( v, s ) {
  449. this.x += v.x * s;
  450. this.y += v.y * s;
  451. return this;
  452. },
  453. sub: function ( v, w ) {
  454. if ( w !== undefined ) {
  455. console.warn( 'THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  456. return this.subVectors( v, w );
  457. }
  458. this.x -= v.x;
  459. this.y -= v.y;
  460. return this;
  461. },
  462. subScalar: function ( s ) {
  463. this.x -= s;
  464. this.y -= s;
  465. return this;
  466. },
  467. subVectors: function ( a, b ) {
  468. this.x = a.x - b.x;
  469. this.y = a.y - b.y;
  470. return this;
  471. },
  472. multiply: function ( v ) {
  473. this.x *= v.x;
  474. this.y *= v.y;
  475. return this;
  476. },
  477. multiplyScalar: function ( scalar ) {
  478. this.x *= scalar;
  479. this.y *= scalar;
  480. return this;
  481. },
  482. divide: function ( v ) {
  483. this.x /= v.x;
  484. this.y /= v.y;
  485. return this;
  486. },
  487. divideScalar: function ( scalar ) {
  488. return this.multiplyScalar( 1 / scalar );
  489. },
  490. applyMatrix3: function ( m ) {
  491. var x = this.x, y = this.y;
  492. var e = m.elements;
  493. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ];
  494. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ];
  495. return this;
  496. },
  497. min: function ( v ) {
  498. this.x = Math.min( this.x, v.x );
  499. this.y = Math.min( this.y, v.y );
  500. return this;
  501. },
  502. max: function ( v ) {
  503. this.x = Math.max( this.x, v.x );
  504. this.y = Math.max( this.y, v.y );
  505. return this;
  506. },
  507. clamp: function ( min, max ) {
  508. // assumes min < max, componentwise
  509. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  510. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  511. return this;
  512. },
  513. clampScalar: function ( minVal, maxVal ) {
  514. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  515. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  516. return this;
  517. },
  518. clampLength: function ( min, max ) {
  519. var length = this.length();
  520. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  521. },
  522. floor: function () {
  523. this.x = Math.floor( this.x );
  524. this.y = Math.floor( this.y );
  525. return this;
  526. },
  527. ceil: function () {
  528. this.x = Math.ceil( this.x );
  529. this.y = Math.ceil( this.y );
  530. return this;
  531. },
  532. round: function () {
  533. this.x = Math.round( this.x );
  534. this.y = Math.round( this.y );
  535. return this;
  536. },
  537. roundToZero: function () {
  538. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  539. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  540. return this;
  541. },
  542. negate: function () {
  543. this.x = - this.x;
  544. this.y = - this.y;
  545. return this;
  546. },
  547. dot: function ( v ) {
  548. return this.x * v.x + this.y * v.y;
  549. },
  550. cross: function ( v ) {
  551. return this.x * v.y - this.y * v.x;
  552. },
  553. lengthSq: function () {
  554. return this.x * this.x + this.y * this.y;
  555. },
  556. length: function () {
  557. return Math.sqrt( this.x * this.x + this.y * this.y );
  558. },
  559. manhattanLength: function () {
  560. return Math.abs( this.x ) + Math.abs( this.y );
  561. },
  562. normalize: function () {
  563. return this.divideScalar( this.length() || 1 );
  564. },
  565. angle: function () {
  566. // computes the angle in radians with respect to the positive x-axis
  567. var angle = Math.atan2( this.y, this.x );
  568. if ( angle < 0 ) { angle += 2 * Math.PI; }
  569. return angle;
  570. },
  571. distanceTo: function ( v ) {
  572. return Math.sqrt( this.distanceToSquared( v ) );
  573. },
  574. distanceToSquared: function ( v ) {
  575. var dx = this.x - v.x, dy = this.y - v.y;
  576. return dx * dx + dy * dy;
  577. },
  578. manhattanDistanceTo: function ( v ) {
  579. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );
  580. },
  581. setLength: function ( length ) {
  582. return this.normalize().multiplyScalar( length );
  583. },
  584. lerp: function ( v, alpha ) {
  585. this.x += ( v.x - this.x ) * alpha;
  586. this.y += ( v.y - this.y ) * alpha;
  587. return this;
  588. },
  589. lerpVectors: function ( v1, v2, alpha ) {
  590. return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
  591. },
  592. equals: function ( v ) {
  593. return ( ( v.x === this.x ) && ( v.y === this.y ) );
  594. },
  595. fromArray: function ( array, offset ) {
  596. if ( offset === undefined ) { offset = 0; }
  597. this.x = array[ offset ];
  598. this.y = array[ offset + 1 ];
  599. return this;
  600. },
  601. toArray: function ( array, offset ) {
  602. if ( array === undefined ) { array = []; }
  603. if ( offset === undefined ) { offset = 0; }
  604. array[ offset ] = this.x;
  605. array[ offset + 1 ] = this.y;
  606. return array;
  607. },
  608. fromBufferAttribute: function ( attribute, index, offset ) {
  609. if ( offset !== undefined ) {
  610. console.warn( 'THREE.Vector2: offset has been removed from .fromBufferAttribute().' );
  611. }
  612. this.x = attribute.getX( index );
  613. this.y = attribute.getY( index );
  614. return this;
  615. },
  616. rotateAround: function ( center, angle ) {
  617. var c = Math.cos( angle ), s = Math.sin( angle );
  618. var x = this.x - center.x;
  619. var y = this.y - center.y;
  620. this.x = x * c - y * s + center.x;
  621. this.y = x * s + y * c + center.y;
  622. return this;
  623. }
  624. } );
  625. /**
  626. * @author mikael emtinger / http://gomo.se/
  627. * @author alteredq / http://alteredqualia.com/
  628. * @author WestLangley / http://github.com/WestLangley
  629. * @author bhouston / http://clara.io
  630. */
  631. function Quaternion( x, y, z, w ) {
  632. this._x = x || 0;
  633. this._y = y || 0;
  634. this._z = z || 0;
  635. this._w = ( w !== undefined ) ? w : 1;
  636. }
  637. Object.assign( Quaternion, {
  638. slerp: function ( qa, qb, qm, t ) {
  639. return qm.copy( qa ).slerp( qb, t );
  640. },
  641. slerpFlat: function ( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {
  642. // fuzz-free, array-based Quaternion SLERP operation
  643. var x0 = src0[ srcOffset0 + 0 ],
  644. y0 = src0[ srcOffset0 + 1 ],
  645. z0 = src0[ srcOffset0 + 2 ],
  646. w0 = src0[ srcOffset0 + 3 ],
  647. x1 = src1[ srcOffset1 + 0 ],
  648. y1 = src1[ srcOffset1 + 1 ],
  649. z1 = src1[ srcOffset1 + 2 ],
  650. w1 = src1[ srcOffset1 + 3 ];
  651. if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {
  652. var s = 1 - t,
  653. cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1,
  654. dir = ( cos >= 0 ? 1 : - 1 ),
  655. sqrSin = 1 - cos * cos;
  656. // Skip the Slerp for tiny steps to avoid numeric problems:
  657. if ( sqrSin > Number.EPSILON ) {
  658. var sin = Math.sqrt( sqrSin ),
  659. len = Math.atan2( sin, cos * dir );
  660. s = Math.sin( s * len ) / sin;
  661. t = Math.sin( t * len ) / sin;
  662. }
  663. var tDir = t * dir;
  664. x0 = x0 * s + x1 * tDir;
  665. y0 = y0 * s + y1 * tDir;
  666. z0 = z0 * s + z1 * tDir;
  667. w0 = w0 * s + w1 * tDir;
  668. // Normalize in case we just did a lerp:
  669. if ( s === 1 - t ) {
  670. var f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );
  671. x0 *= f;
  672. y0 *= f;
  673. z0 *= f;
  674. w0 *= f;
  675. }
  676. }
  677. dst[ dstOffset ] = x0;
  678. dst[ dstOffset + 1 ] = y0;
  679. dst[ dstOffset + 2 ] = z0;
  680. dst[ dstOffset + 3 ] = w0;
  681. }
  682. } );
  683. Object.defineProperties( Quaternion.prototype, {
  684. x: {
  685. get: function () {
  686. return this._x;
  687. },
  688. set: function ( value ) {
  689. this._x = value;
  690. this._onChangeCallback();
  691. }
  692. },
  693. y: {
  694. get: function () {
  695. return this._y;
  696. },
  697. set: function ( value ) {
  698. this._y = value;
  699. this._onChangeCallback();
  700. }
  701. },
  702. z: {
  703. get: function () {
  704. return this._z;
  705. },
  706. set: function ( value ) {
  707. this._z = value;
  708. this._onChangeCallback();
  709. }
  710. },
  711. w: {
  712. get: function () {
  713. return this._w;
  714. },
  715. set: function ( value ) {
  716. this._w = value;
  717. this._onChangeCallback();
  718. }
  719. }
  720. } );
  721. Object.assign( Quaternion.prototype, {
  722. isQuaternion: true,
  723. set: function ( x, y, z, w ) {
  724. this._x = x;
  725. this._y = y;
  726. this._z = z;
  727. this._w = w;
  728. this._onChangeCallback();
  729. return this;
  730. },
  731. clone: function () {
  732. return new this.constructor( this._x, this._y, this._z, this._w );
  733. },
  734. copy: function ( quaternion ) {
  735. this._x = quaternion.x;
  736. this._y = quaternion.y;
  737. this._z = quaternion.z;
  738. this._w = quaternion.w;
  739. this._onChangeCallback();
  740. return this;
  741. },
  742. setFromEuler: function ( euler, update ) {
  743. if ( ! ( euler && euler.isEuler ) ) {
  744. throw new Error( 'THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.' );
  745. }
  746. var x = euler._x, y = euler._y, z = euler._z, order = euler.order;
  747. // http://www.mathworks.com/matlabcentral/fileexchange/
  748. // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
  749. // content/SpinCalc.m
  750. var cos = Math.cos;
  751. var sin = Math.sin;
  752. var c1 = cos( x / 2 );
  753. var c2 = cos( y / 2 );
  754. var c3 = cos( z / 2 );
  755. var s1 = sin( x / 2 );
  756. var s2 = sin( y / 2 );
  757. var s3 = sin( z / 2 );
  758. if ( order === 'XYZ' ) {
  759. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  760. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  761. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  762. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  763. } else if ( order === 'YXZ' ) {
  764. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  765. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  766. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  767. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  768. } else if ( order === 'ZXY' ) {
  769. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  770. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  771. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  772. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  773. } else if ( order === 'ZYX' ) {
  774. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  775. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  776. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  777. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  778. } else if ( order === 'YZX' ) {
  779. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  780. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  781. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  782. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  783. } else if ( order === 'XZY' ) {
  784. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  785. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  786. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  787. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  788. }
  789. if ( update !== false ) { this._onChangeCallback(); }
  790. return this;
  791. },
  792. setFromAxisAngle: function ( axis, angle ) {
  793. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
  794. // assumes axis is normalized
  795. var halfAngle = angle / 2, s = Math.sin( halfAngle );
  796. this._x = axis.x * s;
  797. this._y = axis.y * s;
  798. this._z = axis.z * s;
  799. this._w = Math.cos( halfAngle );
  800. this._onChangeCallback();
  801. return this;
  802. },
  803. setFromRotationMatrix: function ( m ) {
  804. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
  805. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  806. var te = m.elements,
  807. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  808. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  809. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],
  810. trace = m11 + m22 + m33,
  811. s;
  812. if ( trace > 0 ) {
  813. s = 0.5 / Math.sqrt( trace + 1.0 );
  814. this._w = 0.25 / s;
  815. this._x = ( m32 - m23 ) * s;
  816. this._y = ( m13 - m31 ) * s;
  817. this._z = ( m21 - m12 ) * s;
  818. } else if ( m11 > m22 && m11 > m33 ) {
  819. s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
  820. this._w = ( m32 - m23 ) / s;
  821. this._x = 0.25 * s;
  822. this._y = ( m12 + m21 ) / s;
  823. this._z = ( m13 + m31 ) / s;
  824. } else if ( m22 > m33 ) {
  825. s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
  826. this._w = ( m13 - m31 ) / s;
  827. this._x = ( m12 + m21 ) / s;
  828. this._y = 0.25 * s;
  829. this._z = ( m23 + m32 ) / s;
  830. } else {
  831. s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
  832. this._w = ( m21 - m12 ) / s;
  833. this._x = ( m13 + m31 ) / s;
  834. this._y = ( m23 + m32 ) / s;
  835. this._z = 0.25 * s;
  836. }
  837. this._onChangeCallback();
  838. return this;
  839. },
  840. setFromUnitVectors: function ( vFrom, vTo ) {
  841. // assumes direction vectors vFrom and vTo are normalized
  842. var EPS = 0.000001;
  843. var r = vFrom.dot( vTo ) + 1;
  844. if ( r < EPS ) {
  845. r = 0;
  846. if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {
  847. this._x = - vFrom.y;
  848. this._y = vFrom.x;
  849. this._z = 0;
  850. this._w = r;
  851. } else {
  852. this._x = 0;
  853. this._y = - vFrom.z;
  854. this._z = vFrom.y;
  855. this._w = r;
  856. }
  857. } else {
  858. // crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3
  859. this._x = vFrom.y * vTo.z - vFrom.z * vTo.y;
  860. this._y = vFrom.z * vTo.x - vFrom.x * vTo.z;
  861. this._z = vFrom.x * vTo.y - vFrom.y * vTo.x;
  862. this._w = r;
  863. }
  864. return this.normalize();
  865. },
  866. angleTo: function ( q ) {
  867. return 2 * Math.acos( Math.abs( _Math.clamp( this.dot( q ), - 1, 1 ) ) );
  868. },
  869. rotateTowards: function ( q, step ) {
  870. var angle = this.angleTo( q );
  871. if ( angle === 0 ) { return this; }
  872. var t = Math.min( 1, step / angle );
  873. this.slerp( q, t );
  874. return this;
  875. },
  876. inverse: function () {
  877. // quaternion is assumed to have unit length
  878. return this.conjugate();
  879. },
  880. conjugate: function () {
  881. this._x *= - 1;
  882. this._y *= - 1;
  883. this._z *= - 1;
  884. this._onChangeCallback();
  885. return this;
  886. },
  887. dot: function ( v ) {
  888. return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
  889. },
  890. lengthSq: function () {
  891. return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
  892. },
  893. length: function () {
  894. return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );
  895. },
  896. normalize: function () {
  897. var l = this.length();
  898. if ( l === 0 ) {
  899. this._x = 0;
  900. this._y = 0;
  901. this._z = 0;
  902. this._w = 1;
  903. } else {
  904. l = 1 / l;
  905. this._x = this._x * l;
  906. this._y = this._y * l;
  907. this._z = this._z * l;
  908. this._w = this._w * l;
  909. }
  910. this._onChangeCallback();
  911. return this;
  912. },
  913. multiply: function ( q, p ) {
  914. if ( p !== undefined ) {
  915. console.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' );
  916. return this.multiplyQuaternions( q, p );
  917. }
  918. return this.multiplyQuaternions( this, q );
  919. },
  920. premultiply: function ( q ) {
  921. return this.multiplyQuaternions( q, this );
  922. },
  923. multiplyQuaternions: function ( a, b ) {
  924. // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
  925. var qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
  926. var qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;
  927. this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
  928. this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
  929. this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
  930. this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
  931. this._onChangeCallback();
  932. return this;
  933. },
  934. slerp: function ( qb, t ) {
  935. if ( t === 0 ) { return this; }
  936. if ( t === 1 ) { return this.copy( qb ); }
  937. var x = this._x, y = this._y, z = this._z, w = this._w;
  938. // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
  939. var cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;
  940. if ( cosHalfTheta < 0 ) {
  941. this._w = - qb._w;
  942. this._x = - qb._x;
  943. this._y = - qb._y;
  944. this._z = - qb._z;
  945. cosHalfTheta = - cosHalfTheta;
  946. } else {
  947. this.copy( qb );
  948. }
  949. if ( cosHalfTheta >= 1.0 ) {
  950. this._w = w;
  951. this._x = x;
  952. this._y = y;
  953. this._z = z;
  954. return this;
  955. }
  956. var sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta;
  957. if ( sqrSinHalfTheta <= Number.EPSILON ) {
  958. var s = 1 - t;
  959. this._w = s * w + t * this._w;
  960. this._x = s * x + t * this._x;
  961. this._y = s * y + t * this._y;
  962. this._z = s * z + t * this._z;
  963. this.normalize();
  964. this._onChangeCallback();
  965. return this;
  966. }
  967. var sinHalfTheta = Math.sqrt( sqrSinHalfTheta );
  968. var halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta );
  969. var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,
  970. ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;
  971. this._w = ( w * ratioA + this._w * ratioB );
  972. this._x = ( x * ratioA + this._x * ratioB );
  973. this._y = ( y * ratioA + this._y * ratioB );
  974. this._z = ( z * ratioA + this._z * ratioB );
  975. this._onChangeCallback();
  976. return this;
  977. },
  978. equals: function ( quaternion ) {
  979. return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
  980. },
  981. fromArray: function ( array, offset ) {
  982. if ( offset === undefined ) { offset = 0; }
  983. this._x = array[ offset ];
  984. this._y = array[ offset + 1 ];
  985. this._z = array[ offset + 2 ];
  986. this._w = array[ offset + 3 ];
  987. this._onChangeCallback();
  988. return this;
  989. },
  990. toArray: function ( array, offset ) {
  991. if ( array === undefined ) { array = []; }
  992. if ( offset === undefined ) { offset = 0; }
  993. array[ offset ] = this._x;
  994. array[ offset + 1 ] = this._y;
  995. array[ offset + 2 ] = this._z;
  996. array[ offset + 3 ] = this._w;
  997. return array;
  998. },
  999. _onChange: function ( callback ) {
  1000. this._onChangeCallback = callback;
  1001. return this;
  1002. },
  1003. _onChangeCallback: function () {}
  1004. } );
  1005. /**
  1006. * @author mrdoob / http://mrdoob.com/
  1007. * @author kile / http://kile.stravaganza.org/
  1008. * @author philogb / http://blog.thejit.org/
  1009. * @author mikael emtinger / http://gomo.se/
  1010. * @author egraether / http://egraether.com/
  1011. * @author WestLangley / http://github.com/WestLangley
  1012. */
  1013. var _vector = new Vector3();
  1014. var _quaternion = new Quaternion();
  1015. function Vector3( x, y, z ) {
  1016. this.x = x || 0;
  1017. this.y = y || 0;
  1018. this.z = z || 0;
  1019. }
  1020. Object.assign( Vector3.prototype, {
  1021. isVector3: true,
  1022. set: function ( x, y, z ) {
  1023. this.x = x;
  1024. this.y = y;
  1025. this.z = z;
  1026. return this;
  1027. },
  1028. setScalar: function ( scalar ) {
  1029. this.x = scalar;
  1030. this.y = scalar;
  1031. this.z = scalar;
  1032. return this;
  1033. },
  1034. setX: function ( x ) {
  1035. this.x = x;
  1036. return this;
  1037. },
  1038. setY: function ( y ) {
  1039. this.y = y;
  1040. return this;
  1041. },
  1042. setZ: function ( z ) {
  1043. this.z = z;
  1044. return this;
  1045. },
  1046. setComponent: function ( index, value ) {
  1047. switch ( index ) {
  1048. case 0: this.x = value; break;
  1049. case 1: this.y = value; break;
  1050. case 2: this.z = value; break;
  1051. default: throw new Error( 'index is out of range: ' + index );
  1052. }
  1053. return this;
  1054. },
  1055. getComponent: function ( index ) {
  1056. switch ( index ) {
  1057. case 0: return this.x;
  1058. case 1: return this.y;
  1059. case 2: return this.z;
  1060. default: throw new Error( 'index is out of range: ' + index );
  1061. }
  1062. },
  1063. clone: function () {
  1064. return new this.constructor( this.x, this.y, this.z );
  1065. },
  1066. copy: function ( v ) {
  1067. this.x = v.x;
  1068. this.y = v.y;
  1069. this.z = v.z;
  1070. return this;
  1071. },
  1072. add: function ( v, w ) {
  1073. if ( w !== undefined ) {
  1074. console.warn( 'THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  1075. return this.addVectors( v, w );
  1076. }
  1077. this.x += v.x;
  1078. this.y += v.y;
  1079. this.z += v.z;
  1080. return this;
  1081. },
  1082. addScalar: function ( s ) {
  1083. this.x += s;
  1084. this.y += s;
  1085. this.z += s;
  1086. return this;
  1087. },
  1088. addVectors: function ( a, b ) {
  1089. this.x = a.x + b.x;
  1090. this.y = a.y + b.y;
  1091. this.z = a.z + b.z;
  1092. return this;
  1093. },
  1094. addScaledVector: function ( v, s ) {
  1095. this.x += v.x * s;
  1096. this.y += v.y * s;
  1097. this.z += v.z * s;
  1098. return this;
  1099. },
  1100. sub: function ( v, w ) {
  1101. if ( w !== undefined ) {
  1102. console.warn( 'THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  1103. return this.subVectors( v, w );
  1104. }
  1105. this.x -= v.x;
  1106. this.y -= v.y;
  1107. this.z -= v.z;
  1108. return this;
  1109. },
  1110. subScalar: function ( s ) {
  1111. this.x -= s;
  1112. this.y -= s;
  1113. this.z -= s;
  1114. return this;
  1115. },
  1116. subVectors: function ( a, b ) {
  1117. this.x = a.x - b.x;
  1118. this.y = a.y - b.y;
  1119. this.z = a.z - b.z;
  1120. return this;
  1121. },
  1122. multiply: function ( v, w ) {
  1123. if ( w !== undefined ) {
  1124. console.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' );
  1125. return this.multiplyVectors( v, w );
  1126. }
  1127. this.x *= v.x;
  1128. this.y *= v.y;
  1129. this.z *= v.z;
  1130. return this;
  1131. },
  1132. multiplyScalar: function ( scalar ) {
  1133. this.x *= scalar;
  1134. this.y *= scalar;
  1135. this.z *= scalar;
  1136. return this;
  1137. },
  1138. multiplyVectors: function ( a, b ) {
  1139. this.x = a.x * b.x;
  1140. this.y = a.y * b.y;
  1141. this.z = a.z * b.z;
  1142. return this;
  1143. },
  1144. applyEuler: function ( euler ) {
  1145. if ( ! ( euler && euler.isEuler ) ) {
  1146. console.error( 'THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.' );
  1147. }
  1148. return this.applyQuaternion( _quaternion.setFromEuler( euler ) );
  1149. },
  1150. applyAxisAngle: function ( axis, angle ) {
  1151. return this.applyQuaternion( _quaternion.setFromAxisAngle( axis, angle ) );
  1152. },
  1153. applyMatrix3: function ( m ) {
  1154. var x = this.x, y = this.y, z = this.z;
  1155. var e = m.elements;
  1156. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;
  1157. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;
  1158. this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;
  1159. return this;
  1160. },
  1161. applyNormalMatrix: function ( m ) {
  1162. return this.applyMatrix3( m ).normalize();
  1163. },
  1164. applyMatrix4: function ( m ) {
  1165. var x = this.x, y = this.y, z = this.z;
  1166. var e = m.elements;
  1167. var w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );
  1168. this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w;
  1169. this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w;
  1170. this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w;
  1171. return this;
  1172. },
  1173. applyQuaternion: function ( q ) {
  1174. var x = this.x, y = this.y, z = this.z;
  1175. var qx = q.x, qy = q.y, qz = q.z, qw = q.w;
  1176. // calculate quat * vector
  1177. var ix = qw * x + qy * z - qz * y;
  1178. var iy = qw * y + qz * x - qx * z;
  1179. var iz = qw * z + qx * y - qy * x;
  1180. var iw = - qx * x - qy * y - qz * z;
  1181. // calculate result * inverse quat
  1182. this.x = ix * qw + iw * - qx + iy * - qz - iz * - qy;
  1183. this.y = iy * qw + iw * - qy + iz * - qx - ix * - qz;
  1184. this.z = iz * qw + iw * - qz + ix * - qy - iy * - qx;
  1185. return this;
  1186. },
  1187. project: function ( camera ) {
  1188. return this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );
  1189. },
  1190. unproject: function ( camera ) {
  1191. return this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld );
  1192. },
  1193. transformDirection: function ( m ) {
  1194. // input: THREE.Matrix4 affine matrix
  1195. // vector interpreted as a direction
  1196. var x = this.x, y = this.y, z = this.z;
  1197. var e = m.elements;
  1198. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;
  1199. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;
  1200. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;
  1201. return this.normalize();
  1202. },
  1203. divide: function ( v ) {
  1204. this.x /= v.x;
  1205. this.y /= v.y;
  1206. this.z /= v.z;
  1207. return this;
  1208. },
  1209. divideScalar: function ( scalar ) {
  1210. return this.multiplyScalar( 1 / scalar );
  1211. },
  1212. min: function ( v ) {
  1213. this.x = Math.min( this.x, v.x );
  1214. this.y = Math.min( this.y, v.y );
  1215. this.z = Math.min( this.z, v.z );
  1216. return this;
  1217. },
  1218. max: function ( v ) {
  1219. this.x = Math.max( this.x, v.x );
  1220. this.y = Math.max( this.y, v.y );
  1221. this.z = Math.max( this.z, v.z );
  1222. return this;
  1223. },
  1224. clamp: function ( min, max ) {
  1225. // assumes min < max, componentwise
  1226. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  1227. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  1228. this.z = Math.max( min.z, Math.min( max.z, this.z ) );
  1229. return this;
  1230. },
  1231. clampScalar: function ( minVal, maxVal ) {
  1232. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  1233. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  1234. this.z = Math.max( minVal, Math.min( maxVal, this.z ) );
  1235. return this;
  1236. },
  1237. clampLength: function ( min, max ) {
  1238. var length = this.length();
  1239. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  1240. },
  1241. floor: function () {
  1242. this.x = Math.floor( this.x );
  1243. this.y = Math.floor( this.y );
  1244. this.z = Math.floor( this.z );
  1245. return this;
  1246. },
  1247. ceil: function () {
  1248. this.x = Math.ceil( this.x );
  1249. this.y = Math.ceil( this.y );
  1250. this.z = Math.ceil( this.z );
  1251. return this;
  1252. },
  1253. round: function () {
  1254. this.x = Math.round( this.x );
  1255. this.y = Math.round( this.y );
  1256. this.z = Math.round( this.z );
  1257. return this;
  1258. },
  1259. roundToZero: function () {
  1260. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  1261. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  1262. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  1263. return this;
  1264. },
  1265. negate: function () {
  1266. this.x = - this.x;
  1267. this.y = - this.y;
  1268. this.z = - this.z;
  1269. return this;
  1270. },
  1271. dot: function ( v ) {
  1272. return this.x * v.x + this.y * v.y + this.z * v.z;
  1273. },
  1274. // TODO lengthSquared?
  1275. lengthSq: function () {
  1276. return this.x * this.x + this.y * this.y + this.z * this.z;
  1277. },
  1278. length: function () {
  1279. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
  1280. },
  1281. manhattanLength: function () {
  1282. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
  1283. },
  1284. normalize: function () {
  1285. return this.divideScalar( this.length() || 1 );
  1286. },
  1287. setLength: function ( length ) {
  1288. return this.normalize().multiplyScalar( length );
  1289. },
  1290. lerp: function ( v, alpha ) {
  1291. this.x += ( v.x - this.x ) * alpha;
  1292. this.y += ( v.y - this.y ) * alpha;
  1293. this.z += ( v.z - this.z ) * alpha;
  1294. return this;
  1295. },
  1296. lerpVectors: function ( v1, v2, alpha ) {
  1297. return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
  1298. },
  1299. cross: function ( v, w ) {
  1300. if ( w !== undefined ) {
  1301. console.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );
  1302. return this.crossVectors( v, w );
  1303. }
  1304. return this.crossVectors( this, v );
  1305. },
  1306. crossVectors: function ( a, b ) {
  1307. var ax = a.x, ay = a.y, az = a.z;
  1308. var bx = b.x, by = b.y, bz = b.z;
  1309. this.x = ay * bz - az * by;
  1310. this.y = az * bx - ax * bz;
  1311. this.z = ax * by - ay * bx;
  1312. return this;
  1313. },
  1314. projectOnVector: function ( v ) {
  1315. // v cannot be the zero v
  1316. var scalar = v.dot( this ) / v.lengthSq();
  1317. return this.copy( v ).multiplyScalar( scalar );
  1318. },
  1319. projectOnPlane: function ( planeNormal ) {
  1320. _vector.copy( this ).projectOnVector( planeNormal );
  1321. return this.sub( _vector );
  1322. },
  1323. reflect: function ( normal ) {
  1324. // reflect incident vector off plane orthogonal to normal
  1325. // normal is assumed to have unit length
  1326. return this.sub( _vector.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
  1327. },
  1328. angleTo: function ( v ) {
  1329. var denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );
  1330. if ( denominator === 0 ) { console.error( 'THREE.Vector3: angleTo() can\'t handle zero length vectors.' ); }
  1331. var theta = this.dot( v ) / denominator;
  1332. // clamp, to handle numerical problems
  1333. return Math.acos( _Math.clamp( theta, - 1, 1 ) );
  1334. },
  1335. distanceTo: function ( v ) {
  1336. return Math.sqrt( this.distanceToSquared( v ) );
  1337. },
  1338. distanceToSquared: function ( v ) {
  1339. var dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;
  1340. return dx * dx + dy * dy + dz * dz;
  1341. },
  1342. manhattanDistanceTo: function ( v ) {
  1343. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );
  1344. },
  1345. setFromSpherical: function ( s ) {
  1346. return this.setFromSphericalCoords( s.radius, s.phi, s.theta );
  1347. },
  1348. setFromSphericalCoords: function ( radius, phi, theta ) {
  1349. var sinPhiRadius = Math.sin( phi ) * radius;
  1350. this.x = sinPhiRadius * Math.sin( theta );
  1351. this.y = Math.cos( phi ) * radius;
  1352. this.z = sinPhiRadius * Math.cos( theta );
  1353. return this;
  1354. },
  1355. setFromCylindrical: function ( c ) {
  1356. return this.setFromCylindricalCoords( c.radius, c.theta, c.y );
  1357. },
  1358. setFromCylindricalCoords: function ( radius, theta, y ) {
  1359. this.x = radius * Math.sin( theta );
  1360. this.y = y;
  1361. this.z = radius * Math.cos( theta );
  1362. return this;
  1363. },
  1364. setFromMatrixPosition: function ( m ) {
  1365. var e = m.elements;
  1366. this.x = e[ 12 ];
  1367. this.y = e[ 13 ];
  1368. this.z = e[ 14 ];
  1369. return this;
  1370. },
  1371. setFromMatrixScale: function ( m ) {
  1372. var sx = this.setFromMatrixColumn( m, 0 ).length();
  1373. var sy = this.setFromMatrixColumn( m, 1 ).length();
  1374. var sz = this.setFromMatrixColumn( m, 2 ).length();
  1375. this.x = sx;
  1376. this.y = sy;
  1377. this.z = sz;
  1378. return this;
  1379. },
  1380. setFromMatrixColumn: function ( m, index ) {
  1381. return this.fromArray( m.elements, index * 4 );
  1382. },
  1383. equals: function ( v ) {
  1384. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
  1385. },
  1386. fromArray: function ( array, offset ) {
  1387. if ( offset === undefined ) { offset = 0; }
  1388. this.x = array[ offset ];
  1389. this.y = array[ offset + 1 ];
  1390. this.z = array[ offset + 2 ];
  1391. return this;
  1392. },
  1393. toArray: function ( array, offset ) {
  1394. if ( array === undefined ) { array = []; }
  1395. if ( offset === undefined ) { offset = 0; }
  1396. array[ offset ] = this.x;
  1397. array[ offset + 1 ] = this.y;
  1398. array[ offset + 2 ] = this.z;
  1399. return array;
  1400. },
  1401. fromBufferAttribute: function ( attribute, index, offset ) {
  1402. if ( offset !== undefined ) {
  1403. console.warn( 'THREE.Vector3: offset has been removed from .fromBufferAttribute().' );
  1404. }
  1405. this.x = attribute.getX( index );
  1406. this.y = attribute.getY( index );
  1407. this.z = attribute.getZ( index );
  1408. return this;
  1409. }
  1410. } );
  1411. /**
  1412. * @author alteredq / http://alteredqualia.com/
  1413. * @author WestLangley / http://github.com/WestLangley
  1414. * @author bhouston / http://clara.io
  1415. * @author tschw
  1416. */
  1417. var _vector$1 = new Vector3();
  1418. function Matrix3() {
  1419. this.elements = [
  1420. 1, 0, 0,
  1421. 0, 1, 0,
  1422. 0, 0, 1
  1423. ];
  1424. if ( arguments.length > 0 ) {
  1425. console.error( 'THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.' );
  1426. }
  1427. }
  1428. Object.assign( Matrix3.prototype, {
  1429. isMatrix3: true,
  1430. set: function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  1431. var te = this.elements;
  1432. te[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;
  1433. te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;
  1434. te[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;
  1435. return this;
  1436. },
  1437. identity: function () {
  1438. this.set(
  1439. 1, 0, 0,
  1440. 0, 1, 0,
  1441. 0, 0, 1
  1442. );
  1443. return this;
  1444. },
  1445. clone: function () {
  1446. return new this.constructor().fromArray( this.elements );
  1447. },
  1448. copy: function ( m ) {
  1449. var te = this.elements;
  1450. var me = m.elements;
  1451. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ];
  1452. te[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ];
  1453. te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ];
  1454. return this;
  1455. },
  1456. setFromMatrix4: function ( m ) {
  1457. var me = m.elements;
  1458. this.set(
  1459. me[ 0 ], me[ 4 ], me[ 8 ],
  1460. me[ 1 ], me[ 5 ], me[ 9 ],
  1461. me[ 2 ], me[ 6 ], me[ 10 ]
  1462. );
  1463. return this;
  1464. },
  1465. applyToBufferAttribute: function ( attribute ) {
  1466. for ( var i = 0, l = attribute.count; i < l; i ++ ) {
  1467. _vector$1.x = attribute.getX( i );
  1468. _vector$1.y = attribute.getY( i );
  1469. _vector$1.z = attribute.getZ( i );
  1470. _vector$1.applyMatrix3( this );
  1471. attribute.setXYZ( i, _vector$1.x, _vector$1.y, _vector$1.z );
  1472. }
  1473. return attribute;
  1474. },
  1475. multiply: function ( m ) {
  1476. return this.multiplyMatrices( this, m );
  1477. },
  1478. premultiply: function ( m ) {
  1479. return this.multiplyMatrices( m, this );
  1480. },
  1481. multiplyMatrices: function ( a, b ) {
  1482. var ae = a.elements;
  1483. var be = b.elements;
  1484. var te = this.elements;
  1485. var a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ];
  1486. var a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ];
  1487. var a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ];
  1488. var b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ];
  1489. var b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ];
  1490. var b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ];
  1491. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31;
  1492. te[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32;
  1493. te[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33;
  1494. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31;
  1495. te[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32;
  1496. te[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33;
  1497. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31;
  1498. te[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32;
  1499. te[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33;
  1500. return this;
  1501. },
  1502. multiplyScalar: function ( s ) {
  1503. var te = this.elements;
  1504. te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;
  1505. te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;
  1506. te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;
  1507. return this;
  1508. },
  1509. determinant: function () {
  1510. var te = this.elements;
  1511. var a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],
  1512. d = te[ 3 ], e = te[ 4 ], f = te[ 5 ],
  1513. g = te[ 6 ], h = te[ 7 ], i = te[ 8 ];
  1514. return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
  1515. },
  1516. getInverse: function ( matrix, throwOnDegenerate ) {
  1517. if ( matrix && matrix.isMatrix4 ) {
  1518. console.error( "THREE.Matrix3: .getInverse() no longer takes a Matrix4 argument." );
  1519. }
  1520. var me = matrix.elements,
  1521. te = this.elements,
  1522. n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ],
  1523. n12 = me[ 3 ], n22 = me[ 4 ], n32 = me[ 5 ],
  1524. n13 = me[ 6 ], n23 = me[ 7 ], n33 = me[ 8 ],
  1525. t11 = n33 * n22 - n32 * n23,
  1526. t12 = n32 * n13 - n33 * n12,
  1527. t13 = n23 * n12 - n22 * n13,
  1528. det = n11 * t11 + n21 * t12 + n31 * t13;
  1529. if ( det === 0 ) {
  1530. var msg = "THREE.Matrix3: .getInverse() can't invert matrix, determinant is 0";
  1531. if ( throwOnDegenerate === true ) {
  1532. throw new Error( msg );
  1533. } else {
  1534. console.warn( msg );
  1535. }
  1536. return this.identity();
  1537. }
  1538. var detInv = 1 / det;
  1539. te[ 0 ] = t11 * detInv;
  1540. te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;
  1541. te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;
  1542. te[ 3 ] = t12 * detInv;
  1543. te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;
  1544. te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;
  1545. te[ 6 ] = t13 * detInv;
  1546. te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;
  1547. te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;
  1548. return this;
  1549. },
  1550. transpose: function () {
  1551. var tmp, m = this.elements;
  1552. tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;
  1553. tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;
  1554. tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;
  1555. return this;
  1556. },
  1557. getNormalMatrix: function ( matrix4 ) {
  1558. return this.setFromMatrix4( matrix4 ).getInverse( this ).transpose();
  1559. },
  1560. transposeIntoArray: function ( r ) {
  1561. var m = this.elements;
  1562. r[ 0 ] = m[ 0 ];
  1563. r[ 1 ] = m[ 3 ];
  1564. r[ 2 ] = m[ 6 ];
  1565. r[ 3 ] = m[ 1 ];
  1566. r[ 4 ] = m[ 4 ];
  1567. r[ 5 ] = m[ 7 ];
  1568. r[ 6 ] = m[ 2 ];
  1569. r[ 7 ] = m[ 5 ];
  1570. r[ 8 ] = m[ 8 ];
  1571. return this;
  1572. },
  1573. setUvTransform: function ( tx, ty, sx, sy, rotation, cx, cy ) {
  1574. var c = Math.cos( rotation );
  1575. var s = Math.sin( rotation );
  1576. this.set(
  1577. sx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx,
  1578. - sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty,
  1579. 0, 0, 1
  1580. );
  1581. },
  1582. scale: function ( sx, sy ) {
  1583. var te = this.elements;
  1584. te[ 0 ] *= sx; te[ 3 ] *= sx; te[ 6 ] *= sx;
  1585. te[ 1 ] *= sy; te[ 4 ] *= sy; te[ 7 ] *= sy;
  1586. return this;
  1587. },
  1588. rotate: function ( theta ) {
  1589. var c = Math.cos( theta );
  1590. var s = Math.sin( theta );
  1591. var te = this.elements;
  1592. var a11 = te[ 0 ], a12 = te[ 3 ], a13 = te[ 6 ];
  1593. var a21 = te[ 1 ], a22 = te[ 4 ], a23 = te[ 7 ];
  1594. te[ 0 ] = c * a11 + s * a21;
  1595. te[ 3 ] = c * a12 + s * a22;
  1596. te[ 6 ] = c * a13 + s * a23;
  1597. te[ 1 ] = - s * a11 + c * a21;
  1598. te[ 4 ] = - s * a12 + c * a22;
  1599. te[ 7 ] = - s * a13 + c * a23;
  1600. return this;
  1601. },
  1602. translate: function ( tx, ty ) {
  1603. var te = this.elements;
  1604. te[ 0 ] += tx * te[ 2 ]; te[ 3 ] += tx * te[ 5 ]; te[ 6 ] += tx * te[ 8 ];
  1605. te[ 1 ] += ty * te[ 2 ]; te[ 4 ] += ty * te[ 5 ]; te[ 7 ] += ty * te[ 8 ];
  1606. return this;
  1607. },
  1608. equals: function ( matrix ) {
  1609. var te = this.elements;
  1610. var me = matrix.elements;
  1611. for ( var i = 0; i < 9; i ++ ) {
  1612. if ( te[ i ] !== me[ i ] ) { return false; }
  1613. }
  1614. return true;
  1615. },
  1616. fromArray: function ( array, offset ) {
  1617. if ( offset === undefined ) { offset = 0; }
  1618. for ( var i = 0; i < 9; i ++ ) {
  1619. this.elements[ i ] = array[ i + offset ];
  1620. }
  1621. return this;
  1622. },
  1623. toArray: function ( array, offset ) {
  1624. if ( array === undefined ) { array = []; }
  1625. if ( offset === undefined ) { offset = 0; }
  1626. var te = this.elements;
  1627. array[ offset ] = te[ 0 ];
  1628. array[ offset + 1 ] = te[ 1 ];
  1629. array[ offset + 2 ] = te[ 2 ];
  1630. array[ offset + 3 ] = te[ 3 ];
  1631. array[ offset + 4 ] = te[ 4 ];
  1632. array[ offset + 5 ] = te[ 5 ];
  1633. array[ offset + 6 ] = te[ 6 ];
  1634. array[ offset + 7 ] = te[ 7 ];
  1635. array[ offset + 8 ] = te[ 8 ];
  1636. return array;
  1637. }
  1638. } );
  1639. /**
  1640. * @author mrdoob / http://mrdoob.com/
  1641. * @author alteredq / http://alteredqualia.com/
  1642. * @author szimek / https://github.com/szimek/
  1643. */
  1644. var _canvas;
  1645. var ImageUtils = {
  1646. getDataURL: function ( image ) {
  1647. var canvas;
  1648. if ( typeof HTMLCanvasElement == 'undefined' ) {
  1649. return image.src;
  1650. } else if ( image instanceof HTMLCanvasElement ) {
  1651. canvas = image;
  1652. } else {
  1653. if ( _canvas === undefined ) { _canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ); }
  1654. _canvas.width = image.width;
  1655. _canvas.height = image.height;
  1656. var context = _canvas.getContext( '2d' );
  1657. if ( image instanceof ImageData ) {
  1658. context.putImageData( image, 0, 0 );
  1659. } else {
  1660. context.drawImage( image, 0, 0, image.width, image.height );
  1661. }
  1662. canvas = _canvas;
  1663. }
  1664. if ( canvas.width > 2048 || canvas.height > 2048 ) {
  1665. return canvas.toDataURL( 'image/jpeg', 0.6 );
  1666. } else {
  1667. return canvas.toDataURL( 'image/png' );
  1668. }
  1669. }
  1670. };
  1671. /**
  1672. * @author mrdoob / http://mrdoob.com/
  1673. * @author alteredq / http://alteredqualia.com/
  1674. * @author szimek / https://github.com/szimek/
  1675. */
  1676. var textureId = 0;
  1677. function Texture( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
  1678. Object.defineProperty( this, 'id', { value: textureId ++ } );
  1679. this.uuid = _Math.generateUUID();
  1680. this.name = '';
  1681. this.image = image !== undefined ? image : Texture.DEFAULT_IMAGE;
  1682. this.mipmaps = [];
  1683. this.mapping = mapping !== undefined ? mapping : Texture.DEFAULT_MAPPING;
  1684. this.wrapS = wrapS !== undefined ? wrapS : ClampToEdgeWrapping;
  1685. this.wrapT = wrapT !== undefined ? wrapT : ClampToEdgeWrapping;
  1686. this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
  1687. this.minFilter = minFilter !== undefined ? minFilter : LinearMipmapLinearFilter;
  1688. this.anisotropy = anisotropy !== undefined ? anisotropy : 1;
  1689. this.format = format !== undefined ? format : RGBAFormat;
  1690. this.internalFormat = null;
  1691. this.type = type !== undefined ? type : UnsignedByteType;
  1692. this.offset = new Vector2( 0, 0 );
  1693. this.repeat = new Vector2( 1, 1 );
  1694. this.center = new Vector2( 0, 0 );
  1695. this.rotation = 0;
  1696. this.matrixAutoUpdate = true;
  1697. this.matrix = new Matrix3();
  1698. this.generateMipmaps = true;
  1699. this.premultiplyAlpha = false;
  1700. this.flipY = true;
  1701. this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
  1702. // Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap.
  1703. //
  1704. // Also changing the encoding after already used by a Material will not automatically make the Material
  1705. // update. You need to explicitly call Material.needsUpdate to trigger it to recompile.
  1706. this.encoding = encoding !== undefined ? encoding : LinearEncoding;
  1707. this.version = 0;
  1708. this.onUpdate = null;
  1709. }
  1710. Texture.DEFAULT_IMAGE = undefined;
  1711. Texture.DEFAULT_MAPPING = UVMapping;
  1712. Texture.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  1713. constructor: Texture,
  1714. isTexture: true,
  1715. updateMatrix: function () {
  1716. this.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y );
  1717. },
  1718. clone: function () {
  1719. return new this.constructor().copy( this );
  1720. },
  1721. copy: function ( source ) {
  1722. this.name = source.name;
  1723. this.image = source.image;
  1724. this.mipmaps = source.mipmaps.slice( 0 );
  1725. this.mapping = source.mapping;
  1726. this.wrapS = source.wrapS;
  1727. this.wrapT = source.wrapT;
  1728. this.magFilter = source.magFilter;
  1729. this.minFilter = source.minFilter;
  1730. this.anisotropy = source.anisotropy;
  1731. this.format = source.format;
  1732. this.internalFormat = source.internalFormat;
  1733. this.type = source.type;
  1734. this.offset.copy( source.offset );
  1735. this.repeat.copy( source.repeat );
  1736. this.center.copy( source.center );
  1737. this.rotation = source.rotation;
  1738. this.matrixAutoUpdate = source.matrixAutoUpdate;
  1739. this.matrix.copy( source.matrix );
  1740. this.generateMipmaps = source.generateMipmaps;
  1741. this.premultiplyAlpha = source.premultiplyAlpha;
  1742. this.flipY = source.flipY;
  1743. this.unpackAlignment = source.unpackAlignment;
  1744. this.encoding = source.encoding;
  1745. return this;
  1746. },
  1747. toJSON: function ( meta ) {
  1748. var isRootObject = ( meta === undefined || typeof meta === 'string' );
  1749. if ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) {
  1750. return meta.textures[ this.uuid ];
  1751. }
  1752. var output = {
  1753. metadata: {
  1754. version: 4.5,
  1755. type: 'Texture',
  1756. generator: 'Texture.toJSON'
  1757. },
  1758. uuid: this.uuid,
  1759. name: this.name,
  1760. mapping: this.mapping,
  1761. repeat: [ this.repeat.x, this.repeat.y ],
  1762. offset: [ this.offset.x, this.offset.y ],
  1763. center: [ this.center.x, this.center.y ],
  1764. rotation: this.rotation,
  1765. wrap: [ this.wrapS, this.wrapT ],
  1766. format: this.format,
  1767. type: this.type,
  1768. encoding: this.encoding,
  1769. minFilter: this.minFilter,
  1770. magFilter: this.magFilter,
  1771. anisotropy: this.anisotropy,
  1772. flipY: this.flipY,
  1773. premultiplyAlpha: this.premultiplyAlpha,
  1774. unpackAlignment: this.unpackAlignment
  1775. };
  1776. if ( this.image !== undefined ) {
  1777. // TODO: Move to THREE.Image
  1778. var image = this.image;
  1779. if ( image.uuid === undefined ) {
  1780. image.uuid = _Math.generateUUID(); // UGH
  1781. }
  1782. if ( ! isRootObject && meta.images[ image.uuid ] === undefined ) {
  1783. var url;
  1784. if ( Array.isArray( image ) ) {
  1785. // process array of images e.g. CubeTexture
  1786. url = [];
  1787. for ( var i = 0, l = image.length; i < l; i ++ ) {
  1788. url.push( ImageUtils.getDataURL( image[ i ] ) );
  1789. }
  1790. } else {
  1791. // process single image
  1792. url = ImageUtils.getDataURL( image );
  1793. }
  1794. meta.images[ image.uuid ] = {
  1795. uuid: image.uuid,
  1796. url: url
  1797. };
  1798. }
  1799. output.image = image.uuid;
  1800. }
  1801. if ( ! isRootObject ) {
  1802. meta.textures[ this.uuid ] = output;
  1803. }
  1804. return output;
  1805. },
  1806. dispose: function () {
  1807. this.dispatchEvent( { type: 'dispose' } );
  1808. },
  1809. transformUv: function ( uv ) {
  1810. if ( this.mapping !== UVMapping ) { return uv; }
  1811. uv.applyMatrix3( this.matrix );
  1812. if ( uv.x < 0 || uv.x > 1 ) {
  1813. switch ( this.wrapS ) {
  1814. case RepeatWrapping:
  1815. uv.x = uv.x - Math.floor( uv.x );
  1816. break;
  1817. case ClampToEdgeWrapping:
  1818. uv.x = uv.x < 0 ? 0 : 1;
  1819. break;
  1820. case MirroredRepeatWrapping:
  1821. if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {
  1822. uv.x = Math.ceil( uv.x ) - uv.x;
  1823. } else {
  1824. uv.x = uv.x - Math.floor( uv.x );
  1825. }
  1826. break;
  1827. }
  1828. }
  1829. if ( uv.y < 0 || uv.y > 1 ) {
  1830. switch ( this.wrapT ) {
  1831. case RepeatWrapping:
  1832. uv.y = uv.y - Math.floor( uv.y );
  1833. break;
  1834. case ClampToEdgeWrapping:
  1835. uv.y = uv.y < 0 ? 0 : 1;
  1836. break;
  1837. case MirroredRepeatWrapping:
  1838. if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {
  1839. uv.y = Math.ceil( uv.y ) - uv.y;
  1840. } else {
  1841. uv.y = uv.y - Math.floor( uv.y );
  1842. }
  1843. break;
  1844. }
  1845. }
  1846. if ( this.flipY ) {
  1847. uv.y = 1 - uv.y;
  1848. }
  1849. return uv;
  1850. }
  1851. } );
  1852. Object.defineProperty( Texture.prototype, "needsUpdate", {
  1853. set: function ( value ) {
  1854. if ( value === true ) { this.version ++; }
  1855. }
  1856. } );
  1857. /**
  1858. * @author supereggbert / http://www.paulbrunt.co.uk/
  1859. * @author philogb / http://blog.thejit.org/
  1860. * @author mikael emtinger / http://gomo.se/
  1861. * @author egraether / http://egraether.com/
  1862. * @author WestLangley / http://github.com/WestLangley
  1863. */
  1864. function Vector4( x, y, z, w ) {
  1865. this.x = x || 0;
  1866. this.y = y || 0;
  1867. this.z = z || 0;
  1868. this.w = ( w !== undefined ) ? w : 1;
  1869. }
  1870. Object.defineProperties( Vector4.prototype, {
  1871. "width": {
  1872. get: function () {
  1873. return this.z;
  1874. },
  1875. set: function ( value ) {
  1876. this.z = value;
  1877. }
  1878. },
  1879. "height": {
  1880. get: function () {
  1881. return this.w;
  1882. },
  1883. set: function ( value ) {
  1884. this.w = value;
  1885. }
  1886. }
  1887. } );
  1888. Object.assign( Vector4.prototype, {
  1889. isVector4: true,
  1890. set: function ( x, y, z, w ) {
  1891. this.x = x;
  1892. this.y = y;
  1893. this.z = z;
  1894. this.w = w;
  1895. return this;
  1896. },
  1897. setScalar: function ( scalar ) {
  1898. this.x = scalar;
  1899. this.y = scalar;
  1900. this.z = scalar;
  1901. this.w = scalar;
  1902. return this;
  1903. },
  1904. setX: function ( x ) {
  1905. this.x = x;
  1906. return this;
  1907. },
  1908. setY: function ( y ) {
  1909. this.y = y;
  1910. return this;
  1911. },
  1912. setZ: function ( z ) {
  1913. this.z = z;
  1914. return this;
  1915. },
  1916. setW: function ( w ) {
  1917. this.w = w;
  1918. return this;
  1919. },
  1920. setComponent: function ( index, value ) {
  1921. switch ( index ) {
  1922. case 0: this.x = value; break;
  1923. case 1: this.y = value; break;
  1924. case 2: this.z = value; break;
  1925. case 3: this.w = value; break;
  1926. default: throw new Error( 'index is out of range: ' + index );
  1927. }
  1928. return this;
  1929. },
  1930. getComponent: function ( index ) {
  1931. switch ( index ) {
  1932. case 0: return this.x;
  1933. case 1: return this.y;
  1934. case 2: return this.z;
  1935. case 3: return this.w;
  1936. default: throw new Error( 'index is out of range: ' + index );
  1937. }
  1938. },
  1939. clone: function () {
  1940. return new this.constructor( this.x, this.y, this.z, this.w );
  1941. },
  1942. copy: function ( v ) {
  1943. this.x = v.x;
  1944. this.y = v.y;
  1945. this.z = v.z;
  1946. this.w = ( v.w !== undefined ) ? v.w : 1;
  1947. return this;
  1948. },
  1949. add: function ( v, w ) {
  1950. if ( w !== undefined ) {
  1951. console.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  1952. return this.addVectors( v, w );
  1953. }
  1954. this.x += v.x;
  1955. this.y += v.y;
  1956. this.z += v.z;
  1957. this.w += v.w;
  1958. return this;
  1959. },
  1960. addScalar: function ( s ) {
  1961. this.x += s;
  1962. this.y += s;
  1963. this.z += s;
  1964. this.w += s;
  1965. return this;
  1966. },
  1967. addVectors: function ( a, b ) {
  1968. this.x = a.x + b.x;
  1969. this.y = a.y + b.y;
  1970. this.z = a.z + b.z;
  1971. this.w = a.w + b.w;
  1972. return this;
  1973. },
  1974. addScaledVector: function ( v, s ) {
  1975. this.x += v.x * s;
  1976. this.y += v.y * s;
  1977. this.z += v.z * s;
  1978. this.w += v.w * s;
  1979. return this;
  1980. },
  1981. sub: function ( v, w ) {
  1982. if ( w !== undefined ) {
  1983. console.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  1984. return this.subVectors( v, w );
  1985. }
  1986. this.x -= v.x;
  1987. this.y -= v.y;
  1988. this.z -= v.z;
  1989. this.w -= v.w;
  1990. return this;
  1991. },
  1992. subScalar: function ( s ) {
  1993. this.x -= s;
  1994. this.y -= s;
  1995. this.z -= s;
  1996. this.w -= s;
  1997. return this;
  1998. },
  1999. subVectors: function ( a, b ) {
  2000. this.x = a.x - b.x;
  2001. this.y = a.y - b.y;
  2002. this.z = a.z - b.z;
  2003. this.w = a.w - b.w;
  2004. return this;
  2005. },
  2006. multiplyScalar: function ( scalar ) {
  2007. this.x *= scalar;
  2008. this.y *= scalar;
  2009. this.z *= scalar;
  2010. this.w *= scalar;
  2011. return this;
  2012. },
  2013. applyMatrix4: function ( m ) {
  2014. var x = this.x, y = this.y, z = this.z, w = this.w;
  2015. var e = m.elements;
  2016. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;
  2017. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;
  2018. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;
  2019. this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;
  2020. return this;
  2021. },
  2022. divideScalar: function ( scalar ) {
  2023. return this.multiplyScalar( 1 / scalar );
  2024. },
  2025. setAxisAngleFromQuaternion: function ( q ) {
  2026. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
  2027. // q is assumed to be normalized
  2028. this.w = 2 * Math.acos( q.w );
  2029. var s = Math.sqrt( 1 - q.w * q.w );
  2030. if ( s < 0.0001 ) {
  2031. this.x = 1;
  2032. this.y = 0;
  2033. this.z = 0;
  2034. } else {
  2035. this.x = q.x / s;
  2036. this.y = q.y / s;
  2037. this.z = q.z / s;
  2038. }
  2039. return this;
  2040. },
  2041. setAxisAngleFromRotationMatrix: function ( m ) {
  2042. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
  2043. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  2044. var angle, x, y, z, // variables for result
  2045. epsilon = 0.01, // margin to allow for rounding errors
  2046. epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees
  2047. te = m.elements,
  2048. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  2049. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  2050. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  2051. if ( ( Math.abs( m12 - m21 ) < epsilon ) &&
  2052. ( Math.abs( m13 - m31 ) < epsilon ) &&
  2053. ( Math.abs( m23 - m32 ) < epsilon ) ) {
  2054. // singularity found
  2055. // first check for identity matrix which must have +1 for all terms
  2056. // in leading diagonal and zero in other terms
  2057. if ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&
  2058. ( Math.abs( m13 + m31 ) < epsilon2 ) &&
  2059. ( Math.abs( m23 + m32 ) < epsilon2 ) &&
  2060. ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
  2061. // this singularity is identity matrix so angle = 0
  2062. this.set( 1, 0, 0, 0 );
  2063. return this; // zero angle, arbitrary axis
  2064. }
  2065. // otherwise this singularity is angle = 180
  2066. angle = Math.PI;
  2067. var xx = ( m11 + 1 ) / 2;
  2068. var yy = ( m22 + 1 ) / 2;
  2069. var zz = ( m33 + 1 ) / 2;
  2070. var xy = ( m12 + m21 ) / 4;
  2071. var xz = ( m13 + m31 ) / 4;
  2072. var yz = ( m23 + m32 ) / 4;
  2073. if ( ( xx > yy ) && ( xx > zz ) ) {
  2074. // m11 is the largest diagonal term
  2075. if ( xx < epsilon ) {
  2076. x = 0;
  2077. y = 0.707106781;
  2078. z = 0.707106781;
  2079. } else {
  2080. x = Math.sqrt( xx );
  2081. y = xy / x;
  2082. z = xz / x;
  2083. }
  2084. } else if ( yy > zz ) {
  2085. // m22 is the largest diagonal term
  2086. if ( yy < epsilon ) {
  2087. x = 0.707106781;
  2088. y = 0;
  2089. z = 0.707106781;
  2090. } else {
  2091. y = Math.sqrt( yy );
  2092. x = xy / y;
  2093. z = yz / y;
  2094. }
  2095. } else {
  2096. // m33 is the largest diagonal term so base result on this
  2097. if ( zz < epsilon ) {
  2098. x = 0.707106781;
  2099. y = 0.707106781;
  2100. z = 0;
  2101. } else {
  2102. z = Math.sqrt( zz );
  2103. x = xz / z;
  2104. y = yz / z;
  2105. }
  2106. }
  2107. this.set( x, y, z, angle );
  2108. return this; // return 180 deg rotation
  2109. }
  2110. // as we have reached here there are no singularities so we can handle normally
  2111. var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +
  2112. ( m13 - m31 ) * ( m13 - m31 ) +
  2113. ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
  2114. if ( Math.abs( s ) < 0.001 ) { s = 1; }
  2115. // prevent divide by zero, should not happen if matrix is orthogonal and should be
  2116. // caught by singularity test above, but I've left it in just in case
  2117. this.x = ( m32 - m23 ) / s;
  2118. this.y = ( m13 - m31 ) / s;
  2119. this.z = ( m21 - m12 ) / s;
  2120. this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
  2121. return this;
  2122. },
  2123. min: function ( v ) {
  2124. this.x = Math.min( this.x, v.x );
  2125. this.y = Math.min( this.y, v.y );
  2126. this.z = Math.min( this.z, v.z );
  2127. this.w = Math.min( this.w, v.w );
  2128. return this;
  2129. },
  2130. max: function ( v ) {
  2131. this.x = Math.max( this.x, v.x );
  2132. this.y = Math.max( this.y, v.y );
  2133. this.z = Math.max( this.z, v.z );
  2134. this.w = Math.max( this.w, v.w );
  2135. return this;
  2136. },
  2137. clamp: function ( min, max ) {
  2138. // assumes min < max, componentwise
  2139. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  2140. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  2141. this.z = Math.max( min.z, Math.min( max.z, this.z ) );
  2142. this.w = Math.max( min.w, Math.min( max.w, this.w ) );
  2143. return this;
  2144. },
  2145. clampScalar: function ( minVal, maxVal ) {
  2146. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  2147. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  2148. this.z = Math.max( minVal, Math.min( maxVal, this.z ) );
  2149. this.w = Math.max( minVal, Math.min( maxVal, this.w ) );
  2150. return this;
  2151. },
  2152. clampLength: function ( min, max ) {
  2153. var length = this.length();
  2154. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  2155. },
  2156. floor: function () {
  2157. this.x = Math.floor( this.x );
  2158. this.y = Math.floor( this.y );
  2159. this.z = Math.floor( this.z );
  2160. this.w = Math.floor( this.w );
  2161. return this;
  2162. },
  2163. ceil: function () {
  2164. this.x = Math.ceil( this.x );
  2165. this.y = Math.ceil( this.y );
  2166. this.z = Math.ceil( this.z );
  2167. this.w = Math.ceil( this.w );
  2168. return this;
  2169. },
  2170. round: function () {
  2171. this.x = Math.round( this.x );
  2172. this.y = Math.round( this.y );
  2173. this.z = Math.round( this.z );
  2174. this.w = Math.round( this.w );
  2175. return this;
  2176. },
  2177. roundToZero: function () {
  2178. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  2179. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  2180. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  2181. this.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w );
  2182. return this;
  2183. },
  2184. negate: function () {
  2185. this.x = - this.x;
  2186. this.y = - this.y;
  2187. this.z = - this.z;
  2188. this.w = - this.w;
  2189. return this;
  2190. },
  2191. dot: function ( v ) {
  2192. return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
  2193. },
  2194. lengthSq: function () {
  2195. return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
  2196. },
  2197. length: function () {
  2198. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
  2199. },
  2200. manhattanLength: function () {
  2201. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
  2202. },
  2203. normalize: function () {
  2204. return this.divideScalar( this.length() || 1 );
  2205. },
  2206. setLength: function ( length ) {
  2207. return this.normalize().multiplyScalar( length );
  2208. },
  2209. lerp: function ( v, alpha ) {
  2210. this.x += ( v.x - this.x ) * alpha;
  2211. this.y += ( v.y - this.y ) * alpha;
  2212. this.z += ( v.z - this.z ) * alpha;
  2213. this.w += ( v.w - this.w ) * alpha;
  2214. return this;
  2215. },
  2216. lerpVectors: function ( v1, v2, alpha ) {
  2217. return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
  2218. },
  2219. equals: function ( v ) {
  2220. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
  2221. },
  2222. fromArray: function ( array, offset ) {
  2223. if ( offset === undefined ) { offset = 0; }
  2224. this.x = array[ offset ];
  2225. this.y = array[ offset + 1 ];
  2226. this.z = array[ offset + 2 ];
  2227. this.w = array[ offset + 3 ];
  2228. return this;
  2229. },
  2230. toArray: function ( array, offset ) {
  2231. if ( array === undefined ) { array = []; }
  2232. if ( offset === undefined ) { offset = 0; }
  2233. array[ offset ] = this.x;
  2234. array[ offset + 1 ] = this.y;
  2235. array[ offset + 2 ] = this.z;
  2236. array[ offset + 3 ] = this.w;
  2237. return array;
  2238. },
  2239. fromBufferAttribute: function ( attribute, index, offset ) {
  2240. if ( offset !== undefined ) {
  2241. console.warn( 'THREE.Vector4: offset has been removed from .fromBufferAttribute().' );
  2242. }
  2243. this.x = attribute.getX( index );
  2244. this.y = attribute.getY( index );
  2245. this.z = attribute.getZ( index );
  2246. this.w = attribute.getW( index );
  2247. return this;
  2248. }
  2249. } );
  2250. /**
  2251. * @author szimek / https://github.com/szimek/
  2252. * @author alteredq / http://alteredqualia.com/
  2253. * @author Marius Kintel / https://github.com/kintel
  2254. */
  2255. /*
  2256. In options, we can specify:
  2257. * Texture parameters for an auto-generated target texture
  2258. * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers
  2259. */
  2260. function WebGLRenderTarget( width, height, options ) {
  2261. this.width = width;
  2262. this.height = height;
  2263. this.scissor = new Vector4( 0, 0, width, height );
  2264. this.scissorTest = false;
  2265. this.viewport = new Vector4( 0, 0, width, height );
  2266. options = options || {};
  2267. this.texture = new Texture( undefined, undefined, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding );
  2268. this.texture.image = {};
  2269. this.texture.image.width = width;
  2270. this.texture.image.height = height;
  2271. this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;
  2272. this.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;
  2273. this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;
  2274. this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true;
  2275. this.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null;
  2276. }
  2277. WebGLRenderTarget.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  2278. constructor: WebGLRenderTarget,
  2279. isWebGLRenderTarget: true,
  2280. setSize: function ( width, height ) {
  2281. if ( this.width !== width || this.height !== height ) {
  2282. this.width = width;
  2283. this.height = height;
  2284. this.texture.image.width = width;
  2285. this.texture.image.height = height;
  2286. this.dispose();
  2287. }
  2288. this.viewport.set( 0, 0, width, height );
  2289. this.scissor.set( 0, 0, width, height );
  2290. },
  2291. clone: function () {
  2292. return new this.constructor().copy( this );
  2293. },
  2294. copy: function ( source ) {
  2295. this.width = source.width;
  2296. this.height = source.height;
  2297. this.viewport.copy( source.viewport );
  2298. this.texture = source.texture.clone();
  2299. this.depthBuffer = source.depthBuffer;
  2300. this.stencilBuffer = source.stencilBuffer;
  2301. this.depthTexture = source.depthTexture;
  2302. return this;
  2303. },
  2304. dispose: function () {
  2305. this.dispatchEvent( { type: 'dispose' } );
  2306. }
  2307. } );
  2308. /**
  2309. * @author Mugen87 / https://github.com/Mugen87
  2310. * @author Matt DesLauriers / @mattdesl
  2311. */
  2312. function WebGLMultisampleRenderTarget( width, height, options ) {
  2313. WebGLRenderTarget.call( this, width, height, options );
  2314. this.samples = 4;
  2315. }
  2316. WebGLMultisampleRenderTarget.prototype = Object.assign( Object.create( WebGLRenderTarget.prototype ), {
  2317. constructor: WebGLMultisampleRenderTarget,
  2318. isWebGLMultisampleRenderTarget: true,
  2319. copy: function ( source ) {
  2320. WebGLRenderTarget.prototype.copy.call( this, source );
  2321. this.samples = source.samples;
  2322. return this;
  2323. }
  2324. } );
  2325. var _v1 = new Vector3();
  2326. var _m1 = new Matrix4();
  2327. var _zero = new Vector3( 0, 0, 0 );
  2328. var _one = new Vector3( 1, 1, 1 );
  2329. var _x = new Vector3();
  2330. var _y = new Vector3();
  2331. var _z = new Vector3();
  2332. /**
  2333. * @author mrdoob / http://mrdoob.com/
  2334. * @author supereggbert / http://www.paulbrunt.co.uk/
  2335. * @author philogb / http://blog.thejit.org/
  2336. * @author jordi_ros / http://plattsoft.com
  2337. * @author D1plo1d / http://github.com/D1plo1d
  2338. * @author alteredq / http://alteredqualia.com/
  2339. * @author mikael emtinger / http://gomo.se/
  2340. * @author timknip / http://www.floorplanner.com/
  2341. * @author bhouston / http://clara.io
  2342. * @author WestLangley / http://github.com/WestLangley
  2343. */
  2344. function Matrix4() {
  2345. this.elements = [
  2346. 1, 0, 0, 0,
  2347. 0, 1, 0, 0,
  2348. 0, 0, 1, 0,
  2349. 0, 0, 0, 1
  2350. ];
  2351. if ( arguments.length > 0 ) {
  2352. console.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' );
  2353. }
  2354. }
  2355. Object.assign( Matrix4.prototype, {
  2356. isMatrix4: true,
  2357. set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  2358. var te = this.elements;
  2359. te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;
  2360. te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;
  2361. te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;
  2362. te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;
  2363. return this;
  2364. },
  2365. identity: function () {
  2366. this.set(
  2367. 1, 0, 0, 0,
  2368. 0, 1, 0, 0,
  2369. 0, 0, 1, 0,
  2370. 0, 0, 0, 1
  2371. );
  2372. return this;
  2373. },
  2374. clone: function () {
  2375. return new Matrix4().fromArray( this.elements );
  2376. },
  2377. copy: function ( m ) {
  2378. var te = this.elements;
  2379. var me = m.elements;
  2380. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];
  2381. te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];
  2382. te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];
  2383. te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];
  2384. return this;
  2385. },
  2386. copyPosition: function ( m ) {
  2387. var te = this.elements, me = m.elements;
  2388. te[ 12 ] = me[ 12 ];
  2389. te[ 13 ] = me[ 13 ];
  2390. te[ 14 ] = me[ 14 ];
  2391. return this;
  2392. },
  2393. extractBasis: function ( xAxis, yAxis, zAxis ) {
  2394. xAxis.setFromMatrixColumn( this, 0 );
  2395. yAxis.setFromMatrixColumn( this, 1 );
  2396. zAxis.setFromMatrixColumn( this, 2 );
  2397. return this;
  2398. },
  2399. makeBasis: function ( xAxis, yAxis, zAxis ) {
  2400. this.set(
  2401. xAxis.x, yAxis.x, zAxis.x, 0,
  2402. xAxis.y, yAxis.y, zAxis.y, 0,
  2403. xAxis.z, yAxis.z, zAxis.z, 0,
  2404. 0, 0, 0, 1
  2405. );
  2406. return this;
  2407. },
  2408. extractRotation: function ( m ) {
  2409. // this method does not support reflection matrices
  2410. var te = this.elements;
  2411. var me = m.elements;
  2412. var scaleX = 1 / _v1.setFromMatrixColumn( m, 0 ).length();
  2413. var scaleY = 1 / _v1.setFromMatrixColumn( m, 1 ).length();
  2414. var scaleZ = 1 / _v1.setFromMatrixColumn( m, 2 ).length();
  2415. te[ 0 ] = me[ 0 ] * scaleX;
  2416. te[ 1 ] = me[ 1 ] * scaleX;
  2417. te[ 2 ] = me[ 2 ] * scaleX;
  2418. te[ 3 ] = 0;
  2419. te[ 4 ] = me[ 4 ] * scaleY;
  2420. te[ 5 ] = me[ 5 ] * scaleY;
  2421. te[ 6 ] = me[ 6 ] * scaleY;
  2422. te[ 7 ] = 0;
  2423. te[ 8 ] = me[ 8 ] * scaleZ;
  2424. te[ 9 ] = me[ 9 ] * scaleZ;
  2425. te[ 10 ] = me[ 10 ] * scaleZ;
  2426. te[ 11 ] = 0;
  2427. te[ 12 ] = 0;
  2428. te[ 13 ] = 0;
  2429. te[ 14 ] = 0;
  2430. te[ 15 ] = 1;
  2431. return this;
  2432. },
  2433. makeRotationFromEuler: function ( euler ) {
  2434. if ( ! ( euler && euler.isEuler ) ) {
  2435. console.error( 'THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );
  2436. }
  2437. var te = this.elements;
  2438. var x = euler.x, y = euler.y, z = euler.z;
  2439. var a = Math.cos( x ), b = Math.sin( x );
  2440. var c = Math.cos( y ), d = Math.sin( y );
  2441. var e = Math.cos( z ), f = Math.sin( z );
  2442. if ( euler.order === 'XYZ' ) {
  2443. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  2444. te[ 0 ] = c * e;
  2445. te[ 4 ] = - c * f;
  2446. te[ 8 ] = d;
  2447. te[ 1 ] = af + be * d;
  2448. te[ 5 ] = ae - bf * d;
  2449. te[ 9 ] = - b * c;
  2450. te[ 2 ] = bf - ae * d;
  2451. te[ 6 ] = be + af * d;
  2452. te[ 10 ] = a * c;
  2453. } else if ( euler.order === 'YXZ' ) {
  2454. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  2455. te[ 0 ] = ce + df * b;
  2456. te[ 4 ] = de * b - cf;
  2457. te[ 8 ] = a * d;
  2458. te[ 1 ] = a * f;
  2459. te[ 5 ] = a * e;
  2460. te[ 9 ] = - b;
  2461. te[ 2 ] = cf * b - de;
  2462. te[ 6 ] = df + ce * b;
  2463. te[ 10 ] = a * c;
  2464. } else if ( euler.order === 'ZXY' ) {
  2465. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  2466. te[ 0 ] = ce - df * b;
  2467. te[ 4 ] = - a * f;
  2468. te[ 8 ] = de + cf * b;
  2469. te[ 1 ] = cf + de * b;
  2470. te[ 5 ] = a * e;
  2471. te[ 9 ] = df - ce * b;
  2472. te[ 2 ] = - a * d;
  2473. te[ 6 ] = b;
  2474. te[ 10 ] = a * c;
  2475. } else if ( euler.order === 'ZYX' ) {
  2476. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  2477. te[ 0 ] = c * e;
  2478. te[ 4 ] = be * d - af;
  2479. te[ 8 ] = ae * d + bf;
  2480. te[ 1 ] = c * f;
  2481. te[ 5 ] = bf * d + ae;
  2482. te[ 9 ] = af * d - be;
  2483. te[ 2 ] = - d;
  2484. te[ 6 ] = b * c;
  2485. te[ 10 ] = a * c;
  2486. } else if ( euler.order === 'YZX' ) {
  2487. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  2488. te[ 0 ] = c * e;
  2489. te[ 4 ] = bd - ac * f;
  2490. te[ 8 ] = bc * f + ad;
  2491. te[ 1 ] = f;
  2492. te[ 5 ] = a * e;
  2493. te[ 9 ] = - b * e;
  2494. te[ 2 ] = - d * e;
  2495. te[ 6 ] = ad * f + bc;
  2496. te[ 10 ] = ac - bd * f;
  2497. } else if ( euler.order === 'XZY' ) {
  2498. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  2499. te[ 0 ] = c * e;
  2500. te[ 4 ] = - f;
  2501. te[ 8 ] = d * e;
  2502. te[ 1 ] = ac * f + bd;
  2503. te[ 5 ] = a * e;
  2504. te[ 9 ] = ad * f - bc;
  2505. te[ 2 ] = bc * f - ad;
  2506. te[ 6 ] = b * e;
  2507. te[ 10 ] = bd * f + ac;
  2508. }
  2509. // bottom row
  2510. te[ 3 ] = 0;
  2511. te[ 7 ] = 0;
  2512. te[ 11 ] = 0;
  2513. // last column
  2514. te[ 12 ] = 0;
  2515. te[ 13 ] = 0;
  2516. te[ 14 ] = 0;
  2517. te[ 15 ] = 1;
  2518. return this;
  2519. },
  2520. makeRotationFromQuaternion: function ( q ) {
  2521. return this.compose( _zero, q, _one );
  2522. },
  2523. lookAt: function ( eye, target, up ) {
  2524. var te = this.elements;
  2525. _z.subVectors( eye, target );
  2526. if ( _z.lengthSq() === 0 ) {
  2527. // eye and target are in the same position
  2528. _z.z = 1;
  2529. }
  2530. _z.normalize();
  2531. _x.crossVectors( up, _z );
  2532. if ( _x.lengthSq() === 0 ) {
  2533. // up and z are parallel
  2534. if ( Math.abs( up.z ) === 1 ) {
  2535. _z.x += 0.0001;
  2536. } else {
  2537. _z.z += 0.0001;
  2538. }
  2539. _z.normalize();
  2540. _x.crossVectors( up, _z );
  2541. }
  2542. _x.normalize();
  2543. _y.crossVectors( _z, _x );
  2544. te[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x;
  2545. te[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y;
  2546. te[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z;
  2547. return this;
  2548. },
  2549. multiply: function ( m, n ) {
  2550. if ( n !== undefined ) {
  2551. console.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );
  2552. return this.multiplyMatrices( m, n );
  2553. }
  2554. return this.multiplyMatrices( this, m );
  2555. },
  2556. premultiply: function ( m ) {
  2557. return this.multiplyMatrices( m, this );
  2558. },
  2559. multiplyMatrices: function ( a, b ) {
  2560. var ae = a.elements;
  2561. var be = b.elements;
  2562. var te = this.elements;
  2563. var a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
  2564. var a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
  2565. var a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
  2566. var a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];
  2567. var b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
  2568. var b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
  2569. var b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
  2570. var b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];
  2571. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
  2572. te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
  2573. te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
  2574. te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
  2575. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
  2576. te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
  2577. te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
  2578. te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
  2579. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
  2580. te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
  2581. te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
  2582. te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
  2583. te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
  2584. te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
  2585. te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
  2586. te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
  2587. return this;
  2588. },
  2589. multiplyScalar: function ( s ) {
  2590. var te = this.elements;
  2591. te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
  2592. te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
  2593. te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;
  2594. te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;
  2595. return this;
  2596. },
  2597. applyToBufferAttribute: function ( attribute ) {
  2598. for ( var i = 0, l = attribute.count; i < l; i ++ ) {
  2599. _v1.x = attribute.getX( i );
  2600. _v1.y = attribute.getY( i );
  2601. _v1.z = attribute.getZ( i );
  2602. _v1.applyMatrix4( this );
  2603. attribute.setXYZ( i, _v1.x, _v1.y, _v1.z );
  2604. }
  2605. return attribute;
  2606. },
  2607. determinant: function () {
  2608. var te = this.elements;
  2609. var n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
  2610. var n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
  2611. var n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
  2612. var n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];
  2613. //TODO: make this more efficient
  2614. //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
  2615. return (
  2616. n41 * (
  2617. + n14 * n23 * n32
  2618. - n13 * n24 * n32
  2619. - n14 * n22 * n33
  2620. + n12 * n24 * n33
  2621. + n13 * n22 * n34
  2622. - n12 * n23 * n34
  2623. ) +
  2624. n42 * (
  2625. + n11 * n23 * n34
  2626. - n11 * n24 * n33
  2627. + n14 * n21 * n33
  2628. - n13 * n21 * n34
  2629. + n13 * n24 * n31
  2630. - n14 * n23 * n31
  2631. ) +
  2632. n43 * (
  2633. + n11 * n24 * n32
  2634. - n11 * n22 * n34
  2635. - n14 * n21 * n32
  2636. + n12 * n21 * n34
  2637. + n14 * n22 * n31
  2638. - n12 * n24 * n31
  2639. ) +
  2640. n44 * (
  2641. - n13 * n22 * n31
  2642. - n11 * n23 * n32
  2643. + n11 * n22 * n33
  2644. + n13 * n21 * n32
  2645. - n12 * n21 * n33
  2646. + n12 * n23 * n31
  2647. )
  2648. );
  2649. },
  2650. transpose: function () {
  2651. var te = this.elements;
  2652. var tmp;
  2653. tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
  2654. tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
  2655. tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;
  2656. tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
  2657. tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
  2658. tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;
  2659. return this;
  2660. },
  2661. setPosition: function ( x, y, z ) {
  2662. var te = this.elements;
  2663. if ( x.isVector3 ) {
  2664. te[ 12 ] = x.x;
  2665. te[ 13 ] = x.y;
  2666. te[ 14 ] = x.z;
  2667. } else {
  2668. te[ 12 ] = x;
  2669. te[ 13 ] = y;
  2670. te[ 14 ] = z;
  2671. }
  2672. return this;
  2673. },
  2674. getInverse: function ( m, throwOnDegenerate ) {
  2675. // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
  2676. var te = this.elements,
  2677. me = m.elements,
  2678. n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ], n41 = me[ 3 ],
  2679. n12 = me[ 4 ], n22 = me[ 5 ], n32 = me[ 6 ], n42 = me[ 7 ],
  2680. n13 = me[ 8 ], n23 = me[ 9 ], n33 = me[ 10 ], n43 = me[ 11 ],
  2681. n14 = me[ 12 ], n24 = me[ 13 ], n34 = me[ 14 ], n44 = me[ 15 ],
  2682. t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,
  2683. t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,
  2684. t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,
  2685. t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
  2686. var det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;
  2687. if ( det === 0 ) {
  2688. var msg = "THREE.Matrix4: .getInverse() can't invert matrix, determinant is 0";
  2689. if ( throwOnDegenerate === true ) {
  2690. throw new Error( msg );
  2691. } else {
  2692. console.warn( msg );
  2693. }
  2694. return this.identity();
  2695. }
  2696. var detInv = 1 / det;
  2697. te[ 0 ] = t11 * detInv;
  2698. te[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv;
  2699. te[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv;
  2700. te[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;
  2701. te[ 4 ] = t12 * detInv;
  2702. te[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv;
  2703. te[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv;
  2704. te[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv;
  2705. te[ 8 ] = t13 * detInv;
  2706. te[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv;
  2707. te[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv;
  2708. te[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv;
  2709. te[ 12 ] = t14 * detInv;
  2710. te[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv;
  2711. te[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv;
  2712. te[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv;
  2713. return this;
  2714. },
  2715. scale: function ( v ) {
  2716. var te = this.elements;
  2717. var x = v.x, y = v.y, z = v.z;
  2718. te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;
  2719. te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;
  2720. te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;
  2721. te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;
  2722. return this;
  2723. },
  2724. getMaxScaleOnAxis: function () {
  2725. var te = this.elements;
  2726. var scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];
  2727. var scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];
  2728. var scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];
  2729. return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );
  2730. },
  2731. makeTranslation: function ( x, y, z ) {
  2732. this.set(
  2733. 1, 0, 0, x,
  2734. 0, 1, 0, y,
  2735. 0, 0, 1, z,
  2736. 0, 0, 0, 1
  2737. );
  2738. return this;
  2739. },
  2740. makeRotationX: function ( theta ) {
  2741. var c = Math.cos( theta ), s = Math.sin( theta );
  2742. this.set(
  2743. 1, 0, 0, 0,
  2744. 0, c, - s, 0,
  2745. 0, s, c, 0,
  2746. 0, 0, 0, 1
  2747. );
  2748. return this;
  2749. },
  2750. makeRotationY: function ( theta ) {
  2751. var c = Math.cos( theta ), s = Math.sin( theta );
  2752. this.set(
  2753. c, 0, s, 0,
  2754. 0, 1, 0, 0,
  2755. - s, 0, c, 0,
  2756. 0, 0, 0, 1
  2757. );
  2758. return this;
  2759. },
  2760. makeRotationZ: function ( theta ) {
  2761. var c = Math.cos( theta ), s = Math.sin( theta );
  2762. this.set(
  2763. c, - s, 0, 0,
  2764. s, c, 0, 0,
  2765. 0, 0, 1, 0,
  2766. 0, 0, 0, 1
  2767. );
  2768. return this;
  2769. },
  2770. makeRotationAxis: function ( axis, angle ) {
  2771. // Based on http://www.gamedev.net/reference/articles/article1199.asp
  2772. var c = Math.cos( angle );
  2773. var s = Math.sin( angle );
  2774. var t = 1 - c;
  2775. var x = axis.x, y = axis.y, z = axis.z;
  2776. var tx = t * x, ty = t * y;
  2777. this.set(
  2778. tx * x + c, tx * y - s * z, tx * z + s * y, 0,
  2779. tx * y + s * z, ty * y + c, ty * z - s * x, 0,
  2780. tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
  2781. 0, 0, 0, 1
  2782. );
  2783. return this;
  2784. },
  2785. makeScale: function ( x, y, z ) {
  2786. this.set(
  2787. x, 0, 0, 0,
  2788. 0, y, 0, 0,
  2789. 0, 0, z, 0,
  2790. 0, 0, 0, 1
  2791. );
  2792. return this;
  2793. },
  2794. makeShear: function ( x, y, z ) {
  2795. this.set(
  2796. 1, y, z, 0,
  2797. x, 1, z, 0,
  2798. x, y, 1, 0,
  2799. 0, 0, 0, 1
  2800. );
  2801. return this;
  2802. },
  2803. compose: function ( position, quaternion, scale ) {
  2804. var te = this.elements;
  2805. var x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;
  2806. var x2 = x + x, y2 = y + y, z2 = z + z;
  2807. var xx = x * x2, xy = x * y2, xz = x * z2;
  2808. var yy = y * y2, yz = y * z2, zz = z * z2;
  2809. var wx = w * x2, wy = w * y2, wz = w * z2;
  2810. var sx = scale.x, sy = scale.y, sz = scale.z;
  2811. te[ 0 ] = ( 1 - ( yy + zz ) ) * sx;
  2812. te[ 1 ] = ( xy + wz ) * sx;
  2813. te[ 2 ] = ( xz - wy ) * sx;
  2814. te[ 3 ] = 0;
  2815. te[ 4 ] = ( xy - wz ) * sy;
  2816. te[ 5 ] = ( 1 - ( xx + zz ) ) * sy;
  2817. te[ 6 ] = ( yz + wx ) * sy;
  2818. te[ 7 ] = 0;
  2819. te[ 8 ] = ( xz + wy ) * sz;
  2820. te[ 9 ] = ( yz - wx ) * sz;
  2821. te[ 10 ] = ( 1 - ( xx + yy ) ) * sz;
  2822. te[ 11 ] = 0;
  2823. te[ 12 ] = position.x;
  2824. te[ 13 ] = position.y;
  2825. te[ 14 ] = position.z;
  2826. te[ 15 ] = 1;
  2827. return this;
  2828. },
  2829. decompose: function ( position, quaternion, scale ) {
  2830. var te = this.elements;
  2831. var sx = _v1.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
  2832. var sy = _v1.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
  2833. var sz = _v1.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
  2834. // if determine is negative, we need to invert one scale
  2835. var det = this.determinant();
  2836. if ( det < 0 ) { sx = - sx; }
  2837. position.x = te[ 12 ];
  2838. position.y = te[ 13 ];
  2839. position.z = te[ 14 ];
  2840. // scale the rotation part
  2841. _m1.copy( this );
  2842. var invSX = 1 / sx;
  2843. var invSY = 1 / sy;
  2844. var invSZ = 1 / sz;
  2845. _m1.elements[ 0 ] *= invSX;
  2846. _m1.elements[ 1 ] *= invSX;
  2847. _m1.elements[ 2 ] *= invSX;
  2848. _m1.elements[ 4 ] *= invSY;
  2849. _m1.elements[ 5 ] *= invSY;
  2850. _m1.elements[ 6 ] *= invSY;
  2851. _m1.elements[ 8 ] *= invSZ;
  2852. _m1.elements[ 9 ] *= invSZ;
  2853. _m1.elements[ 10 ] *= invSZ;
  2854. quaternion.setFromRotationMatrix( _m1 );
  2855. scale.x = sx;
  2856. scale.y = sy;
  2857. scale.z = sz;
  2858. return this;
  2859. },
  2860. makePerspective: function ( left, right, top, bottom, near, far ) {
  2861. if ( far === undefined ) {
  2862. console.warn( 'THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.' );
  2863. }
  2864. var te = this.elements;
  2865. var x = 2 * near / ( right - left );
  2866. var y = 2 * near / ( top - bottom );
  2867. var a = ( right + left ) / ( right - left );
  2868. var b = ( top + bottom ) / ( top - bottom );
  2869. var c = - ( far + near ) / ( far - near );
  2870. var d = - 2 * far * near / ( far - near );
  2871. te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0;
  2872. te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0;
  2873. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
  2874. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = - 1; te[ 15 ] = 0;
  2875. return this;
  2876. },
  2877. makeOrthographic: function ( left, right, top, bottom, near, far ) {
  2878. var te = this.elements;
  2879. var w = 1.0 / ( right - left );
  2880. var h = 1.0 / ( top - bottom );
  2881. var p = 1.0 / ( far - near );
  2882. var x = ( right + left ) * w;
  2883. var y = ( top + bottom ) * h;
  2884. var z = ( far + near ) * p;
  2885. te[ 0 ] = 2 * w; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = - x;
  2886. te[ 1 ] = 0; te[ 5 ] = 2 * h; te[ 9 ] = 0; te[ 13 ] = - y;
  2887. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = - 2 * p; te[ 14 ] = - z;
  2888. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1;
  2889. return this;
  2890. },
  2891. equals: function ( matrix ) {
  2892. var te = this.elements;
  2893. var me = matrix.elements;
  2894. for ( var i = 0; i < 16; i ++ ) {
  2895. if ( te[ i ] !== me[ i ] ) { return false; }
  2896. }
  2897. return true;
  2898. },
  2899. fromArray: function ( array, offset ) {
  2900. if ( offset === undefined ) { offset = 0; }
  2901. for ( var i = 0; i < 16; i ++ ) {
  2902. this.elements[ i ] = array[ i + offset ];
  2903. }
  2904. return this;
  2905. },
  2906. toArray: function ( array, offset ) {
  2907. if ( array === undefined ) { array = []; }
  2908. if ( offset === undefined ) { offset = 0; }
  2909. var te = this.elements;
  2910. array[ offset ] = te[ 0 ];
  2911. array[ offset + 1 ] = te[ 1 ];
  2912. array[ offset + 2 ] = te[ 2 ];
  2913. array[ offset + 3 ] = te[ 3 ];
  2914. array[ offset + 4 ] = te[ 4 ];
  2915. array[ offset + 5 ] = te[ 5 ];
  2916. array[ offset + 6 ] = te[ 6 ];
  2917. array[ offset + 7 ] = te[ 7 ];
  2918. array[ offset + 8 ] = te[ 8 ];
  2919. array[ offset + 9 ] = te[ 9 ];
  2920. array[ offset + 10 ] = te[ 10 ];
  2921. array[ offset + 11 ] = te[ 11 ];
  2922. array[ offset + 12 ] = te[ 12 ];
  2923. array[ offset + 13 ] = te[ 13 ];
  2924. array[ offset + 14 ] = te[ 14 ];
  2925. array[ offset + 15 ] = te[ 15 ];
  2926. return array;
  2927. }
  2928. } );
  2929. /**
  2930. * @author mrdoob / http://mrdoob.com/
  2931. * @author WestLangley / http://github.com/WestLangley
  2932. * @author bhouston / http://clara.io
  2933. */
  2934. var _matrix = new Matrix4();
  2935. var _quaternion$1 = new Quaternion();
  2936. function Euler( x, y, z, order ) {
  2937. this._x = x || 0;
  2938. this._y = y || 0;
  2939. this._z = z || 0;
  2940. this._order = order || Euler.DefaultOrder;
  2941. }
  2942. Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ];
  2943. Euler.DefaultOrder = 'XYZ';
  2944. Object.defineProperties( Euler.prototype, {
  2945. x: {
  2946. get: function () {
  2947. return this._x;
  2948. },
  2949. set: function ( value ) {
  2950. this._x = value;
  2951. this._onChangeCallback();
  2952. }
  2953. },
  2954. y: {
  2955. get: function () {
  2956. return this._y;
  2957. },
  2958. set: function ( value ) {
  2959. this._y = value;
  2960. this._onChangeCallback();
  2961. }
  2962. },
  2963. z: {
  2964. get: function () {
  2965. return this._z;
  2966. },
  2967. set: function ( value ) {
  2968. this._z = value;
  2969. this._onChangeCallback();
  2970. }
  2971. },
  2972. order: {
  2973. get: function () {
  2974. return this._order;
  2975. },
  2976. set: function ( value ) {
  2977. this._order = value;
  2978. this._onChangeCallback();
  2979. }
  2980. }
  2981. } );
  2982. Object.assign( Euler.prototype, {
  2983. isEuler: true,
  2984. set: function ( x, y, z, order ) {
  2985. this._x = x;
  2986. this._y = y;
  2987. this._z = z;
  2988. this._order = order || this._order;
  2989. this._onChangeCallback();
  2990. return this;
  2991. },
  2992. clone: function () {
  2993. return new this.constructor( this._x, this._y, this._z, this._order );
  2994. },
  2995. copy: function ( euler ) {
  2996. this._x = euler._x;
  2997. this._y = euler._y;
  2998. this._z = euler._z;
  2999. this._order = euler._order;
  3000. this._onChangeCallback();
  3001. return this;
  3002. },
  3003. setFromRotationMatrix: function ( m, order, update ) {
  3004. var clamp = _Math.clamp;
  3005. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  3006. var te = m.elements;
  3007. var m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];
  3008. var m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];
  3009. var m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  3010. order = order || this._order;
  3011. if ( order === 'XYZ' ) {
  3012. this._y = Math.asin( clamp( m13, - 1, 1 ) );
  3013. if ( Math.abs( m13 ) < 0.9999999 ) {
  3014. this._x = Math.atan2( - m23, m33 );
  3015. this._z = Math.atan2( - m12, m11 );
  3016. } else {
  3017. this._x = Math.atan2( m32, m22 );
  3018. this._z = 0;
  3019. }
  3020. } else if ( order === 'YXZ' ) {
  3021. this._x = Math.asin( - clamp( m23, - 1, 1 ) );
  3022. if ( Math.abs( m23 ) < 0.9999999 ) {
  3023. this._y = Math.atan2( m13, m33 );
  3024. this._z = Math.atan2( m21, m22 );
  3025. } else {
  3026. this._y = Math.atan2( - m31, m11 );
  3027. this._z = 0;
  3028. }
  3029. } else if ( order === 'ZXY' ) {
  3030. this._x = Math.asin( clamp( m32, - 1, 1 ) );
  3031. if ( Math.abs( m32 ) < 0.9999999 ) {
  3032. this._y = Math.atan2( - m31, m33 );
  3033. this._z = Math.atan2( - m12, m22 );
  3034. } else {
  3035. this._y = 0;
  3036. this._z = Math.atan2( m21, m11 );
  3037. }
  3038. } else if ( order === 'ZYX' ) {
  3039. this._y = Math.asin( - clamp( m31, - 1, 1 ) );
  3040. if ( Math.abs( m31 ) < 0.9999999 ) {
  3041. this._x = Math.atan2( m32, m33 );
  3042. this._z = Math.atan2( m21, m11 );
  3043. } else {
  3044. this._x = 0;
  3045. this._z = Math.atan2( - m12, m22 );
  3046. }
  3047. } else if ( order === 'YZX' ) {
  3048. this._z = Math.asin( clamp( m21, - 1, 1 ) );
  3049. if ( Math.abs( m21 ) < 0.9999999 ) {
  3050. this._x = Math.atan2( - m23, m22 );
  3051. this._y = Math.atan2( - m31, m11 );
  3052. } else {
  3053. this._x = 0;
  3054. this._y = Math.atan2( m13, m33 );
  3055. }
  3056. } else if ( order === 'XZY' ) {
  3057. this._z = Math.asin( - clamp( m12, - 1, 1 ) );
  3058. if ( Math.abs( m12 ) < 0.9999999 ) {
  3059. this._x = Math.atan2( m32, m22 );
  3060. this._y = Math.atan2( m13, m11 );
  3061. } else {
  3062. this._x = Math.atan2( - m23, m33 );
  3063. this._y = 0;
  3064. }
  3065. } else {
  3066. console.warn( 'THREE.Euler: .setFromRotationMatrix() given unsupported order: ' + order );
  3067. }
  3068. this._order = order;
  3069. if ( update !== false ) { this._onChangeCallback(); }
  3070. return this;
  3071. },
  3072. setFromQuaternion: function ( q, order, update ) {
  3073. _matrix.makeRotationFromQuaternion( q );
  3074. return this.setFromRotationMatrix( _matrix, order, update );
  3075. },
  3076. setFromVector3: function ( v, order ) {
  3077. return this.set( v.x, v.y, v.z, order || this._order );
  3078. },
  3079. reorder: function ( newOrder ) {
  3080. // WARNING: this discards revolution information -bhouston
  3081. _quaternion$1.setFromEuler( this );
  3082. return this.setFromQuaternion( _quaternion$1, newOrder );
  3083. },
  3084. equals: function ( euler ) {
  3085. return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
  3086. },
  3087. fromArray: function ( array ) {
  3088. this._x = array[ 0 ];
  3089. this._y = array[ 1 ];
  3090. this._z = array[ 2 ];
  3091. if ( array[ 3 ] !== undefined ) { this._order = array[ 3 ]; }
  3092. this._onChangeCallback();
  3093. return this;
  3094. },
  3095. toArray: function ( array, offset ) {
  3096. if ( array === undefined ) { array = []; }
  3097. if ( offset === undefined ) { offset = 0; }
  3098. array[ offset ] = this._x;
  3099. array[ offset + 1 ] = this._y;
  3100. array[ offset + 2 ] = this._z;
  3101. array[ offset + 3 ] = this._order;
  3102. return array;
  3103. },
  3104. toVector3: function ( optionalResult ) {
  3105. if ( optionalResult ) {
  3106. return optionalResult.set( this._x, this._y, this._z );
  3107. } else {
  3108. return new Vector3( this._x, this._y, this._z );
  3109. }
  3110. },
  3111. _onChange: function ( callback ) {
  3112. this._onChangeCallback = callback;
  3113. return this;
  3114. },
  3115. _onChangeCallback: function () {}
  3116. } );
  3117. /**
  3118. * @author mrdoob / http://mrdoob.com/
  3119. */
  3120. function Layers() {
  3121. this.mask = 1 | 0;
  3122. }
  3123. Object.assign( Layers.prototype, {
  3124. set: function ( channel ) {
  3125. this.mask = 1 << channel | 0;
  3126. },
  3127. enable: function ( channel ) {
  3128. this.mask |= 1 << channel | 0;
  3129. },
  3130. enableAll: function () {
  3131. this.mask = 0xffffffff | 0;
  3132. },
  3133. toggle: function ( channel ) {
  3134. this.mask ^= 1 << channel | 0;
  3135. },
  3136. disable: function ( channel ) {
  3137. this.mask &= ~ ( 1 << channel | 0 );
  3138. },
  3139. disableAll: function () {
  3140. this.mask = 0;
  3141. },
  3142. test: function ( layers ) {
  3143. return ( this.mask & layers.mask ) !== 0;
  3144. }
  3145. } );
  3146. var _object3DId = 0;
  3147. var _v1$1 = new Vector3();
  3148. var _q1 = new Quaternion();
  3149. var _m1$1 = new Matrix4();
  3150. var _target = new Vector3();
  3151. var _position = new Vector3();
  3152. var _scale = new Vector3();
  3153. var _quaternion$2 = new Quaternion();
  3154. var _xAxis = new Vector3( 1, 0, 0 );
  3155. var _yAxis = new Vector3( 0, 1, 0 );
  3156. var _zAxis = new Vector3( 0, 0, 1 );
  3157. var _addedEvent = { type: 'added' };
  3158. var _removedEvent = { type: 'removed' };
  3159. /**
  3160. * @author mrdoob / http://mrdoob.com/
  3161. * @author mikael emtinger / http://gomo.se/
  3162. * @author alteredq / http://alteredqualia.com/
  3163. * @author WestLangley / http://github.com/WestLangley
  3164. * @author elephantatwork / www.elephantatwork.ch
  3165. */
  3166. function Object3D() {
  3167. Object.defineProperty( this, 'id', { value: _object3DId ++ } );
  3168. this.uuid = _Math.generateUUID();
  3169. this.name = '';
  3170. this.type = 'Object3D';
  3171. this.parent = null;
  3172. this.children = [];
  3173. this.up = Object3D.DefaultUp.clone();
  3174. var position = new Vector3();
  3175. var rotation = new Euler();
  3176. var quaternion = new Quaternion();
  3177. var scale = new Vector3( 1, 1, 1 );
  3178. function onRotationChange() {
  3179. quaternion.setFromEuler( rotation, false );
  3180. }
  3181. function onQuaternionChange() {
  3182. rotation.setFromQuaternion( quaternion, undefined, false );
  3183. }
  3184. rotation._onChange( onRotationChange );
  3185. quaternion._onChange( onQuaternionChange );
  3186. Object.defineProperties( this, {
  3187. position: {
  3188. configurable: true,
  3189. enumerable: true,
  3190. value: position
  3191. },
  3192. rotation: {
  3193. configurable: true,
  3194. enumerable: true,
  3195. value: rotation
  3196. },
  3197. quaternion: {
  3198. configurable: true,
  3199. enumerable: true,
  3200. value: quaternion
  3201. },
  3202. scale: {
  3203. configurable: true,
  3204. enumerable: true,
  3205. value: scale
  3206. },
  3207. modelViewMatrix: {
  3208. value: new Matrix4()
  3209. },
  3210. normalMatrix: {
  3211. value: new Matrix3()
  3212. }
  3213. } );
  3214. this.matrix = new Matrix4();
  3215. this.matrixWorld = new Matrix4();
  3216. this.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate;
  3217. this.matrixWorldNeedsUpdate = false;
  3218. this.layers = new Layers();
  3219. this.visible = true;
  3220. this.castShadow = false;
  3221. this.receiveShadow = false;
  3222. this.frustumCulled = true;
  3223. this.renderOrder = 0;
  3224. this.userData = {};
  3225. }
  3226. Object3D.DefaultUp = new Vector3( 0, 1, 0 );
  3227. Object3D.DefaultMatrixAutoUpdate = true;
  3228. Object3D.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  3229. constructor: Object3D,
  3230. isObject3D: true,
  3231. onBeforeRender: function () {},
  3232. onAfterRender: function () {},
  3233. applyMatrix: function ( matrix ) {
  3234. if ( this.matrixAutoUpdate ) { this.updateMatrix(); }
  3235. this.matrix.premultiply( matrix );
  3236. this.matrix.decompose( this.position, this.quaternion, this.scale );
  3237. },
  3238. applyQuaternion: function ( q ) {
  3239. this.quaternion.premultiply( q );
  3240. return this;
  3241. },
  3242. setRotationFromAxisAngle: function ( axis, angle ) {
  3243. // assumes axis is normalized
  3244. this.quaternion.setFromAxisAngle( axis, angle );
  3245. },
  3246. setRotationFromEuler: function ( euler ) {
  3247. this.quaternion.setFromEuler( euler, true );
  3248. },
  3249. setRotationFromMatrix: function ( m ) {
  3250. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  3251. this.quaternion.setFromRotationMatrix( m );
  3252. },
  3253. setRotationFromQuaternion: function ( q ) {
  3254. // assumes q is normalized
  3255. this.quaternion.copy( q );
  3256. },
  3257. rotateOnAxis: function ( axis, angle ) {
  3258. // rotate object on axis in object space
  3259. // axis is assumed to be normalized
  3260. _q1.setFromAxisAngle( axis, angle );
  3261. this.quaternion.multiply( _q1 );
  3262. return this;
  3263. },
  3264. rotateOnWorldAxis: function ( axis, angle ) {
  3265. // rotate object on axis in world space
  3266. // axis is assumed to be normalized
  3267. // method assumes no rotated parent
  3268. _q1.setFromAxisAngle( axis, angle );
  3269. this.quaternion.premultiply( _q1 );
  3270. return this;
  3271. },
  3272. rotateX: function ( angle ) {
  3273. return this.rotateOnAxis( _xAxis, angle );
  3274. },
  3275. rotateY: function ( angle ) {
  3276. return this.rotateOnAxis( _yAxis, angle );
  3277. },
  3278. rotateZ: function ( angle ) {
  3279. return this.rotateOnAxis( _zAxis, angle );
  3280. },
  3281. translateOnAxis: function ( axis, distance ) {
  3282. // translate object by distance along axis in object space
  3283. // axis is assumed to be normalized
  3284. _v1$1.copy( axis ).applyQuaternion( this.quaternion );
  3285. this.position.add( _v1$1.multiplyScalar( distance ) );
  3286. return this;
  3287. },
  3288. translateX: function ( distance ) {
  3289. return this.translateOnAxis( _xAxis, distance );
  3290. },
  3291. translateY: function ( distance ) {
  3292. return this.translateOnAxis( _yAxis, distance );
  3293. },
  3294. translateZ: function ( distance ) {
  3295. return this.translateOnAxis( _zAxis, distance );
  3296. },
  3297. localToWorld: function ( vector ) {
  3298. return vector.applyMatrix4( this.matrixWorld );
  3299. },
  3300. worldToLocal: function ( vector ) {
  3301. return vector.applyMatrix4( _m1$1.getInverse( this.matrixWorld ) );
  3302. },
  3303. lookAt: function ( x, y, z ) {
  3304. // This method does not support objects having non-uniformly-scaled parent(s)
  3305. if ( x.isVector3 ) {
  3306. _target.copy( x );
  3307. } else {
  3308. _target.set( x, y, z );
  3309. }
  3310. var parent = this.parent;
  3311. this.updateWorldMatrix( true, false );
  3312. _position.setFromMatrixPosition( this.matrixWorld );
  3313. if ( this.isCamera || this.isLight ) {
  3314. _m1$1.lookAt( _position, _target, this.up );
  3315. } else {
  3316. _m1$1.lookAt( _target, _position, this.up );
  3317. }
  3318. this.quaternion.setFromRotationMatrix( _m1$1 );
  3319. if ( parent ) {
  3320. _m1$1.extractRotation( parent.matrixWorld );
  3321. _q1.setFromRotationMatrix( _m1$1 );
  3322. this.quaternion.premultiply( _q1.inverse() );
  3323. }
  3324. },
  3325. add: function ( object ) {
  3326. if ( arguments.length > 1 ) {
  3327. for ( var i = 0; i < arguments.length; i ++ ) {
  3328. this.add( arguments[ i ] );
  3329. }
  3330. return this;
  3331. }
  3332. if ( object === this ) {
  3333. console.error( "THREE.Object3D.add: object can't be added as a child of itself.", object );
  3334. return this;
  3335. }
  3336. if ( ( object && object.isObject3D ) ) {
  3337. if ( object.parent !== null ) {
  3338. object.parent.remove( object );
  3339. }
  3340. object.parent = this;
  3341. this.children.push( object );
  3342. object.dispatchEvent( _addedEvent );
  3343. } else {
  3344. console.error( "THREE.Object3D.add: object not an instance of THREE.Object3D.", object );
  3345. }
  3346. return this;
  3347. },
  3348. remove: function ( object ) {
  3349. if ( arguments.length > 1 ) {
  3350. for ( var i = 0; i < arguments.length; i ++ ) {
  3351. this.remove( arguments[ i ] );
  3352. }
  3353. return this;
  3354. }
  3355. var index = this.children.indexOf( object );
  3356. if ( index !== - 1 ) {
  3357. object.parent = null;
  3358. this.children.splice( index, 1 );
  3359. object.dispatchEvent( _removedEvent );
  3360. }
  3361. return this;
  3362. },
  3363. attach: function ( object ) {
  3364. // adds object as a child of this, while maintaining the object's world transform
  3365. this.updateWorldMatrix( true, false );
  3366. _m1$1.getInverse( this.matrixWorld );
  3367. if ( object.parent !== null ) {
  3368. object.parent.updateWorldMatrix( true, false );
  3369. _m1$1.multiply( object.parent.matrixWorld );
  3370. }
  3371. object.applyMatrix( _m1$1 );
  3372. object.updateWorldMatrix( false, false );
  3373. this.add( object );
  3374. return this;
  3375. },
  3376. getObjectById: function ( id ) {
  3377. return this.getObjectByProperty( 'id', id );
  3378. },
  3379. getObjectByName: function ( name ) {
  3380. return this.getObjectByProperty( 'name', name );
  3381. },
  3382. getObjectByProperty: function ( name, value ) {
  3383. if ( this[ name ] === value ) { return this; }
  3384. for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  3385. var child = this.children[ i ];
  3386. var object = child.getObjectByProperty( name, value );
  3387. if ( object !== undefined ) {
  3388. return object;
  3389. }
  3390. }
  3391. return undefined;
  3392. },
  3393. getWorldPosition: function ( target ) {
  3394. if ( target === undefined ) {
  3395. console.warn( 'THREE.Object3D: .getWorldPosition() target is now required' );
  3396. target = new Vector3();
  3397. }
  3398. this.updateMatrixWorld( true );
  3399. return target.setFromMatrixPosition( this.matrixWorld );
  3400. },
  3401. getWorldQuaternion: function ( target ) {
  3402. if ( target === undefined ) {
  3403. console.warn( 'THREE.Object3D: .getWorldQuaternion() target is now required' );
  3404. target = new Quaternion();
  3405. }
  3406. this.updateMatrixWorld( true );
  3407. this.matrixWorld.decompose( _position, target, _scale );
  3408. return target;
  3409. },
  3410. getWorldScale: function ( target ) {
  3411. if ( target === undefined ) {
  3412. console.warn( 'THREE.Object3D: .getWorldScale() target is now required' );
  3413. target = new Vector3();
  3414. }
  3415. this.updateMatrixWorld( true );
  3416. this.matrixWorld.decompose( _position, _quaternion$2, target );
  3417. return target;
  3418. },
  3419. getWorldDirection: function ( target ) {
  3420. if ( target === undefined ) {
  3421. console.warn( 'THREE.Object3D: .getWorldDirection() target is now required' );
  3422. target = new Vector3();
  3423. }
  3424. this.updateMatrixWorld( true );
  3425. var e = this.matrixWorld.elements;
  3426. return target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize();
  3427. },
  3428. raycast: function () {},
  3429. traverse: function ( callback ) {
  3430. callback( this );
  3431. var children = this.children;
  3432. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3433. children[ i ].traverse( callback );
  3434. }
  3435. },
  3436. traverseVisible: function ( callback ) {
  3437. if ( this.visible === false ) { return; }
  3438. callback( this );
  3439. var children = this.children;
  3440. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3441. children[ i ].traverseVisible( callback );
  3442. }
  3443. },
  3444. traverseAncestors: function ( callback ) {
  3445. var parent = this.parent;
  3446. if ( parent !== null ) {
  3447. callback( parent );
  3448. parent.traverseAncestors( callback );
  3449. }
  3450. },
  3451. updateMatrix: function () {
  3452. this.matrix.compose( this.position, this.quaternion, this.scale );
  3453. this.matrixWorldNeedsUpdate = true;
  3454. },
  3455. updateMatrixWorld: function ( force ) {
  3456. if ( this.matrixAutoUpdate ) { this.updateMatrix(); }
  3457. if ( this.matrixWorldNeedsUpdate || force ) {
  3458. if ( this.parent === null ) {
  3459. this.matrixWorld.copy( this.matrix );
  3460. } else {
  3461. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  3462. }
  3463. this.matrixWorldNeedsUpdate = false;
  3464. force = true;
  3465. }
  3466. // update children
  3467. var children = this.children;
  3468. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3469. children[ i ].updateMatrixWorld( force );
  3470. }
  3471. },
  3472. updateWorldMatrix: function ( updateParents, updateChildren ) {
  3473. var parent = this.parent;
  3474. if ( updateParents === true && parent !== null ) {
  3475. parent.updateWorldMatrix( true, false );
  3476. }
  3477. if ( this.matrixAutoUpdate ) { this.updateMatrix(); }
  3478. if ( this.parent === null ) {
  3479. this.matrixWorld.copy( this.matrix );
  3480. } else {
  3481. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  3482. }
  3483. // update children
  3484. if ( updateChildren === true ) {
  3485. var children = this.children;
  3486. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3487. children[ i ].updateWorldMatrix( false, true );
  3488. }
  3489. }
  3490. },
  3491. toJSON: function ( meta ) {
  3492. // meta is a string when called from JSON.stringify
  3493. var isRootObject = ( meta === undefined || typeof meta === 'string' );
  3494. var output = {};
  3495. // meta is a hash used to collect geometries, materials.
  3496. // not providing it implies that this is the root object
  3497. // being serialized.
  3498. if ( isRootObject ) {
  3499. // initialize meta obj
  3500. meta = {
  3501. geometries: {},
  3502. materials: {},
  3503. textures: {},
  3504. images: {},
  3505. shapes: {}
  3506. };
  3507. output.metadata = {
  3508. version: 4.5,
  3509. type: 'Object',
  3510. generator: 'Object3D.toJSON'
  3511. };
  3512. }
  3513. // standard Object3D serialization
  3514. var object = {};
  3515. object.uuid = this.uuid;
  3516. object.type = this.type;
  3517. if ( this.name !== '' ) { object.name = this.name; }
  3518. if ( this.castShadow === true ) { object.castShadow = true; }
  3519. if ( this.receiveShadow === true ) { object.receiveShadow = true; }
  3520. if ( this.visible === false ) { object.visible = false; }
  3521. if ( this.frustumCulled === false ) { object.frustumCulled = false; }
  3522. if ( this.renderOrder !== 0 ) { object.renderOrder = this.renderOrder; }
  3523. if ( JSON.stringify( this.userData ) !== '{}' ) { object.userData = this.userData; }
  3524. object.layers = this.layers.mask;
  3525. object.matrix = this.matrix.toArray();
  3526. if ( this.matrixAutoUpdate === false ) { object.matrixAutoUpdate = false; }
  3527. // object specific properties
  3528. if ( this.isInstancedMesh ) {
  3529. object.type = 'InstancedMesh';
  3530. object.count = this.count;
  3531. object.instanceMatrix = this.instanceMatrix.toJSON();
  3532. }
  3533. //
  3534. function serialize( library, element ) {
  3535. if ( library[ element.uuid ] === undefined ) {
  3536. library[ element.uuid ] = element.toJSON( meta );
  3537. }
  3538. return element.uuid;
  3539. }
  3540. if ( this.isMesh || this.isLine || this.isPoints ) {
  3541. object.geometry = serialize( meta.geometries, this.geometry );
  3542. var parameters = this.geometry.parameters;
  3543. if ( parameters !== undefined && parameters.shapes !== undefined ) {
  3544. var shapes = parameters.shapes;
  3545. if ( Array.isArray( shapes ) ) {
  3546. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  3547. var shape = shapes[ i ];
  3548. serialize( meta.shapes, shape );
  3549. }
  3550. } else {
  3551. serialize( meta.shapes, shapes );
  3552. }
  3553. }
  3554. }
  3555. if ( this.material !== undefined ) {
  3556. if ( Array.isArray( this.material ) ) {
  3557. var uuids = [];
  3558. for ( var i = 0, l = this.material.length; i < l; i ++ ) {
  3559. uuids.push( serialize( meta.materials, this.material[ i ] ) );
  3560. }
  3561. object.material = uuids;
  3562. } else {
  3563. object.material = serialize( meta.materials, this.material );
  3564. }
  3565. }
  3566. //
  3567. if ( this.children.length > 0 ) {
  3568. object.children = [];
  3569. for ( var i = 0; i < this.children.length; i ++ ) {
  3570. object.children.push( this.children[ i ].toJSON( meta ).object );
  3571. }
  3572. }
  3573. if ( isRootObject ) {
  3574. var geometries = extractFromCache( meta.geometries );
  3575. var materials = extractFromCache( meta.materials );
  3576. var textures = extractFromCache( meta.textures );
  3577. var images = extractFromCache( meta.images );
  3578. var shapes = extractFromCache( meta.shapes );
  3579. if ( geometries.length > 0 ) { output.geometries = geometries; }
  3580. if ( materials.length > 0 ) { output.materials = materials; }
  3581. if ( textures.length > 0 ) { output.textures = textures; }
  3582. if ( images.length > 0 ) { output.images = images; }
  3583. if ( shapes.length > 0 ) { output.shapes = shapes; }
  3584. }
  3585. output.object = object;
  3586. return output;
  3587. // extract data from the cache hash
  3588. // remove metadata on each item
  3589. // and return as array
  3590. function extractFromCache( cache ) {
  3591. var values = [];
  3592. for ( var key in cache ) {
  3593. var data = cache[ key ];
  3594. delete data.metadata;
  3595. values.push( data );
  3596. }
  3597. return values;
  3598. }
  3599. },
  3600. clone: function ( recursive ) {
  3601. return new this.constructor().copy( this, recursive );
  3602. },
  3603. copy: function ( source, recursive ) {
  3604. if ( recursive === undefined ) { recursive = true; }
  3605. this.name = source.name;
  3606. this.up.copy( source.up );
  3607. this.position.copy( source.position );
  3608. this.quaternion.copy( source.quaternion );
  3609. this.scale.copy( source.scale );
  3610. this.matrix.copy( source.matrix );
  3611. this.matrixWorld.copy( source.matrixWorld );
  3612. this.matrixAutoUpdate = source.matrixAutoUpdate;
  3613. this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;
  3614. this.layers.mask = source.layers.mask;
  3615. this.visible = source.visible;
  3616. this.castShadow = source.castShadow;
  3617. this.receiveShadow = source.receiveShadow;
  3618. this.frustumCulled = source.frustumCulled;
  3619. this.renderOrder = source.renderOrder;
  3620. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  3621. if ( recursive === true ) {
  3622. for ( var i = 0; i < source.children.length; i ++ ) {
  3623. var child = source.children[ i ];
  3624. this.add( child.clone() );
  3625. }
  3626. }
  3627. return this;
  3628. }
  3629. } );
  3630. /**
  3631. * @author mrdoob / http://mrdoob.com/
  3632. */
  3633. function Scene() {
  3634. Object3D.call( this );
  3635. this.type = 'Scene';
  3636. this.background = null;
  3637. this.environment = null;
  3638. this.fog = null;
  3639. this.overrideMaterial = null;
  3640. this.autoUpdate = true; // checked by the renderer
  3641. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  3642. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef
  3643. }
  3644. }
  3645. Scene.prototype = Object.assign( Object.create( Object3D.prototype ), {
  3646. constructor: Scene,
  3647. isScene: true,
  3648. copy: function ( source, recursive ) {
  3649. Object3D.prototype.copy.call( this, source, recursive );
  3650. if ( source.background !== null ) { this.background = source.background.clone(); }
  3651. if ( source.environment !== null ) { this.environment = source.environment.clone(); }
  3652. if ( source.fog !== null ) { this.fog = source.fog.clone(); }
  3653. if ( source.overrideMaterial !== null ) { this.overrideMaterial = source.overrideMaterial.clone(); }
  3654. this.autoUpdate = source.autoUpdate;
  3655. this.matrixAutoUpdate = source.matrixAutoUpdate;
  3656. return this;
  3657. },
  3658. toJSON: function ( meta ) {
  3659. var data = Object3D.prototype.toJSON.call( this, meta );
  3660. if ( this.background !== null ) { data.object.background = this.background.toJSON( meta ); }
  3661. if ( this.environment !== null ) { data.object.environment = this.environment.toJSON( meta ); }
  3662. if ( this.fog !== null ) { data.object.fog = this.fog.toJSON(); }
  3663. return data;
  3664. },
  3665. dispose: function () {
  3666. this.dispatchEvent( { type: 'dispose' } );
  3667. }
  3668. } );
  3669. var _points = [
  3670. new Vector3(),
  3671. new Vector3(),
  3672. new Vector3(),
  3673. new Vector3(),
  3674. new Vector3(),
  3675. new Vector3(),
  3676. new Vector3(),
  3677. new Vector3()
  3678. ];
  3679. var _vector$2 = new Vector3();
  3680. var _box = new Box3();
  3681. // triangle centered vertices
  3682. var _v0 = new Vector3();
  3683. var _v1$2 = new Vector3();
  3684. var _v2 = new Vector3();
  3685. // triangle edge vectors
  3686. var _f0 = new Vector3();
  3687. var _f1 = new Vector3();
  3688. var _f2 = new Vector3();
  3689. var _center = new Vector3();
  3690. var _extents = new Vector3();
  3691. var _triangleNormal = new Vector3();
  3692. var _testAxis = new Vector3();
  3693. /**
  3694. * @author bhouston / http://clara.io
  3695. * @author WestLangley / http://github.com/WestLangley
  3696. */
  3697. function Box3( min, max ) {
  3698. this.min = ( min !== undefined ) ? min : new Vector3( + Infinity, + Infinity, + Infinity );
  3699. this.max = ( max !== undefined ) ? max : new Vector3( - Infinity, - Infinity, - Infinity );
  3700. }
  3701. Object.assign( Box3.prototype, {
  3702. isBox3: true,
  3703. set: function ( min, max ) {
  3704. this.min.copy( min );
  3705. this.max.copy( max );
  3706. return this;
  3707. },
  3708. setFromArray: function ( array ) {
  3709. var minX = + Infinity;
  3710. var minY = + Infinity;
  3711. var minZ = + Infinity;
  3712. var maxX = - Infinity;
  3713. var maxY = - Infinity;
  3714. var maxZ = - Infinity;
  3715. for ( var i = 0, l = array.length; i < l; i += 3 ) {
  3716. var x = array[ i ];
  3717. var y = array[ i + 1 ];
  3718. var z = array[ i + 2 ];
  3719. if ( x < minX ) { minX = x; }
  3720. if ( y < minY ) { minY = y; }
  3721. if ( z < minZ ) { minZ = z; }
  3722. if ( x > maxX ) { maxX = x; }
  3723. if ( y > maxY ) { maxY = y; }
  3724. if ( z > maxZ ) { maxZ = z; }
  3725. }
  3726. this.min.set( minX, minY, minZ );
  3727. this.max.set( maxX, maxY, maxZ );
  3728. return this;
  3729. },
  3730. setFromBufferAttribute: function ( attribute ) {
  3731. var minX = + Infinity;
  3732. var minY = + Infinity;
  3733. var minZ = + Infinity;
  3734. var maxX = - Infinity;
  3735. var maxY = - Infinity;
  3736. var maxZ = - Infinity;
  3737. for ( var i = 0, l = attribute.count; i < l; i ++ ) {
  3738. var x = attribute.getX( i );
  3739. var y = attribute.getY( i );
  3740. var z = attribute.getZ( i );
  3741. if ( x < minX ) { minX = x; }
  3742. if ( y < minY ) { minY = y; }
  3743. if ( z < minZ ) { minZ = z; }
  3744. if ( x > maxX ) { maxX = x; }
  3745. if ( y > maxY ) { maxY = y; }
  3746. if ( z > maxZ ) { maxZ = z; }
  3747. }
  3748. this.min.set( minX, minY, minZ );
  3749. this.max.set( maxX, maxY, maxZ );
  3750. return this;
  3751. },
  3752. setFromPoints: function ( points ) {
  3753. this.makeEmpty();
  3754. for ( var i = 0, il = points.length; i < il; i ++ ) {
  3755. this.expandByPoint( points[ i ] );
  3756. }
  3757. return this;
  3758. },
  3759. setFromCenterAndSize: function ( center, size ) {
  3760. var halfSize = _vector$2.copy( size ).multiplyScalar( 0.5 );
  3761. this.min.copy( center ).sub( halfSize );
  3762. this.max.copy( center ).add( halfSize );
  3763. return this;
  3764. },
  3765. setFromObject: function ( object ) {
  3766. this.makeEmpty();
  3767. return this.expandByObject( object );
  3768. },
  3769. clone: function () {
  3770. return new this.constructor().copy( this );
  3771. },
  3772. copy: function ( box ) {
  3773. this.min.copy( box.min );
  3774. this.max.copy( box.max );
  3775. return this;
  3776. },
  3777. makeEmpty: function () {
  3778. this.min.x = this.min.y = this.min.z = + Infinity;
  3779. this.max.x = this.max.y = this.max.z = - Infinity;
  3780. return this;
  3781. },
  3782. isEmpty: function () {
  3783. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  3784. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
  3785. },
  3786. getCenter: function ( target ) {
  3787. if ( target === undefined ) {
  3788. console.warn( 'THREE.Box3: .getCenter() target is now required' );
  3789. target = new Vector3();
  3790. }
  3791. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  3792. },
  3793. getSize: function ( target ) {
  3794. if ( target === undefined ) {
  3795. console.warn( 'THREE.Box3: .getSize() target is now required' );
  3796. target = new Vector3();
  3797. }
  3798. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );
  3799. },
  3800. expandByPoint: function ( point ) {
  3801. this.min.min( point );
  3802. this.max.max( point );
  3803. return this;
  3804. },
  3805. expandByVector: function ( vector ) {
  3806. this.min.sub( vector );
  3807. this.max.add( vector );
  3808. return this;
  3809. },
  3810. expandByScalar: function ( scalar ) {
  3811. this.min.addScalar( - scalar );
  3812. this.max.addScalar( scalar );
  3813. return this;
  3814. },
  3815. expandByObject: function ( object ) {
  3816. // Computes the world-axis-aligned bounding box of an object (including its children),
  3817. // accounting for both the object's, and children's, world transforms
  3818. object.updateWorldMatrix( false, false );
  3819. var geometry = object.geometry;
  3820. if ( geometry !== undefined ) {
  3821. if ( geometry.boundingBox === null ) {
  3822. geometry.computeBoundingBox();
  3823. }
  3824. _box.copy( geometry.boundingBox );
  3825. _box.applyMatrix4( object.matrixWorld );
  3826. this.expandByPoint( _box.min );
  3827. this.expandByPoint( _box.max );
  3828. }
  3829. var children = object.children;
  3830. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3831. this.expandByObject( children[ i ] );
  3832. }
  3833. return this;
  3834. },
  3835. containsPoint: function ( point ) {
  3836. return point.x < this.min.x || point.x > this.max.x ||
  3837. point.y < this.min.y || point.y > this.max.y ||
  3838. point.z < this.min.z || point.z > this.max.z ? false : true;
  3839. },
  3840. containsBox: function ( box ) {
  3841. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  3842. this.min.y <= box.min.y && box.max.y <= this.max.y &&
  3843. this.min.z <= box.min.z && box.max.z <= this.max.z;
  3844. },
  3845. getParameter: function ( point, target ) {
  3846. // This can potentially have a divide by zero if the box
  3847. // has a size dimension of 0.
  3848. if ( target === undefined ) {
  3849. console.warn( 'THREE.Box3: .getParameter() target is now required' );
  3850. target = new Vector3();
  3851. }
  3852. return target.set(
  3853. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  3854. ( point.y - this.min.y ) / ( this.max.y - this.min.y ),
  3855. ( point.z - this.min.z ) / ( this.max.z - this.min.z )
  3856. );
  3857. },
  3858. intersectsBox: function ( box ) {
  3859. // using 6 splitting planes to rule out intersections.
  3860. return box.max.x < this.min.x || box.min.x > this.max.x ||
  3861. box.max.y < this.min.y || box.min.y > this.max.y ||
  3862. box.max.z < this.min.z || box.min.z > this.max.z ? false : true;
  3863. },
  3864. intersectsSphere: function ( sphere ) {
  3865. // Find the point on the AABB closest to the sphere center.
  3866. this.clampPoint( sphere.center, _vector$2 );
  3867. // If that point is inside the sphere, the AABB and sphere intersect.
  3868. return _vector$2.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );
  3869. },
  3870. intersectsPlane: function ( plane ) {
  3871. // We compute the minimum and maximum dot product values. If those values
  3872. // are on the same side (back or front) of the plane, then there is no intersection.
  3873. var min, max;
  3874. if ( plane.normal.x > 0 ) {
  3875. min = plane.normal.x * this.min.x;
  3876. max = plane.normal.x * this.max.x;
  3877. } else {
  3878. min = plane.normal.x * this.max.x;
  3879. max = plane.normal.x * this.min.x;
  3880. }
  3881. if ( plane.normal.y > 0 ) {
  3882. min += plane.normal.y * this.min.y;
  3883. max += plane.normal.y * this.max.y;
  3884. } else {
  3885. min += plane.normal.y * this.max.y;
  3886. max += plane.normal.y * this.min.y;
  3887. }
  3888. if ( plane.normal.z > 0 ) {
  3889. min += plane.normal.z * this.min.z;
  3890. max += plane.normal.z * this.max.z;
  3891. } else {
  3892. min += plane.normal.z * this.max.z;
  3893. max += plane.normal.z * this.min.z;
  3894. }
  3895. return ( min <= - plane.constant && max >= - plane.constant );
  3896. },
  3897. intersectsTriangle: function ( triangle ) {
  3898. if ( this.isEmpty() ) {
  3899. return false;
  3900. }
  3901. // compute box center and extents
  3902. this.getCenter( _center );
  3903. _extents.subVectors( this.max, _center );
  3904. // translate triangle to aabb origin
  3905. _v0.subVectors( triangle.a, _center );
  3906. _v1$2.subVectors( triangle.b, _center );
  3907. _v2.subVectors( triangle.c, _center );
  3908. // compute edge vectors for triangle
  3909. _f0.subVectors( _v1$2, _v0 );
  3910. _f1.subVectors( _v2, _v1$2 );
  3911. _f2.subVectors( _v0, _v2 );
  3912. // test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb
  3913. // 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
  3914. // axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)
  3915. var axes = [
  3916. 0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y,
  3917. _f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x,
  3918. - _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0
  3919. ];
  3920. if ( ! satForAxes( axes, _v0, _v1$2, _v2, _extents ) ) {
  3921. return false;
  3922. }
  3923. // test 3 face normals from the aabb
  3924. axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];
  3925. if ( ! satForAxes( axes, _v0, _v1$2, _v2, _extents ) ) {
  3926. return false;
  3927. }
  3928. // finally testing the face normal of the triangle
  3929. // use already existing triangle edge vectors here
  3930. _triangleNormal.crossVectors( _f0, _f1 );
  3931. axes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ];
  3932. return satForAxes( axes, _v0, _v1$2, _v2, _extents );
  3933. },
  3934. clampPoint: function ( point, target ) {
  3935. if ( target === undefined ) {
  3936. console.warn( 'THREE.Box3: .clampPoint() target is now required' );
  3937. target = new Vector3();
  3938. }
  3939. return target.copy( point ).clamp( this.min, this.max );
  3940. },
  3941. distanceToPoint: function ( point ) {
  3942. var clampedPoint = _vector$2.copy( point ).clamp( this.min, this.max );
  3943. return clampedPoint.sub( point ).length();
  3944. },
  3945. getBoundingSphere: function ( target ) {
  3946. if ( target === undefined ) {
  3947. console.error( 'THREE.Box3: .getBoundingSphere() target is now required' );
  3948. //target = new Sphere(); // removed to avoid cyclic dependency
  3949. }
  3950. this.getCenter( target.center );
  3951. target.radius = this.getSize( _vector$2 ).length() * 0.5;
  3952. return target;
  3953. },
  3954. intersect: function ( box ) {
  3955. this.min.max( box.min );
  3956. this.max.min( box.max );
  3957. // 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.
  3958. if ( this.isEmpty() ) { this.makeEmpty(); }
  3959. return this;
  3960. },
  3961. union: function ( box ) {
  3962. this.min.min( box.min );
  3963. this.max.max( box.max );
  3964. return this;
  3965. },
  3966. applyMatrix4: function ( matrix ) {
  3967. // transform of empty box is an empty box.
  3968. if ( this.isEmpty() ) { return this; }
  3969. // NOTE: I am using a binary pattern to specify all 2^3 combinations below
  3970. _points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
  3971. _points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
  3972. _points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
  3973. _points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
  3974. _points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
  3975. _points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
  3976. _points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
  3977. _points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
  3978. this.setFromPoints( _points );
  3979. return this;
  3980. },
  3981. translate: function ( offset ) {
  3982. this.min.add( offset );
  3983. this.max.add( offset );
  3984. return this;
  3985. },
  3986. equals: function ( box ) {
  3987. return box.min.equals( this.min ) && box.max.equals( this.max );
  3988. }
  3989. } );
  3990. function satForAxes( axes, v0, v1, v2, extents ) {
  3991. var i, j;
  3992. for ( i = 0, j = axes.length - 3; i <= j; i += 3 ) {
  3993. _testAxis.fromArray( axes, i );
  3994. // project the aabb onto the seperating axis
  3995. var r = extents.x * Math.abs( _testAxis.x ) + extents.y * Math.abs( _testAxis.y ) + extents.z * Math.abs( _testAxis.z );
  3996. // project all 3 vertices of the triangle onto the seperating axis
  3997. var p0 = v0.dot( _testAxis );
  3998. var p1 = v1.dot( _testAxis );
  3999. var p2 = v2.dot( _testAxis );
  4000. // actual test, basically see if either of the most extreme of the triangle points intersects r
  4001. if ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {
  4002. // points of the projected triangle are outside the projected half-length of the aabb
  4003. // the axis is seperating and we can exit
  4004. return false;
  4005. }
  4006. }
  4007. return true;
  4008. }
  4009. var _box$1 = new Box3();
  4010. /**
  4011. * @author bhouston / http://clara.io
  4012. * @author mrdoob / http://mrdoob.com/
  4013. */
  4014. function Sphere( center, radius ) {
  4015. this.center = ( center !== undefined ) ? center : new Vector3();
  4016. this.radius = ( radius !== undefined ) ? radius : 0;
  4017. }
  4018. Object.assign( Sphere.prototype, {
  4019. set: function ( center, radius ) {
  4020. this.center.copy( center );
  4021. this.radius = radius;
  4022. return this;
  4023. },
  4024. setFromPoints: function ( points, optionalCenter ) {
  4025. var center = this.center;
  4026. if ( optionalCenter !== undefined ) {
  4027. center.copy( optionalCenter );
  4028. } else {
  4029. _box$1.setFromPoints( points ).getCenter( center );
  4030. }
  4031. var maxRadiusSq = 0;
  4032. for ( var i = 0, il = points.length; i < il; i ++ ) {
  4033. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );
  4034. }
  4035. this.radius = Math.sqrt( maxRadiusSq );
  4036. return this;
  4037. },
  4038. clone: function () {
  4039. return new this.constructor().copy( this );
  4040. },
  4041. copy: function ( sphere ) {
  4042. this.center.copy( sphere.center );
  4043. this.radius = sphere.radius;
  4044. return this;
  4045. },
  4046. empty: function () {
  4047. return ( this.radius <= 0 );
  4048. },
  4049. containsPoint: function ( point ) {
  4050. return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
  4051. },
  4052. distanceToPoint: function ( point ) {
  4053. return ( point.distanceTo( this.center ) - this.radius );
  4054. },
  4055. intersectsSphere: function ( sphere ) {
  4056. var radiusSum = this.radius + sphere.radius;
  4057. return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
  4058. },
  4059. intersectsBox: function ( box ) {
  4060. return box.intersectsSphere( this );
  4061. },
  4062. intersectsPlane: function ( plane ) {
  4063. return Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius;
  4064. },
  4065. clampPoint: function ( point, target ) {
  4066. var deltaLengthSq = this.center.distanceToSquared( point );
  4067. if ( target === undefined ) {
  4068. console.warn( 'THREE.Sphere: .clampPoint() target is now required' );
  4069. target = new Vector3();
  4070. }
  4071. target.copy( point );
  4072. if ( deltaLengthSq > ( this.radius * this.radius ) ) {
  4073. target.sub( this.center ).normalize();
  4074. target.multiplyScalar( this.radius ).add( this.center );
  4075. }
  4076. return target;
  4077. },
  4078. getBoundingBox: function ( target ) {
  4079. if ( target === undefined ) {
  4080. console.warn( 'THREE.Sphere: .getBoundingBox() target is now required' );
  4081. target = new Box3();
  4082. }
  4083. target.set( this.center, this.center );
  4084. target.expandByScalar( this.radius );
  4085. return target;
  4086. },
  4087. applyMatrix4: function ( matrix ) {
  4088. this.center.applyMatrix4( matrix );
  4089. this.radius = this.radius * matrix.getMaxScaleOnAxis();
  4090. return this;
  4091. },
  4092. translate: function ( offset ) {
  4093. this.center.add( offset );
  4094. return this;
  4095. },
  4096. equals: function ( sphere ) {
  4097. return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
  4098. }
  4099. } );
  4100. var _vector$3 = new Vector3();
  4101. var _segCenter = new Vector3();
  4102. var _segDir = new Vector3();
  4103. var _diff = new Vector3();
  4104. var _edge1 = new Vector3();
  4105. var _edge2 = new Vector3();
  4106. var _normal = new Vector3();
  4107. /**
  4108. * @author bhouston / http://clara.io
  4109. */
  4110. function Ray( origin, direction ) {
  4111. this.origin = ( origin !== undefined ) ? origin : new Vector3();
  4112. this.direction = ( direction !== undefined ) ? direction : new Vector3( 0, 0, - 1 );
  4113. }
  4114. Object.assign( Ray.prototype, {
  4115. set: function ( origin, direction ) {
  4116. this.origin.copy( origin );
  4117. this.direction.copy( direction );
  4118. return this;
  4119. },
  4120. clone: function () {
  4121. return new this.constructor().copy( this );
  4122. },
  4123. copy: function ( ray ) {
  4124. this.origin.copy( ray.origin );
  4125. this.direction.copy( ray.direction );
  4126. return this;
  4127. },
  4128. at: function ( t, target ) {
  4129. if ( target === undefined ) {
  4130. console.warn( 'THREE.Ray: .at() target is now required' );
  4131. target = new Vector3();
  4132. }
  4133. return target.copy( this.direction ).multiplyScalar( t ).add( this.origin );
  4134. },
  4135. lookAt: function ( v ) {
  4136. this.direction.copy( v ).sub( this.origin ).normalize();
  4137. return this;
  4138. },
  4139. recast: function ( t ) {
  4140. this.origin.copy( this.at( t, _vector$3 ) );
  4141. return this;
  4142. },
  4143. closestPointToPoint: function ( point, target ) {
  4144. if ( target === undefined ) {
  4145. console.warn( 'THREE.Ray: .closestPointToPoint() target is now required' );
  4146. target = new Vector3();
  4147. }
  4148. target.subVectors( point, this.origin );
  4149. var directionDistance = target.dot( this.direction );
  4150. if ( directionDistance < 0 ) {
  4151. return target.copy( this.origin );
  4152. }
  4153. return target.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  4154. },
  4155. distanceToPoint: function ( point ) {
  4156. return Math.sqrt( this.distanceSqToPoint( point ) );
  4157. },
  4158. distanceSqToPoint: function ( point ) {
  4159. var directionDistance = _vector$3.subVectors( point, this.origin ).dot( this.direction );
  4160. // point behind the ray
  4161. if ( directionDistance < 0 ) {
  4162. return this.origin.distanceToSquared( point );
  4163. }
  4164. _vector$3.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  4165. return _vector$3.distanceToSquared( point );
  4166. },
  4167. distanceSqToSegment: function ( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
  4168. // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteDistRaySegment.h
  4169. // It returns the min distance between the ray and the segment
  4170. // defined by v0 and v1
  4171. // It can also set two optional targets :
  4172. // - The closest point on the ray
  4173. // - The closest point on the segment
  4174. _segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );
  4175. _segDir.copy( v1 ).sub( v0 ).normalize();
  4176. _diff.copy( this.origin ).sub( _segCenter );
  4177. var segExtent = v0.distanceTo( v1 ) * 0.5;
  4178. var a01 = - this.direction.dot( _segDir );
  4179. var b0 = _diff.dot( this.direction );
  4180. var b1 = - _diff.dot( _segDir );
  4181. var c = _diff.lengthSq();
  4182. var det = Math.abs( 1 - a01 * a01 );
  4183. var s0, s1, sqrDist, extDet;
  4184. if ( det > 0 ) {
  4185. // The ray and segment are not parallel.
  4186. s0 = a01 * b1 - b0;
  4187. s1 = a01 * b0 - b1;
  4188. extDet = segExtent * det;
  4189. if ( s0 >= 0 ) {
  4190. if ( s1 >= - extDet ) {
  4191. if ( s1 <= extDet ) {
  4192. // region 0
  4193. // Minimum at interior points of ray and segment.
  4194. var invDet = 1 / det;
  4195. s0 *= invDet;
  4196. s1 *= invDet;
  4197. sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
  4198. } else {
  4199. // region 1
  4200. s1 = segExtent;
  4201. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4202. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4203. }
  4204. } else {
  4205. // region 5
  4206. s1 = - segExtent;
  4207. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4208. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4209. }
  4210. } else {
  4211. if ( s1 <= - extDet ) {
  4212. // region 4
  4213. s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
  4214. s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4215. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4216. } else if ( s1 <= extDet ) {
  4217. // region 3
  4218. s0 = 0;
  4219. s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4220. sqrDist = s1 * ( s1 + 2 * b1 ) + c;
  4221. } else {
  4222. // region 2
  4223. s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
  4224. s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4225. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4226. }
  4227. }
  4228. } else {
  4229. // Ray and segment are parallel.
  4230. s1 = ( a01 > 0 ) ? - segExtent : segExtent;
  4231. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4232. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4233. }
  4234. if ( optionalPointOnRay ) {
  4235. optionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin );
  4236. }
  4237. if ( optionalPointOnSegment ) {
  4238. optionalPointOnSegment.copy( _segDir ).multiplyScalar( s1 ).add( _segCenter );
  4239. }
  4240. return sqrDist;
  4241. },
  4242. intersectSphere: function ( sphere, target ) {
  4243. _vector$3.subVectors( sphere.center, this.origin );
  4244. var tca = _vector$3.dot( this.direction );
  4245. var d2 = _vector$3.dot( _vector$3 ) - tca * tca;
  4246. var radius2 = sphere.radius * sphere.radius;
  4247. if ( d2 > radius2 ) { return null; }
  4248. var thc = Math.sqrt( radius2 - d2 );
  4249. // t0 = first intersect point - entrance on front of sphere
  4250. var t0 = tca - thc;
  4251. // t1 = second intersect point - exit point on back of sphere
  4252. var t1 = tca + thc;
  4253. // test to see if both t0 and t1 are behind the ray - if so, return null
  4254. if ( t0 < 0 && t1 < 0 ) { return null; }
  4255. // test to see if t0 is behind the ray:
  4256. // if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
  4257. // in order to always return an intersect point that is in front of the ray.
  4258. if ( t0 < 0 ) { return this.at( t1, target ); }
  4259. // else t0 is in front of the ray, so return the first collision point scaled by t0
  4260. return this.at( t0, target );
  4261. },
  4262. intersectsSphere: function ( sphere ) {
  4263. return this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius );
  4264. },
  4265. distanceToPlane: function ( plane ) {
  4266. var denominator = plane.normal.dot( this.direction );
  4267. if ( denominator === 0 ) {
  4268. // line is coplanar, return origin
  4269. if ( plane.distanceToPoint( this.origin ) === 0 ) {
  4270. return 0;
  4271. }
  4272. // Null is preferable to undefined since undefined means.... it is undefined
  4273. return null;
  4274. }
  4275. var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
  4276. // Return if the ray never intersects the plane
  4277. return t >= 0 ? t : null;
  4278. },
  4279. intersectPlane: function ( plane, target ) {
  4280. var t = this.distanceToPlane( plane );
  4281. if ( t === null ) {
  4282. return null;
  4283. }
  4284. return this.at( t, target );
  4285. },
  4286. intersectsPlane: function ( plane ) {
  4287. // check if the ray lies on the plane first
  4288. var distToPoint = plane.distanceToPoint( this.origin );
  4289. if ( distToPoint === 0 ) {
  4290. return true;
  4291. }
  4292. var denominator = plane.normal.dot( this.direction );
  4293. if ( denominator * distToPoint < 0 ) {
  4294. return true;
  4295. }
  4296. // ray origin is behind the plane (and is pointing behind it)
  4297. return false;
  4298. },
  4299. intersectBox: function ( box, target ) {
  4300. var tmin, tmax, tymin, tymax, tzmin, tzmax;
  4301. var invdirx = 1 / this.direction.x,
  4302. invdiry = 1 / this.direction.y,
  4303. invdirz = 1 / this.direction.z;
  4304. var origin = this.origin;
  4305. if ( invdirx >= 0 ) {
  4306. tmin = ( box.min.x - origin.x ) * invdirx;
  4307. tmax = ( box.max.x - origin.x ) * invdirx;
  4308. } else {
  4309. tmin = ( box.max.x - origin.x ) * invdirx;
  4310. tmax = ( box.min.x - origin.x ) * invdirx;
  4311. }
  4312. if ( invdiry >= 0 ) {
  4313. tymin = ( box.min.y - origin.y ) * invdiry;
  4314. tymax = ( box.max.y - origin.y ) * invdiry;
  4315. } else {
  4316. tymin = ( box.max.y - origin.y ) * invdiry;
  4317. tymax = ( box.min.y - origin.y ) * invdiry;
  4318. }
  4319. if ( ( tmin > tymax ) || ( tymin > tmax ) ) { return null; }
  4320. // These lines also handle the case where tmin or tmax is NaN
  4321. // (result of 0 * Infinity). x !== x returns true if x is NaN
  4322. if ( tymin > tmin || tmin !== tmin ) { tmin = tymin; }
  4323. if ( tymax < tmax || tmax !== tmax ) { tmax = tymax; }
  4324. if ( invdirz >= 0 ) {
  4325. tzmin = ( box.min.z - origin.z ) * invdirz;
  4326. tzmax = ( box.max.z - origin.z ) * invdirz;
  4327. } else {
  4328. tzmin = ( box.max.z - origin.z ) * invdirz;
  4329. tzmax = ( box.min.z - origin.z ) * invdirz;
  4330. }
  4331. if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) { return null; }
  4332. if ( tzmin > tmin || tmin !== tmin ) { tmin = tzmin; }
  4333. if ( tzmax < tmax || tmax !== tmax ) { tmax = tzmax; }
  4334. //return point closest to the ray (positive side)
  4335. if ( tmax < 0 ) { return null; }
  4336. return this.at( tmin >= 0 ? tmin : tmax, target );
  4337. },
  4338. intersectsBox: function ( box ) {
  4339. return this.intersectBox( box, _vector$3 ) !== null;
  4340. },
  4341. intersectTriangle: function ( a, b, c, backfaceCulling, target ) {
  4342. // Compute the offset origin, edges, and normal.
  4343. // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h
  4344. _edge1.subVectors( b, a );
  4345. _edge2.subVectors( c, a );
  4346. _normal.crossVectors( _edge1, _edge2 );
  4347. // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
  4348. // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
  4349. // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
  4350. // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
  4351. // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
  4352. var DdN = this.direction.dot( _normal );
  4353. var sign;
  4354. if ( DdN > 0 ) {
  4355. if ( backfaceCulling ) { return null; }
  4356. sign = 1;
  4357. } else if ( DdN < 0 ) {
  4358. sign = - 1;
  4359. DdN = - DdN;
  4360. } else {
  4361. return null;
  4362. }
  4363. _diff.subVectors( this.origin, a );
  4364. var DdQxE2 = sign * this.direction.dot( _edge2.crossVectors( _diff, _edge2 ) );
  4365. // b1 < 0, no intersection
  4366. if ( DdQxE2 < 0 ) {
  4367. return null;
  4368. }
  4369. var DdE1xQ = sign * this.direction.dot( _edge1.cross( _diff ) );
  4370. // b2 < 0, no intersection
  4371. if ( DdE1xQ < 0 ) {
  4372. return null;
  4373. }
  4374. // b1+b2 > 1, no intersection
  4375. if ( DdQxE2 + DdE1xQ > DdN ) {
  4376. return null;
  4377. }
  4378. // Line intersects triangle, check if ray does.
  4379. var QdN = - sign * _diff.dot( _normal );
  4380. // t < 0, no intersection
  4381. if ( QdN < 0 ) {
  4382. return null;
  4383. }
  4384. // Ray intersects triangle.
  4385. return this.at( QdN / DdN, target );
  4386. },
  4387. applyMatrix4: function ( matrix4 ) {
  4388. this.origin.applyMatrix4( matrix4 );
  4389. this.direction.transformDirection( matrix4 );
  4390. return this;
  4391. },
  4392. equals: function ( ray ) {
  4393. return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
  4394. }
  4395. } );
  4396. /**
  4397. * @author bhouston / http://clara.io
  4398. */
  4399. var _vector1 = new Vector3();
  4400. var _vector2 = new Vector3();
  4401. var _normalMatrix = new Matrix3();
  4402. function Plane( normal, constant ) {
  4403. // normal is assumed to be normalized
  4404. this.normal = ( normal !== undefined ) ? normal : new Vector3( 1, 0, 0 );
  4405. this.constant = ( constant !== undefined ) ? constant : 0;
  4406. }
  4407. Object.assign( Plane.prototype, {
  4408. isPlane: true,
  4409. set: function ( normal, constant ) {
  4410. this.normal.copy( normal );
  4411. this.constant = constant;
  4412. return this;
  4413. },
  4414. setComponents: function ( x, y, z, w ) {
  4415. this.normal.set( x, y, z );
  4416. this.constant = w;
  4417. return this;
  4418. },
  4419. setFromNormalAndCoplanarPoint: function ( normal, point ) {
  4420. this.normal.copy( normal );
  4421. this.constant = - point.dot( this.normal );
  4422. return this;
  4423. },
  4424. setFromCoplanarPoints: function ( a, b, c ) {
  4425. var normal = _vector1.subVectors( c, b ).cross( _vector2.subVectors( a, b ) ).normalize();
  4426. // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
  4427. this.setFromNormalAndCoplanarPoint( normal, a );
  4428. return this;
  4429. },
  4430. clone: function () {
  4431. return new this.constructor().copy( this );
  4432. },
  4433. copy: function ( plane ) {
  4434. this.normal.copy( plane.normal );
  4435. this.constant = plane.constant;
  4436. return this;
  4437. },
  4438. normalize: function () {
  4439. // Note: will lead to a divide by zero if the plane is invalid.
  4440. var inverseNormalLength = 1.0 / this.normal.length();
  4441. this.normal.multiplyScalar( inverseNormalLength );
  4442. this.constant *= inverseNormalLength;
  4443. return this;
  4444. },
  4445. negate: function () {
  4446. this.constant *= - 1;
  4447. this.normal.negate();
  4448. return this;
  4449. },
  4450. distanceToPoint: function ( point ) {
  4451. return this.normal.dot( point ) + this.constant;
  4452. },
  4453. distanceToSphere: function ( sphere ) {
  4454. return this.distanceToPoint( sphere.center ) - sphere.radius;
  4455. },
  4456. projectPoint: function ( point, target ) {
  4457. if ( target === undefined ) {
  4458. console.warn( 'THREE.Plane: .projectPoint() target is now required' );
  4459. target = new Vector3();
  4460. }
  4461. return target.copy( this.normal ).multiplyScalar( - this.distanceToPoint( point ) ).add( point );
  4462. },
  4463. intersectLine: function ( line, target ) {
  4464. if ( target === undefined ) {
  4465. console.warn( 'THREE.Plane: .intersectLine() target is now required' );
  4466. target = new Vector3();
  4467. }
  4468. var direction = line.delta( _vector1 );
  4469. var denominator = this.normal.dot( direction );
  4470. if ( denominator === 0 ) {
  4471. // line is coplanar, return origin
  4472. if ( this.distanceToPoint( line.start ) === 0 ) {
  4473. return target.copy( line.start );
  4474. }
  4475. // Unsure if this is the correct method to handle this case.
  4476. return undefined;
  4477. }
  4478. var t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
  4479. if ( t < 0 || t > 1 ) {
  4480. return undefined;
  4481. }
  4482. return target.copy( direction ).multiplyScalar( t ).add( line.start );
  4483. },
  4484. intersectsLine: function ( line ) {
  4485. // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
  4486. var startSign = this.distanceToPoint( line.start );
  4487. var endSign = this.distanceToPoint( line.end );
  4488. return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
  4489. },
  4490. intersectsBox: function ( box ) {
  4491. return box.intersectsPlane( this );
  4492. },
  4493. intersectsSphere: function ( sphere ) {
  4494. return sphere.intersectsPlane( this );
  4495. },
  4496. coplanarPoint: function ( target ) {
  4497. if ( target === undefined ) {
  4498. console.warn( 'THREE.Plane: .coplanarPoint() target is now required' );
  4499. target = new Vector3();
  4500. }
  4501. return target.copy( this.normal ).multiplyScalar( - this.constant );
  4502. },
  4503. applyMatrix4: function ( matrix, optionalNormalMatrix ) {
  4504. var normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix );
  4505. var referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix );
  4506. var normal = this.normal.applyMatrix3( normalMatrix ).normalize();
  4507. this.constant = - referencePoint.dot( normal );
  4508. return this;
  4509. },
  4510. translate: function ( offset ) {
  4511. this.constant -= offset.dot( this.normal );
  4512. return this;
  4513. },
  4514. equals: function ( plane ) {
  4515. return plane.normal.equals( this.normal ) && ( plane.constant === this.constant );
  4516. }
  4517. } );
  4518. /**
  4519. * @author bhouston / http://clara.io
  4520. * @author mrdoob / http://mrdoob.com/
  4521. */
  4522. var _v0$1 = new Vector3();
  4523. var _v1$3 = new Vector3();
  4524. var _v2$1 = new Vector3();
  4525. var _v3 = new Vector3();
  4526. var _vab = new Vector3();
  4527. var _vac = new Vector3();
  4528. var _vbc = new Vector3();
  4529. var _vap = new Vector3();
  4530. var _vbp = new Vector3();
  4531. var _vcp = new Vector3();
  4532. function Triangle( a, b, c ) {
  4533. this.a = ( a !== undefined ) ? a : new Vector3();
  4534. this.b = ( b !== undefined ) ? b : new Vector3();
  4535. this.c = ( c !== undefined ) ? c : new Vector3();
  4536. }
  4537. Object.assign( Triangle, {
  4538. getNormal: function ( a, b, c, target ) {
  4539. if ( target === undefined ) {
  4540. console.warn( 'THREE.Triangle: .getNormal() target is now required' );
  4541. target = new Vector3();
  4542. }
  4543. target.subVectors( c, b );
  4544. _v0$1.subVectors( a, b );
  4545. target.cross( _v0$1 );
  4546. var targetLengthSq = target.lengthSq();
  4547. if ( targetLengthSq > 0 ) {
  4548. return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );
  4549. }
  4550. return target.set( 0, 0, 0 );
  4551. },
  4552. // static/instance method to calculate barycentric coordinates
  4553. // based on: http://www.blackpawn.com/texts/pointinpoly/default.html
  4554. getBarycoord: function ( point, a, b, c, target ) {
  4555. _v0$1.subVectors( c, a );
  4556. _v1$3.subVectors( b, a );
  4557. _v2$1.subVectors( point, a );
  4558. var dot00 = _v0$1.dot( _v0$1 );
  4559. var dot01 = _v0$1.dot( _v1$3 );
  4560. var dot02 = _v0$1.dot( _v2$1 );
  4561. var dot11 = _v1$3.dot( _v1$3 );
  4562. var dot12 = _v1$3.dot( _v2$1 );
  4563. var denom = ( dot00 * dot11 - dot01 * dot01 );
  4564. if ( target === undefined ) {
  4565. console.warn( 'THREE.Triangle: .getBarycoord() target is now required' );
  4566. target = new Vector3();
  4567. }
  4568. // collinear or singular triangle
  4569. if ( denom === 0 ) {
  4570. // arbitrary location outside of triangle?
  4571. // not sure if this is the best idea, maybe should be returning undefined
  4572. return target.set( - 2, - 1, - 1 );
  4573. }
  4574. var invDenom = 1 / denom;
  4575. var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
  4576. var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
  4577. // barycentric coordinates must always sum to 1
  4578. return target.set( 1 - u - v, v, u );
  4579. },
  4580. containsPoint: function ( point, a, b, c ) {
  4581. Triangle.getBarycoord( point, a, b, c, _v3 );
  4582. return ( _v3.x >= 0 ) && ( _v3.y >= 0 ) && ( ( _v3.x + _v3.y ) <= 1 );
  4583. },
  4584. getUV: function ( point, p1, p2, p3, uv1, uv2, uv3, target ) {
  4585. this.getBarycoord( point, p1, p2, p3, _v3 );
  4586. target.set( 0, 0 );
  4587. target.addScaledVector( uv1, _v3.x );
  4588. target.addScaledVector( uv2, _v3.y );
  4589. target.addScaledVector( uv3, _v3.z );
  4590. return target;
  4591. },
  4592. isFrontFacing: function ( a, b, c, direction ) {
  4593. _v0$1.subVectors( c, b );
  4594. _v1$3.subVectors( a, b );
  4595. // strictly front facing
  4596. return ( _v0$1.cross( _v1$3 ).dot( direction ) < 0 ) ? true : false;
  4597. }
  4598. } );
  4599. Object.assign( Triangle.prototype, {
  4600. set: function ( a, b, c ) {
  4601. this.a.copy( a );
  4602. this.b.copy( b );
  4603. this.c.copy( c );
  4604. return this;
  4605. },
  4606. setFromPointsAndIndices: function ( points, i0, i1, i2 ) {
  4607. this.a.copy( points[ i0 ] );
  4608. this.b.copy( points[ i1 ] );
  4609. this.c.copy( points[ i2 ] );
  4610. return this;
  4611. },
  4612. clone: function () {
  4613. return new this.constructor().copy( this );
  4614. },
  4615. copy: function ( triangle ) {
  4616. this.a.copy( triangle.a );
  4617. this.b.copy( triangle.b );
  4618. this.c.copy( triangle.c );
  4619. return this;
  4620. },
  4621. getArea: function () {
  4622. _v0$1.subVectors( this.c, this.b );
  4623. _v1$3.subVectors( this.a, this.b );
  4624. return _v0$1.cross( _v1$3 ).length() * 0.5;
  4625. },
  4626. getMidpoint: function ( target ) {
  4627. if ( target === undefined ) {
  4628. console.warn( 'THREE.Triangle: .getMidpoint() target is now required' );
  4629. target = new Vector3();
  4630. }
  4631. return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
  4632. },
  4633. getNormal: function ( target ) {
  4634. return Triangle.getNormal( this.a, this.b, this.c, target );
  4635. },
  4636. getPlane: function ( target ) {
  4637. if ( target === undefined ) {
  4638. console.warn( 'THREE.Triangle: .getPlane() target is now required' );
  4639. target = new Plane();
  4640. }
  4641. return target.setFromCoplanarPoints( this.a, this.b, this.c );
  4642. },
  4643. getBarycoord: function ( point, target ) {
  4644. return Triangle.getBarycoord( point, this.a, this.b, this.c, target );
  4645. },
  4646. getUV: function ( point, uv1, uv2, uv3, target ) {
  4647. return Triangle.getUV( point, this.a, this.b, this.c, uv1, uv2, uv3, target );
  4648. },
  4649. containsPoint: function ( point ) {
  4650. return Triangle.containsPoint( point, this.a, this.b, this.c );
  4651. },
  4652. isFrontFacing: function ( direction ) {
  4653. return Triangle.isFrontFacing( this.a, this.b, this.c, direction );
  4654. },
  4655. intersectsBox: function ( box ) {
  4656. return box.intersectsTriangle( this );
  4657. },
  4658. closestPointToPoint: function ( p, target ) {
  4659. if ( target === undefined ) {
  4660. console.warn( 'THREE.Triangle: .closestPointToPoint() target is now required' );
  4661. target = new Vector3();
  4662. }
  4663. var a = this.a, b = this.b, c = this.c;
  4664. var v, w;
  4665. // algorithm thanks to Real-Time Collision Detection by Christer Ericson,
  4666. // published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,
  4667. // under the accompanying license; see chapter 5.1.5 for detailed explanation.
  4668. // basically, we're distinguishing which of the voronoi regions of the triangle
  4669. // the point lies in with the minimum amount of redundant computation.
  4670. _vab.subVectors( b, a );
  4671. _vac.subVectors( c, a );
  4672. _vap.subVectors( p, a );
  4673. var d1 = _vab.dot( _vap );
  4674. var d2 = _vac.dot( _vap );
  4675. if ( d1 <= 0 && d2 <= 0 ) {
  4676. // vertex region of A; barycentric coords (1, 0, 0)
  4677. return target.copy( a );
  4678. }
  4679. _vbp.subVectors( p, b );
  4680. var d3 = _vab.dot( _vbp );
  4681. var d4 = _vac.dot( _vbp );
  4682. if ( d3 >= 0 && d4 <= d3 ) {
  4683. // vertex region of B; barycentric coords (0, 1, 0)
  4684. return target.copy( b );
  4685. }
  4686. var vc = d1 * d4 - d3 * d2;
  4687. if ( vc <= 0 && d1 >= 0 && d3 <= 0 ) {
  4688. v = d1 / ( d1 - d3 );
  4689. // edge region of AB; barycentric coords (1-v, v, 0)
  4690. return target.copy( a ).addScaledVector( _vab, v );
  4691. }
  4692. _vcp.subVectors( p, c );
  4693. var d5 = _vab.dot( _vcp );
  4694. var d6 = _vac.dot( _vcp );
  4695. if ( d6 >= 0 && d5 <= d6 ) {
  4696. // vertex region of C; barycentric coords (0, 0, 1)
  4697. return target.copy( c );
  4698. }
  4699. var vb = d5 * d2 - d1 * d6;
  4700. if ( vb <= 0 && d2 >= 0 && d6 <= 0 ) {
  4701. w = d2 / ( d2 - d6 );
  4702. // edge region of AC; barycentric coords (1-w, 0, w)
  4703. return target.copy( a ).addScaledVector( _vac, w );
  4704. }
  4705. var va = d3 * d6 - d5 * d4;
  4706. if ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) {
  4707. _vbc.subVectors( c, b );
  4708. w = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) );
  4709. // edge region of BC; barycentric coords (0, 1-w, w)
  4710. return target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC
  4711. }
  4712. // face region
  4713. var denom = 1 / ( va + vb + vc );
  4714. // u = va * denom
  4715. v = vb * denom;
  4716. w = vc * denom;
  4717. return target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w );
  4718. },
  4719. equals: function ( triangle ) {
  4720. return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
  4721. }
  4722. } );
  4723. /**
  4724. * @author mrdoob / http://mrdoob.com/
  4725. */
  4726. var _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,
  4727. 'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,
  4728. 'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,
  4729. 'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,
  4730. 'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,
  4731. 'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,
  4732. 'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,
  4733. 'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,
  4734. 'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,
  4735. 'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,
  4736. 'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,
  4737. 'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,
  4738. 'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,
  4739. 'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,
  4740. 'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,
  4741. 'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,
  4742. 'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,
  4743. 'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,
  4744. 'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,
  4745. 'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,
  4746. 'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,
  4747. 'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,
  4748. 'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,
  4749. 'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };
  4750. var _hslA = { h: 0, s: 0, l: 0 };
  4751. var _hslB = { h: 0, s: 0, l: 0 };
  4752. function Color( r, g, b ) {
  4753. if ( g === undefined && b === undefined ) {
  4754. // r is THREE.Color, hex or string
  4755. return this.set( r );
  4756. }
  4757. return this.setRGB( r, g, b );
  4758. }
  4759. function hue2rgb( p, q, t ) {
  4760. if ( t < 0 ) { t += 1; }
  4761. if ( t > 1 ) { t -= 1; }
  4762. if ( t < 1 / 6 ) { return p + ( q - p ) * 6 * t; }
  4763. if ( t < 1 / 2 ) { return q; }
  4764. if ( t < 2 / 3 ) { return p + ( q - p ) * 6 * ( 2 / 3 - t ); }
  4765. return p;
  4766. }
  4767. function SRGBToLinear( c ) {
  4768. return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );
  4769. }
  4770. function LinearToSRGB( c ) {
  4771. return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;
  4772. }
  4773. Object.assign( Color.prototype, {
  4774. isColor: true,
  4775. r: 1, g: 1, b: 1,
  4776. set: function ( value ) {
  4777. if ( value && value.isColor ) {
  4778. this.copy( value );
  4779. } else if ( typeof value === 'number' ) {
  4780. this.setHex( value );
  4781. } else if ( typeof value === 'string' ) {
  4782. this.setStyle( value );
  4783. }
  4784. return this;
  4785. },
  4786. setScalar: function ( scalar ) {
  4787. this.r = scalar;
  4788. this.g = scalar;
  4789. this.b = scalar;
  4790. return this;
  4791. },
  4792. setHex: function ( hex ) {
  4793. hex = Math.floor( hex );
  4794. this.r = ( hex >> 16 & 255 ) / 255;
  4795. this.g = ( hex >> 8 & 255 ) / 255;
  4796. this.b = ( hex & 255 ) / 255;
  4797. return this;
  4798. },
  4799. setRGB: function ( r, g, b ) {
  4800. this.r = r;
  4801. this.g = g;
  4802. this.b = b;
  4803. return this;
  4804. },
  4805. setHSL: function ( h, s, l ) {
  4806. // h,s,l ranges are in 0.0 - 1.0
  4807. h = _Math.euclideanModulo( h, 1 );
  4808. s = _Math.clamp( s, 0, 1 );
  4809. l = _Math.clamp( l, 0, 1 );
  4810. if ( s === 0 ) {
  4811. this.r = this.g = this.b = l;
  4812. } else {
  4813. var p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
  4814. var q = ( 2 * l ) - p;
  4815. this.r = hue2rgb( q, p, h + 1 / 3 );
  4816. this.g = hue2rgb( q, p, h );
  4817. this.b = hue2rgb( q, p, h - 1 / 3 );
  4818. }
  4819. return this;
  4820. },
  4821. setStyle: function ( style ) {
  4822. function handleAlpha( string ) {
  4823. if ( string === undefined ) { return; }
  4824. if ( parseFloat( string ) < 1 ) {
  4825. console.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' );
  4826. }
  4827. }
  4828. var m;
  4829. if ( m = /^((?:rgb|hsl)a?)\(\s*([^\)]*)\)/.exec( style ) ) {
  4830. // rgb / hsl
  4831. var color;
  4832. var name = m[ 1 ];
  4833. var components = m[ 2 ];
  4834. switch ( name ) {
  4835. case 'rgb':
  4836. case 'rgba':
  4837. if ( color = /^(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4838. // rgb(255,0,0) rgba(255,0,0,0.5)
  4839. this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255;
  4840. this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255;
  4841. this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255;
  4842. handleAlpha( color[ 5 ] );
  4843. return this;
  4844. }
  4845. if ( color = /^(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4846. // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)
  4847. this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;
  4848. this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;
  4849. this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;
  4850. handleAlpha( color[ 5 ] );
  4851. return this;
  4852. }
  4853. break;
  4854. case 'hsl':
  4855. case 'hsla':
  4856. if ( color = /^([0-9]*\.?[0-9]+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4857. // hsl(120,50%,50%) hsla(120,50%,50%,0.5)
  4858. var h = parseFloat( color[ 1 ] ) / 360;
  4859. var s = parseInt( color[ 2 ], 10 ) / 100;
  4860. var l = parseInt( color[ 3 ], 10 ) / 100;
  4861. handleAlpha( color[ 5 ] );
  4862. return this.setHSL( h, s, l );
  4863. }
  4864. break;
  4865. }
  4866. } else if ( m = /^\#([A-Fa-f0-9]+)$/.exec( style ) ) {
  4867. // hex color
  4868. var hex = m[ 1 ];
  4869. var size = hex.length;
  4870. if ( size === 3 ) {
  4871. // #ff0
  4872. this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 0 ), 16 ) / 255;
  4873. this.g = parseInt( hex.charAt( 1 ) + hex.charAt( 1 ), 16 ) / 255;
  4874. this.b = parseInt( hex.charAt( 2 ) + hex.charAt( 2 ), 16 ) / 255;
  4875. return this;
  4876. } else if ( size === 6 ) {
  4877. // #ff0000
  4878. this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 1 ), 16 ) / 255;
  4879. this.g = parseInt( hex.charAt( 2 ) + hex.charAt( 3 ), 16 ) / 255;
  4880. this.b = parseInt( hex.charAt( 4 ) + hex.charAt( 5 ), 16 ) / 255;
  4881. return this;
  4882. }
  4883. }
  4884. if ( style && style.length > 0 ) {
  4885. return this.setColorName( style );
  4886. }
  4887. return this;
  4888. },
  4889. setColorName: function ( style ) {
  4890. // color keywords
  4891. var hex = _colorKeywords[ style ];
  4892. if ( hex !== undefined ) {
  4893. // red
  4894. this.setHex( hex );
  4895. } else {
  4896. // unknown color
  4897. console.warn( 'THREE.Color: Unknown color ' + style );
  4898. }
  4899. return this;
  4900. },
  4901. clone: function () {
  4902. return new this.constructor( this.r, this.g, this.b );
  4903. },
  4904. copy: function ( color ) {
  4905. this.r = color.r;
  4906. this.g = color.g;
  4907. this.b = color.b;
  4908. return this;
  4909. },
  4910. copyGammaToLinear: function ( color, gammaFactor ) {
  4911. if ( gammaFactor === undefined ) { gammaFactor = 2.0; }
  4912. this.r = Math.pow( color.r, gammaFactor );
  4913. this.g = Math.pow( color.g, gammaFactor );
  4914. this.b = Math.pow( color.b, gammaFactor );
  4915. return this;
  4916. },
  4917. copyLinearToGamma: function ( color, gammaFactor ) {
  4918. if ( gammaFactor === undefined ) { gammaFactor = 2.0; }
  4919. var safeInverse = ( gammaFactor > 0 ) ? ( 1.0 / gammaFactor ) : 1.0;
  4920. this.r = Math.pow( color.r, safeInverse );
  4921. this.g = Math.pow( color.g, safeInverse );
  4922. this.b = Math.pow( color.b, safeInverse );
  4923. return this;
  4924. },
  4925. convertGammaToLinear: function ( gammaFactor ) {
  4926. this.copyGammaToLinear( this, gammaFactor );
  4927. return this;
  4928. },
  4929. convertLinearToGamma: function ( gammaFactor ) {
  4930. this.copyLinearToGamma( this, gammaFactor );
  4931. return this;
  4932. },
  4933. copySRGBToLinear: function ( color ) {
  4934. this.r = SRGBToLinear( color.r );
  4935. this.g = SRGBToLinear( color.g );
  4936. this.b = SRGBToLinear( color.b );
  4937. return this;
  4938. },
  4939. copyLinearToSRGB: function ( color ) {
  4940. this.r = LinearToSRGB( color.r );
  4941. this.g = LinearToSRGB( color.g );
  4942. this.b = LinearToSRGB( color.b );
  4943. return this;
  4944. },
  4945. convertSRGBToLinear: function () {
  4946. this.copySRGBToLinear( this );
  4947. return this;
  4948. },
  4949. convertLinearToSRGB: function () {
  4950. this.copyLinearToSRGB( this );
  4951. return this;
  4952. },
  4953. getHex: function () {
  4954. return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;
  4955. },
  4956. getHexString: function () {
  4957. return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );
  4958. },
  4959. getHSL: function ( target ) {
  4960. // h,s,l ranges are in 0.0 - 1.0
  4961. if ( target === undefined ) {
  4962. console.warn( 'THREE.Color: .getHSL() target is now required' );
  4963. target = { h: 0, s: 0, l: 0 };
  4964. }
  4965. var r = this.r, g = this.g, b = this.b;
  4966. var max = Math.max( r, g, b );
  4967. var min = Math.min( r, g, b );
  4968. var hue, saturation;
  4969. var lightness = ( min + max ) / 2.0;
  4970. if ( min === max ) {
  4971. hue = 0;
  4972. saturation = 0;
  4973. } else {
  4974. var delta = max - min;
  4975. saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
  4976. switch ( max ) {
  4977. case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
  4978. case g: hue = ( b - r ) / delta + 2; break;
  4979. case b: hue = ( r - g ) / delta + 4; break;
  4980. }
  4981. hue /= 6;
  4982. }
  4983. target.h = hue;
  4984. target.s = saturation;
  4985. target.l = lightness;
  4986. return target;
  4987. },
  4988. getStyle: function () {
  4989. return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';
  4990. },
  4991. offsetHSL: function ( h, s, l ) {
  4992. this.getHSL( _hslA );
  4993. _hslA.h += h; _hslA.s += s; _hslA.l += l;
  4994. this.setHSL( _hslA.h, _hslA.s, _hslA.l );
  4995. return this;
  4996. },
  4997. add: function ( color ) {
  4998. this.r += color.r;
  4999. this.g += color.g;
  5000. this.b += color.b;
  5001. return this;
  5002. },
  5003. addColors: function ( color1, color2 ) {
  5004. this.r = color1.r + color2.r;
  5005. this.g = color1.g + color2.g;
  5006. this.b = color1.b + color2.b;
  5007. return this;
  5008. },
  5009. addScalar: function ( s ) {
  5010. this.r += s;
  5011. this.g += s;
  5012. this.b += s;
  5013. return this;
  5014. },
  5015. sub: function ( color ) {
  5016. this.r = Math.max( 0, this.r - color.r );
  5017. this.g = Math.max( 0, this.g - color.g );
  5018. this.b = Math.max( 0, this.b - color.b );
  5019. return this;
  5020. },
  5021. multiply: function ( color ) {
  5022. this.r *= color.r;
  5023. this.g *= color.g;
  5024. this.b *= color.b;
  5025. return this;
  5026. },
  5027. multiplyScalar: function ( s ) {
  5028. this.r *= s;
  5029. this.g *= s;
  5030. this.b *= s;
  5031. return this;
  5032. },
  5033. lerp: function ( color, alpha ) {
  5034. this.r += ( color.r - this.r ) * alpha;
  5035. this.g += ( color.g - this.g ) * alpha;
  5036. this.b += ( color.b - this.b ) * alpha;
  5037. return this;
  5038. },
  5039. lerpHSL: function ( color, alpha ) {
  5040. this.getHSL( _hslA );
  5041. color.getHSL( _hslB );
  5042. var h = _Math.lerp( _hslA.h, _hslB.h, alpha );
  5043. var s = _Math.lerp( _hslA.s, _hslB.s, alpha );
  5044. var l = _Math.lerp( _hslA.l, _hslB.l, alpha );
  5045. this.setHSL( h, s, l );
  5046. return this;
  5047. },
  5048. equals: function ( c ) {
  5049. return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
  5050. },
  5051. fromArray: function ( array, offset ) {
  5052. if ( offset === undefined ) { offset = 0; }
  5053. this.r = array[ offset ];
  5054. this.g = array[ offset + 1 ];
  5055. this.b = array[ offset + 2 ];
  5056. return this;
  5057. },
  5058. toArray: function ( array, offset ) {
  5059. if ( array === undefined ) { array = []; }
  5060. if ( offset === undefined ) { offset = 0; }
  5061. array[ offset ] = this.r;
  5062. array[ offset + 1 ] = this.g;
  5063. array[ offset + 2 ] = this.b;
  5064. return array;
  5065. },
  5066. toJSON: function () {
  5067. return this.getHex();
  5068. }
  5069. } );
  5070. Color.NAMES = _colorKeywords;
  5071. /**
  5072. * @author mrdoob / http://mrdoob.com/
  5073. * @author alteredq / http://alteredqualia.com/
  5074. */
  5075. function Face3( a, b, c, normal, color, materialIndex ) {
  5076. this.a = a;
  5077. this.b = b;
  5078. this.c = c;
  5079. this.normal = ( normal && normal.isVector3 ) ? normal : new Vector3();
  5080. this.vertexNormals = Array.isArray( normal ) ? normal : [];
  5081. this.color = ( color && color.isColor ) ? color : new Color();
  5082. this.vertexColors = Array.isArray( color ) ? color : [];
  5083. this.materialIndex = materialIndex !== undefined ? materialIndex : 0;
  5084. }
  5085. Object.assign( Face3.prototype, {
  5086. clone: function () {
  5087. return new this.constructor().copy( this );
  5088. },
  5089. copy: function ( source ) {
  5090. this.a = source.a;
  5091. this.b = source.b;
  5092. this.c = source.c;
  5093. this.normal.copy( source.normal );
  5094. this.color.copy( source.color );
  5095. this.materialIndex = source.materialIndex;
  5096. for ( var i = 0, il = source.vertexNormals.length; i < il; i ++ ) {
  5097. this.vertexNormals[ i ] = source.vertexNormals[ i ].clone();
  5098. }
  5099. for ( var i = 0, il = source.vertexColors.length; i < il; i ++ ) {
  5100. this.vertexColors[ i ] = source.vertexColors[ i ].clone();
  5101. }
  5102. return this;
  5103. }
  5104. } );
  5105. /**
  5106. * @author mrdoob / http://mrdoob.com/
  5107. * @author alteredq / http://alteredqualia.com/
  5108. */
  5109. var materialId = 0;
  5110. function Material() {
  5111. Object.defineProperty( this, 'id', { value: materialId ++ } );
  5112. this.uuid = _Math.generateUUID();
  5113. this.name = '';
  5114. this.type = 'Material';
  5115. this.fog = true;
  5116. this.blending = NormalBlending;
  5117. this.side = FrontSide;
  5118. this.flatShading = false;
  5119. this.vertexTangents = false;
  5120. this.vertexColors = NoColors; // THREE.NoColors, THREE.VertexColors, THREE.FaceColors
  5121. this.opacity = 1;
  5122. this.transparent = false;
  5123. this.blendSrc = SrcAlphaFactor;
  5124. this.blendDst = OneMinusSrcAlphaFactor;
  5125. this.blendEquation = AddEquation;
  5126. this.blendSrcAlpha = null;
  5127. this.blendDstAlpha = null;
  5128. this.blendEquationAlpha = null;
  5129. this.depthFunc = LessEqualDepth;
  5130. this.depthTest = true;
  5131. this.depthWrite = true;
  5132. this.stencilWriteMask = 0xff;
  5133. this.stencilFunc = AlwaysStencilFunc;
  5134. this.stencilRef = 0;
  5135. this.stencilFuncMask = 0xff;
  5136. this.stencilFail = KeepStencilOp;
  5137. this.stencilZFail = KeepStencilOp;
  5138. this.stencilZPass = KeepStencilOp;
  5139. this.stencilWrite = false;
  5140. this.clippingPlanes = null;
  5141. this.clipIntersection = false;
  5142. this.clipShadows = false;
  5143. this.shadowSide = null;
  5144. this.colorWrite = true;
  5145. this.precision = null; // override the renderer's default precision for this material
  5146. this.polygonOffset = false;
  5147. this.polygonOffsetFactor = 0;
  5148. this.polygonOffsetUnits = 0;
  5149. this.dithering = false;
  5150. this.alphaTest = 0;
  5151. this.premultipliedAlpha = false;
  5152. this.visible = true;
  5153. this.toneMapped = true;
  5154. this.userData = {};
  5155. this.version = 0;
  5156. }
  5157. Material.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  5158. constructor: Material,
  5159. isMaterial: true,
  5160. onBeforeCompile: function () {},
  5161. setValues: function ( values ) {
  5162. if ( values === undefined ) { return; }
  5163. for ( var key in values ) {
  5164. var newValue = values[ key ];
  5165. if ( newValue === undefined ) {
  5166. console.warn( "THREE.Material: '" + key + "' parameter is undefined." );
  5167. continue;
  5168. }
  5169. // for backward compatability if shading is set in the constructor
  5170. if ( key === 'shading' ) {
  5171. console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  5172. this.flatShading = ( newValue === FlatShading ) ? true : false;
  5173. continue;
  5174. }
  5175. var currentValue = this[ key ];
  5176. if ( currentValue === undefined ) {
  5177. console.warn( "THREE." + this.type + ": '" + key + "' is not a property of this material." );
  5178. continue;
  5179. }
  5180. if ( currentValue && currentValue.isColor ) {
  5181. currentValue.set( newValue );
  5182. } else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {
  5183. currentValue.copy( newValue );
  5184. } else {
  5185. this[ key ] = newValue;
  5186. }
  5187. }
  5188. },
  5189. toJSON: function ( meta ) {
  5190. var isRoot = ( meta === undefined || typeof meta === 'string' );
  5191. if ( isRoot ) {
  5192. meta = {
  5193. textures: {},
  5194. images: {}
  5195. };
  5196. }
  5197. var data = {
  5198. metadata: {
  5199. version: 4.5,
  5200. type: 'Material',
  5201. generator: 'Material.toJSON'
  5202. }
  5203. };
  5204. // standard Material serialization
  5205. data.uuid = this.uuid;
  5206. data.type = this.type;
  5207. if ( this.name !== '' ) { data.name = this.name; }
  5208. if ( this.color && this.color.isColor ) { data.color = this.color.getHex(); }
  5209. if ( this.roughness !== undefined ) { data.roughness = this.roughness; }
  5210. if ( this.metalness !== undefined ) { data.metalness = this.metalness; }
  5211. if ( this.sheen && this.sheen.isColor ) { data.sheen = this.sheen.getHex(); }
  5212. if ( this.emissive && this.emissive.isColor ) { data.emissive = this.emissive.getHex(); }
  5213. if ( this.emissiveIntensity && this.emissiveIntensity !== 1 ) { data.emissiveIntensity = this.emissiveIntensity; }
  5214. if ( this.specular && this.specular.isColor ) { data.specular = this.specular.getHex(); }
  5215. if ( this.shininess !== undefined ) { data.shininess = this.shininess; }
  5216. if ( this.clearcoat !== undefined ) { data.clearcoat = this.clearcoat; }
  5217. if ( this.clearcoatRoughness !== undefined ) { data.clearcoatRoughness = this.clearcoatRoughness; }
  5218. if ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) {
  5219. data.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid;
  5220. data.clearcoatNormalScale = this.clearcoatNormalScale.toArray();
  5221. }
  5222. if ( this.map && this.map.isTexture ) { data.map = this.map.toJSON( meta ).uuid; }
  5223. if ( this.matcap && this.matcap.isTexture ) { data.matcap = this.matcap.toJSON( meta ).uuid; }
  5224. if ( this.alphaMap && this.alphaMap.isTexture ) { data.alphaMap = this.alphaMap.toJSON( meta ).uuid; }
  5225. if ( this.lightMap && this.lightMap.isTexture ) { data.lightMap = this.lightMap.toJSON( meta ).uuid; }
  5226. if ( this.aoMap && this.aoMap.isTexture ) {
  5227. data.aoMap = this.aoMap.toJSON( meta ).uuid;
  5228. data.aoMapIntensity = this.aoMapIntensity;
  5229. }
  5230. if ( this.bumpMap && this.bumpMap.isTexture ) {
  5231. data.bumpMap = this.bumpMap.toJSON( meta ).uuid;
  5232. data.bumpScale = this.bumpScale;
  5233. }
  5234. if ( this.normalMap && this.normalMap.isTexture ) {
  5235. data.normalMap = this.normalMap.toJSON( meta ).uuid;
  5236. data.normalMapType = this.normalMapType;
  5237. data.normalScale = this.normalScale.toArray();
  5238. }
  5239. if ( this.displacementMap && this.displacementMap.isTexture ) {
  5240. data.displacementMap = this.displacementMap.toJSON( meta ).uuid;
  5241. data.displacementScale = this.displacementScale;
  5242. data.displacementBias = this.displacementBias;
  5243. }
  5244. if ( this.roughnessMap && this.roughnessMap.isTexture ) { data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid; }
  5245. if ( this.metalnessMap && this.metalnessMap.isTexture ) { data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid; }
  5246. if ( this.emissiveMap && this.emissiveMap.isTexture ) { data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid; }
  5247. if ( this.specularMap && this.specularMap.isTexture ) { data.specularMap = this.specularMap.toJSON( meta ).uuid; }
  5248. if ( this.envMap && this.envMap.isTexture ) {
  5249. data.envMap = this.envMap.toJSON( meta ).uuid;
  5250. data.reflectivity = this.reflectivity; // Scale behind envMap
  5251. data.refractionRatio = this.refractionRatio;
  5252. if ( this.combine !== undefined ) { data.combine = this.combine; }
  5253. if ( this.envMapIntensity !== undefined ) { data.envMapIntensity = this.envMapIntensity; }
  5254. }
  5255. if ( this.gradientMap && this.gradientMap.isTexture ) {
  5256. data.gradientMap = this.gradientMap.toJSON( meta ).uuid;
  5257. }
  5258. if ( this.size !== undefined ) { data.size = this.size; }
  5259. if ( this.sizeAttenuation !== undefined ) { data.sizeAttenuation = this.sizeAttenuation; }
  5260. if ( this.blending !== NormalBlending ) { data.blending = this.blending; }
  5261. if ( this.flatShading === true ) { data.flatShading = this.flatShading; }
  5262. if ( this.side !== FrontSide ) { data.side = this.side; }
  5263. if ( this.vertexColors !== NoColors ) { data.vertexColors = this.vertexColors; }
  5264. if ( this.opacity < 1 ) { data.opacity = this.opacity; }
  5265. if ( this.transparent === true ) { data.transparent = this.transparent; }
  5266. data.depthFunc = this.depthFunc;
  5267. data.depthTest = this.depthTest;
  5268. data.depthWrite = this.depthWrite;
  5269. data.stencilWrite = this.stencilWrite;
  5270. data.stencilWriteMask = this.stencilWriteMask;
  5271. data.stencilFunc = this.stencilFunc;
  5272. data.stencilRef = this.stencilRef;
  5273. data.stencilFuncMask = this.stencilFuncMask;
  5274. data.stencilFail = this.stencilFail;
  5275. data.stencilZFail = this.stencilZFail;
  5276. data.stencilZPass = this.stencilZPass;
  5277. // rotation (SpriteMaterial)
  5278. if ( this.rotation && this.rotation !== 0 ) { data.rotation = this.rotation; }
  5279. if ( this.polygonOffset === true ) { data.polygonOffset = true; }
  5280. if ( this.polygonOffsetFactor !== 0 ) { data.polygonOffsetFactor = this.polygonOffsetFactor; }
  5281. if ( this.polygonOffsetUnits !== 0 ) { data.polygonOffsetUnits = this.polygonOffsetUnits; }
  5282. if ( this.linewidth && this.linewidth !== 1 ) { data.linewidth = this.linewidth; }
  5283. if ( this.dashSize !== undefined ) { data.dashSize = this.dashSize; }
  5284. if ( this.gapSize !== undefined ) { data.gapSize = this.gapSize; }
  5285. if ( this.scale !== undefined ) { data.scale = this.scale; }
  5286. if ( this.dithering === true ) { data.dithering = true; }
  5287. if ( this.alphaTest > 0 ) { data.alphaTest = this.alphaTest; }
  5288. if ( this.premultipliedAlpha === true ) { data.premultipliedAlpha = this.premultipliedAlpha; }
  5289. if ( this.wireframe === true ) { data.wireframe = this.wireframe; }
  5290. if ( this.wireframeLinewidth > 1 ) { data.wireframeLinewidth = this.wireframeLinewidth; }
  5291. if ( this.wireframeLinecap !== 'round' ) { data.wireframeLinecap = this.wireframeLinecap; }
  5292. if ( this.wireframeLinejoin !== 'round' ) { data.wireframeLinejoin = this.wireframeLinejoin; }
  5293. if ( this.morphTargets === true ) { data.morphTargets = true; }
  5294. if ( this.morphNormals === true ) { data.morphNormals = true; }
  5295. if ( this.skinning === true ) { data.skinning = true; }
  5296. if ( this.visible === false ) { data.visible = false; }
  5297. if ( this.toneMapped === false ) { data.toneMapped = false; }
  5298. if ( JSON.stringify( this.userData ) !== '{}' ) { data.userData = this.userData; }
  5299. // TODO: Copied from Object3D.toJSON
  5300. function extractFromCache( cache ) {
  5301. var values = [];
  5302. for ( var key in cache ) {
  5303. var data = cache[ key ];
  5304. delete data.metadata;
  5305. values.push( data );
  5306. }
  5307. return values;
  5308. }
  5309. if ( isRoot ) {
  5310. var textures = extractFromCache( meta.textures );
  5311. var images = extractFromCache( meta.images );
  5312. if ( textures.length > 0 ) { data.textures = textures; }
  5313. if ( images.length > 0 ) { data.images = images; }
  5314. }
  5315. return data;
  5316. },
  5317. clone: function () {
  5318. return new this.constructor().copy( this );
  5319. },
  5320. copy: function ( source ) {
  5321. this.name = source.name;
  5322. this.fog = source.fog;
  5323. this.blending = source.blending;
  5324. this.side = source.side;
  5325. this.flatShading = source.flatShading;
  5326. this.vertexTangents = source.vertexTangents;
  5327. this.vertexColors = source.vertexColors;
  5328. this.opacity = source.opacity;
  5329. this.transparent = source.transparent;
  5330. this.blendSrc = source.blendSrc;
  5331. this.blendDst = source.blendDst;
  5332. this.blendEquation = source.blendEquation;
  5333. this.blendSrcAlpha = source.blendSrcAlpha;
  5334. this.blendDstAlpha = source.blendDstAlpha;
  5335. this.blendEquationAlpha = source.blendEquationAlpha;
  5336. this.depthFunc = source.depthFunc;
  5337. this.depthTest = source.depthTest;
  5338. this.depthWrite = source.depthWrite;
  5339. this.stencilWriteMask = source.stencilWriteMask;
  5340. this.stencilFunc = source.stencilFunc;
  5341. this.stencilRef = source.stencilRef;
  5342. this.stencilFuncMask = source.stencilFuncMask;
  5343. this.stencilFail = source.stencilFail;
  5344. this.stencilZFail = source.stencilZFail;
  5345. this.stencilZPass = source.stencilZPass;
  5346. this.stencilWrite = source.stencilWrite;
  5347. var srcPlanes = source.clippingPlanes,
  5348. dstPlanes = null;
  5349. if ( srcPlanes !== null ) {
  5350. var n = srcPlanes.length;
  5351. dstPlanes = new Array( n );
  5352. for ( var i = 0; i !== n; ++ i )
  5353. { dstPlanes[ i ] = srcPlanes[ i ].clone(); }
  5354. }
  5355. this.clippingPlanes = dstPlanes;
  5356. this.clipIntersection = source.clipIntersection;
  5357. this.clipShadows = source.clipShadows;
  5358. this.shadowSide = source.shadowSide;
  5359. this.colorWrite = source.colorWrite;
  5360. this.precision = source.precision;
  5361. this.polygonOffset = source.polygonOffset;
  5362. this.polygonOffsetFactor = source.polygonOffsetFactor;
  5363. this.polygonOffsetUnits = source.polygonOffsetUnits;
  5364. this.dithering = source.dithering;
  5365. this.alphaTest = source.alphaTest;
  5366. this.premultipliedAlpha = source.premultipliedAlpha;
  5367. this.visible = source.visible;
  5368. this.toneMapped = source.toneMapped;
  5369. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  5370. return this;
  5371. },
  5372. dispose: function () {
  5373. this.dispatchEvent( { type: 'dispose' } );
  5374. }
  5375. } );
  5376. Object.defineProperty( Material.prototype, 'needsUpdate', {
  5377. set: function ( value ) {
  5378. if ( value === true ) { this.version ++; }
  5379. }
  5380. } );
  5381. /**
  5382. * @author mrdoob / http://mrdoob.com/
  5383. * @author alteredq / http://alteredqualia.com/
  5384. *
  5385. * parameters = {
  5386. * color: <hex>,
  5387. * opacity: <float>,
  5388. * map: new THREE.Texture( <Image> ),
  5389. *
  5390. * lightMap: new THREE.Texture( <Image> ),
  5391. * lightMapIntensity: <float>
  5392. *
  5393. * aoMap: new THREE.Texture( <Image> ),
  5394. * aoMapIntensity: <float>
  5395. *
  5396. * specularMap: new THREE.Texture( <Image> ),
  5397. *
  5398. * alphaMap: new THREE.Texture( <Image> ),
  5399. *
  5400. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  5401. * combine: THREE.Multiply,
  5402. * reflectivity: <float>,
  5403. * refractionRatio: <float>,
  5404. *
  5405. * depthTest: <bool>,
  5406. * depthWrite: <bool>,
  5407. *
  5408. * wireframe: <boolean>,
  5409. * wireframeLinewidth: <float>,
  5410. *
  5411. * skinning: <bool>,
  5412. * morphTargets: <bool>
  5413. * }
  5414. */
  5415. function MeshBasicMaterial( parameters ) {
  5416. Material.call( this );
  5417. this.type = 'MeshBasicMaterial';
  5418. this.color = new Color( 0xffffff ); // emissive
  5419. this.map = null;
  5420. this.lightMap = null;
  5421. this.lightMapIntensity = 1.0;
  5422. this.aoMap = null;
  5423. this.aoMapIntensity = 1.0;
  5424. this.specularMap = null;
  5425. this.alphaMap = null;
  5426. this.envMap = null;
  5427. this.combine = MultiplyOperation;
  5428. this.reflectivity = 1;
  5429. this.refractionRatio = 0.98;
  5430. this.wireframe = false;
  5431. this.wireframeLinewidth = 1;
  5432. this.wireframeLinecap = 'round';
  5433. this.wireframeLinejoin = 'round';
  5434. this.skinning = false;
  5435. this.morphTargets = false;
  5436. this.setValues( parameters );
  5437. }
  5438. MeshBasicMaterial.prototype = Object.create( Material.prototype );
  5439. MeshBasicMaterial.prototype.constructor = MeshBasicMaterial;
  5440. MeshBasicMaterial.prototype.isMeshBasicMaterial = true;
  5441. MeshBasicMaterial.prototype.copy = function ( source ) {
  5442. Material.prototype.copy.call( this, source );
  5443. this.color.copy( source.color );
  5444. this.map = source.map;
  5445. this.lightMap = source.lightMap;
  5446. this.lightMapIntensity = source.lightMapIntensity;
  5447. this.aoMap = source.aoMap;
  5448. this.aoMapIntensity = source.aoMapIntensity;
  5449. this.specularMap = source.specularMap;
  5450. this.alphaMap = source.alphaMap;
  5451. this.envMap = source.envMap;
  5452. this.combine = source.combine;
  5453. this.reflectivity = source.reflectivity;
  5454. this.refractionRatio = source.refractionRatio;
  5455. this.wireframe = source.wireframe;
  5456. this.wireframeLinewidth = source.wireframeLinewidth;
  5457. this.wireframeLinecap = source.wireframeLinecap;
  5458. this.wireframeLinejoin = source.wireframeLinejoin;
  5459. this.skinning = source.skinning;
  5460. this.morphTargets = source.morphTargets;
  5461. return this;
  5462. };
  5463. /**
  5464. * @author mrdoob / http://mrdoob.com/
  5465. */
  5466. var _vector$4 = new Vector3();
  5467. function BufferAttribute( array, itemSize, normalized ) {
  5468. if ( Array.isArray( array ) ) {
  5469. throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
  5470. }
  5471. this.name = '';
  5472. this.array = array;
  5473. this.itemSize = itemSize;
  5474. this.count = array !== undefined ? array.length / itemSize : 0;
  5475. this.normalized = normalized === true;
  5476. this.usage = StaticDrawUsage;
  5477. this.updateRange = { offset: 0, count: - 1 };
  5478. this.version = 0;
  5479. }
  5480. Object.defineProperty( BufferAttribute.prototype, 'needsUpdate', {
  5481. set: function ( value ) {
  5482. if ( value === true ) { this.version ++; }
  5483. }
  5484. } );
  5485. Object.assign( BufferAttribute.prototype, {
  5486. isBufferAttribute: true,
  5487. onUploadCallback: function () {},
  5488. setUsage: function ( value ) {
  5489. this.usage = value;
  5490. return this;
  5491. },
  5492. copy: function ( source ) {
  5493. this.name = source.name;
  5494. this.array = new source.array.constructor( source.array );
  5495. this.itemSize = source.itemSize;
  5496. this.count = source.count;
  5497. this.normalized = source.normalized;
  5498. this.usage = source.usage;
  5499. return this;
  5500. },
  5501. copyAt: function ( index1, attribute, index2 ) {
  5502. index1 *= this.itemSize;
  5503. index2 *= attribute.itemSize;
  5504. for ( var i = 0, l = this.itemSize; i < l; i ++ ) {
  5505. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  5506. }
  5507. return this;
  5508. },
  5509. copyArray: function ( array ) {
  5510. this.array.set( array );
  5511. return this;
  5512. },
  5513. copyColorsArray: function ( colors ) {
  5514. var array = this.array, offset = 0;
  5515. for ( var i = 0, l = colors.length; i < l; i ++ ) {
  5516. var color = colors[ i ];
  5517. if ( color === undefined ) {
  5518. console.warn( 'THREE.BufferAttribute.copyColorsArray(): color is undefined', i );
  5519. color = new Color();
  5520. }
  5521. array[ offset ++ ] = color.r;
  5522. array[ offset ++ ] = color.g;
  5523. array[ offset ++ ] = color.b;
  5524. }
  5525. return this;
  5526. },
  5527. copyVector2sArray: function ( vectors ) {
  5528. var array = this.array, offset = 0;
  5529. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5530. var vector = vectors[ i ];
  5531. if ( vector === undefined ) {
  5532. console.warn( 'THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i );
  5533. vector = new Vector2();
  5534. }
  5535. array[ offset ++ ] = vector.x;
  5536. array[ offset ++ ] = vector.y;
  5537. }
  5538. return this;
  5539. },
  5540. copyVector3sArray: function ( vectors ) {
  5541. var array = this.array, offset = 0;
  5542. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5543. var vector = vectors[ i ];
  5544. if ( vector === undefined ) {
  5545. console.warn( 'THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i );
  5546. vector = new Vector3();
  5547. }
  5548. array[ offset ++ ] = vector.x;
  5549. array[ offset ++ ] = vector.y;
  5550. array[ offset ++ ] = vector.z;
  5551. }
  5552. return this;
  5553. },
  5554. copyVector4sArray: function ( vectors ) {
  5555. var array = this.array, offset = 0;
  5556. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5557. var vector = vectors[ i ];
  5558. if ( vector === undefined ) {
  5559. console.warn( 'THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i );
  5560. vector = new Vector4();
  5561. }
  5562. array[ offset ++ ] = vector.x;
  5563. array[ offset ++ ] = vector.y;
  5564. array[ offset ++ ] = vector.z;
  5565. array[ offset ++ ] = vector.w;
  5566. }
  5567. return this;
  5568. },
  5569. applyMatrix3: function ( m ) {
  5570. for ( var i = 0, l = this.count; i < l; i ++ ) {
  5571. _vector$4.x = this.getX( i );
  5572. _vector$4.y = this.getY( i );
  5573. _vector$4.z = this.getZ( i );
  5574. _vector$4.applyMatrix3( m );
  5575. this.setXYZ( i, _vector$4.x, _vector$4.y, _vector$4.z );
  5576. }
  5577. return this;
  5578. },
  5579. applyMatrix4: function ( m ) {
  5580. for ( var i = 0, l = this.count; i < l; i ++ ) {
  5581. _vector$4.x = this.getX( i );
  5582. _vector$4.y = this.getY( i );
  5583. _vector$4.z = this.getZ( i );
  5584. _vector$4.applyMatrix4( m );
  5585. this.setXYZ( i, _vector$4.x, _vector$4.y, _vector$4.z );
  5586. }
  5587. return this;
  5588. },
  5589. applyNormalMatrix: function ( m ) {
  5590. for ( var i = 0, l = this.count; i < l; i ++ ) {
  5591. _vector$4.x = this.getX( i );
  5592. _vector$4.y = this.getY( i );
  5593. _vector$4.z = this.getZ( i );
  5594. _vector$4.applyNormalMatrix( m );
  5595. this.setXYZ( i, _vector$4.x, _vector$4.y, _vector$4.z );
  5596. }
  5597. return this;
  5598. },
  5599. transformDirection: function ( m ) {
  5600. for ( var i = 0, l = this.count; i < l; i ++ ) {
  5601. _vector$4.x = this.getX( i );
  5602. _vector$4.y = this.getY( i );
  5603. _vector$4.z = this.getZ( i );
  5604. _vector$4.transformDirection( m );
  5605. this.setXYZ( i, _vector$4.x, _vector$4.y, _vector$4.z );
  5606. }
  5607. return this;
  5608. },
  5609. set: function ( value, offset ) {
  5610. if ( offset === undefined ) { offset = 0; }
  5611. this.array.set( value, offset );
  5612. return this;
  5613. },
  5614. getX: function ( index ) {
  5615. return this.array[ index * this.itemSize ];
  5616. },
  5617. setX: function ( index, x ) {
  5618. this.array[ index * this.itemSize ] = x;
  5619. return this;
  5620. },
  5621. getY: function ( index ) {
  5622. return this.array[ index * this.itemSize + 1 ];
  5623. },
  5624. setY: function ( index, y ) {
  5625. this.array[ index * this.itemSize + 1 ] = y;
  5626. return this;
  5627. },
  5628. getZ: function ( index ) {
  5629. return this.array[ index * this.itemSize + 2 ];
  5630. },
  5631. setZ: function ( index, z ) {
  5632. this.array[ index * this.itemSize + 2 ] = z;
  5633. return this;
  5634. },
  5635. getW: function ( index ) {
  5636. return this.array[ index * this.itemSize + 3 ];
  5637. },
  5638. setW: function ( index, w ) {
  5639. this.array[ index * this.itemSize + 3 ] = w;
  5640. return this;
  5641. },
  5642. setXY: function ( index, x, y ) {
  5643. index *= this.itemSize;
  5644. this.array[ index + 0 ] = x;
  5645. this.array[ index + 1 ] = y;
  5646. return this;
  5647. },
  5648. setXYZ: function ( index, x, y, z ) {
  5649. index *= this.itemSize;
  5650. this.array[ index + 0 ] = x;
  5651. this.array[ index + 1 ] = y;
  5652. this.array[ index + 2 ] = z;
  5653. return this;
  5654. },
  5655. setXYZW: function ( index, x, y, z, w ) {
  5656. index *= this.itemSize;
  5657. this.array[ index + 0 ] = x;
  5658. this.array[ index + 1 ] = y;
  5659. this.array[ index + 2 ] = z;
  5660. this.array[ index + 3 ] = w;
  5661. return this;
  5662. },
  5663. onUpload: function ( callback ) {
  5664. this.onUploadCallback = callback;
  5665. return this;
  5666. },
  5667. clone: function () {
  5668. return new this.constructor( this.array, this.itemSize ).copy( this );
  5669. },
  5670. toJSON: function () {
  5671. return {
  5672. itemSize: this.itemSize,
  5673. type: this.array.constructor.name,
  5674. array: Array.prototype.slice.call( this.array ),
  5675. normalized: this.normalized
  5676. };
  5677. }
  5678. } );
  5679. //
  5680. function Int8BufferAttribute( array, itemSize, normalized ) {
  5681. BufferAttribute.call( this, new Int8Array( array ), itemSize, normalized );
  5682. }
  5683. Int8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5684. Int8BufferAttribute.prototype.constructor = Int8BufferAttribute;
  5685. function Uint8BufferAttribute( array, itemSize, normalized ) {
  5686. BufferAttribute.call( this, new Uint8Array( array ), itemSize, normalized );
  5687. }
  5688. Uint8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5689. Uint8BufferAttribute.prototype.constructor = Uint8BufferAttribute;
  5690. function Uint8ClampedBufferAttribute( array, itemSize, normalized ) {
  5691. BufferAttribute.call( this, new Uint8ClampedArray( array ), itemSize, normalized );
  5692. }
  5693. Uint8ClampedBufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5694. Uint8ClampedBufferAttribute.prototype.constructor = Uint8ClampedBufferAttribute;
  5695. function Int16BufferAttribute( array, itemSize, normalized ) {
  5696. BufferAttribute.call( this, new Int16Array( array ), itemSize, normalized );
  5697. }
  5698. Int16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5699. Int16BufferAttribute.prototype.constructor = Int16BufferAttribute;
  5700. function Uint16BufferAttribute( array, itemSize, normalized ) {
  5701. BufferAttribute.call( this, new Uint16Array( array ), itemSize, normalized );
  5702. }
  5703. Uint16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5704. Uint16BufferAttribute.prototype.constructor = Uint16BufferAttribute;
  5705. function Int32BufferAttribute( array, itemSize, normalized ) {
  5706. BufferAttribute.call( this, new Int32Array( array ), itemSize, normalized );
  5707. }
  5708. Int32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5709. Int32BufferAttribute.prototype.constructor = Int32BufferAttribute;
  5710. function Uint32BufferAttribute( array, itemSize, normalized ) {
  5711. BufferAttribute.call( this, new Uint32Array( array ), itemSize, normalized );
  5712. }
  5713. Uint32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5714. Uint32BufferAttribute.prototype.constructor = Uint32BufferAttribute;
  5715. function Float32BufferAttribute( array, itemSize, normalized ) {
  5716. BufferAttribute.call( this, new Float32Array( array ), itemSize, normalized );
  5717. }
  5718. Float32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5719. Float32BufferAttribute.prototype.constructor = Float32BufferAttribute;
  5720. function Float64BufferAttribute( array, itemSize, normalized ) {
  5721. BufferAttribute.call( this, new Float64Array( array ), itemSize, normalized );
  5722. }
  5723. Float64BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5724. Float64BufferAttribute.prototype.constructor = Float64BufferAttribute;
  5725. /**
  5726. * @author mrdoob / http://mrdoob.com/
  5727. */
  5728. function DirectGeometry() {
  5729. this.vertices = [];
  5730. this.normals = [];
  5731. this.colors = [];
  5732. this.uvs = [];
  5733. this.uvs2 = [];
  5734. this.groups = [];
  5735. this.morphTargets = {};
  5736. this.skinWeights = [];
  5737. this.skinIndices = [];
  5738. // this.lineDistances = [];
  5739. this.boundingBox = null;
  5740. this.boundingSphere = null;
  5741. // update flags
  5742. this.verticesNeedUpdate = false;
  5743. this.normalsNeedUpdate = false;
  5744. this.colorsNeedUpdate = false;
  5745. this.uvsNeedUpdate = false;
  5746. this.groupsNeedUpdate = false;
  5747. }
  5748. Object.assign( DirectGeometry.prototype, {
  5749. computeGroups: function ( geometry ) {
  5750. var group;
  5751. var groups = [];
  5752. var materialIndex = undefined;
  5753. var faces = geometry.faces;
  5754. for ( var i = 0; i < faces.length; i ++ ) {
  5755. var face = faces[ i ];
  5756. // materials
  5757. if ( face.materialIndex !== materialIndex ) {
  5758. materialIndex = face.materialIndex;
  5759. if ( group !== undefined ) {
  5760. group.count = ( i * 3 ) - group.start;
  5761. groups.push( group );
  5762. }
  5763. group = {
  5764. start: i * 3,
  5765. materialIndex: materialIndex
  5766. };
  5767. }
  5768. }
  5769. if ( group !== undefined ) {
  5770. group.count = ( i * 3 ) - group.start;
  5771. groups.push( group );
  5772. }
  5773. this.groups = groups;
  5774. },
  5775. fromGeometry: function ( geometry ) {
  5776. var faces = geometry.faces;
  5777. var vertices = geometry.vertices;
  5778. var faceVertexUvs = geometry.faceVertexUvs;
  5779. var hasFaceVertexUv = faceVertexUvs[ 0 ] && faceVertexUvs[ 0 ].length > 0;
  5780. var hasFaceVertexUv2 = faceVertexUvs[ 1 ] && faceVertexUvs[ 1 ].length > 0;
  5781. // morphs
  5782. var morphTargets = geometry.morphTargets;
  5783. var morphTargetsLength = morphTargets.length;
  5784. var morphTargetsPosition;
  5785. if ( morphTargetsLength > 0 ) {
  5786. morphTargetsPosition = [];
  5787. for ( var i = 0; i < morphTargetsLength; i ++ ) {
  5788. morphTargetsPosition[ i ] = {
  5789. name: morphTargets[ i ].name,
  5790. data: []
  5791. };
  5792. }
  5793. this.morphTargets.position = morphTargetsPosition;
  5794. }
  5795. var morphNormals = geometry.morphNormals;
  5796. var morphNormalsLength = morphNormals.length;
  5797. var morphTargetsNormal;
  5798. if ( morphNormalsLength > 0 ) {
  5799. morphTargetsNormal = [];
  5800. for ( var i = 0; i < morphNormalsLength; i ++ ) {
  5801. morphTargetsNormal[ i ] = {
  5802. name: morphNormals[ i ].name,
  5803. data: []
  5804. };
  5805. }
  5806. this.morphTargets.normal = morphTargetsNormal;
  5807. }
  5808. // skins
  5809. var skinIndices = geometry.skinIndices;
  5810. var skinWeights = geometry.skinWeights;
  5811. var hasSkinIndices = skinIndices.length === vertices.length;
  5812. var hasSkinWeights = skinWeights.length === vertices.length;
  5813. //
  5814. if ( vertices.length > 0 && faces.length === 0 ) {
  5815. console.error( 'THREE.DirectGeometry: Faceless geometries are not supported.' );
  5816. }
  5817. for ( var i = 0; i < faces.length; i ++ ) {
  5818. var face = faces[ i ];
  5819. this.vertices.push( vertices[ face.a ], vertices[ face.b ], vertices[ face.c ] );
  5820. var vertexNormals = face.vertexNormals;
  5821. if ( vertexNormals.length === 3 ) {
  5822. this.normals.push( vertexNormals[ 0 ], vertexNormals[ 1 ], vertexNormals[ 2 ] );
  5823. } else {
  5824. var normal = face.normal;
  5825. this.normals.push( normal, normal, normal );
  5826. }
  5827. var vertexColors = face.vertexColors;
  5828. if ( vertexColors.length === 3 ) {
  5829. this.colors.push( vertexColors[ 0 ], vertexColors[ 1 ], vertexColors[ 2 ] );
  5830. } else {
  5831. var color = face.color;
  5832. this.colors.push( color, color, color );
  5833. }
  5834. if ( hasFaceVertexUv === true ) {
  5835. var vertexUvs = faceVertexUvs[ 0 ][ i ];
  5836. if ( vertexUvs !== undefined ) {
  5837. this.uvs.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
  5838. } else {
  5839. console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv ', i );
  5840. this.uvs.push( new Vector2(), new Vector2(), new Vector2() );
  5841. }
  5842. }
  5843. if ( hasFaceVertexUv2 === true ) {
  5844. var vertexUvs = faceVertexUvs[ 1 ][ i ];
  5845. if ( vertexUvs !== undefined ) {
  5846. this.uvs2.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
  5847. } else {
  5848. console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv2 ', i );
  5849. this.uvs2.push( new Vector2(), new Vector2(), new Vector2() );
  5850. }
  5851. }
  5852. // morphs
  5853. for ( var j = 0; j < morphTargetsLength; j ++ ) {
  5854. var morphTarget = morphTargets[ j ].vertices;
  5855. morphTargetsPosition[ j ].data.push( morphTarget[ face.a ], morphTarget[ face.b ], morphTarget[ face.c ] );
  5856. }
  5857. for ( var j = 0; j < morphNormalsLength; j ++ ) {
  5858. var morphNormal = morphNormals[ j ].vertexNormals[ i ];
  5859. morphTargetsNormal[ j ].data.push( morphNormal.a, morphNormal.b, morphNormal.c );
  5860. }
  5861. // skins
  5862. if ( hasSkinIndices ) {
  5863. this.skinIndices.push( skinIndices[ face.a ], skinIndices[ face.b ], skinIndices[ face.c ] );
  5864. }
  5865. if ( hasSkinWeights ) {
  5866. this.skinWeights.push( skinWeights[ face.a ], skinWeights[ face.b ], skinWeights[ face.c ] );
  5867. }
  5868. }
  5869. this.computeGroups( geometry );
  5870. this.verticesNeedUpdate = geometry.verticesNeedUpdate;
  5871. this.normalsNeedUpdate = geometry.normalsNeedUpdate;
  5872. this.colorsNeedUpdate = geometry.colorsNeedUpdate;
  5873. this.uvsNeedUpdate = geometry.uvsNeedUpdate;
  5874. this.groupsNeedUpdate = geometry.groupsNeedUpdate;
  5875. if ( geometry.boundingSphere !== null ) {
  5876. this.boundingSphere = geometry.boundingSphere.clone();
  5877. }
  5878. if ( geometry.boundingBox !== null ) {
  5879. this.boundingBox = geometry.boundingBox.clone();
  5880. }
  5881. return this;
  5882. }
  5883. } );
  5884. /**
  5885. * @author mrdoob / http://mrdoob.com/
  5886. */
  5887. function arrayMax( array ) {
  5888. if ( array.length === 0 ) { return - Infinity; }
  5889. var max = array[ 0 ];
  5890. for ( var i = 1, l = array.length; i < l; ++ i ) {
  5891. if ( array[ i ] > max ) { max = array[ i ]; }
  5892. }
  5893. return max;
  5894. }
  5895. /**
  5896. * @author alteredq / http://alteredqualia.com/
  5897. * @author mrdoob / http://mrdoob.com/
  5898. */
  5899. var _bufferGeometryId = 1; // BufferGeometry uses odd numbers as Id
  5900. var _m1$2 = new Matrix4();
  5901. var _obj = new Object3D();
  5902. var _offset = new Vector3();
  5903. var _box$2 = new Box3();
  5904. var _boxMorphTargets = new Box3();
  5905. var _vector$5 = new Vector3();
  5906. function BufferGeometry() {
  5907. Object.defineProperty( this, 'id', { value: _bufferGeometryId += 2 } );
  5908. this.uuid = _Math.generateUUID();
  5909. this.name = '';
  5910. this.type = 'BufferGeometry';
  5911. this.index = null;
  5912. this.attributes = {};
  5913. this.morphAttributes = {};
  5914. this.morphTargetsRelative = false;
  5915. this.groups = [];
  5916. this.boundingBox = null;
  5917. this.boundingSphere = null;
  5918. this.drawRange = { start: 0, count: Infinity };
  5919. this.userData = {};
  5920. }
  5921. BufferGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  5922. constructor: BufferGeometry,
  5923. isBufferGeometry: true,
  5924. getIndex: function () {
  5925. return this.index;
  5926. },
  5927. setIndex: function ( index ) {
  5928. if ( Array.isArray( index ) ) {
  5929. this.index = new ( arrayMax( index ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );
  5930. } else {
  5931. this.index = index;
  5932. }
  5933. },
  5934. getAttribute: function ( name ) {
  5935. return this.attributes[ name ];
  5936. },
  5937. setAttribute: function ( name, attribute ) {
  5938. this.attributes[ name ] = attribute;
  5939. return this;
  5940. },
  5941. deleteAttribute: function ( name ) {
  5942. delete this.attributes[ name ];
  5943. return this;
  5944. },
  5945. addGroup: function ( start, count, materialIndex ) {
  5946. this.groups.push( {
  5947. start: start,
  5948. count: count,
  5949. materialIndex: materialIndex !== undefined ? materialIndex : 0
  5950. } );
  5951. },
  5952. clearGroups: function () {
  5953. this.groups = [];
  5954. },
  5955. setDrawRange: function ( start, count ) {
  5956. this.drawRange.start = start;
  5957. this.drawRange.count = count;
  5958. },
  5959. applyMatrix: function ( matrix ) {
  5960. var position = this.attributes.position;
  5961. if ( position !== undefined ) {
  5962. position.applyMatrix4( matrix );
  5963. position.needsUpdate = true;
  5964. }
  5965. var normal = this.attributes.normal;
  5966. if ( normal !== undefined ) {
  5967. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  5968. normal.applyNormalMatrix( normalMatrix );
  5969. normal.needsUpdate = true;
  5970. }
  5971. var tangent = this.attributes.tangent;
  5972. if ( tangent !== undefined ) {
  5973. tangent.transformDirection( matrix );
  5974. tangent.needsUpdate = true;
  5975. }
  5976. if ( this.boundingBox !== null ) {
  5977. this.computeBoundingBox();
  5978. }
  5979. if ( this.boundingSphere !== null ) {
  5980. this.computeBoundingSphere();
  5981. }
  5982. return this;
  5983. },
  5984. rotateX: function ( angle ) {
  5985. // rotate geometry around world x-axis
  5986. _m1$2.makeRotationX( angle );
  5987. this.applyMatrix( _m1$2 );
  5988. return this;
  5989. },
  5990. rotateY: function ( angle ) {
  5991. // rotate geometry around world y-axis
  5992. _m1$2.makeRotationY( angle );
  5993. this.applyMatrix( _m1$2 );
  5994. return this;
  5995. },
  5996. rotateZ: function ( angle ) {
  5997. // rotate geometry around world z-axis
  5998. _m1$2.makeRotationZ( angle );
  5999. this.applyMatrix( _m1$2 );
  6000. return this;
  6001. },
  6002. translate: function ( x, y, z ) {
  6003. // translate geometry
  6004. _m1$2.makeTranslation( x, y, z );
  6005. this.applyMatrix( _m1$2 );
  6006. return this;
  6007. },
  6008. scale: function ( x, y, z ) {
  6009. // scale geometry
  6010. _m1$2.makeScale( x, y, z );
  6011. this.applyMatrix( _m1$2 );
  6012. return this;
  6013. },
  6014. lookAt: function ( vector ) {
  6015. _obj.lookAt( vector );
  6016. _obj.updateMatrix();
  6017. this.applyMatrix( _obj.matrix );
  6018. return this;
  6019. },
  6020. center: function () {
  6021. this.computeBoundingBox();
  6022. this.boundingBox.getCenter( _offset ).negate();
  6023. this.translate( _offset.x, _offset.y, _offset.z );
  6024. return this;
  6025. },
  6026. setFromObject: function ( object ) {
  6027. // console.log( 'THREE.BufferGeometry.setFromObject(). Converting', object, this );
  6028. var geometry = object.geometry;
  6029. if ( object.isPoints || object.isLine ) {
  6030. var positions = new Float32BufferAttribute( geometry.vertices.length * 3, 3 );
  6031. var colors = new Float32BufferAttribute( geometry.colors.length * 3, 3 );
  6032. this.setAttribute( 'position', positions.copyVector3sArray( geometry.vertices ) );
  6033. this.setAttribute( 'color', colors.copyColorsArray( geometry.colors ) );
  6034. if ( geometry.lineDistances && geometry.lineDistances.length === geometry.vertices.length ) {
  6035. var lineDistances = new Float32BufferAttribute( geometry.lineDistances.length, 1 );
  6036. this.setAttribute( 'lineDistance', lineDistances.copyArray( geometry.lineDistances ) );
  6037. }
  6038. if ( geometry.boundingSphere !== null ) {
  6039. this.boundingSphere = geometry.boundingSphere.clone();
  6040. }
  6041. if ( geometry.boundingBox !== null ) {
  6042. this.boundingBox = geometry.boundingBox.clone();
  6043. }
  6044. } else if ( object.isMesh ) {
  6045. if ( geometry && geometry.isGeometry ) {
  6046. this.fromGeometry( geometry );
  6047. }
  6048. }
  6049. return this;
  6050. },
  6051. setFromPoints: function ( points ) {
  6052. var position = [];
  6053. for ( var i = 0, l = points.length; i < l; i ++ ) {
  6054. var point = points[ i ];
  6055. position.push( point.x, point.y, point.z || 0 );
  6056. }
  6057. this.setAttribute( 'position', new Float32BufferAttribute( position, 3 ) );
  6058. return this;
  6059. },
  6060. updateFromObject: function ( object ) {
  6061. var geometry = object.geometry;
  6062. if ( object.isMesh ) {
  6063. var direct = geometry.__directGeometry;
  6064. if ( geometry.elementsNeedUpdate === true ) {
  6065. direct = undefined;
  6066. geometry.elementsNeedUpdate = false;
  6067. }
  6068. if ( direct === undefined ) {
  6069. return this.fromGeometry( geometry );
  6070. }
  6071. direct.verticesNeedUpdate = geometry.verticesNeedUpdate;
  6072. direct.normalsNeedUpdate = geometry.normalsNeedUpdate;
  6073. direct.colorsNeedUpdate = geometry.colorsNeedUpdate;
  6074. direct.uvsNeedUpdate = geometry.uvsNeedUpdate;
  6075. direct.groupsNeedUpdate = geometry.groupsNeedUpdate;
  6076. geometry.verticesNeedUpdate = false;
  6077. geometry.normalsNeedUpdate = false;
  6078. geometry.colorsNeedUpdate = false;
  6079. geometry.uvsNeedUpdate = false;
  6080. geometry.groupsNeedUpdate = false;
  6081. geometry = direct;
  6082. }
  6083. var attribute;
  6084. if ( geometry.verticesNeedUpdate === true ) {
  6085. attribute = this.attributes.position;
  6086. if ( attribute !== undefined ) {
  6087. attribute.copyVector3sArray( geometry.vertices );
  6088. attribute.needsUpdate = true;
  6089. }
  6090. geometry.verticesNeedUpdate = false;
  6091. }
  6092. if ( geometry.normalsNeedUpdate === true ) {
  6093. attribute = this.attributes.normal;
  6094. if ( attribute !== undefined ) {
  6095. attribute.copyVector3sArray( geometry.normals );
  6096. attribute.needsUpdate = true;
  6097. }
  6098. geometry.normalsNeedUpdate = false;
  6099. }
  6100. if ( geometry.colorsNeedUpdate === true ) {
  6101. attribute = this.attributes.color;
  6102. if ( attribute !== undefined ) {
  6103. attribute.copyColorsArray( geometry.colors );
  6104. attribute.needsUpdate = true;
  6105. }
  6106. geometry.colorsNeedUpdate = false;
  6107. }
  6108. if ( geometry.uvsNeedUpdate ) {
  6109. attribute = this.attributes.uv;
  6110. if ( attribute !== undefined ) {
  6111. attribute.copyVector2sArray( geometry.uvs );
  6112. attribute.needsUpdate = true;
  6113. }
  6114. geometry.uvsNeedUpdate = false;
  6115. }
  6116. if ( geometry.lineDistancesNeedUpdate ) {
  6117. attribute = this.attributes.lineDistance;
  6118. if ( attribute !== undefined ) {
  6119. attribute.copyArray( geometry.lineDistances );
  6120. attribute.needsUpdate = true;
  6121. }
  6122. geometry.lineDistancesNeedUpdate = false;
  6123. }
  6124. if ( geometry.groupsNeedUpdate ) {
  6125. geometry.computeGroups( object.geometry );
  6126. this.groups = geometry.groups;
  6127. geometry.groupsNeedUpdate = false;
  6128. }
  6129. return this;
  6130. },
  6131. fromGeometry: function ( geometry ) {
  6132. geometry.__directGeometry = new DirectGeometry().fromGeometry( geometry );
  6133. return this.fromDirectGeometry( geometry.__directGeometry );
  6134. },
  6135. fromDirectGeometry: function ( geometry ) {
  6136. var positions = new Float32Array( geometry.vertices.length * 3 );
  6137. this.setAttribute( 'position', new BufferAttribute( positions, 3 ).copyVector3sArray( geometry.vertices ) );
  6138. if ( geometry.normals.length > 0 ) {
  6139. var normals = new Float32Array( geometry.normals.length * 3 );
  6140. this.setAttribute( 'normal', new BufferAttribute( normals, 3 ).copyVector3sArray( geometry.normals ) );
  6141. }
  6142. if ( geometry.colors.length > 0 ) {
  6143. var colors = new Float32Array( geometry.colors.length * 3 );
  6144. this.setAttribute( 'color', new BufferAttribute( colors, 3 ).copyColorsArray( geometry.colors ) );
  6145. }
  6146. if ( geometry.uvs.length > 0 ) {
  6147. var uvs = new Float32Array( geometry.uvs.length * 2 );
  6148. this.setAttribute( 'uv', new BufferAttribute( uvs, 2 ).copyVector2sArray( geometry.uvs ) );
  6149. }
  6150. if ( geometry.uvs2.length > 0 ) {
  6151. var uvs2 = new Float32Array( geometry.uvs2.length * 2 );
  6152. this.setAttribute( 'uv2', new BufferAttribute( uvs2, 2 ).copyVector2sArray( geometry.uvs2 ) );
  6153. }
  6154. // groups
  6155. this.groups = geometry.groups;
  6156. // morphs
  6157. for ( var name in geometry.morphTargets ) {
  6158. var array = [];
  6159. var morphTargets = geometry.morphTargets[ name ];
  6160. for ( var i = 0, l = morphTargets.length; i < l; i ++ ) {
  6161. var morphTarget = morphTargets[ i ];
  6162. var attribute = new Float32BufferAttribute( morphTarget.data.length * 3, 3 );
  6163. attribute.name = morphTarget.name;
  6164. array.push( attribute.copyVector3sArray( morphTarget.data ) );
  6165. }
  6166. this.morphAttributes[ name ] = array;
  6167. }
  6168. // skinning
  6169. if ( geometry.skinIndices.length > 0 ) {
  6170. var skinIndices = new Float32BufferAttribute( geometry.skinIndices.length * 4, 4 );
  6171. this.setAttribute( 'skinIndex', skinIndices.copyVector4sArray( geometry.skinIndices ) );
  6172. }
  6173. if ( geometry.skinWeights.length > 0 ) {
  6174. var skinWeights = new Float32BufferAttribute( geometry.skinWeights.length * 4, 4 );
  6175. this.setAttribute( 'skinWeight', skinWeights.copyVector4sArray( geometry.skinWeights ) );
  6176. }
  6177. //
  6178. if ( geometry.boundingSphere !== null ) {
  6179. this.boundingSphere = geometry.boundingSphere.clone();
  6180. }
  6181. if ( geometry.boundingBox !== null ) {
  6182. this.boundingBox = geometry.boundingBox.clone();
  6183. }
  6184. return this;
  6185. },
  6186. computeBoundingBox: function () {
  6187. if ( this.boundingBox === null ) {
  6188. this.boundingBox = new Box3();
  6189. }
  6190. var position = this.attributes.position;
  6191. var morphAttributesPosition = this.morphAttributes.position;
  6192. if ( position !== undefined ) {
  6193. this.boundingBox.setFromBufferAttribute( position );
  6194. // process morph attributes if present
  6195. if ( morphAttributesPosition ) {
  6196. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6197. var morphAttribute = morphAttributesPosition[ i ];
  6198. _box$2.setFromBufferAttribute( morphAttribute );
  6199. if ( this.morphTargetsRelative ) {
  6200. _vector$5.addVectors( this.boundingBox.min, _box$2.min );
  6201. this.boundingBox.expandByPoint( _vector$5 );
  6202. _vector$5.addVectors( this.boundingBox.max, _box$2.max );
  6203. this.boundingBox.expandByPoint( _vector$5 );
  6204. } else {
  6205. this.boundingBox.expandByPoint( _box$2.min );
  6206. this.boundingBox.expandByPoint( _box$2.max );
  6207. }
  6208. }
  6209. }
  6210. } else {
  6211. this.boundingBox.makeEmpty();
  6212. }
  6213. if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
  6214. console.error( 'THREE.BufferGeometry.computeBoundingBox: Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this );
  6215. }
  6216. },
  6217. computeBoundingSphere: function () {
  6218. if ( this.boundingSphere === null ) {
  6219. this.boundingSphere = new Sphere();
  6220. }
  6221. var position = this.attributes.position;
  6222. var morphAttributesPosition = this.morphAttributes.position;
  6223. if ( position ) {
  6224. // first, find the center of the bounding sphere
  6225. var center = this.boundingSphere.center;
  6226. _box$2.setFromBufferAttribute( position );
  6227. // process morph attributes if present
  6228. if ( morphAttributesPosition ) {
  6229. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6230. var morphAttribute = morphAttributesPosition[ i ];
  6231. _boxMorphTargets.setFromBufferAttribute( morphAttribute );
  6232. if ( this.morphTargetsRelative ) {
  6233. _vector$5.addVectors( _box$2.min, _boxMorphTargets.min );
  6234. _box$2.expandByPoint( _vector$5 );
  6235. _vector$5.addVectors( _box$2.max, _boxMorphTargets.max );
  6236. _box$2.expandByPoint( _vector$5 );
  6237. } else {
  6238. _box$2.expandByPoint( _boxMorphTargets.min );
  6239. _box$2.expandByPoint( _boxMorphTargets.max );
  6240. }
  6241. }
  6242. }
  6243. _box$2.getCenter( center );
  6244. // second, try to find a boundingSphere with a radius smaller than the
  6245. // boundingSphere of the boundingBox: sqrt(3) smaller in the best case
  6246. var maxRadiusSq = 0;
  6247. for ( var i = 0, il = position.count; i < il; i ++ ) {
  6248. _vector$5.fromBufferAttribute( position, i );
  6249. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$5 ) );
  6250. }
  6251. // process morph attributes if present
  6252. if ( morphAttributesPosition ) {
  6253. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6254. var morphAttribute = morphAttributesPosition[ i ];
  6255. var morphTargetsRelative = this.morphTargetsRelative;
  6256. for ( var j = 0, jl = morphAttribute.count; j < jl; j ++ ) {
  6257. _vector$5.fromBufferAttribute( morphAttribute, j );
  6258. if ( morphTargetsRelative ) {
  6259. _offset.fromBufferAttribute( position, j );
  6260. _vector$5.add( _offset );
  6261. }
  6262. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$5 ) );
  6263. }
  6264. }
  6265. }
  6266. this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
  6267. if ( isNaN( this.boundingSphere.radius ) ) {
  6268. console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this );
  6269. }
  6270. }
  6271. },
  6272. computeFaceNormals: function () {
  6273. // backwards compatibility
  6274. },
  6275. computeVertexNormals: function () {
  6276. var index = this.index;
  6277. var attributes = this.attributes;
  6278. if ( attributes.position ) {
  6279. var positions = attributes.position.array;
  6280. if ( attributes.normal === undefined ) {
  6281. this.setAttribute( 'normal', new BufferAttribute( new Float32Array( positions.length ), 3 ) );
  6282. } else {
  6283. // reset existing normals to zero
  6284. var array = attributes.normal.array;
  6285. for ( var i = 0, il = array.length; i < il; i ++ ) {
  6286. array[ i ] = 0;
  6287. }
  6288. }
  6289. var normals = attributes.normal.array;
  6290. var vA, vB, vC;
  6291. var pA = new Vector3(), pB = new Vector3(), pC = new Vector3();
  6292. var cb = new Vector3(), ab = new Vector3();
  6293. // indexed elements
  6294. if ( index ) {
  6295. var indices = index.array;
  6296. for ( var i = 0, il = index.count; i < il; i += 3 ) {
  6297. vA = indices[ i + 0 ] * 3;
  6298. vB = indices[ i + 1 ] * 3;
  6299. vC = indices[ i + 2 ] * 3;
  6300. pA.fromArray( positions, vA );
  6301. pB.fromArray( positions, vB );
  6302. pC.fromArray( positions, vC );
  6303. cb.subVectors( pC, pB );
  6304. ab.subVectors( pA, pB );
  6305. cb.cross( ab );
  6306. normals[ vA ] += cb.x;
  6307. normals[ vA + 1 ] += cb.y;
  6308. normals[ vA + 2 ] += cb.z;
  6309. normals[ vB ] += cb.x;
  6310. normals[ vB + 1 ] += cb.y;
  6311. normals[ vB + 2 ] += cb.z;
  6312. normals[ vC ] += cb.x;
  6313. normals[ vC + 1 ] += cb.y;
  6314. normals[ vC + 2 ] += cb.z;
  6315. }
  6316. } else {
  6317. // non-indexed elements (unconnected triangle soup)
  6318. for ( var i = 0, il = positions.length; i < il; i += 9 ) {
  6319. pA.fromArray( positions, i );
  6320. pB.fromArray( positions, i + 3 );
  6321. pC.fromArray( positions, i + 6 );
  6322. cb.subVectors( pC, pB );
  6323. ab.subVectors( pA, pB );
  6324. cb.cross( ab );
  6325. normals[ i ] = cb.x;
  6326. normals[ i + 1 ] = cb.y;
  6327. normals[ i + 2 ] = cb.z;
  6328. normals[ i + 3 ] = cb.x;
  6329. normals[ i + 4 ] = cb.y;
  6330. normals[ i + 5 ] = cb.z;
  6331. normals[ i + 6 ] = cb.x;
  6332. normals[ i + 7 ] = cb.y;
  6333. normals[ i + 8 ] = cb.z;
  6334. }
  6335. }
  6336. this.normalizeNormals();
  6337. attributes.normal.needsUpdate = true;
  6338. }
  6339. },
  6340. merge: function ( geometry, offset ) {
  6341. if ( ! ( geometry && geometry.isBufferGeometry ) ) {
  6342. console.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry );
  6343. return;
  6344. }
  6345. if ( offset === undefined ) {
  6346. offset = 0;
  6347. console.warn(
  6348. 'THREE.BufferGeometry.merge(): Overwriting original geometry, starting at offset=0. '
  6349. + 'Use BufferGeometryUtils.mergeBufferGeometries() for lossless merge.'
  6350. );
  6351. }
  6352. var attributes = this.attributes;
  6353. for ( var key in attributes ) {
  6354. if ( geometry.attributes[ key ] === undefined ) { continue; }
  6355. var attribute1 = attributes[ key ];
  6356. var attributeArray1 = attribute1.array;
  6357. var attribute2 = geometry.attributes[ key ];
  6358. var attributeArray2 = attribute2.array;
  6359. var attributeOffset = attribute2.itemSize * offset;
  6360. var length = Math.min( attributeArray2.length, attributeArray1.length - attributeOffset );
  6361. for ( var i = 0, j = attributeOffset; i < length; i ++, j ++ ) {
  6362. attributeArray1[ j ] = attributeArray2[ i ];
  6363. }
  6364. }
  6365. return this;
  6366. },
  6367. normalizeNormals: function () {
  6368. var normals = this.attributes.normal;
  6369. for ( var i = 0, il = normals.count; i < il; i ++ ) {
  6370. _vector$5.x = normals.getX( i );
  6371. _vector$5.y = normals.getY( i );
  6372. _vector$5.z = normals.getZ( i );
  6373. _vector$5.normalize();
  6374. normals.setXYZ( i, _vector$5.x, _vector$5.y, _vector$5.z );
  6375. }
  6376. },
  6377. toNonIndexed: function () {
  6378. function convertBufferAttribute( attribute, indices ) {
  6379. var array = attribute.array;
  6380. var itemSize = attribute.itemSize;
  6381. var array2 = new array.constructor( indices.length * itemSize );
  6382. var index = 0, index2 = 0;
  6383. for ( var i = 0, l = indices.length; i < l; i ++ ) {
  6384. index = indices[ i ] * itemSize;
  6385. for ( var j = 0; j < itemSize; j ++ ) {
  6386. array2[ index2 ++ ] = array[ index ++ ];
  6387. }
  6388. }
  6389. return new BufferAttribute( array2, itemSize );
  6390. }
  6391. //
  6392. if ( this.index === null ) {
  6393. console.warn( 'THREE.BufferGeometry.toNonIndexed(): Geometry is already non-indexed.' );
  6394. return this;
  6395. }
  6396. var geometry2 = new BufferGeometry();
  6397. var indices = this.index.array;
  6398. var attributes = this.attributes;
  6399. // attributes
  6400. for ( var name in attributes ) {
  6401. var attribute = attributes[ name ];
  6402. var newAttribute = convertBufferAttribute( attribute, indices );
  6403. geometry2.setAttribute( name, newAttribute );
  6404. }
  6405. // morph attributes
  6406. var morphAttributes = this.morphAttributes;
  6407. for ( name in morphAttributes ) {
  6408. var morphArray = [];
  6409. var morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  6410. for ( var i = 0, il = morphAttribute.length; i < il; i ++ ) {
  6411. var attribute = morphAttribute[ i ];
  6412. var newAttribute = convertBufferAttribute( attribute, indices );
  6413. morphArray.push( newAttribute );
  6414. }
  6415. geometry2.morphAttributes[ name ] = morphArray;
  6416. }
  6417. geometry2.morphTargetsRelative = this.morphTargetsRelative;
  6418. // groups
  6419. var groups = this.groups;
  6420. for ( var i = 0, l = groups.length; i < l; i ++ ) {
  6421. var group = groups[ i ];
  6422. geometry2.addGroup( group.start, group.count, group.materialIndex );
  6423. }
  6424. return geometry2;
  6425. },
  6426. toJSON: function () {
  6427. var data = {
  6428. metadata: {
  6429. version: 4.5,
  6430. type: 'BufferGeometry',
  6431. generator: 'BufferGeometry.toJSON'
  6432. }
  6433. };
  6434. // standard BufferGeometry serialization
  6435. data.uuid = this.uuid;
  6436. data.type = this.type;
  6437. if ( this.name !== '' ) { data.name = this.name; }
  6438. if ( Object.keys( this.userData ).length > 0 ) { data.userData = this.userData; }
  6439. if ( this.parameters !== undefined ) {
  6440. var parameters = this.parameters;
  6441. for ( var key in parameters ) {
  6442. if ( parameters[ key ] !== undefined ) { data[ key ] = parameters[ key ]; }
  6443. }
  6444. return data;
  6445. }
  6446. data.data = { attributes: {} };
  6447. var index = this.index;
  6448. if ( index !== null ) {
  6449. data.data.index = {
  6450. type: index.array.constructor.name,
  6451. array: Array.prototype.slice.call( index.array )
  6452. };
  6453. }
  6454. var attributes = this.attributes;
  6455. for ( var key in attributes ) {
  6456. var attribute = attributes[ key ];
  6457. var attributeData = attribute.toJSON();
  6458. if ( attribute.name !== '' ) { attributeData.name = attribute.name; }
  6459. data.data.attributes[ key ] = attributeData;
  6460. }
  6461. var morphAttributes = {};
  6462. var hasMorphAttributes = false;
  6463. for ( var key in this.morphAttributes ) {
  6464. var attributeArray = this.morphAttributes[ key ];
  6465. var array = [];
  6466. for ( var i = 0, il = attributeArray.length; i < il; i ++ ) {
  6467. var attribute = attributeArray[ i ];
  6468. var attributeData = attribute.toJSON();
  6469. if ( attribute.name !== '' ) { attributeData.name = attribute.name; }
  6470. array.push( attributeData );
  6471. }
  6472. if ( array.length > 0 ) {
  6473. morphAttributes[ key ] = array;
  6474. hasMorphAttributes = true;
  6475. }
  6476. }
  6477. if ( hasMorphAttributes ) {
  6478. data.data.morphAttributes = morphAttributes;
  6479. data.data.morphTargetsRelative = this.morphTargetsRelative;
  6480. }
  6481. var groups = this.groups;
  6482. if ( groups.length > 0 ) {
  6483. data.data.groups = JSON.parse( JSON.stringify( groups ) );
  6484. }
  6485. var boundingSphere = this.boundingSphere;
  6486. if ( boundingSphere !== null ) {
  6487. data.data.boundingSphere = {
  6488. center: boundingSphere.center.toArray(),
  6489. radius: boundingSphere.radius
  6490. };
  6491. }
  6492. return data;
  6493. },
  6494. clone: function () {
  6495. /*
  6496. // Handle primitives
  6497. var parameters = this.parameters;
  6498. if ( parameters !== undefined ) {
  6499. var values = [];
  6500. for ( var key in parameters ) {
  6501. values.push( parameters[ key ] );
  6502. }
  6503. var geometry = Object.create( this.constructor.prototype );
  6504. this.constructor.apply( geometry, values );
  6505. return geometry;
  6506. }
  6507. return new this.constructor().copy( this );
  6508. */
  6509. return new BufferGeometry().copy( this );
  6510. },
  6511. copy: function ( source ) {
  6512. var name, i, l;
  6513. // reset
  6514. this.index = null;
  6515. this.attributes = {};
  6516. this.morphAttributes = {};
  6517. this.groups = [];
  6518. this.boundingBox = null;
  6519. this.boundingSphere = null;
  6520. // name
  6521. this.name = source.name;
  6522. // index
  6523. var index = source.index;
  6524. if ( index !== null ) {
  6525. this.setIndex( index.clone() );
  6526. }
  6527. // attributes
  6528. var attributes = source.attributes;
  6529. for ( name in attributes ) {
  6530. var attribute = attributes[ name ];
  6531. this.setAttribute( name, attribute.clone() );
  6532. }
  6533. // morph attributes
  6534. var morphAttributes = source.morphAttributes;
  6535. for ( name in morphAttributes ) {
  6536. var array = [];
  6537. var morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  6538. for ( i = 0, l = morphAttribute.length; i < l; i ++ ) {
  6539. array.push( morphAttribute[ i ].clone() );
  6540. }
  6541. this.morphAttributes[ name ] = array;
  6542. }
  6543. this.morphTargetsRelative = source.morphTargetsRelative;
  6544. // groups
  6545. var groups = source.groups;
  6546. for ( i = 0, l = groups.length; i < l; i ++ ) {
  6547. var group = groups[ i ];
  6548. this.addGroup( group.start, group.count, group.materialIndex );
  6549. }
  6550. // bounding box
  6551. var boundingBox = source.boundingBox;
  6552. if ( boundingBox !== null ) {
  6553. this.boundingBox = boundingBox.clone();
  6554. }
  6555. // bounding sphere
  6556. var boundingSphere = source.boundingSphere;
  6557. if ( boundingSphere !== null ) {
  6558. this.boundingSphere = boundingSphere.clone();
  6559. }
  6560. // draw range
  6561. this.drawRange.start = source.drawRange.start;
  6562. this.drawRange.count = source.drawRange.count;
  6563. // user data
  6564. this.userData = source.userData;
  6565. return this;
  6566. },
  6567. dispose: function () {
  6568. this.dispatchEvent( { type: 'dispose' } );
  6569. }
  6570. } );
  6571. /**
  6572. * @author mrdoob / http://mrdoob.com/
  6573. * @author alteredq / http://alteredqualia.com/
  6574. * @author mikael emtinger / http://gomo.se/
  6575. * @author jonobr1 / http://jonobr1.com/
  6576. */
  6577. var _inverseMatrix = new Matrix4();
  6578. var _ray = new Ray();
  6579. var _sphere = new Sphere();
  6580. var _vA = new Vector3();
  6581. var _vB = new Vector3();
  6582. var _vC = new Vector3();
  6583. var _tempA = new Vector3();
  6584. var _tempB = new Vector3();
  6585. var _tempC = new Vector3();
  6586. var _morphA = new Vector3();
  6587. var _morphB = new Vector3();
  6588. var _morphC = new Vector3();
  6589. var _uvA = new Vector2();
  6590. var _uvB = new Vector2();
  6591. var _uvC = new Vector2();
  6592. var _intersectionPoint = new Vector3();
  6593. var _intersectionPointWorld = new Vector3();
  6594. function Mesh( geometry, material ) {
  6595. Object3D.call( this );
  6596. this.type = 'Mesh';
  6597. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  6598. this.material = material !== undefined ? material : new MeshBasicMaterial( { color: Math.random() * 0xffffff } );
  6599. this.updateMorphTargets();
  6600. }
  6601. Mesh.prototype = Object.assign( Object.create( Object3D.prototype ), {
  6602. constructor: Mesh,
  6603. isMesh: true,
  6604. copy: function ( source ) {
  6605. Object3D.prototype.copy.call( this, source );
  6606. if ( source.morphTargetInfluences !== undefined ) {
  6607. this.morphTargetInfluences = source.morphTargetInfluences.slice();
  6608. }
  6609. if ( source.morphTargetDictionary !== undefined ) {
  6610. this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );
  6611. }
  6612. return this;
  6613. },
  6614. updateMorphTargets: function () {
  6615. var geometry = this.geometry;
  6616. var m, ml, name;
  6617. if ( geometry.isBufferGeometry ) {
  6618. var morphAttributes = geometry.morphAttributes;
  6619. var keys = Object.keys( morphAttributes );
  6620. if ( keys.length > 0 ) {
  6621. var morphAttribute = morphAttributes[ keys[ 0 ] ];
  6622. if ( morphAttribute !== undefined ) {
  6623. this.morphTargetInfluences = [];
  6624. this.morphTargetDictionary = {};
  6625. for ( m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  6626. name = morphAttribute[ m ].name || String( m );
  6627. this.morphTargetInfluences.push( 0 );
  6628. this.morphTargetDictionary[ name ] = m;
  6629. }
  6630. }
  6631. }
  6632. } else {
  6633. var morphTargets = geometry.morphTargets;
  6634. if ( morphTargets !== undefined && morphTargets.length > 0 ) {
  6635. console.error( 'THREE.Mesh.updateMorphTargets() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
  6636. }
  6637. }
  6638. },
  6639. raycast: function ( raycaster, intersects ) {
  6640. var geometry = this.geometry;
  6641. var material = this.material;
  6642. var matrixWorld = this.matrixWorld;
  6643. if ( material === undefined ) { return; }
  6644. // Checking boundingSphere distance to ray
  6645. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  6646. _sphere.copy( geometry.boundingSphere );
  6647. _sphere.applyMatrix4( matrixWorld );
  6648. if ( raycaster.ray.intersectsSphere( _sphere ) === false ) { return; }
  6649. //
  6650. _inverseMatrix.getInverse( matrixWorld );
  6651. _ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix );
  6652. // Check boundingBox before continuing
  6653. if ( geometry.boundingBox !== null ) {
  6654. if ( _ray.intersectsBox( geometry.boundingBox ) === false ) { return; }
  6655. }
  6656. var intersection;
  6657. if ( geometry.isBufferGeometry ) {
  6658. var a, b, c;
  6659. var index = geometry.index;
  6660. var position = geometry.attributes.position;
  6661. var morphPosition = geometry.morphAttributes.position;
  6662. var morphTargetsRelative = geometry.morphTargetsRelative;
  6663. var uv = geometry.attributes.uv;
  6664. var uv2 = geometry.attributes.uv2;
  6665. var groups = geometry.groups;
  6666. var drawRange = geometry.drawRange;
  6667. var i, j, il, jl;
  6668. var group, groupMaterial;
  6669. var start, end;
  6670. if ( index !== null ) {
  6671. // indexed buffer geometry
  6672. if ( Array.isArray( material ) ) {
  6673. for ( i = 0, il = groups.length; i < il; i ++ ) {
  6674. group = groups[ i ];
  6675. groupMaterial = material[ group.materialIndex ];
  6676. start = Math.max( group.start, drawRange.start );
  6677. end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );
  6678. for ( j = start, jl = end; j < jl; j += 3 ) {
  6679. a = index.getX( j );
  6680. b = index.getX( j + 1 );
  6681. c = index.getX( j + 2 );
  6682. intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );
  6683. if ( intersection ) {
  6684. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics
  6685. intersection.face.materialIndex = group.materialIndex;
  6686. intersects.push( intersection );
  6687. }
  6688. }
  6689. }
  6690. } else {
  6691. start = Math.max( 0, drawRange.start );
  6692. end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  6693. for ( i = start, il = end; i < il; i += 3 ) {
  6694. a = index.getX( i );
  6695. b = index.getX( i + 1 );
  6696. c = index.getX( i + 2 );
  6697. intersection = checkBufferGeometryIntersection( this, material, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );
  6698. if ( intersection ) {
  6699. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics
  6700. intersects.push( intersection );
  6701. }
  6702. }
  6703. }
  6704. } else if ( position !== undefined ) {
  6705. // non-indexed buffer geometry
  6706. if ( Array.isArray( material ) ) {
  6707. for ( i = 0, il = groups.length; i < il; i ++ ) {
  6708. group = groups[ i ];
  6709. groupMaterial = material[ group.materialIndex ];
  6710. start = Math.max( group.start, drawRange.start );
  6711. end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );
  6712. for ( j = start, jl = end; j < jl; j += 3 ) {
  6713. a = j;
  6714. b = j + 1;
  6715. c = j + 2;
  6716. intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );
  6717. if ( intersection ) {
  6718. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics
  6719. intersection.face.materialIndex = group.materialIndex;
  6720. intersects.push( intersection );
  6721. }
  6722. }
  6723. }
  6724. } else {
  6725. start = Math.max( 0, drawRange.start );
  6726. end = Math.min( position.count, ( drawRange.start + drawRange.count ) );
  6727. for ( i = start, il = end; i < il; i += 3 ) {
  6728. a = i;
  6729. b = i + 1;
  6730. c = i + 2;
  6731. intersection = checkBufferGeometryIntersection( this, material, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );
  6732. if ( intersection ) {
  6733. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics
  6734. intersects.push( intersection );
  6735. }
  6736. }
  6737. }
  6738. }
  6739. } else if ( geometry.isGeometry ) {
  6740. var fvA, fvB, fvC;
  6741. var isMultiMaterial = Array.isArray( material );
  6742. var vertices = geometry.vertices;
  6743. var faces = geometry.faces;
  6744. var uvs;
  6745. var faceVertexUvs = geometry.faceVertexUvs[ 0 ];
  6746. if ( faceVertexUvs.length > 0 ) { uvs = faceVertexUvs; }
  6747. for ( var f = 0, fl = faces.length; f < fl; f ++ ) {
  6748. var face = faces[ f ];
  6749. var faceMaterial = isMultiMaterial ? material[ face.materialIndex ] : material;
  6750. if ( faceMaterial === undefined ) { continue; }
  6751. fvA = vertices[ face.a ];
  6752. fvB = vertices[ face.b ];
  6753. fvC = vertices[ face.c ];
  6754. intersection = checkIntersection( this, faceMaterial, raycaster, _ray, fvA, fvB, fvC, _intersectionPoint );
  6755. if ( intersection ) {
  6756. if ( uvs && uvs[ f ] ) {
  6757. var uvs_f = uvs[ f ];
  6758. _uvA.copy( uvs_f[ 0 ] );
  6759. _uvB.copy( uvs_f[ 1 ] );
  6760. _uvC.copy( uvs_f[ 2 ] );
  6761. intersection.uv = Triangle.getUV( _intersectionPoint, fvA, fvB, fvC, _uvA, _uvB, _uvC, new Vector2() );
  6762. }
  6763. intersection.face = face;
  6764. intersection.faceIndex = f;
  6765. intersects.push( intersection );
  6766. }
  6767. }
  6768. }
  6769. },
  6770. clone: function () {
  6771. return new this.constructor( this.geometry, this.material ).copy( this );
  6772. }
  6773. } );
  6774. function checkIntersection( object, material, raycaster, ray, pA, pB, pC, point ) {
  6775. var intersect;
  6776. if ( material.side === BackSide ) {
  6777. intersect = ray.intersectTriangle( pC, pB, pA, true, point );
  6778. } else {
  6779. intersect = ray.intersectTriangle( pA, pB, pC, material.side !== DoubleSide, point );
  6780. }
  6781. if ( intersect === null ) { return null; }
  6782. _intersectionPointWorld.copy( point );
  6783. _intersectionPointWorld.applyMatrix4( object.matrixWorld );
  6784. var distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld );
  6785. if ( distance < raycaster.near || distance > raycaster.far ) { return null; }
  6786. return {
  6787. distance: distance,
  6788. point: _intersectionPointWorld.clone(),
  6789. object: object
  6790. };
  6791. }
  6792. function checkBufferGeometryIntersection( object, material, raycaster, ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c ) {
  6793. _vA.fromBufferAttribute( position, a );
  6794. _vB.fromBufferAttribute( position, b );
  6795. _vC.fromBufferAttribute( position, c );
  6796. var morphInfluences = object.morphTargetInfluences;
  6797. if ( material.morphTargets && morphPosition && morphInfluences ) {
  6798. _morphA.set( 0, 0, 0 );
  6799. _morphB.set( 0, 0, 0 );
  6800. _morphC.set( 0, 0, 0 );
  6801. for ( var i = 0, il = morphPosition.length; i < il; i ++ ) {
  6802. var influence = morphInfluences[ i ];
  6803. var morphAttribute = morphPosition[ i ];
  6804. if ( influence === 0 ) { continue; }
  6805. _tempA.fromBufferAttribute( morphAttribute, a );
  6806. _tempB.fromBufferAttribute( morphAttribute, b );
  6807. _tempC.fromBufferAttribute( morphAttribute, c );
  6808. if ( morphTargetsRelative ) {
  6809. _morphA.addScaledVector( _tempA, influence );
  6810. _morphB.addScaledVector( _tempB, influence );
  6811. _morphC.addScaledVector( _tempC, influence );
  6812. } else {
  6813. _morphA.addScaledVector( _tempA.sub( _vA ), influence );
  6814. _morphB.addScaledVector( _tempB.sub( _vB ), influence );
  6815. _morphC.addScaledVector( _tempC.sub( _vC ), influence );
  6816. }
  6817. }
  6818. _vA.add( _morphA );
  6819. _vB.add( _morphB );
  6820. _vC.add( _morphC );
  6821. }
  6822. var intersection = checkIntersection( object, material, raycaster, ray, _vA, _vB, _vC, _intersectionPoint );
  6823. if ( intersection ) {
  6824. if ( uv ) {
  6825. _uvA.fromBufferAttribute( uv, a );
  6826. _uvB.fromBufferAttribute( uv, b );
  6827. _uvC.fromBufferAttribute( uv, c );
  6828. intersection.uv = Triangle.getUV( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() );
  6829. }
  6830. if ( uv2 ) {
  6831. _uvA.fromBufferAttribute( uv2, a );
  6832. _uvB.fromBufferAttribute( uv2, b );
  6833. _uvC.fromBufferAttribute( uv2, c );
  6834. intersection.uv2 = Triangle.getUV( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() );
  6835. }
  6836. var face = new Face3( a, b, c );
  6837. Triangle.getNormal( _vA, _vB, _vC, face.normal );
  6838. intersection.face = face;
  6839. }
  6840. return intersection;
  6841. }
  6842. /**
  6843. * @author mrdoob / http://mrdoob.com/
  6844. * @author kile / http://kile.stravaganza.org/
  6845. * @author alteredq / http://alteredqualia.com/
  6846. * @author mikael emtinger / http://gomo.se/
  6847. * @author zz85 / http://www.lab4games.net/zz85/blog
  6848. * @author bhouston / http://clara.io
  6849. */
  6850. var _geometryId = 0; // Geometry uses even numbers as Id
  6851. var _m1$3 = new Matrix4();
  6852. var _obj$1 = new Object3D();
  6853. var _offset$1 = new Vector3();
  6854. function Geometry() {
  6855. Object.defineProperty( this, 'id', { value: _geometryId += 2 } );
  6856. this.uuid = _Math.generateUUID();
  6857. this.name = '';
  6858. this.type = 'Geometry';
  6859. this.vertices = [];
  6860. this.colors = [];
  6861. this.faces = [];
  6862. this.faceVertexUvs = [[]];
  6863. this.morphTargets = [];
  6864. this.morphNormals = [];
  6865. this.skinWeights = [];
  6866. this.skinIndices = [];
  6867. this.lineDistances = [];
  6868. this.boundingBox = null;
  6869. this.boundingSphere = null;
  6870. // update flags
  6871. this.elementsNeedUpdate = false;
  6872. this.verticesNeedUpdate = false;
  6873. this.uvsNeedUpdate = false;
  6874. this.normalsNeedUpdate = false;
  6875. this.colorsNeedUpdate = false;
  6876. this.lineDistancesNeedUpdate = false;
  6877. this.groupsNeedUpdate = false;
  6878. }
  6879. Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  6880. constructor: Geometry,
  6881. isGeometry: true,
  6882. applyMatrix: function ( matrix ) {
  6883. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  6884. for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {
  6885. var vertex = this.vertices[ i ];
  6886. vertex.applyMatrix4( matrix );
  6887. }
  6888. for ( var i = 0, il = this.faces.length; i < il; i ++ ) {
  6889. var face = this.faces[ i ];
  6890. face.normal.applyMatrix3( normalMatrix ).normalize();
  6891. for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
  6892. face.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize();
  6893. }
  6894. }
  6895. if ( this.boundingBox !== null ) {
  6896. this.computeBoundingBox();
  6897. }
  6898. if ( this.boundingSphere !== null ) {
  6899. this.computeBoundingSphere();
  6900. }
  6901. this.verticesNeedUpdate = true;
  6902. this.normalsNeedUpdate = true;
  6903. return this;
  6904. },
  6905. rotateX: function ( angle ) {
  6906. // rotate geometry around world x-axis
  6907. _m1$3.makeRotationX( angle );
  6908. this.applyMatrix( _m1$3 );
  6909. return this;
  6910. },
  6911. rotateY: function ( angle ) {
  6912. // rotate geometry around world y-axis
  6913. _m1$3.makeRotationY( angle );
  6914. this.applyMatrix( _m1$3 );
  6915. return this;
  6916. },
  6917. rotateZ: function ( angle ) {
  6918. // rotate geometry around world z-axis
  6919. _m1$3.makeRotationZ( angle );
  6920. this.applyMatrix( _m1$3 );
  6921. return this;
  6922. },
  6923. translate: function ( x, y, z ) {
  6924. // translate geometry
  6925. _m1$3.makeTranslation( x, y, z );
  6926. this.applyMatrix( _m1$3 );
  6927. return this;
  6928. },
  6929. scale: function ( x, y, z ) {
  6930. // scale geometry
  6931. _m1$3.makeScale( x, y, z );
  6932. this.applyMatrix( _m1$3 );
  6933. return this;
  6934. },
  6935. lookAt: function ( vector ) {
  6936. _obj$1.lookAt( vector );
  6937. _obj$1.updateMatrix();
  6938. this.applyMatrix( _obj$1.matrix );
  6939. return this;
  6940. },
  6941. fromBufferGeometry: function ( geometry ) {
  6942. var scope = this;
  6943. var indices = geometry.index !== null ? geometry.index.array : undefined;
  6944. var attributes = geometry.attributes;
  6945. if ( attributes.position === undefined ) {
  6946. console.error( 'THREE.Geometry.fromBufferGeometry(): Position attribute required for conversion.' );
  6947. return this;
  6948. }
  6949. var positions = attributes.position.array;
  6950. var normals = attributes.normal !== undefined ? attributes.normal.array : undefined;
  6951. var colors = attributes.color !== undefined ? attributes.color.array : undefined;
  6952. var uvs = attributes.uv !== undefined ? attributes.uv.array : undefined;
  6953. var uvs2 = attributes.uv2 !== undefined ? attributes.uv2.array : undefined;
  6954. if ( uvs2 !== undefined ) { this.faceVertexUvs[ 1 ] = []; }
  6955. for ( var i = 0; i < positions.length; i += 3 ) {
  6956. scope.vertices.push( new Vector3().fromArray( positions, i ) );
  6957. if ( colors !== undefined ) {
  6958. scope.colors.push( new Color().fromArray( colors, i ) );
  6959. }
  6960. }
  6961. function addFace( a, b, c, materialIndex ) {
  6962. var vertexColors = ( colors === undefined ) ? [] : [
  6963. scope.colors[ a ].clone(),
  6964. scope.colors[ b ].clone(),
  6965. scope.colors[ c ].clone() ];
  6966. var vertexNormals = ( normals === undefined ) ? [] : [
  6967. new Vector3().fromArray( normals, a * 3 ),
  6968. new Vector3().fromArray( normals, b * 3 ),
  6969. new Vector3().fromArray( normals, c * 3 )
  6970. ];
  6971. var face = new Face3( a, b, c, vertexNormals, vertexColors, materialIndex );
  6972. scope.faces.push( face );
  6973. if ( uvs !== undefined ) {
  6974. scope.faceVertexUvs[ 0 ].push( [
  6975. new Vector2().fromArray( uvs, a * 2 ),
  6976. new Vector2().fromArray( uvs, b * 2 ),
  6977. new Vector2().fromArray( uvs, c * 2 )
  6978. ] );
  6979. }
  6980. if ( uvs2 !== undefined ) {
  6981. scope.faceVertexUvs[ 1 ].push( [
  6982. new Vector2().fromArray( uvs2, a * 2 ),
  6983. new Vector2().fromArray( uvs2, b * 2 ),
  6984. new Vector2().fromArray( uvs2, c * 2 )
  6985. ] );
  6986. }
  6987. }
  6988. var groups = geometry.groups;
  6989. if ( groups.length > 0 ) {
  6990. for ( var i = 0; i < groups.length; i ++ ) {
  6991. var group = groups[ i ];
  6992. var start = group.start;
  6993. var count = group.count;
  6994. for ( var j = start, jl = start + count; j < jl; j += 3 ) {
  6995. if ( indices !== undefined ) {
  6996. addFace( indices[ j ], indices[ j + 1 ], indices[ j + 2 ], group.materialIndex );
  6997. } else {
  6998. addFace( j, j + 1, j + 2, group.materialIndex );
  6999. }
  7000. }
  7001. }
  7002. } else {
  7003. if ( indices !== undefined ) {
  7004. for ( var i = 0; i < indices.length; i += 3 ) {
  7005. addFace( indices[ i ], indices[ i + 1 ], indices[ i + 2 ] );
  7006. }
  7007. } else {
  7008. for ( var i = 0; i < positions.length / 3; i += 3 ) {
  7009. addFace( i, i + 1, i + 2 );
  7010. }
  7011. }
  7012. }
  7013. this.computeFaceNormals();
  7014. if ( geometry.boundingBox !== null ) {
  7015. this.boundingBox = geometry.boundingBox.clone();
  7016. }
  7017. if ( geometry.boundingSphere !== null ) {
  7018. this.boundingSphere = geometry.boundingSphere.clone();
  7019. }
  7020. return this;
  7021. },
  7022. center: function () {
  7023. this.computeBoundingBox();
  7024. this.boundingBox.getCenter( _offset$1 ).negate();
  7025. this.translate( _offset$1.x, _offset$1.y, _offset$1.z );
  7026. return this;
  7027. },
  7028. normalize: function () {
  7029. this.computeBoundingSphere();
  7030. var center = this.boundingSphere.center;
  7031. var radius = this.boundingSphere.radius;
  7032. var s = radius === 0 ? 1 : 1.0 / radius;
  7033. var matrix = new Matrix4();
  7034. matrix.set(
  7035. s, 0, 0, - s * center.x,
  7036. 0, s, 0, - s * center.y,
  7037. 0, 0, s, - s * center.z,
  7038. 0, 0, 0, 1
  7039. );
  7040. this.applyMatrix( matrix );
  7041. return this;
  7042. },
  7043. computeFaceNormals: function () {
  7044. var cb = new Vector3(), ab = new Vector3();
  7045. for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7046. var face = this.faces[ f ];
  7047. var vA = this.vertices[ face.a ];
  7048. var vB = this.vertices[ face.b ];
  7049. var vC = this.vertices[ face.c ];
  7050. cb.subVectors( vC, vB );
  7051. ab.subVectors( vA, vB );
  7052. cb.cross( ab );
  7053. cb.normalize();
  7054. face.normal.copy( cb );
  7055. }
  7056. },
  7057. computeVertexNormals: function ( areaWeighted ) {
  7058. if ( areaWeighted === undefined ) { areaWeighted = true; }
  7059. var v, vl, f, fl, face, vertices;
  7060. vertices = new Array( this.vertices.length );
  7061. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  7062. vertices[ v ] = new Vector3();
  7063. }
  7064. if ( areaWeighted ) {
  7065. // vertex normals weighted by triangle areas
  7066. // http://www.iquilezles.org/www/articles/normals/normals.htm
  7067. var vA, vB, vC;
  7068. var cb = new Vector3(), ab = new Vector3();
  7069. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7070. face = this.faces[ f ];
  7071. vA = this.vertices[ face.a ];
  7072. vB = this.vertices[ face.b ];
  7073. vC = this.vertices[ face.c ];
  7074. cb.subVectors( vC, vB );
  7075. ab.subVectors( vA, vB );
  7076. cb.cross( ab );
  7077. vertices[ face.a ].add( cb );
  7078. vertices[ face.b ].add( cb );
  7079. vertices[ face.c ].add( cb );
  7080. }
  7081. } else {
  7082. this.computeFaceNormals();
  7083. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7084. face = this.faces[ f ];
  7085. vertices[ face.a ].add( face.normal );
  7086. vertices[ face.b ].add( face.normal );
  7087. vertices[ face.c ].add( face.normal );
  7088. }
  7089. }
  7090. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  7091. vertices[ v ].normalize();
  7092. }
  7093. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7094. face = this.faces[ f ];
  7095. var vertexNormals = face.vertexNormals;
  7096. if ( vertexNormals.length === 3 ) {
  7097. vertexNormals[ 0 ].copy( vertices[ face.a ] );
  7098. vertexNormals[ 1 ].copy( vertices[ face.b ] );
  7099. vertexNormals[ 2 ].copy( vertices[ face.c ] );
  7100. } else {
  7101. vertexNormals[ 0 ] = vertices[ face.a ].clone();
  7102. vertexNormals[ 1 ] = vertices[ face.b ].clone();
  7103. vertexNormals[ 2 ] = vertices[ face.c ].clone();
  7104. }
  7105. }
  7106. if ( this.faces.length > 0 ) {
  7107. this.normalsNeedUpdate = true;
  7108. }
  7109. },
  7110. computeFlatVertexNormals: function () {
  7111. var f, fl, face;
  7112. this.computeFaceNormals();
  7113. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7114. face = this.faces[ f ];
  7115. var vertexNormals = face.vertexNormals;
  7116. if ( vertexNormals.length === 3 ) {
  7117. vertexNormals[ 0 ].copy( face.normal );
  7118. vertexNormals[ 1 ].copy( face.normal );
  7119. vertexNormals[ 2 ].copy( face.normal );
  7120. } else {
  7121. vertexNormals[ 0 ] = face.normal.clone();
  7122. vertexNormals[ 1 ] = face.normal.clone();
  7123. vertexNormals[ 2 ] = face.normal.clone();
  7124. }
  7125. }
  7126. if ( this.faces.length > 0 ) {
  7127. this.normalsNeedUpdate = true;
  7128. }
  7129. },
  7130. computeMorphNormals: function () {
  7131. var i, il, f, fl, face;
  7132. // save original normals
  7133. // - create temp variables on first access
  7134. // otherwise just copy (for faster repeated calls)
  7135. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7136. face = this.faces[ f ];
  7137. if ( ! face.__originalFaceNormal ) {
  7138. face.__originalFaceNormal = face.normal.clone();
  7139. } else {
  7140. face.__originalFaceNormal.copy( face.normal );
  7141. }
  7142. if ( ! face.__originalVertexNormals ) { face.__originalVertexNormals = []; }
  7143. for ( i = 0, il = face.vertexNormals.length; i < il; i ++ ) {
  7144. if ( ! face.__originalVertexNormals[ i ] ) {
  7145. face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone();
  7146. } else {
  7147. face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] );
  7148. }
  7149. }
  7150. }
  7151. // use temp geometry to compute face and vertex normals for each morph
  7152. var tmpGeo = new Geometry();
  7153. tmpGeo.faces = this.faces;
  7154. for ( i = 0, il = this.morphTargets.length; i < il; i ++ ) {
  7155. // create on first access
  7156. if ( ! this.morphNormals[ i ] ) {
  7157. this.morphNormals[ i ] = {};
  7158. this.morphNormals[ i ].faceNormals = [];
  7159. this.morphNormals[ i ].vertexNormals = [];
  7160. var dstNormalsFace = this.morphNormals[ i ].faceNormals;
  7161. var dstNormalsVertex = this.morphNormals[ i ].vertexNormals;
  7162. var faceNormal, vertexNormals;
  7163. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7164. faceNormal = new Vector3();
  7165. vertexNormals = { a: new Vector3(), b: new Vector3(), c: new Vector3() };
  7166. dstNormalsFace.push( faceNormal );
  7167. dstNormalsVertex.push( vertexNormals );
  7168. }
  7169. }
  7170. var morphNormals = this.morphNormals[ i ];
  7171. // set vertices to morph target
  7172. tmpGeo.vertices = this.morphTargets[ i ].vertices;
  7173. // compute morph normals
  7174. tmpGeo.computeFaceNormals();
  7175. tmpGeo.computeVertexNormals();
  7176. // store morph normals
  7177. var faceNormal, vertexNormals;
  7178. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7179. face = this.faces[ f ];
  7180. faceNormal = morphNormals.faceNormals[ f ];
  7181. vertexNormals = morphNormals.vertexNormals[ f ];
  7182. faceNormal.copy( face.normal );
  7183. vertexNormals.a.copy( face.vertexNormals[ 0 ] );
  7184. vertexNormals.b.copy( face.vertexNormals[ 1 ] );
  7185. vertexNormals.c.copy( face.vertexNormals[ 2 ] );
  7186. }
  7187. }
  7188. // restore original normals
  7189. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7190. face = this.faces[ f ];
  7191. face.normal = face.__originalFaceNormal;
  7192. face.vertexNormals = face.__originalVertexNormals;
  7193. }
  7194. },
  7195. computeBoundingBox: function () {
  7196. if ( this.boundingBox === null ) {
  7197. this.boundingBox = new Box3();
  7198. }
  7199. this.boundingBox.setFromPoints( this.vertices );
  7200. },
  7201. computeBoundingSphere: function () {
  7202. if ( this.boundingSphere === null ) {
  7203. this.boundingSphere = new Sphere();
  7204. }
  7205. this.boundingSphere.setFromPoints( this.vertices );
  7206. },
  7207. merge: function ( geometry, matrix, materialIndexOffset ) {
  7208. if ( ! ( geometry && geometry.isGeometry ) ) {
  7209. console.error( 'THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.', geometry );
  7210. return;
  7211. }
  7212. var normalMatrix,
  7213. vertexOffset = this.vertices.length,
  7214. vertices1 = this.vertices,
  7215. vertices2 = geometry.vertices,
  7216. faces1 = this.faces,
  7217. faces2 = geometry.faces,
  7218. colors1 = this.colors,
  7219. colors2 = geometry.colors;
  7220. if ( materialIndexOffset === undefined ) { materialIndexOffset = 0; }
  7221. if ( matrix !== undefined ) {
  7222. normalMatrix = new Matrix3().getNormalMatrix( matrix );
  7223. }
  7224. // vertices
  7225. for ( var i = 0, il = vertices2.length; i < il; i ++ ) {
  7226. var vertex = vertices2[ i ];
  7227. var vertexCopy = vertex.clone();
  7228. if ( matrix !== undefined ) { vertexCopy.applyMatrix4( matrix ); }
  7229. vertices1.push( vertexCopy );
  7230. }
  7231. // colors
  7232. for ( var i = 0, il = colors2.length; i < il; i ++ ) {
  7233. colors1.push( colors2[ i ].clone() );
  7234. }
  7235. // faces
  7236. for ( i = 0, il = faces2.length; i < il; i ++ ) {
  7237. var face = faces2[ i ], faceCopy, normal, color,
  7238. faceVertexNormals = face.vertexNormals,
  7239. faceVertexColors = face.vertexColors;
  7240. faceCopy = new Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset );
  7241. faceCopy.normal.copy( face.normal );
  7242. if ( normalMatrix !== undefined ) {
  7243. faceCopy.normal.applyMatrix3( normalMatrix ).normalize();
  7244. }
  7245. for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) {
  7246. normal = faceVertexNormals[ j ].clone();
  7247. if ( normalMatrix !== undefined ) {
  7248. normal.applyMatrix3( normalMatrix ).normalize();
  7249. }
  7250. faceCopy.vertexNormals.push( normal );
  7251. }
  7252. faceCopy.color.copy( face.color );
  7253. for ( var j = 0, jl = faceVertexColors.length; j < jl; j ++ ) {
  7254. color = faceVertexColors[ j ];
  7255. faceCopy.vertexColors.push( color.clone() );
  7256. }
  7257. faceCopy.materialIndex = face.materialIndex + materialIndexOffset;
  7258. faces1.push( faceCopy );
  7259. }
  7260. // uvs
  7261. for ( var i = 0, il = geometry.faceVertexUvs.length; i < il; i ++ ) {
  7262. var faceVertexUvs2 = geometry.faceVertexUvs[ i ];
  7263. if ( this.faceVertexUvs[ i ] === undefined ) { this.faceVertexUvs[ i ] = []; }
  7264. for ( var j = 0, jl = faceVertexUvs2.length; j < jl; j ++ ) {
  7265. var uvs2 = faceVertexUvs2[ j ], uvsCopy = [];
  7266. for ( var k = 0, kl = uvs2.length; k < kl; k ++ ) {
  7267. uvsCopy.push( uvs2[ k ].clone() );
  7268. }
  7269. this.faceVertexUvs[ i ].push( uvsCopy );
  7270. }
  7271. }
  7272. },
  7273. mergeMesh: function ( mesh ) {
  7274. if ( ! ( mesh && mesh.isMesh ) ) {
  7275. console.error( 'THREE.Geometry.mergeMesh(): mesh not an instance of THREE.Mesh.', mesh );
  7276. return;
  7277. }
  7278. if ( mesh.matrixAutoUpdate ) { mesh.updateMatrix(); }
  7279. this.merge( mesh.geometry, mesh.matrix );
  7280. },
  7281. /*
  7282. * Checks for duplicate vertices with hashmap.
  7283. * Duplicated vertices are removed
  7284. * and faces' vertices are updated.
  7285. */
  7286. mergeVertices: function () {
  7287. var verticesMap = {}; // Hashmap for looking up vertices by position coordinates (and making sure they are unique)
  7288. var unique = [], changes = [];
  7289. var v, key;
  7290. var precisionPoints = 4; // number of decimal points, e.g. 4 for epsilon of 0.0001
  7291. var precision = Math.pow( 10, precisionPoints );
  7292. var i, il, face;
  7293. var indices, j, jl;
  7294. for ( i = 0, il = this.vertices.length; i < il; i ++ ) {
  7295. v = this.vertices[ i ];
  7296. key = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision );
  7297. if ( verticesMap[ key ] === undefined ) {
  7298. verticesMap[ key ] = i;
  7299. unique.push( this.vertices[ i ] );
  7300. changes[ i ] = unique.length - 1;
  7301. } else {
  7302. //console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);
  7303. changes[ i ] = changes[ verticesMap[ key ] ];
  7304. }
  7305. }
  7306. // if faces are completely degenerate after merging vertices, we
  7307. // have to remove them from the geometry.
  7308. var faceIndicesToRemove = [];
  7309. for ( i = 0, il = this.faces.length; i < il; i ++ ) {
  7310. face = this.faces[ i ];
  7311. face.a = changes[ face.a ];
  7312. face.b = changes[ face.b ];
  7313. face.c = changes[ face.c ];
  7314. indices = [ face.a, face.b, face.c ];
  7315. // if any duplicate vertices are found in a Face3
  7316. // we have to remove the face as nothing can be saved
  7317. for ( var n = 0; n < 3; n ++ ) {
  7318. if ( indices[ n ] === indices[ ( n + 1 ) % 3 ] ) {
  7319. faceIndicesToRemove.push( i );
  7320. break;
  7321. }
  7322. }
  7323. }
  7324. for ( i = faceIndicesToRemove.length - 1; i >= 0; i -- ) {
  7325. var idx = faceIndicesToRemove[ i ];
  7326. this.faces.splice( idx, 1 );
  7327. for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {
  7328. this.faceVertexUvs[ j ].splice( idx, 1 );
  7329. }
  7330. }
  7331. // Use unique set of vertices
  7332. var diff = this.vertices.length - unique.length;
  7333. this.vertices = unique;
  7334. return diff;
  7335. },
  7336. setFromPoints: function ( points ) {
  7337. this.vertices = [];
  7338. for ( var i = 0, l = points.length; i < l; i ++ ) {
  7339. var point = points[ i ];
  7340. this.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );
  7341. }
  7342. return this;
  7343. },
  7344. sortFacesByMaterialIndex: function () {
  7345. var faces = this.faces;
  7346. var length = faces.length;
  7347. // tag faces
  7348. for ( var i = 0; i < length; i ++ ) {
  7349. faces[ i ]._id = i;
  7350. }
  7351. // sort faces
  7352. function materialIndexSort( a, b ) {
  7353. return a.materialIndex - b.materialIndex;
  7354. }
  7355. faces.sort( materialIndexSort );
  7356. // sort uvs
  7357. var uvs1 = this.faceVertexUvs[ 0 ];
  7358. var uvs2 = this.faceVertexUvs[ 1 ];
  7359. var newUvs1, newUvs2;
  7360. if ( uvs1 && uvs1.length === length ) { newUvs1 = []; }
  7361. if ( uvs2 && uvs2.length === length ) { newUvs2 = []; }
  7362. for ( var i = 0; i < length; i ++ ) {
  7363. var id = faces[ i ]._id;
  7364. if ( newUvs1 ) { newUvs1.push( uvs1[ id ] ); }
  7365. if ( newUvs2 ) { newUvs2.push( uvs2[ id ] ); }
  7366. }
  7367. if ( newUvs1 ) { this.faceVertexUvs[ 0 ] = newUvs1; }
  7368. if ( newUvs2 ) { this.faceVertexUvs[ 1 ] = newUvs2; }
  7369. },
  7370. toJSON: function () {
  7371. var data = {
  7372. metadata: {
  7373. version: 4.5,
  7374. type: 'Geometry',
  7375. generator: 'Geometry.toJSON'
  7376. }
  7377. };
  7378. // standard Geometry serialization
  7379. data.uuid = this.uuid;
  7380. data.type = this.type;
  7381. if ( this.name !== '' ) { data.name = this.name; }
  7382. if ( this.parameters !== undefined ) {
  7383. var parameters = this.parameters;
  7384. for ( var key in parameters ) {
  7385. if ( parameters[ key ] !== undefined ) { data[ key ] = parameters[ key ]; }
  7386. }
  7387. return data;
  7388. }
  7389. var vertices = [];
  7390. for ( var i = 0; i < this.vertices.length; i ++ ) {
  7391. var vertex = this.vertices[ i ];
  7392. vertices.push( vertex.x, vertex.y, vertex.z );
  7393. }
  7394. var faces = [];
  7395. var normals = [];
  7396. var normalsHash = {};
  7397. var colors = [];
  7398. var colorsHash = {};
  7399. var uvs = [];
  7400. var uvsHash = {};
  7401. for ( var i = 0; i < this.faces.length; i ++ ) {
  7402. var face = this.faces[ i ];
  7403. var hasMaterial = true;
  7404. var hasFaceUv = false; // deprecated
  7405. var hasFaceVertexUv = this.faceVertexUvs[ 0 ][ i ] !== undefined;
  7406. var hasFaceNormal = face.normal.length() > 0;
  7407. var hasFaceVertexNormal = face.vertexNormals.length > 0;
  7408. var hasFaceColor = face.color.r !== 1 || face.color.g !== 1 || face.color.b !== 1;
  7409. var hasFaceVertexColor = face.vertexColors.length > 0;
  7410. var faceType = 0;
  7411. faceType = setBit( faceType, 0, 0 ); // isQuad
  7412. faceType = setBit( faceType, 1, hasMaterial );
  7413. faceType = setBit( faceType, 2, hasFaceUv );
  7414. faceType = setBit( faceType, 3, hasFaceVertexUv );
  7415. faceType = setBit( faceType, 4, hasFaceNormal );
  7416. faceType = setBit( faceType, 5, hasFaceVertexNormal );
  7417. faceType = setBit( faceType, 6, hasFaceColor );
  7418. faceType = setBit( faceType, 7, hasFaceVertexColor );
  7419. faces.push( faceType );
  7420. faces.push( face.a, face.b, face.c );
  7421. faces.push( face.materialIndex );
  7422. if ( hasFaceVertexUv ) {
  7423. var faceVertexUvs = this.faceVertexUvs[ 0 ][ i ];
  7424. faces.push(
  7425. getUvIndex( faceVertexUvs[ 0 ] ),
  7426. getUvIndex( faceVertexUvs[ 1 ] ),
  7427. getUvIndex( faceVertexUvs[ 2 ] )
  7428. );
  7429. }
  7430. if ( hasFaceNormal ) {
  7431. faces.push( getNormalIndex( face.normal ) );
  7432. }
  7433. if ( hasFaceVertexNormal ) {
  7434. var vertexNormals = face.vertexNormals;
  7435. faces.push(
  7436. getNormalIndex( vertexNormals[ 0 ] ),
  7437. getNormalIndex( vertexNormals[ 1 ] ),
  7438. getNormalIndex( vertexNormals[ 2 ] )
  7439. );
  7440. }
  7441. if ( hasFaceColor ) {
  7442. faces.push( getColorIndex( face.color ) );
  7443. }
  7444. if ( hasFaceVertexColor ) {
  7445. var vertexColors = face.vertexColors;
  7446. faces.push(
  7447. getColorIndex( vertexColors[ 0 ] ),
  7448. getColorIndex( vertexColors[ 1 ] ),
  7449. getColorIndex( vertexColors[ 2 ] )
  7450. );
  7451. }
  7452. }
  7453. function setBit( value, position, enabled ) {
  7454. return enabled ? value | ( 1 << position ) : value & ( ~ ( 1 << position ) );
  7455. }
  7456. function getNormalIndex( normal ) {
  7457. var hash = normal.x.toString() + normal.y.toString() + normal.z.toString();
  7458. if ( normalsHash[ hash ] !== undefined ) {
  7459. return normalsHash[ hash ];
  7460. }
  7461. normalsHash[ hash ] = normals.length / 3;
  7462. normals.push( normal.x, normal.y, normal.z );
  7463. return normalsHash[ hash ];
  7464. }
  7465. function getColorIndex( color ) {
  7466. var hash = color.r.toString() + color.g.toString() + color.b.toString();
  7467. if ( colorsHash[ hash ] !== undefined ) {
  7468. return colorsHash[ hash ];
  7469. }
  7470. colorsHash[ hash ] = colors.length;
  7471. colors.push( color.getHex() );
  7472. return colorsHash[ hash ];
  7473. }
  7474. function getUvIndex( uv ) {
  7475. var hash = uv.x.toString() + uv.y.toString();
  7476. if ( uvsHash[ hash ] !== undefined ) {
  7477. return uvsHash[ hash ];
  7478. }
  7479. uvsHash[ hash ] = uvs.length / 2;
  7480. uvs.push( uv.x, uv.y );
  7481. return uvsHash[ hash ];
  7482. }
  7483. data.data = {};
  7484. data.data.vertices = vertices;
  7485. data.data.normals = normals;
  7486. if ( colors.length > 0 ) { data.data.colors = colors; }
  7487. if ( uvs.length > 0 ) { data.data.uvs = [ uvs ]; } // temporal backward compatibility
  7488. data.data.faces = faces;
  7489. return data;
  7490. },
  7491. clone: function () {
  7492. /*
  7493. // Handle primitives
  7494. var parameters = this.parameters;
  7495. if ( parameters !== undefined ) {
  7496. var values = [];
  7497. for ( var key in parameters ) {
  7498. values.push( parameters[ key ] );
  7499. }
  7500. var geometry = Object.create( this.constructor.prototype );
  7501. this.constructor.apply( geometry, values );
  7502. return geometry;
  7503. }
  7504. return new this.constructor().copy( this );
  7505. */
  7506. return new Geometry().copy( this );
  7507. },
  7508. copy: function ( source ) {
  7509. var i, il, j, jl, k, kl;
  7510. // reset
  7511. this.vertices = [];
  7512. this.colors = [];
  7513. this.faces = [];
  7514. this.faceVertexUvs = [[]];
  7515. this.morphTargets = [];
  7516. this.morphNormals = [];
  7517. this.skinWeights = [];
  7518. this.skinIndices = [];
  7519. this.lineDistances = [];
  7520. this.boundingBox = null;
  7521. this.boundingSphere = null;
  7522. // name
  7523. this.name = source.name;
  7524. // vertices
  7525. var vertices = source.vertices;
  7526. for ( i = 0, il = vertices.length; i < il; i ++ ) {
  7527. this.vertices.push( vertices[ i ].clone() );
  7528. }
  7529. // colors
  7530. var colors = source.colors;
  7531. for ( i = 0, il = colors.length; i < il; i ++ ) {
  7532. this.colors.push( colors[ i ].clone() );
  7533. }
  7534. // faces
  7535. var faces = source.faces;
  7536. for ( i = 0, il = faces.length; i < il; i ++ ) {
  7537. this.faces.push( faces[ i ].clone() );
  7538. }
  7539. // face vertex uvs
  7540. for ( i = 0, il = source.faceVertexUvs.length; i < il; i ++ ) {
  7541. var faceVertexUvs = source.faceVertexUvs[ i ];
  7542. if ( this.faceVertexUvs[ i ] === undefined ) {
  7543. this.faceVertexUvs[ i ] = [];
  7544. }
  7545. for ( j = 0, jl = faceVertexUvs.length; j < jl; j ++ ) {
  7546. var uvs = faceVertexUvs[ j ], uvsCopy = [];
  7547. for ( k = 0, kl = uvs.length; k < kl; k ++ ) {
  7548. var uv = uvs[ k ];
  7549. uvsCopy.push( uv.clone() );
  7550. }
  7551. this.faceVertexUvs[ i ].push( uvsCopy );
  7552. }
  7553. }
  7554. // morph targets
  7555. var morphTargets = source.morphTargets;
  7556. for ( i = 0, il = morphTargets.length; i < il; i ++ ) {
  7557. var morphTarget = {};
  7558. morphTarget.name = morphTargets[ i ].name;
  7559. // vertices
  7560. if ( morphTargets[ i ].vertices !== undefined ) {
  7561. morphTarget.vertices = [];
  7562. for ( j = 0, jl = morphTargets[ i ].vertices.length; j < jl; j ++ ) {
  7563. morphTarget.vertices.push( morphTargets[ i ].vertices[ j ].clone() );
  7564. }
  7565. }
  7566. // normals
  7567. if ( morphTargets[ i ].normals !== undefined ) {
  7568. morphTarget.normals = [];
  7569. for ( j = 0, jl = morphTargets[ i ].normals.length; j < jl; j ++ ) {
  7570. morphTarget.normals.push( morphTargets[ i ].normals[ j ].clone() );
  7571. }
  7572. }
  7573. this.morphTargets.push( morphTarget );
  7574. }
  7575. // morph normals
  7576. var morphNormals = source.morphNormals;
  7577. for ( i = 0, il = morphNormals.length; i < il; i ++ ) {
  7578. var morphNormal = {};
  7579. // vertex normals
  7580. if ( morphNormals[ i ].vertexNormals !== undefined ) {
  7581. morphNormal.vertexNormals = [];
  7582. for ( j = 0, jl = morphNormals[ i ].vertexNormals.length; j < jl; j ++ ) {
  7583. var srcVertexNormal = morphNormals[ i ].vertexNormals[ j ];
  7584. var destVertexNormal = {};
  7585. destVertexNormal.a = srcVertexNormal.a.clone();
  7586. destVertexNormal.b = srcVertexNormal.b.clone();
  7587. destVertexNormal.c = srcVertexNormal.c.clone();
  7588. morphNormal.vertexNormals.push( destVertexNormal );
  7589. }
  7590. }
  7591. // face normals
  7592. if ( morphNormals[ i ].faceNormals !== undefined ) {
  7593. morphNormal.faceNormals = [];
  7594. for ( j = 0, jl = morphNormals[ i ].faceNormals.length; j < jl; j ++ ) {
  7595. morphNormal.faceNormals.push( morphNormals[ i ].faceNormals[ j ].clone() );
  7596. }
  7597. }
  7598. this.morphNormals.push( morphNormal );
  7599. }
  7600. // skin weights
  7601. var skinWeights = source.skinWeights;
  7602. for ( i = 0, il = skinWeights.length; i < il; i ++ ) {
  7603. this.skinWeights.push( skinWeights[ i ].clone() );
  7604. }
  7605. // skin indices
  7606. var skinIndices = source.skinIndices;
  7607. for ( i = 0, il = skinIndices.length; i < il; i ++ ) {
  7608. this.skinIndices.push( skinIndices[ i ].clone() );
  7609. }
  7610. // line distances
  7611. var lineDistances = source.lineDistances;
  7612. for ( i = 0, il = lineDistances.length; i < il; i ++ ) {
  7613. this.lineDistances.push( lineDistances[ i ] );
  7614. }
  7615. // bounding box
  7616. var boundingBox = source.boundingBox;
  7617. if ( boundingBox !== null ) {
  7618. this.boundingBox = boundingBox.clone();
  7619. }
  7620. // bounding sphere
  7621. var boundingSphere = source.boundingSphere;
  7622. if ( boundingSphere !== null ) {
  7623. this.boundingSphere = boundingSphere.clone();
  7624. }
  7625. // update flags
  7626. this.elementsNeedUpdate = source.elementsNeedUpdate;
  7627. this.verticesNeedUpdate = source.verticesNeedUpdate;
  7628. this.uvsNeedUpdate = source.uvsNeedUpdate;
  7629. this.normalsNeedUpdate = source.normalsNeedUpdate;
  7630. this.colorsNeedUpdate = source.colorsNeedUpdate;
  7631. this.lineDistancesNeedUpdate = source.lineDistancesNeedUpdate;
  7632. this.groupsNeedUpdate = source.groupsNeedUpdate;
  7633. return this;
  7634. },
  7635. dispose: function () {
  7636. this.dispatchEvent( { type: 'dispose' } );
  7637. }
  7638. } );
  7639. /**
  7640. * @author mrdoob / http://mrdoob.com/
  7641. * @author Mugen87 / https://github.com/Mugen87
  7642. */
  7643. // BoxGeometry
  7644. var BoxGeometry = /*@__PURE__*/(function (Geometry) {
  7645. function BoxGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  7646. Geometry.call(this);
  7647. this.type = 'BoxGeometry';
  7648. this.parameters = {
  7649. width: width,
  7650. height: height,
  7651. depth: depth,
  7652. widthSegments: widthSegments,
  7653. heightSegments: heightSegments,
  7654. depthSegments: depthSegments
  7655. };
  7656. this.fromBufferGeometry( new BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) );
  7657. this.mergeVertices();
  7658. }
  7659. if ( Geometry ) BoxGeometry.__proto__ = Geometry;
  7660. BoxGeometry.prototype = Object.create( Geometry && Geometry.prototype );
  7661. BoxGeometry.prototype.constructor = BoxGeometry;
  7662. return BoxGeometry;
  7663. }(Geometry));
  7664. // BoxBufferGeometry
  7665. var BoxBufferGeometry = /*@__PURE__*/(function (BufferGeometry) {
  7666. function BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  7667. BufferGeometry.call(this);
  7668. this.type = 'BoxBufferGeometry';
  7669. this.parameters = {
  7670. width: width,
  7671. height: height,
  7672. depth: depth,
  7673. widthSegments: widthSegments,
  7674. heightSegments: heightSegments,
  7675. depthSegments: depthSegments
  7676. };
  7677. var scope = this;
  7678. width = width || 1;
  7679. height = height || 1;
  7680. depth = depth || 1;
  7681. // segments
  7682. widthSegments = Math.floor( widthSegments ) || 1;
  7683. heightSegments = Math.floor( heightSegments ) || 1;
  7684. depthSegments = Math.floor( depthSegments ) || 1;
  7685. // buffers
  7686. var indices = [];
  7687. var vertices = [];
  7688. var normals = [];
  7689. var uvs = [];
  7690. // helper variables
  7691. var numberOfVertices = 0;
  7692. var groupStart = 0;
  7693. // build each side of the box geometry
  7694. buildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px
  7695. buildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx
  7696. buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py
  7697. buildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny
  7698. buildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz
  7699. buildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz
  7700. // build geometry
  7701. this.setIndex( indices );
  7702. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  7703. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  7704. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  7705. function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {
  7706. var segmentWidth = width / gridX;
  7707. var segmentHeight = height / gridY;
  7708. var widthHalf = width / 2;
  7709. var heightHalf = height / 2;
  7710. var depthHalf = depth / 2;
  7711. var gridX1 = gridX + 1;
  7712. var gridY1 = gridY + 1;
  7713. var vertexCounter = 0;
  7714. var groupCount = 0;
  7715. var ix, iy;
  7716. var vector = new Vector3();
  7717. // generate vertices, normals and uvs
  7718. for ( iy = 0; iy < gridY1; iy ++ ) {
  7719. var y = iy * segmentHeight - heightHalf;
  7720. for ( ix = 0; ix < gridX1; ix ++ ) {
  7721. var x = ix * segmentWidth - widthHalf;
  7722. // set values to correct vector component
  7723. vector[ u ] = x * udir;
  7724. vector[ v ] = y * vdir;
  7725. vector[ w ] = depthHalf;
  7726. // now apply vector to vertex buffer
  7727. vertices.push( vector.x, vector.y, vector.z );
  7728. // set values to correct vector component
  7729. vector[ u ] = 0;
  7730. vector[ v ] = 0;
  7731. vector[ w ] = depth > 0 ? 1 : - 1;
  7732. // now apply vector to normal buffer
  7733. normals.push( vector.x, vector.y, vector.z );
  7734. // uvs
  7735. uvs.push( ix / gridX );
  7736. uvs.push( 1 - ( iy / gridY ) );
  7737. // counters
  7738. vertexCounter += 1;
  7739. }
  7740. }
  7741. // indices
  7742. // 1. you need three indices to draw a single face
  7743. // 2. a single segment consists of two faces
  7744. // 3. so we need to generate six (2*3) indices per segment
  7745. for ( iy = 0; iy < gridY; iy ++ ) {
  7746. for ( ix = 0; ix < gridX; ix ++ ) {
  7747. var a = numberOfVertices + ix + gridX1 * iy;
  7748. var b = numberOfVertices + ix + gridX1 * ( iy + 1 );
  7749. var c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 );
  7750. var d = numberOfVertices + ( ix + 1 ) + gridX1 * iy;
  7751. // faces
  7752. indices.push( a, b, d );
  7753. indices.push( b, c, d );
  7754. // increase counter
  7755. groupCount += 6;
  7756. }
  7757. }
  7758. // add a group to the geometry. this will ensure multi material support
  7759. scope.addGroup( groupStart, groupCount, materialIndex );
  7760. // calculate new start value for groups
  7761. groupStart += groupCount;
  7762. // update total number of vertices
  7763. numberOfVertices += vertexCounter;
  7764. }
  7765. }
  7766. if ( BufferGeometry ) BoxBufferGeometry.__proto__ = BufferGeometry;
  7767. BoxBufferGeometry.prototype = Object.create( BufferGeometry && BufferGeometry.prototype );
  7768. BoxBufferGeometry.prototype.constructor = BoxBufferGeometry;
  7769. return BoxBufferGeometry;
  7770. }(BufferGeometry));
  7771. /**
  7772. * Uniform Utilities
  7773. */
  7774. function cloneUniforms( src ) {
  7775. var dst = {};
  7776. for ( var u in src ) {
  7777. dst[ u ] = {};
  7778. for ( var p in src[ u ] ) {
  7779. var property = src[ u ][ p ];
  7780. if ( property && ( property.isColor ||
  7781. property.isMatrix3 || property.isMatrix4 ||
  7782. property.isVector2 || property.isVector3 || property.isVector4 ||
  7783. property.isTexture ) ) {
  7784. dst[ u ][ p ] = property.clone();
  7785. } else if ( Array.isArray( property ) ) {
  7786. dst[ u ][ p ] = property.slice();
  7787. } else {
  7788. dst[ u ][ p ] = property;
  7789. }
  7790. }
  7791. }
  7792. return dst;
  7793. }
  7794. function mergeUniforms( uniforms ) {
  7795. var merged = {};
  7796. for ( var u = 0; u < uniforms.length; u ++ ) {
  7797. var tmp = cloneUniforms( uniforms[ u ] );
  7798. for ( var p in tmp ) {
  7799. merged[ p ] = tmp[ p ];
  7800. }
  7801. }
  7802. return merged;
  7803. }
  7804. // Legacy
  7805. var UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms };
  7806. var default_vertex = "void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}";
  7807. var default_fragment = "void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}";
  7808. /**
  7809. * @author alteredq / http://alteredqualia.com/
  7810. *
  7811. * parameters = {
  7812. * defines: { "label" : "value" },
  7813. * uniforms: { "parameter1": { value: 1.0 }, "parameter2": { value2: 2 } },
  7814. *
  7815. * fragmentShader: <string>,
  7816. * vertexShader: <string>,
  7817. *
  7818. * wireframe: <boolean>,
  7819. * wireframeLinewidth: <float>,
  7820. *
  7821. * lights: <bool>,
  7822. *
  7823. * skinning: <bool>,
  7824. * morphTargets: <bool>,
  7825. * morphNormals: <bool>
  7826. * }
  7827. */
  7828. function ShaderMaterial( parameters ) {
  7829. Material.call( this );
  7830. this.type = 'ShaderMaterial';
  7831. this.defines = {};
  7832. this.uniforms = {};
  7833. this.vertexShader = default_vertex;
  7834. this.fragmentShader = default_fragment;
  7835. this.linewidth = 1;
  7836. this.wireframe = false;
  7837. this.wireframeLinewidth = 1;
  7838. this.fog = false; // set to use scene fog
  7839. this.lights = false; // set to use scene lights
  7840. this.clipping = false; // set to use user-defined clipping planes
  7841. this.skinning = false; // set to use skinning attribute streams
  7842. this.morphTargets = false; // set to use morph targets
  7843. this.morphNormals = false; // set to use morph normals
  7844. this.extensions = {
  7845. derivatives: false, // set to use derivatives
  7846. fragDepth: false, // set to use fragment depth values
  7847. drawBuffers: false, // set to use draw buffers
  7848. shaderTextureLOD: false // set to use shader texture LOD
  7849. };
  7850. // When rendered geometry doesn't include these attributes but the material does,
  7851. // use these default values in WebGL. This avoids errors when buffer data is missing.
  7852. this.defaultAttributeValues = {
  7853. 'color': [ 1, 1, 1 ],
  7854. 'uv': [ 0, 0 ],
  7855. 'uv2': [ 0, 0 ]
  7856. };
  7857. this.index0AttributeName = undefined;
  7858. this.uniformsNeedUpdate = false;
  7859. if ( parameters !== undefined ) {
  7860. if ( parameters.attributes !== undefined ) {
  7861. console.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' );
  7862. }
  7863. this.setValues( parameters );
  7864. }
  7865. }
  7866. ShaderMaterial.prototype = Object.create( Material.prototype );
  7867. ShaderMaterial.prototype.constructor = ShaderMaterial;
  7868. ShaderMaterial.prototype.isShaderMaterial = true;
  7869. ShaderMaterial.prototype.copy = function ( source ) {
  7870. Material.prototype.copy.call( this, source );
  7871. this.fragmentShader = source.fragmentShader;
  7872. this.vertexShader = source.vertexShader;
  7873. this.uniforms = cloneUniforms( source.uniforms );
  7874. this.defines = Object.assign( {}, source.defines );
  7875. this.wireframe = source.wireframe;
  7876. this.wireframeLinewidth = source.wireframeLinewidth;
  7877. this.lights = source.lights;
  7878. this.clipping = source.clipping;
  7879. this.skinning = source.skinning;
  7880. this.morphTargets = source.morphTargets;
  7881. this.morphNormals = source.morphNormals;
  7882. this.extensions = source.extensions;
  7883. return this;
  7884. };
  7885. ShaderMaterial.prototype.toJSON = function ( meta ) {
  7886. var data = Material.prototype.toJSON.call( this, meta );
  7887. data.uniforms = {};
  7888. for ( var name in this.uniforms ) {
  7889. var uniform = this.uniforms[ name ];
  7890. var value = uniform.value;
  7891. if ( value && value.isTexture ) {
  7892. data.uniforms[ name ] = {
  7893. type: 't',
  7894. value: value.toJSON( meta ).uuid
  7895. };
  7896. } else if ( value && value.isColor ) {
  7897. data.uniforms[ name ] = {
  7898. type: 'c',
  7899. value: value.getHex()
  7900. };
  7901. } else if ( value && value.isVector2 ) {
  7902. data.uniforms[ name ] = {
  7903. type: 'v2',
  7904. value: value.toArray()
  7905. };
  7906. } else if ( value && value.isVector3 ) {
  7907. data.uniforms[ name ] = {
  7908. type: 'v3',
  7909. value: value.toArray()
  7910. };
  7911. } else if ( value && value.isVector4 ) {
  7912. data.uniforms[ name ] = {
  7913. type: 'v4',
  7914. value: value.toArray()
  7915. };
  7916. } else if ( value && value.isMatrix3 ) {
  7917. data.uniforms[ name ] = {
  7918. type: 'm3',
  7919. value: value.toArray()
  7920. };
  7921. } else if ( value && value.isMatrix4 ) {
  7922. data.uniforms[ name ] = {
  7923. type: 'm4',
  7924. value: value.toArray()
  7925. };
  7926. } else {
  7927. data.uniforms[ name ] = {
  7928. value: value
  7929. };
  7930. // note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far
  7931. }
  7932. }
  7933. if ( Object.keys( this.defines ).length > 0 ) { data.defines = this.defines; }
  7934. data.vertexShader = this.vertexShader;
  7935. data.fragmentShader = this.fragmentShader;
  7936. var extensions = {};
  7937. for ( var key in this.extensions ) {
  7938. if ( this.extensions[ key ] === true ) { extensions[ key ] = true; }
  7939. }
  7940. if ( Object.keys( extensions ).length > 0 ) { data.extensions = extensions; }
  7941. return data;
  7942. };
  7943. /**
  7944. * @author mrdoob / http://mrdoob.com/
  7945. * @author mikael emtinger / http://gomo.se/
  7946. * @author WestLangley / http://github.com/WestLangley
  7947. */
  7948. function Camera() {
  7949. Object3D.call( this );
  7950. this.type = 'Camera';
  7951. this.matrixWorldInverse = new Matrix4();
  7952. this.projectionMatrix = new Matrix4();
  7953. this.projectionMatrixInverse = new Matrix4();
  7954. }
  7955. Camera.prototype = Object.assign( Object.create( Object3D.prototype ), {
  7956. constructor: Camera,
  7957. isCamera: true,
  7958. copy: function ( source, recursive ) {
  7959. Object3D.prototype.copy.call( this, source, recursive );
  7960. this.matrixWorldInverse.copy( source.matrixWorldInverse );
  7961. this.projectionMatrix.copy( source.projectionMatrix );
  7962. this.projectionMatrixInverse.copy( source.projectionMatrixInverse );
  7963. return this;
  7964. },
  7965. getWorldDirection: function ( target ) {
  7966. if ( target === undefined ) {
  7967. console.warn( 'THREE.Camera: .getWorldDirection() target is now required' );
  7968. target = new Vector3();
  7969. }
  7970. this.updateMatrixWorld( true );
  7971. var e = this.matrixWorld.elements;
  7972. return target.set( - e[ 8 ], - e[ 9 ], - e[ 10 ] ).normalize();
  7973. },
  7974. updateMatrixWorld: function ( force ) {
  7975. Object3D.prototype.updateMatrixWorld.call( this, force );
  7976. this.matrixWorldInverse.getInverse( this.matrixWorld );
  7977. },
  7978. clone: function () {
  7979. return new this.constructor().copy( this );
  7980. }
  7981. } );
  7982. /**
  7983. * @author mrdoob / http://mrdoob.com/
  7984. * @author greggman / http://games.greggman.com/
  7985. * @author zz85 / http://www.lab4games.net/zz85/blog
  7986. * @author tschw
  7987. */
  7988. function PerspectiveCamera( fov, aspect, near, far ) {
  7989. Camera.call( this );
  7990. this.type = 'PerspectiveCamera';
  7991. this.fov = fov !== undefined ? fov : 50;
  7992. this.zoom = 1;
  7993. this.near = near !== undefined ? near : 0.1;
  7994. this.far = far !== undefined ? far : 2000;
  7995. this.focus = 10;
  7996. this.aspect = aspect !== undefined ? aspect : 1;
  7997. this.view = null;
  7998. this.filmGauge = 35; // width of the film (default in millimeters)
  7999. this.filmOffset = 0; // horizontal film offset (same unit as gauge)
  8000. this.updateProjectionMatrix();
  8001. }
  8002. PerspectiveCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
  8003. constructor: PerspectiveCamera,
  8004. isPerspectiveCamera: true,
  8005. copy: function ( source, recursive ) {
  8006. Camera.prototype.copy.call( this, source, recursive );
  8007. this.fov = source.fov;
  8008. this.zoom = source.zoom;
  8009. this.near = source.near;
  8010. this.far = source.far;
  8011. this.focus = source.focus;
  8012. this.aspect = source.aspect;
  8013. this.view = source.view === null ? null : Object.assign( {}, source.view );
  8014. this.filmGauge = source.filmGauge;
  8015. this.filmOffset = source.filmOffset;
  8016. return this;
  8017. },
  8018. /**
  8019. * Sets the FOV by focal length in respect to the current .filmGauge.
  8020. *
  8021. * The default film gauge is 35, so that the focal length can be specified for
  8022. * a 35mm (full frame) camera.
  8023. *
  8024. * Values for focal length and film gauge must have the same unit.
  8025. */
  8026. setFocalLength: function ( focalLength ) {
  8027. // see http://www.bobatkins.com/photography/technical/field_of_view.html
  8028. var vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;
  8029. this.fov = _Math.RAD2DEG * 2 * Math.atan( vExtentSlope );
  8030. this.updateProjectionMatrix();
  8031. },
  8032. /**
  8033. * Calculates the focal length from the current .fov and .filmGauge.
  8034. */
  8035. getFocalLength: function () {
  8036. var vExtentSlope = Math.tan( _Math.DEG2RAD * 0.5 * this.fov );
  8037. return 0.5 * this.getFilmHeight() / vExtentSlope;
  8038. },
  8039. getEffectiveFOV: function () {
  8040. return _Math.RAD2DEG * 2 * Math.atan(
  8041. Math.tan( _Math.DEG2RAD * 0.5 * this.fov ) / this.zoom );
  8042. },
  8043. getFilmWidth: function () {
  8044. // film not completely covered in portrait format (aspect < 1)
  8045. return this.filmGauge * Math.min( this.aspect, 1 );
  8046. },
  8047. getFilmHeight: function () {
  8048. // film not completely covered in landscape format (aspect > 1)
  8049. return this.filmGauge / Math.max( this.aspect, 1 );
  8050. },
  8051. /**
  8052. * Sets an offset in a larger frustum. This is useful for multi-window or
  8053. * multi-monitor/multi-machine setups.
  8054. *
  8055. * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
  8056. * the monitors are in grid like this
  8057. *
  8058. * +---+---+---+
  8059. * | A | B | C |
  8060. * +---+---+---+
  8061. * | D | E | F |
  8062. * +---+---+---+
  8063. *
  8064. * then for each monitor you would call it like this
  8065. *
  8066. * var w = 1920;
  8067. * var h = 1080;
  8068. * var fullWidth = w * 3;
  8069. * var fullHeight = h * 2;
  8070. *
  8071. * --A--
  8072. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
  8073. * --B--
  8074. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
  8075. * --C--
  8076. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
  8077. * --D--
  8078. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
  8079. * --E--
  8080. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
  8081. * --F--
  8082. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
  8083. *
  8084. * Note there is no reason monitors have to be the same size or in a grid.
  8085. */
  8086. setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
  8087. this.aspect = fullWidth / fullHeight;
  8088. if ( this.view === null ) {
  8089. this.view = {
  8090. enabled: true,
  8091. fullWidth: 1,
  8092. fullHeight: 1,
  8093. offsetX: 0,
  8094. offsetY: 0,
  8095. width: 1,
  8096. height: 1
  8097. };
  8098. }
  8099. this.view.enabled = true;
  8100. this.view.fullWidth = fullWidth;
  8101. this.view.fullHeight = fullHeight;
  8102. this.view.offsetX = x;
  8103. this.view.offsetY = y;
  8104. this.view.width = width;
  8105. this.view.height = height;
  8106. this.updateProjectionMatrix();
  8107. },
  8108. clearViewOffset: function () {
  8109. if ( this.view !== null ) {
  8110. this.view.enabled = false;
  8111. }
  8112. this.updateProjectionMatrix();
  8113. },
  8114. updateProjectionMatrix: function () {
  8115. var near = this.near,
  8116. top = near * Math.tan( _Math.DEG2RAD * 0.5 * this.fov ) / this.zoom,
  8117. height = 2 * top,
  8118. width = this.aspect * height,
  8119. left = - 0.5 * width,
  8120. view = this.view;
  8121. if ( this.view !== null && this.view.enabled ) {
  8122. var fullWidth = view.fullWidth,
  8123. fullHeight = view.fullHeight;
  8124. left += view.offsetX * width / fullWidth;
  8125. top -= view.offsetY * height / fullHeight;
  8126. width *= view.width / fullWidth;
  8127. height *= view.height / fullHeight;
  8128. }
  8129. var skew = this.filmOffset;
  8130. if ( skew !== 0 ) { left += near * skew / this.getFilmWidth(); }
  8131. this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far );
  8132. this.projectionMatrixInverse.getInverse( this.projectionMatrix );
  8133. },
  8134. toJSON: function ( meta ) {
  8135. var data = Object3D.prototype.toJSON.call( this, meta );
  8136. data.object.fov = this.fov;
  8137. data.object.zoom = this.zoom;
  8138. data.object.near = this.near;
  8139. data.object.far = this.far;
  8140. data.object.focus = this.focus;
  8141. data.object.aspect = this.aspect;
  8142. if ( this.view !== null ) { data.object.view = Object.assign( {}, this.view ); }
  8143. data.object.filmGauge = this.filmGauge;
  8144. data.object.filmOffset = this.filmOffset;
  8145. return data;
  8146. }
  8147. } );
  8148. /**
  8149. * Camera for rendering cube maps
  8150. * - renders scene into axis-aligned cube
  8151. *
  8152. * @author alteredq / http://alteredqualia.com/
  8153. */
  8154. var fov = 90, aspect = 1;
  8155. function CubeCamera( near, far, cubeResolution, options ) {
  8156. Object3D.call( this );
  8157. this.type = 'CubeCamera';
  8158. var cameraPX = new PerspectiveCamera( fov, aspect, near, far );
  8159. cameraPX.up.set( 0, - 1, 0 );
  8160. cameraPX.lookAt( new Vector3( 1, 0, 0 ) );
  8161. this.add( cameraPX );
  8162. var cameraNX = new PerspectiveCamera( fov, aspect, near, far );
  8163. cameraNX.up.set( 0, - 1, 0 );
  8164. cameraNX.lookAt( new Vector3( - 1, 0, 0 ) );
  8165. this.add( cameraNX );
  8166. var cameraPY = new PerspectiveCamera( fov, aspect, near, far );
  8167. cameraPY.up.set( 0, 0, 1 );
  8168. cameraPY.lookAt( new Vector3( 0, 1, 0 ) );
  8169. this.add( cameraPY );
  8170. var cameraNY = new PerspectiveCamera( fov, aspect, near, far );
  8171. cameraNY.up.set( 0, 0, - 1 );
  8172. cameraNY.lookAt( new Vector3( 0, - 1, 0 ) );
  8173. this.add( cameraNY );
  8174. var cameraPZ = new PerspectiveCamera( fov, aspect, near, far );
  8175. cameraPZ.up.set( 0, - 1, 0 );
  8176. cameraPZ.lookAt( new Vector3( 0, 0, 1 ) );
  8177. this.add( cameraPZ );
  8178. var cameraNZ = new PerspectiveCamera( fov, aspect, near, far );
  8179. cameraNZ.up.set( 0, - 1, 0 );
  8180. cameraNZ.lookAt( new Vector3( 0, 0, - 1 ) );
  8181. this.add( cameraNZ );
  8182. options = options || { format: RGBFormat, magFilter: LinearFilter, minFilter: LinearFilter };
  8183. this.renderTarget = new WebGLRenderTargetCube( cubeResolution, cubeResolution, options );
  8184. this.renderTarget.texture.name = "CubeCamera";
  8185. this.update = function ( renderer, scene ) {
  8186. if ( this.parent === null ) { this.updateMatrixWorld(); }
  8187. var currentRenderTarget = renderer.getRenderTarget();
  8188. var renderTarget = this.renderTarget;
  8189. var generateMipmaps = renderTarget.texture.generateMipmaps;
  8190. renderTarget.texture.generateMipmaps = false;
  8191. renderer.setRenderTarget( renderTarget, 0 );
  8192. renderer.render( scene, cameraPX );
  8193. renderer.setRenderTarget( renderTarget, 1 );
  8194. renderer.render( scene, cameraNX );
  8195. renderer.setRenderTarget( renderTarget, 2 );
  8196. renderer.render( scene, cameraPY );
  8197. renderer.setRenderTarget( renderTarget, 3 );
  8198. renderer.render( scene, cameraNY );
  8199. renderer.setRenderTarget( renderTarget, 4 );
  8200. renderer.render( scene, cameraPZ );
  8201. renderTarget.texture.generateMipmaps = generateMipmaps;
  8202. renderer.setRenderTarget( renderTarget, 5 );
  8203. renderer.render( scene, cameraNZ );
  8204. renderer.setRenderTarget( currentRenderTarget );
  8205. };
  8206. this.clear = function ( renderer, color, depth, stencil ) {
  8207. var currentRenderTarget = renderer.getRenderTarget();
  8208. var renderTarget = this.renderTarget;
  8209. for ( var i = 0; i < 6; i ++ ) {
  8210. renderer.setRenderTarget( renderTarget, i );
  8211. renderer.clear( color, depth, stencil );
  8212. }
  8213. renderer.setRenderTarget( currentRenderTarget );
  8214. };
  8215. }
  8216. CubeCamera.prototype = Object.create( Object3D.prototype );
  8217. CubeCamera.prototype.constructor = CubeCamera;
  8218. /**
  8219. * @author alteredq / http://alteredqualia.com
  8220. * @author WestLangley / http://github.com/WestLangley
  8221. */
  8222. function WebGLRenderTargetCube( width, height, options ) {
  8223. WebGLRenderTarget.call( this, width, height, options );
  8224. }
  8225. WebGLRenderTargetCube.prototype = Object.create( WebGLRenderTarget.prototype );
  8226. WebGLRenderTargetCube.prototype.constructor = WebGLRenderTargetCube;
  8227. WebGLRenderTargetCube.prototype.isWebGLRenderTargetCube = true;
  8228. WebGLRenderTargetCube.prototype.fromEquirectangularTexture = function ( renderer, texture ) {
  8229. this.texture.type = texture.type;
  8230. this.texture.format = texture.format;
  8231. this.texture.encoding = texture.encoding;
  8232. var scene = new Scene();
  8233. var shader = {
  8234. uniforms: {
  8235. tEquirect: { value: null },
  8236. },
  8237. vertexShader: [
  8238. "varying vec3 vWorldDirection;",
  8239. "vec3 transformDirection( in vec3 dir, in mat4 matrix ) {",
  8240. " return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );",
  8241. "}",
  8242. "void main() {",
  8243. " vWorldDirection = transformDirection( position, modelMatrix );",
  8244. " #include <begin_vertex>",
  8245. " #include <project_vertex>",
  8246. "}"
  8247. ].join( '\n' ),
  8248. fragmentShader: [
  8249. "uniform sampler2D tEquirect;",
  8250. "varying vec3 vWorldDirection;",
  8251. "#define RECIPROCAL_PI 0.31830988618",
  8252. "#define RECIPROCAL_PI2 0.15915494",
  8253. "void main() {",
  8254. " vec3 direction = normalize( vWorldDirection );",
  8255. " vec2 sampleUV;",
  8256. " sampleUV.y = asin( clamp( direction.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;",
  8257. " sampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;",
  8258. " gl_FragColor = texture2D( tEquirect, sampleUV );",
  8259. "}"
  8260. ].join( '\n' ),
  8261. };
  8262. var material = new ShaderMaterial( {
  8263. type: 'CubemapFromEquirect',
  8264. uniforms: cloneUniforms( shader.uniforms ),
  8265. vertexShader: shader.vertexShader,
  8266. fragmentShader: shader.fragmentShader,
  8267. side: BackSide,
  8268. blending: NoBlending
  8269. } );
  8270. material.uniforms.tEquirect.value = texture;
  8271. var mesh = new Mesh( new BoxBufferGeometry( 5, 5, 5 ), material );
  8272. scene.add( mesh );
  8273. var camera = new CubeCamera( 1, 10, 1 );
  8274. camera.renderTarget = this;
  8275. camera.renderTarget.texture.name = 'CubeCameraTexture';
  8276. camera.update( renderer, scene );
  8277. mesh.geometry.dispose();
  8278. mesh.material.dispose();
  8279. return this;
  8280. };
  8281. /**
  8282. * @author alteredq / http://alteredqualia.com/
  8283. */
  8284. function DataTexture( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
  8285. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  8286. this.image = { data: data || null, width: width || 1, height: height || 1 };
  8287. this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
  8288. this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
  8289. this.generateMipmaps = false;
  8290. this.flipY = false;
  8291. this.unpackAlignment = 1;
  8292. this.needsUpdate = true;
  8293. }
  8294. DataTexture.prototype = Object.create( Texture.prototype );
  8295. DataTexture.prototype.constructor = DataTexture;
  8296. DataTexture.prototype.isDataTexture = true;
  8297. /**
  8298. * @author mrdoob / http://mrdoob.com/
  8299. * @author alteredq / http://alteredqualia.com/
  8300. * @author bhouston / http://clara.io
  8301. */
  8302. var _sphere$1 = new Sphere();
  8303. var _vector$6 = new Vector3();
  8304. function Frustum( p0, p1, p2, p3, p4, p5 ) {
  8305. this.planes = [
  8306. ( p0 !== undefined ) ? p0 : new Plane(),
  8307. ( p1 !== undefined ) ? p1 : new Plane(),
  8308. ( p2 !== undefined ) ? p2 : new Plane(),
  8309. ( p3 !== undefined ) ? p3 : new Plane(),
  8310. ( p4 !== undefined ) ? p4 : new Plane(),
  8311. ( p5 !== undefined ) ? p5 : new Plane()
  8312. ];
  8313. }
  8314. Object.assign( Frustum.prototype, {
  8315. set: function ( p0, p1, p2, p3, p4, p5 ) {
  8316. var planes = this.planes;
  8317. planes[ 0 ].copy( p0 );
  8318. planes[ 1 ].copy( p1 );
  8319. planes[ 2 ].copy( p2 );
  8320. planes[ 3 ].copy( p3 );
  8321. planes[ 4 ].copy( p4 );
  8322. planes[ 5 ].copy( p5 );
  8323. return this;
  8324. },
  8325. clone: function () {
  8326. return new this.constructor().copy( this );
  8327. },
  8328. copy: function ( frustum ) {
  8329. var planes = this.planes;
  8330. for ( var i = 0; i < 6; i ++ ) {
  8331. planes[ i ].copy( frustum.planes[ i ] );
  8332. }
  8333. return this;
  8334. },
  8335. setFromMatrix: function ( m ) {
  8336. var planes = this.planes;
  8337. var me = m.elements;
  8338. var me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
  8339. var me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
  8340. var me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
  8341. var me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];
  8342. planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
  8343. planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
  8344. planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
  8345. planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
  8346. planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();
  8347. planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();
  8348. return this;
  8349. },
  8350. intersectsObject: function ( object ) {
  8351. var geometry = object.geometry;
  8352. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  8353. _sphere$1.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld );
  8354. return this.intersectsSphere( _sphere$1 );
  8355. },
  8356. intersectsSprite: function ( sprite ) {
  8357. _sphere$1.center.set( 0, 0, 0 );
  8358. _sphere$1.radius = 0.7071067811865476;
  8359. _sphere$1.applyMatrix4( sprite.matrixWorld );
  8360. return this.intersectsSphere( _sphere$1 );
  8361. },
  8362. intersectsSphere: function ( sphere ) {
  8363. var planes = this.planes;
  8364. var center = sphere.center;
  8365. var negRadius = - sphere.radius;
  8366. for ( var i = 0; i < 6; i ++ ) {
  8367. var distance = planes[ i ].distanceToPoint( center );
  8368. if ( distance < negRadius ) {
  8369. return false;
  8370. }
  8371. }
  8372. return true;
  8373. },
  8374. intersectsBox: function ( box ) {
  8375. var planes = this.planes;
  8376. for ( var i = 0; i < 6; i ++ ) {
  8377. var plane = planes[ i ];
  8378. // corner at max distance
  8379. _vector$6.x = plane.normal.x > 0 ? box.max.x : box.min.x;
  8380. _vector$6.y = plane.normal.y > 0 ? box.max.y : box.min.y;
  8381. _vector$6.z = plane.normal.z > 0 ? box.max.z : box.min.z;
  8382. if ( plane.distanceToPoint( _vector$6 ) < 0 ) {
  8383. return false;
  8384. }
  8385. }
  8386. return true;
  8387. },
  8388. containsPoint: function ( point ) {
  8389. var planes = this.planes;
  8390. for ( var i = 0; i < 6; i ++ ) {
  8391. if ( planes[ i ].distanceToPoint( point ) < 0 ) {
  8392. return false;
  8393. }
  8394. }
  8395. return true;
  8396. }
  8397. } );
  8398. var alphamap_fragment = "#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif";
  8399. var alphamap_pars_fragment = "#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif";
  8400. var alphatest_fragment = "#ifdef ALPHATEST\n\tif ( diffuseColor.a < ALPHATEST ) discard;\n#endif";
  8401. var aomap_fragment = "#ifdef USE_AOMAP\n\tfloat ambientOcclusion = ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0;\n\treflectedLight.indirectDiffuse *= ambientOcclusion;\n\t#if defined( USE_ENVMAP ) && defined( STANDARD )\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.specularRoughness );\n\t#endif\n#endif";
  8402. var aomap_pars_fragment = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif";
  8403. var begin_vertex = "vec3 transformed = vec3( position );";
  8404. var beginnormal_vertex = "vec3 objectNormal = vec3( normal );\n#ifdef USE_TANGENT\n\tvec3 objectTangent = vec3( tangent.xyz );\n#endif";
  8405. var bsdfs = "vec2 integrateSpecularBRDF( const in float dotNV, const in float roughness ) {\n\tconst vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\n\tconst vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\n\tvec4 r = roughness * c0 + c1;\n\tfloat a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\n\treturn vec2( -1.04, 1.04 ) * a004 + r.zw;\n}\nfloat punctualLightIntensityToIrradianceFactor( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\n#if defined ( PHYSICALLY_CORRECT_LIGHTS )\n\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n\tif( cutoffDistance > 0.0 ) {\n\t\tdistanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n\t}\n\treturn distanceFalloff;\n#else\n\tif( cutoffDistance > 0.0 && decayExponent > 0.0 ) {\n\t\treturn pow( saturate( -lightDistance / cutoffDistance + 1.0 ), decayExponent );\n\t}\n\treturn 1.0;\n#endif\n}\nvec3 BRDF_Diffuse_Lambert( const in vec3 diffuseColor ) {\n\treturn RECIPROCAL_PI * diffuseColor;\n}\nvec3 F_Schlick( const in vec3 specularColor, const in float dotLH ) {\n\tfloat fresnel = exp2( ( -5.55473 * dotLH - 6.98316 ) * dotLH );\n\treturn ( 1.0 - specularColor ) * fresnel + specularColor;\n}\nvec3 F_Schlick_RoughnessDependent( const in vec3 F0, const in float dotNV, const in float roughness ) {\n\tfloat fresnel = exp2( ( -5.55473 * dotNV - 6.98316 ) * dotNV );\n\tvec3 Fr = max( vec3( 1.0 - roughness ), F0 ) - F0;\n\treturn Fr * fresnel + F0;\n}\nfloat G_GGX_Smith( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gl = dotNL + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\tfloat gv = dotNV + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\treturn 1.0 / ( gl * gv );\n}\nfloat G_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\treturn 0.5 / max( gv + gl, EPSILON );\n}\nfloat D_GGX( const in float alpha, const in float dotNH ) {\n\tfloat a2 = pow2( alpha );\n\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\n\treturn RECIPROCAL_PI * a2 / pow2( denom );\n}\nvec3 BRDF_Specular_GGX( const in IncidentLight incidentLight, const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float roughness ) {\n\tfloat alpha = pow2( roughness );\n\tvec3 halfDir = normalize( incidentLight.direction + viewDir );\n\tfloat dotNL = saturate( dot( normal, incidentLight.direction ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\tfloat D = D_GGX( alpha, dotNH );\n\treturn F * ( G * D );\n}\nvec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {\n\tconst float LUT_SIZE = 64.0;\n\tconst float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;\n\tconst float LUT_BIAS = 0.5 / LUT_SIZE;\n\tfloat dotNV = saturate( dot( N, V ) );\n\tvec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );\n\tuv = uv * LUT_SCALE + LUT_BIAS;\n\treturn uv;\n}\nfloat LTC_ClippedSphereFormFactor( const in vec3 f ) {\n\tfloat l = length( f );\n\treturn max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );\n}\nvec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {\n\tfloat x = dot( v1, v2 );\n\tfloat y = abs( x );\n\tfloat a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;\n\tfloat b = 3.4175940 + ( 4.1616724 + y ) * y;\n\tfloat v = a / b;\n\tfloat theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;\n\treturn cross( v1, v2 ) * theta_sintheta;\n}\nvec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {\n\tvec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];\n\tvec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];\n\tvec3 lightNormal = cross( v1, v2 );\n\tif( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );\n\tvec3 T1, T2;\n\tT1 = normalize( V - N * dot( V, N ) );\n\tT2 = - cross( N, T1 );\n\tmat3 mat = mInv * transposeMat3( mat3( T1, T2, N ) );\n\tvec3 coords[ 4 ];\n\tcoords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\n\tcoords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\n\tcoords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\n\tcoords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\n\tcoords[ 0 ] = normalize( coords[ 0 ] );\n\tcoords[ 1 ] = normalize( coords[ 1 ] );\n\tcoords[ 2 ] = normalize( coords[ 2 ] );\n\tcoords[ 3 ] = normalize( coords[ 3 ] );\n\tvec3 vectorFormFactor = vec3( 0.0 );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\n\tfloat result = LTC_ClippedSphereFormFactor( vectorFormFactor );\n\treturn vec3( result );\n}\nvec3 BRDF_Specular_GGX_Environment( const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float roughness ) {\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tvec2 brdf = integrateSpecularBRDF( dotNV, roughness );\n\treturn specularColor * brdf.x + brdf.y;\n}\nvoid BRDF_Specular_Multiscattering_Environment( const in GeometricContext geometry, const in vec3 specularColor, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\tvec3 F = F_Schlick_RoughnessDependent( specularColor, dotNV, roughness );\n\tvec2 brdf = integrateSpecularBRDF( dotNV, roughness );\n\tvec3 FssEss = F * brdf.x + brdf.y;\n\tfloat Ess = brdf.x + brdf.y;\n\tfloat Ems = 1.0 - Ess;\n\tvec3 Favg = specularColor + ( 1.0 - specularColor ) * 0.047619;\tvec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );\n\tsingleScatter += FssEss;\n\tmultiScatter += Fms * Ems;\n}\nfloat G_BlinnPhong_Implicit( ) {\n\treturn 0.25;\n}\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\n\treturn RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\n}\nvec3 BRDF_Specular_BlinnPhong( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float shininess ) {\n\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\n\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_BlinnPhong_Implicit( );\n\tfloat D = D_BlinnPhong( shininess, dotNH );\n\treturn F * ( G * D );\n}\nfloat GGXRoughnessToBlinnExponent( const in float ggxRoughness ) {\n\treturn ( 2.0 / pow2( ggxRoughness + 0.0001 ) - 2.0 );\n}\nfloat BlinnExponentToGGXRoughness( const in float blinnExponent ) {\n\treturn sqrt( 2.0 / ( blinnExponent + 2.0 ) );\n}\n#if defined( USE_SHEEN )\nfloat D_Charlie(float roughness, float NoH) {\n\tfloat invAlpha = 1.0 / roughness;\n\tfloat cos2h = NoH * NoH;\n\tfloat sin2h = max(1.0 - cos2h, 0.0078125);\treturn (2.0 + invAlpha) * pow(sin2h, invAlpha * 0.5) / (2.0 * PI);\n}\nfloat V_Neubelt(float NoV, float NoL) {\n\treturn saturate(1.0 / (4.0 * (NoL + NoV - NoL * NoV)));\n}\nvec3 BRDF_Specular_Sheen( const in float roughness, const in vec3 L, const in GeometricContext geometry, vec3 specularColor ) {\n\tvec3 N = geometry.normal;\n\tvec3 V = geometry.viewDir;\n\tvec3 H = normalize( V + L );\n\tfloat dotNH = saturate( dot( N, H ) );\n\treturn specularColor * D_Charlie( roughness, dotNH ) * V_Neubelt( dot(N, V), dot(N, L) );\n}\n#endif";
  8406. 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";
  8407. 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";
  8408. var clipping_planes_pars_fragment = "#if NUM_CLIPPING_PLANES > 0\n\t#if ! defined( STANDARD ) && ! defined( PHONG ) && ! defined( MATCAP )\n\t\tvarying vec3 vViewPosition;\n\t#endif\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif";
  8409. var clipping_planes_pars_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( STANDARD ) && ! defined( PHONG ) && ! defined( MATCAP )\n\tvarying vec3 vViewPosition;\n#endif";
  8410. var clipping_planes_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( STANDARD ) && ! defined( PHONG ) && ! defined( MATCAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif";
  8411. var color_fragment = "#ifdef USE_COLOR\n\tdiffuseColor.rgb *= vColor;\n#endif";
  8412. var color_pars_fragment = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";
  8413. var color_pars_vertex = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";
  8414. var color_vertex = "#ifdef USE_COLOR\n\tvColor.xyz = color.xyz;\n#endif";
  8415. var common = "#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI_HALF 1.5707963267949\n#define RECIPROCAL_PI 0.31830988618\n#define RECIPROCAL_PI2 0.15915494\n#define LOG2 1.442695\n#define EPSILON 1e-6\n#ifndef saturate\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\n#define whiteComplement(a) ( 1.0 - saturate( a ) )\nfloat pow2( const in float x ) { return x*x; }\nfloat pow3( const in float x ) { return x*x*x; }\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\nfloat average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\nhighp float rand( const in vec2 uv ) {\n\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\n\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\n\treturn fract(sin(sn) * c);\n}\n#ifdef HIGH_PRECISION\n\tfloat precisionSafeLength( vec3 v ) { return length( v ); }\n#else\n\tfloat max3( vec3 v ) { return max( max( v.x, v.y ), v.z ); }\n\tfloat precisionSafeLength( vec3 v ) {\n\t\tfloat maxComponent = max3( abs( v ) );\n\t\treturn length( v / maxComponent ) * maxComponent;\n\t}\n#endif\nstruct IncidentLight {\n\tvec3 color;\n\tvec3 direction;\n\tbool visible;\n};\nstruct ReflectedLight {\n\tvec3 directDiffuse;\n\tvec3 directSpecular;\n\tvec3 indirectDiffuse;\n\tvec3 indirectSpecular;\n};\nstruct GeometricContext {\n\tvec3 position;\n\tvec3 normal;\n\tvec3 viewDir;\n#ifdef CLEARCOAT\n\tvec3 clearcoatNormal;\n#endif\n};\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n}\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\n}\nvec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\tfloat distance = dot( planeNormal, point - pointOnPlane );\n\treturn - distance * planeNormal + point;\n}\nfloat sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn sign( dot( point - pointOnPlane, planeNormal ) );\n}\nvec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;\n}\nmat3 transposeMat3( const in mat3 m ) {\n\tmat3 tmp;\n\ttmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );\n\ttmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );\n\ttmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );\n\treturn tmp;\n}\nfloat linearToRelativeLuminance( const in vec3 color ) {\n\tvec3 weights = vec3( 0.2126, 0.7152, 0.0722 );\n\treturn dot( weights, color.rgb );\n}\nbool isPerspectiveMatrix( mat4 m ) {\n return m[ 2 ][ 3 ] == - 1.0;\n}";
  8416. var cube_uv_reflection_fragment = "#ifdef ENVMAP_TYPE_CUBE_UV\n#define cubeUV_maxMipLevel 8.0\n#define cubeUV_minMipLevel 4.0\n#define cubeUV_maxTileSize 256.0\n#define cubeUV_minTileSize 16.0\nfloat getFace(vec3 direction) {\n vec3 absDirection = abs(direction);\n float face = -1.0;\n if (absDirection.x > absDirection.z) {\n if (absDirection.x > absDirection.y)\n face = direction.x > 0.0 ? 0.0 : 3.0;\n else\n face = direction.y > 0.0 ? 1.0 : 4.0;\n } else {\n if (absDirection.z > absDirection.y)\n face = direction.z > 0.0 ? 2.0 : 5.0;\n else\n face = direction.y > 0.0 ? 1.0 : 4.0;\n }\n return face;\n}\nvec2 getUV(vec3 direction, float face) {\n vec2 uv;\n if (face == 0.0) {\n uv = vec2(-direction.z, direction.y) / abs(direction.x);\n } else if (face == 1.0) {\n uv = vec2(direction.x, -direction.z) / abs(direction.y);\n } else if (face == 2.0) {\n uv = direction.xy / abs(direction.z);\n } else if (face == 3.0) {\n uv = vec2(direction.z, direction.y) / abs(direction.x);\n } else if (face == 4.0) {\n uv = direction.xz / abs(direction.y);\n } else {\n uv = vec2(-direction.x, direction.y) / abs(direction.z);\n }\n return 0.5 * (uv + 1.0);\n}\nvec3 bilinearCubeUV(sampler2D envMap, vec3 direction, float mipInt) {\n float face = getFace(direction);\n float filterInt = max(cubeUV_minMipLevel - mipInt, 0.0);\n mipInt = max(mipInt, cubeUV_minMipLevel);\n float faceSize = exp2(mipInt);\n float texelSize = 1.0 / (3.0 * cubeUV_maxTileSize);\n vec2 uv = getUV(direction, face) * (faceSize - 1.0);\n vec2 f = fract(uv);\n uv += 0.5 - f;\n if (face > 2.0) {\n uv.y += faceSize;\n face -= 3.0;\n }\n uv.x += face * faceSize;\n if(mipInt < cubeUV_maxMipLevel){\n uv.y += 2.0 * cubeUV_maxTileSize;\n }\n uv.y += filterInt * 2.0 * cubeUV_minTileSize;\n uv.x += 3.0 * max(0.0, cubeUV_maxTileSize - 2.0 * faceSize);\n uv *= texelSize;\n vec3 tl = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n uv.x += texelSize;\n vec3 tr = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n uv.y += texelSize;\n vec3 br = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n uv.x -= texelSize;\n vec3 bl = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n vec3 tm = mix(tl, tr, f.x);\n vec3 bm = mix(bl, br, f.x);\n return mix(tm, bm, f.y);\n}\n#define r0 1.0\n#define v0 0.339\n#define m0 -2.0\n#define r1 0.8\n#define v1 0.276\n#define m1 -1.0\n#define r4 0.4\n#define v4 0.046\n#define m4 2.0\n#define r5 0.305\n#define v5 0.016\n#define m5 3.0\n#define r6 0.21\n#define v6 0.0038\n#define m6 4.0\nfloat roughnessToMip(float roughness) {\n float mip = 0.0;\n if (roughness >= r1) {\n mip = (r0 - roughness) * (m1 - m0) / (r0 - r1) + m0;\n } else if (roughness >= r4) {\n mip = (r1 - roughness) * (m4 - m1) / (r1 - r4) + m1;\n } else if (roughness >= r5) {\n mip = (r4 - roughness) * (m5 - m4) / (r4 - r5) + m4;\n } else if (roughness >= r6) {\n mip = (r5 - roughness) * (m6 - m5) / (r5 - r6) + m5;\n } else {\n mip = -2.0 * log2(1.16 * roughness); }\n return mip;\n}\nvec4 textureCubeUV(sampler2D envMap, vec3 sampleDir, float roughness) {\n float mip = clamp(roughnessToMip(roughness), m0, cubeUV_maxMipLevel);\n float mipF = fract(mip);\n float mipInt = floor(mip);\n vec3 color0 = bilinearCubeUV(envMap, sampleDir, mipInt);\n if (mipF == 0.0) {\n return vec4(color0, 1.0);\n } else {\n vec3 color1 = bilinearCubeUV(envMap, sampleDir, mipInt + 1.0);\n return vec4(mix(color0, color1, mipF), 1.0);\n }\n}\n#endif";
  8417. var defaultnormal_vertex = "vec3 transformedNormal = objectNormal;\n#ifdef USE_INSTANCING\n\ttransformedNormal = mat3( instanceMatrix ) * transformedNormal;\n#endif\ntransformedNormal = normalMatrix * transformedNormal;\n#ifdef FLIP_SIDED\n\ttransformedNormal = - transformedNormal;\n#endif\n#ifdef USE_TANGENT\n\tvec3 transformedTangent = ( modelViewMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n\t#ifdef FLIP_SIDED\n\t\ttransformedTangent = - transformedTangent;\n\t#endif\n#endif";
  8418. var displacementmap_pars_vertex = "#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif";
  8419. var displacementmap_vertex = "#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vUv ).x * displacementScale + displacementBias );\n#endif";
  8420. var emissivemap_fragment = "#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif";
  8421. var emissivemap_pars_fragment = "#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif";
  8422. var encodings_fragment = "gl_FragColor = linearToOutputTexel( gl_FragColor );";
  8423. 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}";
  8424. var envmap_fragment = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvec3 cameraToFrag;\n\t\t\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToFrag = normalize( vWorldPosition - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToFrag, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\tvec4 envColor = textureCubeUV( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ), 0.0 );\n\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\tvec2 sampleUV;\n\t\treflectVec = normalize( reflectVec );\n\t\tsampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\t\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\tvec4 envColor = texture2D( envMap, sampleUV );\n\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\treflectVec = normalize( reflectVec );\n\t\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0, 0.0, 1.0 ) );\n\t\tvec4 envColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5 );\n\t#else\n\t\tvec4 envColor = vec4( 0.0 );\n\t#endif\n\t#ifndef ENVMAP_TYPE_CUBE_UV\n\t\tenvColor = envMapTexelToLinear( envColor );\n\t#endif\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_MIX )\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_ADD )\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\t#endif\n#endif";
  8425. var envmap_common_pars_fragment = "#ifdef USE_ENVMAP\n\tuniform float envMapIntensity;\n\tuniform float flipEnvMap;\n\tuniform int maxMipLevel;\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tuniform samplerCube envMap;\n\t#else\n\t\tuniform sampler2D envMap;\n\t#endif\n\t\n#endif";
  8426. var envmap_pars_fragment = "#ifdef USE_ENVMAP\n\tuniform float reflectivity;\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\t#define ENV_WORLDPOS\n\t#endif\n\t#ifdef ENV_WORLDPOS\n\t\tvarying vec3 vWorldPosition;\n\t\tuniform float refractionRatio;\n\t#else\n\t\tvarying vec3 vReflect;\n\t#endif\n#endif";
  8427. var envmap_pars_vertex = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) ||defined( PHONG )\n\t\t#define ENV_WORLDPOS\n\t#endif\n\t#ifdef ENV_WORLDPOS\n\t\t\n\t\tvarying vec3 vWorldPosition;\n\t#else\n\t\tvarying vec3 vReflect;\n\t\tuniform float refractionRatio;\n\t#endif\n#endif";
  8428. var envmap_vertex = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvWorldPosition = worldPosition.xyz;\n\t#else\n\t\tvec3 cameraToVertex;\n\t\tif ( isOrthographic ) { \n\t\t\tcameraToVertex = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvReflect = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#endif\n#endif";
  8429. var fog_vertex = "#ifdef USE_FOG\n\tfogDepth = -mvPosition.z;\n#endif";
  8430. var fog_pars_vertex = "#ifdef USE_FOG\n\tvarying float fogDepth;\n#endif";
  8431. var fog_fragment = "#ifdef USE_FOG\n\t#ifdef FOG_EXP2\n\t\tfloat fogFactor = 1.0 - exp( - fogDensity * fogDensity * fogDepth * fogDepth );\n\t#else\n\t\tfloat fogFactor = smoothstep( fogNear, fogFar, fogDepth );\n\t#endif\n\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\n#endif";
  8432. 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";
  8433. var gradientmap_pars_fragment = "#ifdef USE_GRADIENTMAP\n\tuniform sampler2D gradientMap;\n#endif\nvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\n\tfloat dotNL = dot( normal, lightDirection );\n\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\n\t#ifdef USE_GRADIENTMAP\n\t\treturn texture2D( gradientMap, coord ).rgb;\n\t#else\n\t\treturn ( coord.x < 0.7 ) ? vec3( 0.7 ) : vec3( 1.0 );\n\t#endif\n}";
  8434. var lightmap_fragment = "#ifdef USE_LIGHTMAP\n\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\treflectedLight.indirectDiffuse += PI * lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n#endif";
  8435. var lightmap_pars_fragment = "#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif";
  8436. var lights_lambert_vertex = "vec3 diffuse = vec3( 1.0 );\nGeometricContext geometry;\ngeometry.position = mvPosition.xyz;\ngeometry.normal = normalize( transformedNormal );\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( -mvPosition.xyz );\nGeometricContext backGeometry;\nbackGeometry.position = geometry.position;\nbackGeometry.normal = -geometry.normal;\nbackGeometry.viewDir = geometry.viewDir;\nvLightFront = vec3( 0.0 );\nvIndirectFront = vec3( 0.0 );\n#ifdef DOUBLE_SIDED\n\tvLightBack = vec3( 0.0 );\n\tvIndirectBack = vec3( 0.0 );\n#endif\nIncidentLight directLight;\nfloat dotNL;\nvec3 directLightColor_Diffuse;\n#if NUM_POINT_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tgetPointDirectLightIrradiance( pointLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tgetSpotDirectLightIrradiance( spotLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_DIR_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tgetDirectionalDirectLightIrradiance( directionalLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\tvIndirectFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvIndirectBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );\n\t\t#endif\n\t}\n#endif";
  8437. var lights_pars_begin = "uniform bool receiveShadow;\nuniform vec3 ambientLightColor;\nuniform vec3 lightProbe[ 9 ];\nvec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {\n\tfloat x = normal.x, y = normal.y, z = normal.z;\n\tvec3 result = shCoefficients[ 0 ] * 0.886227;\n\tresult += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;\n\tresult += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;\n\tresult += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;\n\tresult += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;\n\tresult += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;\n\tresult += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );\n\tresult += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;\n\tresult += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );\n\treturn result;\n}\nvec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in GeometricContext geometry ) {\n\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\tvec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\n\treturn irradiance;\n}\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n\tvec3 irradiance = ambientLightColor;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treturn irradiance;\n}\n#if NUM_DIR_LIGHTS > 0\n\tstruct DirectionalLight {\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t};\n\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n\tvoid getDirectionalDirectLightIrradiance( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tdirectLight.color = directionalLight.color;\n\t\tdirectLight.direction = directionalLight.direction;\n\t\tdirectLight.visible = true;\n\t}\n#endif\n#if NUM_POINT_LIGHTS > 0\n\tstruct PointLight {\n\t\tvec3 position;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t\tfloat shadowCameraNear;\n\t\tfloat shadowCameraFar;\n\t};\n\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n\tvoid getPointDirectLightIrradiance( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = pointLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tdirectLight.color = pointLight.color;\n\t\tdirectLight.color *= punctualLightIntensityToIrradianceFactor( lightDistance, pointLight.distance, pointLight.decay );\n\t\tdirectLight.visible = ( directLight.color != vec3( 0.0 ) );\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tstruct SpotLight {\n\t\tvec3 position;\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tfloat coneCos;\n\t\tfloat penumbraCos;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t};\n\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n\tvoid getSpotDirectLightIrradiance( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = spotLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tfloat angleCos = dot( directLight.direction, spotLight.direction );\n\t\tif ( angleCos > spotLight.coneCos ) {\n\t\t\tfloat spotEffect = smoothstep( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n\t\t\tdirectLight.color = spotLight.color;\n\t\t\tdirectLight.color *= spotEffect * punctualLightIntensityToIrradianceFactor( lightDistance, spotLight.distance, spotLight.decay );\n\t\t\tdirectLight.visible = true;\n\t\t} else {\n\t\t\tdirectLight.color = vec3( 0.0 );\n\t\t\tdirectLight.visible = false;\n\t\t}\n\t}\n#endif\n#if NUM_RECT_AREA_LIGHTS > 0\n\tstruct RectAreaLight {\n\t\tvec3 color;\n\t\tvec3 position;\n\t\tvec3 halfWidth;\n\t\tvec3 halfHeight;\n\t};\n\tuniform sampler2D ltc_1;\tuniform sampler2D ltc_2;\n\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\tstruct HemisphereLight {\n\t\tvec3 direction;\n\t\tvec3 skyColor;\n\t\tvec3 groundColor;\n\t};\n\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\n\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in GeometricContext geometry ) {\n\t\tfloat dotNL = dot( geometry.normal, hemiLight.direction );\n\t\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n\t\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tirradiance *= PI;\n\t\t#endif\n\t\treturn irradiance;\n\t}\n#endif";
  8438. var envmap_physical_pars_fragment = "#if defined( USE_ENVMAP )\n\t#ifdef ENVMAP_MODE_REFRACTION\n\t\tuniform float refractionRatio;\n\t#endif\n\tvec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {\n\t\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, queryVec, 1.0 );\n\t\t#else\n\t\t\tvec4 envMapColor = vec4( 0.0 );\n\t\t#endif\n\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t}\n\tfloat getSpecularMIPLevel( const in float roughness, const in int maxMIPLevel ) {\n\t\tfloat maxMIPLevelScalar = float( maxMIPLevel );\n\t\tfloat sigma = PI * roughness * roughness / ( 1.0 + roughness );\n\t\tfloat desiredMIPLevel = maxMIPLevelScalar + log2( sigma );\n\t\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\n\t}\n\tvec3 getLightProbeIndirectRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness, const in int maxMIPLevel ) {\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t vec3 reflectVec = reflect( -viewDir, normal );\n\t\t reflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );\n\t\t#else\n\t\t vec3 reflectVec = refract( -viewDir, normal, refractionRatio );\n\t\t#endif\n\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\tfloat specularMIPLevel = getSpecularMIPLevel( roughness, maxMIPLevel );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, queryReflectVec, roughness );\n\t\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\t\tvec2 sampleUV;\n\t\t\tsampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\t\t\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, sampleUV, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, sampleUV, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\t\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0,0.0,1.0 ) );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#endif\n\t\treturn envMapColor.rgb * envMapIntensity;\n\t}\n#endif";
  8439. var lights_toon_fragment = "ToonMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;";
  8440. var lights_toon_pars_fragment = "varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct ToonMaterial {\n\tvec3\tdiffuseColor;\n\tvec3\tspecularColor;\n\tfloat\tspecularShininess;\n\tfloat\tspecularStrength;\n};\nvoid RE_Direct_Toon( const in IncidentLight directLight, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_Toon( const in vec3 irradiance, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_Toon\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Toon\n#define Material_LightProbeLOD( material )\t(0)";
  8441. var lights_phong_fragment = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;";
  8442. var lights_phong_pars_fragment = "varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct BlinnPhongMaterial {\n\tvec3\tdiffuseColor;\n\tvec3\tspecularColor;\n\tfloat\tspecularShininess;\n\tfloat\tspecularStrength;\n};\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_BlinnPhong\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_BlinnPhong\n#define Material_LightProbeLOD( material )\t(0)";
  8443. var lights_physical_fragment = "PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nvec3 dxy = max( abs( dFdx( geometryNormal ) ), abs( dFdy( geometryNormal ) ) );\nfloat geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );\nmaterial.specularRoughness = max( roughnessFactor, 0.0525 );material.specularRoughness += geometryRoughness;\nmaterial.specularRoughness = min( material.specularRoughness, 1.0 );\n#ifdef REFLECTIVITY\n\tmaterial.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor );\n#endif\n#ifdef CLEARCOAT\n\tmaterial.clearcoat = saturate( clearcoat );\tmaterial.clearcoatRoughness = max( clearcoatRoughness, 0.0525 );\n\tmaterial.clearcoatRoughness += geometryRoughness;\n\tmaterial.clearcoatRoughness = min( material.clearcoatRoughness, 1.0 );\n#endif\n#ifdef USE_SHEEN\n\tmaterial.sheenColor = sheen;\n#endif";
  8444. var lights_physical_pars_fragment = "struct PhysicalMaterial {\n\tvec3\tdiffuseColor;\n\tfloat\tspecularRoughness;\n\tvec3\tspecularColor;\n#ifdef CLEARCOAT\n\tfloat clearcoat;\n\tfloat clearcoatRoughness;\n#endif\n#ifdef USE_SHEEN\n\tvec3 sheenColor;\n#endif\n};\n#define MAXIMUM_SPECULAR_COEFFICIENT 0.16\n#define DEFAULT_SPECULAR_COEFFICIENT 0.04\nfloat clearcoatDHRApprox( const in float roughness, const in float dotNL ) {\n\treturn DEFAULT_SPECULAR_COEFFICIENT + ( 1.0 - DEFAULT_SPECULAR_COEFFICIENT ) * ( pow( 1.0 - dotNL, 5.0 ) * pow( 1.0 - roughness, 2.0 ) );\n}\n#if NUM_RECT_AREA_LIGHTS > 0\n\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t\tvec3 normal = geometry.normal;\n\t\tvec3 viewDir = geometry.viewDir;\n\t\tvec3 position = geometry.position;\n\t\tvec3 lightPos = rectAreaLight.position;\n\t\tvec3 halfWidth = rectAreaLight.halfWidth;\n\t\tvec3 halfHeight = rectAreaLight.halfHeight;\n\t\tvec3 lightColor = rectAreaLight.color;\n\t\tfloat roughness = material.specularRoughness;\n\t\tvec3 rectCoords[ 4 ];\n\t\trectCoords[ 0 ] = lightPos + halfWidth - halfHeight;\t\trectCoords[ 1 ] = lightPos - halfWidth - halfHeight;\n\t\trectCoords[ 2 ] = lightPos - halfWidth + halfHeight;\n\t\trectCoords[ 3 ] = lightPos + halfWidth + halfHeight;\n\t\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\n\t\tvec4 t1 = texture2D( ltc_1, uv );\n\t\tvec4 t2 = texture2D( ltc_2, uv );\n\t\tmat3 mInv = mat3(\n\t\t\tvec3( t1.x, 0, t1.y ),\n\t\t\tvec3( 0, 1, 0 ),\n\t\t\tvec3( t1.z, 0, t1.w )\n\t\t);\n\t\tvec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y );\n\t\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\n\t\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\n\t}\n#endif\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\t#ifdef CLEARCOAT\n\t\tfloat ccDotNL = saturate( dot( geometry.clearcoatNormal, directLight.direction ) );\n\t\tvec3 ccIrradiance = ccDotNL * directLight.color;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tccIrradiance *= PI;\n\t\t#endif\n\t\tfloat clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL );\n\t\treflectedLight.directSpecular += ccIrradiance * material.clearcoat * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness );\n\t#else\n\t\tfloat clearcoatDHR = 0.0;\n\t#endif\n\t#ifdef USE_SHEEN\n\t\treflectedLight.directSpecular += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Specular_Sheen(\n\t\t\tmaterial.specularRoughness,\n\t\t\tdirectLight.direction,\n\t\t\tgeometry,\n\t\t\tmaterial.sheenColor\n\t\t);\n\t#else\n\t\treflectedLight.directSpecular += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.normal, material.specularColor, material.specularRoughness);\n\t#endif\n\treflectedLight.directDiffuse += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\n\t#ifdef CLEARCOAT\n\t\tfloat ccDotNV = saturate( dot( geometry.clearcoatNormal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular += clearcoatRadiance * material.clearcoat * BRDF_Specular_GGX_Environment( geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness );\n\t\tfloat ccDotNL = ccDotNV;\n\t\tfloat clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL );\n\t#else\n\t\tfloat clearcoatDHR = 0.0;\n\t#endif\n\tfloat clearcoatInv = 1.0 - clearcoatDHR;\n\tvec3 singleScattering = vec3( 0.0 );\n\tvec3 multiScattering = vec3( 0.0 );\n\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\n\tBRDF_Specular_Multiscattering_Environment( geometry, material.specularColor, material.specularRoughness, singleScattering, multiScattering );\n\tvec3 diffuse = material.diffuseColor * ( 1.0 - ( singleScattering + multiScattering ) );\n\treflectedLight.indirectSpecular += clearcoatInv * radiance * singleScattering;\n\treflectedLight.indirectSpecular += multiScattering * cosineWeightedIrradiance;\n\treflectedLight.indirectDiffuse += diffuse * cosineWeightedIrradiance;\n}\n#define RE_Direct\t\t\t\tRE_Direct_Physical\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_Physical\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Physical\n#define RE_IndirectSpecular\t\tRE_IndirectSpecular_Physical\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\n\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}";
  8445. var lights_fragment_begin = "\nGeometricContext geometry;\ngeometry.position = - vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\n#ifdef CLEARCOAT\n\tgeometry.clearcoatNormal = clearcoatNormal;\n#endif\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\tPointLight pointLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tgetPointDirectLightIrradiance( pointLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )\n\t\tdirectLight.color *= all( bvec3( pointLight.shadow, directLight.visible, receiveShadow ) ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tgetSpotDirectLightIrradiance( spotLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\tdirectLight.color *= all( bvec3( spotLight.shadow, directLight.visible, receiveShadow ) ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\n\t\tdirectLight.color *= all( bvec3( directionalLight.shadow, directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\tRectAreaLight rectAreaLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\t\trectAreaLight = rectAreaLights[ i ];\n\t\tRE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if defined( RE_IndirectDiffuse )\n\tvec3 iblIrradiance = vec3( 0.0 );\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\tirradiance += getLightProbeIrradiance( lightProbe, geometry );\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\t#pragma unroll_loop\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t}\n\t#endif\n#endif\n#if defined( RE_IndirectSpecular )\n\tvec3 radiance = vec3( 0.0 );\n\tvec3 clearcoatRadiance = vec3( 0.0 );\n#endif";
  8446. var lights_fragment_maps = "#if defined( RE_IndirectDiffuse )\n\t#ifdef USE_LIGHTMAP\n\t\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\t\tvec3 lightMapIrradiance = lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tlightMapIrradiance *= PI;\n\t\t#endif\n\t\tirradiance += lightMapIrradiance;\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t\tiblIrradiance += getLightProbeIndirectIrradiance( geometry, maxMipLevel );\n\t#endif\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\tradiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.normal, material.specularRoughness, maxMipLevel );\n\t#ifdef CLEARCOAT\n\t\tclearcoatRadiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.clearcoatNormal, material.clearcoatRoughness, maxMipLevel );\n\t#endif\n#endif";
  8447. var lights_fragment_end = "#if defined( RE_IndirectDiffuse )\n\tRE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );\n#endif\n#if defined( RE_IndirectSpecular )\n\tRE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometry, material, reflectedLight );\n#endif";
  8448. var logdepthbuf_fragment = "#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tgl_FragDepthEXT = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;\n#endif";
  8449. var logdepthbuf_pars_fragment = "#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tuniform float logDepthBufFC;\n\tvarying float vFragDepth;\n\tvarying float vIsPerspective;\n#endif";
  8450. var logdepthbuf_pars_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvarying float vFragDepth;\n\t\tvarying float vIsPerspective;\n\t#else\n\t\tuniform float logDepthBufFC;\n\t#endif\n#endif";
  8451. var logdepthbuf_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvFragDepth = 1.0 + gl_Position.w;\n\t\tvIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) );\n\t#else\n\t\tif ( isPerspectiveMatrix( projectionMatrix ) ) {\n\t\t\tgl_Position.z = log2( max( EPSILON, gl_Position.w + 1.0 ) ) * logDepthBufFC - 1.0;\n\t\t\tgl_Position.z *= gl_Position.w;\n\t\t}\n\t#endif\n#endif";
  8452. var map_fragment = "#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif";
  8453. var map_pars_fragment = "#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif";
  8454. var map_particle_fragment = "#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\n#endif\n#ifdef USE_MAP\n\tvec4 mapTexel = texture2D( map, uv );\n\tdiffuseColor *= mapTexelToLinear( mapTexel );\n#endif\n#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, uv ).g;\n#endif";
  8455. var map_particle_pars_fragment = "#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\tuniform mat3 uvTransform;\n#endif\n#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif\n#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif";
  8456. var metalnessmap_fragment = "float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif";
  8457. var metalnessmap_pars_fragment = "#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif";
  8458. var morphnormal_vertex = "#ifdef USE_MORPHNORMALS\n\tobjectNormal *= morphTargetBaseInfluence;\n\tobjectNormal += morphNormal0 * morphTargetInfluences[ 0 ];\n\tobjectNormal += morphNormal1 * morphTargetInfluences[ 1 ];\n\tobjectNormal += morphNormal2 * morphTargetInfluences[ 2 ];\n\tobjectNormal += morphNormal3 * morphTargetInfluences[ 3 ];\n#endif";
  8459. var morphtarget_pars_vertex = "#ifdef USE_MORPHTARGETS\n\tuniform float morphTargetBaseInfluence;\n\t#ifndef USE_MORPHNORMALS\n\tuniform float morphTargetInfluences[ 8 ];\n\t#else\n\tuniform float morphTargetInfluences[ 4 ];\n\t#endif\n#endif";
  8460. var morphtarget_vertex = "#ifdef USE_MORPHTARGETS\n\ttransformed *= morphTargetBaseInfluence;\n\ttransformed += morphTarget0 * morphTargetInfluences[ 0 ];\n\ttransformed += morphTarget1 * morphTargetInfluences[ 1 ];\n\ttransformed += morphTarget2 * morphTargetInfluences[ 2 ];\n\ttransformed += morphTarget3 * morphTargetInfluences[ 3 ];\n\t#ifndef USE_MORPHNORMALS\n\ttransformed += morphTarget4 * morphTargetInfluences[ 4 ];\n\ttransformed += morphTarget5 * morphTargetInfluences[ 5 ];\n\ttransformed += morphTarget6 * morphTargetInfluences[ 6 ];\n\ttransformed += morphTarget7 * morphTargetInfluences[ 7 ];\n\t#endif\n#endif";
  8461. var normal_fragment_begin = "#ifdef FLAT_SHADED\n\tvec3 fdx = vec3( dFdx( vViewPosition.x ), dFdx( vViewPosition.y ), dFdx( vViewPosition.z ) );\n\tvec3 fdy = vec3( dFdy( vViewPosition.x ), dFdy( vViewPosition.y ), dFdy( vViewPosition.z ) );\n\tvec3 normal = normalize( cross( fdx, fdy ) );\n#else\n\tvec3 normal = normalize( vNormal );\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t#endif\n\t#ifdef USE_TANGENT\n\t\tvec3 tangent = normalize( vTangent );\n\t\tvec3 bitangent = normalize( vBitangent );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\ttangent = tangent * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t\tbitangent = bitangent * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t#endif\n\t\t#if defined( TANGENTSPACE_NORMALMAP ) || defined( USE_CLEARCOAT_NORMALMAP )\n\t\t\tmat3 vTBN = mat3( tangent, bitangent, normal );\n\t\t#endif\n\t#endif\n#endif\nvec3 geometryNormal = normal;";
  8462. var normal_fragment_maps = "#ifdef OBJECTSPACE_NORMALMAP\n\tnormal = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t#ifdef FLIP_SIDED\n\t\tnormal = - normal;\n\t#endif\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t#endif\n\tnormal = normalize( normalMatrix * normal );\n#elif defined( TANGENTSPACE_NORMALMAP )\n\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\tmapN.xy *= normalScale;\n\t#ifdef USE_TANGENT\n\t\tnormal = normalize( vTBN * mapN );\n\t#else\n\t\tnormal = perturbNormal2Arb( -vViewPosition, normal, mapN );\n\t#endif\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\n#endif";
  8463. var normalmap_pars_fragment = "#ifdef USE_NORMALMAP\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n#endif\n#ifdef OBJECTSPACE_NORMALMAP\n\tuniform mat3 normalMatrix;\n#endif\n#if ! defined ( USE_TANGENT ) && ( defined ( TANGENTSPACE_NORMALMAP ) || defined ( USE_CLEARCOAT_NORMALMAP ) )\n\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm, vec3 mapN ) {\n\t\tvec3 q0 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) );\n\t\tvec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) );\n\t\tvec2 st0 = dFdx( vUv.st );\n\t\tvec2 st1 = dFdy( vUv.st );\n\t\tfloat scale = sign( st1.t * st0.s - st0.t * st1.s );\n\t\tvec3 S = normalize( ( q0 * st1.t - q1 * st0.t ) * scale );\n\t\tvec3 T = normalize( ( - q0 * st1.s + q1 * st0.s ) * scale );\n\t\tvec3 N = normalize( surf_norm );\n\t\tmat3 tsn = mat3( S, T, N );\n\t\tmapN.xy *= ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\treturn normalize( tsn * mapN );\n\t}\n#endif";
  8464. var clearcoat_normal_fragment_begin = "#ifdef CLEARCOAT\n\tvec3 clearcoatNormal = geometryNormal;\n#endif";
  8465. var clearcoat_normal_fragment_maps = "#ifdef USE_CLEARCOAT_NORMALMAP\n\tvec3 clearcoatMapN = texture2D( clearcoatNormalMap, vUv ).xyz * 2.0 - 1.0;\n\tclearcoatMapN.xy *= clearcoatNormalScale;\n\t#ifdef USE_TANGENT\n\t\tclearcoatNormal = normalize( vTBN * clearcoatMapN );\n\t#else\n\t\tclearcoatNormal = perturbNormal2Arb( - vViewPosition, clearcoatNormal, clearcoatMapN );\n\t#endif\n#endif";
  8466. var clearcoat_normalmap_pars_fragment = "#ifdef USE_CLEARCOAT_NORMALMAP\n\tuniform sampler2D clearcoatNormalMap;\n\tuniform vec2 clearcoatNormalScale;\n#endif";
  8467. var packing = "vec3 packNormalToRGB( const in vec3 normal ) {\n\treturn normalize( normal ) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n\treturn 2.0 * rgb.xyz - 1.0;\n}\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\nconst float ShiftRight8 = 1. / 256.;\nvec4 packDepthToRGBA( const in float v ) {\n\tvec4 r = vec4( fract( v * PackFactors ), v );\n\tr.yzw -= r.xyz * ShiftRight8;\treturn r * PackUpscale;\n}\nfloat unpackRGBAToDepth( const in vec4 v ) {\n\treturn dot( v, UnpackFactors );\n}\nvec4 pack2HalfToRGBA( vec2 v ) {\n\tvec4 r = vec4( v.x, fract( v.x * 255.0 ), v.y, fract( v.y * 255.0 ));\n\treturn vec4( r.x - r.y / 255.0, r.y, r.z - r.w / 255.0, r.w);\n}\nvec2 unpackRGBATo2Half( vec4 v ) {\n\treturn vec2( v.x + ( v.y / 255.0 ), v.z + ( v.w / 255.0 ) );\n}\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( viewZ + near ) / ( near - far );\n}\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\n\treturn linearClipZ * ( near - far ) - near;\n}\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn (( near + viewZ ) * far ) / (( far - near ) * viewZ );\n}\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\n\treturn ( near * far ) / ( ( far - near ) * invClipZ - far );\n}";
  8468. var premultiplied_alpha_fragment = "#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif";
  8469. var project_vertex = "vec4 mvPosition = vec4( transformed, 1.0 );\n#ifdef USE_INSTANCING\n\tmvPosition = instanceMatrix * mvPosition;\n#endif\nmvPosition = modelViewMatrix * mvPosition;\ngl_Position = projectionMatrix * mvPosition;";
  8470. var dithering_fragment = "#ifdef DITHERING\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif";
  8471. var dithering_pars_fragment = "#ifdef DITHERING\n\tvec3 dithering( vec3 color ) {\n\t\tfloat grid_position = rand( gl_FragCoord.xy );\n\t\tvec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );\n\t\tdither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );\n\t\treturn color + dither_shift_RGB;\n\t}\n#endif";
  8472. var roughnessmap_fragment = "float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif";
  8473. var roughnessmap_pars_fragment = "#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif";
  8474. var shadowmap_pars_fragment = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n\t}\n\tvec2 texture2DDistribution( sampler2D shadow, vec2 uv ) {\n\t\treturn unpackRGBATo2Half( texture2D( shadow, uv ) );\n\t}\n\tfloat VSMShadow (sampler2D shadow, vec2 uv, float compare ){\n\t\tfloat occlusion = 1.0;\n\t\tvec2 distribution = texture2DDistribution( shadow, uv );\n\t\tfloat hard_shadow = step( compare , distribution.x );\n\t\tif (hard_shadow != 1.0 ) {\n\t\t\tfloat distance = compare - distribution.x ;\n\t\t\tfloat variance = max( 0.00000, distribution.y * distribution.y );\n\t\t\tfloat softness_probability = variance / (variance + distance * distance );\t\t\tsoftness_probability = clamp( ( softness_probability - 0.3 ) / ( 0.95 - 0.3 ), 0.0, 1.0 );\t\t\tocclusion = clamp( max( hard_shadow, softness_probability ), 0.0, 1.0 );\n\t\t}\n\t\treturn occlusion;\n\t}\n\tfloat texture2DShadowLerp( sampler2D depths, vec2 size, vec2 uv, float compare ) {\n\t\tconst vec2 offset = vec2( 0.0, 1.0 );\n\t\tvec2 texelSize = vec2( 1.0 ) / size;\n\t\tvec2 centroidUV = ( floor( uv * size - 0.5 ) + 0.5 ) * texelSize;\n\t\tfloat lb = texture2DCompare( depths, centroidUV + texelSize * offset.xx, compare );\n\t\tfloat lt = texture2DCompare( depths, centroidUV + texelSize * offset.xy, compare );\n\t\tfloat rb = texture2DCompare( depths, centroidUV + texelSize * offset.yx, compare );\n\t\tfloat rt = texture2DCompare( depths, centroidUV + texelSize * offset.yy, compare );\n\t\tvec2 f = fract( uv * size + 0.5 );\n\t\tfloat a = mix( lb, lt, f.y );\n\t\tfloat b = mix( rb, rt, f.y );\n\t\tfloat c = mix( a, b, f.x );\n\t\treturn c;\n\t}\n\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\tfloat shadow = 1.0;\n\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\tshadowCoord.z += shadowBias;\n\t\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\n\t\tbool inFrustum = all( inFrustumVec );\n\t\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n\t\tbool frustumTest = all( frustumTestVec );\n\t\tif ( frustumTest ) {\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tfloat dx2 = dx0 / 2.0;\n\t\t\tfloat dy2 = dy0 / 2.0;\n\t\t\tfloat dx3 = dx1 / 2.0;\n\t\t\tfloat dy3 = dy1 / 2.0;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 17.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tshadow = (\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_VSM )\n\t\t\tshadow = VSMShadow( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#else\n\t\t\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#endif\n\t\t}\n\t\treturn shadow;\n\t}\n\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\n\t\tvec3 absV = abs( v );\n\t\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n\t\tabsV *= scaleToCube;\n\t\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n\t\tvec2 planar = v.xy;\n\t\tfloat almostATexel = 1.5 * texelSizeY;\n\t\tfloat almostOne = 1.0 - almostATexel;\n\t\tif ( absV.z >= almostOne ) {\n\t\t\tif ( v.z > 0.0 )\n\t\t\t\tplanar.x = 4.0 - v.x;\n\t\t} else if ( absV.x >= almostOne ) {\n\t\t\tfloat signX = sign( v.x );\n\t\t\tplanar.x = v.z * signX + 2.0 * signX;\n\t\t} else if ( absV.y >= almostOne ) {\n\t\t\tfloat signY = sign( v.y );\n\t\t\tplanar.x = v.x + 2.0 * signY + 2.0;\n\t\t\tplanar.y = v.z * signY - 2.0;\n\t\t}\n\t\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n\t}\n\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tfloat dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\t\tdp += shadowBias;\n\t\tvec3 bd3D = normalize( lightToPosition );\n\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM )\n\t\t\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n\t\t\treturn (\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n\t\t#endif\n\t}\n#endif";
  8475. var shadowmap_pars_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n#endif";
  8476. var shadowmap_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n#endif";
  8477. var shadowmask_pars_fragment = "float getShadowMask() {\n\tfloat shadow = 1.0;\n\t#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLight directionalLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tshadow *= all( bvec2( directionalLight.shadow, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLight spotLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tshadow *= all( bvec2( spotLight.shadow, receiveShadow ) ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLight pointLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tshadow *= all( bvec2( pointLight.shadow, receiveShadow ) ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t}\n\t#endif\n\t#endif\n\treturn shadow;\n}";
  8478. 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";
  8479. var skinning_pars_vertex = "#ifdef USE_SKINNING\n\tuniform mat4 bindMatrix;\n\tuniform mat4 bindMatrixInverse;\n\t#ifdef BONE_TEXTURE\n\t\tuniform highp sampler2D boneTexture;\n\t\tuniform int boneTextureSize;\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tfloat j = i * 4.0;\n\t\t\tfloat x = mod( j, float( boneTextureSize ) );\n\t\t\tfloat y = floor( j / float( boneTextureSize ) );\n\t\t\tfloat dx = 1.0 / float( boneTextureSize );\n\t\t\tfloat dy = 1.0 / float( boneTextureSize );\n\t\t\ty = dy * ( y + 0.5 );\n\t\t\tvec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\n\t\t\tvec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\n\t\t\tvec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\n\t\t\tvec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\n\t\t\tmat4 bone = mat4( v1, v2, v3, v4 );\n\t\t\treturn bone;\n\t\t}\n\t#else\n\t\tuniform mat4 boneMatrices[ MAX_BONES ];\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tmat4 bone = boneMatrices[ int(i) ];\n\t\t\treturn bone;\n\t\t}\n\t#endif\n#endif";
  8480. 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";
  8481. 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";
  8482. 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";
  8483. var specularmap_pars_fragment = "#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif";
  8484. var tonemapping_fragment = "#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif";
  8485. var tonemapping_pars_fragment = "#ifndef saturate\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\nuniform float toneMappingWhitePoint;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn toneMappingExposure * color;\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\n#define Uncharted2Helper( x ) max( ( ( x * ( 0.15 * x + 0.10 * 0.50 ) + 0.20 * 0.02 ) / ( x * ( 0.15 * x + 0.50 ) + 0.20 * 0.30 ) ) - 0.02 / 0.30, vec3( 0.0 ) )\nvec3 Uncharted2ToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( Uncharted2Helper( color ) / Uncharted2Helper( vec3( toneMappingWhitePoint ) ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\nvec3 ACESFilmicToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( ( color * ( 2.51 * color + 0.03 ) ) / ( color * ( 2.43 * color + 0.59 ) + 0.14 ) );\n}";
  8486. var uv_pars_fragment = "#if ( defined( USE_UV ) && ! defined( UVS_VERTEX_ONLY ) )\n\tvarying vec2 vUv;\n#endif";
  8487. var uv_pars_vertex = "#ifdef USE_UV\n\t#ifdef UVS_VERTEX_ONLY\n\t\tvec2 vUv;\n\t#else\n\t\tvarying vec2 vUv;\n\t#endif\n\tuniform mat3 uvTransform;\n#endif";
  8488. var uv_vertex = "#ifdef USE_UV\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n#endif";
  8489. var uv2_pars_fragment = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif";
  8490. var uv2_pars_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n\tuniform mat3 uv2Transform;\n#endif";
  8491. var uv2_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = ( uv2Transform * vec3( uv2, 1 ) ).xy;\n#endif";
  8492. var worldpos_vertex = "#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP )\n\tvec4 worldPosition = vec4( transformed, 1.0 );\n\t#ifdef USE_INSTANCING\n\t\tworldPosition = instanceMatrix * worldPosition;\n\t#endif\n\tworldPosition = modelMatrix * worldPosition;\n#endif";
  8493. 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}";
  8494. 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}";
  8495. var cube_frag = "#include <envmap_common_pars_fragment>\nuniform float opacity;\nvarying vec3 vWorldDirection;\n#include <cube_uv_reflection_fragment>\nvoid main() {\n\tvec3 vReflect = vWorldDirection;\n\t#include <envmap_fragment>\n\tgl_FragColor = envColor;\n\tgl_FragColor.a *= opacity;\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n}";
  8496. 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}";
  8497. 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}";
  8498. 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}";
  8499. 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}";
  8500. 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}";
  8501. 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}";
  8502. 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}";
  8503. 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}";
  8504. 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}";
  8505. var meshbasic_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <cube_uv_reflection_fragment>\n#include <fog_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\t#ifdef USE_LIGHTMAP\n\t\n\t\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\t\treflectedLight.indirectDiffuse += lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n\t#else\n\t\treflectedLight.indirectDiffuse += vec3( 1.0 );\n\t#endif\n\t#include <aomap_fragment>\n\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
  8506. 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}";
  8507. var meshlambert_frag = "uniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\nvarying vec3 vLightFront;\nvarying vec3 vIndirectFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n\tvarying vec3 vIndirectBack;\n#endif\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <cube_uv_reflection_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <fog_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <emissivemap_fragment>\n\treflectedLight.indirectDiffuse = getAmbientLightIrradiance( ambientLightColor );\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.indirectDiffuse += ( gl_FrontFacing ) ? vIndirectFront : vIndirectBack;\n\t#else\n\t\treflectedLight.indirectDiffuse += vIndirectFront;\n\t#endif\n\t#include <lightmap_fragment>\n\treflectedLight.indirectDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb );\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;\n\t#else\n\t\treflectedLight.directDiffuse = vLightFront;\n\t#endif\n\treflectedLight.directDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ) * getShadowMask();\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  8508. 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}";
  8509. 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}";
  8510. 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}";
  8511. var meshtoon_frag = "#define TOON\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <gradientmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <lights_toon_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_toon_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  8512. var meshtoon_vert = "#define TOON\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";
  8513. var meshphong_frag = "#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <cube_uv_reflection_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <lights_phong_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_phong_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  8514. 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}";
  8515. var meshphysical_frag = "#define STANDARD\n#ifdef PHYSICAL\n\t#define REFLECTIVITY\n\t#define CLEARCOAT\n\t#define TRANSPARENCY\n#endif\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifdef TRANSPARENCY\n\tuniform float transparency;\n#endif\n#ifdef REFLECTIVITY\n\tuniform float reflectivity;\n#endif\n#ifdef CLEARCOAT\n\tuniform float clearcoat;\n\tuniform float clearcoatRoughness;\n#endif\n#ifdef USE_SHEEN\n\tuniform vec3 sheen;\n#endif\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <bsdfs>\n#include <cube_uv_reflection_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_physical_pars_fragment>\n#include <fog_pars_fragment>\n#include <lights_pars_begin>\n#include <lights_physical_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <clearcoat_normalmap_pars_fragment>\n#include <roughnessmap_pars_fragment>\n#include <metalnessmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <roughnessmap_fragment>\n\t#include <metalnessmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <clearcoat_normal_fragment_begin>\n\t#include <clearcoat_normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_physical_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#ifdef TRANSPARENCY\n\t\tdiffuseColor.a *= saturate( 1. - transparency + linearToRelativeLuminance( reflectedLight.directSpecular + reflectedLight.indirectSpecular ) );\n\t#endif\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  8516. var meshphysical_vert = "#define STANDARD\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t#endif\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";
  8517. var normal_frag = "#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <packing>\n#include <uv_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\t#include <logdepthbuf_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\tgl_FragColor = vec4( packNormalToRGB( normal ), opacity );\n}";
  8518. var normal_vert = "#define NORMAL\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t#endif\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n}";
  8519. 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}";
  8520. var points_vert = "uniform float size;\nuniform float scale;\n#include <common>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <color_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <project_vertex>\n\tgl_PointSize = size;\n\t#ifdef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\n\t#endif\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <worldpos_vertex>\n\t#include <fog_vertex>\n}";
  8521. 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}";
  8522. 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}";
  8523. var sprite_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#include <common>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
  8524. var sprite_vert = "uniform float rotation;\nuniform vec2 center;\n#include <common>\n#include <uv_pars_vertex>\n#include <fog_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\tvec4 mvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );\n\tvec2 scale;\n\tscale.x = length( vec3( modelMatrix[ 0 ].x, modelMatrix[ 0 ].y, modelMatrix[ 0 ].z ) );\n\tscale.y = length( vec3( modelMatrix[ 1 ].x, modelMatrix[ 1 ].y, modelMatrix[ 1 ].z ) );\n\t#ifndef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) scale *= - mvPosition.z;\n\t#endif\n\tvec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale;\n\tvec2 rotatedPosition;\n\trotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\n\trotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\n\tmvPosition.xy += rotatedPosition;\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n}";
  8525. var ShaderChunk = {
  8526. alphamap_fragment: alphamap_fragment,
  8527. alphamap_pars_fragment: alphamap_pars_fragment,
  8528. alphatest_fragment: alphatest_fragment,
  8529. aomap_fragment: aomap_fragment,
  8530. aomap_pars_fragment: aomap_pars_fragment,
  8531. begin_vertex: begin_vertex,
  8532. beginnormal_vertex: beginnormal_vertex,
  8533. bsdfs: bsdfs,
  8534. bumpmap_pars_fragment: bumpmap_pars_fragment,
  8535. clipping_planes_fragment: clipping_planes_fragment,
  8536. clipping_planes_pars_fragment: clipping_planes_pars_fragment,
  8537. clipping_planes_pars_vertex: clipping_planes_pars_vertex,
  8538. clipping_planes_vertex: clipping_planes_vertex,
  8539. color_fragment: color_fragment,
  8540. color_pars_fragment: color_pars_fragment,
  8541. color_pars_vertex: color_pars_vertex,
  8542. color_vertex: color_vertex,
  8543. common: common,
  8544. cube_uv_reflection_fragment: cube_uv_reflection_fragment,
  8545. defaultnormal_vertex: defaultnormal_vertex,
  8546. displacementmap_pars_vertex: displacementmap_pars_vertex,
  8547. displacementmap_vertex: displacementmap_vertex,
  8548. emissivemap_fragment: emissivemap_fragment,
  8549. emissivemap_pars_fragment: emissivemap_pars_fragment,
  8550. encodings_fragment: encodings_fragment,
  8551. encodings_pars_fragment: encodings_pars_fragment,
  8552. envmap_fragment: envmap_fragment,
  8553. envmap_common_pars_fragment: envmap_common_pars_fragment,
  8554. envmap_pars_fragment: envmap_pars_fragment,
  8555. envmap_pars_vertex: envmap_pars_vertex,
  8556. envmap_physical_pars_fragment: envmap_physical_pars_fragment,
  8557. envmap_vertex: envmap_vertex,
  8558. fog_vertex: fog_vertex,
  8559. fog_pars_vertex: fog_pars_vertex,
  8560. fog_fragment: fog_fragment,
  8561. fog_pars_fragment: fog_pars_fragment,
  8562. gradientmap_pars_fragment: gradientmap_pars_fragment,
  8563. lightmap_fragment: lightmap_fragment,
  8564. lightmap_pars_fragment: lightmap_pars_fragment,
  8565. lights_lambert_vertex: lights_lambert_vertex,
  8566. lights_pars_begin: lights_pars_begin,
  8567. lights_toon_fragment: lights_toon_fragment,
  8568. lights_toon_pars_fragment: lights_toon_pars_fragment,
  8569. lights_phong_fragment: lights_phong_fragment,
  8570. lights_phong_pars_fragment: lights_phong_pars_fragment,
  8571. lights_physical_fragment: lights_physical_fragment,
  8572. lights_physical_pars_fragment: lights_physical_pars_fragment,
  8573. lights_fragment_begin: lights_fragment_begin,
  8574. lights_fragment_maps: lights_fragment_maps,
  8575. lights_fragment_end: lights_fragment_end,
  8576. logdepthbuf_fragment: logdepthbuf_fragment,
  8577. logdepthbuf_pars_fragment: logdepthbuf_pars_fragment,
  8578. logdepthbuf_pars_vertex: logdepthbuf_pars_vertex,
  8579. logdepthbuf_vertex: logdepthbuf_vertex,
  8580. map_fragment: map_fragment,
  8581. map_pars_fragment: map_pars_fragment,
  8582. map_particle_fragment: map_particle_fragment,
  8583. map_particle_pars_fragment: map_particle_pars_fragment,
  8584. metalnessmap_fragment: metalnessmap_fragment,
  8585. metalnessmap_pars_fragment: metalnessmap_pars_fragment,
  8586. morphnormal_vertex: morphnormal_vertex,
  8587. morphtarget_pars_vertex: morphtarget_pars_vertex,
  8588. morphtarget_vertex: morphtarget_vertex,
  8589. normal_fragment_begin: normal_fragment_begin,
  8590. normal_fragment_maps: normal_fragment_maps,
  8591. normalmap_pars_fragment: normalmap_pars_fragment,
  8592. clearcoat_normal_fragment_begin: clearcoat_normal_fragment_begin,
  8593. clearcoat_normal_fragment_maps: clearcoat_normal_fragment_maps,
  8594. clearcoat_normalmap_pars_fragment: clearcoat_normalmap_pars_fragment,
  8595. packing: packing,
  8596. premultiplied_alpha_fragment: premultiplied_alpha_fragment,
  8597. project_vertex: project_vertex,
  8598. dithering_fragment: dithering_fragment,
  8599. dithering_pars_fragment: dithering_pars_fragment,
  8600. roughnessmap_fragment: roughnessmap_fragment,
  8601. roughnessmap_pars_fragment: roughnessmap_pars_fragment,
  8602. shadowmap_pars_fragment: shadowmap_pars_fragment,
  8603. shadowmap_pars_vertex: shadowmap_pars_vertex,
  8604. shadowmap_vertex: shadowmap_vertex,
  8605. shadowmask_pars_fragment: shadowmask_pars_fragment,
  8606. skinbase_vertex: skinbase_vertex,
  8607. skinning_pars_vertex: skinning_pars_vertex,
  8608. skinning_vertex: skinning_vertex,
  8609. skinnormal_vertex: skinnormal_vertex,
  8610. specularmap_fragment: specularmap_fragment,
  8611. specularmap_pars_fragment: specularmap_pars_fragment,
  8612. tonemapping_fragment: tonemapping_fragment,
  8613. tonemapping_pars_fragment: tonemapping_pars_fragment,
  8614. uv_pars_fragment: uv_pars_fragment,
  8615. uv_pars_vertex: uv_pars_vertex,
  8616. uv_vertex: uv_vertex,
  8617. uv2_pars_fragment: uv2_pars_fragment,
  8618. uv2_pars_vertex: uv2_pars_vertex,
  8619. uv2_vertex: uv2_vertex,
  8620. worldpos_vertex: worldpos_vertex,
  8621. background_frag: background_frag,
  8622. background_vert: background_vert,
  8623. cube_frag: cube_frag,
  8624. cube_vert: cube_vert,
  8625. depth_frag: depth_frag,
  8626. depth_vert: depth_vert,
  8627. distanceRGBA_frag: distanceRGBA_frag,
  8628. distanceRGBA_vert: distanceRGBA_vert,
  8629. equirect_frag: equirect_frag,
  8630. equirect_vert: equirect_vert,
  8631. linedashed_frag: linedashed_frag,
  8632. linedashed_vert: linedashed_vert,
  8633. meshbasic_frag: meshbasic_frag,
  8634. meshbasic_vert: meshbasic_vert,
  8635. meshlambert_frag: meshlambert_frag,
  8636. meshlambert_vert: meshlambert_vert,
  8637. meshmatcap_frag: meshmatcap_frag,
  8638. meshmatcap_vert: meshmatcap_vert,
  8639. meshtoon_frag: meshtoon_frag,
  8640. meshtoon_vert: meshtoon_vert,
  8641. meshphong_frag: meshphong_frag,
  8642. meshphong_vert: meshphong_vert,
  8643. meshphysical_frag: meshphysical_frag,
  8644. meshphysical_vert: meshphysical_vert,
  8645. normal_frag: normal_frag,
  8646. normal_vert: normal_vert,
  8647. points_frag: points_frag,
  8648. points_vert: points_vert,
  8649. shadow_frag: shadow_frag,
  8650. shadow_vert: shadow_vert,
  8651. sprite_frag: sprite_frag,
  8652. sprite_vert: sprite_vert
  8653. };
  8654. /**
  8655. * Uniforms library for shared webgl shaders
  8656. */
  8657. var UniformsLib = {
  8658. common: {
  8659. diffuse: { value: new Color( 0xeeeeee ) },
  8660. opacity: { value: 1.0 },
  8661. map: { value: null },
  8662. uvTransform: { value: new Matrix3() },
  8663. uv2Transform: { value: new Matrix3() },
  8664. alphaMap: { value: null },
  8665. },
  8666. specularmap: {
  8667. specularMap: { value: null },
  8668. },
  8669. envmap: {
  8670. envMap: { value: null },
  8671. flipEnvMap: { value: - 1 },
  8672. reflectivity: { value: 1.0 },
  8673. refractionRatio: { value: 0.98 },
  8674. maxMipLevel: { value: 0 }
  8675. },
  8676. aomap: {
  8677. aoMap: { value: null },
  8678. aoMapIntensity: { value: 1 }
  8679. },
  8680. lightmap: {
  8681. lightMap: { value: null },
  8682. lightMapIntensity: { value: 1 }
  8683. },
  8684. emissivemap: {
  8685. emissiveMap: { value: null }
  8686. },
  8687. bumpmap: {
  8688. bumpMap: { value: null },
  8689. bumpScale: { value: 1 }
  8690. },
  8691. normalmap: {
  8692. normalMap: { value: null },
  8693. normalScale: { value: new Vector2( 1, 1 ) }
  8694. },
  8695. displacementmap: {
  8696. displacementMap: { value: null },
  8697. displacementScale: { value: 1 },
  8698. displacementBias: { value: 0 }
  8699. },
  8700. roughnessmap: {
  8701. roughnessMap: { value: null }
  8702. },
  8703. metalnessmap: {
  8704. metalnessMap: { value: null }
  8705. },
  8706. gradientmap: {
  8707. gradientMap: { value: null }
  8708. },
  8709. fog: {
  8710. fogDensity: { value: 0.00025 },
  8711. fogNear: { value: 1 },
  8712. fogFar: { value: 2000 },
  8713. fogColor: { value: new Color( 0xffffff ) }
  8714. },
  8715. lights: {
  8716. ambientLightColor: { value: [] },
  8717. lightProbe: { value: [] },
  8718. directionalLights: { value: [], properties: {
  8719. direction: {},
  8720. color: {},
  8721. shadow: {},
  8722. shadowBias: {},
  8723. shadowRadius: {},
  8724. shadowMapSize: {}
  8725. } },
  8726. directionalShadowMap: { value: [] },
  8727. directionalShadowMatrix: { value: [] },
  8728. spotLights: { value: [], properties: {
  8729. color: {},
  8730. position: {},
  8731. direction: {},
  8732. distance: {},
  8733. coneCos: {},
  8734. penumbraCos: {},
  8735. decay: {},
  8736. shadow: {},
  8737. shadowBias: {},
  8738. shadowRadius: {},
  8739. shadowMapSize: {}
  8740. } },
  8741. spotShadowMap: { value: [] },
  8742. spotShadowMatrix: { value: [] },
  8743. pointLights: { value: [], properties: {
  8744. color: {},
  8745. position: {},
  8746. decay: {},
  8747. distance: {},
  8748. shadow: {},
  8749. shadowBias: {},
  8750. shadowRadius: {},
  8751. shadowMapSize: {},
  8752. shadowCameraNear: {},
  8753. shadowCameraFar: {}
  8754. } },
  8755. pointShadowMap: { value: [] },
  8756. pointShadowMatrix: { value: [] },
  8757. hemisphereLights: { value: [], properties: {
  8758. direction: {},
  8759. skyColor: {},
  8760. groundColor: {}
  8761. } },
  8762. // TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src
  8763. rectAreaLights: { value: [], properties: {
  8764. color: {},
  8765. position: {},
  8766. width: {},
  8767. height: {}
  8768. } }
  8769. },
  8770. points: {
  8771. diffuse: { value: new Color( 0xeeeeee ) },
  8772. opacity: { value: 1.0 },
  8773. size: { value: 1.0 },
  8774. scale: { value: 1.0 },
  8775. map: { value: null },
  8776. alphaMap: { value: null },
  8777. uvTransform: { value: new Matrix3() }
  8778. },
  8779. sprite: {
  8780. diffuse: { value: new Color( 0xeeeeee ) },
  8781. opacity: { value: 1.0 },
  8782. center: { value: new Vector2( 0.5, 0.5 ) },
  8783. rotation: { value: 0.0 },
  8784. map: { value: null },
  8785. alphaMap: { value: null },
  8786. uvTransform: { value: new Matrix3() }
  8787. }
  8788. };
  8789. /**
  8790. * @author alteredq / http://alteredqualia.com/
  8791. * @author mrdoob / http://mrdoob.com/
  8792. * @author mikael emtinger / http://gomo.se/
  8793. */
  8794. var ShaderLib = {
  8795. basic: {
  8796. uniforms: mergeUniforms( [
  8797. UniformsLib.common,
  8798. UniformsLib.specularmap,
  8799. UniformsLib.envmap,
  8800. UniformsLib.aomap,
  8801. UniformsLib.lightmap,
  8802. UniformsLib.fog
  8803. ] ),
  8804. vertexShader: ShaderChunk.meshbasic_vert,
  8805. fragmentShader: ShaderChunk.meshbasic_frag
  8806. },
  8807. lambert: {
  8808. uniforms: mergeUniforms( [
  8809. UniformsLib.common,
  8810. UniformsLib.specularmap,
  8811. UniformsLib.envmap,
  8812. UniformsLib.aomap,
  8813. UniformsLib.lightmap,
  8814. UniformsLib.emissivemap,
  8815. UniformsLib.fog,
  8816. UniformsLib.lights,
  8817. {
  8818. emissive: { value: new Color( 0x000000 ) }
  8819. }
  8820. ] ),
  8821. vertexShader: ShaderChunk.meshlambert_vert,
  8822. fragmentShader: ShaderChunk.meshlambert_frag
  8823. },
  8824. phong: {
  8825. uniforms: mergeUniforms( [
  8826. UniformsLib.common,
  8827. UniformsLib.specularmap,
  8828. UniformsLib.envmap,
  8829. UniformsLib.aomap,
  8830. UniformsLib.lightmap,
  8831. UniformsLib.emissivemap,
  8832. UniformsLib.bumpmap,
  8833. UniformsLib.normalmap,
  8834. UniformsLib.displacementmap,
  8835. UniformsLib.fog,
  8836. UniformsLib.lights,
  8837. {
  8838. emissive: { value: new Color( 0x000000 ) },
  8839. specular: { value: new Color( 0x111111 ) },
  8840. shininess: { value: 30 }
  8841. }
  8842. ] ),
  8843. vertexShader: ShaderChunk.meshphong_vert,
  8844. fragmentShader: ShaderChunk.meshphong_frag
  8845. },
  8846. standard: {
  8847. uniforms: mergeUniforms( [
  8848. UniformsLib.common,
  8849. UniformsLib.envmap,
  8850. UniformsLib.aomap,
  8851. UniformsLib.lightmap,
  8852. UniformsLib.emissivemap,
  8853. UniformsLib.bumpmap,
  8854. UniformsLib.normalmap,
  8855. UniformsLib.displacementmap,
  8856. UniformsLib.roughnessmap,
  8857. UniformsLib.metalnessmap,
  8858. UniformsLib.fog,
  8859. UniformsLib.lights,
  8860. {
  8861. emissive: { value: new Color( 0x000000 ) },
  8862. roughness: { value: 0.5 },
  8863. metalness: { value: 0.5 },
  8864. envMapIntensity: { value: 1 } // temporary
  8865. }
  8866. ] ),
  8867. vertexShader: ShaderChunk.meshphysical_vert,
  8868. fragmentShader: ShaderChunk.meshphysical_frag
  8869. },
  8870. toon: {
  8871. uniforms: mergeUniforms( [
  8872. UniformsLib.common,
  8873. UniformsLib.specularmap,
  8874. UniformsLib.aomap,
  8875. UniformsLib.lightmap,
  8876. UniformsLib.emissivemap,
  8877. UniformsLib.bumpmap,
  8878. UniformsLib.normalmap,
  8879. UniformsLib.displacementmap,
  8880. UniformsLib.gradientmap,
  8881. UniformsLib.fog,
  8882. UniformsLib.lights,
  8883. {
  8884. emissive: { value: new Color( 0x000000 ) },
  8885. specular: { value: new Color( 0x111111 ) },
  8886. shininess: { value: 30 }
  8887. }
  8888. ] ),
  8889. vertexShader: ShaderChunk.meshtoon_vert,
  8890. fragmentShader: ShaderChunk.meshtoon_frag
  8891. },
  8892. matcap: {
  8893. uniforms: mergeUniforms( [
  8894. UniformsLib.common,
  8895. UniformsLib.bumpmap,
  8896. UniformsLib.normalmap,
  8897. UniformsLib.displacementmap,
  8898. UniformsLib.fog,
  8899. {
  8900. matcap: { value: null }
  8901. }
  8902. ] ),
  8903. vertexShader: ShaderChunk.meshmatcap_vert,
  8904. fragmentShader: ShaderChunk.meshmatcap_frag
  8905. },
  8906. points: {
  8907. uniforms: mergeUniforms( [
  8908. UniformsLib.points,
  8909. UniformsLib.fog
  8910. ] ),
  8911. vertexShader: ShaderChunk.points_vert,
  8912. fragmentShader: ShaderChunk.points_frag
  8913. },
  8914. dashed: {
  8915. uniforms: mergeUniforms( [
  8916. UniformsLib.common,
  8917. UniformsLib.fog,
  8918. {
  8919. scale: { value: 1 },
  8920. dashSize: { value: 1 },
  8921. totalSize: { value: 2 }
  8922. }
  8923. ] ),
  8924. vertexShader: ShaderChunk.linedashed_vert,
  8925. fragmentShader: ShaderChunk.linedashed_frag
  8926. },
  8927. depth: {
  8928. uniforms: mergeUniforms( [
  8929. UniformsLib.common,
  8930. UniformsLib.displacementmap
  8931. ] ),
  8932. vertexShader: ShaderChunk.depth_vert,
  8933. fragmentShader: ShaderChunk.depth_frag
  8934. },
  8935. normal: {
  8936. uniforms: mergeUniforms( [
  8937. UniformsLib.common,
  8938. UniformsLib.bumpmap,
  8939. UniformsLib.normalmap,
  8940. UniformsLib.displacementmap,
  8941. {
  8942. opacity: { value: 1.0 }
  8943. }
  8944. ] ),
  8945. vertexShader: ShaderChunk.normal_vert,
  8946. fragmentShader: ShaderChunk.normal_frag
  8947. },
  8948. sprite: {
  8949. uniforms: mergeUniforms( [
  8950. UniformsLib.sprite,
  8951. UniformsLib.fog
  8952. ] ),
  8953. vertexShader: ShaderChunk.sprite_vert,
  8954. fragmentShader: ShaderChunk.sprite_frag
  8955. },
  8956. background: {
  8957. uniforms: {
  8958. uvTransform: { value: new Matrix3() },
  8959. t2D: { value: null },
  8960. },
  8961. vertexShader: ShaderChunk.background_vert,
  8962. fragmentShader: ShaderChunk.background_frag
  8963. },
  8964. /* -------------------------------------------------------------------------
  8965. // Cube map shader
  8966. ------------------------------------------------------------------------- */
  8967. cube: {
  8968. uniforms: mergeUniforms( [
  8969. UniformsLib.envmap,
  8970. {
  8971. opacity: { value: 1.0 }
  8972. }
  8973. ] ),
  8974. vertexShader: ShaderChunk.cube_vert,
  8975. fragmentShader: ShaderChunk.cube_frag
  8976. },
  8977. equirect: {
  8978. uniforms: {
  8979. tEquirect: { value: null },
  8980. },
  8981. vertexShader: ShaderChunk.equirect_vert,
  8982. fragmentShader: ShaderChunk.equirect_frag
  8983. },
  8984. distanceRGBA: {
  8985. uniforms: mergeUniforms( [
  8986. UniformsLib.common,
  8987. UniformsLib.displacementmap,
  8988. {
  8989. referencePosition: { value: new Vector3() },
  8990. nearDistance: { value: 1 },
  8991. farDistance: { value: 1000 }
  8992. }
  8993. ] ),
  8994. vertexShader: ShaderChunk.distanceRGBA_vert,
  8995. fragmentShader: ShaderChunk.distanceRGBA_frag
  8996. },
  8997. shadow: {
  8998. uniforms: mergeUniforms( [
  8999. UniformsLib.lights,
  9000. UniformsLib.fog,
  9001. {
  9002. color: { value: new Color( 0x00000 ) },
  9003. opacity: { value: 1.0 }
  9004. } ] ),
  9005. vertexShader: ShaderChunk.shadow_vert,
  9006. fragmentShader: ShaderChunk.shadow_frag
  9007. }
  9008. };
  9009. ShaderLib.physical = {
  9010. uniforms: mergeUniforms( [
  9011. ShaderLib.standard.uniforms,
  9012. {
  9013. transparency: { value: 0 },
  9014. clearcoat: { value: 0 },
  9015. clearcoatRoughness: { value: 0 },
  9016. sheen: { value: new Color( 0x000000 ) },
  9017. clearcoatNormalScale: { value: new Vector2( 1, 1 ) },
  9018. clearcoatNormalMap: { value: null },
  9019. }
  9020. ] ),
  9021. vertexShader: ShaderChunk.meshphysical_vert,
  9022. fragmentShader: ShaderChunk.meshphysical_frag
  9023. };
  9024. /**
  9025. * @author mrdoob / http://mrdoob.com/
  9026. */
  9027. function WebGLAnimation() {
  9028. var context = null;
  9029. var isAnimating = false;
  9030. var animationLoop = null;
  9031. function onAnimationFrame( time, frame ) {
  9032. if ( isAnimating === false ) { return; }
  9033. animationLoop( time, frame );
  9034. context.requestAnimationFrame( onAnimationFrame );
  9035. }
  9036. return {
  9037. start: function () {
  9038. if ( isAnimating === true ) { return; }
  9039. if ( animationLoop === null ) { return; }
  9040. context.requestAnimationFrame( onAnimationFrame );
  9041. isAnimating = true;
  9042. },
  9043. stop: function () {
  9044. isAnimating = false;
  9045. },
  9046. setAnimationLoop: function ( callback ) {
  9047. animationLoop = callback;
  9048. },
  9049. setContext: function ( value ) {
  9050. context = value;
  9051. }
  9052. };
  9053. }
  9054. /**
  9055. * @author mrdoob / http://mrdoob.com/
  9056. */
  9057. function WebGLAttributes( gl ) {
  9058. var buffers = new WeakMap();
  9059. function createBuffer( attribute, bufferType ) {
  9060. var array = attribute.array;
  9061. var usage = attribute.usage;
  9062. var buffer = gl.createBuffer();
  9063. gl.bindBuffer( bufferType, buffer );
  9064. gl.bufferData( bufferType, array, usage );
  9065. attribute.onUploadCallback();
  9066. var type = 5126;
  9067. if ( array instanceof Float32Array ) {
  9068. type = 5126;
  9069. } else if ( array instanceof Float64Array ) {
  9070. console.warn( 'THREE.WebGLAttributes: Unsupported data buffer format: Float64Array.' );
  9071. } else if ( array instanceof Uint16Array ) {
  9072. type = 5123;
  9073. } else if ( array instanceof Int16Array ) {
  9074. type = 5122;
  9075. } else if ( array instanceof Uint32Array ) {
  9076. type = 5125;
  9077. } else if ( array instanceof Int32Array ) {
  9078. type = 5124;
  9079. } else if ( array instanceof Int8Array ) {
  9080. type = 5120;
  9081. } else if ( array instanceof Uint8Array ) {
  9082. type = 5121;
  9083. }
  9084. return {
  9085. buffer: buffer,
  9086. type: type,
  9087. bytesPerElement: array.BYTES_PER_ELEMENT,
  9088. version: attribute.version
  9089. };
  9090. }
  9091. function updateBuffer( buffer, attribute, bufferType ) {
  9092. var array = attribute.array;
  9093. var updateRange = attribute.updateRange;
  9094. gl.bindBuffer( bufferType, buffer );
  9095. if ( updateRange.count === - 1 ) {
  9096. // Not using update ranges
  9097. gl.bufferSubData( bufferType, 0, array );
  9098. } else {
  9099. gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,
  9100. array.subarray( updateRange.offset, updateRange.offset + updateRange.count ) );
  9101. updateRange.count = - 1; // reset range
  9102. }
  9103. }
  9104. //
  9105. function get( attribute ) {
  9106. if ( attribute.isInterleavedBufferAttribute ) { attribute = attribute.data; }
  9107. return buffers.get( attribute );
  9108. }
  9109. function remove( attribute ) {
  9110. if ( attribute.isInterleavedBufferAttribute ) { attribute = attribute.data; }
  9111. var data = buffers.get( attribute );
  9112. if ( data ) {
  9113. gl.deleteBuffer( data.buffer );
  9114. buffers.delete( attribute );
  9115. }
  9116. }
  9117. function update( attribute, bufferType ) {
  9118. if ( attribute.isInterleavedBufferAttribute ) { attribute = attribute.data; }
  9119. var data = buffers.get( attribute );
  9120. if ( data === undefined ) {
  9121. buffers.set( attribute, createBuffer( attribute, bufferType ) );
  9122. } else if ( data.version < attribute.version ) {
  9123. updateBuffer( data.buffer, attribute, bufferType );
  9124. data.version = attribute.version;
  9125. }
  9126. }
  9127. return {
  9128. get: get,
  9129. remove: remove,
  9130. update: update
  9131. };
  9132. }
  9133. /**
  9134. * @author mrdoob / http://mrdoob.com/
  9135. * @author Mugen87 / https://github.com/Mugen87
  9136. */
  9137. // PlaneGeometry
  9138. function PlaneGeometry( width, height, widthSegments, heightSegments ) {
  9139. Geometry.call( this );
  9140. this.type = 'PlaneGeometry';
  9141. this.parameters = {
  9142. width: width,
  9143. height: height,
  9144. widthSegments: widthSegments,
  9145. heightSegments: heightSegments
  9146. };
  9147. this.fromBufferGeometry( new PlaneBufferGeometry( width, height, widthSegments, heightSegments ) );
  9148. this.mergeVertices();
  9149. }
  9150. PlaneGeometry.prototype = Object.create( Geometry.prototype );
  9151. PlaneGeometry.prototype.constructor = PlaneGeometry;
  9152. // PlaneBufferGeometry
  9153. function PlaneBufferGeometry( width, height, widthSegments, heightSegments ) {
  9154. BufferGeometry.call( this );
  9155. this.type = 'PlaneBufferGeometry';
  9156. this.parameters = {
  9157. width: width,
  9158. height: height,
  9159. widthSegments: widthSegments,
  9160. heightSegments: heightSegments
  9161. };
  9162. width = width || 1;
  9163. height = height || 1;
  9164. var width_half = width / 2;
  9165. var height_half = height / 2;
  9166. var gridX = Math.floor( widthSegments ) || 1;
  9167. var gridY = Math.floor( heightSegments ) || 1;
  9168. var gridX1 = gridX + 1;
  9169. var gridY1 = gridY + 1;
  9170. var segment_width = width / gridX;
  9171. var segment_height = height / gridY;
  9172. var ix, iy;
  9173. // buffers
  9174. var indices = [];
  9175. var vertices = [];
  9176. var normals = [];
  9177. var uvs = [];
  9178. // generate vertices, normals and uvs
  9179. for ( iy = 0; iy < gridY1; iy ++ ) {
  9180. var y = iy * segment_height - height_half;
  9181. for ( ix = 0; ix < gridX1; ix ++ ) {
  9182. var x = ix * segment_width - width_half;
  9183. vertices.push( x, - y, 0 );
  9184. normals.push( 0, 0, 1 );
  9185. uvs.push( ix / gridX );
  9186. uvs.push( 1 - ( iy / gridY ) );
  9187. }
  9188. }
  9189. // indices
  9190. for ( iy = 0; iy < gridY; iy ++ ) {
  9191. for ( ix = 0; ix < gridX; ix ++ ) {
  9192. var a = ix + gridX1 * iy;
  9193. var b = ix + gridX1 * ( iy + 1 );
  9194. var c = ( ix + 1 ) + gridX1 * ( iy + 1 );
  9195. var d = ( ix + 1 ) + gridX1 * iy;
  9196. // faces
  9197. indices.push( a, b, d );
  9198. indices.push( b, c, d );
  9199. }
  9200. }
  9201. // build geometry
  9202. this.setIndex( indices );
  9203. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  9204. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  9205. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  9206. }
  9207. PlaneBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  9208. PlaneBufferGeometry.prototype.constructor = PlaneBufferGeometry;
  9209. /**
  9210. * @author mrdoob / http://mrdoob.com/
  9211. */
  9212. function WebGLBackground( renderer, state, objects, premultipliedAlpha ) {
  9213. var clearColor = new Color( 0x000000 );
  9214. var clearAlpha = 0;
  9215. var planeMesh;
  9216. var boxMesh;
  9217. // Store the current background texture and its `version`
  9218. // so we can recompile the material accordingly.
  9219. var currentBackground = null;
  9220. var currentBackgroundVersion = 0;
  9221. function render( renderList, scene, camera, forceClear ) {
  9222. var background = scene.background;
  9223. // Ignore background in AR
  9224. // TODO: Reconsider this.
  9225. var xr = renderer.xr;
  9226. var session = xr.getSession && xr.getSession();
  9227. if ( session && session.environmentBlendMode === 'additive' ) {
  9228. background = null;
  9229. }
  9230. if ( background === null ) {
  9231. setClear( clearColor, clearAlpha );
  9232. currentBackground = null;
  9233. currentBackgroundVersion = 0;
  9234. } else if ( background && background.isColor ) {
  9235. setClear( background, 1 );
  9236. forceClear = true;
  9237. currentBackground = null;
  9238. currentBackgroundVersion = 0;
  9239. }
  9240. if ( renderer.autoClear || forceClear ) {
  9241. renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
  9242. }
  9243. if ( background && ( background.isCubeTexture || background.isWebGLRenderTargetCube || background.mapping === CubeUVReflectionMapping ) ) {
  9244. if ( boxMesh === undefined ) {
  9245. boxMesh = new Mesh(
  9246. new BoxBufferGeometry( 1, 1, 1 ),
  9247. new ShaderMaterial( {
  9248. type: 'BackgroundCubeMaterial',
  9249. uniforms: cloneUniforms( ShaderLib.cube.uniforms ),
  9250. vertexShader: ShaderLib.cube.vertexShader,
  9251. fragmentShader: ShaderLib.cube.fragmentShader,
  9252. side: BackSide,
  9253. depthTest: false,
  9254. depthWrite: false,
  9255. fog: false
  9256. } )
  9257. );
  9258. boxMesh.geometry.deleteAttribute( 'normal' );
  9259. boxMesh.geometry.deleteAttribute( 'uv' );
  9260. boxMesh.onBeforeRender = function ( renderer, scene, camera ) {
  9261. this.matrixWorld.copyPosition( camera.matrixWorld );
  9262. };
  9263. // enable code injection for non-built-in material
  9264. Object.defineProperty( boxMesh.material, 'envMap', {
  9265. get: function () {
  9266. return this.uniforms.envMap.value;
  9267. }
  9268. } );
  9269. objects.update( boxMesh );
  9270. }
  9271. var texture = background.isWebGLRenderTargetCube ? background.texture : background;
  9272. boxMesh.material.uniforms.envMap.value = texture;
  9273. boxMesh.material.uniforms.flipEnvMap.value = texture.isCubeTexture ? - 1 : 1;
  9274. if ( currentBackground !== background ||
  9275. currentBackgroundVersion !== texture.version ) {
  9276. boxMesh.material.needsUpdate = true;
  9277. currentBackground = background;
  9278. currentBackgroundVersion = texture.version;
  9279. }
  9280. // push to the pre-sorted opaque render list
  9281. renderList.unshift( boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null );
  9282. } else if ( background && background.isTexture ) {
  9283. if ( planeMesh === undefined ) {
  9284. planeMesh = new Mesh(
  9285. new PlaneBufferGeometry( 2, 2 ),
  9286. new ShaderMaterial( {
  9287. type: 'BackgroundMaterial',
  9288. uniforms: cloneUniforms( ShaderLib.background.uniforms ),
  9289. vertexShader: ShaderLib.background.vertexShader,
  9290. fragmentShader: ShaderLib.background.fragmentShader,
  9291. side: FrontSide,
  9292. depthTest: false,
  9293. depthWrite: false,
  9294. fog: false
  9295. } )
  9296. );
  9297. planeMesh.geometry.deleteAttribute( 'normal' );
  9298. // enable code injection for non-built-in material
  9299. Object.defineProperty( planeMesh.material, 'map', {
  9300. get: function () {
  9301. return this.uniforms.t2D.value;
  9302. }
  9303. } );
  9304. objects.update( planeMesh );
  9305. }
  9306. planeMesh.material.uniforms.t2D.value = background;
  9307. if ( background.matrixAutoUpdate === true ) {
  9308. background.updateMatrix();
  9309. }
  9310. planeMesh.material.uniforms.uvTransform.value.copy( background.matrix );
  9311. if ( currentBackground !== background ||
  9312. currentBackgroundVersion !== background.version ) {
  9313. planeMesh.material.needsUpdate = true;
  9314. currentBackground = background;
  9315. currentBackgroundVersion = background.version;
  9316. }
  9317. // push to the pre-sorted opaque render list
  9318. renderList.unshift( planeMesh, planeMesh.geometry, planeMesh.material, 0, 0, null );
  9319. }
  9320. }
  9321. function setClear( color, alpha ) {
  9322. state.buffers.color.setClear( color.r, color.g, color.b, alpha, premultipliedAlpha );
  9323. }
  9324. return {
  9325. getClearColor: function () {
  9326. return clearColor;
  9327. },
  9328. setClearColor: function ( color, alpha ) {
  9329. clearColor.set( color );
  9330. clearAlpha = alpha !== undefined ? alpha : 1;
  9331. setClear( clearColor, clearAlpha );
  9332. },
  9333. getClearAlpha: function () {
  9334. return clearAlpha;
  9335. },
  9336. setClearAlpha: function ( alpha ) {
  9337. clearAlpha = alpha;
  9338. setClear( clearColor, clearAlpha );
  9339. },
  9340. render: render
  9341. };
  9342. }
  9343. /**
  9344. * @author mrdoob / http://mrdoob.com/
  9345. */
  9346. function WebGLBufferRenderer( gl, extensions, info, capabilities ) {
  9347. var isWebGL2 = capabilities.isWebGL2;
  9348. var mode;
  9349. function setMode( value ) {
  9350. mode = value;
  9351. }
  9352. function render( start, count ) {
  9353. gl.drawArrays( mode, start, count );
  9354. info.update( count, mode );
  9355. }
  9356. function renderInstances( geometry, start, count, primcount ) {
  9357. if ( primcount === 0 ) { return; }
  9358. var extension, methodName;
  9359. if ( isWebGL2 ) {
  9360. extension = gl;
  9361. methodName = 'drawArraysInstanced';
  9362. } else {
  9363. extension = extensions.get( 'ANGLE_instanced_arrays' );
  9364. methodName = 'drawArraysInstancedANGLE';
  9365. if ( extension === null ) {
  9366. console.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  9367. return;
  9368. }
  9369. }
  9370. extension[ methodName ]( mode, start, count, primcount );
  9371. info.update( count, mode, primcount );
  9372. }
  9373. //
  9374. this.setMode = setMode;
  9375. this.render = render;
  9376. this.renderInstances = renderInstances;
  9377. }
  9378. /**
  9379. * @author mrdoob / http://mrdoob.com/
  9380. */
  9381. function WebGLCapabilities( gl, extensions, parameters ) {
  9382. var maxAnisotropy;
  9383. function getMaxAnisotropy() {
  9384. if ( maxAnisotropy !== undefined ) { return maxAnisotropy; }
  9385. var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  9386. if ( extension !== null ) {
  9387. maxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );
  9388. } else {
  9389. maxAnisotropy = 0;
  9390. }
  9391. return maxAnisotropy;
  9392. }
  9393. function getMaxPrecision( precision ) {
  9394. if ( precision === 'highp' ) {
  9395. if ( gl.getShaderPrecisionFormat( 35633, 36338 ).precision > 0 &&
  9396. gl.getShaderPrecisionFormat( 35632, 36338 ).precision > 0 ) {
  9397. return 'highp';
  9398. }
  9399. precision = 'mediump';
  9400. }
  9401. if ( precision === 'mediump' ) {
  9402. if ( gl.getShaderPrecisionFormat( 35633, 36337 ).precision > 0 &&
  9403. gl.getShaderPrecisionFormat( 35632, 36337 ).precision > 0 ) {
  9404. return 'mediump';
  9405. }
  9406. }
  9407. return 'lowp';
  9408. }
  9409. /* eslint-disable no-undef */
  9410. var isWebGL2 = ( typeof WebGL2RenderingContext !== 'undefined' && gl instanceof WebGL2RenderingContext ) ||
  9411. ( typeof WebGL2ComputeRenderingContext !== 'undefined' && gl instanceof WebGL2ComputeRenderingContext );
  9412. /* eslint-enable no-undef */
  9413. var precision = parameters.precision !== undefined ? parameters.precision : 'highp';
  9414. var maxPrecision = getMaxPrecision( precision );
  9415. if ( maxPrecision !== precision ) {
  9416. console.warn( 'THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' );
  9417. precision = maxPrecision;
  9418. }
  9419. var logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true;
  9420. var maxTextures = gl.getParameter( 34930 );
  9421. var maxVertexTextures = gl.getParameter( 35660 );
  9422. var maxTextureSize = gl.getParameter( 3379 );
  9423. var maxCubemapSize = gl.getParameter( 34076 );
  9424. var maxAttributes = gl.getParameter( 34921 );
  9425. var maxVertexUniforms = gl.getParameter( 36347 );
  9426. var maxVaryings = gl.getParameter( 36348 );
  9427. var maxFragmentUniforms = gl.getParameter( 36349 );
  9428. var vertexTextures = maxVertexTextures > 0;
  9429. var floatFragmentTextures = isWebGL2 || !! extensions.get( 'OES_texture_float' );
  9430. var floatVertexTextures = vertexTextures && floatFragmentTextures;
  9431. var maxSamples = isWebGL2 ? gl.getParameter( 36183 ) : 0;
  9432. return {
  9433. isWebGL2: isWebGL2,
  9434. getMaxAnisotropy: getMaxAnisotropy,
  9435. getMaxPrecision: getMaxPrecision,
  9436. precision: precision,
  9437. logarithmicDepthBuffer: logarithmicDepthBuffer,
  9438. maxTextures: maxTextures,
  9439. maxVertexTextures: maxVertexTextures,
  9440. maxTextureSize: maxTextureSize,
  9441. maxCubemapSize: maxCubemapSize,
  9442. maxAttributes: maxAttributes,
  9443. maxVertexUniforms: maxVertexUniforms,
  9444. maxVaryings: maxVaryings,
  9445. maxFragmentUniforms: maxFragmentUniforms,
  9446. vertexTextures: vertexTextures,
  9447. floatFragmentTextures: floatFragmentTextures,
  9448. floatVertexTextures: floatVertexTextures,
  9449. maxSamples: maxSamples
  9450. };
  9451. }
  9452. /**
  9453. * @author tschw
  9454. */
  9455. function WebGLClipping() {
  9456. var scope = this,
  9457. globalState = null,
  9458. numGlobalPlanes = 0,
  9459. localClippingEnabled = false,
  9460. renderingShadows = false,
  9461. plane = new Plane(),
  9462. viewNormalMatrix = new Matrix3(),
  9463. uniform = { value: null, needsUpdate: false };
  9464. this.uniform = uniform;
  9465. this.numPlanes = 0;
  9466. this.numIntersection = 0;
  9467. this.init = function ( planes, enableLocalClipping, camera ) {
  9468. var enabled =
  9469. planes.length !== 0 ||
  9470. enableLocalClipping ||
  9471. // enable state of previous frame - the clipping code has to
  9472. // run another frame in order to reset the state:
  9473. numGlobalPlanes !== 0 ||
  9474. localClippingEnabled;
  9475. localClippingEnabled = enableLocalClipping;
  9476. globalState = projectPlanes( planes, camera, 0 );
  9477. numGlobalPlanes = planes.length;
  9478. return enabled;
  9479. };
  9480. this.beginShadows = function () {
  9481. renderingShadows = true;
  9482. projectPlanes( null );
  9483. };
  9484. this.endShadows = function () {
  9485. renderingShadows = false;
  9486. resetGlobalState();
  9487. };
  9488. this.setState = function ( planes, clipIntersection, clipShadows, camera, cache, fromCache ) {
  9489. if ( ! localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && ! clipShadows ) {
  9490. // there's no local clipping
  9491. if ( renderingShadows ) {
  9492. // there's no global clipping
  9493. projectPlanes( null );
  9494. } else {
  9495. resetGlobalState();
  9496. }
  9497. } else {
  9498. var nGlobal = renderingShadows ? 0 : numGlobalPlanes,
  9499. lGlobal = nGlobal * 4,
  9500. dstArray = cache.clippingState || null;
  9501. uniform.value = dstArray; // ensure unique state
  9502. dstArray = projectPlanes( planes, camera, lGlobal, fromCache );
  9503. for ( var i = 0; i !== lGlobal; ++ i ) {
  9504. dstArray[ i ] = globalState[ i ];
  9505. }
  9506. cache.clippingState = dstArray;
  9507. this.numIntersection = clipIntersection ? this.numPlanes : 0;
  9508. this.numPlanes += nGlobal;
  9509. }
  9510. };
  9511. function resetGlobalState() {
  9512. if ( uniform.value !== globalState ) {
  9513. uniform.value = globalState;
  9514. uniform.needsUpdate = numGlobalPlanes > 0;
  9515. }
  9516. scope.numPlanes = numGlobalPlanes;
  9517. scope.numIntersection = 0;
  9518. }
  9519. function projectPlanes( planes, camera, dstOffset, skipTransform ) {
  9520. var nPlanes = planes !== null ? planes.length : 0,
  9521. dstArray = null;
  9522. if ( nPlanes !== 0 ) {
  9523. dstArray = uniform.value;
  9524. if ( skipTransform !== true || dstArray === null ) {
  9525. var flatSize = dstOffset + nPlanes * 4,
  9526. viewMatrix = camera.matrixWorldInverse;
  9527. viewNormalMatrix.getNormalMatrix( viewMatrix );
  9528. if ( dstArray === null || dstArray.length < flatSize ) {
  9529. dstArray = new Float32Array( flatSize );
  9530. }
  9531. for ( var i = 0, i4 = dstOffset; i !== nPlanes; ++ i, i4 += 4 ) {
  9532. plane.copy( planes[ i ] ).applyMatrix4( viewMatrix, viewNormalMatrix );
  9533. plane.normal.toArray( dstArray, i4 );
  9534. dstArray[ i4 + 3 ] = plane.constant;
  9535. }
  9536. }
  9537. uniform.value = dstArray;
  9538. uniform.needsUpdate = true;
  9539. }
  9540. scope.numPlanes = nPlanes;
  9541. return dstArray;
  9542. }
  9543. }
  9544. /**
  9545. * @author mrdoob / http://mrdoob.com/
  9546. */
  9547. function WebGLExtensions( gl ) {
  9548. var extensions = {};
  9549. return {
  9550. get: function ( name ) {
  9551. if ( extensions[ name ] !== undefined ) {
  9552. return extensions[ name ];
  9553. }
  9554. var extension;
  9555. switch ( name ) {
  9556. case 'WEBGL_depth_texture':
  9557. extension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' );
  9558. break;
  9559. case 'EXT_texture_filter_anisotropic':
  9560. extension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
  9561. break;
  9562. case 'WEBGL_compressed_texture_s3tc':
  9563. extension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
  9564. break;
  9565. case 'WEBGL_compressed_texture_pvrtc':
  9566. extension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' );
  9567. break;
  9568. default:
  9569. extension = gl.getExtension( name );
  9570. }
  9571. if ( extension === null ) {
  9572. console.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' );
  9573. }
  9574. extensions[ name ] = extension;
  9575. return extension;
  9576. }
  9577. };
  9578. }
  9579. /**
  9580. * @author mrdoob / http://mrdoob.com/
  9581. */
  9582. function WebGLGeometries( gl, attributes, info ) {
  9583. var geometries = new WeakMap();
  9584. var wireframeAttributes = new WeakMap();
  9585. function onGeometryDispose( event ) {
  9586. var geometry = event.target;
  9587. var buffergeometry = geometries.get( geometry );
  9588. if ( buffergeometry.index !== null ) {
  9589. attributes.remove( buffergeometry.index );
  9590. }
  9591. for ( var name in buffergeometry.attributes ) {
  9592. attributes.remove( buffergeometry.attributes[ name ] );
  9593. }
  9594. geometry.removeEventListener( 'dispose', onGeometryDispose );
  9595. geometries.delete( geometry );
  9596. var attribute = wireframeAttributes.get( buffergeometry );
  9597. if ( attribute ) {
  9598. attributes.remove( attribute );
  9599. wireframeAttributes.delete( buffergeometry );
  9600. }
  9601. //
  9602. info.memory.geometries --;
  9603. }
  9604. function get( object, geometry ) {
  9605. var buffergeometry = geometries.get( geometry );
  9606. if ( buffergeometry ) { return buffergeometry; }
  9607. geometry.addEventListener( 'dispose', onGeometryDispose );
  9608. if ( geometry.isBufferGeometry ) {
  9609. buffergeometry = geometry;
  9610. } else if ( geometry.isGeometry ) {
  9611. if ( geometry._bufferGeometry === undefined ) {
  9612. geometry._bufferGeometry = new BufferGeometry().setFromObject( object );
  9613. }
  9614. buffergeometry = geometry._bufferGeometry;
  9615. }
  9616. geometries.set( geometry, buffergeometry );
  9617. info.memory.geometries ++;
  9618. return buffergeometry;
  9619. }
  9620. function update( geometry ) {
  9621. var index = geometry.index;
  9622. var geometryAttributes = geometry.attributes;
  9623. if ( index !== null ) {
  9624. attributes.update( index, 34963 );
  9625. }
  9626. for ( var name in geometryAttributes ) {
  9627. attributes.update( geometryAttributes[ name ], 34962 );
  9628. }
  9629. // morph targets
  9630. var morphAttributes = geometry.morphAttributes;
  9631. for ( var name in morphAttributes ) {
  9632. var array = morphAttributes[ name ];
  9633. for ( var i = 0, l = array.length; i < l; i ++ ) {
  9634. attributes.update( array[ i ], 34962 );
  9635. }
  9636. }
  9637. }
  9638. function updateWireframeAttribute( geometry ) {
  9639. var indices = [];
  9640. var geometryIndex = geometry.index;
  9641. var geometryPosition = geometry.attributes.position;
  9642. var version = 0;
  9643. if ( geometryIndex !== null ) {
  9644. var array = geometryIndex.array;
  9645. version = geometryIndex.version;
  9646. for ( var i = 0, l = array.length; i < l; i += 3 ) {
  9647. var a = array[ i + 0 ];
  9648. var b = array[ i + 1 ];
  9649. var c = array[ i + 2 ];
  9650. indices.push( a, b, b, c, c, a );
  9651. }
  9652. } else {
  9653. var array = geometryPosition.array;
  9654. version = geometryPosition.version;
  9655. for ( var i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) {
  9656. var a = i + 0;
  9657. var b = i + 1;
  9658. var c = i + 2;
  9659. indices.push( a, b, b, c, c, a );
  9660. }
  9661. }
  9662. var attribute = new ( arrayMax( indices ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 );
  9663. attribute.version = version;
  9664. attributes.update( attribute, 34963 );
  9665. //
  9666. var previousAttribute = wireframeAttributes.get( geometry );
  9667. if ( previousAttribute ) { attributes.remove( previousAttribute ); }
  9668. //
  9669. wireframeAttributes.set( geometry, attribute );
  9670. }
  9671. function getWireframeAttribute( geometry ) {
  9672. var currentAttribute = wireframeAttributes.get( geometry );
  9673. if ( currentAttribute ) {
  9674. var geometryIndex = geometry.index;
  9675. if ( geometryIndex !== null ) {
  9676. // if the attribute is obsolete, create a new one
  9677. if ( currentAttribute.version < geometryIndex.version ) {
  9678. updateWireframeAttribute( geometry );
  9679. }
  9680. }
  9681. } else {
  9682. updateWireframeAttribute( geometry );
  9683. }
  9684. return wireframeAttributes.get( geometry );
  9685. }
  9686. return {
  9687. get: get,
  9688. update: update,
  9689. getWireframeAttribute: getWireframeAttribute
  9690. };
  9691. }
  9692. /**
  9693. * @author mrdoob / http://mrdoob.com/
  9694. */
  9695. function WebGLIndexedBufferRenderer( gl, extensions, info, capabilities ) {
  9696. var isWebGL2 = capabilities.isWebGL2;
  9697. var mode;
  9698. function setMode( value ) {
  9699. mode = value;
  9700. }
  9701. var type, bytesPerElement;
  9702. function setIndex( value ) {
  9703. type = value.type;
  9704. bytesPerElement = value.bytesPerElement;
  9705. }
  9706. function render( start, count ) {
  9707. gl.drawElements( mode, count, type, start * bytesPerElement );
  9708. info.update( count, mode );
  9709. }
  9710. function renderInstances( geometry, start, count, primcount ) {
  9711. if ( primcount === 0 ) { return; }
  9712. var extension, methodName;
  9713. if ( isWebGL2 ) {
  9714. extension = gl;
  9715. methodName = 'drawElementsInstanced';
  9716. } else {
  9717. extension = extensions.get( 'ANGLE_instanced_arrays' );
  9718. methodName = 'drawElementsInstancedANGLE';
  9719. if ( extension === null ) {
  9720. console.error( 'THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  9721. return;
  9722. }
  9723. }
  9724. extension[ methodName ]( mode, count, type, start * bytesPerElement, primcount );
  9725. info.update( count, mode, primcount );
  9726. }
  9727. //
  9728. this.setMode = setMode;
  9729. this.setIndex = setIndex;
  9730. this.render = render;
  9731. this.renderInstances = renderInstances;
  9732. }
  9733. /**
  9734. * @author Mugen87 / https://github.com/Mugen87
  9735. */
  9736. function WebGLInfo( gl ) {
  9737. var memory = {
  9738. geometries: 0,
  9739. textures: 0
  9740. };
  9741. var render = {
  9742. frame: 0,
  9743. calls: 0,
  9744. triangles: 0,
  9745. points: 0,
  9746. lines: 0
  9747. };
  9748. function update( count, mode, instanceCount ) {
  9749. instanceCount = instanceCount || 1;
  9750. render.calls ++;
  9751. switch ( mode ) {
  9752. case 4:
  9753. render.triangles += instanceCount * ( count / 3 );
  9754. break;
  9755. case 1:
  9756. render.lines += instanceCount * ( count / 2 );
  9757. break;
  9758. case 3:
  9759. render.lines += instanceCount * ( count - 1 );
  9760. break;
  9761. case 2:
  9762. render.lines += instanceCount * count;
  9763. break;
  9764. case 0:
  9765. render.points += instanceCount * count;
  9766. break;
  9767. default:
  9768. console.error( 'THREE.WebGLInfo: Unknown draw mode:', mode );
  9769. break;
  9770. }
  9771. }
  9772. function reset() {
  9773. render.frame ++;
  9774. render.calls = 0;
  9775. render.triangles = 0;
  9776. render.points = 0;
  9777. render.lines = 0;
  9778. }
  9779. return {
  9780. memory: memory,
  9781. render: render,
  9782. programs: null,
  9783. autoReset: true,
  9784. reset: reset,
  9785. update: update
  9786. };
  9787. }
  9788. /**
  9789. * @author mrdoob / http://mrdoob.com/
  9790. */
  9791. function absNumericalSort( a, b ) {
  9792. return Math.abs( b[ 1 ] ) - Math.abs( a[ 1 ] );
  9793. }
  9794. function WebGLMorphtargets( gl ) {
  9795. var influencesList = {};
  9796. var morphInfluences = new Float32Array( 8 );
  9797. function update( object, geometry, material, program ) {
  9798. var objectInfluences = object.morphTargetInfluences;
  9799. // When object doesn't have morph target influences defined, we treat it as a 0-length array
  9800. // This is important to make sure we set up morphTargetBaseInfluence / morphTargetInfluences
  9801. var length = objectInfluences === undefined ? 0 : objectInfluences.length;
  9802. var influences = influencesList[ geometry.id ];
  9803. if ( influences === undefined ) {
  9804. // initialise list
  9805. influences = [];
  9806. for ( var i = 0; i < length; i ++ ) {
  9807. influences[ i ] = [ i, 0 ];
  9808. }
  9809. influencesList[ geometry.id ] = influences;
  9810. }
  9811. var morphTargets = material.morphTargets && geometry.morphAttributes.position;
  9812. var morphNormals = material.morphNormals && geometry.morphAttributes.normal;
  9813. // Remove current morphAttributes
  9814. for ( var i = 0; i < length; i ++ ) {
  9815. var influence = influences[ i ];
  9816. if ( influence[ 1 ] !== 0 ) {
  9817. if ( morphTargets ) { geometry.deleteAttribute( 'morphTarget' + i ); }
  9818. if ( morphNormals ) { geometry.deleteAttribute( 'morphNormal' + i ); }
  9819. }
  9820. }
  9821. // Collect influences
  9822. for ( var i = 0; i < length; i ++ ) {
  9823. var influence = influences[ i ];
  9824. influence[ 0 ] = i;
  9825. influence[ 1 ] = objectInfluences[ i ];
  9826. }
  9827. influences.sort( absNumericalSort );
  9828. // Add morphAttributes
  9829. var morphInfluencesSum = 0;
  9830. for ( var i = 0; i < 8; i ++ ) {
  9831. var influence = influences[ i ];
  9832. if ( influence ) {
  9833. var index = influence[ 0 ];
  9834. var value = influence[ 1 ];
  9835. if ( value ) {
  9836. if ( morphTargets ) { geometry.setAttribute( 'morphTarget' + i, morphTargets[ index ] ); }
  9837. if ( morphNormals ) { geometry.setAttribute( 'morphNormal' + i, morphNormals[ index ] ); }
  9838. morphInfluences[ i ] = value;
  9839. morphInfluencesSum += value;
  9840. continue;
  9841. }
  9842. }
  9843. morphInfluences[ i ] = 0;
  9844. }
  9845. // GLSL shader uses formula baseinfluence * base + sum(target * influence)
  9846. // This allows us to switch between absolute morphs and relative morphs without changing shader code
  9847. // When baseinfluence = 1 - sum(influence), the above is equivalent to sum((target - base) * influence)
  9848. var morphBaseInfluence = geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;
  9849. program.getUniforms().setValue( gl, 'morphTargetBaseInfluence', morphBaseInfluence );
  9850. program.getUniforms().setValue( gl, 'morphTargetInfluences', morphInfluences );
  9851. }
  9852. return {
  9853. update: update
  9854. };
  9855. }
  9856. /**
  9857. * @author mrdoob / http://mrdoob.com/
  9858. */
  9859. function WebGLObjects( gl, geometries, attributes, info ) {
  9860. var updateList = {};
  9861. function update( object ) {
  9862. var frame = info.render.frame;
  9863. var geometry = object.geometry;
  9864. var buffergeometry = geometries.get( object, geometry );
  9865. // Update once per frame
  9866. if ( updateList[ buffergeometry.id ] !== frame ) {
  9867. if ( geometry.isGeometry ) {
  9868. buffergeometry.updateFromObject( object );
  9869. }
  9870. geometries.update( buffergeometry );
  9871. updateList[ buffergeometry.id ] = frame;
  9872. }
  9873. if ( object.isInstancedMesh ) {
  9874. attributes.update( object.instanceMatrix, 34962 );
  9875. }
  9876. return buffergeometry;
  9877. }
  9878. function dispose() {
  9879. updateList = {};
  9880. }
  9881. return {
  9882. update: update,
  9883. dispose: dispose
  9884. };
  9885. }
  9886. /**
  9887. * @author mrdoob / http://mrdoob.com/
  9888. */
  9889. function CubeTexture( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
  9890. images = images !== undefined ? images : [];
  9891. mapping = mapping !== undefined ? mapping : CubeReflectionMapping;
  9892. format = format !== undefined ? format : RGBFormat;
  9893. Texture.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  9894. this.flipY = false;
  9895. }
  9896. CubeTexture.prototype = Object.create( Texture.prototype );
  9897. CubeTexture.prototype.constructor = CubeTexture;
  9898. CubeTexture.prototype.isCubeTexture = true;
  9899. Object.defineProperty( CubeTexture.prototype, 'images', {
  9900. get: function () {
  9901. return this.image;
  9902. },
  9903. set: function ( value ) {
  9904. this.image = value;
  9905. }
  9906. } );
  9907. /**
  9908. * @author Takahiro https://github.com/takahirox
  9909. */
  9910. function DataTexture2DArray( data, width, height, depth ) {
  9911. Texture.call( this, null );
  9912. this.image = { data: data || null, width: width || 1, height: height || 1, depth: depth || 1 };
  9913. this.magFilter = NearestFilter;
  9914. this.minFilter = NearestFilter;
  9915. this.wrapR = ClampToEdgeWrapping;
  9916. this.generateMipmaps = false;
  9917. this.flipY = false;
  9918. this.needsUpdate = true;
  9919. }
  9920. DataTexture2DArray.prototype = Object.create( Texture.prototype );
  9921. DataTexture2DArray.prototype.constructor = DataTexture2DArray;
  9922. DataTexture2DArray.prototype.isDataTexture2DArray = true;
  9923. /**
  9924. * @author Artur Trzesiok
  9925. */
  9926. function DataTexture3D( data, width, height, depth ) {
  9927. // We're going to add .setXXX() methods for setting properties later.
  9928. // Users can still set in DataTexture3D directly.
  9929. //
  9930. // var texture = new THREE.DataTexture3D( data, width, height, depth );
  9931. // texture.anisotropy = 16;
  9932. //
  9933. // See #14839
  9934. Texture.call( this, null );
  9935. this.image = { data: data || null, width: width || 1, height: height || 1, depth: depth || 1 };
  9936. this.magFilter = NearestFilter;
  9937. this.minFilter = NearestFilter;
  9938. this.wrapR = ClampToEdgeWrapping;
  9939. this.generateMipmaps = false;
  9940. this.flipY = false;
  9941. this.needsUpdate = true;
  9942. }
  9943. DataTexture3D.prototype = Object.create( Texture.prototype );
  9944. DataTexture3D.prototype.constructor = DataTexture3D;
  9945. DataTexture3D.prototype.isDataTexture3D = true;
  9946. /**
  9947. * @author tschw
  9948. * @author Mugen87 / https://github.com/Mugen87
  9949. * @author mrdoob / http://mrdoob.com/
  9950. *
  9951. * Uniforms of a program.
  9952. * Those form a tree structure with a special top-level container for the root,
  9953. * which you get by calling 'new WebGLUniforms( gl, program )'.
  9954. *
  9955. *
  9956. * Properties of inner nodes including the top-level container:
  9957. *
  9958. * .seq - array of nested uniforms
  9959. * .map - nested uniforms by name
  9960. *
  9961. *
  9962. * Methods of all nodes except the top-level container:
  9963. *
  9964. * .setValue( gl, value, [textures] )
  9965. *
  9966. * uploads a uniform value(s)
  9967. * the 'textures' parameter is needed for sampler uniforms
  9968. *
  9969. *
  9970. * Static methods of the top-level container (textures factorizations):
  9971. *
  9972. * .upload( gl, seq, values, textures )
  9973. *
  9974. * sets uniforms in 'seq' to 'values[id].value'
  9975. *
  9976. * .seqWithValue( seq, values ) : filteredSeq
  9977. *
  9978. * filters 'seq' entries with corresponding entry in values
  9979. *
  9980. *
  9981. * Methods of the top-level container (textures factorizations):
  9982. *
  9983. * .setValue( gl, name, value, textures )
  9984. *
  9985. * sets uniform with name 'name' to 'value'
  9986. *
  9987. * .setOptional( gl, obj, prop )
  9988. *
  9989. * like .set for an optional property of the object
  9990. *
  9991. */
  9992. var emptyTexture = new Texture();
  9993. var emptyTexture2dArray = new DataTexture2DArray();
  9994. var emptyTexture3d = new DataTexture3D();
  9995. var emptyCubeTexture = new CubeTexture();
  9996. // --- Utilities ---
  9997. // Array Caches (provide typed arrays for temporary by size)
  9998. var arrayCacheF32 = [];
  9999. var arrayCacheI32 = [];
  10000. // Float32Array caches used for uploading Matrix uniforms
  10001. var mat4array = new Float32Array( 16 );
  10002. var mat3array = new Float32Array( 9 );
  10003. var mat2array = new Float32Array( 4 );
  10004. // Flattening for arrays of vectors and matrices
  10005. function flatten( array, nBlocks, blockSize ) {
  10006. var firstElem = array[ 0 ];
  10007. if ( firstElem <= 0 || firstElem > 0 ) { return array; }
  10008. // unoptimized: ! isNaN( firstElem )
  10009. // see http://jacksondunstan.com/articles/983
  10010. var n = nBlocks * blockSize,
  10011. r = arrayCacheF32[ n ];
  10012. if ( r === undefined ) {
  10013. r = new Float32Array( n );
  10014. arrayCacheF32[ n ] = r;
  10015. }
  10016. if ( nBlocks !== 0 ) {
  10017. firstElem.toArray( r, 0 );
  10018. for ( var i = 1, offset = 0; i !== nBlocks; ++ i ) {
  10019. offset += blockSize;
  10020. array[ i ].toArray( r, offset );
  10021. }
  10022. }
  10023. return r;
  10024. }
  10025. function arraysEqual( a, b ) {
  10026. if ( a.length !== b.length ) { return false; }
  10027. for ( var i = 0, l = a.length; i < l; i ++ ) {
  10028. if ( a[ i ] !== b[ i ] ) { return false; }
  10029. }
  10030. return true;
  10031. }
  10032. function copyArray( a, b ) {
  10033. for ( var i = 0, l = b.length; i < l; i ++ ) {
  10034. a[ i ] = b[ i ];
  10035. }
  10036. }
  10037. // Texture unit allocation
  10038. function allocTexUnits( textures, n ) {
  10039. var r = arrayCacheI32[ n ];
  10040. if ( r === undefined ) {
  10041. r = new Int32Array( n );
  10042. arrayCacheI32[ n ] = r;
  10043. }
  10044. for ( var i = 0; i !== n; ++ i )
  10045. { r[ i ] = textures.allocateTextureUnit(); }
  10046. return r;
  10047. }
  10048. // --- Setters ---
  10049. // Note: Defining these methods externally, because they come in a bunch
  10050. // and this way their names minify.
  10051. // Single scalar
  10052. function setValueV1f( gl, v ) {
  10053. var cache = this.cache;
  10054. if ( cache[ 0 ] === v ) { return; }
  10055. gl.uniform1f( this.addr, v );
  10056. cache[ 0 ] = v;
  10057. }
  10058. // Single float vector (from flat array or THREE.VectorN)
  10059. function setValueV2f( gl, v ) {
  10060. var cache = this.cache;
  10061. if ( v.x !== undefined ) {
  10062. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) {
  10063. gl.uniform2f( this.addr, v.x, v.y );
  10064. cache[ 0 ] = v.x;
  10065. cache[ 1 ] = v.y;
  10066. }
  10067. } else {
  10068. if ( arraysEqual( cache, v ) ) { return; }
  10069. gl.uniform2fv( this.addr, v );
  10070. copyArray( cache, v );
  10071. }
  10072. }
  10073. function setValueV3f( gl, v ) {
  10074. var cache = this.cache;
  10075. if ( v.x !== undefined ) {
  10076. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) {
  10077. gl.uniform3f( this.addr, v.x, v.y, v.z );
  10078. cache[ 0 ] = v.x;
  10079. cache[ 1 ] = v.y;
  10080. cache[ 2 ] = v.z;
  10081. }
  10082. } else if ( v.r !== undefined ) {
  10083. if ( cache[ 0 ] !== v.r || cache[ 1 ] !== v.g || cache[ 2 ] !== v.b ) {
  10084. gl.uniform3f( this.addr, v.r, v.g, v.b );
  10085. cache[ 0 ] = v.r;
  10086. cache[ 1 ] = v.g;
  10087. cache[ 2 ] = v.b;
  10088. }
  10089. } else {
  10090. if ( arraysEqual( cache, v ) ) { return; }
  10091. gl.uniform3fv( this.addr, v );
  10092. copyArray( cache, v );
  10093. }
  10094. }
  10095. function setValueV4f( gl, v ) {
  10096. var cache = this.cache;
  10097. if ( v.x !== undefined ) {
  10098. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) {
  10099. gl.uniform4f( this.addr, v.x, v.y, v.z, v.w );
  10100. cache[ 0 ] = v.x;
  10101. cache[ 1 ] = v.y;
  10102. cache[ 2 ] = v.z;
  10103. cache[ 3 ] = v.w;
  10104. }
  10105. } else {
  10106. if ( arraysEqual( cache, v ) ) { return; }
  10107. gl.uniform4fv( this.addr, v );
  10108. copyArray( cache, v );
  10109. }
  10110. }
  10111. // Single matrix (from flat array or MatrixN)
  10112. function setValueM2( gl, v ) {
  10113. var cache = this.cache;
  10114. var elements = v.elements;
  10115. if ( elements === undefined ) {
  10116. if ( arraysEqual( cache, v ) ) { return; }
  10117. gl.uniformMatrix2fv( this.addr, false, v );
  10118. copyArray( cache, v );
  10119. } else {
  10120. if ( arraysEqual( cache, elements ) ) { return; }
  10121. mat2array.set( elements );
  10122. gl.uniformMatrix2fv( this.addr, false, mat2array );
  10123. copyArray( cache, elements );
  10124. }
  10125. }
  10126. function setValueM3( gl, v ) {
  10127. var cache = this.cache;
  10128. var elements = v.elements;
  10129. if ( elements === undefined ) {
  10130. if ( arraysEqual( cache, v ) ) { return; }
  10131. gl.uniformMatrix3fv( this.addr, false, v );
  10132. copyArray( cache, v );
  10133. } else {
  10134. if ( arraysEqual( cache, elements ) ) { return; }
  10135. mat3array.set( elements );
  10136. gl.uniformMatrix3fv( this.addr, false, mat3array );
  10137. copyArray( cache, elements );
  10138. }
  10139. }
  10140. function setValueM4( gl, v ) {
  10141. var cache = this.cache;
  10142. var elements = v.elements;
  10143. if ( elements === undefined ) {
  10144. if ( arraysEqual( cache, v ) ) { return; }
  10145. gl.uniformMatrix4fv( this.addr, false, v );
  10146. copyArray( cache, v );
  10147. } else {
  10148. if ( arraysEqual( cache, elements ) ) { return; }
  10149. mat4array.set( elements );
  10150. gl.uniformMatrix4fv( this.addr, false, mat4array );
  10151. copyArray( cache, elements );
  10152. }
  10153. }
  10154. // Single texture (2D / Cube)
  10155. function setValueT1( gl, v, textures ) {
  10156. var cache = this.cache;
  10157. var unit = textures.allocateTextureUnit();
  10158. if ( cache[ 0 ] !== unit ) {
  10159. gl.uniform1i( this.addr, unit );
  10160. cache[ 0 ] = unit;
  10161. }
  10162. textures.safeSetTexture2D( v || emptyTexture, unit );
  10163. }
  10164. function setValueT2DArray1( gl, v, textures ) {
  10165. var cache = this.cache;
  10166. var unit = textures.allocateTextureUnit();
  10167. if ( cache[ 0 ] !== unit ) {
  10168. gl.uniform1i( this.addr, unit );
  10169. cache[ 0 ] = unit;
  10170. }
  10171. textures.setTexture2DArray( v || emptyTexture2dArray, unit );
  10172. }
  10173. function setValueT3D1( gl, v, textures ) {
  10174. var cache = this.cache;
  10175. var unit = textures.allocateTextureUnit();
  10176. if ( cache[ 0 ] !== unit ) {
  10177. gl.uniform1i( this.addr, unit );
  10178. cache[ 0 ] = unit;
  10179. }
  10180. textures.setTexture3D( v || emptyTexture3d, unit );
  10181. }
  10182. function setValueT6( gl, v, textures ) {
  10183. var cache = this.cache;
  10184. var unit = textures.allocateTextureUnit();
  10185. if ( cache[ 0 ] !== unit ) {
  10186. gl.uniform1i( this.addr, unit );
  10187. cache[ 0 ] = unit;
  10188. }
  10189. textures.safeSetTextureCube( v || emptyCubeTexture, unit );
  10190. }
  10191. // Integer / Boolean vectors or arrays thereof (always flat arrays)
  10192. function setValueV1i( gl, v ) {
  10193. var cache = this.cache;
  10194. if ( cache[ 0 ] === v ) { return; }
  10195. gl.uniform1i( this.addr, v );
  10196. cache[ 0 ] = v;
  10197. }
  10198. function setValueV2i( gl, v ) {
  10199. var cache = this.cache;
  10200. if ( arraysEqual( cache, v ) ) { return; }
  10201. gl.uniform2iv( this.addr, v );
  10202. copyArray( cache, v );
  10203. }
  10204. function setValueV3i( gl, v ) {
  10205. var cache = this.cache;
  10206. if ( arraysEqual( cache, v ) ) { return; }
  10207. gl.uniform3iv( this.addr, v );
  10208. copyArray( cache, v );
  10209. }
  10210. function setValueV4i( gl, v ) {
  10211. var cache = this.cache;
  10212. if ( arraysEqual( cache, v ) ) { return; }
  10213. gl.uniform4iv( this.addr, v );
  10214. copyArray( cache, v );
  10215. }
  10216. // Helper to pick the right setter for the singular case
  10217. function getSingularSetter( type ) {
  10218. switch ( type ) {
  10219. case 0x1406: return setValueV1f; // FLOAT
  10220. case 0x8b50: return setValueV2f; // _VEC2
  10221. case 0x8b51: return setValueV3f; // _VEC3
  10222. case 0x8b52: return setValueV4f; // _VEC4
  10223. case 0x8b5a: return setValueM2; // _MAT2
  10224. case 0x8b5b: return setValueM3; // _MAT3
  10225. case 0x8b5c: return setValueM4; // _MAT4
  10226. case 0x8b5e: case 0x8d66: return setValueT1; // SAMPLER_2D, SAMPLER_EXTERNAL_OES
  10227. case 0x8b5f: return setValueT3D1; // SAMPLER_3D
  10228. case 0x8b60: return setValueT6; // SAMPLER_CUBE
  10229. case 0x8DC1: return setValueT2DArray1; // SAMPLER_2D_ARRAY
  10230. case 0x1404: case 0x8b56: return setValueV1i; // INT, BOOL
  10231. case 0x8b53: case 0x8b57: return setValueV2i; // _VEC2
  10232. case 0x8b54: case 0x8b58: return setValueV3i; // _VEC3
  10233. case 0x8b55: case 0x8b59: return setValueV4i; // _VEC4
  10234. }
  10235. }
  10236. // Array of scalars
  10237. function setValueV1fArray( gl, v ) {
  10238. gl.uniform1fv( this.addr, v );
  10239. }
  10240. // Integer / Boolean vectors or arrays thereof (always flat arrays)
  10241. function setValueV1iArray( gl, v ) {
  10242. gl.uniform1iv( this.addr, v );
  10243. }
  10244. function setValueV2iArray( gl, v ) {
  10245. gl.uniform2iv( this.addr, v );
  10246. }
  10247. function setValueV3iArray( gl, v ) {
  10248. gl.uniform3iv( this.addr, v );
  10249. }
  10250. function setValueV4iArray( gl, v ) {
  10251. gl.uniform4iv( this.addr, v );
  10252. }
  10253. // Array of vectors (flat or from THREE classes)
  10254. function setValueV2fArray( gl, v ) {
  10255. var data = flatten( v, this.size, 2 );
  10256. gl.uniform2fv( this.addr, data );
  10257. }
  10258. function setValueV3fArray( gl, v ) {
  10259. var data = flatten( v, this.size, 3 );
  10260. gl.uniform3fv( this.addr, data );
  10261. }
  10262. function setValueV4fArray( gl, v ) {
  10263. var data = flatten( v, this.size, 4 );
  10264. gl.uniform4fv( this.addr, data );
  10265. }
  10266. // Array of matrices (flat or from THREE clases)
  10267. function setValueM2Array( gl, v ) {
  10268. var data = flatten( v, this.size, 4 );
  10269. gl.uniformMatrix2fv( this.addr, false, data );
  10270. }
  10271. function setValueM3Array( gl, v ) {
  10272. var data = flatten( v, this.size, 9 );
  10273. gl.uniformMatrix3fv( this.addr, false, data );
  10274. }
  10275. function setValueM4Array( gl, v ) {
  10276. var data = flatten( v, this.size, 16 );
  10277. gl.uniformMatrix4fv( this.addr, false, data );
  10278. }
  10279. // Array of textures (2D / Cube)
  10280. function setValueT1Array( gl, v, textures ) {
  10281. var n = v.length;
  10282. var units = allocTexUnits( textures, n );
  10283. gl.uniform1iv( this.addr, units );
  10284. for ( var i = 0; i !== n; ++ i ) {
  10285. textures.safeSetTexture2D( v[ i ] || emptyTexture, units[ i ] );
  10286. }
  10287. }
  10288. function setValueT6Array( gl, v, textures ) {
  10289. var n = v.length;
  10290. var units = allocTexUnits( textures, n );
  10291. gl.uniform1iv( this.addr, units );
  10292. for ( var i = 0; i !== n; ++ i ) {
  10293. textures.safeSetTextureCube( v[ i ] || emptyCubeTexture, units[ i ] );
  10294. }
  10295. }
  10296. // Helper to pick the right setter for a pure (bottom-level) array
  10297. function getPureArraySetter( type ) {
  10298. switch ( type ) {
  10299. case 0x1406: return setValueV1fArray; // FLOAT
  10300. case 0x8b50: return setValueV2fArray; // _VEC2
  10301. case 0x8b51: return setValueV3fArray; // _VEC3
  10302. case 0x8b52: return setValueV4fArray; // _VEC4
  10303. case 0x8b5a: return setValueM2Array; // _MAT2
  10304. case 0x8b5b: return setValueM3Array; // _MAT3
  10305. case 0x8b5c: return setValueM4Array; // _MAT4
  10306. case 0x8b5e: // SAMPLER_2D
  10307. case 0x8d66: // SAMPLER_EXTERNAL_OES
  10308. case 0x8dca: // INT_SAMPLER_2D
  10309. case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D
  10310. return setValueT1Array;
  10311. case 0x8b60: // SAMPLER_CUBE
  10312. case 0x8dcc: // INT_SAMPLER_CUBE
  10313. case 0x8dd4: // UNSIGNED_SAMPLER_CUBE
  10314. return setValueT6Array;
  10315. case 0x1404: case 0x8b56: return setValueV1iArray; // INT, BOOL
  10316. case 0x8b53: case 0x8b57: return setValueV2iArray; // _VEC2
  10317. case 0x8b54: case 0x8b58: return setValueV3iArray; // _VEC3
  10318. case 0x8b55: case 0x8b59: return setValueV4iArray; // _VEC4
  10319. }
  10320. }
  10321. // --- Uniform Classes ---
  10322. function SingleUniform( id, activeInfo, addr ) {
  10323. this.id = id;
  10324. this.addr = addr;
  10325. this.cache = [];
  10326. this.setValue = getSingularSetter( activeInfo.type );
  10327. // this.path = activeInfo.name; // DEBUG
  10328. }
  10329. function PureArrayUniform( id, activeInfo, addr ) {
  10330. this.id = id;
  10331. this.addr = addr;
  10332. this.cache = [];
  10333. this.size = activeInfo.size;
  10334. this.setValue = getPureArraySetter( activeInfo.type );
  10335. // this.path = activeInfo.name; // DEBUG
  10336. }
  10337. PureArrayUniform.prototype.updateCache = function ( data ) {
  10338. var cache = this.cache;
  10339. if ( data instanceof Float32Array && cache.length !== data.length ) {
  10340. this.cache = new Float32Array( data.length );
  10341. }
  10342. copyArray( cache, data );
  10343. };
  10344. function StructuredUniform( id ) {
  10345. this.id = id;
  10346. this.seq = [];
  10347. this.map = {};
  10348. }
  10349. StructuredUniform.prototype.setValue = function ( gl, value, textures ) {
  10350. var seq = this.seq;
  10351. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10352. var u = seq[ i ];
  10353. u.setValue( gl, value[ u.id ], textures );
  10354. }
  10355. };
  10356. // --- Top-level ---
  10357. // Parser - builds up the property tree from the path strings
  10358. var RePathPart = /([\w\d_]+)(\])?(\[|\.)?/g;
  10359. // extracts
  10360. // - the identifier (member name or array index)
  10361. // - followed by an optional right bracket (found when array index)
  10362. // - followed by an optional left bracket or dot (type of subscript)
  10363. //
  10364. // Note: These portions can be read in a non-overlapping fashion and
  10365. // allow straightforward parsing of the hierarchy that WebGL encodes
  10366. // in the uniform names.
  10367. function addUniform( container, uniformObject ) {
  10368. container.seq.push( uniformObject );
  10369. container.map[ uniformObject.id ] = uniformObject;
  10370. }
  10371. function parseUniform( activeInfo, addr, container ) {
  10372. var path = activeInfo.name,
  10373. pathLength = path.length;
  10374. // reset RegExp object, because of the early exit of a previous run
  10375. RePathPart.lastIndex = 0;
  10376. while ( true ) {
  10377. var match = RePathPart.exec( path ),
  10378. matchEnd = RePathPart.lastIndex,
  10379. id = match[ 1 ],
  10380. idIsIndex = match[ 2 ] === ']',
  10381. subscript = match[ 3 ];
  10382. if ( idIsIndex ) { id = id | 0; } // convert to integer
  10383. if ( subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength ) {
  10384. // bare name or "pure" bottom-level array "[0]" suffix
  10385. addUniform( container, subscript === undefined ?
  10386. new SingleUniform( id, activeInfo, addr ) :
  10387. new PureArrayUniform( id, activeInfo, addr ) );
  10388. break;
  10389. } else {
  10390. // step into inner node / create it in case it doesn't exist
  10391. var map = container.map, next = map[ id ];
  10392. if ( next === undefined ) {
  10393. next = new StructuredUniform( id );
  10394. addUniform( container, next );
  10395. }
  10396. container = next;
  10397. }
  10398. }
  10399. }
  10400. // Root Container
  10401. function WebGLUniforms( gl, program ) {
  10402. this.seq = [];
  10403. this.map = {};
  10404. var n = gl.getProgramParameter( program, 35718 );
  10405. for ( var i = 0; i < n; ++ i ) {
  10406. var info = gl.getActiveUniform( program, i ),
  10407. addr = gl.getUniformLocation( program, info.name );
  10408. parseUniform( info, addr, this );
  10409. }
  10410. }
  10411. WebGLUniforms.prototype.setValue = function ( gl, name, value, textures ) {
  10412. var u = this.map[ name ];
  10413. if ( u !== undefined ) { u.setValue( gl, value, textures ); }
  10414. };
  10415. WebGLUniforms.prototype.setOptional = function ( gl, object, name ) {
  10416. var v = object[ name ];
  10417. if ( v !== undefined ) { this.setValue( gl, name, v ); }
  10418. };
  10419. // Static interface
  10420. WebGLUniforms.upload = function ( gl, seq, values, textures ) {
  10421. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10422. var u = seq[ i ],
  10423. v = values[ u.id ];
  10424. if ( v.needsUpdate !== false ) {
  10425. // note: always updating when .needsUpdate is undefined
  10426. u.setValue( gl, v.value, textures );
  10427. }
  10428. }
  10429. };
  10430. WebGLUniforms.seqWithValue = function ( seq, values ) {
  10431. var r = [];
  10432. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10433. var u = seq[ i ];
  10434. if ( u.id in values ) { r.push( u ); }
  10435. }
  10436. return r;
  10437. };
  10438. /**
  10439. * @author mrdoob / http://mrdoob.com/
  10440. */
  10441. function WebGLShader( gl, type, string ) {
  10442. var shader = gl.createShader( type );
  10443. gl.shaderSource( shader, string );
  10444. gl.compileShader( shader );
  10445. return shader;
  10446. }
  10447. /**
  10448. * @author mrdoob / http://mrdoob.com/
  10449. */
  10450. var programIdCount = 0;
  10451. function addLineNumbers( string ) {
  10452. var lines = string.split( '\n' );
  10453. for ( var i = 0; i < lines.length; i ++ ) {
  10454. lines[ i ] = ( i + 1 ) + ': ' + lines[ i ];
  10455. }
  10456. return lines.join( '\n' );
  10457. }
  10458. function getEncodingComponents( encoding ) {
  10459. switch ( encoding ) {
  10460. case LinearEncoding:
  10461. return [ 'Linear', '( value )' ];
  10462. case sRGBEncoding:
  10463. return [ 'sRGB', '( value )' ];
  10464. case RGBEEncoding:
  10465. return [ 'RGBE', '( value )' ];
  10466. case RGBM7Encoding:
  10467. return [ 'RGBM', '( value, 7.0 )' ];
  10468. case RGBM16Encoding:
  10469. return [ 'RGBM', '( value, 16.0 )' ];
  10470. case RGBDEncoding:
  10471. return [ 'RGBD', '( value, 256.0 )' ];
  10472. case GammaEncoding:
  10473. return [ 'Gamma', '( value, float( GAMMA_FACTOR ) )' ];
  10474. case LogLuvEncoding:
  10475. return [ 'LogLuv', '( value )' ];
  10476. default:
  10477. throw new Error( 'unsupported encoding: ' + encoding );
  10478. }
  10479. }
  10480. function getShaderErrors( gl, shader, type ) {
  10481. var status = gl.getShaderParameter( shader, 35713 );
  10482. var log = gl.getShaderInfoLog( shader ).trim();
  10483. if ( status && log === '' ) { return ''; }
  10484. // --enable-privileged-webgl-extension
  10485. // console.log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );
  10486. var source = gl.getShaderSource( shader );
  10487. return 'THREE.WebGLShader: gl.getShaderInfoLog() ' + type + '\n' + log + addLineNumbers( source );
  10488. }
  10489. function getTexelDecodingFunction( functionName, encoding ) {
  10490. var components = getEncodingComponents( encoding );
  10491. return 'vec4 ' + functionName + '( vec4 value ) { return ' + components[ 0 ] + 'ToLinear' + components[ 1 ] + '; }';
  10492. }
  10493. function getTexelEncodingFunction( functionName, encoding ) {
  10494. var components = getEncodingComponents( encoding );
  10495. return 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[ 0 ] + components[ 1 ] + '; }';
  10496. }
  10497. function getToneMappingFunction( functionName, toneMapping ) {
  10498. var toneMappingName;
  10499. switch ( toneMapping ) {
  10500. case LinearToneMapping:
  10501. toneMappingName = 'Linear';
  10502. break;
  10503. case ReinhardToneMapping:
  10504. toneMappingName = 'Reinhard';
  10505. break;
  10506. case Uncharted2ToneMapping:
  10507. toneMappingName = 'Uncharted2';
  10508. break;
  10509. case CineonToneMapping:
  10510. toneMappingName = 'OptimizedCineon';
  10511. break;
  10512. case ACESFilmicToneMapping:
  10513. toneMappingName = 'ACESFilmic';
  10514. break;
  10515. default:
  10516. throw new Error( 'unsupported toneMapping: ' + toneMapping );
  10517. }
  10518. return 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }';
  10519. }
  10520. function generateExtensions( extensions, parameters, rendererExtensions ) {
  10521. extensions = extensions || {};
  10522. var chunks = [
  10523. ( extensions.derivatives || parameters.envMapCubeUV || parameters.bumpMap || parameters.tangentSpaceNormalMap || parameters.clearcoatNormalMap || parameters.flatShading || parameters.shaderID === 'physical' ) ? '#extension GL_OES_standard_derivatives : enable' : '',
  10524. ( extensions.fragDepth || parameters.logarithmicDepthBuffer ) && rendererExtensions.get( 'EXT_frag_depth' ) ? '#extension GL_EXT_frag_depth : enable' : '',
  10525. ( extensions.drawBuffers ) && rendererExtensions.get( 'WEBGL_draw_buffers' ) ? '#extension GL_EXT_draw_buffers : require' : '',
  10526. ( extensions.shaderTextureLOD || parameters.envMap ) && rendererExtensions.get( 'EXT_shader_texture_lod' ) ? '#extension GL_EXT_shader_texture_lod : enable' : ''
  10527. ];
  10528. return chunks.filter( filterEmptyLine ).join( '\n' );
  10529. }
  10530. function generateDefines( defines ) {
  10531. var chunks = [];
  10532. for ( var name in defines ) {
  10533. var value = defines[ name ];
  10534. if ( value === false ) { continue; }
  10535. chunks.push( '#define ' + name + ' ' + value );
  10536. }
  10537. return chunks.join( '\n' );
  10538. }
  10539. function fetchAttributeLocations( gl, program ) {
  10540. var attributes = {};
  10541. var n = gl.getProgramParameter( program, 35721 );
  10542. for ( var i = 0; i < n; i ++ ) {
  10543. var info = gl.getActiveAttrib( program, i );
  10544. var name = info.name;
  10545. // console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i );
  10546. attributes[ name ] = gl.getAttribLocation( program, name );
  10547. }
  10548. return attributes;
  10549. }
  10550. function filterEmptyLine( string ) {
  10551. return string !== '';
  10552. }
  10553. function replaceLightNums( string, parameters ) {
  10554. return string
  10555. .replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights )
  10556. .replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights )
  10557. .replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights )
  10558. .replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights )
  10559. .replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights )
  10560. .replace( /NUM_DIR_LIGHT_SHADOWS/g, parameters.numDirLightShadows )
  10561. .replace( /NUM_SPOT_LIGHT_SHADOWS/g, parameters.numSpotLightShadows )
  10562. .replace( /NUM_POINT_LIGHT_SHADOWS/g, parameters.numPointLightShadows );
  10563. }
  10564. function replaceClippingPlaneNums( string, parameters ) {
  10565. return string
  10566. .replace( /NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes )
  10567. .replace( /UNION_CLIPPING_PLANES/g, ( parameters.numClippingPlanes - parameters.numClipIntersection ) );
  10568. }
  10569. // Resolve Includes
  10570. var includePattern = /^[ \t]*#include +<([\w\d./]+)>/gm;
  10571. function resolveIncludes( string ) {
  10572. return string.replace( includePattern, includeReplacer );
  10573. }
  10574. function includeReplacer( match, include ) {
  10575. var string = ShaderChunk[ include ];
  10576. if ( string === undefined ) {
  10577. throw new Error( 'Can not resolve #include <' + include + '>' );
  10578. }
  10579. return resolveIncludes( string );
  10580. }
  10581. // Unroll Loops
  10582. var loopPattern = /#pragma unroll_loop[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g;
  10583. function unrollLoops( string ) {
  10584. return string.replace( loopPattern, loopReplacer );
  10585. }
  10586. function loopReplacer( match, start, end, snippet ) {
  10587. var string = '';
  10588. for ( var i = parseInt( start ); i < parseInt( end ); i ++ ) {
  10589. string += snippet
  10590. .replace( /\[ i \]/g, '[ ' + i + ' ]' )
  10591. .replace( /UNROLLED_LOOP_INDEX/g, i );
  10592. }
  10593. return string;
  10594. }
  10595. //
  10596. function generatePrecision( parameters ) {
  10597. var precisionstring = "precision " + parameters.precision + " float;\nprecision " + parameters.precision + " int;";
  10598. if ( parameters.precision === "highp" ) {
  10599. precisionstring += "\n#define HIGH_PRECISION";
  10600. } else if ( parameters.precision === "mediump" ) {
  10601. precisionstring += "\n#define MEDIUM_PRECISION";
  10602. } else if ( parameters.precision === "lowp" ) {
  10603. precisionstring += "\n#define LOW_PRECISION";
  10604. }
  10605. return precisionstring;
  10606. }
  10607. function generateShadowMapTypeDefine( parameters ) {
  10608. var shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';
  10609. if ( parameters.shadowMapType === PCFShadowMap ) {
  10610. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';
  10611. } else if ( parameters.shadowMapType === PCFSoftShadowMap ) {
  10612. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';
  10613. } else if ( parameters.shadowMapType === VSMShadowMap ) {
  10614. shadowMapTypeDefine = 'SHADOWMAP_TYPE_VSM';
  10615. }
  10616. return shadowMapTypeDefine;
  10617. }
  10618. function generateEnvMapTypeDefine( parameters ) {
  10619. var envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  10620. if ( parameters.envMap ) {
  10621. switch ( parameters.envMapMode ) {
  10622. case CubeReflectionMapping:
  10623. case CubeRefractionMapping:
  10624. envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  10625. break;
  10626. case CubeUVReflectionMapping:
  10627. case CubeUVRefractionMapping:
  10628. envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';
  10629. break;
  10630. case EquirectangularReflectionMapping:
  10631. case EquirectangularRefractionMapping:
  10632. envMapTypeDefine = 'ENVMAP_TYPE_EQUIREC';
  10633. break;
  10634. case SphericalReflectionMapping:
  10635. envMapTypeDefine = 'ENVMAP_TYPE_SPHERE';
  10636. break;
  10637. }
  10638. }
  10639. return envMapTypeDefine;
  10640. }
  10641. function generateEnvMapModeDefine( parameters ) {
  10642. var envMapModeDefine = 'ENVMAP_MODE_REFLECTION';
  10643. if ( parameters.envMap ) {
  10644. switch ( parameters.envMapMode ) {
  10645. case CubeRefractionMapping:
  10646. case EquirectangularRefractionMapping:
  10647. envMapModeDefine = 'ENVMAP_MODE_REFRACTION';
  10648. break;
  10649. }
  10650. }
  10651. return envMapModeDefine;
  10652. }
  10653. function generateEnvMapBlendingDefine( parameters ) {
  10654. var envMapBlendingDefine = 'ENVMAP_BLENDING_NONE';
  10655. if ( parameters.envMap ) {
  10656. switch ( parameters.combine ) {
  10657. case MultiplyOperation:
  10658. envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  10659. break;
  10660. case MixOperation:
  10661. envMapBlendingDefine = 'ENVMAP_BLENDING_MIX';
  10662. break;
  10663. case AddOperation:
  10664. envMapBlendingDefine = 'ENVMAP_BLENDING_ADD';
  10665. break;
  10666. }
  10667. }
  10668. return envMapBlendingDefine;
  10669. }
  10670. function WebGLProgram( renderer, extensions, cacheKey, material, shader, parameters ) {
  10671. var gl = renderer.getContext();
  10672. var defines = material.defines;
  10673. var vertexShader = shader.vertexShader;
  10674. var fragmentShader = shader.fragmentShader;
  10675. var shadowMapTypeDefine = generateShadowMapTypeDefine( parameters );
  10676. var envMapTypeDefine = generateEnvMapTypeDefine( parameters );
  10677. var envMapModeDefine = generateEnvMapModeDefine( parameters );
  10678. var envMapBlendingDefine = generateEnvMapBlendingDefine( parameters );
  10679. var gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0;
  10680. var customExtensions = parameters.isWebGL2 ? '' : generateExtensions( material.extensions, parameters, extensions );
  10681. var customDefines = generateDefines( defines );
  10682. var program = gl.createProgram();
  10683. var prefixVertex, prefixFragment;
  10684. var numMultiviewViews = parameters.numMultiviewViews;
  10685. if ( material.isRawShaderMaterial ) {
  10686. prefixVertex = [
  10687. customDefines
  10688. ].filter( filterEmptyLine ).join( '\n' );
  10689. if ( prefixVertex.length > 0 ) {
  10690. prefixVertex += '\n';
  10691. }
  10692. prefixFragment = [
  10693. customExtensions,
  10694. customDefines
  10695. ].filter( filterEmptyLine ).join( '\n' );
  10696. if ( prefixFragment.length > 0 ) {
  10697. prefixFragment += '\n';
  10698. }
  10699. } else {
  10700. prefixVertex = [
  10701. generatePrecision( parameters ),
  10702. '#define SHADER_NAME ' + shader.name,
  10703. customDefines,
  10704. parameters.instancing ? '#define USE_INSTANCING' : '',
  10705. parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',
  10706. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  10707. '#define MAX_BONES ' + parameters.maxBones,
  10708. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  10709. ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',
  10710. parameters.map ? '#define USE_MAP' : '',
  10711. parameters.envMap ? '#define USE_ENVMAP' : '',
  10712. parameters.envMap ? '#define ' + envMapModeDefine : '',
  10713. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  10714. parameters.aoMap ? '#define USE_AOMAP' : '',
  10715. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  10716. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  10717. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  10718. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  10719. ( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',
  10720. parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
  10721. parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '',
  10722. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  10723. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  10724. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  10725. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  10726. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  10727. parameters.vertexColors ? '#define USE_COLOR' : '',
  10728. parameters.vertexUvs ? '#define USE_UV' : '',
  10729. parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',
  10730. parameters.flatShading ? '#define FLAT_SHADED' : '',
  10731. parameters.skinning ? '#define USE_SKINNING' : '',
  10732. parameters.useVertexTexture ? '#define BONE_TEXTURE' : '',
  10733. parameters.morphTargets ? '#define USE_MORPHTARGETS' : '',
  10734. parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',
  10735. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  10736. parameters.flipSided ? '#define FLIP_SIDED' : '',
  10737. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  10738. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  10739. parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',
  10740. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  10741. parameters.logarithmicDepthBuffer && ( parameters.isWebGL2 || extensions.get( 'EXT_frag_depth' ) ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  10742. 'uniform mat4 modelMatrix;',
  10743. 'uniform mat4 modelViewMatrix;',
  10744. 'uniform mat4 projectionMatrix;',
  10745. 'uniform mat4 viewMatrix;',
  10746. 'uniform mat3 normalMatrix;',
  10747. 'uniform vec3 cameraPosition;',
  10748. 'uniform bool isOrthographic;',
  10749. '#ifdef USE_INSTANCING',
  10750. ' attribute mat4 instanceMatrix;',
  10751. '#endif',
  10752. 'attribute vec3 position;',
  10753. 'attribute vec3 normal;',
  10754. 'attribute vec2 uv;',
  10755. '#ifdef USE_TANGENT',
  10756. ' attribute vec4 tangent;',
  10757. '#endif',
  10758. '#ifdef USE_COLOR',
  10759. ' attribute vec3 color;',
  10760. '#endif',
  10761. '#ifdef USE_MORPHTARGETS',
  10762. ' attribute vec3 morphTarget0;',
  10763. ' attribute vec3 morphTarget1;',
  10764. ' attribute vec3 morphTarget2;',
  10765. ' attribute vec3 morphTarget3;',
  10766. ' #ifdef USE_MORPHNORMALS',
  10767. ' attribute vec3 morphNormal0;',
  10768. ' attribute vec3 morphNormal1;',
  10769. ' attribute vec3 morphNormal2;',
  10770. ' attribute vec3 morphNormal3;',
  10771. ' #else',
  10772. ' attribute vec3 morphTarget4;',
  10773. ' attribute vec3 morphTarget5;',
  10774. ' attribute vec3 morphTarget6;',
  10775. ' attribute vec3 morphTarget7;',
  10776. ' #endif',
  10777. '#endif',
  10778. '#ifdef USE_SKINNING',
  10779. ' attribute vec4 skinIndex;',
  10780. ' attribute vec4 skinWeight;',
  10781. '#endif',
  10782. '\n'
  10783. ].filter( filterEmptyLine ).join( '\n' );
  10784. prefixFragment = [
  10785. customExtensions,
  10786. generatePrecision( parameters ),
  10787. '#define SHADER_NAME ' + shader.name,
  10788. customDefines,
  10789. parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest + ( parameters.alphaTest % 1 ? '' : '.0' ) : '', // add '.0' if integer
  10790. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  10791. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  10792. ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',
  10793. parameters.map ? '#define USE_MAP' : '',
  10794. parameters.matcap ? '#define USE_MATCAP' : '',
  10795. parameters.envMap ? '#define USE_ENVMAP' : '',
  10796. parameters.envMap ? '#define ' + envMapTypeDefine : '',
  10797. parameters.envMap ? '#define ' + envMapModeDefine : '',
  10798. parameters.envMap ? '#define ' + envMapBlendingDefine : '',
  10799. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  10800. parameters.aoMap ? '#define USE_AOMAP' : '',
  10801. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  10802. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  10803. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  10804. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  10805. ( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',
  10806. parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
  10807. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  10808. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  10809. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  10810. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  10811. parameters.sheen ? '#define USE_SHEEN' : '',
  10812. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  10813. parameters.vertexColors ? '#define USE_COLOR' : '',
  10814. parameters.vertexUvs ? '#define USE_UV' : '',
  10815. parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',
  10816. parameters.gradientMap ? '#define USE_GRADIENTMAP' : '',
  10817. parameters.flatShading ? '#define FLAT_SHADED' : '',
  10818. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  10819. parameters.flipSided ? '#define FLIP_SIDED' : '',
  10820. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  10821. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  10822. parameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '',
  10823. parameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '',
  10824. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  10825. parameters.logarithmicDepthBuffer && ( parameters.isWebGL2 || extensions.get( 'EXT_frag_depth' ) ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  10826. ( ( material.extensions ? material.extensions.shaderTextureLOD : false ) || parameters.envMap ) && ( parameters.isWebGL2 || extensions.get( 'EXT_shader_texture_lod' ) ) ? '#define TEXTURE_LOD_EXT' : '',
  10827. 'uniform mat4 viewMatrix;',
  10828. 'uniform vec3 cameraPosition;',
  10829. 'uniform bool isOrthographic;',
  10830. ( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '',
  10831. ( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below
  10832. ( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '',
  10833. parameters.dithering ? '#define DITHERING' : '',
  10834. ( parameters.outputEncoding || parameters.mapEncoding || parameters.matcapEncoding || parameters.envMapEncoding || parameters.emissiveMapEncoding || parameters.lightMapEncoding ) ?
  10835. ShaderChunk[ 'encodings_pars_fragment' ] : '', // this code is required here because it is used by the various encoding/decoding function defined below
  10836. parameters.mapEncoding ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '',
  10837. parameters.matcapEncoding ? getTexelDecodingFunction( 'matcapTexelToLinear', parameters.matcapEncoding ) : '',
  10838. parameters.envMapEncoding ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '',
  10839. parameters.emissiveMapEncoding ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '',
  10840. parameters.lightMapEncoding ? getTexelDecodingFunction( 'lightMapTexelToLinear', parameters.lightMapEncoding ) : '',
  10841. parameters.outputEncoding ? getTexelEncodingFunction( 'linearToOutputTexel', parameters.outputEncoding ) : '',
  10842. parameters.depthPacking ? '#define DEPTH_PACKING ' + material.depthPacking : '',
  10843. '\n'
  10844. ].filter( filterEmptyLine ).join( '\n' );
  10845. }
  10846. vertexShader = resolveIncludes( vertexShader );
  10847. vertexShader = replaceLightNums( vertexShader, parameters );
  10848. vertexShader = replaceClippingPlaneNums( vertexShader, parameters );
  10849. fragmentShader = resolveIncludes( fragmentShader );
  10850. fragmentShader = replaceLightNums( fragmentShader, parameters );
  10851. fragmentShader = replaceClippingPlaneNums( fragmentShader, parameters );
  10852. vertexShader = unrollLoops( vertexShader );
  10853. fragmentShader = unrollLoops( fragmentShader );
  10854. if ( parameters.isWebGL2 && ! material.isRawShaderMaterial ) {
  10855. var isGLSL3ShaderMaterial = false;
  10856. var versionRegex = /^\s*#version\s+300\s+es\s*\n/;
  10857. if ( material.isShaderMaterial &&
  10858. vertexShader.match( versionRegex ) !== null &&
  10859. fragmentShader.match( versionRegex ) !== null ) {
  10860. isGLSL3ShaderMaterial = true;
  10861. vertexShader = vertexShader.replace( versionRegex, '' );
  10862. fragmentShader = fragmentShader.replace( versionRegex, '' );
  10863. }
  10864. // GLSL 3.0 conversion
  10865. prefixVertex = [
  10866. '#version 300 es\n',
  10867. '#define attribute in',
  10868. '#define varying out',
  10869. '#define texture2D texture'
  10870. ].join( '\n' ) + '\n' + prefixVertex;
  10871. prefixFragment = [
  10872. '#version 300 es\n',
  10873. '#define varying in',
  10874. isGLSL3ShaderMaterial ? '' : 'out highp vec4 pc_fragColor;',
  10875. isGLSL3ShaderMaterial ? '' : '#define gl_FragColor pc_fragColor',
  10876. '#define gl_FragDepthEXT gl_FragDepth',
  10877. '#define texture2D texture',
  10878. '#define textureCube texture',
  10879. '#define texture2DProj textureProj',
  10880. '#define texture2DLodEXT textureLod',
  10881. '#define texture2DProjLodEXT textureProjLod',
  10882. '#define textureCubeLodEXT textureLod',
  10883. '#define texture2DGradEXT textureGrad',
  10884. '#define texture2DProjGradEXT textureProjGrad',
  10885. '#define textureCubeGradEXT textureGrad'
  10886. ].join( '\n' ) + '\n' + prefixFragment;
  10887. // Multiview
  10888. if ( numMultiviewViews > 0 ) {
  10889. prefixVertex = prefixVertex.replace(
  10890. '#version 300 es\n',
  10891. [
  10892. '#version 300 es\n',
  10893. '#extension GL_OVR_multiview2 : require',
  10894. 'layout(num_views = ' + numMultiviewViews + ') in;',
  10895. '#define VIEW_ID gl_ViewID_OVR'
  10896. ].join( '\n' )
  10897. );
  10898. prefixVertex = prefixVertex.replace(
  10899. [
  10900. 'uniform mat4 modelViewMatrix;',
  10901. 'uniform mat4 projectionMatrix;',
  10902. 'uniform mat4 viewMatrix;',
  10903. 'uniform mat3 normalMatrix;'
  10904. ].join( '\n' ),
  10905. [
  10906. 'uniform mat4 modelViewMatrices[' + numMultiviewViews + '];',
  10907. 'uniform mat4 projectionMatrices[' + numMultiviewViews + '];',
  10908. 'uniform mat4 viewMatrices[' + numMultiviewViews + '];',
  10909. 'uniform mat3 normalMatrices[' + numMultiviewViews + '];',
  10910. '#define modelViewMatrix modelViewMatrices[VIEW_ID]',
  10911. '#define projectionMatrix projectionMatrices[VIEW_ID]',
  10912. '#define viewMatrix viewMatrices[VIEW_ID]',
  10913. '#define normalMatrix normalMatrices[VIEW_ID]'
  10914. ].join( '\n' )
  10915. );
  10916. prefixFragment = prefixFragment.replace(
  10917. '#version 300 es\n',
  10918. [
  10919. '#version 300 es\n',
  10920. '#extension GL_OVR_multiview2 : require',
  10921. '#define VIEW_ID gl_ViewID_OVR'
  10922. ].join( '\n' )
  10923. );
  10924. prefixFragment = prefixFragment.replace(
  10925. 'uniform mat4 viewMatrix;',
  10926. [
  10927. 'uniform mat4 viewMatrices[' + numMultiviewViews + '];',
  10928. '#define viewMatrix viewMatrices[VIEW_ID]'
  10929. ].join( '\n' )
  10930. );
  10931. }
  10932. }
  10933. var vertexGlsl = prefixVertex + vertexShader;
  10934. var fragmentGlsl = prefixFragment + fragmentShader;
  10935. // console.log( '*VERTEX*', vertexGlsl );
  10936. // console.log( '*FRAGMENT*', fragmentGlsl );
  10937. var glVertexShader = WebGLShader( gl, 35633, vertexGlsl );
  10938. var glFragmentShader = WebGLShader( gl, 35632, fragmentGlsl );
  10939. gl.attachShader( program, glVertexShader );
  10940. gl.attachShader( program, glFragmentShader );
  10941. // Force a particular attribute to index 0.
  10942. if ( material.index0AttributeName !== undefined ) {
  10943. gl.bindAttribLocation( program, 0, material.index0AttributeName );
  10944. } else if ( parameters.morphTargets === true ) {
  10945. // programs with morphTargets displace position out of attribute 0
  10946. gl.bindAttribLocation( program, 0, 'position' );
  10947. }
  10948. gl.linkProgram( program );
  10949. // check for link errors
  10950. if ( renderer.debug.checkShaderErrors ) {
  10951. var programLog = gl.getProgramInfoLog( program ).trim();
  10952. var vertexLog = gl.getShaderInfoLog( glVertexShader ).trim();
  10953. var fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim();
  10954. var runnable = true;
  10955. var haveDiagnostics = true;
  10956. if ( gl.getProgramParameter( program, 35714 ) === false ) {
  10957. runnable = false;
  10958. var vertexErrors = getShaderErrors( gl, glVertexShader, 'vertex' );
  10959. var fragmentErrors = getShaderErrors( gl, glFragmentShader, 'fragment' );
  10960. console.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), '35715', gl.getProgramParameter( program, 35715 ), 'gl.getProgramInfoLog', programLog, vertexErrors, fragmentErrors );
  10961. } else if ( programLog !== '' ) {
  10962. console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog );
  10963. } else if ( vertexLog === '' || fragmentLog === '' ) {
  10964. haveDiagnostics = false;
  10965. }
  10966. if ( haveDiagnostics ) {
  10967. this.diagnostics = {
  10968. runnable: runnable,
  10969. material: material,
  10970. programLog: programLog,
  10971. vertexShader: {
  10972. log: vertexLog,
  10973. prefix: prefixVertex
  10974. },
  10975. fragmentShader: {
  10976. log: fragmentLog,
  10977. prefix: prefixFragment
  10978. }
  10979. };
  10980. }
  10981. }
  10982. // clean up
  10983. gl.deleteShader( glVertexShader );
  10984. gl.deleteShader( glFragmentShader );
  10985. // set up caching for uniform locations
  10986. var cachedUniforms;
  10987. this.getUniforms = function () {
  10988. if ( cachedUniforms === undefined ) {
  10989. cachedUniforms = new WebGLUniforms( gl, program );
  10990. }
  10991. return cachedUniforms;
  10992. };
  10993. // set up caching for attribute locations
  10994. var cachedAttributes;
  10995. this.getAttributes = function () {
  10996. if ( cachedAttributes === undefined ) {
  10997. cachedAttributes = fetchAttributeLocations( gl, program );
  10998. }
  10999. return cachedAttributes;
  11000. };
  11001. // free resource
  11002. this.destroy = function () {
  11003. gl.deleteProgram( program );
  11004. this.program = undefined;
  11005. };
  11006. //
  11007. this.name = shader.name;
  11008. this.id = programIdCount ++;
  11009. this.cacheKey = cacheKey;
  11010. this.usedTimes = 1;
  11011. this.program = program;
  11012. this.vertexShader = glVertexShader;
  11013. this.fragmentShader = glFragmentShader;
  11014. this.numMultiviewViews = numMultiviewViews;
  11015. return this;
  11016. }
  11017. /**
  11018. * @author mrdoob / http://mrdoob.com/
  11019. */
  11020. function WebGLPrograms( renderer, extensions, capabilities ) {
  11021. var programs = [];
  11022. var isWebGL2 = capabilities.isWebGL2;
  11023. var logarithmicDepthBuffer = capabilities.logarithmicDepthBuffer;
  11024. var floatVertexTextures = capabilities.floatVertexTextures;
  11025. var precision = capabilities.precision;
  11026. var maxVertexUniforms = capabilities.maxVertexUniforms;
  11027. var vertexTextures = capabilities.vertexTextures;
  11028. var shaderIDs = {
  11029. MeshDepthMaterial: 'depth',
  11030. MeshDistanceMaterial: 'distanceRGBA',
  11031. MeshNormalMaterial: 'normal',
  11032. MeshBasicMaterial: 'basic',
  11033. MeshLambertMaterial: 'lambert',
  11034. MeshPhongMaterial: 'phong',
  11035. MeshToonMaterial: 'toon',
  11036. MeshStandardMaterial: 'physical',
  11037. MeshPhysicalMaterial: 'physical',
  11038. MeshMatcapMaterial: 'matcap',
  11039. LineBasicMaterial: 'basic',
  11040. LineDashedMaterial: 'dashed',
  11041. PointsMaterial: 'points',
  11042. ShadowMaterial: 'shadow',
  11043. SpriteMaterial: 'sprite'
  11044. };
  11045. var parameterNames = [
  11046. "precision", "isWebGL2", "supportsVertexTextures", "outputEncoding", "instancing", "numMultiviewViews",
  11047. "map", "mapEncoding", "matcap", "matcapEncoding", "envMap", "envMapMode", "envMapEncoding", "envMapCubeUV",
  11048. "lightMap", "lightMapEncoding", "aoMap", "emissiveMap", "emissiveMapEncoding", "bumpMap", "normalMap", "objectSpaceNormalMap", "tangentSpaceNormalMap", "clearcoatNormalMap", "displacementMap", "specularMap",
  11049. "roughnessMap", "metalnessMap", "gradientMap",
  11050. "alphaMap", "combine", "vertexColors", "vertexTangents", "vertexUvs", "uvsVertexOnly", "fog", "useFog", "fogExp2",
  11051. "flatShading", "sizeAttenuation", "logarithmicDepthBuffer", "skinning",
  11052. "maxBones", "useVertexTexture", "morphTargets", "morphNormals",
  11053. "maxMorphTargets", "maxMorphNormals", "premultipliedAlpha",
  11054. "numDirLights", "numPointLights", "numSpotLights", "numHemiLights", "numRectAreaLights",
  11055. "numDirLightShadows", "numPointLightShadows", "numSpotLightShadows",
  11056. "shadowMapEnabled", "shadowMapType", "toneMapping", 'physicallyCorrectLights',
  11057. "alphaTest", "doubleSided", "flipSided", "numClippingPlanes", "numClipIntersection", "depthPacking", "dithering",
  11058. "sheen"
  11059. ];
  11060. function allocateBones( object ) {
  11061. var skeleton = object.skeleton;
  11062. var bones = skeleton.bones;
  11063. if ( floatVertexTextures ) {
  11064. return 1024;
  11065. } else {
  11066. // default for when object is not specified
  11067. // ( for example when prebuilding shader to be used with multiple objects )
  11068. //
  11069. // - leave some extra space for other uniforms
  11070. // - limit here is ANGLE's 254 max uniform vectors
  11071. // (up to 54 should be safe)
  11072. var nVertexUniforms = maxVertexUniforms;
  11073. var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
  11074. var maxBones = Math.min( nVertexMatrices, bones.length );
  11075. if ( maxBones < bones.length ) {
  11076. console.warn( 'THREE.WebGLRenderer: Skeleton has ' + bones.length + ' bones. This GPU supports ' + maxBones + '.' );
  11077. return 0;
  11078. }
  11079. return maxBones;
  11080. }
  11081. }
  11082. function getTextureEncodingFromMap( map ) {
  11083. var encoding;
  11084. if ( ! map ) {
  11085. encoding = LinearEncoding;
  11086. } else if ( map.isTexture ) {
  11087. encoding = map.encoding;
  11088. } else if ( map.isWebGLRenderTarget ) {
  11089. console.warn( "THREE.WebGLPrograms.getTextureEncodingFromMap: don't use render targets as textures. Use their .texture property instead." );
  11090. encoding = map.texture.encoding;
  11091. }
  11092. return encoding;
  11093. }
  11094. this.getParameters = function ( material, lights, shadows, scene, nClipPlanes, nClipIntersection, object ) {
  11095. var fog = scene.fog;
  11096. var environment = material.isMeshStandardMaterial ? scene.environment : null;
  11097. var envMap = material.envMap || environment;
  11098. var shaderID = shaderIDs[ material.type ];
  11099. // heuristics to create shader parameters according to lights in the scene
  11100. // (not to blow over maxLights budget)
  11101. var maxBones = object.isSkinnedMesh ? allocateBones( object ) : 0;
  11102. if ( material.precision !== null ) {
  11103. precision = capabilities.getMaxPrecision( material.precision );
  11104. if ( precision !== material.precision ) {
  11105. console.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' );
  11106. }
  11107. }
  11108. var currentRenderTarget = renderer.getRenderTarget();
  11109. var numMultiviewViews = currentRenderTarget && currentRenderTarget.isWebGLMultiviewRenderTarget ? currentRenderTarget.numViews : 0;
  11110. var parameters = {
  11111. isWebGL2: isWebGL2,
  11112. shaderID: shaderID,
  11113. precision: precision,
  11114. instancing: object.isInstancedMesh === true,
  11115. supportsVertexTextures: vertexTextures,
  11116. numMultiviewViews: numMultiviewViews,
  11117. outputEncoding: ( currentRenderTarget !== null ) ? getTextureEncodingFromMap( currentRenderTarget.texture ) : renderer.outputEncoding,
  11118. map: !! material.map,
  11119. mapEncoding: getTextureEncodingFromMap( material.map ),
  11120. matcap: !! material.matcap,
  11121. matcapEncoding: getTextureEncodingFromMap( material.matcap ),
  11122. envMap: !! envMap,
  11123. envMapMode: envMap && envMap.mapping,
  11124. envMapEncoding: getTextureEncodingFromMap( envMap ),
  11125. envMapCubeUV: ( !! envMap ) && ( ( envMap.mapping === CubeUVReflectionMapping ) || ( envMap.mapping === CubeUVRefractionMapping ) ),
  11126. lightMap: !! material.lightMap,
  11127. lightMapEncoding: getTextureEncodingFromMap( material.lightMap ),
  11128. aoMap: !! material.aoMap,
  11129. emissiveMap: !! material.emissiveMap,
  11130. emissiveMapEncoding: getTextureEncodingFromMap( material.emissiveMap ),
  11131. bumpMap: !! material.bumpMap,
  11132. normalMap: !! material.normalMap,
  11133. objectSpaceNormalMap: material.normalMapType === ObjectSpaceNormalMap,
  11134. tangentSpaceNormalMap: material.normalMapType === TangentSpaceNormalMap,
  11135. clearcoatNormalMap: !! material.clearcoatNormalMap,
  11136. displacementMap: !! material.displacementMap,
  11137. roughnessMap: !! material.roughnessMap,
  11138. metalnessMap: !! material.metalnessMap,
  11139. specularMap: !! material.specularMap,
  11140. alphaMap: !! material.alphaMap,
  11141. gradientMap: !! material.gradientMap,
  11142. sheen: !! material.sheen,
  11143. combine: material.combine,
  11144. vertexTangents: ( material.normalMap && material.vertexTangents ),
  11145. vertexColors: material.vertexColors,
  11146. vertexUvs: !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatNormalMap || !! material.displacementMap,
  11147. uvsVertexOnly: ! ( !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatNormalMap ) && !! material.displacementMap,
  11148. fog: !! fog,
  11149. useFog: material.fog,
  11150. fogExp2: ( fog && fog.isFogExp2 ),
  11151. flatShading: material.flatShading,
  11152. sizeAttenuation: material.sizeAttenuation,
  11153. logarithmicDepthBuffer: logarithmicDepthBuffer,
  11154. skinning: material.skinning && maxBones > 0,
  11155. maxBones: maxBones,
  11156. useVertexTexture: floatVertexTextures,
  11157. morphTargets: material.morphTargets,
  11158. morphNormals: material.morphNormals,
  11159. maxMorphTargets: renderer.maxMorphTargets,
  11160. maxMorphNormals: renderer.maxMorphNormals,
  11161. numDirLights: lights.directional.length,
  11162. numPointLights: lights.point.length,
  11163. numSpotLights: lights.spot.length,
  11164. numRectAreaLights: lights.rectArea.length,
  11165. numHemiLights: lights.hemi.length,
  11166. numDirLightShadows: lights.directionalShadowMap.length,
  11167. numPointLightShadows: lights.pointShadowMap.length,
  11168. numSpotLightShadows: lights.spotShadowMap.length,
  11169. numClippingPlanes: nClipPlanes,
  11170. numClipIntersection: nClipIntersection,
  11171. dithering: material.dithering,
  11172. shadowMapEnabled: renderer.shadowMap.enabled && shadows.length > 0,
  11173. shadowMapType: renderer.shadowMap.type,
  11174. toneMapping: material.toneMapped ? renderer.toneMapping : NoToneMapping,
  11175. physicallyCorrectLights: renderer.physicallyCorrectLights,
  11176. premultipliedAlpha: material.premultipliedAlpha,
  11177. alphaTest: material.alphaTest,
  11178. doubleSided: material.side === DoubleSide,
  11179. flipSided: material.side === BackSide,
  11180. depthPacking: ( material.depthPacking !== undefined ) ? material.depthPacking : false
  11181. };
  11182. return parameters;
  11183. };
  11184. this.getProgramCacheKey = function ( material, parameters ) {
  11185. var array = [];
  11186. if ( parameters.shaderID ) {
  11187. array.push( parameters.shaderID );
  11188. } else {
  11189. array.push( material.fragmentShader );
  11190. array.push( material.vertexShader );
  11191. }
  11192. if ( material.defines !== undefined ) {
  11193. for ( var name in material.defines ) {
  11194. array.push( name );
  11195. array.push( material.defines[ name ] );
  11196. }
  11197. }
  11198. if ( material.isRawShaderMaterial === undefined ) {
  11199. for ( var i = 0; i < parameterNames.length; i ++ ) {
  11200. array.push( parameters[ parameterNames[ i ] ] );
  11201. }
  11202. array.push( renderer.outputEncoding );
  11203. array.push( renderer.gammaFactor );
  11204. }
  11205. array.push( material.onBeforeCompile.toString() );
  11206. return array.join();
  11207. };
  11208. this.acquireProgram = function ( material, shader, parameters, cacheKey ) {
  11209. var program;
  11210. // Check if code has been already compiled
  11211. for ( var p = 0, pl = programs.length; p < pl; p ++ ) {
  11212. var preexistingProgram = programs[ p ];
  11213. if ( preexistingProgram.cacheKey === cacheKey ) {
  11214. program = preexistingProgram;
  11215. ++ program.usedTimes;
  11216. break;
  11217. }
  11218. }
  11219. if ( program === undefined ) {
  11220. program = new WebGLProgram( renderer, extensions, cacheKey, material, shader, parameters );
  11221. programs.push( program );
  11222. }
  11223. return program;
  11224. };
  11225. this.releaseProgram = function ( program ) {
  11226. if ( -- program.usedTimes === 0 ) {
  11227. // Remove from unordered set
  11228. var i = programs.indexOf( program );
  11229. programs[ i ] = programs[ programs.length - 1 ];
  11230. programs.pop();
  11231. // Free WebGL resources
  11232. program.destroy();
  11233. }
  11234. };
  11235. // Exposed for resource monitoring & error feedback via renderer.info:
  11236. this.programs = programs;
  11237. }
  11238. /**
  11239. * @author fordacious / fordacious.github.io
  11240. */
  11241. function WebGLProperties() {
  11242. var properties = new WeakMap();
  11243. function get( object ) {
  11244. var map = properties.get( object );
  11245. if ( map === undefined ) {
  11246. map = {};
  11247. properties.set( object, map );
  11248. }
  11249. return map;
  11250. }
  11251. function remove( object ) {
  11252. properties.delete( object );
  11253. }
  11254. function update( object, key, value ) {
  11255. properties.get( object )[ key ] = value;
  11256. }
  11257. function dispose() {
  11258. properties = new WeakMap();
  11259. }
  11260. return {
  11261. get: get,
  11262. remove: remove,
  11263. update: update,
  11264. dispose: dispose
  11265. };
  11266. }
  11267. /**
  11268. * @author mrdoob / http://mrdoob.com/
  11269. */
  11270. function painterSortStable( a, b ) {
  11271. if ( a.groupOrder !== b.groupOrder ) {
  11272. return a.groupOrder - b.groupOrder;
  11273. } else if ( a.renderOrder !== b.renderOrder ) {
  11274. return a.renderOrder - b.renderOrder;
  11275. } else if ( a.program !== b.program ) {
  11276. return a.program.id - b.program.id;
  11277. } else if ( a.material.id !== b.material.id ) {
  11278. return a.material.id - b.material.id;
  11279. } else if ( a.z !== b.z ) {
  11280. return a.z - b.z;
  11281. } else {
  11282. return a.id - b.id;
  11283. }
  11284. }
  11285. function reversePainterSortStable( a, b ) {
  11286. if ( a.groupOrder !== b.groupOrder ) {
  11287. return a.groupOrder - b.groupOrder;
  11288. } else if ( a.renderOrder !== b.renderOrder ) {
  11289. return a.renderOrder - b.renderOrder;
  11290. } else if ( a.z !== b.z ) {
  11291. return b.z - a.z;
  11292. } else {
  11293. return a.id - b.id;
  11294. }
  11295. }
  11296. function WebGLRenderList() {
  11297. var renderItems = [];
  11298. var renderItemsIndex = 0;
  11299. var opaque = [];
  11300. var transparent = [];
  11301. var defaultProgram = { id: - 1 };
  11302. function init() {
  11303. renderItemsIndex = 0;
  11304. opaque.length = 0;
  11305. transparent.length = 0;
  11306. }
  11307. function getNextRenderItem( object, geometry, material, groupOrder, z, group ) {
  11308. var renderItem = renderItems[ renderItemsIndex ];
  11309. if ( renderItem === undefined ) {
  11310. renderItem = {
  11311. id: object.id,
  11312. object: object,
  11313. geometry: geometry,
  11314. material: material,
  11315. program: material.program || defaultProgram,
  11316. groupOrder: groupOrder,
  11317. renderOrder: object.renderOrder,
  11318. z: z,
  11319. group: group
  11320. };
  11321. renderItems[ renderItemsIndex ] = renderItem;
  11322. } else {
  11323. renderItem.id = object.id;
  11324. renderItem.object = object;
  11325. renderItem.geometry = geometry;
  11326. renderItem.material = material;
  11327. renderItem.program = material.program || defaultProgram;
  11328. renderItem.groupOrder = groupOrder;
  11329. renderItem.renderOrder = object.renderOrder;
  11330. renderItem.z = z;
  11331. renderItem.group = group;
  11332. }
  11333. renderItemsIndex ++;
  11334. return renderItem;
  11335. }
  11336. function push( object, geometry, material, groupOrder, z, group ) {
  11337. var renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );
  11338. ( material.transparent === true ? transparent : opaque ).push( renderItem );
  11339. }
  11340. function unshift( object, geometry, material, groupOrder, z, group ) {
  11341. var renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );
  11342. ( material.transparent === true ? transparent : opaque ).unshift( renderItem );
  11343. }
  11344. function sort( customOpaqueSort, customTransparentSort ) {
  11345. if ( opaque.length > 1 ) { opaque.sort( customOpaqueSort || painterSortStable ); }
  11346. if ( transparent.length > 1 ) { transparent.sort( customTransparentSort || reversePainterSortStable ); }
  11347. }
  11348. return {
  11349. opaque: opaque,
  11350. transparent: transparent,
  11351. init: init,
  11352. push: push,
  11353. unshift: unshift,
  11354. sort: sort
  11355. };
  11356. }
  11357. function WebGLRenderLists() {
  11358. var lists = new WeakMap();
  11359. function onSceneDispose( event ) {
  11360. var scene = event.target;
  11361. scene.removeEventListener( 'dispose', onSceneDispose );
  11362. lists.delete( scene );
  11363. }
  11364. function get( scene, camera ) {
  11365. var cameras = lists.get( scene );
  11366. var list;
  11367. if ( cameras === undefined ) {
  11368. list = new WebGLRenderList();
  11369. lists.set( scene, new WeakMap() );
  11370. lists.get( scene ).set( camera, list );
  11371. scene.addEventListener( 'dispose', onSceneDispose );
  11372. } else {
  11373. list = cameras.get( camera );
  11374. if ( list === undefined ) {
  11375. list = new WebGLRenderList();
  11376. cameras.set( camera, list );
  11377. }
  11378. }
  11379. return list;
  11380. }
  11381. function dispose() {
  11382. lists = new WeakMap();
  11383. }
  11384. return {
  11385. get: get,
  11386. dispose: dispose
  11387. };
  11388. }
  11389. /**
  11390. * @author mrdoob / http://mrdoob.com/
  11391. */
  11392. function UniformsCache() {
  11393. var lights = {};
  11394. return {
  11395. get: function ( light ) {
  11396. if ( lights[ light.id ] !== undefined ) {
  11397. return lights[ light.id ];
  11398. }
  11399. var uniforms;
  11400. switch ( light.type ) {
  11401. case 'DirectionalLight':
  11402. uniforms = {
  11403. direction: new Vector3(),
  11404. color: new Color(),
  11405. shadow: false,
  11406. shadowBias: 0,
  11407. shadowRadius: 1,
  11408. shadowMapSize: new Vector2()
  11409. };
  11410. break;
  11411. case 'SpotLight':
  11412. uniforms = {
  11413. position: new Vector3(),
  11414. direction: new Vector3(),
  11415. color: new Color(),
  11416. distance: 0,
  11417. coneCos: 0,
  11418. penumbraCos: 0,
  11419. decay: 0,
  11420. shadow: false,
  11421. shadowBias: 0,
  11422. shadowRadius: 1,
  11423. shadowMapSize: new Vector2()
  11424. };
  11425. break;
  11426. case 'PointLight':
  11427. uniforms = {
  11428. position: new Vector3(),
  11429. color: new Color(),
  11430. distance: 0,
  11431. decay: 0,
  11432. shadow: false,
  11433. shadowBias: 0,
  11434. shadowRadius: 1,
  11435. shadowMapSize: new Vector2(),
  11436. shadowCameraNear: 1,
  11437. shadowCameraFar: 1000
  11438. };
  11439. break;
  11440. case 'HemisphereLight':
  11441. uniforms = {
  11442. direction: new Vector3(),
  11443. skyColor: new Color(),
  11444. groundColor: new Color()
  11445. };
  11446. break;
  11447. case 'RectAreaLight':
  11448. uniforms = {
  11449. color: new Color(),
  11450. position: new Vector3(),
  11451. halfWidth: new Vector3(),
  11452. halfHeight: new Vector3()
  11453. // TODO (abelnation): set RectAreaLight shadow uniforms
  11454. };
  11455. break;
  11456. }
  11457. lights[ light.id ] = uniforms;
  11458. return uniforms;
  11459. }
  11460. };
  11461. }
  11462. var nextVersion = 0;
  11463. function shadowCastingLightsFirst( lightA, lightB ) {
  11464. return ( lightB.castShadow ? 1 : 0 ) - ( lightA.castShadow ? 1 : 0 );
  11465. }
  11466. function WebGLLights() {
  11467. var cache = new UniformsCache();
  11468. var state = {
  11469. version: 0,
  11470. hash: {
  11471. directionalLength: - 1,
  11472. pointLength: - 1,
  11473. spotLength: - 1,
  11474. rectAreaLength: - 1,
  11475. hemiLength: - 1,
  11476. numDirectionalShadows: - 1,
  11477. numPointShadows: - 1,
  11478. numSpotShadows: - 1,
  11479. },
  11480. ambient: [ 0, 0, 0 ],
  11481. probe: [],
  11482. directional: [],
  11483. directionalShadowMap: [],
  11484. directionalShadowMatrix: [],
  11485. spot: [],
  11486. spotShadowMap: [],
  11487. spotShadowMatrix: [],
  11488. rectArea: [],
  11489. point: [],
  11490. pointShadowMap: [],
  11491. pointShadowMatrix: [],
  11492. hemi: [],
  11493. numDirectionalShadows: - 1,
  11494. numPointShadows: - 1,
  11495. numSpotShadows: - 1
  11496. };
  11497. for ( var i = 0; i < 9; i ++ ) { state.probe.push( new Vector3() ); }
  11498. var vector3 = new Vector3();
  11499. var matrix4 = new Matrix4();
  11500. var matrix42 = new Matrix4();
  11501. function setup( lights, shadows, camera ) {
  11502. var r = 0, g = 0, b = 0;
  11503. for ( var i = 0; i < 9; i ++ ) { state.probe[ i ].set( 0, 0, 0 ); }
  11504. var directionalLength = 0;
  11505. var pointLength = 0;
  11506. var spotLength = 0;
  11507. var rectAreaLength = 0;
  11508. var hemiLength = 0;
  11509. var numDirectionalShadows = 0;
  11510. var numPointShadows = 0;
  11511. var numSpotShadows = 0;
  11512. var viewMatrix = camera.matrixWorldInverse;
  11513. lights.sort( shadowCastingLightsFirst );
  11514. for ( var i = 0, l = lights.length; i < l; i ++ ) {
  11515. var light = lights[ i ];
  11516. var color = light.color;
  11517. var intensity = light.intensity;
  11518. var distance = light.distance;
  11519. var shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;
  11520. if ( light.isAmbientLight ) {
  11521. r += color.r * intensity;
  11522. g += color.g * intensity;
  11523. b += color.b * intensity;
  11524. } else if ( light.isLightProbe ) {
  11525. for ( var j = 0; j < 9; j ++ ) {
  11526. state.probe[ j ].addScaledVector( light.sh.coefficients[ j ], intensity );
  11527. }
  11528. } else if ( light.isDirectionalLight ) {
  11529. var uniforms = cache.get( light );
  11530. uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
  11531. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  11532. vector3.setFromMatrixPosition( light.target.matrixWorld );
  11533. uniforms.direction.sub( vector3 );
  11534. uniforms.direction.transformDirection( viewMatrix );
  11535. uniforms.shadow = light.castShadow;
  11536. if ( light.castShadow ) {
  11537. var shadow = light.shadow;
  11538. uniforms.shadowBias = shadow.bias;
  11539. uniforms.shadowRadius = shadow.radius;
  11540. uniforms.shadowMapSize = shadow.mapSize;
  11541. state.directionalShadowMap[ directionalLength ] = shadowMap;
  11542. state.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;
  11543. numDirectionalShadows ++;
  11544. }
  11545. state.directional[ directionalLength ] = uniforms;
  11546. directionalLength ++;
  11547. } else if ( light.isSpotLight ) {
  11548. var uniforms = cache.get( light );
  11549. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  11550. uniforms.position.applyMatrix4( viewMatrix );
  11551. uniforms.color.copy( color ).multiplyScalar( intensity );
  11552. uniforms.distance = distance;
  11553. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  11554. vector3.setFromMatrixPosition( light.target.matrixWorld );
  11555. uniforms.direction.sub( vector3 );
  11556. uniforms.direction.transformDirection( viewMatrix );
  11557. uniforms.coneCos = Math.cos( light.angle );
  11558. uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );
  11559. uniforms.decay = light.decay;
  11560. uniforms.shadow = light.castShadow;
  11561. if ( light.castShadow ) {
  11562. var shadow = light.shadow;
  11563. uniforms.shadowBias = shadow.bias;
  11564. uniforms.shadowRadius = shadow.radius;
  11565. uniforms.shadowMapSize = shadow.mapSize;
  11566. state.spotShadowMap[ spotLength ] = shadowMap;
  11567. state.spotShadowMatrix[ spotLength ] = light.shadow.matrix;
  11568. numSpotShadows ++;
  11569. }
  11570. state.spot[ spotLength ] = uniforms;
  11571. spotLength ++;
  11572. } else if ( light.isRectAreaLight ) {
  11573. var uniforms = cache.get( light );
  11574. // (a) intensity is the total visible light emitted
  11575. //uniforms.color.copy( color ).multiplyScalar( intensity / ( light.width * light.height * Math.PI ) );
  11576. // (b) intensity is the brightness of the light
  11577. uniforms.color.copy( color ).multiplyScalar( intensity );
  11578. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  11579. uniforms.position.applyMatrix4( viewMatrix );
  11580. // extract local rotation of light to derive width/height half vectors
  11581. matrix42.identity();
  11582. matrix4.copy( light.matrixWorld );
  11583. matrix4.premultiply( viewMatrix );
  11584. matrix42.extractRotation( matrix4 );
  11585. uniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 );
  11586. uniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 );
  11587. uniforms.halfWidth.applyMatrix4( matrix42 );
  11588. uniforms.halfHeight.applyMatrix4( matrix42 );
  11589. // TODO (abelnation): RectAreaLight distance?
  11590. // uniforms.distance = distance;
  11591. state.rectArea[ rectAreaLength ] = uniforms;
  11592. rectAreaLength ++;
  11593. } else if ( light.isPointLight ) {
  11594. var uniforms = cache.get( light );
  11595. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  11596. uniforms.position.applyMatrix4( viewMatrix );
  11597. uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
  11598. uniforms.distance = light.distance;
  11599. uniforms.decay = light.decay;
  11600. uniforms.shadow = light.castShadow;
  11601. if ( light.castShadow ) {
  11602. var shadow = light.shadow;
  11603. uniforms.shadowBias = shadow.bias;
  11604. uniforms.shadowRadius = shadow.radius;
  11605. uniforms.shadowMapSize = shadow.mapSize;
  11606. uniforms.shadowCameraNear = shadow.camera.near;
  11607. uniforms.shadowCameraFar = shadow.camera.far;
  11608. state.pointShadowMap[ pointLength ] = shadowMap;
  11609. state.pointShadowMatrix[ pointLength ] = light.shadow.matrix;
  11610. numPointShadows ++;
  11611. }
  11612. state.point[ pointLength ] = uniforms;
  11613. pointLength ++;
  11614. } else if ( light.isHemisphereLight ) {
  11615. var uniforms = cache.get( light );
  11616. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  11617. uniforms.direction.transformDirection( viewMatrix );
  11618. uniforms.direction.normalize();
  11619. uniforms.skyColor.copy( light.color ).multiplyScalar( intensity );
  11620. uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );
  11621. state.hemi[ hemiLength ] = uniforms;
  11622. hemiLength ++;
  11623. }
  11624. }
  11625. state.ambient[ 0 ] = r;
  11626. state.ambient[ 1 ] = g;
  11627. state.ambient[ 2 ] = b;
  11628. var hash = state.hash;
  11629. if ( hash.directionalLength !== directionalLength ||
  11630. hash.pointLength !== pointLength ||
  11631. hash.spotLength !== spotLength ||
  11632. hash.rectAreaLength !== rectAreaLength ||
  11633. hash.hemiLength !== hemiLength ||
  11634. hash.numDirectionalShadows !== numDirectionalShadows ||
  11635. hash.numPointShadows !== numPointShadows ||
  11636. hash.numSpotShadows !== numSpotShadows ) {
  11637. state.directional.length = directionalLength;
  11638. state.spot.length = spotLength;
  11639. state.rectArea.length = rectAreaLength;
  11640. state.point.length = pointLength;
  11641. state.hemi.length = hemiLength;
  11642. state.directionalShadowMap.length = numDirectionalShadows;
  11643. state.pointShadowMap.length = numPointShadows;
  11644. state.spotShadowMap.length = numSpotShadows;
  11645. state.directionalShadowMatrix.length = numDirectionalShadows;
  11646. state.pointShadowMatrix.length = numPointShadows;
  11647. state.spotShadowMatrix.length = numSpotShadows;
  11648. hash.directionalLength = directionalLength;
  11649. hash.pointLength = pointLength;
  11650. hash.spotLength = spotLength;
  11651. hash.rectAreaLength = rectAreaLength;
  11652. hash.hemiLength = hemiLength;
  11653. hash.numDirectionalShadows = numDirectionalShadows;
  11654. hash.numPointShadows = numPointShadows;
  11655. hash.numSpotShadows = numSpotShadows;
  11656. state.version = nextVersion ++;
  11657. }
  11658. }
  11659. return {
  11660. setup: setup,
  11661. state: state
  11662. };
  11663. }
  11664. /**
  11665. * @author Mugen87 / https://github.com/Mugen87
  11666. */
  11667. function WebGLRenderState() {
  11668. var lights = new WebGLLights();
  11669. var lightsArray = [];
  11670. var shadowsArray = [];
  11671. function init() {
  11672. lightsArray.length = 0;
  11673. shadowsArray.length = 0;
  11674. }
  11675. function pushLight( light ) {
  11676. lightsArray.push( light );
  11677. }
  11678. function pushShadow( shadowLight ) {
  11679. shadowsArray.push( shadowLight );
  11680. }
  11681. function setupLights( camera ) {
  11682. lights.setup( lightsArray, shadowsArray, camera );
  11683. }
  11684. var state = {
  11685. lightsArray: lightsArray,
  11686. shadowsArray: shadowsArray,
  11687. lights: lights
  11688. };
  11689. return {
  11690. init: init,
  11691. state: state,
  11692. setupLights: setupLights,
  11693. pushLight: pushLight,
  11694. pushShadow: pushShadow
  11695. };
  11696. }
  11697. function WebGLRenderStates() {
  11698. var renderStates = new WeakMap();
  11699. function onSceneDispose( event ) {
  11700. var scene = event.target;
  11701. scene.removeEventListener( 'dispose', onSceneDispose );
  11702. renderStates.delete( scene );
  11703. }
  11704. function get( scene, camera ) {
  11705. var renderState;
  11706. if ( renderStates.has( scene ) === false ) {
  11707. renderState = new WebGLRenderState();
  11708. renderStates.set( scene, new WeakMap() );
  11709. renderStates.get( scene ).set( camera, renderState );
  11710. scene.addEventListener( 'dispose', onSceneDispose );
  11711. } else {
  11712. if ( renderStates.get( scene ).has( camera ) === false ) {
  11713. renderState = new WebGLRenderState();
  11714. renderStates.get( scene ).set( camera, renderState );
  11715. } else {
  11716. renderState = renderStates.get( scene ).get( camera );
  11717. }
  11718. }
  11719. return renderState;
  11720. }
  11721. function dispose() {
  11722. renderStates = new WeakMap();
  11723. }
  11724. return {
  11725. get: get,
  11726. dispose: dispose
  11727. };
  11728. }
  11729. /**
  11730. * @author mrdoob / http://mrdoob.com/
  11731. * @author alteredq / http://alteredqualia.com/
  11732. * @author bhouston / https://clara.io
  11733. * @author WestLangley / http://github.com/WestLangley
  11734. *
  11735. * parameters = {
  11736. *
  11737. * opacity: <float>,
  11738. *
  11739. * map: new THREE.Texture( <Image> ),
  11740. *
  11741. * alphaMap: new THREE.Texture( <Image> ),
  11742. *
  11743. * displacementMap: new THREE.Texture( <Image> ),
  11744. * displacementScale: <float>,
  11745. * displacementBias: <float>,
  11746. *
  11747. * wireframe: <boolean>,
  11748. * wireframeLinewidth: <float>
  11749. * }
  11750. */
  11751. function MeshDepthMaterial( parameters ) {
  11752. Material.call( this );
  11753. this.type = 'MeshDepthMaterial';
  11754. this.depthPacking = BasicDepthPacking;
  11755. this.skinning = false;
  11756. this.morphTargets = false;
  11757. this.map = null;
  11758. this.alphaMap = null;
  11759. this.displacementMap = null;
  11760. this.displacementScale = 1;
  11761. this.displacementBias = 0;
  11762. this.wireframe = false;
  11763. this.wireframeLinewidth = 1;
  11764. this.fog = false;
  11765. this.setValues( parameters );
  11766. }
  11767. MeshDepthMaterial.prototype = Object.create( Material.prototype );
  11768. MeshDepthMaterial.prototype.constructor = MeshDepthMaterial;
  11769. MeshDepthMaterial.prototype.isMeshDepthMaterial = true;
  11770. MeshDepthMaterial.prototype.copy = function ( source ) {
  11771. Material.prototype.copy.call( this, source );
  11772. this.depthPacking = source.depthPacking;
  11773. this.skinning = source.skinning;
  11774. this.morphTargets = source.morphTargets;
  11775. this.map = source.map;
  11776. this.alphaMap = source.alphaMap;
  11777. this.displacementMap = source.displacementMap;
  11778. this.displacementScale = source.displacementScale;
  11779. this.displacementBias = source.displacementBias;
  11780. this.wireframe = source.wireframe;
  11781. this.wireframeLinewidth = source.wireframeLinewidth;
  11782. return this;
  11783. };
  11784. /**
  11785. * @author WestLangley / http://github.com/WestLangley
  11786. *
  11787. * parameters = {
  11788. *
  11789. * referencePosition: <float>,
  11790. * nearDistance: <float>,
  11791. * farDistance: <float>,
  11792. *
  11793. * skinning: <bool>,
  11794. * morphTargets: <bool>,
  11795. *
  11796. * map: new THREE.Texture( <Image> ),
  11797. *
  11798. * alphaMap: new THREE.Texture( <Image> ),
  11799. *
  11800. * displacementMap: new THREE.Texture( <Image> ),
  11801. * displacementScale: <float>,
  11802. * displacementBias: <float>
  11803. *
  11804. * }
  11805. */
  11806. function MeshDistanceMaterial( parameters ) {
  11807. Material.call( this );
  11808. this.type = 'MeshDistanceMaterial';
  11809. this.referencePosition = new Vector3();
  11810. this.nearDistance = 1;
  11811. this.farDistance = 1000;
  11812. this.skinning = false;
  11813. this.morphTargets = false;
  11814. this.map = null;
  11815. this.alphaMap = null;
  11816. this.displacementMap = null;
  11817. this.displacementScale = 1;
  11818. this.displacementBias = 0;
  11819. this.fog = false;
  11820. this.setValues( parameters );
  11821. }
  11822. MeshDistanceMaterial.prototype = Object.create( Material.prototype );
  11823. MeshDistanceMaterial.prototype.constructor = MeshDistanceMaterial;
  11824. MeshDistanceMaterial.prototype.isMeshDistanceMaterial = true;
  11825. MeshDistanceMaterial.prototype.copy = function ( source ) {
  11826. Material.prototype.copy.call( this, source );
  11827. this.referencePosition.copy( source.referencePosition );
  11828. this.nearDistance = source.nearDistance;
  11829. this.farDistance = source.farDistance;
  11830. this.skinning = source.skinning;
  11831. this.morphTargets = source.morphTargets;
  11832. this.map = source.map;
  11833. this.alphaMap = source.alphaMap;
  11834. this.displacementMap = source.displacementMap;
  11835. this.displacementScale = source.displacementScale;
  11836. this.displacementBias = source.displacementBias;
  11837. return this;
  11838. };
  11839. var vsm_frag = "uniform sampler2D shadow_pass;\nuniform vec2 resolution;\nuniform float radius;\n#include <packing>\nvoid main() {\n float mean = 0.0;\n float squared_mean = 0.0;\n\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy ) / resolution ) );\n for ( float i = -1.0; i < 1.0 ; i += SAMPLE_RATE) {\n #ifdef HORIZONAL_PASS\n vec2 distribution = unpackRGBATo2Half( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( i, 0.0 ) * radius ) / resolution ) );\n mean += distribution.x;\n squared_mean += distribution.y * distribution.y + distribution.x * distribution.x;\n #else\n float depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( 0.0, i ) * radius ) / resolution ) );\n mean += depth;\n squared_mean += depth * depth;\n #endif\n }\n mean = mean * HALF_SAMPLE_RATE;\n squared_mean = squared_mean * HALF_SAMPLE_RATE;\n float std_dev = sqrt( squared_mean - mean * mean );\n gl_FragColor = pack2HalfToRGBA( vec2( mean, std_dev ) );\n}";
  11840. var vsm_vert = "void main() {\n\tgl_Position = vec4( position, 1.0 );\n}";
  11841. /**
  11842. * @author alteredq / http://alteredqualia.com/
  11843. * @author mrdoob / http://mrdoob.com/
  11844. */
  11845. function WebGLShadowMap( _renderer, _objects, maxTextureSize ) {
  11846. var _frustum = new Frustum(),
  11847. _shadowMapSize = new Vector2(),
  11848. _viewportSize = new Vector2(),
  11849. _viewport = new Vector4(),
  11850. _depthMaterials = [],
  11851. _distanceMaterials = [],
  11852. _materialCache = {};
  11853. var shadowSide = { 0: BackSide, 1: FrontSide, 2: DoubleSide };
  11854. var shadowMaterialVertical = new ShaderMaterial( {
  11855. defines: {
  11856. SAMPLE_RATE: 2.0 / 8.0,
  11857. HALF_SAMPLE_RATE: 1.0 / 8.0
  11858. },
  11859. uniforms: {
  11860. shadow_pass: { value: null },
  11861. resolution: { value: new Vector2() },
  11862. radius: { value: 4.0 }
  11863. },
  11864. vertexShader: vsm_vert,
  11865. fragmentShader: vsm_frag
  11866. } );
  11867. var shadowMaterialHorizonal = shadowMaterialVertical.clone();
  11868. shadowMaterialHorizonal.defines.HORIZONAL_PASS = 1;
  11869. var fullScreenTri = new BufferGeometry();
  11870. fullScreenTri.setAttribute(
  11871. "position",
  11872. new BufferAttribute(
  11873. new Float32Array( [ - 1, - 1, 0.5, 3, - 1, 0.5, - 1, 3, 0.5 ] ),
  11874. 3
  11875. )
  11876. );
  11877. var fullScreenMesh = new Mesh( fullScreenTri, shadowMaterialVertical );
  11878. var scope = this;
  11879. this.enabled = false;
  11880. this.autoUpdate = true;
  11881. this.needsUpdate = false;
  11882. this.type = PCFShadowMap;
  11883. this.render = function ( lights, scene, camera ) {
  11884. if ( scope.enabled === false ) { return; }
  11885. if ( scope.autoUpdate === false && scope.needsUpdate === false ) { return; }
  11886. if ( lights.length === 0 ) { return; }
  11887. var currentRenderTarget = _renderer.getRenderTarget();
  11888. var activeCubeFace = _renderer.getActiveCubeFace();
  11889. var activeMipmapLevel = _renderer.getActiveMipmapLevel();
  11890. var _state = _renderer.state;
  11891. // Set GL state for depth map.
  11892. _state.setBlending( NoBlending );
  11893. _state.buffers.color.setClear( 1, 1, 1, 1 );
  11894. _state.buffers.depth.setTest( true );
  11895. _state.setScissorTest( false );
  11896. // render depth map
  11897. for ( var i = 0, il = lights.length; i < il; i ++ ) {
  11898. var light = lights[ i ];
  11899. var shadow = light.shadow;
  11900. if ( shadow === undefined ) {
  11901. console.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' );
  11902. continue;
  11903. }
  11904. _shadowMapSize.copy( shadow.mapSize );
  11905. var shadowFrameExtents = shadow.getFrameExtents();
  11906. _shadowMapSize.multiply( shadowFrameExtents );
  11907. _viewportSize.copy( shadow.mapSize );
  11908. if ( _shadowMapSize.x > maxTextureSize || _shadowMapSize.y > maxTextureSize ) {
  11909. console.warn( 'THREE.WebGLShadowMap:', light, 'has shadow exceeding max texture size, reducing' );
  11910. if ( _shadowMapSize.x > maxTextureSize ) {
  11911. _viewportSize.x = Math.floor( maxTextureSize / shadowFrameExtents.x );
  11912. _shadowMapSize.x = _viewportSize.x * shadowFrameExtents.x;
  11913. shadow.mapSize.x = _viewportSize.x;
  11914. }
  11915. if ( _shadowMapSize.y > maxTextureSize ) {
  11916. _viewportSize.y = Math.floor( maxTextureSize / shadowFrameExtents.y );
  11917. _shadowMapSize.y = _viewportSize.y * shadowFrameExtents.y;
  11918. shadow.mapSize.y = _viewportSize.y;
  11919. }
  11920. }
  11921. if ( shadow.map === null && ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {
  11922. var pars = { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat };
  11923. shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  11924. shadow.map.texture.name = light.name + ".shadowMap";
  11925. shadow.mapPass = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  11926. shadow.camera.updateProjectionMatrix();
  11927. }
  11928. if ( shadow.map === null ) {
  11929. var pars = { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat };
  11930. shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  11931. shadow.map.texture.name = light.name + ".shadowMap";
  11932. shadow.camera.updateProjectionMatrix();
  11933. }
  11934. _renderer.setRenderTarget( shadow.map );
  11935. _renderer.clear();
  11936. var viewportCount = shadow.getViewportCount();
  11937. for ( var vp = 0; vp < viewportCount; vp ++ ) {
  11938. var viewport = shadow.getViewport( vp );
  11939. _viewport.set(
  11940. _viewportSize.x * viewport.x,
  11941. _viewportSize.y * viewport.y,
  11942. _viewportSize.x * viewport.z,
  11943. _viewportSize.y * viewport.w
  11944. );
  11945. _state.viewport( _viewport );
  11946. shadow.updateMatrices( light, vp );
  11947. _frustum = shadow.getFrustum();
  11948. renderObject( scene, camera, shadow.camera, light, this.type );
  11949. }
  11950. // do blur pass for VSM
  11951. if ( ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {
  11952. VSMPass( shadow, camera );
  11953. }
  11954. }
  11955. scope.needsUpdate = false;
  11956. _renderer.setRenderTarget( currentRenderTarget, activeCubeFace, activeMipmapLevel );
  11957. };
  11958. function VSMPass( shadow, camera ) {
  11959. var geometry = _objects.update( fullScreenMesh );
  11960. // vertical pass
  11961. shadowMaterialVertical.uniforms.shadow_pass.value = shadow.map.texture;
  11962. shadowMaterialVertical.uniforms.resolution.value = shadow.mapSize;
  11963. shadowMaterialVertical.uniforms.radius.value = shadow.radius;
  11964. _renderer.setRenderTarget( shadow.mapPass );
  11965. _renderer.clear();
  11966. _renderer.renderBufferDirect( camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null );
  11967. // horizonal pass
  11968. shadowMaterialHorizonal.uniforms.shadow_pass.value = shadow.mapPass.texture;
  11969. shadowMaterialHorizonal.uniforms.resolution.value = shadow.mapSize;
  11970. shadowMaterialHorizonal.uniforms.radius.value = shadow.radius;
  11971. _renderer.setRenderTarget( shadow.map );
  11972. _renderer.clear();
  11973. _renderer.renderBufferDirect( camera, null, geometry, shadowMaterialHorizonal, fullScreenMesh, null );
  11974. }
  11975. function getDepthMaterialVariant( useMorphing, useSkinning, useInstancing ) {
  11976. var index = useMorphing << 0 | useSkinning << 1 | useInstancing << 2;
  11977. var material = _depthMaterials[ index ];
  11978. if ( material === undefined ) {
  11979. material = new MeshDepthMaterial( {
  11980. depthPacking: RGBADepthPacking,
  11981. morphTargets: useMorphing,
  11982. skinning: useSkinning
  11983. } );
  11984. _depthMaterials[ index ] = material;
  11985. }
  11986. return material;
  11987. }
  11988. function getDistanceMaterialVariant( useMorphing, useSkinning, useInstancing ) {
  11989. var index = useMorphing << 0 | useSkinning << 1 | useInstancing << 2;
  11990. var material = _distanceMaterials[ index ];
  11991. if ( material === undefined ) {
  11992. material = new MeshDistanceMaterial( {
  11993. morphTargets: useMorphing,
  11994. skinning: useSkinning
  11995. } );
  11996. _distanceMaterials[ index ] = material;
  11997. }
  11998. return material;
  11999. }
  12000. function getDepthMaterial( object, material, light, shadowCameraNear, shadowCameraFar, type ) {
  12001. var geometry = object.geometry;
  12002. var result = null;
  12003. var getMaterialVariant = getDepthMaterialVariant;
  12004. var customMaterial = object.customDepthMaterial;
  12005. if ( light.isPointLight === true ) {
  12006. getMaterialVariant = getDistanceMaterialVariant;
  12007. customMaterial = object.customDistanceMaterial;
  12008. }
  12009. if ( customMaterial === undefined ) {
  12010. var useMorphing = false;
  12011. if ( material.morphTargets === true ) {
  12012. if ( geometry.isBufferGeometry === true ) {
  12013. useMorphing = geometry.morphAttributes && geometry.morphAttributes.position && geometry.morphAttributes.position.length > 0;
  12014. } else if ( geometry.isGeometry === true ) {
  12015. useMorphing = geometry.morphTargets && geometry.morphTargets.length > 0;
  12016. }
  12017. }
  12018. var useSkinning = false;
  12019. if ( object.isSkinnedMesh === true ) {
  12020. if ( material.skinning === true ) {
  12021. useSkinning = true;
  12022. } else {
  12023. console.warn( 'THREE.WebGLShadowMap: THREE.SkinnedMesh with material.skinning set to false:', object );
  12024. }
  12025. }
  12026. var useInstancing = object.isInstancedMesh === true;
  12027. result = getMaterialVariant( useMorphing, useSkinning, useInstancing );
  12028. } else {
  12029. result = customMaterial;
  12030. }
  12031. if ( _renderer.localClippingEnabled &&
  12032. material.clipShadows === true &&
  12033. material.clippingPlanes.length !== 0 ) {
  12034. // in this case we need a unique material instance reflecting the
  12035. // appropriate state
  12036. var keyA = result.uuid, keyB = material.uuid;
  12037. var materialsForVariant = _materialCache[ keyA ];
  12038. if ( materialsForVariant === undefined ) {
  12039. materialsForVariant = {};
  12040. _materialCache[ keyA ] = materialsForVariant;
  12041. }
  12042. var cachedMaterial = materialsForVariant[ keyB ];
  12043. if ( cachedMaterial === undefined ) {
  12044. cachedMaterial = result.clone();
  12045. materialsForVariant[ keyB ] = cachedMaterial;
  12046. }
  12047. result = cachedMaterial;
  12048. }
  12049. result.visible = material.visible;
  12050. result.wireframe = material.wireframe;
  12051. if ( type === VSMShadowMap ) {
  12052. result.side = ( material.shadowSide !== null ) ? material.shadowSide : material.side;
  12053. } else {
  12054. result.side = ( material.shadowSide !== null ) ? material.shadowSide : shadowSide[ material.side ];
  12055. }
  12056. result.clipShadows = material.clipShadows;
  12057. result.clippingPlanes = material.clippingPlanes;
  12058. result.clipIntersection = material.clipIntersection;
  12059. result.wireframeLinewidth = material.wireframeLinewidth;
  12060. result.linewidth = material.linewidth;
  12061. if ( light.isPointLight === true && result.isMeshDistanceMaterial === true ) {
  12062. result.referencePosition.setFromMatrixPosition( light.matrixWorld );
  12063. result.nearDistance = shadowCameraNear;
  12064. result.farDistance = shadowCameraFar;
  12065. }
  12066. return result;
  12067. }
  12068. function renderObject( object, camera, shadowCamera, light, type ) {
  12069. if ( object.visible === false ) { return; }
  12070. var visible = object.layers.test( camera.layers );
  12071. if ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) {
  12072. if ( ( object.castShadow || ( object.receiveShadow && type === VSMShadowMap ) ) && ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) ) {
  12073. object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
  12074. var geometry = _objects.update( object );
  12075. var material = object.material;
  12076. if ( Array.isArray( material ) ) {
  12077. var groups = geometry.groups;
  12078. for ( var k = 0, kl = groups.length; k < kl; k ++ ) {
  12079. var group = groups[ k ];
  12080. var groupMaterial = material[ group.materialIndex ];
  12081. if ( groupMaterial && groupMaterial.visible ) {
  12082. var depthMaterial = getDepthMaterial( object, groupMaterial, light, shadowCamera.near, shadowCamera.far, type );
  12083. _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group );
  12084. }
  12085. }
  12086. } else if ( material.visible ) {
  12087. var depthMaterial = getDepthMaterial( object, material, light, shadowCamera.near, shadowCamera.far, type );
  12088. _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null );
  12089. }
  12090. }
  12091. }
  12092. var children = object.children;
  12093. for ( var i = 0, l = children.length; i < l; i ++ ) {
  12094. renderObject( children[ i ], camera, shadowCamera, light, type );
  12095. }
  12096. }
  12097. }
  12098. /**
  12099. * @author mrdoob / http://mrdoob.com/
  12100. */
  12101. function WebGLState( gl, extensions, capabilities ) {
  12102. var isWebGL2 = capabilities.isWebGL2;
  12103. function ColorBuffer() {
  12104. var locked = false;
  12105. var color = new Vector4();
  12106. var currentColorMask = null;
  12107. var currentColorClear = new Vector4( 0, 0, 0, 0 );
  12108. return {
  12109. setMask: function ( colorMask ) {
  12110. if ( currentColorMask !== colorMask && ! locked ) {
  12111. gl.colorMask( colorMask, colorMask, colorMask, colorMask );
  12112. currentColorMask = colorMask;
  12113. }
  12114. },
  12115. setLocked: function ( lock ) {
  12116. locked = lock;
  12117. },
  12118. setClear: function ( r, g, b, a, premultipliedAlpha ) {
  12119. if ( premultipliedAlpha === true ) {
  12120. r *= a; g *= a; b *= a;
  12121. }
  12122. color.set( r, g, b, a );
  12123. if ( currentColorClear.equals( color ) === false ) {
  12124. gl.clearColor( r, g, b, a );
  12125. currentColorClear.copy( color );
  12126. }
  12127. },
  12128. reset: function () {
  12129. locked = false;
  12130. currentColorMask = null;
  12131. currentColorClear.set( - 1, 0, 0, 0 ); // set to invalid state
  12132. }
  12133. };
  12134. }
  12135. function DepthBuffer() {
  12136. var locked = false;
  12137. var currentDepthMask = null;
  12138. var currentDepthFunc = null;
  12139. var currentDepthClear = null;
  12140. return {
  12141. setTest: function ( depthTest ) {
  12142. if ( depthTest ) {
  12143. enable( 2929 );
  12144. } else {
  12145. disable( 2929 );
  12146. }
  12147. },
  12148. setMask: function ( depthMask ) {
  12149. if ( currentDepthMask !== depthMask && ! locked ) {
  12150. gl.depthMask( depthMask );
  12151. currentDepthMask = depthMask;
  12152. }
  12153. },
  12154. setFunc: function ( depthFunc ) {
  12155. if ( currentDepthFunc !== depthFunc ) {
  12156. if ( depthFunc ) {
  12157. switch ( depthFunc ) {
  12158. case NeverDepth:
  12159. gl.depthFunc( 512 );
  12160. break;
  12161. case AlwaysDepth:
  12162. gl.depthFunc( 519 );
  12163. break;
  12164. case LessDepth:
  12165. gl.depthFunc( 513 );
  12166. break;
  12167. case LessEqualDepth:
  12168. gl.depthFunc( 515 );
  12169. break;
  12170. case EqualDepth:
  12171. gl.depthFunc( 514 );
  12172. break;
  12173. case GreaterEqualDepth:
  12174. gl.depthFunc( 518 );
  12175. break;
  12176. case GreaterDepth:
  12177. gl.depthFunc( 516 );
  12178. break;
  12179. case NotEqualDepth:
  12180. gl.depthFunc( 517 );
  12181. break;
  12182. default:
  12183. gl.depthFunc( 515 );
  12184. }
  12185. } else {
  12186. gl.depthFunc( 515 );
  12187. }
  12188. currentDepthFunc = depthFunc;
  12189. }
  12190. },
  12191. setLocked: function ( lock ) {
  12192. locked = lock;
  12193. },
  12194. setClear: function ( depth ) {
  12195. if ( currentDepthClear !== depth ) {
  12196. gl.clearDepth( depth );
  12197. currentDepthClear = depth;
  12198. }
  12199. },
  12200. reset: function () {
  12201. locked = false;
  12202. currentDepthMask = null;
  12203. currentDepthFunc = null;
  12204. currentDepthClear = null;
  12205. }
  12206. };
  12207. }
  12208. function StencilBuffer() {
  12209. var locked = false;
  12210. var currentStencilMask = null;
  12211. var currentStencilFunc = null;
  12212. var currentStencilRef = null;
  12213. var currentStencilFuncMask = null;
  12214. var currentStencilFail = null;
  12215. var currentStencilZFail = null;
  12216. var currentStencilZPass = null;
  12217. var currentStencilClear = null;
  12218. return {
  12219. setTest: function ( stencilTest ) {
  12220. if ( ! locked ) {
  12221. if ( stencilTest ) {
  12222. enable( 2960 );
  12223. } else {
  12224. disable( 2960 );
  12225. }
  12226. }
  12227. },
  12228. setMask: function ( stencilMask ) {
  12229. if ( currentStencilMask !== stencilMask && ! locked ) {
  12230. gl.stencilMask( stencilMask );
  12231. currentStencilMask = stencilMask;
  12232. }
  12233. },
  12234. setFunc: function ( stencilFunc, stencilRef, stencilMask ) {
  12235. if ( currentStencilFunc !== stencilFunc ||
  12236. currentStencilRef !== stencilRef ||
  12237. currentStencilFuncMask !== stencilMask ) {
  12238. gl.stencilFunc( stencilFunc, stencilRef, stencilMask );
  12239. currentStencilFunc = stencilFunc;
  12240. currentStencilRef = stencilRef;
  12241. currentStencilFuncMask = stencilMask;
  12242. }
  12243. },
  12244. setOp: function ( stencilFail, stencilZFail, stencilZPass ) {
  12245. if ( currentStencilFail !== stencilFail ||
  12246. currentStencilZFail !== stencilZFail ||
  12247. currentStencilZPass !== stencilZPass ) {
  12248. gl.stencilOp( stencilFail, stencilZFail, stencilZPass );
  12249. currentStencilFail = stencilFail;
  12250. currentStencilZFail = stencilZFail;
  12251. currentStencilZPass = stencilZPass;
  12252. }
  12253. },
  12254. setLocked: function ( lock ) {
  12255. locked = lock;
  12256. },
  12257. setClear: function ( stencil ) {
  12258. if ( currentStencilClear !== stencil ) {
  12259. gl.clearStencil( stencil );
  12260. currentStencilClear = stencil;
  12261. }
  12262. },
  12263. reset: function () {
  12264. locked = false;
  12265. currentStencilMask = null;
  12266. currentStencilFunc = null;
  12267. currentStencilRef = null;
  12268. currentStencilFuncMask = null;
  12269. currentStencilFail = null;
  12270. currentStencilZFail = null;
  12271. currentStencilZPass = null;
  12272. currentStencilClear = null;
  12273. }
  12274. };
  12275. }
  12276. //
  12277. var colorBuffer = new ColorBuffer();
  12278. var depthBuffer = new DepthBuffer();
  12279. var stencilBuffer = new StencilBuffer();
  12280. var maxVertexAttributes = gl.getParameter( 34921 );
  12281. var newAttributes = new Uint8Array( maxVertexAttributes );
  12282. var enabledAttributes = new Uint8Array( maxVertexAttributes );
  12283. var attributeDivisors = new Uint8Array( maxVertexAttributes );
  12284. var enabledCapabilities = {};
  12285. var currentProgram = null;
  12286. var currentBlendingEnabled = null;
  12287. var currentBlending = null;
  12288. var currentBlendEquation = null;
  12289. var currentBlendSrc = null;
  12290. var currentBlendDst = null;
  12291. var currentBlendEquationAlpha = null;
  12292. var currentBlendSrcAlpha = null;
  12293. var currentBlendDstAlpha = null;
  12294. var currentPremultipledAlpha = false;
  12295. var currentFlipSided = null;
  12296. var currentCullFace = null;
  12297. var currentLineWidth = null;
  12298. var currentPolygonOffsetFactor = null;
  12299. var currentPolygonOffsetUnits = null;
  12300. var maxTextures = gl.getParameter( 35661 );
  12301. var lineWidthAvailable = false;
  12302. var version = 0;
  12303. var glVersion = gl.getParameter( 7938 );
  12304. if ( glVersion.indexOf( 'WebGL' ) !== - 1 ) {
  12305. version = parseFloat( /^WebGL\ ([0-9])/.exec( glVersion )[ 1 ] );
  12306. lineWidthAvailable = ( version >= 1.0 );
  12307. } else if ( glVersion.indexOf( 'OpenGL ES' ) !== - 1 ) {
  12308. version = parseFloat( /^OpenGL\ ES\ ([0-9])/.exec( glVersion )[ 1 ] );
  12309. lineWidthAvailable = ( version >= 2.0 );
  12310. }
  12311. var currentTextureSlot = null;
  12312. var currentBoundTextures = {};
  12313. var currentScissor = new Vector4();
  12314. var currentViewport = new Vector4();
  12315. function createTexture( type, target, count ) {
  12316. var data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4.
  12317. var texture = gl.createTexture();
  12318. gl.bindTexture( type, texture );
  12319. gl.texParameteri( type, 10241, 9728 );
  12320. gl.texParameteri( type, 10240, 9728 );
  12321. for ( var i = 0; i < count; i ++ ) {
  12322. gl.texImage2D( target + i, 0, 6408, 1, 1, 0, 6408, 5121, data );
  12323. }
  12324. return texture;
  12325. }
  12326. var emptyTextures = {};
  12327. emptyTextures[ 3553 ] = createTexture( 3553, 3553, 1 );
  12328. emptyTextures[ 34067 ] = createTexture( 34067, 34069, 6 );
  12329. // init
  12330. colorBuffer.setClear( 0, 0, 0, 1 );
  12331. depthBuffer.setClear( 1 );
  12332. stencilBuffer.setClear( 0 );
  12333. enable( 2929 );
  12334. depthBuffer.setFunc( LessEqualDepth );
  12335. setFlipSided( false );
  12336. setCullFace( CullFaceBack );
  12337. enable( 2884 );
  12338. setBlending( NoBlending );
  12339. //
  12340. function initAttributes() {
  12341. for ( var i = 0, l = newAttributes.length; i < l; i ++ ) {
  12342. newAttributes[ i ] = 0;
  12343. }
  12344. }
  12345. function enableAttribute( attribute ) {
  12346. enableAttributeAndDivisor( attribute, 0 );
  12347. }
  12348. function enableAttributeAndDivisor( attribute, meshPerAttribute ) {
  12349. newAttributes[ attribute ] = 1;
  12350. if ( enabledAttributes[ attribute ] === 0 ) {
  12351. gl.enableVertexAttribArray( attribute );
  12352. enabledAttributes[ attribute ] = 1;
  12353. }
  12354. if ( attributeDivisors[ attribute ] !== meshPerAttribute ) {
  12355. var extension = isWebGL2 ? gl : extensions.get( 'ANGLE_instanced_arrays' );
  12356. extension[ isWebGL2 ? 'vertexAttribDivisor' : 'vertexAttribDivisorANGLE' ]( attribute, meshPerAttribute );
  12357. attributeDivisors[ attribute ] = meshPerAttribute;
  12358. }
  12359. }
  12360. function disableUnusedAttributes() {
  12361. for ( var i = 0, l = enabledAttributes.length; i !== l; ++ i ) {
  12362. if ( enabledAttributes[ i ] !== newAttributes[ i ] ) {
  12363. gl.disableVertexAttribArray( i );
  12364. enabledAttributes[ i ] = 0;
  12365. }
  12366. }
  12367. }
  12368. function enable( id ) {
  12369. if ( enabledCapabilities[ id ] !== true ) {
  12370. gl.enable( id );
  12371. enabledCapabilities[ id ] = true;
  12372. }
  12373. }
  12374. function disable( id ) {
  12375. if ( enabledCapabilities[ id ] !== false ) {
  12376. gl.disable( id );
  12377. enabledCapabilities[ id ] = false;
  12378. }
  12379. }
  12380. function useProgram( program ) {
  12381. if ( currentProgram !== program ) {
  12382. gl.useProgram( program );
  12383. currentProgram = program;
  12384. return true;
  12385. }
  12386. return false;
  12387. }
  12388. var equationToGL = {};
  12389. equationToGL[ AddEquation ] = 32774;
  12390. equationToGL[ SubtractEquation ] = 32778;
  12391. equationToGL[ ReverseSubtractEquation ] = 32779;
  12392. if ( isWebGL2 ) {
  12393. equationToGL[ MinEquation ] = 32775;
  12394. equationToGL[ MaxEquation ] = 32776;
  12395. } else {
  12396. var extension = extensions.get( 'EXT_blend_minmax' );
  12397. if ( extension !== null ) {
  12398. equationToGL[ MinEquation ] = extension.MIN_EXT;
  12399. equationToGL[ MaxEquation ] = extension.MAX_EXT;
  12400. }
  12401. }
  12402. var factorToGL = {};
  12403. factorToGL[ ZeroFactor ] = 0;
  12404. factorToGL[ OneFactor ] = 1;
  12405. factorToGL[ SrcColorFactor ] = 768;
  12406. factorToGL[ SrcAlphaFactor ] = 770;
  12407. factorToGL[ SrcAlphaSaturateFactor ] = 776;
  12408. factorToGL[ DstColorFactor ] = 774;
  12409. factorToGL[ DstAlphaFactor ] = 772;
  12410. factorToGL[ OneMinusSrcColorFactor ] = 769;
  12411. factorToGL[ OneMinusSrcAlphaFactor ] = 771;
  12412. factorToGL[ OneMinusDstColorFactor ] = 775;
  12413. factorToGL[ OneMinusDstAlphaFactor ] = 773;
  12414. function setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) {
  12415. if ( blending === NoBlending ) {
  12416. if ( currentBlendingEnabled ) {
  12417. disable( 3042 );
  12418. currentBlendingEnabled = false;
  12419. }
  12420. return;
  12421. }
  12422. if ( ! currentBlendingEnabled ) {
  12423. enable( 3042 );
  12424. currentBlendingEnabled = true;
  12425. }
  12426. if ( blending !== CustomBlending ) {
  12427. if ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) {
  12428. if ( currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation ) {
  12429. gl.blendEquation( 32774 );
  12430. currentBlendEquation = AddEquation;
  12431. currentBlendEquationAlpha = AddEquation;
  12432. }
  12433. if ( premultipliedAlpha ) {
  12434. switch ( blending ) {
  12435. case NormalBlending:
  12436. gl.blendFuncSeparate( 1, 771, 1, 771 );
  12437. break;
  12438. case AdditiveBlending:
  12439. gl.blendFunc( 1, 1 );
  12440. break;
  12441. case SubtractiveBlending:
  12442. gl.blendFuncSeparate( 0, 0, 769, 771 );
  12443. break;
  12444. case MultiplyBlending:
  12445. gl.blendFuncSeparate( 0, 768, 0, 770 );
  12446. break;
  12447. default:
  12448. console.error( 'THREE.WebGLState: Invalid blending: ', blending );
  12449. break;
  12450. }
  12451. } else {
  12452. switch ( blending ) {
  12453. case NormalBlending:
  12454. gl.blendFuncSeparate( 770, 771, 1, 771 );
  12455. break;
  12456. case AdditiveBlending:
  12457. gl.blendFunc( 770, 1 );
  12458. break;
  12459. case SubtractiveBlending:
  12460. gl.blendFunc( 0, 769 );
  12461. break;
  12462. case MultiplyBlending:
  12463. gl.blendFunc( 0, 768 );
  12464. break;
  12465. default:
  12466. console.error( 'THREE.WebGLState: Invalid blending: ', blending );
  12467. break;
  12468. }
  12469. }
  12470. currentBlendSrc = null;
  12471. currentBlendDst = null;
  12472. currentBlendSrcAlpha = null;
  12473. currentBlendDstAlpha = null;
  12474. currentBlending = blending;
  12475. currentPremultipledAlpha = premultipliedAlpha;
  12476. }
  12477. return;
  12478. }
  12479. // custom blending
  12480. blendEquationAlpha = blendEquationAlpha || blendEquation;
  12481. blendSrcAlpha = blendSrcAlpha || blendSrc;
  12482. blendDstAlpha = blendDstAlpha || blendDst;
  12483. if ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) {
  12484. gl.blendEquationSeparate( equationToGL[ blendEquation ], equationToGL[ blendEquationAlpha ] );
  12485. currentBlendEquation = blendEquation;
  12486. currentBlendEquationAlpha = blendEquationAlpha;
  12487. }
  12488. if ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) {
  12489. gl.blendFuncSeparate( factorToGL[ blendSrc ], factorToGL[ blendDst ], factorToGL[ blendSrcAlpha ], factorToGL[ blendDstAlpha ] );
  12490. currentBlendSrc = blendSrc;
  12491. currentBlendDst = blendDst;
  12492. currentBlendSrcAlpha = blendSrcAlpha;
  12493. currentBlendDstAlpha = blendDstAlpha;
  12494. }
  12495. currentBlending = blending;
  12496. currentPremultipledAlpha = null;
  12497. }
  12498. function setMaterial( material, frontFaceCW ) {
  12499. material.side === DoubleSide
  12500. ? disable( 2884 )
  12501. : enable( 2884 );
  12502. var flipSided = ( material.side === BackSide );
  12503. if ( frontFaceCW ) { flipSided = ! flipSided; }
  12504. setFlipSided( flipSided );
  12505. ( material.blending === NormalBlending && material.transparent === false )
  12506. ? setBlending( NoBlending )
  12507. : setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha );
  12508. depthBuffer.setFunc( material.depthFunc );
  12509. depthBuffer.setTest( material.depthTest );
  12510. depthBuffer.setMask( material.depthWrite );
  12511. colorBuffer.setMask( material.colorWrite );
  12512. var stencilWrite = material.stencilWrite;
  12513. stencilBuffer.setTest( stencilWrite );
  12514. if ( stencilWrite ) {
  12515. stencilBuffer.setMask( material.stencilWriteMask );
  12516. stencilBuffer.setFunc( material.stencilFunc, material.stencilRef, material.stencilFuncMask );
  12517. stencilBuffer.setOp( material.stencilFail, material.stencilZFail, material.stencilZPass );
  12518. }
  12519. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  12520. }
  12521. //
  12522. function setFlipSided( flipSided ) {
  12523. if ( currentFlipSided !== flipSided ) {
  12524. if ( flipSided ) {
  12525. gl.frontFace( 2304 );
  12526. } else {
  12527. gl.frontFace( 2305 );
  12528. }
  12529. currentFlipSided = flipSided;
  12530. }
  12531. }
  12532. function setCullFace( cullFace ) {
  12533. if ( cullFace !== CullFaceNone ) {
  12534. enable( 2884 );
  12535. if ( cullFace !== currentCullFace ) {
  12536. if ( cullFace === CullFaceBack ) {
  12537. gl.cullFace( 1029 );
  12538. } else if ( cullFace === CullFaceFront ) {
  12539. gl.cullFace( 1028 );
  12540. } else {
  12541. gl.cullFace( 1032 );
  12542. }
  12543. }
  12544. } else {
  12545. disable( 2884 );
  12546. }
  12547. currentCullFace = cullFace;
  12548. }
  12549. function setLineWidth( width ) {
  12550. if ( width !== currentLineWidth ) {
  12551. if ( lineWidthAvailable ) { gl.lineWidth( width ); }
  12552. currentLineWidth = width;
  12553. }
  12554. }
  12555. function setPolygonOffset( polygonOffset, factor, units ) {
  12556. if ( polygonOffset ) {
  12557. enable( 32823 );
  12558. if ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) {
  12559. gl.polygonOffset( factor, units );
  12560. currentPolygonOffsetFactor = factor;
  12561. currentPolygonOffsetUnits = units;
  12562. }
  12563. } else {
  12564. disable( 32823 );
  12565. }
  12566. }
  12567. function setScissorTest( scissorTest ) {
  12568. if ( scissorTest ) {
  12569. enable( 3089 );
  12570. } else {
  12571. disable( 3089 );
  12572. }
  12573. }
  12574. // texture
  12575. function activeTexture( webglSlot ) {
  12576. if ( webglSlot === undefined ) { webglSlot = 33984 + maxTextures - 1; }
  12577. if ( currentTextureSlot !== webglSlot ) {
  12578. gl.activeTexture( webglSlot );
  12579. currentTextureSlot = webglSlot;
  12580. }
  12581. }
  12582. function bindTexture( webglType, webglTexture ) {
  12583. if ( currentTextureSlot === null ) {
  12584. activeTexture();
  12585. }
  12586. var boundTexture = currentBoundTextures[ currentTextureSlot ];
  12587. if ( boundTexture === undefined ) {
  12588. boundTexture = { type: undefined, texture: undefined };
  12589. currentBoundTextures[ currentTextureSlot ] = boundTexture;
  12590. }
  12591. if ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) {
  12592. gl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] );
  12593. boundTexture.type = webglType;
  12594. boundTexture.texture = webglTexture;
  12595. }
  12596. }
  12597. function unbindTexture() {
  12598. var boundTexture = currentBoundTextures[ currentTextureSlot ];
  12599. if ( boundTexture !== undefined && boundTexture.type !== undefined ) {
  12600. gl.bindTexture( boundTexture.type, null );
  12601. boundTexture.type = undefined;
  12602. boundTexture.texture = undefined;
  12603. }
  12604. }
  12605. function compressedTexImage2D() {
  12606. try {
  12607. gl.compressedTexImage2D.apply( gl, arguments );
  12608. } catch ( error ) {
  12609. console.error( 'THREE.WebGLState:', error );
  12610. }
  12611. }
  12612. function texImage2D() {
  12613. try {
  12614. gl.texImage2D.apply( gl, arguments );
  12615. } catch ( error ) {
  12616. console.error( 'THREE.WebGLState:', error );
  12617. }
  12618. }
  12619. function texImage3D() {
  12620. try {
  12621. gl.texImage3D.apply( gl, arguments );
  12622. } catch ( error ) {
  12623. console.error( 'THREE.WebGLState:', error );
  12624. }
  12625. }
  12626. //
  12627. function scissor( scissor ) {
  12628. if ( currentScissor.equals( scissor ) === false ) {
  12629. gl.scissor( scissor.x, scissor.y, scissor.z, scissor.w );
  12630. currentScissor.copy( scissor );
  12631. }
  12632. }
  12633. function viewport( viewport ) {
  12634. if ( currentViewport.equals( viewport ) === false ) {
  12635. gl.viewport( viewport.x, viewport.y, viewport.z, viewport.w );
  12636. currentViewport.copy( viewport );
  12637. }
  12638. }
  12639. //
  12640. function reset() {
  12641. for ( var i = 0; i < enabledAttributes.length; i ++ ) {
  12642. if ( enabledAttributes[ i ] === 1 ) {
  12643. gl.disableVertexAttribArray( i );
  12644. enabledAttributes[ i ] = 0;
  12645. }
  12646. }
  12647. enabledCapabilities = {};
  12648. currentTextureSlot = null;
  12649. currentBoundTextures = {};
  12650. currentProgram = null;
  12651. currentBlending = null;
  12652. currentFlipSided = null;
  12653. currentCullFace = null;
  12654. colorBuffer.reset();
  12655. depthBuffer.reset();
  12656. stencilBuffer.reset();
  12657. }
  12658. return {
  12659. buffers: {
  12660. color: colorBuffer,
  12661. depth: depthBuffer,
  12662. stencil: stencilBuffer
  12663. },
  12664. initAttributes: initAttributes,
  12665. enableAttribute: enableAttribute,
  12666. enableAttributeAndDivisor: enableAttributeAndDivisor,
  12667. disableUnusedAttributes: disableUnusedAttributes,
  12668. enable: enable,
  12669. disable: disable,
  12670. useProgram: useProgram,
  12671. setBlending: setBlending,
  12672. setMaterial: setMaterial,
  12673. setFlipSided: setFlipSided,
  12674. setCullFace: setCullFace,
  12675. setLineWidth: setLineWidth,
  12676. setPolygonOffset: setPolygonOffset,
  12677. setScissorTest: setScissorTest,
  12678. activeTexture: activeTexture,
  12679. bindTexture: bindTexture,
  12680. unbindTexture: unbindTexture,
  12681. compressedTexImage2D: compressedTexImage2D,
  12682. texImage2D: texImage2D,
  12683. texImage3D: texImage3D,
  12684. scissor: scissor,
  12685. viewport: viewport,
  12686. reset: reset
  12687. };
  12688. }
  12689. /**
  12690. * @author mrdoob / http://mrdoob.com/
  12691. */
  12692. function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ) {
  12693. var isWebGL2 = capabilities.isWebGL2;
  12694. var maxTextures = capabilities.maxTextures;
  12695. var maxCubemapSize = capabilities.maxCubemapSize;
  12696. var maxTextureSize = capabilities.maxTextureSize;
  12697. var maxSamples = capabilities.maxSamples;
  12698. var _videoTextures = new WeakMap();
  12699. var _canvas;
  12700. // cordova iOS (as of 5.0) still uses UIWebView, which provides OffscreenCanvas,
  12701. // also OffscreenCanvas.getContext("webgl"), but not OffscreenCanvas.getContext("2d")!
  12702. // Some implementations may only implement OffscreenCanvas partially (e.g. lacking 2d).
  12703. var useOffscreenCanvas = false;
  12704. try {
  12705. useOffscreenCanvas = typeof OffscreenCanvas !== 'undefined'
  12706. && ( new OffscreenCanvas( 1, 1 ).getContext( "2d" ) ) !== null;
  12707. } catch ( err ) {
  12708. // Ignore any errors
  12709. }
  12710. function createCanvas( width, height ) {
  12711. // Use OffscreenCanvas when available. Specially needed in web workers
  12712. return useOffscreenCanvas ?
  12713. new OffscreenCanvas( width, height ) :
  12714. document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
  12715. }
  12716. function resizeImage( image, needsPowerOfTwo, needsNewCanvas, maxSize ) {
  12717. var scale = 1;
  12718. // handle case if texture exceeds max size
  12719. if ( image.width > maxSize || image.height > maxSize ) {
  12720. scale = maxSize / Math.max( image.width, image.height );
  12721. }
  12722. // only perform resize if necessary
  12723. if ( scale < 1 || needsPowerOfTwo === true ) {
  12724. // only perform resize for certain image types
  12725. if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
  12726. ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
  12727. ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
  12728. var floor = needsPowerOfTwo ? _Math.floorPowerOfTwo : Math.floor;
  12729. var width = floor( scale * image.width );
  12730. var height = floor( scale * image.height );
  12731. if ( _canvas === undefined ) { _canvas = createCanvas( width, height ); }
  12732. // cube textures can't reuse the same canvas
  12733. var canvas = needsNewCanvas ? createCanvas( width, height ) : _canvas;
  12734. canvas.width = width;
  12735. canvas.height = height;
  12736. var context = canvas.getContext( '2d' );
  12737. context.drawImage( image, 0, 0, width, height );
  12738. console.warn( 'THREE.WebGLRenderer: Texture has been resized from (' + image.width + 'x' + image.height + ') to (' + width + 'x' + height + ').' );
  12739. return canvas;
  12740. } else {
  12741. if ( 'data' in image ) {
  12742. console.warn( 'THREE.WebGLRenderer: Image in DataTexture is too big (' + image.width + 'x' + image.height + ').' );
  12743. }
  12744. return image;
  12745. }
  12746. }
  12747. return image;
  12748. }
  12749. function isPowerOfTwo( image ) {
  12750. return _Math.isPowerOfTwo( image.width ) && _Math.isPowerOfTwo( image.height );
  12751. }
  12752. function textureNeedsPowerOfTwo( texture ) {
  12753. if ( isWebGL2 ) { return false; }
  12754. return ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) ||
  12755. ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter );
  12756. }
  12757. function textureNeedsGenerateMipmaps( texture, supportsMips ) {
  12758. return texture.generateMipmaps && supportsMips &&
  12759. texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter;
  12760. }
  12761. function generateMipmap( target, texture, width, height ) {
  12762. _gl.generateMipmap( target );
  12763. var textureProperties = properties.get( texture );
  12764. // Note: Math.log( x ) * Math.LOG2E used instead of Math.log2( x ) which is not supported by IE11
  12765. textureProperties.__maxMipLevel = Math.log( Math.max( width, height ) ) * Math.LOG2E;
  12766. }
  12767. function getInternalFormat( internalFormatName, glFormat, glType ) {
  12768. if ( isWebGL2 === false ) { return glFormat; }
  12769. if ( internalFormatName !== null ) {
  12770. if ( _gl[ internalFormatName ] !== undefined ) { return _gl[ internalFormatName ]; }
  12771. console.warn( 'THREE.WebGLRenderer: Attempt to use non-existing WebGL internal format \'' + internalFormatName + '\'' );
  12772. }
  12773. var internalFormat = glFormat;
  12774. if ( glFormat === 6403 ) {
  12775. if ( glType === 5126 ) { internalFormat = 33326; }
  12776. if ( glType === 5131 ) { internalFormat = 33325; }
  12777. if ( glType === 5121 ) { internalFormat = 33321; }
  12778. }
  12779. if ( glFormat === 6407 ) {
  12780. if ( glType === 5126 ) { internalFormat = 34837; }
  12781. if ( glType === 5131 ) { internalFormat = 34843; }
  12782. if ( glType === 5121 ) { internalFormat = 32849; }
  12783. }
  12784. if ( glFormat === 6408 ) {
  12785. if ( glType === 5126 ) { internalFormat = 34836; }
  12786. if ( glType === 5131 ) { internalFormat = 34842; }
  12787. if ( glType === 5121 ) { internalFormat = 32856; }
  12788. }
  12789. if ( internalFormat === 33325 || internalFormat === 33326 ||
  12790. internalFormat === 34842 || internalFormat === 34836 ) {
  12791. extensions.get( 'EXT_color_buffer_float' );
  12792. } else if ( internalFormat === 34843 || internalFormat === 34837 ) {
  12793. console.warn( 'THREE.WebGLRenderer: Floating point textures with RGB format not supported. Please use RGBA instead.' );
  12794. }
  12795. return internalFormat;
  12796. }
  12797. // Fallback filters for non-power-of-2 textures
  12798. function filterFallback( f ) {
  12799. if ( f === NearestFilter || f === NearestMipmapNearestFilter || f === NearestMipmapLinearFilter ) {
  12800. return 9728;
  12801. }
  12802. return 9729;
  12803. }
  12804. //
  12805. function onTextureDispose( event ) {
  12806. var texture = event.target;
  12807. texture.removeEventListener( 'dispose', onTextureDispose );
  12808. deallocateTexture( texture );
  12809. if ( texture.isVideoTexture ) {
  12810. _videoTextures.delete( texture );
  12811. }
  12812. info.memory.textures --;
  12813. }
  12814. function onRenderTargetDispose( event ) {
  12815. var renderTarget = event.target;
  12816. renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
  12817. deallocateRenderTarget( renderTarget );
  12818. info.memory.textures --;
  12819. }
  12820. //
  12821. function deallocateTexture( texture ) {
  12822. var textureProperties = properties.get( texture );
  12823. if ( textureProperties.__webglInit === undefined ) { return; }
  12824. _gl.deleteTexture( textureProperties.__webglTexture );
  12825. properties.remove( texture );
  12826. }
  12827. function deallocateRenderTarget( renderTarget ) {
  12828. var renderTargetProperties = properties.get( renderTarget );
  12829. var textureProperties = properties.get( renderTarget.texture );
  12830. if ( ! renderTarget ) { return; }
  12831. if ( textureProperties.__webglTexture !== undefined ) {
  12832. _gl.deleteTexture( textureProperties.__webglTexture );
  12833. }
  12834. if ( renderTarget.depthTexture ) {
  12835. renderTarget.depthTexture.dispose();
  12836. }
  12837. if ( renderTarget.isWebGLRenderTargetCube ) {
  12838. for ( var i = 0; i < 6; i ++ ) {
  12839. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );
  12840. if ( renderTargetProperties.__webglDepthbuffer ) { _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] ); }
  12841. }
  12842. } else {
  12843. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );
  12844. if ( renderTargetProperties.__webglDepthbuffer ) { _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer ); }
  12845. }
  12846. if ( renderTarget.isWebGLMultiviewRenderTarget ) {
  12847. _gl.deleteTexture( renderTargetProperties.__webglColorTexture );
  12848. _gl.deleteTexture( renderTargetProperties.__webglDepthStencilTexture );
  12849. info.memory.textures -= 2;
  12850. for ( var i = 0, il = renderTargetProperties.__webglViewFramebuffers.length; i < il; i ++ ) {
  12851. _gl.deleteFramebuffer( renderTargetProperties.__webglViewFramebuffers[ i ] );
  12852. }
  12853. }
  12854. properties.remove( renderTarget.texture );
  12855. properties.remove( renderTarget );
  12856. }
  12857. //
  12858. var textureUnits = 0;
  12859. function resetTextureUnits() {
  12860. textureUnits = 0;
  12861. }
  12862. function allocateTextureUnit() {
  12863. var textureUnit = textureUnits;
  12864. if ( textureUnit >= maxTextures ) {
  12865. console.warn( 'THREE.WebGLTextures: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + maxTextures );
  12866. }
  12867. textureUnits += 1;
  12868. return textureUnit;
  12869. }
  12870. //
  12871. function setTexture2D( texture, slot ) {
  12872. var textureProperties = properties.get( texture );
  12873. if ( texture.isVideoTexture ) { updateVideoTexture( texture ); }
  12874. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12875. var image = texture.image;
  12876. if ( image === undefined ) {
  12877. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined' );
  12878. } else if ( image.complete === false ) {
  12879. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete' );
  12880. } else {
  12881. uploadTexture( textureProperties, texture, slot );
  12882. return;
  12883. }
  12884. }
  12885. state.activeTexture( 33984 + slot );
  12886. state.bindTexture( 3553, textureProperties.__webglTexture );
  12887. }
  12888. function setTexture2DArray( texture, slot ) {
  12889. var textureProperties = properties.get( texture );
  12890. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12891. uploadTexture( textureProperties, texture, slot );
  12892. return;
  12893. }
  12894. state.activeTexture( 33984 + slot );
  12895. state.bindTexture( 35866, textureProperties.__webglTexture );
  12896. }
  12897. function setTexture3D( texture, slot ) {
  12898. var textureProperties = properties.get( texture );
  12899. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12900. uploadTexture( textureProperties, texture, slot );
  12901. return;
  12902. }
  12903. state.activeTexture( 33984 + slot );
  12904. state.bindTexture( 32879, textureProperties.__webglTexture );
  12905. }
  12906. function setTextureCube( texture, slot ) {
  12907. if ( texture.image.length !== 6 ) { return; }
  12908. var textureProperties = properties.get( texture );
  12909. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12910. initTexture( textureProperties, texture );
  12911. state.activeTexture( 33984 + slot );
  12912. state.bindTexture( 34067, textureProperties.__webglTexture );
  12913. _gl.pixelStorei( 37440, texture.flipY );
  12914. var isCompressed = ( texture && texture.isCompressedTexture );
  12915. var isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture );
  12916. var cubeImage = [];
  12917. for ( var i = 0; i < 6; i ++ ) {
  12918. if ( ! isCompressed && ! isDataTexture ) {
  12919. cubeImage[ i ] = resizeImage( texture.image[ i ], false, true, maxCubemapSize );
  12920. } else {
  12921. cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
  12922. }
  12923. }
  12924. var image = cubeImage[ 0 ],
  12925. supportsMips = isPowerOfTwo( image ) || isWebGL2,
  12926. glFormat = utils.convert( texture.format ),
  12927. glType = utils.convert( texture.type ),
  12928. glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );
  12929. setTextureParameters( 34067, texture, supportsMips );
  12930. var mipmaps;
  12931. if ( isCompressed ) {
  12932. for ( var i = 0; i < 6; i ++ ) {
  12933. mipmaps = cubeImage[ i ].mipmaps;
  12934. for ( var j = 0; j < mipmaps.length; j ++ ) {
  12935. var mipmap = mipmaps[ j ];
  12936. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  12937. if ( glFormat !== null ) {
  12938. state.compressedTexImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  12939. } else {
  12940. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()' );
  12941. }
  12942. } else {
  12943. state.texImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  12944. }
  12945. }
  12946. }
  12947. textureProperties.__maxMipLevel = mipmaps.length - 1;
  12948. } else {
  12949. mipmaps = texture.mipmaps;
  12950. for ( var i = 0; i < 6; i ++ ) {
  12951. if ( isDataTexture ) {
  12952. state.texImage2D( 34069 + i, 0, glInternalFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );
  12953. for ( var j = 0; j < mipmaps.length; j ++ ) {
  12954. var mipmap = mipmaps[ j ];
  12955. var mipmapImage = mipmap.image[ i ].image;
  12956. state.texImage2D( 34069 + i, j + 1, glInternalFormat, mipmapImage.width, mipmapImage.height, 0, glFormat, glType, mipmapImage.data );
  12957. }
  12958. } else {
  12959. state.texImage2D( 34069 + i, 0, glInternalFormat, glFormat, glType, cubeImage[ i ] );
  12960. for ( var j = 0; j < mipmaps.length; j ++ ) {
  12961. var mipmap = mipmaps[ j ];
  12962. state.texImage2D( 34069 + i, j + 1, glInternalFormat, glFormat, glType, mipmap.image[ i ] );
  12963. }
  12964. }
  12965. }
  12966. textureProperties.__maxMipLevel = mipmaps.length;
  12967. }
  12968. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  12969. // We assume images for cube map have the same size.
  12970. generateMipmap( 34067, texture, image.width, image.height );
  12971. }
  12972. textureProperties.__version = texture.version;
  12973. if ( texture.onUpdate ) { texture.onUpdate( texture ); }
  12974. } else {
  12975. state.activeTexture( 33984 + slot );
  12976. state.bindTexture( 34067, textureProperties.__webglTexture );
  12977. }
  12978. }
  12979. function setTextureCubeDynamic( texture, slot ) {
  12980. state.activeTexture( 33984 + slot );
  12981. state.bindTexture( 34067, properties.get( texture ).__webglTexture );
  12982. }
  12983. var wrappingToGL = {};
  12984. wrappingToGL[ RepeatWrapping ] = 10497;
  12985. wrappingToGL[ ClampToEdgeWrapping ] = 33071;
  12986. wrappingToGL[ MirroredRepeatWrapping ] = 33648;
  12987. var filterToGL = {};
  12988. filterToGL[ NearestFilter ] = 9728;
  12989. filterToGL[ NearestMipmapNearestFilter ] = 9984;
  12990. filterToGL[ NearestMipmapLinearFilter ] = 9986;
  12991. filterToGL[ LinearFilter ] = 9729;
  12992. filterToGL[ LinearMipmapNearestFilter ] = 9985;
  12993. filterToGL[ LinearMipmapLinearFilter ] = 9987;
  12994. function setTextureParameters( textureType, texture, supportsMips ) {
  12995. if ( supportsMips ) {
  12996. _gl.texParameteri( textureType, 10242, wrappingToGL[ texture.wrapS ] );
  12997. _gl.texParameteri( textureType, 10243, wrappingToGL[ texture.wrapT ] );
  12998. if ( textureType === 32879 || textureType === 35866 ) {
  12999. _gl.texParameteri( textureType, 32882, wrappingToGL[ texture.wrapR ] );
  13000. }
  13001. _gl.texParameteri( textureType, 10240, filterToGL[ texture.magFilter ] );
  13002. _gl.texParameteri( textureType, 10241, filterToGL[ texture.minFilter ] );
  13003. } else {
  13004. _gl.texParameteri( textureType, 10242, 33071 );
  13005. _gl.texParameteri( textureType, 10243, 33071 );
  13006. if ( textureType === 32879 || textureType === 35866 ) {
  13007. _gl.texParameteri( textureType, 32882, 33071 );
  13008. }
  13009. if ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) {
  13010. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.' );
  13011. }
  13012. _gl.texParameteri( textureType, 10240, filterFallback( texture.magFilter ) );
  13013. _gl.texParameteri( textureType, 10241, filterFallback( texture.minFilter ) );
  13014. if ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) {
  13015. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.' );
  13016. }
  13017. }
  13018. var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  13019. if ( extension ) {
  13020. if ( texture.type === FloatType && extensions.get( 'OES_texture_float_linear' ) === null ) { return; }
  13021. if ( texture.type === HalfFloatType && ( isWebGL2 || extensions.get( 'OES_texture_half_float_linear' ) ) === null ) { return; }
  13022. if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {
  13023. _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) );
  13024. properties.get( texture ).__currentAnisotropy = texture.anisotropy;
  13025. }
  13026. }
  13027. }
  13028. function initTexture( textureProperties, texture ) {
  13029. if ( textureProperties.__webglInit === undefined ) {
  13030. textureProperties.__webglInit = true;
  13031. texture.addEventListener( 'dispose', onTextureDispose );
  13032. textureProperties.__webglTexture = _gl.createTexture();
  13033. info.memory.textures ++;
  13034. }
  13035. }
  13036. function uploadTexture( textureProperties, texture, slot ) {
  13037. var textureType = 3553;
  13038. if ( texture.isDataTexture2DArray ) { textureType = 35866; }
  13039. if ( texture.isDataTexture3D ) { textureType = 32879; }
  13040. initTexture( textureProperties, texture );
  13041. state.activeTexture( 33984 + slot );
  13042. state.bindTexture( textureType, textureProperties.__webglTexture );
  13043. _gl.pixelStorei( 37440, texture.flipY );
  13044. _gl.pixelStorei( 37441, texture.premultiplyAlpha );
  13045. _gl.pixelStorei( 3317, texture.unpackAlignment );
  13046. var needsPowerOfTwo = textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( texture.image ) === false;
  13047. var image = resizeImage( texture.image, needsPowerOfTwo, false, maxTextureSize );
  13048. var supportsMips = isPowerOfTwo( image ) || isWebGL2,
  13049. glFormat = utils.convert( texture.format ),
  13050. glType = utils.convert( texture.type ),
  13051. glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );
  13052. setTextureParameters( textureType, texture, supportsMips );
  13053. var mipmap, mipmaps = texture.mipmaps;
  13054. if ( texture.isDepthTexture ) {
  13055. // populate depth texture with dummy data
  13056. glInternalFormat = 6402;
  13057. if ( texture.type === FloatType ) {
  13058. if ( isWebGL2 === false ) { throw new Error( 'Float Depth Texture only supported in WebGL2.0' ); }
  13059. glInternalFormat = 36012;
  13060. } else if ( isWebGL2 ) {
  13061. // WebGL 2.0 requires signed internalformat for glTexImage2D
  13062. glInternalFormat = 33189;
  13063. }
  13064. if ( texture.format === DepthFormat && glInternalFormat === 6402 ) {
  13065. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  13066. // DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT
  13067. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  13068. if ( texture.type !== UnsignedShortType && texture.type !== UnsignedIntType ) {
  13069. console.warn( 'THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.' );
  13070. texture.type = UnsignedShortType;
  13071. glType = utils.convert( texture.type );
  13072. }
  13073. }
  13074. // Depth stencil textures need the DEPTH_STENCIL internal format
  13075. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  13076. if ( texture.format === DepthStencilFormat ) {
  13077. glInternalFormat = 34041;
  13078. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  13079. // DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL.
  13080. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  13081. if ( texture.type !== UnsignedInt248Type ) {
  13082. console.warn( 'THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.' );
  13083. texture.type = UnsignedInt248Type;
  13084. glType = utils.convert( texture.type );
  13085. }
  13086. }
  13087. state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null );
  13088. } else if ( texture.isDataTexture ) {
  13089. // use manually created mipmaps if available
  13090. // if there are no manual mipmaps
  13091. // set 0 level mipmap and then use GL to generate other mipmap levels
  13092. if ( mipmaps.length > 0 && supportsMips ) {
  13093. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  13094. mipmap = mipmaps[ i ];
  13095. state.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  13096. }
  13097. texture.generateMipmaps = false;
  13098. textureProperties.__maxMipLevel = mipmaps.length - 1;
  13099. } else {
  13100. state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data );
  13101. textureProperties.__maxMipLevel = 0;
  13102. }
  13103. } else if ( texture.isCompressedTexture ) {
  13104. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  13105. mipmap = mipmaps[ i ];
  13106. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  13107. if ( glFormat !== null ) {
  13108. state.compressedTexImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  13109. } else {
  13110. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' );
  13111. }
  13112. } else {
  13113. state.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  13114. }
  13115. }
  13116. textureProperties.__maxMipLevel = mipmaps.length - 1;
  13117. } else if ( texture.isDataTexture2DArray ) {
  13118. state.texImage3D( 35866, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
  13119. textureProperties.__maxMipLevel = 0;
  13120. } else if ( texture.isDataTexture3D ) {
  13121. state.texImage3D( 32879, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
  13122. textureProperties.__maxMipLevel = 0;
  13123. } else {
  13124. // regular Texture (image, video, canvas)
  13125. // use manually created mipmaps if available
  13126. // if there are no manual mipmaps
  13127. // set 0 level mipmap and then use GL to generate other mipmap levels
  13128. if ( mipmaps.length > 0 && supportsMips ) {
  13129. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  13130. mipmap = mipmaps[ i ];
  13131. state.texImage2D( 3553, i, glInternalFormat, glFormat, glType, mipmap );
  13132. }
  13133. texture.generateMipmaps = false;
  13134. textureProperties.__maxMipLevel = mipmaps.length - 1;
  13135. } else {
  13136. state.texImage2D( 3553, 0, glInternalFormat, glFormat, glType, image );
  13137. textureProperties.__maxMipLevel = 0;
  13138. }
  13139. }
  13140. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  13141. generateMipmap( textureType, texture, image.width, image.height );
  13142. }
  13143. textureProperties.__version = texture.version;
  13144. if ( texture.onUpdate ) { texture.onUpdate( texture ); }
  13145. }
  13146. // Render targets
  13147. // Setup storage for target texture and bind it to correct framebuffer
  13148. function setupFrameBufferTexture( framebuffer, renderTarget, attachment, textureTarget ) {
  13149. var glFormat = utils.convert( renderTarget.texture.format );
  13150. var glType = utils.convert( renderTarget.texture.type );
  13151. var glInternalFormat = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType );
  13152. state.texImage2D( textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  13153. _gl.bindFramebuffer( 36160, framebuffer );
  13154. _gl.framebufferTexture2D( 36160, attachment, textureTarget, properties.get( renderTarget.texture ).__webglTexture, 0 );
  13155. _gl.bindFramebuffer( 36160, null );
  13156. }
  13157. // Setup storage for internal depth/stencil buffers and bind to correct framebuffer
  13158. function setupRenderBufferStorage( renderbuffer, renderTarget, isMultisample ) {
  13159. _gl.bindRenderbuffer( 36161, renderbuffer );
  13160. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  13161. if ( isMultisample ) {
  13162. var samples = getRenderTargetSamples( renderTarget );
  13163. _gl.renderbufferStorageMultisample( 36161, samples, 33189, renderTarget.width, renderTarget.height );
  13164. } else {
  13165. _gl.renderbufferStorage( 36161, 33189, renderTarget.width, renderTarget.height );
  13166. }
  13167. _gl.framebufferRenderbuffer( 36160, 36096, 36161, renderbuffer );
  13168. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  13169. if ( isMultisample ) {
  13170. var samples = getRenderTargetSamples( renderTarget );
  13171. _gl.renderbufferStorageMultisample( 36161, samples, 35056, renderTarget.width, renderTarget.height );
  13172. } else {
  13173. _gl.renderbufferStorage( 36161, 34041, renderTarget.width, renderTarget.height );
  13174. }
  13175. _gl.framebufferRenderbuffer( 36160, 33306, 36161, renderbuffer );
  13176. } else {
  13177. var glFormat = utils.convert( renderTarget.texture.format );
  13178. var glType = utils.convert( renderTarget.texture.type );
  13179. var glInternalFormat = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType );
  13180. if ( isMultisample ) {
  13181. var samples = getRenderTargetSamples( renderTarget );
  13182. _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  13183. } else {
  13184. _gl.renderbufferStorage( 36161, glInternalFormat, renderTarget.width, renderTarget.height );
  13185. }
  13186. }
  13187. _gl.bindRenderbuffer( 36161, null );
  13188. }
  13189. // Setup resources for a Depth Texture for a FBO (needs an extension)
  13190. function setupDepthTexture( framebuffer, renderTarget ) {
  13191. var isCube = ( renderTarget && renderTarget.isWebGLRenderTargetCube );
  13192. if ( isCube ) { throw new Error( 'Depth Texture with cube render targets is not supported' ); }
  13193. _gl.bindFramebuffer( 36160, framebuffer );
  13194. if ( ! ( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) {
  13195. throw new Error( 'renderTarget.depthTexture must be an instance of THREE.DepthTexture' );
  13196. }
  13197. // upload an empty depth texture with framebuffer size
  13198. if ( ! properties.get( renderTarget.depthTexture ).__webglTexture ||
  13199. renderTarget.depthTexture.image.width !== renderTarget.width ||
  13200. renderTarget.depthTexture.image.height !== renderTarget.height ) {
  13201. renderTarget.depthTexture.image.width = renderTarget.width;
  13202. renderTarget.depthTexture.image.height = renderTarget.height;
  13203. renderTarget.depthTexture.needsUpdate = true;
  13204. }
  13205. setTexture2D( renderTarget.depthTexture, 0 );
  13206. var webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture;
  13207. if ( renderTarget.depthTexture.format === DepthFormat ) {
  13208. _gl.framebufferTexture2D( 36160, 36096, 3553, webglDepthTexture, 0 );
  13209. } else if ( renderTarget.depthTexture.format === DepthStencilFormat ) {
  13210. _gl.framebufferTexture2D( 36160, 33306, 3553, webglDepthTexture, 0 );
  13211. } else {
  13212. throw new Error( 'Unknown depthTexture format' );
  13213. }
  13214. }
  13215. // Setup GL resources for a non-texture depth buffer
  13216. function setupDepthRenderbuffer( renderTarget ) {
  13217. var renderTargetProperties = properties.get( renderTarget );
  13218. var isCube = ( renderTarget.isWebGLRenderTargetCube === true );
  13219. if ( renderTarget.depthTexture ) {
  13220. if ( isCube ) { throw new Error( 'target.depthTexture not supported in Cube render targets' ); }
  13221. setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget );
  13222. } else {
  13223. if ( isCube ) {
  13224. renderTargetProperties.__webglDepthbuffer = [];
  13225. for ( var i = 0; i < 6; i ++ ) {
  13226. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer[ i ] );
  13227. renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();
  13228. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget );
  13229. }
  13230. } else {
  13231. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer );
  13232. renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();
  13233. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget );
  13234. }
  13235. }
  13236. _gl.bindFramebuffer( 36160, null );
  13237. }
  13238. // Set up GL resources for the render target
  13239. function setupRenderTarget( renderTarget ) {
  13240. var renderTargetProperties = properties.get( renderTarget );
  13241. var textureProperties = properties.get( renderTarget.texture );
  13242. renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
  13243. textureProperties.__webglTexture = _gl.createTexture();
  13244. info.memory.textures ++;
  13245. var isCube = ( renderTarget.isWebGLRenderTargetCube === true );
  13246. var isMultisample = ( renderTarget.isWebGLMultisampleRenderTarget === true );
  13247. var isMultiview = ( renderTarget.isWebGLMultiviewRenderTarget === true );
  13248. var supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2;
  13249. // Setup framebuffer
  13250. if ( isCube ) {
  13251. renderTargetProperties.__webglFramebuffer = [];
  13252. for ( var i = 0; i < 6; i ++ ) {
  13253. renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  13254. }
  13255. } else {
  13256. renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();
  13257. if ( isMultisample ) {
  13258. if ( isWebGL2 ) {
  13259. renderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer();
  13260. renderTargetProperties.__webglColorRenderbuffer = _gl.createRenderbuffer();
  13261. _gl.bindRenderbuffer( 36161, renderTargetProperties.__webglColorRenderbuffer );
  13262. var glFormat = utils.convert( renderTarget.texture.format );
  13263. var glType = utils.convert( renderTarget.texture.type );
  13264. var glInternalFormat = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType );
  13265. var samples = getRenderTargetSamples( renderTarget );
  13266. _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  13267. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer );
  13268. _gl.framebufferRenderbuffer( 36160, 36064, 36161, renderTargetProperties.__webglColorRenderbuffer );
  13269. _gl.bindRenderbuffer( 36161, null );
  13270. if ( renderTarget.depthBuffer ) {
  13271. renderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer();
  13272. setupRenderBufferStorage( renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true );
  13273. }
  13274. _gl.bindFramebuffer( 36160, null );
  13275. } else {
  13276. console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
  13277. }
  13278. } else if ( isMultiview ) {
  13279. var width = renderTarget.width;
  13280. var height = renderTarget.height;
  13281. var numViews = renderTarget.numViews;
  13282. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer );
  13283. var ext = extensions.get( 'OVR_multiview2' );
  13284. info.memory.textures += 2;
  13285. var colorTexture = _gl.createTexture();
  13286. _gl.bindTexture( 35866, colorTexture );
  13287. _gl.texParameteri( 35866, 10240, 9728 );
  13288. _gl.texParameteri( 35866, 10241, 9728 );
  13289. _gl.texImage3D( 35866, 0, 32856, width, height, numViews, 0, 6408, 5121, null );
  13290. ext.framebufferTextureMultiviewOVR( 36160, 36064, colorTexture, 0, 0, numViews );
  13291. var depthStencilTexture = _gl.createTexture();
  13292. _gl.bindTexture( 35866, depthStencilTexture );
  13293. _gl.texParameteri( 35866, 10240, 9728 );
  13294. _gl.texParameteri( 35866, 10241, 9728 );
  13295. _gl.texImage3D( 35866, 0, 35056, width, height, numViews, 0, 34041, 34042, null );
  13296. ext.framebufferTextureMultiviewOVR( 36160, 33306, depthStencilTexture, 0, 0, numViews );
  13297. var viewFramebuffers = new Array( numViews );
  13298. for ( var i = 0; i < numViews; ++ i ) {
  13299. viewFramebuffers[ i ] = _gl.createFramebuffer();
  13300. _gl.bindFramebuffer( 36160, viewFramebuffers[ i ] );
  13301. _gl.framebufferTextureLayer( 36160, 36064, colorTexture, 0, i );
  13302. }
  13303. renderTargetProperties.__webglColorTexture = colorTexture;
  13304. renderTargetProperties.__webglDepthStencilTexture = depthStencilTexture;
  13305. renderTargetProperties.__webglViewFramebuffers = viewFramebuffers;
  13306. _gl.bindFramebuffer( 36160, null );
  13307. _gl.bindTexture( 35866, null );
  13308. }
  13309. }
  13310. // Setup color buffer
  13311. if ( isCube ) {
  13312. state.bindTexture( 34067, textureProperties.__webglTexture );
  13313. setTextureParameters( 34067, renderTarget.texture, supportsMips );
  13314. for ( var i = 0; i < 6; i ++ ) {
  13315. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, 36064, 34069 + i );
  13316. }
  13317. if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {
  13318. generateMipmap( 34067, renderTarget.texture, renderTarget.width, renderTarget.height );
  13319. }
  13320. state.bindTexture( 34067, null );
  13321. } else if ( ! isMultiview ) {
  13322. state.bindTexture( 3553, textureProperties.__webglTexture );
  13323. setTextureParameters( 3553, renderTarget.texture, supportsMips );
  13324. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, 36064, 3553 );
  13325. if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {
  13326. generateMipmap( 3553, renderTarget.texture, renderTarget.width, renderTarget.height );
  13327. }
  13328. state.bindTexture( 3553, null );
  13329. }
  13330. // Setup depth and stencil buffers
  13331. if ( renderTarget.depthBuffer ) {
  13332. setupDepthRenderbuffer( renderTarget );
  13333. }
  13334. }
  13335. function updateRenderTargetMipmap( renderTarget ) {
  13336. var texture = renderTarget.texture;
  13337. var supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2;
  13338. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  13339. var target = renderTarget.isWebGLRenderTargetCube ? 34067 : 3553;
  13340. var webglTexture = properties.get( texture ).__webglTexture;
  13341. state.bindTexture( target, webglTexture );
  13342. generateMipmap( target, texture, renderTarget.width, renderTarget.height );
  13343. state.bindTexture( target, null );
  13344. }
  13345. }
  13346. function updateMultisampleRenderTarget( renderTarget ) {
  13347. if ( renderTarget.isWebGLMultisampleRenderTarget ) {
  13348. if ( isWebGL2 ) {
  13349. var renderTargetProperties = properties.get( renderTarget );
  13350. _gl.bindFramebuffer( 36008, renderTargetProperties.__webglMultisampledFramebuffer );
  13351. _gl.bindFramebuffer( 36009, renderTargetProperties.__webglFramebuffer );
  13352. var width = renderTarget.width;
  13353. var height = renderTarget.height;
  13354. var mask = 16384;
  13355. if ( renderTarget.depthBuffer ) { mask |= 256; }
  13356. if ( renderTarget.stencilBuffer ) { mask |= 1024; }
  13357. _gl.blitFramebuffer( 0, 0, width, height, 0, 0, width, height, mask, 9728 );
  13358. } else {
  13359. console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
  13360. }
  13361. }
  13362. }
  13363. function getRenderTargetSamples( renderTarget ) {
  13364. return ( isWebGL2 && renderTarget.isWebGLMultisampleRenderTarget ) ?
  13365. Math.min( maxSamples, renderTarget.samples ) : 0;
  13366. }
  13367. function updateVideoTexture( texture ) {
  13368. var frame = info.render.frame;
  13369. // Check the last frame we updated the VideoTexture
  13370. if ( _videoTextures.get( texture ) !== frame ) {
  13371. _videoTextures.set( texture, frame );
  13372. texture.update();
  13373. }
  13374. }
  13375. // backwards compatibility
  13376. var warnedTexture2D = false;
  13377. var warnedTextureCube = false;
  13378. function safeSetTexture2D( texture, slot ) {
  13379. if ( texture && texture.isWebGLRenderTarget ) {
  13380. if ( warnedTexture2D === false ) {
  13381. console.warn( "THREE.WebGLTextures.safeSetTexture2D: don't use render targets as textures. Use their .texture property instead." );
  13382. warnedTexture2D = true;
  13383. }
  13384. texture = texture.texture;
  13385. }
  13386. setTexture2D( texture, slot );
  13387. }
  13388. function safeSetTextureCube( texture, slot ) {
  13389. if ( texture && texture.isWebGLRenderTargetCube ) {
  13390. if ( warnedTextureCube === false ) {
  13391. console.warn( "THREE.WebGLTextures.safeSetTextureCube: don't use cube render targets as textures. Use their .texture property instead." );
  13392. warnedTextureCube = true;
  13393. }
  13394. texture = texture.texture;
  13395. }
  13396. // currently relying on the fact that WebGLRenderTargetCube.texture is a Texture and NOT a CubeTexture
  13397. // TODO: unify these code paths
  13398. if ( ( texture && texture.isCubeTexture ) ||
  13399. ( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
  13400. // CompressedTexture can have Array in image :/
  13401. // this function alone should take care of cube textures
  13402. setTextureCube( texture, slot );
  13403. } else {
  13404. // assumed: texture property of THREE.WebGLRenderTargetCube
  13405. setTextureCubeDynamic( texture, slot );
  13406. }
  13407. }
  13408. //
  13409. this.allocateTextureUnit = allocateTextureUnit;
  13410. this.resetTextureUnits = resetTextureUnits;
  13411. this.setTexture2D = setTexture2D;
  13412. this.setTexture2DArray = setTexture2DArray;
  13413. this.setTexture3D = setTexture3D;
  13414. this.setTextureCube = setTextureCube;
  13415. this.setTextureCubeDynamic = setTextureCubeDynamic;
  13416. this.setupRenderTarget = setupRenderTarget;
  13417. this.updateRenderTargetMipmap = updateRenderTargetMipmap;
  13418. this.updateMultisampleRenderTarget = updateMultisampleRenderTarget;
  13419. this.safeSetTexture2D = safeSetTexture2D;
  13420. this.safeSetTextureCube = safeSetTextureCube;
  13421. }
  13422. /**
  13423. * @author thespite / http://www.twitter.com/thespite
  13424. */
  13425. function WebGLUtils( gl, extensions, capabilities ) {
  13426. var isWebGL2 = capabilities.isWebGL2;
  13427. function convert( p ) {
  13428. var extension;
  13429. if ( p === UnsignedByteType ) { return 5121; }
  13430. if ( p === UnsignedShort4444Type ) { return 32819; }
  13431. if ( p === UnsignedShort5551Type ) { return 32820; }
  13432. if ( p === UnsignedShort565Type ) { return 33635; }
  13433. if ( p === ByteType ) { return 5120; }
  13434. if ( p === ShortType ) { return 5122; }
  13435. if ( p === UnsignedShortType ) { return 5123; }
  13436. if ( p === IntType ) { return 5124; }
  13437. if ( p === UnsignedIntType ) { return 5125; }
  13438. if ( p === FloatType ) { return 5126; }
  13439. if ( p === HalfFloatType ) {
  13440. if ( isWebGL2 ) { return 5131; }
  13441. extension = extensions.get( 'OES_texture_half_float' );
  13442. if ( extension !== null ) {
  13443. return extension.HALF_FLOAT_OES;
  13444. } else {
  13445. return null;
  13446. }
  13447. }
  13448. if ( p === AlphaFormat ) { return 6406; }
  13449. if ( p === RGBFormat ) { return 6407; }
  13450. if ( p === RGBAFormat ) { return 6408; }
  13451. if ( p === LuminanceFormat ) { return 6409; }
  13452. if ( p === LuminanceAlphaFormat ) { return 6410; }
  13453. if ( p === DepthFormat ) { return 6402; }
  13454. if ( p === DepthStencilFormat ) { return 34041; }
  13455. if ( p === RedFormat ) { return 6403; }
  13456. // WebGL2 formats.
  13457. if ( p === RedIntegerFormat ) { return 36244; }
  13458. if ( p === RGFormat ) { return 33319; }
  13459. if ( p === RGIntegerFormat ) { return 33320; }
  13460. if ( p === RGBIntegerFormat ) { return 36248; }
  13461. if ( p === RGBAIntegerFormat ) { return 36249; }
  13462. if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format ||
  13463. p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {
  13464. extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
  13465. if ( extension !== null ) {
  13466. if ( p === RGB_S3TC_DXT1_Format ) { return extension.COMPRESSED_RGB_S3TC_DXT1_EXT; }
  13467. if ( p === RGBA_S3TC_DXT1_Format ) { return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT; }
  13468. if ( p === RGBA_S3TC_DXT3_Format ) { return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT; }
  13469. if ( p === RGBA_S3TC_DXT5_Format ) { return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT; }
  13470. } else {
  13471. return null;
  13472. }
  13473. }
  13474. if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format ||
  13475. p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {
  13476. extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  13477. if ( extension !== null ) {
  13478. if ( p === RGB_PVRTC_4BPPV1_Format ) { return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG; }
  13479. if ( p === RGB_PVRTC_2BPPV1_Format ) { return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG; }
  13480. if ( p === RGBA_PVRTC_4BPPV1_Format ) { return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; }
  13481. if ( p === RGBA_PVRTC_2BPPV1_Format ) { return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG; }
  13482. } else {
  13483. return null;
  13484. }
  13485. }
  13486. if ( p === RGB_ETC1_Format ) {
  13487. extension = extensions.get( 'WEBGL_compressed_texture_etc1' );
  13488. if ( extension !== null ) {
  13489. return extension.COMPRESSED_RGB_ETC1_WEBGL;
  13490. } else {
  13491. return null;
  13492. }
  13493. }
  13494. if ( p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format ||
  13495. p === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format ||
  13496. p === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format ||
  13497. p === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format ||
  13498. p === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format ) {
  13499. extension = extensions.get( 'WEBGL_compressed_texture_astc' );
  13500. if ( extension !== null ) {
  13501. // TODO Complete?
  13502. return p;
  13503. } else {
  13504. return null;
  13505. }
  13506. }
  13507. if ( p === UnsignedInt248Type ) {
  13508. if ( isWebGL2 ) { return 34042; }
  13509. extension = extensions.get( 'WEBGL_depth_texture' );
  13510. if ( extension !== null ) {
  13511. return extension.UNSIGNED_INT_24_8_WEBGL;
  13512. } else {
  13513. return null;
  13514. }
  13515. }
  13516. }
  13517. return { convert: convert };
  13518. }
  13519. /**
  13520. * @author fernandojsg / http://fernandojsg.com
  13521. * @author Takahiro https://github.com/takahirox
  13522. */
  13523. function WebGLMultiviewRenderTarget( width, height, numViews, options ) {
  13524. WebGLRenderTarget.call( this, width, height, options );
  13525. this.depthBuffer = false;
  13526. this.stencilBuffer = false;
  13527. this.numViews = numViews;
  13528. }
  13529. WebGLMultiviewRenderTarget.prototype = Object.assign( Object.create( WebGLRenderTarget.prototype ), {
  13530. constructor: WebGLMultiviewRenderTarget,
  13531. isWebGLMultiviewRenderTarget: true,
  13532. copy: function ( source ) {
  13533. WebGLRenderTarget.prototype.copy.call( this, source );
  13534. this.numViews = source.numViews;
  13535. return this;
  13536. },
  13537. setNumViews: function ( numViews ) {
  13538. if ( this.numViews !== numViews ) {
  13539. this.numViews = numViews;
  13540. this.dispose();
  13541. }
  13542. return this;
  13543. }
  13544. } );
  13545. /**
  13546. * @author fernandojsg / http://fernandojsg.com
  13547. * @author Takahiro https://github.com/takahirox
  13548. */
  13549. function WebGLMultiview( renderer, gl ) {
  13550. var DEFAULT_NUMVIEWS = 2;
  13551. var extensions = renderer.extensions;
  13552. var properties = renderer.properties;
  13553. var renderTarget, currentRenderTarget;
  13554. var mat3, mat4, cameraArray, renderSize;
  13555. var available;
  13556. var maxNumViews = 0;
  13557. //
  13558. function isAvailable() {
  13559. if ( available === undefined ) {
  13560. var extension = extensions.get( 'OVR_multiview2' );
  13561. available = extension !== null && gl.getContextAttributes().antialias === false;
  13562. if ( available ) {
  13563. maxNumViews = gl.getParameter( extension.MAX_VIEWS_OVR );
  13564. renderTarget = new WebGLMultiviewRenderTarget( 0, 0, DEFAULT_NUMVIEWS );
  13565. renderSize = new Vector2();
  13566. mat4 = [];
  13567. mat3 = [];
  13568. cameraArray = [];
  13569. for ( var i = 0; i < maxNumViews; i ++ ) {
  13570. mat4[ i ] = new Matrix4();
  13571. mat3[ i ] = new Matrix3();
  13572. }
  13573. }
  13574. }
  13575. return available;
  13576. }
  13577. function getCameraArray( camera ) {
  13578. if ( camera.isArrayCamera ) { return camera.cameras; }
  13579. cameraArray[ 0 ] = camera;
  13580. return cameraArray;
  13581. }
  13582. function updateCameraProjectionMatricesUniform( camera, uniforms ) {
  13583. var cameras = getCameraArray( camera );
  13584. for ( var i = 0; i < cameras.length; i ++ ) {
  13585. mat4[ i ].copy( cameras[ i ].projectionMatrix );
  13586. }
  13587. uniforms.setValue( gl, 'projectionMatrices', mat4 );
  13588. }
  13589. function updateCameraViewMatricesUniform( camera, uniforms ) {
  13590. var cameras = getCameraArray( camera );
  13591. for ( var i = 0; i < cameras.length; i ++ ) {
  13592. mat4[ i ].copy( cameras[ i ].matrixWorldInverse );
  13593. }
  13594. uniforms.setValue( gl, 'viewMatrices', mat4 );
  13595. }
  13596. function updateObjectMatricesUniforms( object, camera, uniforms ) {
  13597. var cameras = getCameraArray( camera );
  13598. for ( var i = 0; i < cameras.length; i ++ ) {
  13599. mat4[ i ].multiplyMatrices( cameras[ i ].matrixWorldInverse, object.matrixWorld );
  13600. mat3[ i ].getNormalMatrix( mat4[ i ] );
  13601. }
  13602. uniforms.setValue( gl, 'modelViewMatrices', mat4 );
  13603. uniforms.setValue( gl, 'normalMatrices', mat3 );
  13604. }
  13605. function isMultiviewCompatible( camera ) {
  13606. if ( camera.isArrayCamera === undefined ) { return true; }
  13607. var cameras = camera.cameras;
  13608. if ( cameras.length > maxNumViews ) { return false; }
  13609. for ( var i = 1, il = cameras.length; i < il; i ++ ) {
  13610. if ( cameras[ 0 ].viewport.z !== cameras[ i ].viewport.z ||
  13611. cameras[ 0 ].viewport.w !== cameras[ i ].viewport.w ) { return false; }
  13612. }
  13613. return true;
  13614. }
  13615. function resizeRenderTarget( camera ) {
  13616. if ( currentRenderTarget ) {
  13617. renderSize.set( currentRenderTarget.width, currentRenderTarget.height );
  13618. } else {
  13619. renderer.getDrawingBufferSize( renderSize );
  13620. }
  13621. if ( camera.isArrayCamera ) {
  13622. var viewport = camera.cameras[ 0 ].viewport;
  13623. renderTarget.setSize( viewport.z, viewport.w );
  13624. renderTarget.setNumViews( camera.cameras.length );
  13625. } else {
  13626. renderTarget.setSize( renderSize.x, renderSize.y );
  13627. renderTarget.setNumViews( DEFAULT_NUMVIEWS );
  13628. }
  13629. }
  13630. function attachCamera( camera ) {
  13631. if ( isMultiviewCompatible( camera ) === false ) { return; }
  13632. currentRenderTarget = renderer.getRenderTarget();
  13633. resizeRenderTarget( camera );
  13634. renderer.setRenderTarget( renderTarget );
  13635. }
  13636. function detachCamera( camera ) {
  13637. if ( renderTarget !== renderer.getRenderTarget() ) { return; }
  13638. renderer.setRenderTarget( currentRenderTarget );
  13639. flush( camera );
  13640. }
  13641. function flush( camera ) {
  13642. var srcRenderTarget = renderTarget;
  13643. var numViews = srcRenderTarget.numViews;
  13644. var srcFramebuffers = properties.get( srcRenderTarget ).__webglViewFramebuffers;
  13645. var viewWidth = srcRenderTarget.width;
  13646. var viewHeight = srcRenderTarget.height;
  13647. if ( camera.isArrayCamera ) {
  13648. for ( var i = 0; i < numViews; i ++ ) {
  13649. var viewport = camera.cameras[ i ].viewport;
  13650. var x1 = viewport.x;
  13651. var y1 = viewport.y;
  13652. var x2 = x1 + viewport.z;
  13653. var y2 = y1 + viewport.w;
  13654. gl.bindFramebuffer( 36008, srcFramebuffers[ i ] );
  13655. gl.blitFramebuffer( 0, 0, viewWidth, viewHeight, x1, y1, x2, y2, 16384, 9728 );
  13656. }
  13657. } else {
  13658. gl.bindFramebuffer( 36008, srcFramebuffers[ 0 ] );
  13659. gl.blitFramebuffer( 0, 0, viewWidth, viewHeight, 0, 0, renderSize.x, renderSize.y, 16384, 9728 );
  13660. }
  13661. }
  13662. this.isAvailable = isAvailable;
  13663. this.attachCamera = attachCamera;
  13664. this.detachCamera = detachCamera;
  13665. this.updateCameraProjectionMatricesUniform = updateCameraProjectionMatricesUniform;
  13666. this.updateCameraViewMatricesUniform = updateCameraViewMatricesUniform;
  13667. this.updateObjectMatricesUniforms = updateObjectMatricesUniforms;
  13668. }
  13669. /**
  13670. * @author mrdoob / http://mrdoob.com/
  13671. */
  13672. function ArrayCamera( array ) {
  13673. PerspectiveCamera.call( this );
  13674. this.cameras = array || [];
  13675. }
  13676. ArrayCamera.prototype = Object.assign( Object.create( PerspectiveCamera.prototype ), {
  13677. constructor: ArrayCamera,
  13678. isArrayCamera: true
  13679. } );
  13680. /**
  13681. * @author mrdoob / http://mrdoob.com/
  13682. */
  13683. function Group() {
  13684. Object3D.call( this );
  13685. this.type = 'Group';
  13686. }
  13687. Group.prototype = Object.assign( Object.create( Object3D.prototype ), {
  13688. constructor: Group,
  13689. isGroup: true
  13690. } );
  13691. /**
  13692. * @author mrdoob / http://mrdoob.com/
  13693. */
  13694. function WebXRManager( renderer, gl ) {
  13695. var scope = this;
  13696. var session = null;
  13697. // var framebufferScaleFactor = 1.0;
  13698. var referenceSpace = null;
  13699. var referenceSpaceType = 'local-floor';
  13700. var pose = null;
  13701. var controllers = [];
  13702. var inputSourcesMap = new Map();
  13703. //
  13704. var cameraL = new PerspectiveCamera();
  13705. cameraL.layers.enable( 1 );
  13706. cameraL.viewport = new Vector4();
  13707. var cameraR = new PerspectiveCamera();
  13708. cameraR.layers.enable( 2 );
  13709. cameraR.viewport = new Vector4();
  13710. var cameraVR = new ArrayCamera( [ cameraL, cameraR ] );
  13711. cameraVR.layers.enable( 1 );
  13712. cameraVR.layers.enable( 2 );
  13713. //
  13714. this.enabled = false;
  13715. this.isPresenting = false;
  13716. this.getController = function ( id ) {
  13717. var controller = controllers[ id ];
  13718. if ( controller === undefined ) {
  13719. controller = new Group();
  13720. controller.matrixAutoUpdate = false;
  13721. controller.visible = false;
  13722. controllers[ id ] = controller;
  13723. }
  13724. return controller;
  13725. };
  13726. //
  13727. function onSessionEvent( event ) {
  13728. var controller = inputSourcesMap.get( event.inputSource );
  13729. if ( controller ) {
  13730. controller.dispatchEvent( { type: event.type } );
  13731. }
  13732. }
  13733. function onSessionEnd() {
  13734. inputSourcesMap.forEach( function ( controller, inputSource ) {
  13735. controller.dispatchEvent( { type: 'disconnected', data: inputSource } );
  13736. controller.visible = false;
  13737. } );
  13738. inputSourcesMap.clear();
  13739. //
  13740. renderer.setFramebuffer( null );
  13741. renderer.setRenderTarget( renderer.getRenderTarget() ); // Hack #15830
  13742. animation.stop();
  13743. scope.dispatchEvent( { type: 'sessionend' } );
  13744. scope.isPresenting = false;
  13745. }
  13746. function onRequestReferenceSpace( value ) {
  13747. referenceSpace = value;
  13748. animation.setContext( session );
  13749. animation.start();
  13750. scope.dispatchEvent( { type: 'sessionstart' } );
  13751. scope.isPresenting = true;
  13752. }
  13753. this.setFramebufferScaleFactor = function ( /* value */ ) {
  13754. // framebufferScaleFactor = value;
  13755. };
  13756. this.setReferenceSpaceType = function ( value ) {
  13757. referenceSpaceType = value;
  13758. };
  13759. this.getReferenceSpace = function () {
  13760. return referenceSpace;
  13761. };
  13762. this.getSession = function () {
  13763. return session;
  13764. };
  13765. this.setSession = function ( value ) {
  13766. session = value;
  13767. if ( session !== null ) {
  13768. session.addEventListener( 'select', onSessionEvent );
  13769. session.addEventListener( 'selectstart', onSessionEvent );
  13770. session.addEventListener( 'selectend', onSessionEvent );
  13771. session.addEventListener( 'squeeze', onSessionEvent );
  13772. session.addEventListener( 'squeezestart', onSessionEvent );
  13773. session.addEventListener( 'squeezeend', onSessionEvent );
  13774. session.addEventListener( 'end', onSessionEnd );
  13775. var attributes = gl.getContextAttributes();
  13776. var layerInit = {
  13777. antialias: attributes.antialias,
  13778. alpha: attributes.alpha,
  13779. depth: attributes.depth,
  13780. stencil: attributes.stencil
  13781. };
  13782. // eslint-disable-next-line no-undef
  13783. var baseLayer = new XRWebGLLayer( session, gl, layerInit );
  13784. session.updateRenderState( { baseLayer: baseLayer } );
  13785. session.requestReferenceSpace( referenceSpaceType ).then( onRequestReferenceSpace );
  13786. //
  13787. session.addEventListener( 'inputsourceschange', updateInputSources );
  13788. }
  13789. };
  13790. function updateInputSources( event ) {
  13791. var inputSources = session.inputSources;
  13792. // Assign inputSources to available controllers
  13793. for ( var i = 0; i < controllers.length; i ++ ) {
  13794. inputSourcesMap.set( inputSources[ i ], controllers[ i ] );
  13795. }
  13796. // Notify disconnected
  13797. for ( var i = 0; i < event.removed.length; i ++ ) {
  13798. var inputSource = event.removed[ i ];
  13799. var controller = inputSourcesMap.get( inputSource );
  13800. if ( controller ) {
  13801. controller.dispatchEvent( { type: 'disconnected', data: inputSource } );
  13802. inputSourcesMap.delete( inputSource );
  13803. }
  13804. }
  13805. // Notify connected
  13806. for ( var i = 0; i < event.added.length; i ++ ) {
  13807. var inputSource = event.added[ i ];
  13808. var controller = inputSourcesMap.get( inputSource );
  13809. if ( controller ) {
  13810. controller.dispatchEvent( { type: 'connected', data: inputSource } );
  13811. }
  13812. }
  13813. }
  13814. //
  13815. var cameraLPos = new Vector3();
  13816. var cameraRPos = new Vector3();
  13817. /**
  13818. * @author jsantell / https://www.jsantell.com/
  13819. *
  13820. * Assumes 2 cameras that are parallel and share an X-axis, and that
  13821. * the cameras' projection and world matrices have already been set.
  13822. * And that near and far planes are identical for both cameras.
  13823. * Visualization of this technique: https://computergraphics.stackexchange.com/a/4765
  13824. */
  13825. function setProjectionFromUnion( camera, cameraL, cameraR ) {
  13826. cameraLPos.setFromMatrixPosition( cameraL.matrixWorld );
  13827. cameraRPos.setFromMatrixPosition( cameraR.matrixWorld );
  13828. var ipd = cameraLPos.distanceTo( cameraRPos );
  13829. var projL = cameraL.projectionMatrix.elements;
  13830. var projR = cameraR.projectionMatrix.elements;
  13831. // VR systems will have identical far and near planes, and
  13832. // most likely identical top and bottom frustum extents.
  13833. // Use the left camera for these values.
  13834. var near = projL[ 14 ] / ( projL[ 10 ] - 1 );
  13835. var far = projL[ 14 ] / ( projL[ 10 ] + 1 );
  13836. var topFov = ( projL[ 9 ] + 1 ) / projL[ 5 ];
  13837. var bottomFov = ( projL[ 9 ] - 1 ) / projL[ 5 ];
  13838. var leftFov = ( projL[ 8 ] - 1 ) / projL[ 0 ];
  13839. var rightFov = ( projR[ 8 ] + 1 ) / projR[ 0 ];
  13840. var left = near * leftFov;
  13841. var right = near * rightFov;
  13842. // Calculate the new camera's position offset from the
  13843. // left camera. xOffset should be roughly half `ipd`.
  13844. var zOffset = ipd / ( - leftFov + rightFov );
  13845. var xOffset = zOffset * - leftFov;
  13846. // TODO: Better way to apply this offset?
  13847. cameraL.matrixWorld.decompose( camera.position, camera.quaternion, camera.scale );
  13848. camera.translateX( xOffset );
  13849. camera.translateZ( zOffset );
  13850. camera.matrixWorld.compose( camera.position, camera.quaternion, camera.scale );
  13851. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  13852. // Find the union of the frustum values of the cameras and scale
  13853. // the values so that the near plane's position does not change in world space,
  13854. // although must now be relative to the new union camera.
  13855. var near2 = near + zOffset;
  13856. var far2 = far + zOffset;
  13857. var left2 = left - xOffset;
  13858. var right2 = right + ( ipd - xOffset );
  13859. var top2 = topFov * far / far2 * near2;
  13860. var bottom2 = bottomFov * far / far2 * near2;
  13861. camera.projectionMatrix.makePerspective( left2, right2, top2, bottom2, near2, far2 );
  13862. }
  13863. function updateCamera( camera, parent ) {
  13864. if ( parent === null ) {
  13865. camera.matrixWorld.copy( camera.matrix );
  13866. } else {
  13867. camera.matrixWorld.multiplyMatrices( parent.matrixWorld, camera.matrix );
  13868. }
  13869. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  13870. }
  13871. this.getCamera = function ( camera ) {
  13872. var parent = camera.parent;
  13873. var cameras = cameraVR.cameras;
  13874. updateCamera( cameraVR, parent );
  13875. for ( var i = 0; i < cameras.length; i ++ ) {
  13876. updateCamera( cameras[ i ], parent );
  13877. }
  13878. // update camera and its children
  13879. camera.matrixWorld.copy( cameraVR.matrixWorld );
  13880. var children = camera.children;
  13881. for ( var i = 0, l = children.length; i < l; i ++ ) {
  13882. children[ i ].updateMatrixWorld( true );
  13883. }
  13884. setProjectionFromUnion( cameraVR, cameraL, cameraR );
  13885. return cameraVR;
  13886. };
  13887. // Animation Loop
  13888. var onAnimationFrameCallback = null;
  13889. function onAnimationFrame( time, frame ) {
  13890. pose = frame.getViewerPose( referenceSpace );
  13891. if ( pose !== null ) {
  13892. var views = pose.views;
  13893. var baseLayer = session.renderState.baseLayer;
  13894. renderer.setFramebuffer( baseLayer.framebuffer );
  13895. for ( var i = 0; i < views.length; i ++ ) {
  13896. var view = views[ i ];
  13897. var viewport = baseLayer.getViewport( view );
  13898. var viewMatrix = view.transform.inverse.matrix;
  13899. var camera = cameraVR.cameras[ i ];
  13900. camera.matrix.fromArray( viewMatrix ).getInverse( camera.matrix );
  13901. camera.projectionMatrix.fromArray( view.projectionMatrix );
  13902. camera.viewport.set( viewport.x, viewport.y, viewport.width, viewport.height );
  13903. if ( i === 0 ) {
  13904. cameraVR.matrix.copy( camera.matrix );
  13905. }
  13906. }
  13907. }
  13908. //
  13909. var inputSources = session.inputSources;
  13910. for ( var i = 0; i < controllers.length; i ++ ) {
  13911. var controller = controllers[ i ];
  13912. var inputSource = inputSources[ i ];
  13913. if ( inputSource ) {
  13914. var inputPose = frame.getPose( inputSource.targetRaySpace, referenceSpace );
  13915. if ( inputPose !== null ) {
  13916. controller.matrix.fromArray( inputPose.transform.matrix );
  13917. controller.matrix.decompose( controller.position, controller.rotation, controller.scale );
  13918. controller.visible = true;
  13919. continue;
  13920. }
  13921. }
  13922. controller.visible = false;
  13923. }
  13924. if ( onAnimationFrameCallback ) { onAnimationFrameCallback( time, frame ); }
  13925. }
  13926. var animation = new WebGLAnimation();
  13927. animation.setAnimationLoop( onAnimationFrame );
  13928. this.setAnimationLoop = function ( callback ) {
  13929. onAnimationFrameCallback = callback;
  13930. };
  13931. this.dispose = function () {};
  13932. }
  13933. Object.assign( WebXRManager.prototype, EventDispatcher.prototype );
  13934. /**
  13935. * @author supereggbert / http://www.paulbrunt.co.uk/
  13936. * @author mrdoob / http://mrdoob.com/
  13937. * @author alteredq / http://alteredqualia.com/
  13938. * @author szimek / https://github.com/szimek/
  13939. * @author tschw
  13940. */
  13941. function WebGLRenderer( parameters ) {
  13942. parameters = parameters || {};
  13943. var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ),
  13944. _context = parameters.context !== undefined ? parameters.context : null,
  13945. _alpha = parameters.alpha !== undefined ? parameters.alpha : false,
  13946. _depth = parameters.depth !== undefined ? parameters.depth : true,
  13947. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  13948. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  13949. _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
  13950. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  13951. _powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default',
  13952. _failIfMajorPerformanceCaveat = parameters.failIfMajorPerformanceCaveat !== undefined ? parameters.failIfMajorPerformanceCaveat : false;
  13953. var currentRenderList = null;
  13954. var currentRenderState = null;
  13955. // public properties
  13956. this.domElement = _canvas;
  13957. // Debug configuration container
  13958. this.debug = {
  13959. /**
  13960. * Enables error checking and reporting when shader programs are being compiled
  13961. * @type {boolean}
  13962. */
  13963. checkShaderErrors: true
  13964. };
  13965. // clearing
  13966. this.autoClear = true;
  13967. this.autoClearColor = true;
  13968. this.autoClearDepth = true;
  13969. this.autoClearStencil = true;
  13970. // scene graph
  13971. this.sortObjects = true;
  13972. // user-defined clipping
  13973. this.clippingPlanes = [];
  13974. this.localClippingEnabled = false;
  13975. // physically based shading
  13976. this.gammaFactor = 2.0; // for backwards compatibility
  13977. this.outputEncoding = LinearEncoding;
  13978. // physical lights
  13979. this.physicallyCorrectLights = false;
  13980. // tone mapping
  13981. this.toneMapping = LinearToneMapping;
  13982. this.toneMappingExposure = 1.0;
  13983. this.toneMappingWhitePoint = 1.0;
  13984. // morphs
  13985. this.maxMorphTargets = 8;
  13986. this.maxMorphNormals = 4;
  13987. // internal properties
  13988. var _this = this,
  13989. _isContextLost = false,
  13990. // internal state cache
  13991. _framebuffer = null,
  13992. _currentActiveCubeFace = 0,
  13993. _currentActiveMipmapLevel = 0,
  13994. _currentRenderTarget = null,
  13995. _currentFramebuffer = null,
  13996. _currentMaterialId = - 1,
  13997. // geometry and program caching
  13998. _currentGeometryProgram = {
  13999. geometry: null,
  14000. program: null,
  14001. wireframe: false
  14002. },
  14003. _currentCamera = null,
  14004. _currentArrayCamera = null,
  14005. _currentViewport = new Vector4(),
  14006. _currentScissor = new Vector4(),
  14007. _currentScissorTest = null,
  14008. //
  14009. _width = _canvas.width,
  14010. _height = _canvas.height,
  14011. _pixelRatio = 1,
  14012. _opaqueSort = null,
  14013. _transparentSort = null,
  14014. _viewport = new Vector4( 0, 0, _width, _height ),
  14015. _scissor = new Vector4( 0, 0, _width, _height ),
  14016. _scissorTest = false,
  14017. // frustum
  14018. _frustum = new Frustum(),
  14019. // clipping
  14020. _clipping = new WebGLClipping(),
  14021. _clippingEnabled = false,
  14022. _localClippingEnabled = false,
  14023. // camera matrices cache
  14024. _projScreenMatrix = new Matrix4(),
  14025. _vector3 = new Vector3();
  14026. function getTargetPixelRatio() {
  14027. return _currentRenderTarget === null ? _pixelRatio : 1;
  14028. }
  14029. // initialize
  14030. var _gl;
  14031. try {
  14032. var contextAttributes = {
  14033. alpha: _alpha,
  14034. depth: _depth,
  14035. stencil: _stencil,
  14036. antialias: _antialias,
  14037. premultipliedAlpha: _premultipliedAlpha,
  14038. preserveDrawingBuffer: _preserveDrawingBuffer,
  14039. powerPreference: _powerPreference,
  14040. failIfMajorPerformanceCaveat: _failIfMajorPerformanceCaveat,
  14041. xrCompatible: true
  14042. };
  14043. // event listeners must be registered before WebGL context is created, see #12753
  14044. _canvas.addEventListener( 'webglcontextlost', onContextLost, false );
  14045. _canvas.addEventListener( 'webglcontextrestored', onContextRestore, false );
  14046. _gl = _context || _canvas.getContext( 'webgl', contextAttributes ) || _canvas.getContext( 'experimental-webgl', contextAttributes );
  14047. if ( _gl === null ) {
  14048. if ( _canvas.getContext( 'webgl' ) !== null ) {
  14049. throw new Error( 'Error creating WebGL context with your selected attributes.' );
  14050. } else {
  14051. throw new Error( 'Error creating WebGL context.' );
  14052. }
  14053. }
  14054. // Some experimental-webgl implementations do not have getShaderPrecisionFormat
  14055. if ( _gl.getShaderPrecisionFormat === undefined ) {
  14056. _gl.getShaderPrecisionFormat = function () {
  14057. return { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 };
  14058. };
  14059. }
  14060. } catch ( error ) {
  14061. console.error( 'THREE.WebGLRenderer: ' + error.message );
  14062. throw error;
  14063. }
  14064. var extensions, capabilities, state, info;
  14065. var properties, textures, attributes, geometries, objects;
  14066. var programCache, renderLists, renderStates;
  14067. var background, morphtargets, bufferRenderer, indexedBufferRenderer;
  14068. var utils;
  14069. function initGLContext() {
  14070. extensions = new WebGLExtensions( _gl );
  14071. capabilities = new WebGLCapabilities( _gl, extensions, parameters );
  14072. if ( capabilities.isWebGL2 === false ) {
  14073. extensions.get( 'WEBGL_depth_texture' );
  14074. extensions.get( 'OES_texture_float' );
  14075. extensions.get( 'OES_texture_half_float' );
  14076. extensions.get( 'OES_texture_half_float_linear' );
  14077. extensions.get( 'OES_standard_derivatives' );
  14078. extensions.get( 'OES_element_index_uint' );
  14079. extensions.get( 'ANGLE_instanced_arrays' );
  14080. }
  14081. extensions.get( 'OES_texture_float_linear' );
  14082. utils = new WebGLUtils( _gl, extensions, capabilities );
  14083. state = new WebGLState( _gl, extensions, capabilities );
  14084. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
  14085. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
  14086. info = new WebGLInfo( _gl );
  14087. properties = new WebGLProperties();
  14088. textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );
  14089. attributes = new WebGLAttributes( _gl );
  14090. geometries = new WebGLGeometries( _gl, attributes, info );
  14091. objects = new WebGLObjects( _gl, geometries, attributes, info );
  14092. morphtargets = new WebGLMorphtargets( _gl );
  14093. programCache = new WebGLPrograms( _this, extensions, capabilities );
  14094. renderLists = new WebGLRenderLists();
  14095. renderStates = new WebGLRenderStates();
  14096. background = new WebGLBackground( _this, state, objects, _premultipliedAlpha );
  14097. bufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities );
  14098. indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities );
  14099. info.programs = programCache.programs;
  14100. _this.capabilities = capabilities;
  14101. _this.extensions = extensions;
  14102. _this.properties = properties;
  14103. _this.renderLists = renderLists;
  14104. _this.state = state;
  14105. _this.info = info;
  14106. }
  14107. initGLContext();
  14108. // xr
  14109. var xr = new WebXRManager( _this, _gl );
  14110. this.xr = xr;
  14111. // Multiview
  14112. var multiview = new WebGLMultiview( _this, _gl );
  14113. // shadow map
  14114. var shadowMap = new WebGLShadowMap( _this, objects, capabilities.maxTextureSize );
  14115. this.shadowMap = shadowMap;
  14116. // API
  14117. this.getContext = function () {
  14118. return _gl;
  14119. };
  14120. this.getContextAttributes = function () {
  14121. return _gl.getContextAttributes();
  14122. };
  14123. this.forceContextLoss = function () {
  14124. var extension = extensions.get( 'WEBGL_lose_context' );
  14125. if ( extension ) { extension.loseContext(); }
  14126. };
  14127. this.forceContextRestore = function () {
  14128. var extension = extensions.get( 'WEBGL_lose_context' );
  14129. if ( extension ) { extension.restoreContext(); }
  14130. };
  14131. this.getPixelRatio = function () {
  14132. return _pixelRatio;
  14133. };
  14134. this.setPixelRatio = function ( value ) {
  14135. if ( value === undefined ) { return; }
  14136. _pixelRatio = value;
  14137. this.setSize( _width, _height, false );
  14138. };
  14139. this.getSize = function ( target ) {
  14140. if ( target === undefined ) {
  14141. console.warn( 'WebGLRenderer: .getsize() now requires a Vector2 as an argument' );
  14142. target = new Vector2();
  14143. }
  14144. return target.set( _width, _height );
  14145. };
  14146. this.setSize = function ( width, height, updateStyle ) {
  14147. if ( xr.isPresenting ) {
  14148. console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' );
  14149. return;
  14150. }
  14151. _width = width;
  14152. _height = height;
  14153. _canvas.width = Math.floor( width * _pixelRatio );
  14154. _canvas.height = Math.floor( height * _pixelRatio );
  14155. if ( updateStyle !== false ) {
  14156. _canvas.style.width = width + 'px';
  14157. _canvas.style.height = height + 'px';
  14158. }
  14159. this.setViewport( 0, 0, width, height );
  14160. };
  14161. this.getDrawingBufferSize = function ( target ) {
  14162. if ( target === undefined ) {
  14163. console.warn( 'WebGLRenderer: .getdrawingBufferSize() now requires a Vector2 as an argument' );
  14164. target = new Vector2();
  14165. }
  14166. return target.set( _width * _pixelRatio, _height * _pixelRatio ).floor();
  14167. };
  14168. this.setDrawingBufferSize = function ( width, height, pixelRatio ) {
  14169. _width = width;
  14170. _height = height;
  14171. _pixelRatio = pixelRatio;
  14172. _canvas.width = Math.floor( width * pixelRatio );
  14173. _canvas.height = Math.floor( height * pixelRatio );
  14174. this.setViewport( 0, 0, width, height );
  14175. };
  14176. this.getCurrentViewport = function ( target ) {
  14177. if ( target === undefined ) {
  14178. console.warn( 'WebGLRenderer: .getCurrentViewport() now requires a Vector4 as an argument' );
  14179. target = new Vector4();
  14180. }
  14181. return target.copy( _currentViewport );
  14182. };
  14183. this.getViewport = function ( target ) {
  14184. return target.copy( _viewport );
  14185. };
  14186. this.setViewport = function ( x, y, width, height ) {
  14187. if ( x.isVector4 ) {
  14188. _viewport.set( x.x, x.y, x.z, x.w );
  14189. } else {
  14190. _viewport.set( x, y, width, height );
  14191. }
  14192. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
  14193. };
  14194. this.getScissor = function ( target ) {
  14195. return target.copy( _scissor );
  14196. };
  14197. this.setScissor = function ( x, y, width, height ) {
  14198. if ( x.isVector4 ) {
  14199. _scissor.set( x.x, x.y, x.z, x.w );
  14200. } else {
  14201. _scissor.set( x, y, width, height );
  14202. }
  14203. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
  14204. };
  14205. this.getScissorTest = function () {
  14206. return _scissorTest;
  14207. };
  14208. this.setScissorTest = function ( boolean ) {
  14209. state.setScissorTest( _scissorTest = boolean );
  14210. };
  14211. this.setOpaqueSort = function ( method ) {
  14212. _opaqueSort = method;
  14213. };
  14214. this.setTransparentSort = function ( method ) {
  14215. _transparentSort = method;
  14216. };
  14217. // Clearing
  14218. this.getClearColor = function () {
  14219. return background.getClearColor();
  14220. };
  14221. this.setClearColor = function () {
  14222. background.setClearColor.apply( background, arguments );
  14223. };
  14224. this.getClearAlpha = function () {
  14225. return background.getClearAlpha();
  14226. };
  14227. this.setClearAlpha = function () {
  14228. background.setClearAlpha.apply( background, arguments );
  14229. };
  14230. this.clear = function ( color, depth, stencil ) {
  14231. var bits = 0;
  14232. if ( color === undefined || color ) { bits |= 16384; }
  14233. if ( depth === undefined || depth ) { bits |= 256; }
  14234. if ( stencil === undefined || stencil ) { bits |= 1024; }
  14235. _gl.clear( bits );
  14236. };
  14237. this.clearColor = function () {
  14238. this.clear( true, false, false );
  14239. };
  14240. this.clearDepth = function () {
  14241. this.clear( false, true, false );
  14242. };
  14243. this.clearStencil = function () {
  14244. this.clear( false, false, true );
  14245. };
  14246. //
  14247. this.dispose = function () {
  14248. _canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
  14249. _canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );
  14250. renderLists.dispose();
  14251. renderStates.dispose();
  14252. properties.dispose();
  14253. objects.dispose();
  14254. xr.dispose();
  14255. animation.stop();
  14256. };
  14257. // Events
  14258. function onContextLost( event ) {
  14259. event.preventDefault();
  14260. console.log( 'THREE.WebGLRenderer: Context Lost.' );
  14261. _isContextLost = true;
  14262. }
  14263. function onContextRestore( /* event */ ) {
  14264. console.log( 'THREE.WebGLRenderer: Context Restored.' );
  14265. _isContextLost = false;
  14266. initGLContext();
  14267. }
  14268. function onMaterialDispose( event ) {
  14269. var material = event.target;
  14270. material.removeEventListener( 'dispose', onMaterialDispose );
  14271. deallocateMaterial( material );
  14272. }
  14273. // Buffer deallocation
  14274. function deallocateMaterial( material ) {
  14275. releaseMaterialProgramReference( material );
  14276. properties.remove( material );
  14277. }
  14278. function releaseMaterialProgramReference( material ) {
  14279. var programInfo = properties.get( material ).program;
  14280. material.program = undefined;
  14281. if ( programInfo !== undefined ) {
  14282. programCache.releaseProgram( programInfo );
  14283. }
  14284. }
  14285. // Buffer rendering
  14286. function renderObjectImmediate( object, program ) {
  14287. object.render( function ( object ) {
  14288. _this.renderBufferImmediate( object, program );
  14289. } );
  14290. }
  14291. this.renderBufferImmediate = function ( object, program ) {
  14292. state.initAttributes();
  14293. var buffers = properties.get( object );
  14294. if ( object.hasPositions && ! buffers.position ) { buffers.position = _gl.createBuffer(); }
  14295. if ( object.hasNormals && ! buffers.normal ) { buffers.normal = _gl.createBuffer(); }
  14296. if ( object.hasUvs && ! buffers.uv ) { buffers.uv = _gl.createBuffer(); }
  14297. if ( object.hasColors && ! buffers.color ) { buffers.color = _gl.createBuffer(); }
  14298. var programAttributes = program.getAttributes();
  14299. if ( object.hasPositions ) {
  14300. _gl.bindBuffer( 34962, buffers.position );
  14301. _gl.bufferData( 34962, object.positionArray, 35048 );
  14302. state.enableAttribute( programAttributes.position );
  14303. _gl.vertexAttribPointer( programAttributes.position, 3, 5126, false, 0, 0 );
  14304. }
  14305. if ( object.hasNormals ) {
  14306. _gl.bindBuffer( 34962, buffers.normal );
  14307. _gl.bufferData( 34962, object.normalArray, 35048 );
  14308. state.enableAttribute( programAttributes.normal );
  14309. _gl.vertexAttribPointer( programAttributes.normal, 3, 5126, false, 0, 0 );
  14310. }
  14311. if ( object.hasUvs ) {
  14312. _gl.bindBuffer( 34962, buffers.uv );
  14313. _gl.bufferData( 34962, object.uvArray, 35048 );
  14314. state.enableAttribute( programAttributes.uv );
  14315. _gl.vertexAttribPointer( programAttributes.uv, 2, 5126, false, 0, 0 );
  14316. }
  14317. if ( object.hasColors ) {
  14318. _gl.bindBuffer( 34962, buffers.color );
  14319. _gl.bufferData( 34962, object.colorArray, 35048 );
  14320. state.enableAttribute( programAttributes.color );
  14321. _gl.vertexAttribPointer( programAttributes.color, 3, 5126, false, 0, 0 );
  14322. }
  14323. state.disableUnusedAttributes();
  14324. _gl.drawArrays( 4, 0, object.count );
  14325. object.count = 0;
  14326. };
  14327. var tempScene = new Scene();
  14328. this.renderBufferDirect = function ( camera, scene, geometry, material, object, group ) {
  14329. if ( scene === null ) { scene = tempScene; } // renderBufferDirect second parameter used to be fog (could be null)
  14330. var frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );
  14331. var program = setProgram( camera, scene, material, object );
  14332. state.setMaterial( material, frontFaceCW );
  14333. var updateBuffers = false;
  14334. if ( _currentGeometryProgram.geometry !== geometry.id ||
  14335. _currentGeometryProgram.program !== program.id ||
  14336. _currentGeometryProgram.wireframe !== ( material.wireframe === true ) ) {
  14337. _currentGeometryProgram.geometry = geometry.id;
  14338. _currentGeometryProgram.program = program.id;
  14339. _currentGeometryProgram.wireframe = material.wireframe === true;
  14340. updateBuffers = true;
  14341. }
  14342. if ( material.morphTargets || material.morphNormals ) {
  14343. morphtargets.update( object, geometry, material, program );
  14344. updateBuffers = true;
  14345. }
  14346. //
  14347. var index = geometry.index;
  14348. var position = geometry.attributes.position;
  14349. //
  14350. if ( index === null ) {
  14351. if ( position === undefined || position.count === 0 ) { return; }
  14352. } else if ( index.count === 0 ) {
  14353. return;
  14354. }
  14355. //
  14356. var rangeFactor = 1;
  14357. if ( material.wireframe === true ) {
  14358. index = geometries.getWireframeAttribute( geometry );
  14359. rangeFactor = 2;
  14360. }
  14361. var attribute;
  14362. var renderer = bufferRenderer;
  14363. if ( index !== null ) {
  14364. attribute = attributes.get( index );
  14365. renderer = indexedBufferRenderer;
  14366. renderer.setIndex( attribute );
  14367. }
  14368. if ( updateBuffers ) {
  14369. setupVertexAttributes( object, geometry, material, program );
  14370. if ( index !== null ) {
  14371. _gl.bindBuffer( 34963, attribute.buffer );
  14372. }
  14373. }
  14374. //
  14375. var dataCount = ( index !== null ) ? index.count : position.count;
  14376. var rangeStart = geometry.drawRange.start * rangeFactor;
  14377. var rangeCount = geometry.drawRange.count * rangeFactor;
  14378. var groupStart = group !== null ? group.start * rangeFactor : 0;
  14379. var groupCount = group !== null ? group.count * rangeFactor : Infinity;
  14380. var drawStart = Math.max( rangeStart, groupStart );
  14381. var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
  14382. var drawCount = Math.max( 0, drawEnd - drawStart + 1 );
  14383. if ( drawCount === 0 ) { return; }
  14384. //
  14385. if ( object.isMesh ) {
  14386. if ( material.wireframe === true ) {
  14387. state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
  14388. renderer.setMode( 1 );
  14389. } else {
  14390. renderer.setMode( 4 );
  14391. }
  14392. } else if ( object.isLine ) {
  14393. var lineWidth = material.linewidth;
  14394. if ( lineWidth === undefined ) { lineWidth = 1; } // Not using Line*Material
  14395. state.setLineWidth( lineWidth * getTargetPixelRatio() );
  14396. if ( object.isLineSegments ) {
  14397. renderer.setMode( 1 );
  14398. } else if ( object.isLineLoop ) {
  14399. renderer.setMode( 2 );
  14400. } else {
  14401. renderer.setMode( 3 );
  14402. }
  14403. } else if ( object.isPoints ) {
  14404. renderer.setMode( 0 );
  14405. } else if ( object.isSprite ) {
  14406. renderer.setMode( 4 );
  14407. }
  14408. if ( object.isInstancedMesh ) {
  14409. renderer.renderInstances( geometry, drawStart, drawCount, object.count );
  14410. } else if ( geometry.isInstancedBufferGeometry ) {
  14411. renderer.renderInstances( geometry, drawStart, drawCount, geometry.maxInstancedCount );
  14412. } else {
  14413. renderer.render( drawStart, drawCount );
  14414. }
  14415. };
  14416. function setupVertexAttributes( object, geometry, material, program ) {
  14417. if ( capabilities.isWebGL2 === false && ( object.isInstancedMesh || geometry.isInstancedBufferGeometry ) ) {
  14418. if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) { return; }
  14419. }
  14420. state.initAttributes();
  14421. var geometryAttributes = geometry.attributes;
  14422. var programAttributes = program.getAttributes();
  14423. var materialDefaultAttributeValues = material.defaultAttributeValues;
  14424. for ( var name in programAttributes ) {
  14425. var programAttribute = programAttributes[ name ];
  14426. if ( programAttribute >= 0 ) {
  14427. var geometryAttribute = geometryAttributes[ name ];
  14428. if ( geometryAttribute !== undefined ) {
  14429. var normalized = geometryAttribute.normalized;
  14430. var size = geometryAttribute.itemSize;
  14431. var attribute = attributes.get( geometryAttribute );
  14432. // TODO Attribute may not be available on context restore
  14433. if ( attribute === undefined ) { continue; }
  14434. var buffer = attribute.buffer;
  14435. var type = attribute.type;
  14436. var bytesPerElement = attribute.bytesPerElement;
  14437. if ( geometryAttribute.isInterleavedBufferAttribute ) {
  14438. var data = geometryAttribute.data;
  14439. var stride = data.stride;
  14440. var offset = geometryAttribute.offset;
  14441. if ( data && data.isInstancedInterleavedBuffer ) {
  14442. state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );
  14443. if ( geometry.maxInstancedCount === undefined ) {
  14444. geometry.maxInstancedCount = data.meshPerAttribute * data.count;
  14445. }
  14446. } else {
  14447. state.enableAttribute( programAttribute );
  14448. }
  14449. _gl.bindBuffer( 34962, buffer );
  14450. _gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement );
  14451. } else {
  14452. if ( geometryAttribute.isInstancedBufferAttribute ) {
  14453. state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );
  14454. if ( geometry.maxInstancedCount === undefined ) {
  14455. geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
  14456. }
  14457. } else {
  14458. state.enableAttribute( programAttribute );
  14459. }
  14460. _gl.bindBuffer( 34962, buffer );
  14461. _gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, 0 );
  14462. }
  14463. } else if ( name === 'instanceMatrix' ) {
  14464. var attribute = attributes.get( object.instanceMatrix );
  14465. // TODO Attribute may not be available on context restore
  14466. if ( attribute === undefined ) { continue; }
  14467. var buffer = attribute.buffer;
  14468. var type = attribute.type;
  14469. state.enableAttributeAndDivisor( programAttribute + 0, 1 );
  14470. state.enableAttributeAndDivisor( programAttribute + 1, 1 );
  14471. state.enableAttributeAndDivisor( programAttribute + 2, 1 );
  14472. state.enableAttributeAndDivisor( programAttribute + 3, 1 );
  14473. _gl.bindBuffer( 34962, buffer );
  14474. _gl.vertexAttribPointer( programAttribute + 0, 4, type, false, 64, 0 );
  14475. _gl.vertexAttribPointer( programAttribute + 1, 4, type, false, 64, 16 );
  14476. _gl.vertexAttribPointer( programAttribute + 2, 4, type, false, 64, 32 );
  14477. _gl.vertexAttribPointer( programAttribute + 3, 4, type, false, 64, 48 );
  14478. } else if ( materialDefaultAttributeValues !== undefined ) {
  14479. var value = materialDefaultAttributeValues[ name ];
  14480. if ( value !== undefined ) {
  14481. switch ( value.length ) {
  14482. case 2:
  14483. _gl.vertexAttrib2fv( programAttribute, value );
  14484. break;
  14485. case 3:
  14486. _gl.vertexAttrib3fv( programAttribute, value );
  14487. break;
  14488. case 4:
  14489. _gl.vertexAttrib4fv( programAttribute, value );
  14490. break;
  14491. default:
  14492. _gl.vertexAttrib1fv( programAttribute, value );
  14493. }
  14494. }
  14495. }
  14496. }
  14497. }
  14498. state.disableUnusedAttributes();
  14499. }
  14500. // Compile
  14501. this.compile = function ( scene, camera ) {
  14502. currentRenderState = renderStates.get( scene, camera );
  14503. currentRenderState.init();
  14504. scene.traverse( function ( object ) {
  14505. if ( object.isLight ) {
  14506. currentRenderState.pushLight( object );
  14507. if ( object.castShadow ) {
  14508. currentRenderState.pushShadow( object );
  14509. }
  14510. }
  14511. } );
  14512. currentRenderState.setupLights( camera );
  14513. scene.traverse( function ( object ) {
  14514. if ( object.material ) {
  14515. if ( Array.isArray( object.material ) ) {
  14516. for ( var i = 0; i < object.material.length; i ++ ) {
  14517. initMaterial( object.material[ i ], scene, object );
  14518. }
  14519. } else {
  14520. initMaterial( object.material, scene, object );
  14521. }
  14522. }
  14523. } );
  14524. };
  14525. // Animation Loop
  14526. var onAnimationFrameCallback = null;
  14527. function onAnimationFrame( time ) {
  14528. if ( xr.isPresenting ) { return; }
  14529. if ( onAnimationFrameCallback ) { onAnimationFrameCallback( time ); }
  14530. }
  14531. var animation = new WebGLAnimation();
  14532. animation.setAnimationLoop( onAnimationFrame );
  14533. if ( typeof window !== 'undefined' ) { animation.setContext( window ); }
  14534. this.setAnimationLoop = function ( callback ) {
  14535. onAnimationFrameCallback = callback;
  14536. xr.setAnimationLoop( callback );
  14537. animation.start();
  14538. };
  14539. // Rendering
  14540. this.render = function ( scene, camera ) {
  14541. var renderTarget, forceClear;
  14542. if ( arguments[ 2 ] !== undefined ) {
  14543. console.warn( 'THREE.WebGLRenderer.render(): the renderTarget argument has been removed. Use .setRenderTarget() instead.' );
  14544. renderTarget = arguments[ 2 ];
  14545. }
  14546. if ( arguments[ 3 ] !== undefined ) {
  14547. console.warn( 'THREE.WebGLRenderer.render(): the forceClear argument has been removed. Use .clear() instead.' );
  14548. forceClear = arguments[ 3 ];
  14549. }
  14550. if ( ! ( camera && camera.isCamera ) ) {
  14551. console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
  14552. return;
  14553. }
  14554. if ( _isContextLost ) { return; }
  14555. // reset caching for this frame
  14556. _currentGeometryProgram.geometry = null;
  14557. _currentGeometryProgram.program = null;
  14558. _currentGeometryProgram.wireframe = false;
  14559. _currentMaterialId = - 1;
  14560. _currentCamera = null;
  14561. // update scene graph
  14562. if ( scene.autoUpdate === true ) { scene.updateMatrixWorld(); }
  14563. // update camera matrices and frustum
  14564. if ( camera.parent === null ) { camera.updateMatrixWorld(); }
  14565. if ( xr.enabled && xr.isPresenting ) {
  14566. camera = xr.getCamera( camera );
  14567. }
  14568. //
  14569. currentRenderState = renderStates.get( scene, camera );
  14570. currentRenderState.init();
  14571. scene.onBeforeRender( _this, scene, camera, renderTarget || _currentRenderTarget );
  14572. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  14573. _frustum.setFromMatrix( _projScreenMatrix );
  14574. _localClippingEnabled = this.localClippingEnabled;
  14575. _clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
  14576. currentRenderList = renderLists.get( scene, camera );
  14577. currentRenderList.init();
  14578. projectObject( scene, camera, 0, _this.sortObjects );
  14579. if ( _this.sortObjects === true ) {
  14580. currentRenderList.sort( _opaqueSort, _transparentSort );
  14581. }
  14582. //
  14583. if ( _clippingEnabled ) { _clipping.beginShadows(); }
  14584. var shadowsArray = currentRenderState.state.shadowsArray;
  14585. shadowMap.render( shadowsArray, scene, camera );
  14586. currentRenderState.setupLights( camera );
  14587. if ( _clippingEnabled ) { _clipping.endShadows(); }
  14588. //
  14589. if ( this.info.autoReset ) { this.info.reset(); }
  14590. if ( renderTarget !== undefined ) {
  14591. this.setRenderTarget( renderTarget );
  14592. }
  14593. if ( xr.enabled && multiview.isAvailable() ) {
  14594. multiview.attachCamera( camera );
  14595. }
  14596. //
  14597. background.render( currentRenderList, scene, camera, forceClear );
  14598. // render scene
  14599. var opaqueObjects = currentRenderList.opaque;
  14600. var transparentObjects = currentRenderList.transparent;
  14601. if ( scene.overrideMaterial ) {
  14602. var overrideMaterial = scene.overrideMaterial;
  14603. if ( opaqueObjects.length ) { renderObjects( opaqueObjects, scene, camera, overrideMaterial ); }
  14604. if ( transparentObjects.length ) { renderObjects( transparentObjects, scene, camera, overrideMaterial ); }
  14605. } else {
  14606. // opaque pass (front-to-back order)
  14607. if ( opaqueObjects.length ) { renderObjects( opaqueObjects, scene, camera ); }
  14608. // transparent pass (back-to-front order)
  14609. if ( transparentObjects.length ) { renderObjects( transparentObjects, scene, camera ); }
  14610. }
  14611. //
  14612. scene.onAfterRender( _this, scene, camera );
  14613. //
  14614. if ( _currentRenderTarget !== null ) {
  14615. // Generate mipmap if we're using any kind of mipmap filtering
  14616. textures.updateRenderTargetMipmap( _currentRenderTarget );
  14617. // resolve multisample renderbuffers to a single-sample texture if necessary
  14618. textures.updateMultisampleRenderTarget( _currentRenderTarget );
  14619. }
  14620. // Ensure depth buffer writing is enabled so it can be cleared on next render
  14621. state.buffers.depth.setTest( true );
  14622. state.buffers.depth.setMask( true );
  14623. state.buffers.color.setMask( true );
  14624. state.setPolygonOffset( false );
  14625. if ( xr.enabled ) {
  14626. if ( multiview.isAvailable() ) {
  14627. multiview.detachCamera( camera );
  14628. }
  14629. }
  14630. // _gl.finish();
  14631. currentRenderList = null;
  14632. currentRenderState = null;
  14633. };
  14634. function projectObject( object, camera, groupOrder, sortObjects ) {
  14635. if ( object.visible === false ) { return; }
  14636. var visible = object.layers.test( camera.layers );
  14637. if ( visible ) {
  14638. if ( object.isGroup ) {
  14639. groupOrder = object.renderOrder;
  14640. } else if ( object.isLOD ) {
  14641. if ( object.autoUpdate === true ) { object.update( camera ); }
  14642. } else if ( object.isLight ) {
  14643. currentRenderState.pushLight( object );
  14644. if ( object.castShadow ) {
  14645. currentRenderState.pushShadow( object );
  14646. }
  14647. } else if ( object.isSprite ) {
  14648. if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
  14649. if ( sortObjects ) {
  14650. _vector3.setFromMatrixPosition( object.matrixWorld )
  14651. .applyMatrix4( _projScreenMatrix );
  14652. }
  14653. var geometry = objects.update( object );
  14654. var material = object.material;
  14655. if ( material.visible ) {
  14656. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  14657. }
  14658. }
  14659. } else if ( object.isImmediateRenderObject ) {
  14660. if ( sortObjects ) {
  14661. _vector3.setFromMatrixPosition( object.matrixWorld )
  14662. .applyMatrix4( _projScreenMatrix );
  14663. }
  14664. currentRenderList.push( object, null, object.material, groupOrder, _vector3.z, null );
  14665. } else if ( object.isMesh || object.isLine || object.isPoints ) {
  14666. if ( object.isSkinnedMesh ) {
  14667. // update skeleton only once in a frame
  14668. if ( object.skeleton.frame !== info.render.frame ) {
  14669. object.skeleton.update();
  14670. object.skeleton.frame = info.render.frame;
  14671. }
  14672. }
  14673. if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
  14674. if ( sortObjects ) {
  14675. _vector3.setFromMatrixPosition( object.matrixWorld )
  14676. .applyMatrix4( _projScreenMatrix );
  14677. }
  14678. var geometry = objects.update( object );
  14679. var material = object.material;
  14680. if ( Array.isArray( material ) ) {
  14681. var groups = geometry.groups;
  14682. for ( var i = 0, l = groups.length; i < l; i ++ ) {
  14683. var group = groups[ i ];
  14684. var groupMaterial = material[ group.materialIndex ];
  14685. if ( groupMaterial && groupMaterial.visible ) {
  14686. currentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group );
  14687. }
  14688. }
  14689. } else if ( material.visible ) {
  14690. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  14691. }
  14692. }
  14693. }
  14694. }
  14695. var children = object.children;
  14696. for ( var i = 0, l = children.length; i < l; i ++ ) {
  14697. projectObject( children[ i ], camera, groupOrder, sortObjects );
  14698. }
  14699. }
  14700. function renderObjects( renderList, scene, camera, overrideMaterial ) {
  14701. for ( var i = 0, l = renderList.length; i < l; i ++ ) {
  14702. var renderItem = renderList[ i ];
  14703. var object = renderItem.object;
  14704. var geometry = renderItem.geometry;
  14705. var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
  14706. var group = renderItem.group;
  14707. if ( camera.isArrayCamera ) {
  14708. _currentArrayCamera = camera;
  14709. if ( xr.enabled && multiview.isAvailable() ) {
  14710. renderObject( object, scene, camera, geometry, material, group );
  14711. } else {
  14712. var cameras = camera.cameras;
  14713. for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
  14714. var camera2 = cameras[ j ];
  14715. if ( object.layers.test( camera2.layers ) ) {
  14716. state.viewport( _currentViewport.copy( camera2.viewport ) );
  14717. currentRenderState.setupLights( camera2 );
  14718. renderObject( object, scene, camera2, geometry, material, group );
  14719. }
  14720. }
  14721. }
  14722. } else {
  14723. _currentArrayCamera = null;
  14724. renderObject( object, scene, camera, geometry, material, group );
  14725. }
  14726. }
  14727. }
  14728. function renderObject( object, scene, camera, geometry, material, group ) {
  14729. object.onBeforeRender( _this, scene, camera, geometry, material, group );
  14730. currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
  14731. object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  14732. object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
  14733. if ( object.isImmediateRenderObject ) {
  14734. var program = setProgram( camera, scene, material, object );
  14735. state.setMaterial( material );
  14736. _currentGeometryProgram.geometry = null;
  14737. _currentGeometryProgram.program = null;
  14738. _currentGeometryProgram.wireframe = false;
  14739. renderObjectImmediate( object, program );
  14740. } else {
  14741. _this.renderBufferDirect( camera, scene, geometry, material, object, group );
  14742. }
  14743. object.onAfterRender( _this, scene, camera, geometry, material, group );
  14744. currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
  14745. }
  14746. function initMaterial( material, scene, object ) {
  14747. var materialProperties = properties.get( material );
  14748. var lights = currentRenderState.state.lights;
  14749. var shadowsArray = currentRenderState.state.shadowsArray;
  14750. var lightsStateVersion = lights.state.version;
  14751. var parameters = programCache.getParameters(
  14752. material, lights.state, shadowsArray, scene, _clipping.numPlanes, _clipping.numIntersection, object );
  14753. var programCacheKey = programCache.getProgramCacheKey( material, parameters );
  14754. var program = materialProperties.program;
  14755. var programChange = true;
  14756. if ( program === undefined ) {
  14757. // new material
  14758. material.addEventListener( 'dispose', onMaterialDispose );
  14759. } else if ( program.cacheKey !== programCacheKey ) {
  14760. // changed glsl or parameters
  14761. releaseMaterialProgramReference( material );
  14762. } else if ( materialProperties.lightsStateVersion !== lightsStateVersion ) {
  14763. materialProperties.lightsStateVersion = lightsStateVersion;
  14764. programChange = false;
  14765. } else if ( parameters.shaderID !== undefined ) {
  14766. // same glsl and uniform list
  14767. return;
  14768. } else {
  14769. // only rebuild uniform list
  14770. programChange = false;
  14771. }
  14772. if ( programChange ) {
  14773. if ( parameters.shaderID ) {
  14774. var shader = ShaderLib[ parameters.shaderID ];
  14775. materialProperties.shader = {
  14776. name: material.type,
  14777. uniforms: cloneUniforms( shader.uniforms ),
  14778. vertexShader: shader.vertexShader,
  14779. fragmentShader: shader.fragmentShader
  14780. };
  14781. } else {
  14782. materialProperties.shader = {
  14783. name: material.type,
  14784. uniforms: material.uniforms,
  14785. vertexShader: material.vertexShader,
  14786. fragmentShader: material.fragmentShader
  14787. };
  14788. }
  14789. material.onBeforeCompile( materialProperties.shader, _this );
  14790. // Computing cache key again as onBeforeCompile may have changed the shaders
  14791. programCacheKey = programCache.getProgramCacheKey( material, parameters );
  14792. program = programCache.acquireProgram( material, materialProperties.shader, parameters, programCacheKey );
  14793. materialProperties.program = program;
  14794. materialProperties.environment = material.isMeshStandardMaterial ? scene.environment : null;
  14795. materialProperties.outputEncoding = _this.outputEncoding;
  14796. material.program = program;
  14797. }
  14798. var programAttributes = program.getAttributes();
  14799. if ( material.morphTargets ) {
  14800. material.numSupportedMorphTargets = 0;
  14801. for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
  14802. if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
  14803. material.numSupportedMorphTargets ++;
  14804. }
  14805. }
  14806. }
  14807. if ( material.morphNormals ) {
  14808. material.numSupportedMorphNormals = 0;
  14809. for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
  14810. if ( programAttributes[ 'morphNormal' + i ] >= 0 ) {
  14811. material.numSupportedMorphNormals ++;
  14812. }
  14813. }
  14814. }
  14815. var uniforms = materialProperties.shader.uniforms;
  14816. if ( ! material.isShaderMaterial &&
  14817. ! material.isRawShaderMaterial ||
  14818. material.clipping === true ) {
  14819. materialProperties.numClippingPlanes = _clipping.numPlanes;
  14820. materialProperties.numIntersection = _clipping.numIntersection;
  14821. uniforms.clippingPlanes = _clipping.uniform;
  14822. }
  14823. materialProperties.fog = scene.fog;
  14824. // store the light setup it was created for
  14825. materialProperties.needsLights = materialNeedsLights( material );
  14826. materialProperties.lightsStateVersion = lightsStateVersion;
  14827. if ( materialProperties.needsLights ) {
  14828. // wire up the material to this renderer's lighting state
  14829. uniforms.ambientLightColor.value = lights.state.ambient;
  14830. uniforms.lightProbe.value = lights.state.probe;
  14831. uniforms.directionalLights.value = lights.state.directional;
  14832. uniforms.spotLights.value = lights.state.spot;
  14833. uniforms.rectAreaLights.value = lights.state.rectArea;
  14834. uniforms.pointLights.value = lights.state.point;
  14835. uniforms.hemisphereLights.value = lights.state.hemi;
  14836. uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;
  14837. uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
  14838. uniforms.spotShadowMap.value = lights.state.spotShadowMap;
  14839. uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;
  14840. uniforms.pointShadowMap.value = lights.state.pointShadowMap;
  14841. uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;
  14842. // TODO (abelnation): add area lights shadow info to uniforms
  14843. }
  14844. var progUniforms = materialProperties.program.getUniforms(),
  14845. uniformsList =
  14846. WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
  14847. materialProperties.uniformsList = uniformsList;
  14848. }
  14849. function setProgram( camera, scene, material, object ) {
  14850. textures.resetTextureUnits();
  14851. var fog = scene.fog;
  14852. var environment = material.isMeshStandardMaterial ? scene.environment : null;
  14853. var materialProperties = properties.get( material );
  14854. var lights = currentRenderState.state.lights;
  14855. if ( _clippingEnabled ) {
  14856. if ( _localClippingEnabled || camera !== _currentCamera ) {
  14857. var useCache =
  14858. camera === _currentCamera &&
  14859. material.id === _currentMaterialId;
  14860. // we might want to call this function with some ClippingGroup
  14861. // object instead of the material, once it becomes feasible
  14862. // (#8465, #8379)
  14863. _clipping.setState(
  14864. material.clippingPlanes, material.clipIntersection, material.clipShadows,
  14865. camera, materialProperties, useCache );
  14866. }
  14867. }
  14868. if ( material.version === materialProperties.__version ) {
  14869. if ( materialProperties.program === undefined ) {
  14870. material.needsUpdate = true;
  14871. } else if ( material.fog && materialProperties.fog !== fog ) {
  14872. material.needsUpdate = true;
  14873. } else if ( materialProperties.environment !== environment ) {
  14874. material.needsUpdate = true;
  14875. } else if ( materialProperties.needsLights && ( materialProperties.lightsStateVersion !== lights.state.version ) ) {
  14876. material.needsUpdate = true;
  14877. } else if ( materialProperties.numClippingPlanes !== undefined &&
  14878. ( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
  14879. materialProperties.numIntersection !== _clipping.numIntersection ) ) {
  14880. material.needsUpdate = true;
  14881. } else if ( materialProperties.outputEncoding !== _this.outputEncoding ) {
  14882. material.needsUpdate = true;
  14883. }
  14884. }
  14885. if ( material.version !== materialProperties.__version ) {
  14886. initMaterial( material, scene, object );
  14887. materialProperties.__version = material.version;
  14888. }
  14889. var refreshProgram = false;
  14890. var refreshMaterial = false;
  14891. var refreshLights = false;
  14892. var program = materialProperties.program,
  14893. p_uniforms = program.getUniforms(),
  14894. m_uniforms = materialProperties.shader.uniforms;
  14895. if ( state.useProgram( program.program ) ) {
  14896. refreshProgram = true;
  14897. refreshMaterial = true;
  14898. refreshLights = true;
  14899. }
  14900. if ( material.id !== _currentMaterialId ) {
  14901. _currentMaterialId = material.id;
  14902. refreshMaterial = true;
  14903. }
  14904. if ( refreshProgram || _currentCamera !== camera ) {
  14905. if ( program.numMultiviewViews > 0 ) {
  14906. multiview.updateCameraProjectionMatricesUniform( camera, p_uniforms );
  14907. } else {
  14908. p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
  14909. }
  14910. if ( capabilities.logarithmicDepthBuffer ) {
  14911. p_uniforms.setValue( _gl, 'logDepthBufFC',
  14912. 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
  14913. }
  14914. if ( _currentCamera !== camera ) {
  14915. _currentCamera = camera;
  14916. // lighting uniforms depend on the camera so enforce an update
  14917. // now, in case this material supports lights - or later, when
  14918. // the next material that does gets activated:
  14919. refreshMaterial = true; // set to true on material change
  14920. refreshLights = true; // remains set until update done
  14921. }
  14922. // load material specific uniforms
  14923. // (shader material also gets them for the sake of genericity)
  14924. if ( material.isShaderMaterial ||
  14925. material.isMeshPhongMaterial ||
  14926. material.isMeshToonMaterial ||
  14927. material.isMeshStandardMaterial ||
  14928. material.envMap ) {
  14929. var uCamPos = p_uniforms.map.cameraPosition;
  14930. if ( uCamPos !== undefined ) {
  14931. uCamPos.setValue( _gl,
  14932. _vector3.setFromMatrixPosition( camera.matrixWorld ) );
  14933. }
  14934. }
  14935. if ( material.isMeshPhongMaterial ||
  14936. material.isMeshToonMaterial ||
  14937. material.isMeshLambertMaterial ||
  14938. material.isMeshBasicMaterial ||
  14939. material.isMeshStandardMaterial ||
  14940. material.isShaderMaterial ) {
  14941. p_uniforms.setValue( _gl, 'isOrthographic', camera.isOrthographicCamera === true );
  14942. }
  14943. if ( material.isMeshPhongMaterial ||
  14944. material.isMeshToonMaterial ||
  14945. material.isMeshLambertMaterial ||
  14946. material.isMeshBasicMaterial ||
  14947. material.isMeshStandardMaterial ||
  14948. material.isShaderMaterial ||
  14949. material.skinning ) {
  14950. if ( program.numMultiviewViews > 0 ) {
  14951. multiview.updateCameraViewMatricesUniform( camera, p_uniforms );
  14952. } else {
  14953. p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
  14954. }
  14955. }
  14956. }
  14957. // skinning uniforms must be set even if material didn't change
  14958. // auto-setting of texture unit for bone texture must go before other textures
  14959. // not sure why, but otherwise weird things happen
  14960. if ( material.skinning ) {
  14961. p_uniforms.setOptional( _gl, object, 'bindMatrix' );
  14962. p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
  14963. var skeleton = object.skeleton;
  14964. if ( skeleton ) {
  14965. var bones = skeleton.bones;
  14966. if ( capabilities.floatVertexTextures ) {
  14967. if ( skeleton.boneTexture === undefined ) {
  14968. // layout (1 matrix = 4 pixels)
  14969. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  14970. // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)
  14971. // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)
  14972. // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)
  14973. // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)
  14974. var size = Math.sqrt( bones.length * 4 ); // 4 pixels needed for 1 matrix
  14975. size = _Math.ceilPowerOfTwo( size );
  14976. size = Math.max( size, 4 );
  14977. var boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
  14978. boneMatrices.set( skeleton.boneMatrices ); // copy current values
  14979. var boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );
  14980. skeleton.boneMatrices = boneMatrices;
  14981. skeleton.boneTexture = boneTexture;
  14982. skeleton.boneTextureSize = size;
  14983. }
  14984. p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );
  14985. p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
  14986. } else {
  14987. p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
  14988. }
  14989. }
  14990. }
  14991. if ( refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow ) {
  14992. materialProperties.receiveShadow = object.receiveShadow;
  14993. p_uniforms.setValue( _gl, 'receiveShadow', object.receiveShadow );
  14994. }
  14995. if ( refreshMaterial ) {
  14996. p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
  14997. p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint );
  14998. if ( materialProperties.needsLights ) {
  14999. // the current material requires lighting info
  15000. // note: all lighting uniforms are always set correctly
  15001. // they simply reference the renderer's state for their
  15002. // values
  15003. //
  15004. // use the current material's .needsUpdate flags to set
  15005. // the GL state when required
  15006. markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
  15007. }
  15008. // refresh uniforms common to several materials
  15009. if ( fog && material.fog ) {
  15010. refreshUniformsFog( m_uniforms, fog );
  15011. }
  15012. if ( material.isMeshBasicMaterial ) {
  15013. refreshUniformsCommon( m_uniforms, material );
  15014. } else if ( material.isMeshLambertMaterial ) {
  15015. refreshUniformsCommon( m_uniforms, material );
  15016. refreshUniformsLambert( m_uniforms, material );
  15017. } else if ( material.isMeshToonMaterial ) {
  15018. refreshUniformsCommon( m_uniforms, material );
  15019. refreshUniformsToon( m_uniforms, material );
  15020. } else if ( material.isMeshPhongMaterial ) {
  15021. refreshUniformsCommon( m_uniforms, material );
  15022. refreshUniformsPhong( m_uniforms, material );
  15023. } else if ( material.isMeshStandardMaterial ) {
  15024. refreshUniformsCommon( m_uniforms, material, environment );
  15025. if ( material.isMeshPhysicalMaterial ) {
  15026. refreshUniformsPhysical( m_uniforms, material, environment );
  15027. } else {
  15028. refreshUniformsStandard( m_uniforms, material, environment );
  15029. }
  15030. } else if ( material.isMeshMatcapMaterial ) {
  15031. refreshUniformsCommon( m_uniforms, material );
  15032. refreshUniformsMatcap( m_uniforms, material );
  15033. } else if ( material.isMeshDepthMaterial ) {
  15034. refreshUniformsCommon( m_uniforms, material );
  15035. refreshUniformsDepth( m_uniforms, material );
  15036. } else if ( material.isMeshDistanceMaterial ) {
  15037. refreshUniformsCommon( m_uniforms, material );
  15038. refreshUniformsDistance( m_uniforms, material );
  15039. } else if ( material.isMeshNormalMaterial ) {
  15040. refreshUniformsCommon( m_uniforms, material );
  15041. refreshUniformsNormal( m_uniforms, material );
  15042. } else if ( material.isLineBasicMaterial ) {
  15043. refreshUniformsLine( m_uniforms, material );
  15044. if ( material.isLineDashedMaterial ) {
  15045. refreshUniformsDash( m_uniforms, material );
  15046. }
  15047. } else if ( material.isPointsMaterial ) {
  15048. refreshUniformsPoints( m_uniforms, material );
  15049. } else if ( material.isSpriteMaterial ) {
  15050. refreshUniformsSprites( m_uniforms, material );
  15051. } else if ( material.isShadowMaterial ) {
  15052. m_uniforms.color.value.copy( material.color );
  15053. m_uniforms.opacity.value = material.opacity;
  15054. }
  15055. // RectAreaLight Texture
  15056. // TODO (mrdoob): Find a nicer implementation
  15057. if ( m_uniforms.ltc_1 !== undefined ) { m_uniforms.ltc_1.value = UniformsLib.LTC_1; }
  15058. if ( m_uniforms.ltc_2 !== undefined ) { m_uniforms.ltc_2.value = UniformsLib.LTC_2; }
  15059. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  15060. if ( material.isShaderMaterial ) {
  15061. material.uniformsNeedUpdate = false; // #15581
  15062. }
  15063. }
  15064. if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {
  15065. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  15066. material.uniformsNeedUpdate = false;
  15067. }
  15068. if ( material.isSpriteMaterial ) {
  15069. p_uniforms.setValue( _gl, 'center', object.center );
  15070. }
  15071. // common matrices
  15072. if ( program.numMultiviewViews > 0 ) {
  15073. multiview.updateObjectMatricesUniforms( object, camera, p_uniforms );
  15074. } else {
  15075. p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
  15076. p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
  15077. }
  15078. p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
  15079. return program;
  15080. }
  15081. // Uniforms (refresh uniforms objects)
  15082. function refreshUniformsCommon( uniforms, material, environment ) {
  15083. uniforms.opacity.value = material.opacity;
  15084. if ( material.color ) {
  15085. uniforms.diffuse.value.copy( material.color );
  15086. }
  15087. if ( material.emissive ) {
  15088. uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
  15089. }
  15090. if ( material.map ) {
  15091. uniforms.map.value = material.map;
  15092. }
  15093. if ( material.alphaMap ) {
  15094. uniforms.alphaMap.value = material.alphaMap;
  15095. }
  15096. if ( material.specularMap ) {
  15097. uniforms.specularMap.value = material.specularMap;
  15098. }
  15099. var envMap = material.envMap || environment;
  15100. if ( envMap ) {
  15101. uniforms.envMap.value = envMap;
  15102. // don't flip CubeTexture envMaps, flip everything else:
  15103. // WebGLRenderTargetCube will be flipped for backwards compatibility
  15104. // WebGLRenderTargetCube.texture will be flipped because it's a Texture and NOT a CubeTexture
  15105. // this check must be handled differently, or removed entirely, if WebGLRenderTargetCube uses a CubeTexture in the future
  15106. uniforms.flipEnvMap.value = envMap.isCubeTexture ? - 1 : 1;
  15107. uniforms.reflectivity.value = material.reflectivity;
  15108. uniforms.refractionRatio.value = material.refractionRatio;
  15109. uniforms.maxMipLevel.value = properties.get( envMap ).__maxMipLevel;
  15110. }
  15111. if ( material.lightMap ) {
  15112. uniforms.lightMap.value = material.lightMap;
  15113. uniforms.lightMapIntensity.value = material.lightMapIntensity;
  15114. }
  15115. if ( material.aoMap ) {
  15116. uniforms.aoMap.value = material.aoMap;
  15117. uniforms.aoMapIntensity.value = material.aoMapIntensity;
  15118. }
  15119. // uv repeat and offset setting priorities
  15120. // 1. color map
  15121. // 2. specular map
  15122. // 3. normal map
  15123. // 4. bump map
  15124. // 5. alpha map
  15125. // 6. emissive map
  15126. var uvScaleMap;
  15127. if ( material.map ) {
  15128. uvScaleMap = material.map;
  15129. } else if ( material.specularMap ) {
  15130. uvScaleMap = material.specularMap;
  15131. } else if ( material.displacementMap ) {
  15132. uvScaleMap = material.displacementMap;
  15133. } else if ( material.normalMap ) {
  15134. uvScaleMap = material.normalMap;
  15135. } else if ( material.bumpMap ) {
  15136. uvScaleMap = material.bumpMap;
  15137. } else if ( material.roughnessMap ) {
  15138. uvScaleMap = material.roughnessMap;
  15139. } else if ( material.metalnessMap ) {
  15140. uvScaleMap = material.metalnessMap;
  15141. } else if ( material.alphaMap ) {
  15142. uvScaleMap = material.alphaMap;
  15143. } else if ( material.emissiveMap ) {
  15144. uvScaleMap = material.emissiveMap;
  15145. }
  15146. if ( uvScaleMap !== undefined ) {
  15147. // backwards compatibility
  15148. if ( uvScaleMap.isWebGLRenderTarget ) {
  15149. uvScaleMap = uvScaleMap.texture;
  15150. }
  15151. if ( uvScaleMap.matrixAutoUpdate === true ) {
  15152. uvScaleMap.updateMatrix();
  15153. }
  15154. uniforms.uvTransform.value.copy( uvScaleMap.matrix );
  15155. }
  15156. // uv repeat and offset setting priorities for uv2
  15157. // 1. ao map
  15158. // 2. light map
  15159. var uv2ScaleMap;
  15160. if ( material.aoMap ) {
  15161. uv2ScaleMap = material.aoMap;
  15162. } else if ( material.lightMap ) {
  15163. uv2ScaleMap = material.lightMap;
  15164. }
  15165. if ( uv2ScaleMap !== undefined ) {
  15166. // backwards compatibility
  15167. if ( uv2ScaleMap.isWebGLRenderTarget ) {
  15168. uv2ScaleMap = uv2ScaleMap.texture;
  15169. }
  15170. if ( uv2ScaleMap.matrixAutoUpdate === true ) {
  15171. uv2ScaleMap.updateMatrix();
  15172. }
  15173. uniforms.uv2Transform.value.copy( uv2ScaleMap.matrix );
  15174. }
  15175. }
  15176. function refreshUniformsLine( uniforms, material ) {
  15177. uniforms.diffuse.value.copy( material.color );
  15178. uniforms.opacity.value = material.opacity;
  15179. }
  15180. function refreshUniformsDash( uniforms, material ) {
  15181. uniforms.dashSize.value = material.dashSize;
  15182. uniforms.totalSize.value = material.dashSize + material.gapSize;
  15183. uniforms.scale.value = material.scale;
  15184. }
  15185. function refreshUniformsPoints( uniforms, material ) {
  15186. uniforms.diffuse.value.copy( material.color );
  15187. uniforms.opacity.value = material.opacity;
  15188. uniforms.size.value = material.size * _pixelRatio;
  15189. uniforms.scale.value = _height * 0.5;
  15190. if ( material.map ) {
  15191. uniforms.map.value = material.map;
  15192. }
  15193. if ( material.alphaMap ) {
  15194. uniforms.alphaMap.value = material.alphaMap;
  15195. }
  15196. // uv repeat and offset setting priorities
  15197. // 1. color map
  15198. // 2. alpha map
  15199. var uvScaleMap;
  15200. if ( material.map ) {
  15201. uvScaleMap = material.map;
  15202. } else if ( material.alphaMap ) {
  15203. uvScaleMap = material.alphaMap;
  15204. }
  15205. if ( uvScaleMap !== undefined ) {
  15206. if ( uvScaleMap.matrixAutoUpdate === true ) {
  15207. uvScaleMap.updateMatrix();
  15208. }
  15209. uniforms.uvTransform.value.copy( uvScaleMap.matrix );
  15210. }
  15211. }
  15212. function refreshUniformsSprites( uniforms, material ) {
  15213. uniforms.diffuse.value.copy( material.color );
  15214. uniforms.opacity.value = material.opacity;
  15215. uniforms.rotation.value = material.rotation;
  15216. if ( material.map ) {
  15217. uniforms.map.value = material.map;
  15218. }
  15219. if ( material.alphaMap ) {
  15220. uniforms.alphaMap.value = material.alphaMap;
  15221. }
  15222. // uv repeat and offset setting priorities
  15223. // 1. color map
  15224. // 2. alpha map
  15225. var uvScaleMap;
  15226. if ( material.map ) {
  15227. uvScaleMap = material.map;
  15228. } else if ( material.alphaMap ) {
  15229. uvScaleMap = material.alphaMap;
  15230. }
  15231. if ( uvScaleMap !== undefined ) {
  15232. if ( uvScaleMap.matrixAutoUpdate === true ) {
  15233. uvScaleMap.updateMatrix();
  15234. }
  15235. uniforms.uvTransform.value.copy( uvScaleMap.matrix );
  15236. }
  15237. }
  15238. function refreshUniformsFog( uniforms, fog ) {
  15239. uniforms.fogColor.value.copy( fog.color );
  15240. if ( fog.isFog ) {
  15241. uniforms.fogNear.value = fog.near;
  15242. uniforms.fogFar.value = fog.far;
  15243. } else if ( fog.isFogExp2 ) {
  15244. uniforms.fogDensity.value = fog.density;
  15245. }
  15246. }
  15247. function refreshUniformsLambert( uniforms, material ) {
  15248. if ( material.emissiveMap ) {
  15249. uniforms.emissiveMap.value = material.emissiveMap;
  15250. }
  15251. }
  15252. function refreshUniformsPhong( uniforms, material ) {
  15253. uniforms.specular.value.copy( material.specular );
  15254. uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
  15255. if ( material.emissiveMap ) {
  15256. uniforms.emissiveMap.value = material.emissiveMap;
  15257. }
  15258. if ( material.bumpMap ) {
  15259. uniforms.bumpMap.value = material.bumpMap;
  15260. uniforms.bumpScale.value = material.bumpScale;
  15261. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  15262. }
  15263. if ( material.normalMap ) {
  15264. uniforms.normalMap.value = material.normalMap;
  15265. uniforms.normalScale.value.copy( material.normalScale );
  15266. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  15267. }
  15268. if ( material.displacementMap ) {
  15269. uniforms.displacementMap.value = material.displacementMap;
  15270. uniforms.displacementScale.value = material.displacementScale;
  15271. uniforms.displacementBias.value = material.displacementBias;
  15272. }
  15273. }
  15274. function refreshUniformsToon( uniforms, material ) {
  15275. uniforms.specular.value.copy( material.specular );
  15276. uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
  15277. if ( material.gradientMap ) {
  15278. uniforms.gradientMap.value = material.gradientMap;
  15279. }
  15280. if ( material.emissiveMap ) {
  15281. uniforms.emissiveMap.value = material.emissiveMap;
  15282. }
  15283. if ( material.bumpMap ) {
  15284. uniforms.bumpMap.value = material.bumpMap;
  15285. uniforms.bumpScale.value = material.bumpScale;
  15286. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  15287. }
  15288. if ( material.normalMap ) {
  15289. uniforms.normalMap.value = material.normalMap;
  15290. uniforms.normalScale.value.copy( material.normalScale );
  15291. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  15292. }
  15293. if ( material.displacementMap ) {
  15294. uniforms.displacementMap.value = material.displacementMap;
  15295. uniforms.displacementScale.value = material.displacementScale;
  15296. uniforms.displacementBias.value = material.displacementBias;
  15297. }
  15298. }
  15299. function refreshUniformsStandard( uniforms, material, environment ) {
  15300. uniforms.roughness.value = material.roughness;
  15301. uniforms.metalness.value = material.metalness;
  15302. if ( material.roughnessMap ) {
  15303. uniforms.roughnessMap.value = material.roughnessMap;
  15304. }
  15305. if ( material.metalnessMap ) {
  15306. uniforms.metalnessMap.value = material.metalnessMap;
  15307. }
  15308. if ( material.emissiveMap ) {
  15309. uniforms.emissiveMap.value = material.emissiveMap;
  15310. }
  15311. if ( material.bumpMap ) {
  15312. uniforms.bumpMap.value = material.bumpMap;
  15313. uniforms.bumpScale.value = material.bumpScale;
  15314. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  15315. }
  15316. if ( material.normalMap ) {
  15317. uniforms.normalMap.value = material.normalMap;
  15318. uniforms.normalScale.value.copy( material.normalScale );
  15319. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  15320. }
  15321. if ( material.displacementMap ) {
  15322. uniforms.displacementMap.value = material.displacementMap;
  15323. uniforms.displacementScale.value = material.displacementScale;
  15324. uniforms.displacementBias.value = material.displacementBias;
  15325. }
  15326. if ( material.envMap || environment ) {
  15327. //uniforms.envMap.value = material.envMap; // part of uniforms common
  15328. uniforms.envMapIntensity.value = material.envMapIntensity;
  15329. }
  15330. }
  15331. function refreshUniformsPhysical( uniforms, material, environment ) {
  15332. refreshUniformsStandard( uniforms, material, environment );
  15333. uniforms.reflectivity.value = material.reflectivity; // also part of uniforms common
  15334. uniforms.clearcoat.value = material.clearcoat;
  15335. uniforms.clearcoatRoughness.value = material.clearcoatRoughness;
  15336. if ( material.sheen ) { uniforms.sheen.value.copy( material.sheen ); }
  15337. if ( material.clearcoatNormalMap ) {
  15338. uniforms.clearcoatNormalScale.value.copy( material.clearcoatNormalScale );
  15339. uniforms.clearcoatNormalMap.value = material.clearcoatNormalMap;
  15340. if ( material.side === BackSide ) {
  15341. uniforms.clearcoatNormalScale.value.negate();
  15342. }
  15343. }
  15344. uniforms.transparency.value = material.transparency;
  15345. }
  15346. function refreshUniformsMatcap( uniforms, material ) {
  15347. if ( material.matcap ) {
  15348. uniforms.matcap.value = material.matcap;
  15349. }
  15350. if ( material.bumpMap ) {
  15351. uniforms.bumpMap.value = material.bumpMap;
  15352. uniforms.bumpScale.value = material.bumpScale;
  15353. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  15354. }
  15355. if ( material.normalMap ) {
  15356. uniforms.normalMap.value = material.normalMap;
  15357. uniforms.normalScale.value.copy( material.normalScale );
  15358. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  15359. }
  15360. if ( material.displacementMap ) {
  15361. uniforms.displacementMap.value = material.displacementMap;
  15362. uniforms.displacementScale.value = material.displacementScale;
  15363. uniforms.displacementBias.value = material.displacementBias;
  15364. }
  15365. }
  15366. function refreshUniformsDepth( uniforms, material ) {
  15367. if ( material.displacementMap ) {
  15368. uniforms.displacementMap.value = material.displacementMap;
  15369. uniforms.displacementScale.value = material.displacementScale;
  15370. uniforms.displacementBias.value = material.displacementBias;
  15371. }
  15372. }
  15373. function refreshUniformsDistance( uniforms, material ) {
  15374. if ( material.displacementMap ) {
  15375. uniforms.displacementMap.value = material.displacementMap;
  15376. uniforms.displacementScale.value = material.displacementScale;
  15377. uniforms.displacementBias.value = material.displacementBias;
  15378. }
  15379. uniforms.referencePosition.value.copy( material.referencePosition );
  15380. uniforms.nearDistance.value = material.nearDistance;
  15381. uniforms.farDistance.value = material.farDistance;
  15382. }
  15383. function refreshUniformsNormal( uniforms, material ) {
  15384. if ( material.bumpMap ) {
  15385. uniforms.bumpMap.value = material.bumpMap;
  15386. uniforms.bumpScale.value = material.bumpScale;
  15387. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  15388. }
  15389. if ( material.normalMap ) {
  15390. uniforms.normalMap.value = material.normalMap;
  15391. uniforms.normalScale.value.copy( material.normalScale );
  15392. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  15393. }
  15394. if ( material.displacementMap ) {
  15395. uniforms.displacementMap.value = material.displacementMap;
  15396. uniforms.displacementScale.value = material.displacementScale;
  15397. uniforms.displacementBias.value = material.displacementBias;
  15398. }
  15399. }
  15400. // If uniforms are marked as clean, they don't need to be loaded to the GPU.
  15401. function markUniformsLightsNeedsUpdate( uniforms, value ) {
  15402. uniforms.ambientLightColor.needsUpdate = value;
  15403. uniforms.lightProbe.needsUpdate = value;
  15404. uniforms.directionalLights.needsUpdate = value;
  15405. uniforms.pointLights.needsUpdate = value;
  15406. uniforms.spotLights.needsUpdate = value;
  15407. uniforms.rectAreaLights.needsUpdate = value;
  15408. uniforms.hemisphereLights.needsUpdate = value;
  15409. }
  15410. function materialNeedsLights( material ) {
  15411. return material.isMeshLambertMaterial || material.isMeshToonMaterial || material.isMeshPhongMaterial ||
  15412. material.isMeshStandardMaterial || material.isShadowMaterial ||
  15413. ( material.isShaderMaterial && material.lights === true );
  15414. }
  15415. //
  15416. this.setFramebuffer = function ( value ) {
  15417. if ( _framebuffer !== value && _currentRenderTarget === null ) { _gl.bindFramebuffer( 36160, value ); }
  15418. _framebuffer = value;
  15419. };
  15420. this.getActiveCubeFace = function () {
  15421. return _currentActiveCubeFace;
  15422. };
  15423. this.getActiveMipmapLevel = function () {
  15424. return _currentActiveMipmapLevel;
  15425. };
  15426. this.getRenderTarget = function () {
  15427. return _currentRenderTarget;
  15428. };
  15429. this.setRenderTarget = function ( renderTarget, activeCubeFace, activeMipmapLevel ) {
  15430. _currentRenderTarget = renderTarget;
  15431. _currentActiveCubeFace = activeCubeFace;
  15432. _currentActiveMipmapLevel = activeMipmapLevel;
  15433. if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
  15434. textures.setupRenderTarget( renderTarget );
  15435. }
  15436. var framebuffer = _framebuffer;
  15437. var isCube = false;
  15438. if ( renderTarget ) {
  15439. var __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
  15440. if ( renderTarget.isWebGLRenderTargetCube ) {
  15441. framebuffer = __webglFramebuffer[ activeCubeFace || 0 ];
  15442. isCube = true;
  15443. } else if ( renderTarget.isWebGLMultisampleRenderTarget ) {
  15444. framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;
  15445. } else {
  15446. framebuffer = __webglFramebuffer;
  15447. }
  15448. _currentViewport.copy( renderTarget.viewport );
  15449. _currentScissor.copy( renderTarget.scissor );
  15450. _currentScissorTest = renderTarget.scissorTest;
  15451. } else {
  15452. _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor();
  15453. _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor();
  15454. _currentScissorTest = _scissorTest;
  15455. }
  15456. if ( _currentFramebuffer !== framebuffer ) {
  15457. _gl.bindFramebuffer( 36160, framebuffer );
  15458. _currentFramebuffer = framebuffer;
  15459. }
  15460. state.viewport( _currentViewport );
  15461. state.scissor( _currentScissor );
  15462. state.setScissorTest( _currentScissorTest );
  15463. if ( isCube ) {
  15464. var textureProperties = properties.get( renderTarget.texture );
  15465. _gl.framebufferTexture2D( 36160, 36064, 34069 + ( activeCubeFace || 0 ), textureProperties.__webglTexture, activeMipmapLevel || 0 );
  15466. }
  15467. };
  15468. this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {
  15469. if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
  15470. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
  15471. return;
  15472. }
  15473. var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
  15474. if ( renderTarget.isWebGLRenderTargetCube && activeCubeFaceIndex !== undefined ) {
  15475. framebuffer = framebuffer[ activeCubeFaceIndex ];
  15476. }
  15477. if ( framebuffer ) {
  15478. var restore = false;
  15479. if ( framebuffer !== _currentFramebuffer ) {
  15480. _gl.bindFramebuffer( 36160, framebuffer );
  15481. restore = true;
  15482. }
  15483. try {
  15484. var texture = renderTarget.texture;
  15485. var textureFormat = texture.format;
  15486. var textureType = texture.type;
  15487. if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( 35739 ) ) {
  15488. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
  15489. return;
  15490. }
  15491. if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( 35738 ) && // IE11, Edge and Chrome Mac < 52 (#9513)
  15492. ! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.get( 'OES_texture_float' ) || extensions.get( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox
  15493. ! ( textureType === HalfFloatType && ( capabilities.isWebGL2 ? extensions.get( 'EXT_color_buffer_float' ) : extensions.get( 'EXT_color_buffer_half_float' ) ) ) ) {
  15494. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
  15495. return;
  15496. }
  15497. if ( _gl.checkFramebufferStatus( 36160 ) === 36053 ) {
  15498. // the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)
  15499. if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
  15500. _gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
  15501. }
  15502. } else {
  15503. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
  15504. }
  15505. } finally {
  15506. if ( restore ) {
  15507. _gl.bindFramebuffer( 36160, _currentFramebuffer );
  15508. }
  15509. }
  15510. }
  15511. };
  15512. this.copyFramebufferToTexture = function ( position, texture, level ) {
  15513. if ( level === undefined ) { level = 0; }
  15514. var levelScale = Math.pow( 2, - level );
  15515. var width = Math.floor( texture.image.width * levelScale );
  15516. var height = Math.floor( texture.image.height * levelScale );
  15517. var glFormat = utils.convert( texture.format );
  15518. textures.setTexture2D( texture, 0 );
  15519. _gl.copyTexImage2D( 3553, level, glFormat, position.x, position.y, width, height, 0 );
  15520. state.unbindTexture();
  15521. };
  15522. this.copyTextureToTexture = function ( position, srcTexture, dstTexture, level ) {
  15523. var width = srcTexture.image.width;
  15524. var height = srcTexture.image.height;
  15525. var glFormat = utils.convert( dstTexture.format );
  15526. var glType = utils.convert( dstTexture.type );
  15527. textures.setTexture2D( dstTexture, 0 );
  15528. if ( srcTexture.isDataTexture ) {
  15529. _gl.texSubImage2D( 3553, level || 0, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data );
  15530. } else {
  15531. _gl.texSubImage2D( 3553, level || 0, position.x, position.y, glFormat, glType, srcTexture.image );
  15532. }
  15533. state.unbindTexture();
  15534. };
  15535. this.initTexture = function ( texture ) {
  15536. textures.setTexture2D( texture, 0 );
  15537. state.unbindTexture();
  15538. };
  15539. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  15540. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef
  15541. }
  15542. }
  15543. /**
  15544. * @author mrdoob / http://mrdoob.com/
  15545. * @author alteredq / http://alteredqualia.com/
  15546. */
  15547. function FogExp2( color, density ) {
  15548. this.name = '';
  15549. this.color = new Color( color );
  15550. this.density = ( density !== undefined ) ? density : 0.00025;
  15551. }
  15552. Object.assign( FogExp2.prototype, {
  15553. isFogExp2: true,
  15554. clone: function () {
  15555. return new FogExp2( this.color, this.density );
  15556. },
  15557. toJSON: function ( /* meta */ ) {
  15558. return {
  15559. type: 'FogExp2',
  15560. color: this.color.getHex(),
  15561. density: this.density
  15562. };
  15563. }
  15564. } );
  15565. /**
  15566. * @author mrdoob / http://mrdoob.com/
  15567. * @author alteredq / http://alteredqualia.com/
  15568. */
  15569. function Fog( color, near, far ) {
  15570. this.name = '';
  15571. this.color = new Color( color );
  15572. this.near = ( near !== undefined ) ? near : 1;
  15573. this.far = ( far !== undefined ) ? far : 1000;
  15574. }
  15575. Object.assign( Fog.prototype, {
  15576. isFog: true,
  15577. clone: function () {
  15578. return new Fog( this.color, this.near, this.far );
  15579. },
  15580. toJSON: function ( /* meta */ ) {
  15581. return {
  15582. type: 'Fog',
  15583. color: this.color.getHex(),
  15584. near: this.near,
  15585. far: this.far
  15586. };
  15587. }
  15588. } );
  15589. /**
  15590. * @author benaadams / https://twitter.com/ben_a_adams
  15591. */
  15592. function InterleavedBuffer( array, stride ) {
  15593. this.array = array;
  15594. this.stride = stride;
  15595. this.count = array !== undefined ? array.length / stride : 0;
  15596. this.usage = StaticDrawUsage;
  15597. this.updateRange = { offset: 0, count: - 1 };
  15598. this.version = 0;
  15599. }
  15600. Object.defineProperty( InterleavedBuffer.prototype, 'needsUpdate', {
  15601. set: function ( value ) {
  15602. if ( value === true ) { this.version ++; }
  15603. }
  15604. } );
  15605. Object.assign( InterleavedBuffer.prototype, {
  15606. isInterleavedBuffer: true,
  15607. onUploadCallback: function () {},
  15608. setUsage: function ( value ) {
  15609. this.usage = value;
  15610. return this;
  15611. },
  15612. copy: function ( source ) {
  15613. this.array = new source.array.constructor( source.array );
  15614. this.count = source.count;
  15615. this.stride = source.stride;
  15616. this.usage = source.usage;
  15617. return this;
  15618. },
  15619. copyAt: function ( index1, attribute, index2 ) {
  15620. index1 *= this.stride;
  15621. index2 *= attribute.stride;
  15622. for ( var i = 0, l = this.stride; i < l; i ++ ) {
  15623. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  15624. }
  15625. return this;
  15626. },
  15627. set: function ( value, offset ) {
  15628. if ( offset === undefined ) { offset = 0; }
  15629. this.array.set( value, offset );
  15630. return this;
  15631. },
  15632. clone: function () {
  15633. return new this.constructor().copy( this );
  15634. },
  15635. onUpload: function ( callback ) {
  15636. this.onUploadCallback = callback;
  15637. return this;
  15638. }
  15639. } );
  15640. /**
  15641. * @author benaadams / https://twitter.com/ben_a_adams
  15642. */
  15643. var _vector$7 = new Vector3();
  15644. function InterleavedBufferAttribute( interleavedBuffer, itemSize, offset, normalized ) {
  15645. this.data = interleavedBuffer;
  15646. this.itemSize = itemSize;
  15647. this.offset = offset;
  15648. this.normalized = normalized === true;
  15649. }
  15650. Object.defineProperties( InterleavedBufferAttribute.prototype, {
  15651. count: {
  15652. get: function () {
  15653. return this.data.count;
  15654. }
  15655. },
  15656. array: {
  15657. get: function () {
  15658. return this.data.array;
  15659. }
  15660. }
  15661. } );
  15662. Object.assign( InterleavedBufferAttribute.prototype, {
  15663. isInterleavedBufferAttribute: true,
  15664. applyMatrix4: function ( m ) {
  15665. for ( var i = 0, l = this.data.count; i < l; i ++ ) {
  15666. _vector$7.x = this.getX( i );
  15667. _vector$7.y = this.getY( i );
  15668. _vector$7.z = this.getZ( i );
  15669. _vector$7.applyMatrix4( m );
  15670. this.setXYZ( i, _vector$7.x, _vector$7.y, _vector$7.z );
  15671. }
  15672. return this;
  15673. },
  15674. setX: function ( index, x ) {
  15675. this.data.array[ index * this.data.stride + this.offset ] = x;
  15676. return this;
  15677. },
  15678. setY: function ( index, y ) {
  15679. this.data.array[ index * this.data.stride + this.offset + 1 ] = y;
  15680. return this;
  15681. },
  15682. setZ: function ( index, z ) {
  15683. this.data.array[ index * this.data.stride + this.offset + 2 ] = z;
  15684. return this;
  15685. },
  15686. setW: function ( index, w ) {
  15687. this.data.array[ index * this.data.stride + this.offset + 3 ] = w;
  15688. return this;
  15689. },
  15690. getX: function ( index ) {
  15691. return this.data.array[ index * this.data.stride + this.offset ];
  15692. },
  15693. getY: function ( index ) {
  15694. return this.data.array[ index * this.data.stride + this.offset + 1 ];
  15695. },
  15696. getZ: function ( index ) {
  15697. return this.data.array[ index * this.data.stride + this.offset + 2 ];
  15698. },
  15699. getW: function ( index ) {
  15700. return this.data.array[ index * this.data.stride + this.offset + 3 ];
  15701. },
  15702. setXY: function ( index, x, y ) {
  15703. index = index * this.data.stride + this.offset;
  15704. this.data.array[ index + 0 ] = x;
  15705. this.data.array[ index + 1 ] = y;
  15706. return this;
  15707. },
  15708. setXYZ: function ( index, x, y, z ) {
  15709. index = index * this.data.stride + this.offset;
  15710. this.data.array[ index + 0 ] = x;
  15711. this.data.array[ index + 1 ] = y;
  15712. this.data.array[ index + 2 ] = z;
  15713. return this;
  15714. },
  15715. setXYZW: function ( index, x, y, z, w ) {
  15716. index = index * this.data.stride + this.offset;
  15717. this.data.array[ index + 0 ] = x;
  15718. this.data.array[ index + 1 ] = y;
  15719. this.data.array[ index + 2 ] = z;
  15720. this.data.array[ index + 3 ] = w;
  15721. return this;
  15722. }
  15723. } );
  15724. /**
  15725. * @author alteredq / http://alteredqualia.com/
  15726. *
  15727. * parameters = {
  15728. * color: <hex>,
  15729. * map: new THREE.Texture( <Image> ),
  15730. * alphaMap: new THREE.Texture( <Image> ),
  15731. * rotation: <float>,
  15732. * sizeAttenuation: <bool>
  15733. * }
  15734. */
  15735. function SpriteMaterial( parameters ) {
  15736. Material.call( this );
  15737. this.type = 'SpriteMaterial';
  15738. this.color = new Color( 0xffffff );
  15739. this.map = null;
  15740. this.alphaMap = null;
  15741. this.rotation = 0;
  15742. this.sizeAttenuation = true;
  15743. this.transparent = true;
  15744. this.setValues( parameters );
  15745. }
  15746. SpriteMaterial.prototype = Object.create( Material.prototype );
  15747. SpriteMaterial.prototype.constructor = SpriteMaterial;
  15748. SpriteMaterial.prototype.isSpriteMaterial = true;
  15749. SpriteMaterial.prototype.copy = function ( source ) {
  15750. Material.prototype.copy.call( this, source );
  15751. this.color.copy( source.color );
  15752. this.map = source.map;
  15753. this.alphaMap = source.alphaMap;
  15754. this.rotation = source.rotation;
  15755. this.sizeAttenuation = source.sizeAttenuation;
  15756. return this;
  15757. };
  15758. /**
  15759. * @author mikael emtinger / http://gomo.se/
  15760. * @author alteredq / http://alteredqualia.com/
  15761. */
  15762. var _geometry;
  15763. var _intersectPoint = new Vector3();
  15764. var _worldScale = new Vector3();
  15765. var _mvPosition = new Vector3();
  15766. var _alignedPosition = new Vector2();
  15767. var _rotatedPosition = new Vector2();
  15768. var _viewWorldMatrix = new Matrix4();
  15769. var _vA$1 = new Vector3();
  15770. var _vB$1 = new Vector3();
  15771. var _vC$1 = new Vector3();
  15772. var _uvA$1 = new Vector2();
  15773. var _uvB$1 = new Vector2();
  15774. var _uvC$1 = new Vector2();
  15775. function Sprite( material ) {
  15776. Object3D.call( this );
  15777. this.type = 'Sprite';
  15778. if ( _geometry === undefined ) {
  15779. _geometry = new BufferGeometry();
  15780. var float32Array = new Float32Array( [
  15781. - 0.5, - 0.5, 0, 0, 0,
  15782. 0.5, - 0.5, 0, 1, 0,
  15783. 0.5, 0.5, 0, 1, 1,
  15784. - 0.5, 0.5, 0, 0, 1
  15785. ] );
  15786. var interleavedBuffer = new InterleavedBuffer( float32Array, 5 );
  15787. _geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] );
  15788. _geometry.setAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );
  15789. _geometry.setAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );
  15790. }
  15791. this.geometry = _geometry;
  15792. this.material = ( material !== undefined ) ? material : new SpriteMaterial();
  15793. this.center = new Vector2( 0.5, 0.5 );
  15794. }
  15795. Sprite.prototype = Object.assign( Object.create( Object3D.prototype ), {
  15796. constructor: Sprite,
  15797. isSprite: true,
  15798. raycast: function ( raycaster, intersects ) {
  15799. if ( raycaster.camera === null ) {
  15800. console.error( 'THREE.Sprite: "Raycaster.camera" needs to be set in order to raycast against sprites.' );
  15801. }
  15802. _worldScale.setFromMatrixScale( this.matrixWorld );
  15803. _viewWorldMatrix.copy( raycaster.camera.matrixWorld );
  15804. this.modelViewMatrix.multiplyMatrices( raycaster.camera.matrixWorldInverse, this.matrixWorld );
  15805. _mvPosition.setFromMatrixPosition( this.modelViewMatrix );
  15806. if ( raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false ) {
  15807. _worldScale.multiplyScalar( - _mvPosition.z );
  15808. }
  15809. var rotation = this.material.rotation;
  15810. var sin, cos;
  15811. if ( rotation !== 0 ) {
  15812. cos = Math.cos( rotation );
  15813. sin = Math.sin( rotation );
  15814. }
  15815. var center = this.center;
  15816. transformVertex( _vA$1.set( - 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  15817. transformVertex( _vB$1.set( 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  15818. transformVertex( _vC$1.set( 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  15819. _uvA$1.set( 0, 0 );
  15820. _uvB$1.set( 1, 0 );
  15821. _uvC$1.set( 1, 1 );
  15822. // check first triangle
  15823. var intersect = raycaster.ray.intersectTriangle( _vA$1, _vB$1, _vC$1, false, _intersectPoint );
  15824. if ( intersect === null ) {
  15825. // check second triangle
  15826. transformVertex( _vB$1.set( - 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  15827. _uvB$1.set( 0, 1 );
  15828. intersect = raycaster.ray.intersectTriangle( _vA$1, _vC$1, _vB$1, false, _intersectPoint );
  15829. if ( intersect === null ) {
  15830. return;
  15831. }
  15832. }
  15833. var distance = raycaster.ray.origin.distanceTo( _intersectPoint );
  15834. if ( distance < raycaster.near || distance > raycaster.far ) { return; }
  15835. intersects.push( {
  15836. distance: distance,
  15837. point: _intersectPoint.clone(),
  15838. uv: Triangle.getUV( _intersectPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() ),
  15839. face: null,
  15840. object: this
  15841. } );
  15842. },
  15843. clone: function () {
  15844. return new this.constructor( this.material ).copy( this );
  15845. },
  15846. copy: function ( source ) {
  15847. Object3D.prototype.copy.call( this, source );
  15848. if ( source.center !== undefined ) { this.center.copy( source.center ); }
  15849. return this;
  15850. }
  15851. } );
  15852. function transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) {
  15853. // compute position in camera space
  15854. _alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale );
  15855. // to check if rotation is not zero
  15856. if ( sin !== undefined ) {
  15857. _rotatedPosition.x = ( cos * _alignedPosition.x ) - ( sin * _alignedPosition.y );
  15858. _rotatedPosition.y = ( sin * _alignedPosition.x ) + ( cos * _alignedPosition.y );
  15859. } else {
  15860. _rotatedPosition.copy( _alignedPosition );
  15861. }
  15862. vertexPosition.copy( mvPosition );
  15863. vertexPosition.x += _rotatedPosition.x;
  15864. vertexPosition.y += _rotatedPosition.y;
  15865. // transform to world space
  15866. vertexPosition.applyMatrix4( _viewWorldMatrix );
  15867. }
  15868. /**
  15869. * @author mikael emtinger / http://gomo.se/
  15870. * @author alteredq / http://alteredqualia.com/
  15871. * @author mrdoob / http://mrdoob.com/
  15872. */
  15873. var _v1$4 = new Vector3();
  15874. var _v2$2 = new Vector3();
  15875. function LOD() {
  15876. Object3D.call( this );
  15877. this.type = 'LOD';
  15878. Object.defineProperties( this, {
  15879. levels: {
  15880. enumerable: true,
  15881. value: []
  15882. }
  15883. } );
  15884. this.autoUpdate = true;
  15885. }
  15886. LOD.prototype = Object.assign( Object.create( Object3D.prototype ), {
  15887. constructor: LOD,
  15888. isLOD: true,
  15889. copy: function ( source ) {
  15890. Object3D.prototype.copy.call( this, source, false );
  15891. var levels = source.levels;
  15892. for ( var i = 0, l = levels.length; i < l; i ++ ) {
  15893. var level = levels[ i ];
  15894. this.addLevel( level.object.clone(), level.distance );
  15895. }
  15896. this.autoUpdate = source.autoUpdate;
  15897. return this;
  15898. },
  15899. addLevel: function ( object, distance ) {
  15900. if ( distance === undefined ) { distance = 0; }
  15901. distance = Math.abs( distance );
  15902. var levels = this.levels;
  15903. for ( var l = 0; l < levels.length; l ++ ) {
  15904. if ( distance < levels[ l ].distance ) {
  15905. break;
  15906. }
  15907. }
  15908. levels.splice( l, 0, { distance: distance, object: object } );
  15909. this.add( object );
  15910. return this;
  15911. },
  15912. getObjectForDistance: function ( distance ) {
  15913. var levels = this.levels;
  15914. if ( levels.length > 0 ) {
  15915. for ( var i = 1, l = levels.length; i < l; i ++ ) {
  15916. if ( distance < levels[ i ].distance ) {
  15917. break;
  15918. }
  15919. }
  15920. return levels[ i - 1 ].object;
  15921. }
  15922. return null;
  15923. },
  15924. raycast: function ( raycaster, intersects ) {
  15925. var levels = this.levels;
  15926. if ( levels.length > 0 ) {
  15927. _v1$4.setFromMatrixPosition( this.matrixWorld );
  15928. var distance = raycaster.ray.origin.distanceTo( _v1$4 );
  15929. this.getObjectForDistance( distance ).raycast( raycaster, intersects );
  15930. }
  15931. },
  15932. update: function ( camera ) {
  15933. var levels = this.levels;
  15934. if ( levels.length > 1 ) {
  15935. _v1$4.setFromMatrixPosition( camera.matrixWorld );
  15936. _v2$2.setFromMatrixPosition( this.matrixWorld );
  15937. var distance = _v1$4.distanceTo( _v2$2 );
  15938. levels[ 0 ].object.visible = true;
  15939. for ( var i = 1, l = levels.length; i < l; i ++ ) {
  15940. if ( distance >= levels[ i ].distance ) {
  15941. levels[ i - 1 ].object.visible = false;
  15942. levels[ i ].object.visible = true;
  15943. } else {
  15944. break;
  15945. }
  15946. }
  15947. for ( ; i < l; i ++ ) {
  15948. levels[ i ].object.visible = false;
  15949. }
  15950. }
  15951. },
  15952. toJSON: function ( meta ) {
  15953. var data = Object3D.prototype.toJSON.call( this, meta );
  15954. if ( this.autoUpdate === false ) { data.object.autoUpdate = false; }
  15955. data.object.levels = [];
  15956. var levels = this.levels;
  15957. for ( var i = 0, l = levels.length; i < l; i ++ ) {
  15958. var level = levels[ i ];
  15959. data.object.levels.push( {
  15960. object: level.object.uuid,
  15961. distance: level.distance
  15962. } );
  15963. }
  15964. return data;
  15965. }
  15966. } );
  15967. /**
  15968. * @author mikael emtinger / http://gomo.se/
  15969. * @author alteredq / http://alteredqualia.com/
  15970. * @author ikerr / http://verold.com
  15971. */
  15972. function SkinnedMesh( geometry, material ) {
  15973. if ( geometry && geometry.isGeometry ) {
  15974. console.error( 'THREE.SkinnedMesh no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
  15975. }
  15976. Mesh.call( this, geometry, material );
  15977. this.type = 'SkinnedMesh';
  15978. this.bindMode = 'attached';
  15979. this.bindMatrix = new Matrix4();
  15980. this.bindMatrixInverse = new Matrix4();
  15981. }
  15982. SkinnedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {
  15983. constructor: SkinnedMesh,
  15984. isSkinnedMesh: true,
  15985. bind: function ( skeleton, bindMatrix ) {
  15986. this.skeleton = skeleton;
  15987. if ( bindMatrix === undefined ) {
  15988. this.updateMatrixWorld( true );
  15989. this.skeleton.calculateInverses();
  15990. bindMatrix = this.matrixWorld;
  15991. }
  15992. this.bindMatrix.copy( bindMatrix );
  15993. this.bindMatrixInverse.getInverse( bindMatrix );
  15994. },
  15995. pose: function () {
  15996. this.skeleton.pose();
  15997. },
  15998. normalizeSkinWeights: function () {
  15999. var vector = new Vector4();
  16000. var skinWeight = this.geometry.attributes.skinWeight;
  16001. for ( var i = 0, l = skinWeight.count; i < l; i ++ ) {
  16002. vector.x = skinWeight.getX( i );
  16003. vector.y = skinWeight.getY( i );
  16004. vector.z = skinWeight.getZ( i );
  16005. vector.w = skinWeight.getW( i );
  16006. var scale = 1.0 / vector.manhattanLength();
  16007. if ( scale !== Infinity ) {
  16008. vector.multiplyScalar( scale );
  16009. } else {
  16010. vector.set( 1, 0, 0, 0 ); // do something reasonable
  16011. }
  16012. skinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w );
  16013. }
  16014. },
  16015. updateMatrixWorld: function ( force ) {
  16016. Mesh.prototype.updateMatrixWorld.call( this, force );
  16017. if ( this.bindMode === 'attached' ) {
  16018. this.bindMatrixInverse.getInverse( this.matrixWorld );
  16019. } else if ( this.bindMode === 'detached' ) {
  16020. this.bindMatrixInverse.getInverse( this.bindMatrix );
  16021. } else {
  16022. console.warn( 'THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode );
  16023. }
  16024. },
  16025. clone: function () {
  16026. return new this.constructor( this.geometry, this.material ).copy( this );
  16027. }
  16028. } );
  16029. /**
  16030. * @author mikael emtinger / http://gomo.se/
  16031. * @author alteredq / http://alteredqualia.com/
  16032. * @author michael guerrero / http://realitymeltdown.com
  16033. * @author ikerr / http://verold.com
  16034. */
  16035. var _offsetMatrix = new Matrix4();
  16036. var _identityMatrix = new Matrix4();
  16037. function Skeleton( bones, boneInverses ) {
  16038. // copy the bone array
  16039. bones = bones || [];
  16040. this.bones = bones.slice( 0 );
  16041. this.boneMatrices = new Float32Array( this.bones.length * 16 );
  16042. this.frame = - 1;
  16043. // use the supplied bone inverses or calculate the inverses
  16044. if ( boneInverses === undefined ) {
  16045. this.calculateInverses();
  16046. } else {
  16047. if ( this.bones.length === boneInverses.length ) {
  16048. this.boneInverses = boneInverses.slice( 0 );
  16049. } else {
  16050. console.warn( 'THREE.Skeleton boneInverses is the wrong length.' );
  16051. this.boneInverses = [];
  16052. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  16053. this.boneInverses.push( new Matrix4() );
  16054. }
  16055. }
  16056. }
  16057. }
  16058. Object.assign( Skeleton.prototype, {
  16059. calculateInverses: function () {
  16060. this.boneInverses = [];
  16061. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  16062. var inverse = new Matrix4();
  16063. if ( this.bones[ i ] ) {
  16064. inverse.getInverse( this.bones[ i ].matrixWorld );
  16065. }
  16066. this.boneInverses.push( inverse );
  16067. }
  16068. },
  16069. pose: function () {
  16070. var bone, i, il;
  16071. // recover the bind-time world matrices
  16072. for ( i = 0, il = this.bones.length; i < il; i ++ ) {
  16073. bone = this.bones[ i ];
  16074. if ( bone ) {
  16075. bone.matrixWorld.getInverse( this.boneInverses[ i ] );
  16076. }
  16077. }
  16078. // compute the local matrices, positions, rotations and scales
  16079. for ( i = 0, il = this.bones.length; i < il; i ++ ) {
  16080. bone = this.bones[ i ];
  16081. if ( bone ) {
  16082. if ( bone.parent && bone.parent.isBone ) {
  16083. bone.matrix.getInverse( bone.parent.matrixWorld );
  16084. bone.matrix.multiply( bone.matrixWorld );
  16085. } else {
  16086. bone.matrix.copy( bone.matrixWorld );
  16087. }
  16088. bone.matrix.decompose( bone.position, bone.quaternion, bone.scale );
  16089. }
  16090. }
  16091. },
  16092. update: function () {
  16093. var bones = this.bones;
  16094. var boneInverses = this.boneInverses;
  16095. var boneMatrices = this.boneMatrices;
  16096. var boneTexture = this.boneTexture;
  16097. // flatten bone matrices to array
  16098. for ( var i = 0, il = bones.length; i < il; i ++ ) {
  16099. // compute the offset between the current and the original transform
  16100. var matrix = bones[ i ] ? bones[ i ].matrixWorld : _identityMatrix;
  16101. _offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );
  16102. _offsetMatrix.toArray( boneMatrices, i * 16 );
  16103. }
  16104. if ( boneTexture !== undefined ) {
  16105. boneTexture.needsUpdate = true;
  16106. }
  16107. },
  16108. clone: function () {
  16109. return new Skeleton( this.bones, this.boneInverses );
  16110. },
  16111. getBoneByName: function ( name ) {
  16112. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  16113. var bone = this.bones[ i ];
  16114. if ( bone.name === name ) {
  16115. return bone;
  16116. }
  16117. }
  16118. return undefined;
  16119. }
  16120. } );
  16121. /**
  16122. * @author mikael emtinger / http://gomo.se/
  16123. * @author alteredq / http://alteredqualia.com/
  16124. * @author ikerr / http://verold.com
  16125. */
  16126. function Bone() {
  16127. Object3D.call( this );
  16128. this.type = 'Bone';
  16129. }
  16130. Bone.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16131. constructor: Bone,
  16132. isBone: true
  16133. } );
  16134. /**
  16135. * @author mrdoob / http://mrdoob.com/
  16136. */
  16137. var _instanceLocalMatrix = new Matrix4();
  16138. var _instanceWorldMatrix = new Matrix4();
  16139. var _instanceIntersects = [];
  16140. var _mesh = new Mesh();
  16141. function InstancedMesh( geometry, material, count ) {
  16142. Mesh.call( this, geometry, material );
  16143. this.instanceMatrix = new BufferAttribute( new Float32Array( count * 16 ), 16 );
  16144. this.count = count;
  16145. }
  16146. InstancedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {
  16147. constructor: InstancedMesh,
  16148. isInstancedMesh: true,
  16149. getMatrixAt: function ( index, matrix ) {
  16150. matrix.fromArray( this.instanceMatrix.array, index * 16 );
  16151. },
  16152. raycast: function ( raycaster, intersects ) {
  16153. var matrixWorld = this.matrixWorld;
  16154. var raycastTimes = this.count;
  16155. _mesh.geometry = this.geometry;
  16156. _mesh.material = this.material;
  16157. if ( _mesh.material === undefined ) { return; }
  16158. for ( var instanceId = 0; instanceId < raycastTimes; instanceId ++ ) {
  16159. // calculate the world matrix for each instance
  16160. this.getMatrixAt( instanceId, _instanceLocalMatrix );
  16161. _instanceWorldMatrix.multiplyMatrices( matrixWorld, _instanceLocalMatrix );
  16162. // the mesh represents this single instance
  16163. _mesh.matrixWorld = _instanceWorldMatrix;
  16164. _mesh.raycast( raycaster, _instanceIntersects );
  16165. // process the result of raycast
  16166. if ( _instanceIntersects.length > 0 ) {
  16167. _instanceIntersects[ 0 ].instanceId = instanceId;
  16168. _instanceIntersects[ 0 ].object = this;
  16169. intersects.push( _instanceIntersects[ 0 ] );
  16170. _instanceIntersects.length = 0;
  16171. }
  16172. }
  16173. },
  16174. setMatrixAt: function ( index, matrix ) {
  16175. matrix.toArray( this.instanceMatrix.array, index * 16 );
  16176. },
  16177. updateMorphTargets: function () {
  16178. }
  16179. } );
  16180. /**
  16181. * @author mrdoob / http://mrdoob.com/
  16182. * @author alteredq / http://alteredqualia.com/
  16183. *
  16184. * parameters = {
  16185. * color: <hex>,
  16186. * opacity: <float>,
  16187. *
  16188. * linewidth: <float>,
  16189. * linecap: "round",
  16190. * linejoin: "round"
  16191. * }
  16192. */
  16193. function LineBasicMaterial( parameters ) {
  16194. Material.call( this );
  16195. this.type = 'LineBasicMaterial';
  16196. this.color = new Color( 0xffffff );
  16197. this.linewidth = 1;
  16198. this.linecap = 'round';
  16199. this.linejoin = 'round';
  16200. this.setValues( parameters );
  16201. }
  16202. LineBasicMaterial.prototype = Object.create( Material.prototype );
  16203. LineBasicMaterial.prototype.constructor = LineBasicMaterial;
  16204. LineBasicMaterial.prototype.isLineBasicMaterial = true;
  16205. LineBasicMaterial.prototype.copy = function ( source ) {
  16206. Material.prototype.copy.call( this, source );
  16207. this.color.copy( source.color );
  16208. this.linewidth = source.linewidth;
  16209. this.linecap = source.linecap;
  16210. this.linejoin = source.linejoin;
  16211. return this;
  16212. };
  16213. /**
  16214. * @author mrdoob / http://mrdoob.com/
  16215. */
  16216. var _start = new Vector3();
  16217. var _end = new Vector3();
  16218. var _inverseMatrix$1 = new Matrix4();
  16219. var _ray$1 = new Ray();
  16220. var _sphere$2 = new Sphere();
  16221. function Line( geometry, material, mode ) {
  16222. if ( mode === 1 ) {
  16223. console.error( 'THREE.Line: parameter THREE.LinePieces no longer supported. Use THREE.LineSegments instead.' );
  16224. }
  16225. Object3D.call( this );
  16226. this.type = 'Line';
  16227. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  16228. this.material = material !== undefined ? material : new LineBasicMaterial( { color: Math.random() * 0xffffff } );
  16229. }
  16230. Line.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16231. constructor: Line,
  16232. isLine: true,
  16233. computeLineDistances: function () {
  16234. var geometry = this.geometry;
  16235. if ( geometry.isBufferGeometry ) {
  16236. // we assume non-indexed geometry
  16237. if ( geometry.index === null ) {
  16238. var positionAttribute = geometry.attributes.position;
  16239. var lineDistances = [ 0 ];
  16240. for ( var i = 1, l = positionAttribute.count; i < l; i ++ ) {
  16241. _start.fromBufferAttribute( positionAttribute, i - 1 );
  16242. _end.fromBufferAttribute( positionAttribute, i );
  16243. lineDistances[ i ] = lineDistances[ i - 1 ];
  16244. lineDistances[ i ] += _start.distanceTo( _end );
  16245. }
  16246. geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  16247. } else {
  16248. console.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  16249. }
  16250. } else if ( geometry.isGeometry ) {
  16251. var vertices = geometry.vertices;
  16252. var lineDistances = geometry.lineDistances;
  16253. lineDistances[ 0 ] = 0;
  16254. for ( var i = 1, l = vertices.length; i < l; i ++ ) {
  16255. lineDistances[ i ] = lineDistances[ i - 1 ];
  16256. lineDistances[ i ] += vertices[ i - 1 ].distanceTo( vertices[ i ] );
  16257. }
  16258. }
  16259. return this;
  16260. },
  16261. raycast: function ( raycaster, intersects ) {
  16262. var precision = raycaster.linePrecision;
  16263. var geometry = this.geometry;
  16264. var matrixWorld = this.matrixWorld;
  16265. // Checking boundingSphere distance to ray
  16266. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  16267. _sphere$2.copy( geometry.boundingSphere );
  16268. _sphere$2.applyMatrix4( matrixWorld );
  16269. _sphere$2.radius += precision;
  16270. if ( raycaster.ray.intersectsSphere( _sphere$2 ) === false ) { return; }
  16271. //
  16272. _inverseMatrix$1.getInverse( matrixWorld );
  16273. _ray$1.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$1 );
  16274. var localPrecision = precision / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  16275. var localPrecisionSq = localPrecision * localPrecision;
  16276. var vStart = new Vector3();
  16277. var vEnd = new Vector3();
  16278. var interSegment = new Vector3();
  16279. var interRay = new Vector3();
  16280. var step = ( this && this.isLineSegments ) ? 2 : 1;
  16281. if ( geometry.isBufferGeometry ) {
  16282. var index = geometry.index;
  16283. var attributes = geometry.attributes;
  16284. var positions = attributes.position.array;
  16285. if ( index !== null ) {
  16286. var indices = index.array;
  16287. for ( var i = 0, l = indices.length - 1; i < l; i += step ) {
  16288. var a = indices[ i ];
  16289. var b = indices[ i + 1 ];
  16290. vStart.fromArray( positions, a * 3 );
  16291. vEnd.fromArray( positions, b * 3 );
  16292. var distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
  16293. if ( distSq > localPrecisionSq ) { continue; }
  16294. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  16295. var distance = raycaster.ray.origin.distanceTo( interRay );
  16296. if ( distance < raycaster.near || distance > raycaster.far ) { continue; }
  16297. intersects.push( {
  16298. distance: distance,
  16299. // What do we want? intersection point on the ray or on the segment??
  16300. // point: raycaster.ray.at( distance ),
  16301. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  16302. index: i,
  16303. face: null,
  16304. faceIndex: null,
  16305. object: this
  16306. } );
  16307. }
  16308. } else {
  16309. for ( var i = 0, l = positions.length / 3 - 1; i < l; i += step ) {
  16310. vStart.fromArray( positions, 3 * i );
  16311. vEnd.fromArray( positions, 3 * i + 3 );
  16312. var distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
  16313. if ( distSq > localPrecisionSq ) { continue; }
  16314. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  16315. var distance = raycaster.ray.origin.distanceTo( interRay );
  16316. if ( distance < raycaster.near || distance > raycaster.far ) { continue; }
  16317. intersects.push( {
  16318. distance: distance,
  16319. // What do we want? intersection point on the ray or on the segment??
  16320. // point: raycaster.ray.at( distance ),
  16321. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  16322. index: i,
  16323. face: null,
  16324. faceIndex: null,
  16325. object: this
  16326. } );
  16327. }
  16328. }
  16329. } else if ( geometry.isGeometry ) {
  16330. var vertices = geometry.vertices;
  16331. var nbVertices = vertices.length;
  16332. for ( var i = 0; i < nbVertices - 1; i += step ) {
  16333. var distSq = _ray$1.distanceSqToSegment( vertices[ i ], vertices[ i + 1 ], interRay, interSegment );
  16334. if ( distSq > localPrecisionSq ) { continue; }
  16335. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  16336. var distance = raycaster.ray.origin.distanceTo( interRay );
  16337. if ( distance < raycaster.near || distance > raycaster.far ) { continue; }
  16338. intersects.push( {
  16339. distance: distance,
  16340. // What do we want? intersection point on the ray or on the segment??
  16341. // point: raycaster.ray.at( distance ),
  16342. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  16343. index: i,
  16344. face: null,
  16345. faceIndex: null,
  16346. object: this
  16347. } );
  16348. }
  16349. }
  16350. },
  16351. clone: function () {
  16352. return new this.constructor( this.geometry, this.material ).copy( this );
  16353. }
  16354. } );
  16355. /**
  16356. * @author mrdoob / http://mrdoob.com/
  16357. */
  16358. var _start$1 = new Vector3();
  16359. var _end$1 = new Vector3();
  16360. function LineSegments( geometry, material ) {
  16361. Line.call( this, geometry, material );
  16362. this.type = 'LineSegments';
  16363. }
  16364. LineSegments.prototype = Object.assign( Object.create( Line.prototype ), {
  16365. constructor: LineSegments,
  16366. isLineSegments: true,
  16367. computeLineDistances: function () {
  16368. var geometry = this.geometry;
  16369. if ( geometry.isBufferGeometry ) {
  16370. // we assume non-indexed geometry
  16371. if ( geometry.index === null ) {
  16372. var positionAttribute = geometry.attributes.position;
  16373. var lineDistances = [];
  16374. for ( var i = 0, l = positionAttribute.count; i < l; i += 2 ) {
  16375. _start$1.fromBufferAttribute( positionAttribute, i );
  16376. _end$1.fromBufferAttribute( positionAttribute, i + 1 );
  16377. lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  16378. lineDistances[ i + 1 ] = lineDistances[ i ] + _start$1.distanceTo( _end$1 );
  16379. }
  16380. geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  16381. } else {
  16382. console.warn( 'THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  16383. }
  16384. } else if ( geometry.isGeometry ) {
  16385. var vertices = geometry.vertices;
  16386. var lineDistances = geometry.lineDistances;
  16387. for ( var i = 0, l = vertices.length; i < l; i += 2 ) {
  16388. _start$1.copy( vertices[ i ] );
  16389. _end$1.copy( vertices[ i + 1 ] );
  16390. lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  16391. lineDistances[ i + 1 ] = lineDistances[ i ] + _start$1.distanceTo( _end$1 );
  16392. }
  16393. }
  16394. return this;
  16395. }
  16396. } );
  16397. /**
  16398. * @author mgreter / http://github.com/mgreter
  16399. */
  16400. function LineLoop( geometry, material ) {
  16401. Line.call( this, geometry, material );
  16402. this.type = 'LineLoop';
  16403. }
  16404. LineLoop.prototype = Object.assign( Object.create( Line.prototype ), {
  16405. constructor: LineLoop,
  16406. isLineLoop: true,
  16407. } );
  16408. /**
  16409. * @author mrdoob / http://mrdoob.com/
  16410. * @author alteredq / http://alteredqualia.com/
  16411. *
  16412. * parameters = {
  16413. * color: <hex>,
  16414. * opacity: <float>,
  16415. * map: new THREE.Texture( <Image> ),
  16416. * alphaMap: new THREE.Texture( <Image> ),
  16417. *
  16418. * size: <float>,
  16419. * sizeAttenuation: <bool>
  16420. *
  16421. * morphTargets: <bool>
  16422. * }
  16423. */
  16424. function PointsMaterial( parameters ) {
  16425. Material.call( this );
  16426. this.type = 'PointsMaterial';
  16427. this.color = new Color( 0xffffff );
  16428. this.map = null;
  16429. this.alphaMap = null;
  16430. this.size = 1;
  16431. this.sizeAttenuation = true;
  16432. this.morphTargets = false;
  16433. this.setValues( parameters );
  16434. }
  16435. PointsMaterial.prototype = Object.create( Material.prototype );
  16436. PointsMaterial.prototype.constructor = PointsMaterial;
  16437. PointsMaterial.prototype.isPointsMaterial = true;
  16438. PointsMaterial.prototype.copy = function ( source ) {
  16439. Material.prototype.copy.call( this, source );
  16440. this.color.copy( source.color );
  16441. this.map = source.map;
  16442. this.alphaMap = source.alphaMap;
  16443. this.size = source.size;
  16444. this.sizeAttenuation = source.sizeAttenuation;
  16445. this.morphTargets = source.morphTargets;
  16446. return this;
  16447. };
  16448. /**
  16449. * @author alteredq / http://alteredqualia.com/
  16450. */
  16451. var _inverseMatrix$2 = new Matrix4();
  16452. var _ray$2 = new Ray();
  16453. var _sphere$3 = new Sphere();
  16454. var _position$1 = new Vector3();
  16455. function Points( geometry, material ) {
  16456. Object3D.call( this );
  16457. this.type = 'Points';
  16458. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  16459. this.material = material !== undefined ? material : new PointsMaterial( { color: Math.random() * 0xffffff } );
  16460. this.updateMorphTargets();
  16461. }
  16462. Points.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16463. constructor: Points,
  16464. isPoints: true,
  16465. raycast: function ( raycaster, intersects ) {
  16466. var geometry = this.geometry;
  16467. var matrixWorld = this.matrixWorld;
  16468. var threshold = raycaster.params.Points.threshold;
  16469. // Checking boundingSphere distance to ray
  16470. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  16471. _sphere$3.copy( geometry.boundingSphere );
  16472. _sphere$3.applyMatrix4( matrixWorld );
  16473. _sphere$3.radius += threshold;
  16474. if ( raycaster.ray.intersectsSphere( _sphere$3 ) === false ) { return; }
  16475. //
  16476. _inverseMatrix$2.getInverse( matrixWorld );
  16477. _ray$2.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$2 );
  16478. var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  16479. var localThresholdSq = localThreshold * localThreshold;
  16480. if ( geometry.isBufferGeometry ) {
  16481. var index = geometry.index;
  16482. var attributes = geometry.attributes;
  16483. var positions = attributes.position.array;
  16484. if ( index !== null ) {
  16485. var indices = index.array;
  16486. for ( var i = 0, il = indices.length; i < il; i ++ ) {
  16487. var a = indices[ i ];
  16488. _position$1.fromArray( positions, a * 3 );
  16489. testPoint( _position$1, a, localThresholdSq, matrixWorld, raycaster, intersects, this );
  16490. }
  16491. } else {
  16492. for ( var i = 0, l = positions.length / 3; i < l; i ++ ) {
  16493. _position$1.fromArray( positions, i * 3 );
  16494. testPoint( _position$1, i, localThresholdSq, matrixWorld, raycaster, intersects, this );
  16495. }
  16496. }
  16497. } else {
  16498. var vertices = geometry.vertices;
  16499. for ( var i = 0, l = vertices.length; i < l; i ++ ) {
  16500. testPoint( vertices[ i ], i, localThresholdSq, matrixWorld, raycaster, intersects, this );
  16501. }
  16502. }
  16503. },
  16504. updateMorphTargets: function () {
  16505. var geometry = this.geometry;
  16506. var m, ml, name;
  16507. if ( geometry.isBufferGeometry ) {
  16508. var morphAttributes = geometry.morphAttributes;
  16509. var keys = Object.keys( morphAttributes );
  16510. if ( keys.length > 0 ) {
  16511. var morphAttribute = morphAttributes[ keys[ 0 ] ];
  16512. if ( morphAttribute !== undefined ) {
  16513. this.morphTargetInfluences = [];
  16514. this.morphTargetDictionary = {};
  16515. for ( m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  16516. name = morphAttribute[ m ].name || String( m );
  16517. this.morphTargetInfluences.push( 0 );
  16518. this.morphTargetDictionary[ name ] = m;
  16519. }
  16520. }
  16521. }
  16522. } else {
  16523. var morphTargets = geometry.morphTargets;
  16524. if ( morphTargets !== undefined && morphTargets.length > 0 ) {
  16525. console.error( 'THREE.Points.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.' );
  16526. }
  16527. }
  16528. },
  16529. clone: function () {
  16530. return new this.constructor( this.geometry, this.material ).copy( this );
  16531. }
  16532. } );
  16533. function testPoint( point, index, localThresholdSq, matrixWorld, raycaster, intersects, object ) {
  16534. var rayPointDistanceSq = _ray$2.distanceSqToPoint( point );
  16535. if ( rayPointDistanceSq < localThresholdSq ) {
  16536. var intersectPoint = new Vector3();
  16537. _ray$2.closestPointToPoint( point, intersectPoint );
  16538. intersectPoint.applyMatrix4( matrixWorld );
  16539. var distance = raycaster.ray.origin.distanceTo( intersectPoint );
  16540. if ( distance < raycaster.near || distance > raycaster.far ) { return; }
  16541. intersects.push( {
  16542. distance: distance,
  16543. distanceToRay: Math.sqrt( rayPointDistanceSq ),
  16544. point: intersectPoint,
  16545. index: index,
  16546. face: null,
  16547. object: object
  16548. } );
  16549. }
  16550. }
  16551. /**
  16552. * @author mrdoob / http://mrdoob.com/
  16553. */
  16554. function VideoTexture( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  16555. Texture.call( this, video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16556. this.format = format !== undefined ? format : RGBFormat;
  16557. this.minFilter = minFilter !== undefined ? minFilter : LinearFilter;
  16558. this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
  16559. this.generateMipmaps = false;
  16560. }
  16561. VideoTexture.prototype = Object.assign( Object.create( Texture.prototype ), {
  16562. constructor: VideoTexture,
  16563. isVideoTexture: true,
  16564. update: function () {
  16565. var video = this.image;
  16566. if ( video.readyState >= video.HAVE_CURRENT_DATA ) {
  16567. this.needsUpdate = true;
  16568. }
  16569. }
  16570. } );
  16571. /**
  16572. * @author alteredq / http://alteredqualia.com/
  16573. */
  16574. function CompressedTexture( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
  16575. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  16576. this.image = { width: width, height: height };
  16577. this.mipmaps = mipmaps;
  16578. // no flipping for cube textures
  16579. // (also flipping doesn't work for compressed textures )
  16580. this.flipY = false;
  16581. // can't generate mipmaps for compressed textures
  16582. // mips must be embedded in DDS files
  16583. this.generateMipmaps = false;
  16584. }
  16585. CompressedTexture.prototype = Object.create( Texture.prototype );
  16586. CompressedTexture.prototype.constructor = CompressedTexture;
  16587. CompressedTexture.prototype.isCompressedTexture = true;
  16588. /**
  16589. * @author mrdoob / http://mrdoob.com/
  16590. */
  16591. function CanvasTexture( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  16592. Texture.call( this, canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16593. this.needsUpdate = true;
  16594. }
  16595. CanvasTexture.prototype = Object.create( Texture.prototype );
  16596. CanvasTexture.prototype.constructor = CanvasTexture;
  16597. CanvasTexture.prototype.isCanvasTexture = true;
  16598. /**
  16599. * @author Matt DesLauriers / @mattdesl
  16600. * @author atix / arthursilber.de
  16601. */
  16602. function DepthTexture( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format ) {
  16603. format = format !== undefined ? format : DepthFormat;
  16604. if ( format !== DepthFormat && format !== DepthStencilFormat ) {
  16605. throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );
  16606. }
  16607. if ( type === undefined && format === DepthFormat ) { type = UnsignedShortType; }
  16608. if ( type === undefined && format === DepthStencilFormat ) { type = UnsignedInt248Type; }
  16609. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16610. this.image = { width: width, height: height };
  16611. this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
  16612. this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
  16613. this.flipY = false;
  16614. this.generateMipmaps = false;
  16615. }
  16616. DepthTexture.prototype = Object.create( Texture.prototype );
  16617. DepthTexture.prototype.constructor = DepthTexture;
  16618. DepthTexture.prototype.isDepthTexture = true;
  16619. /**
  16620. * @author mrdoob / http://mrdoob.com/
  16621. * @author Mugen87 / https://github.com/Mugen87
  16622. */
  16623. function WireframeGeometry( geometry ) {
  16624. BufferGeometry.call( this );
  16625. this.type = 'WireframeGeometry';
  16626. // buffer
  16627. var vertices = [];
  16628. // helper variables
  16629. var i, j, l, o, ol;
  16630. var edge = [ 0, 0 ], edges = {}, e, edge1, edge2;
  16631. var key, keys = [ 'a', 'b', 'c' ];
  16632. var vertex;
  16633. // different logic for Geometry and BufferGeometry
  16634. if ( geometry && geometry.isGeometry ) {
  16635. // create a data structure that contains all edges without duplicates
  16636. var faces = geometry.faces;
  16637. for ( i = 0, l = faces.length; i < l; i ++ ) {
  16638. var face = faces[ i ];
  16639. for ( j = 0; j < 3; j ++ ) {
  16640. edge1 = face[ keys[ j ] ];
  16641. edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
  16642. edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates
  16643. edge[ 1 ] = Math.max( edge1, edge2 );
  16644. key = edge[ 0 ] + ',' + edge[ 1 ];
  16645. if ( edges[ key ] === undefined ) {
  16646. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
  16647. }
  16648. }
  16649. }
  16650. // generate vertices
  16651. for ( key in edges ) {
  16652. e = edges[ key ];
  16653. vertex = geometry.vertices[ e.index1 ];
  16654. vertices.push( vertex.x, vertex.y, vertex.z );
  16655. vertex = geometry.vertices[ e.index2 ];
  16656. vertices.push( vertex.x, vertex.y, vertex.z );
  16657. }
  16658. } else if ( geometry && geometry.isBufferGeometry ) {
  16659. var position, indices, groups;
  16660. var group, start, count;
  16661. var index1, index2;
  16662. vertex = new Vector3();
  16663. if ( geometry.index !== null ) {
  16664. // indexed BufferGeometry
  16665. position = geometry.attributes.position;
  16666. indices = geometry.index;
  16667. groups = geometry.groups;
  16668. if ( groups.length === 0 ) {
  16669. groups = [ { start: 0, count: indices.count, materialIndex: 0 } ];
  16670. }
  16671. // create a data structure that contains all eges without duplicates
  16672. for ( o = 0, ol = groups.length; o < ol; ++ o ) {
  16673. group = groups[ o ];
  16674. start = group.start;
  16675. count = group.count;
  16676. for ( i = start, l = ( start + count ); i < l; i += 3 ) {
  16677. for ( j = 0; j < 3; j ++ ) {
  16678. edge1 = indices.getX( i + j );
  16679. edge2 = indices.getX( i + ( j + 1 ) % 3 );
  16680. edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates
  16681. edge[ 1 ] = Math.max( edge1, edge2 );
  16682. key = edge[ 0 ] + ',' + edge[ 1 ];
  16683. if ( edges[ key ] === undefined ) {
  16684. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
  16685. }
  16686. }
  16687. }
  16688. }
  16689. // generate vertices
  16690. for ( key in edges ) {
  16691. e = edges[ key ];
  16692. vertex.fromBufferAttribute( position, e.index1 );
  16693. vertices.push( vertex.x, vertex.y, vertex.z );
  16694. vertex.fromBufferAttribute( position, e.index2 );
  16695. vertices.push( vertex.x, vertex.y, vertex.z );
  16696. }
  16697. } else {
  16698. // non-indexed BufferGeometry
  16699. position = geometry.attributes.position;
  16700. for ( i = 0, l = ( position.count / 3 ); i < l; i ++ ) {
  16701. for ( j = 0; j < 3; j ++ ) {
  16702. // three edges per triangle, an edge is represented as (index1, index2)
  16703. // e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)
  16704. index1 = 3 * i + j;
  16705. vertex.fromBufferAttribute( position, index1 );
  16706. vertices.push( vertex.x, vertex.y, vertex.z );
  16707. index2 = 3 * i + ( ( j + 1 ) % 3 );
  16708. vertex.fromBufferAttribute( position, index2 );
  16709. vertices.push( vertex.x, vertex.y, vertex.z );
  16710. }
  16711. }
  16712. }
  16713. }
  16714. // build geometry
  16715. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  16716. }
  16717. WireframeGeometry.prototype = Object.create( BufferGeometry.prototype );
  16718. WireframeGeometry.prototype.constructor = WireframeGeometry;
  16719. /**
  16720. * @author zz85 / https://github.com/zz85
  16721. * @author Mugen87 / https://github.com/Mugen87
  16722. *
  16723. * Parametric Surfaces Geometry
  16724. * based on the brilliant article by @prideout http://prideout.net/blog/?p=44
  16725. */
  16726. // ParametricGeometry
  16727. function ParametricGeometry( func, slices, stacks ) {
  16728. Geometry.call( this );
  16729. this.type = 'ParametricGeometry';
  16730. this.parameters = {
  16731. func: func,
  16732. slices: slices,
  16733. stacks: stacks
  16734. };
  16735. this.fromBufferGeometry( new ParametricBufferGeometry( func, slices, stacks ) );
  16736. this.mergeVertices();
  16737. }
  16738. ParametricGeometry.prototype = Object.create( Geometry.prototype );
  16739. ParametricGeometry.prototype.constructor = ParametricGeometry;
  16740. // ParametricBufferGeometry
  16741. function ParametricBufferGeometry( func, slices, stacks ) {
  16742. BufferGeometry.call( this );
  16743. this.type = 'ParametricBufferGeometry';
  16744. this.parameters = {
  16745. func: func,
  16746. slices: slices,
  16747. stacks: stacks
  16748. };
  16749. // buffers
  16750. var indices = [];
  16751. var vertices = [];
  16752. var normals = [];
  16753. var uvs = [];
  16754. var EPS = 0.00001;
  16755. var normal = new Vector3();
  16756. var p0 = new Vector3(), p1 = new Vector3();
  16757. var pu = new Vector3(), pv = new Vector3();
  16758. var i, j;
  16759. if ( func.length < 3 ) {
  16760. console.error( 'THREE.ParametricGeometry: Function must now modify a Vector3 as third parameter.' );
  16761. }
  16762. // generate vertices, normals and uvs
  16763. var sliceCount = slices + 1;
  16764. for ( i = 0; i <= stacks; i ++ ) {
  16765. var v = i / stacks;
  16766. for ( j = 0; j <= slices; j ++ ) {
  16767. var u = j / slices;
  16768. // vertex
  16769. func( u, v, p0 );
  16770. vertices.push( p0.x, p0.y, p0.z );
  16771. // normal
  16772. // approximate tangent vectors via finite differences
  16773. if ( u - EPS >= 0 ) {
  16774. func( u - EPS, v, p1 );
  16775. pu.subVectors( p0, p1 );
  16776. } else {
  16777. func( u + EPS, v, p1 );
  16778. pu.subVectors( p1, p0 );
  16779. }
  16780. if ( v - EPS >= 0 ) {
  16781. func( u, v - EPS, p1 );
  16782. pv.subVectors( p0, p1 );
  16783. } else {
  16784. func( u, v + EPS, p1 );
  16785. pv.subVectors( p1, p0 );
  16786. }
  16787. // cross product of tangent vectors returns surface normal
  16788. normal.crossVectors( pu, pv ).normalize();
  16789. normals.push( normal.x, normal.y, normal.z );
  16790. // uv
  16791. uvs.push( u, v );
  16792. }
  16793. }
  16794. // generate indices
  16795. for ( i = 0; i < stacks; i ++ ) {
  16796. for ( j = 0; j < slices; j ++ ) {
  16797. var a = i * sliceCount + j;
  16798. var b = i * sliceCount + j + 1;
  16799. var c = ( i + 1 ) * sliceCount + j + 1;
  16800. var d = ( i + 1 ) * sliceCount + j;
  16801. // faces one and two
  16802. indices.push( a, b, d );
  16803. indices.push( b, c, d );
  16804. }
  16805. }
  16806. // build geometry
  16807. this.setIndex( indices );
  16808. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  16809. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  16810. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  16811. }
  16812. ParametricBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  16813. ParametricBufferGeometry.prototype.constructor = ParametricBufferGeometry;
  16814. /**
  16815. * @author clockworkgeek / https://github.com/clockworkgeek
  16816. * @author timothypratley / https://github.com/timothypratley
  16817. * @author WestLangley / http://github.com/WestLangley
  16818. * @author Mugen87 / https://github.com/Mugen87
  16819. */
  16820. // PolyhedronGeometry
  16821. function PolyhedronGeometry( vertices, indices, radius, detail ) {
  16822. Geometry.call( this );
  16823. this.type = 'PolyhedronGeometry';
  16824. this.parameters = {
  16825. vertices: vertices,
  16826. indices: indices,
  16827. radius: radius,
  16828. detail: detail
  16829. };
  16830. this.fromBufferGeometry( new PolyhedronBufferGeometry( vertices, indices, radius, detail ) );
  16831. this.mergeVertices();
  16832. }
  16833. PolyhedronGeometry.prototype = Object.create( Geometry.prototype );
  16834. PolyhedronGeometry.prototype.constructor = PolyhedronGeometry;
  16835. // PolyhedronBufferGeometry
  16836. function PolyhedronBufferGeometry( vertices, indices, radius, detail ) {
  16837. BufferGeometry.call( this );
  16838. this.type = 'PolyhedronBufferGeometry';
  16839. this.parameters = {
  16840. vertices: vertices,
  16841. indices: indices,
  16842. radius: radius,
  16843. detail: detail
  16844. };
  16845. radius = radius || 1;
  16846. detail = detail || 0;
  16847. // default buffer data
  16848. var vertexBuffer = [];
  16849. var uvBuffer = [];
  16850. // the subdivision creates the vertex buffer data
  16851. subdivide( detail );
  16852. // all vertices should lie on a conceptual sphere with a given radius
  16853. applyRadius( radius );
  16854. // finally, create the uv data
  16855. generateUVs();
  16856. // build non-indexed geometry
  16857. this.setAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) );
  16858. this.setAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) );
  16859. this.setAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );
  16860. if ( detail === 0 ) {
  16861. this.computeVertexNormals(); // flat normals
  16862. } else {
  16863. this.normalizeNormals(); // smooth normals
  16864. }
  16865. // helper functions
  16866. function subdivide( detail ) {
  16867. var a = new Vector3();
  16868. var b = new Vector3();
  16869. var c = new Vector3();
  16870. // iterate over all faces and apply a subdivison with the given detail value
  16871. for ( var i = 0; i < indices.length; i += 3 ) {
  16872. // get the vertices of the face
  16873. getVertexByIndex( indices[ i + 0 ], a );
  16874. getVertexByIndex( indices[ i + 1 ], b );
  16875. getVertexByIndex( indices[ i + 2 ], c );
  16876. // perform subdivision
  16877. subdivideFace( a, b, c, detail );
  16878. }
  16879. }
  16880. function subdivideFace( a, b, c, detail ) {
  16881. var cols = Math.pow( 2, detail );
  16882. // we use this multidimensional array as a data structure for creating the subdivision
  16883. var v = [];
  16884. var i, j;
  16885. // construct all of the vertices for this subdivision
  16886. for ( i = 0; i <= cols; i ++ ) {
  16887. v[ i ] = [];
  16888. var aj = a.clone().lerp( c, i / cols );
  16889. var bj = b.clone().lerp( c, i / cols );
  16890. var rows = cols - i;
  16891. for ( j = 0; j <= rows; j ++ ) {
  16892. if ( j === 0 && i === cols ) {
  16893. v[ i ][ j ] = aj;
  16894. } else {
  16895. v[ i ][ j ] = aj.clone().lerp( bj, j / rows );
  16896. }
  16897. }
  16898. }
  16899. // construct all of the faces
  16900. for ( i = 0; i < cols; i ++ ) {
  16901. for ( j = 0; j < 2 * ( cols - i ) - 1; j ++ ) {
  16902. var k = Math.floor( j / 2 );
  16903. if ( j % 2 === 0 ) {
  16904. pushVertex( v[ i ][ k + 1 ] );
  16905. pushVertex( v[ i + 1 ][ k ] );
  16906. pushVertex( v[ i ][ k ] );
  16907. } else {
  16908. pushVertex( v[ i ][ k + 1 ] );
  16909. pushVertex( v[ i + 1 ][ k + 1 ] );
  16910. pushVertex( v[ i + 1 ][ k ] );
  16911. }
  16912. }
  16913. }
  16914. }
  16915. function applyRadius( radius ) {
  16916. var vertex = new Vector3();
  16917. // iterate over the entire buffer and apply the radius to each vertex
  16918. for ( var i = 0; i < vertexBuffer.length; i += 3 ) {
  16919. vertex.x = vertexBuffer[ i + 0 ];
  16920. vertex.y = vertexBuffer[ i + 1 ];
  16921. vertex.z = vertexBuffer[ i + 2 ];
  16922. vertex.normalize().multiplyScalar( radius );
  16923. vertexBuffer[ i + 0 ] = vertex.x;
  16924. vertexBuffer[ i + 1 ] = vertex.y;
  16925. vertexBuffer[ i + 2 ] = vertex.z;
  16926. }
  16927. }
  16928. function generateUVs() {
  16929. var vertex = new Vector3();
  16930. for ( var i = 0; i < vertexBuffer.length; i += 3 ) {
  16931. vertex.x = vertexBuffer[ i + 0 ];
  16932. vertex.y = vertexBuffer[ i + 1 ];
  16933. vertex.z = vertexBuffer[ i + 2 ];
  16934. var u = azimuth( vertex ) / 2 / Math.PI + 0.5;
  16935. var v = inclination( vertex ) / Math.PI + 0.5;
  16936. uvBuffer.push( u, 1 - v );
  16937. }
  16938. correctUVs();
  16939. correctSeam();
  16940. }
  16941. function correctSeam() {
  16942. // handle case when face straddles the seam, see #3269
  16943. for ( var i = 0; i < uvBuffer.length; i += 6 ) {
  16944. // uv data of a single face
  16945. var x0 = uvBuffer[ i + 0 ];
  16946. var x1 = uvBuffer[ i + 2 ];
  16947. var x2 = uvBuffer[ i + 4 ];
  16948. var max = Math.max( x0, x1, x2 );
  16949. var min = Math.min( x0, x1, x2 );
  16950. // 0.9 is somewhat arbitrary
  16951. if ( max > 0.9 && min < 0.1 ) {
  16952. if ( x0 < 0.2 ) { uvBuffer[ i + 0 ] += 1; }
  16953. if ( x1 < 0.2 ) { uvBuffer[ i + 2 ] += 1; }
  16954. if ( x2 < 0.2 ) { uvBuffer[ i + 4 ] += 1; }
  16955. }
  16956. }
  16957. }
  16958. function pushVertex( vertex ) {
  16959. vertexBuffer.push( vertex.x, vertex.y, vertex.z );
  16960. }
  16961. function getVertexByIndex( index, vertex ) {
  16962. var stride = index * 3;
  16963. vertex.x = vertices[ stride + 0 ];
  16964. vertex.y = vertices[ stride + 1 ];
  16965. vertex.z = vertices[ stride + 2 ];
  16966. }
  16967. function correctUVs() {
  16968. var a = new Vector3();
  16969. var b = new Vector3();
  16970. var c = new Vector3();
  16971. var centroid = new Vector3();
  16972. var uvA = new Vector2();
  16973. var uvB = new Vector2();
  16974. var uvC = new Vector2();
  16975. for ( var i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {
  16976. a.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );
  16977. b.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );
  16978. c.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );
  16979. uvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );
  16980. uvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );
  16981. uvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );
  16982. centroid.copy( a ).add( b ).add( c ).divideScalar( 3 );
  16983. var azi = azimuth( centroid );
  16984. correctUV( uvA, j + 0, a, azi );
  16985. correctUV( uvB, j + 2, b, azi );
  16986. correctUV( uvC, j + 4, c, azi );
  16987. }
  16988. }
  16989. function correctUV( uv, stride, vector, azimuth ) {
  16990. if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {
  16991. uvBuffer[ stride ] = uv.x - 1;
  16992. }
  16993. if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {
  16994. uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;
  16995. }
  16996. }
  16997. // Angle around the Y axis, counter-clockwise when looking from above.
  16998. function azimuth( vector ) {
  16999. return Math.atan2( vector.z, - vector.x );
  17000. }
  17001. // Angle above the XZ plane.
  17002. function inclination( vector ) {
  17003. return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );
  17004. }
  17005. }
  17006. PolyhedronBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17007. PolyhedronBufferGeometry.prototype.constructor = PolyhedronBufferGeometry;
  17008. /**
  17009. * @author timothypratley / https://github.com/timothypratley
  17010. * @author Mugen87 / https://github.com/Mugen87
  17011. */
  17012. // TetrahedronGeometry
  17013. function TetrahedronGeometry( radius, detail ) {
  17014. Geometry.call( this );
  17015. this.type = 'TetrahedronGeometry';
  17016. this.parameters = {
  17017. radius: radius,
  17018. detail: detail
  17019. };
  17020. this.fromBufferGeometry( new TetrahedronBufferGeometry( radius, detail ) );
  17021. this.mergeVertices();
  17022. }
  17023. TetrahedronGeometry.prototype = Object.create( Geometry.prototype );
  17024. TetrahedronGeometry.prototype.constructor = TetrahedronGeometry;
  17025. // TetrahedronBufferGeometry
  17026. function TetrahedronBufferGeometry( radius, detail ) {
  17027. var vertices = [
  17028. 1, 1, 1, - 1, - 1, 1, - 1, 1, - 1, 1, - 1, - 1
  17029. ];
  17030. var indices = [
  17031. 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1
  17032. ];
  17033. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17034. this.type = 'TetrahedronBufferGeometry';
  17035. this.parameters = {
  17036. radius: radius,
  17037. detail: detail
  17038. };
  17039. }
  17040. TetrahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17041. TetrahedronBufferGeometry.prototype.constructor = TetrahedronBufferGeometry;
  17042. /**
  17043. * @author timothypratley / https://github.com/timothypratley
  17044. * @author Mugen87 / https://github.com/Mugen87
  17045. */
  17046. // OctahedronGeometry
  17047. function OctahedronGeometry( radius, detail ) {
  17048. Geometry.call( this );
  17049. this.type = 'OctahedronGeometry';
  17050. this.parameters = {
  17051. radius: radius,
  17052. detail: detail
  17053. };
  17054. this.fromBufferGeometry( new OctahedronBufferGeometry( radius, detail ) );
  17055. this.mergeVertices();
  17056. }
  17057. OctahedronGeometry.prototype = Object.create( Geometry.prototype );
  17058. OctahedronGeometry.prototype.constructor = OctahedronGeometry;
  17059. // OctahedronBufferGeometry
  17060. function OctahedronBufferGeometry( radius, detail ) {
  17061. var vertices = [
  17062. 1, 0, 0, - 1, 0, 0, 0, 1, 0,
  17063. 0, - 1, 0, 0, 0, 1, 0, 0, - 1
  17064. ];
  17065. var indices = [
  17066. 0, 2, 4, 0, 4, 3, 0, 3, 5,
  17067. 0, 5, 2, 1, 2, 5, 1, 5, 3,
  17068. 1, 3, 4, 1, 4, 2
  17069. ];
  17070. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17071. this.type = 'OctahedronBufferGeometry';
  17072. this.parameters = {
  17073. radius: radius,
  17074. detail: detail
  17075. };
  17076. }
  17077. OctahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17078. OctahedronBufferGeometry.prototype.constructor = OctahedronBufferGeometry;
  17079. /**
  17080. * @author timothypratley / https://github.com/timothypratley
  17081. * @author Mugen87 / https://github.com/Mugen87
  17082. */
  17083. // IcosahedronGeometry
  17084. function IcosahedronGeometry( radius, detail ) {
  17085. Geometry.call( this );
  17086. this.type = 'IcosahedronGeometry';
  17087. this.parameters = {
  17088. radius: radius,
  17089. detail: detail
  17090. };
  17091. this.fromBufferGeometry( new IcosahedronBufferGeometry( radius, detail ) );
  17092. this.mergeVertices();
  17093. }
  17094. IcosahedronGeometry.prototype = Object.create( Geometry.prototype );
  17095. IcosahedronGeometry.prototype.constructor = IcosahedronGeometry;
  17096. // IcosahedronBufferGeometry
  17097. function IcosahedronBufferGeometry( radius, detail ) {
  17098. var t = ( 1 + Math.sqrt( 5 ) ) / 2;
  17099. var vertices = [
  17100. - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, 0,
  17101. 0, - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t,
  17102. t, 0, - 1, t, 0, 1, - t, 0, - 1, - t, 0, 1
  17103. ];
  17104. var indices = [
  17105. 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11,
  17106. 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8,
  17107. 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9,
  17108. 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1
  17109. ];
  17110. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17111. this.type = 'IcosahedronBufferGeometry';
  17112. this.parameters = {
  17113. radius: radius,
  17114. detail: detail
  17115. };
  17116. }
  17117. IcosahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17118. IcosahedronBufferGeometry.prototype.constructor = IcosahedronBufferGeometry;
  17119. /**
  17120. * @author Abe Pazos / https://hamoid.com
  17121. * @author Mugen87 / https://github.com/Mugen87
  17122. */
  17123. // DodecahedronGeometry
  17124. function DodecahedronGeometry( radius, detail ) {
  17125. Geometry.call( this );
  17126. this.type = 'DodecahedronGeometry';
  17127. this.parameters = {
  17128. radius: radius,
  17129. detail: detail
  17130. };
  17131. this.fromBufferGeometry( new DodecahedronBufferGeometry( radius, detail ) );
  17132. this.mergeVertices();
  17133. }
  17134. DodecahedronGeometry.prototype = Object.create( Geometry.prototype );
  17135. DodecahedronGeometry.prototype.constructor = DodecahedronGeometry;
  17136. // DodecahedronBufferGeometry
  17137. function DodecahedronBufferGeometry( radius, detail ) {
  17138. var t = ( 1 + Math.sqrt( 5 ) ) / 2;
  17139. var r = 1 / t;
  17140. var vertices = [
  17141. // (±1, ±1, ±1)
  17142. - 1, - 1, - 1, - 1, - 1, 1,
  17143. - 1, 1, - 1, - 1, 1, 1,
  17144. 1, - 1, - 1, 1, - 1, 1,
  17145. 1, 1, - 1, 1, 1, 1,
  17146. // (0, ±1/φ, ±φ)
  17147. 0, - r, - t, 0, - r, t,
  17148. 0, r, - t, 0, r, t,
  17149. // (±1/φ, ±φ, 0)
  17150. - r, - t, 0, - r, t, 0,
  17151. r, - t, 0, r, t, 0,
  17152. // (±φ, 0, ±1/φ)
  17153. - t, 0, - r, t, 0, - r,
  17154. - t, 0, r, t, 0, r
  17155. ];
  17156. var indices = [
  17157. 3, 11, 7, 3, 7, 15, 3, 15, 13,
  17158. 7, 19, 17, 7, 17, 6, 7, 6, 15,
  17159. 17, 4, 8, 17, 8, 10, 17, 10, 6,
  17160. 8, 0, 16, 8, 16, 2, 8, 2, 10,
  17161. 0, 12, 1, 0, 1, 18, 0, 18, 16,
  17162. 6, 10, 2, 6, 2, 13, 6, 13, 15,
  17163. 2, 16, 18, 2, 18, 3, 2, 3, 13,
  17164. 18, 1, 9, 18, 9, 11, 18, 11, 3,
  17165. 4, 14, 12, 4, 12, 0, 4, 0, 8,
  17166. 11, 9, 5, 11, 5, 19, 11, 19, 7,
  17167. 19, 5, 14, 19, 14, 4, 19, 4, 17,
  17168. 1, 12, 14, 1, 14, 5, 1, 5, 9
  17169. ];
  17170. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17171. this.type = 'DodecahedronBufferGeometry';
  17172. this.parameters = {
  17173. radius: radius,
  17174. detail: detail
  17175. };
  17176. }
  17177. DodecahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17178. DodecahedronBufferGeometry.prototype.constructor = DodecahedronBufferGeometry;
  17179. /**
  17180. * @author oosmoxiecode / https://github.com/oosmoxiecode
  17181. * @author WestLangley / https://github.com/WestLangley
  17182. * @author zz85 / https://github.com/zz85
  17183. * @author miningold / https://github.com/miningold
  17184. * @author jonobr1 / https://github.com/jonobr1
  17185. * @author Mugen87 / https://github.com/Mugen87
  17186. *
  17187. */
  17188. // TubeGeometry
  17189. function TubeGeometry( path, tubularSegments, radius, radialSegments, closed, taper ) {
  17190. Geometry.call( this );
  17191. this.type = 'TubeGeometry';
  17192. this.parameters = {
  17193. path: path,
  17194. tubularSegments: tubularSegments,
  17195. radius: radius,
  17196. radialSegments: radialSegments,
  17197. closed: closed
  17198. };
  17199. if ( taper !== undefined ) { console.warn( 'THREE.TubeGeometry: taper has been removed.' ); }
  17200. var bufferGeometry = new TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed );
  17201. // expose internals
  17202. this.tangents = bufferGeometry.tangents;
  17203. this.normals = bufferGeometry.normals;
  17204. this.binormals = bufferGeometry.binormals;
  17205. // create geometry
  17206. this.fromBufferGeometry( bufferGeometry );
  17207. this.mergeVertices();
  17208. }
  17209. TubeGeometry.prototype = Object.create( Geometry.prototype );
  17210. TubeGeometry.prototype.constructor = TubeGeometry;
  17211. // TubeBufferGeometry
  17212. function TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed ) {
  17213. BufferGeometry.call( this );
  17214. this.type = 'TubeBufferGeometry';
  17215. this.parameters = {
  17216. path: path,
  17217. tubularSegments: tubularSegments,
  17218. radius: radius,
  17219. radialSegments: radialSegments,
  17220. closed: closed
  17221. };
  17222. tubularSegments = tubularSegments || 64;
  17223. radius = radius || 1;
  17224. radialSegments = radialSegments || 8;
  17225. closed = closed || false;
  17226. var frames = path.computeFrenetFrames( tubularSegments, closed );
  17227. // expose internals
  17228. this.tangents = frames.tangents;
  17229. this.normals = frames.normals;
  17230. this.binormals = frames.binormals;
  17231. // helper variables
  17232. var vertex = new Vector3();
  17233. var normal = new Vector3();
  17234. var uv = new Vector2();
  17235. var P = new Vector3();
  17236. var i, j;
  17237. // buffer
  17238. var vertices = [];
  17239. var normals = [];
  17240. var uvs = [];
  17241. var indices = [];
  17242. // create buffer data
  17243. generateBufferData();
  17244. // build geometry
  17245. this.setIndex( indices );
  17246. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17247. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17248. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17249. // functions
  17250. function generateBufferData() {
  17251. for ( i = 0; i < tubularSegments; i ++ ) {
  17252. generateSegment( i );
  17253. }
  17254. // if the geometry is not closed, generate the last row of vertices and normals
  17255. // at the regular position on the given path
  17256. //
  17257. // if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)
  17258. generateSegment( ( closed === false ) ? tubularSegments : 0 );
  17259. // uvs are generated in a separate function.
  17260. // this makes it easy compute correct values for closed geometries
  17261. generateUVs();
  17262. // finally create faces
  17263. generateIndices();
  17264. }
  17265. function generateSegment( i ) {
  17266. // we use getPointAt to sample evenly distributed points from the given path
  17267. P = path.getPointAt( i / tubularSegments, P );
  17268. // retrieve corresponding normal and binormal
  17269. var N = frames.normals[ i ];
  17270. var B = frames.binormals[ i ];
  17271. // generate normals and vertices for the current segment
  17272. for ( j = 0; j <= radialSegments; j ++ ) {
  17273. var v = j / radialSegments * Math.PI * 2;
  17274. var sin = Math.sin( v );
  17275. var cos = - Math.cos( v );
  17276. // normal
  17277. normal.x = ( cos * N.x + sin * B.x );
  17278. normal.y = ( cos * N.y + sin * B.y );
  17279. normal.z = ( cos * N.z + sin * B.z );
  17280. normal.normalize();
  17281. normals.push( normal.x, normal.y, normal.z );
  17282. // vertex
  17283. vertex.x = P.x + radius * normal.x;
  17284. vertex.y = P.y + radius * normal.y;
  17285. vertex.z = P.z + radius * normal.z;
  17286. vertices.push( vertex.x, vertex.y, vertex.z );
  17287. }
  17288. }
  17289. function generateIndices() {
  17290. for ( j = 1; j <= tubularSegments; j ++ ) {
  17291. for ( i = 1; i <= radialSegments; i ++ ) {
  17292. var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  17293. var b = ( radialSegments + 1 ) * j + ( i - 1 );
  17294. var c = ( radialSegments + 1 ) * j + i;
  17295. var d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  17296. // faces
  17297. indices.push( a, b, d );
  17298. indices.push( b, c, d );
  17299. }
  17300. }
  17301. }
  17302. function generateUVs() {
  17303. for ( i = 0; i <= tubularSegments; i ++ ) {
  17304. for ( j = 0; j <= radialSegments; j ++ ) {
  17305. uv.x = i / tubularSegments;
  17306. uv.y = j / radialSegments;
  17307. uvs.push( uv.x, uv.y );
  17308. }
  17309. }
  17310. }
  17311. }
  17312. TubeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17313. TubeBufferGeometry.prototype.constructor = TubeBufferGeometry;
  17314. TubeBufferGeometry.prototype.toJSON = function () {
  17315. var data = BufferGeometry.prototype.toJSON.call( this );
  17316. data.path = this.parameters.path.toJSON();
  17317. return data;
  17318. };
  17319. /**
  17320. * @author oosmoxiecode
  17321. * @author Mugen87 / https://github.com/Mugen87
  17322. *
  17323. * based on http://www.blackpawn.com/texts/pqtorus/
  17324. */
  17325. // TorusKnotGeometry
  17326. function TorusKnotGeometry( radius, tube, tubularSegments, radialSegments, p, q, heightScale ) {
  17327. Geometry.call( this );
  17328. this.type = 'TorusKnotGeometry';
  17329. this.parameters = {
  17330. radius: radius,
  17331. tube: tube,
  17332. tubularSegments: tubularSegments,
  17333. radialSegments: radialSegments,
  17334. p: p,
  17335. q: q
  17336. };
  17337. if ( heightScale !== undefined ) { console.warn( 'THREE.TorusKnotGeometry: heightScale has been deprecated. Use .scale( x, y, z ) instead.' ); }
  17338. this.fromBufferGeometry( new TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) );
  17339. this.mergeVertices();
  17340. }
  17341. TorusKnotGeometry.prototype = Object.create( Geometry.prototype );
  17342. TorusKnotGeometry.prototype.constructor = TorusKnotGeometry;
  17343. // TorusKnotBufferGeometry
  17344. function TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) {
  17345. BufferGeometry.call( this );
  17346. this.type = 'TorusKnotBufferGeometry';
  17347. this.parameters = {
  17348. radius: radius,
  17349. tube: tube,
  17350. tubularSegments: tubularSegments,
  17351. radialSegments: radialSegments,
  17352. p: p,
  17353. q: q
  17354. };
  17355. radius = radius || 1;
  17356. tube = tube || 0.4;
  17357. tubularSegments = Math.floor( tubularSegments ) || 64;
  17358. radialSegments = Math.floor( radialSegments ) || 8;
  17359. p = p || 2;
  17360. q = q || 3;
  17361. // buffers
  17362. var indices = [];
  17363. var vertices = [];
  17364. var normals = [];
  17365. var uvs = [];
  17366. // helper variables
  17367. var i, j;
  17368. var vertex = new Vector3();
  17369. var normal = new Vector3();
  17370. var P1 = new Vector3();
  17371. var P2 = new Vector3();
  17372. var B = new Vector3();
  17373. var T = new Vector3();
  17374. var N = new Vector3();
  17375. // generate vertices, normals and uvs
  17376. for ( i = 0; i <= tubularSegments; ++ i ) {
  17377. // the radian "u" is used to calculate the position on the torus curve of the current tubular segement
  17378. var u = i / tubularSegments * p * Math.PI * 2;
  17379. // now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.
  17380. // these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions
  17381. calculatePositionOnCurve( u, p, q, radius, P1 );
  17382. calculatePositionOnCurve( u + 0.01, p, q, radius, P2 );
  17383. // calculate orthonormal basis
  17384. T.subVectors( P2, P1 );
  17385. N.addVectors( P2, P1 );
  17386. B.crossVectors( T, N );
  17387. N.crossVectors( B, T );
  17388. // normalize B, N. T can be ignored, we don't use it
  17389. B.normalize();
  17390. N.normalize();
  17391. for ( j = 0; j <= radialSegments; ++ j ) {
  17392. // now calculate the vertices. they are nothing more than an extrusion of the torus curve.
  17393. // because we extrude a shape in the xy-plane, there is no need to calculate a z-value.
  17394. var v = j / radialSegments * Math.PI * 2;
  17395. var cx = - tube * Math.cos( v );
  17396. var cy = tube * Math.sin( v );
  17397. // now calculate the final vertex position.
  17398. // first we orient the extrusion with our basis vectos, then we add it to the current position on the curve
  17399. vertex.x = P1.x + ( cx * N.x + cy * B.x );
  17400. vertex.y = P1.y + ( cx * N.y + cy * B.y );
  17401. vertex.z = P1.z + ( cx * N.z + cy * B.z );
  17402. vertices.push( vertex.x, vertex.y, vertex.z );
  17403. // normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)
  17404. normal.subVectors( vertex, P1 ).normalize();
  17405. normals.push( normal.x, normal.y, normal.z );
  17406. // uv
  17407. uvs.push( i / tubularSegments );
  17408. uvs.push( j / radialSegments );
  17409. }
  17410. }
  17411. // generate indices
  17412. for ( j = 1; j <= tubularSegments; j ++ ) {
  17413. for ( i = 1; i <= radialSegments; i ++ ) {
  17414. // indices
  17415. var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  17416. var b = ( radialSegments + 1 ) * j + ( i - 1 );
  17417. var c = ( radialSegments + 1 ) * j + i;
  17418. var d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  17419. // faces
  17420. indices.push( a, b, d );
  17421. indices.push( b, c, d );
  17422. }
  17423. }
  17424. // build geometry
  17425. this.setIndex( indices );
  17426. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17427. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17428. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17429. // this function calculates the current position on the torus curve
  17430. function calculatePositionOnCurve( u, p, q, radius, position ) {
  17431. var cu = Math.cos( u );
  17432. var su = Math.sin( u );
  17433. var quOverP = q / p * u;
  17434. var cs = Math.cos( quOverP );
  17435. position.x = radius * ( 2 + cs ) * 0.5 * cu;
  17436. position.y = radius * ( 2 + cs ) * su * 0.5;
  17437. position.z = radius * Math.sin( quOverP ) * 0.5;
  17438. }
  17439. }
  17440. TorusKnotBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17441. TorusKnotBufferGeometry.prototype.constructor = TorusKnotBufferGeometry;
  17442. /**
  17443. * @author oosmoxiecode
  17444. * @author mrdoob / http://mrdoob.com/
  17445. * @author Mugen87 / https://github.com/Mugen87
  17446. */
  17447. // TorusGeometry
  17448. function TorusGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
  17449. Geometry.call( this );
  17450. this.type = 'TorusGeometry';
  17451. this.parameters = {
  17452. radius: radius,
  17453. tube: tube,
  17454. radialSegments: radialSegments,
  17455. tubularSegments: tubularSegments,
  17456. arc: arc
  17457. };
  17458. this.fromBufferGeometry( new TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) );
  17459. this.mergeVertices();
  17460. }
  17461. TorusGeometry.prototype = Object.create( Geometry.prototype );
  17462. TorusGeometry.prototype.constructor = TorusGeometry;
  17463. // TorusBufferGeometry
  17464. function TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
  17465. BufferGeometry.call( this );
  17466. this.type = 'TorusBufferGeometry';
  17467. this.parameters = {
  17468. radius: radius,
  17469. tube: tube,
  17470. radialSegments: radialSegments,
  17471. tubularSegments: tubularSegments,
  17472. arc: arc
  17473. };
  17474. radius = radius || 1;
  17475. tube = tube || 0.4;
  17476. radialSegments = Math.floor( radialSegments ) || 8;
  17477. tubularSegments = Math.floor( tubularSegments ) || 6;
  17478. arc = arc || Math.PI * 2;
  17479. // buffers
  17480. var indices = [];
  17481. var vertices = [];
  17482. var normals = [];
  17483. var uvs = [];
  17484. // helper variables
  17485. var center = new Vector3();
  17486. var vertex = new Vector3();
  17487. var normal = new Vector3();
  17488. var j, i;
  17489. // generate vertices, normals and uvs
  17490. for ( j = 0; j <= radialSegments; j ++ ) {
  17491. for ( i = 0; i <= tubularSegments; i ++ ) {
  17492. var u = i / tubularSegments * arc;
  17493. var v = j / radialSegments * Math.PI * 2;
  17494. // vertex
  17495. vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
  17496. vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
  17497. vertex.z = tube * Math.sin( v );
  17498. vertices.push( vertex.x, vertex.y, vertex.z );
  17499. // normal
  17500. center.x = radius * Math.cos( u );
  17501. center.y = radius * Math.sin( u );
  17502. normal.subVectors( vertex, center ).normalize();
  17503. normals.push( normal.x, normal.y, normal.z );
  17504. // uv
  17505. uvs.push( i / tubularSegments );
  17506. uvs.push( j / radialSegments );
  17507. }
  17508. }
  17509. // generate indices
  17510. for ( j = 1; j <= radialSegments; j ++ ) {
  17511. for ( i = 1; i <= tubularSegments; i ++ ) {
  17512. // indices
  17513. var a = ( tubularSegments + 1 ) * j + i - 1;
  17514. var b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;
  17515. var c = ( tubularSegments + 1 ) * ( j - 1 ) + i;
  17516. var d = ( tubularSegments + 1 ) * j + i;
  17517. // faces
  17518. indices.push( a, b, d );
  17519. indices.push( b, c, d );
  17520. }
  17521. }
  17522. // build geometry
  17523. this.setIndex( indices );
  17524. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17525. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17526. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17527. }
  17528. TorusBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17529. TorusBufferGeometry.prototype.constructor = TorusBufferGeometry;
  17530. /**
  17531. * @author Mugen87 / https://github.com/Mugen87
  17532. * Port from https://github.com/mapbox/earcut (v2.1.5)
  17533. */
  17534. var Earcut = {
  17535. triangulate: function ( data, holeIndices, dim ) {
  17536. dim = dim || 2;
  17537. var hasHoles = holeIndices && holeIndices.length,
  17538. outerLen = hasHoles ? holeIndices[ 0 ] * dim : data.length,
  17539. outerNode = linkedList( data, 0, outerLen, dim, true ),
  17540. triangles = [];
  17541. if ( ! outerNode || outerNode.next === outerNode.prev ) { return triangles; }
  17542. var minX, minY, maxX, maxY, x, y, invSize;
  17543. if ( hasHoles ) { outerNode = eliminateHoles( data, holeIndices, outerNode, dim ); }
  17544. // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
  17545. if ( data.length > 80 * dim ) {
  17546. minX = maxX = data[ 0 ];
  17547. minY = maxY = data[ 1 ];
  17548. for ( var i = dim; i < outerLen; i += dim ) {
  17549. x = data[ i ];
  17550. y = data[ i + 1 ];
  17551. if ( x < minX ) { minX = x; }
  17552. if ( y < minY ) { minY = y; }
  17553. if ( x > maxX ) { maxX = x; }
  17554. if ( y > maxY ) { maxY = y; }
  17555. }
  17556. // minX, minY and invSize are later used to transform coords into integers for z-order calculation
  17557. invSize = Math.max( maxX - minX, maxY - minY );
  17558. invSize = invSize !== 0 ? 1 / invSize : 0;
  17559. }
  17560. earcutLinked( outerNode, triangles, dim, minX, minY, invSize );
  17561. return triangles;
  17562. }
  17563. };
  17564. // create a circular doubly linked list from polygon points in the specified winding order
  17565. function linkedList( data, start, end, dim, clockwise ) {
  17566. var i, last;
  17567. if ( clockwise === ( signedArea( data, start, end, dim ) > 0 ) ) {
  17568. for ( i = start; i < end; i += dim ) { last = insertNode( i, data[ i ], data[ i + 1 ], last ); }
  17569. } else {
  17570. for ( i = end - dim; i >= start; i -= dim ) { last = insertNode( i, data[ i ], data[ i + 1 ], last ); }
  17571. }
  17572. if ( last && equals( last, last.next ) ) {
  17573. removeNode( last );
  17574. last = last.next;
  17575. }
  17576. return last;
  17577. }
  17578. // eliminate colinear or duplicate points
  17579. function filterPoints( start, end ) {
  17580. if ( ! start ) { return start; }
  17581. if ( ! end ) { end = start; }
  17582. var p = start,
  17583. again;
  17584. do {
  17585. again = false;
  17586. if ( ! p.steiner && ( equals( p, p.next ) || area( p.prev, p, p.next ) === 0 ) ) {
  17587. removeNode( p );
  17588. p = end = p.prev;
  17589. if ( p === p.next ) { break; }
  17590. again = true;
  17591. } else {
  17592. p = p.next;
  17593. }
  17594. } while ( again || p !== end );
  17595. return end;
  17596. }
  17597. // main ear slicing loop which triangulates a polygon (given as a linked list)
  17598. function earcutLinked( ear, triangles, dim, minX, minY, invSize, pass ) {
  17599. if ( ! ear ) { return; }
  17600. // interlink polygon nodes in z-order
  17601. if ( ! pass && invSize ) { indexCurve( ear, minX, minY, invSize ); }
  17602. var stop = ear,
  17603. prev, next;
  17604. // iterate through ears, slicing them one by one
  17605. while ( ear.prev !== ear.next ) {
  17606. prev = ear.prev;
  17607. next = ear.next;
  17608. if ( invSize ? isEarHashed( ear, minX, minY, invSize ) : isEar( ear ) ) {
  17609. // cut off the triangle
  17610. triangles.push( prev.i / dim );
  17611. triangles.push( ear.i / dim );
  17612. triangles.push( next.i / dim );
  17613. removeNode( ear );
  17614. // skipping the next vertex leads to less sliver triangles
  17615. ear = next.next;
  17616. stop = next.next;
  17617. continue;
  17618. }
  17619. ear = next;
  17620. // if we looped through the whole remaining polygon and can't find any more ears
  17621. if ( ear === stop ) {
  17622. // try filtering points and slicing again
  17623. if ( ! pass ) {
  17624. earcutLinked( filterPoints( ear ), triangles, dim, minX, minY, invSize, 1 );
  17625. // if this didn't work, try curing all small self-intersections locally
  17626. } else if ( pass === 1 ) {
  17627. ear = cureLocalIntersections( ear, triangles, dim );
  17628. earcutLinked( ear, triangles, dim, minX, minY, invSize, 2 );
  17629. // as a last resort, try splitting the remaining polygon into two
  17630. } else if ( pass === 2 ) {
  17631. splitEarcut( ear, triangles, dim, minX, minY, invSize );
  17632. }
  17633. break;
  17634. }
  17635. }
  17636. }
  17637. // check whether a polygon node forms a valid ear with adjacent nodes
  17638. function isEar( ear ) {
  17639. var a = ear.prev,
  17640. b = ear,
  17641. c = ear.next;
  17642. if ( area( a, b, c ) >= 0 ) { return false; } // reflex, can't be an ear
  17643. // now make sure we don't have other points inside the potential ear
  17644. var p = ear.next.next;
  17645. while ( p !== ear.prev ) {
  17646. if ( pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17647. area( p.prev, p, p.next ) >= 0 ) { return false; }
  17648. p = p.next;
  17649. }
  17650. return true;
  17651. }
  17652. function isEarHashed( ear, minX, minY, invSize ) {
  17653. var a = ear.prev,
  17654. b = ear,
  17655. c = ear.next;
  17656. if ( area( a, b, c ) >= 0 ) { return false; } // reflex, can't be an ear
  17657. // triangle bbox; min & max are calculated like this for speed
  17658. var minTX = a.x < b.x ? ( a.x < c.x ? a.x : c.x ) : ( b.x < c.x ? b.x : c.x ),
  17659. minTY = a.y < b.y ? ( a.y < c.y ? a.y : c.y ) : ( b.y < c.y ? b.y : c.y ),
  17660. maxTX = a.x > b.x ? ( a.x > c.x ? a.x : c.x ) : ( b.x > c.x ? b.x : c.x ),
  17661. maxTY = a.y > b.y ? ( a.y > c.y ? a.y : c.y ) : ( b.y > c.y ? b.y : c.y );
  17662. // z-order range for the current triangle bbox;
  17663. var minZ = zOrder( minTX, minTY, minX, minY, invSize ),
  17664. maxZ = zOrder( maxTX, maxTY, minX, minY, invSize );
  17665. var p = ear.prevZ,
  17666. n = ear.nextZ;
  17667. // look for points inside the triangle in both directions
  17668. while ( p && p.z >= minZ && n && n.z <= maxZ ) {
  17669. if ( p !== ear.prev && p !== ear.next &&
  17670. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17671. area( p.prev, p, p.next ) >= 0 ) { return false; }
  17672. p = p.prevZ;
  17673. if ( n !== ear.prev && n !== ear.next &&
  17674. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&
  17675. area( n.prev, n, n.next ) >= 0 ) { return false; }
  17676. n = n.nextZ;
  17677. }
  17678. // look for remaining points in decreasing z-order
  17679. while ( p && p.z >= minZ ) {
  17680. if ( p !== ear.prev && p !== ear.next &&
  17681. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17682. area( p.prev, p, p.next ) >= 0 ) { return false; }
  17683. p = p.prevZ;
  17684. }
  17685. // look for remaining points in increasing z-order
  17686. while ( n && n.z <= maxZ ) {
  17687. if ( n !== ear.prev && n !== ear.next &&
  17688. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&
  17689. area( n.prev, n, n.next ) >= 0 ) { return false; }
  17690. n = n.nextZ;
  17691. }
  17692. return true;
  17693. }
  17694. // go through all polygon nodes and cure small local self-intersections
  17695. function cureLocalIntersections( start, triangles, dim ) {
  17696. var p = start;
  17697. do {
  17698. var a = p.prev,
  17699. b = p.next.next;
  17700. if ( ! equals( a, b ) && intersects( a, p, p.next, b ) && locallyInside( a, b ) && locallyInside( b, a ) ) {
  17701. triangles.push( a.i / dim );
  17702. triangles.push( p.i / dim );
  17703. triangles.push( b.i / dim );
  17704. // remove two nodes involved
  17705. removeNode( p );
  17706. removeNode( p.next );
  17707. p = start = b;
  17708. }
  17709. p = p.next;
  17710. } while ( p !== start );
  17711. return p;
  17712. }
  17713. // try splitting polygon into two and triangulate them independently
  17714. function splitEarcut( start, triangles, dim, minX, minY, invSize ) {
  17715. // look for a valid diagonal that divides the polygon into two
  17716. var a = start;
  17717. do {
  17718. var b = a.next.next;
  17719. while ( b !== a.prev ) {
  17720. if ( a.i !== b.i && isValidDiagonal( a, b ) ) {
  17721. // split the polygon in two by the diagonal
  17722. var c = splitPolygon( a, b );
  17723. // filter colinear points around the cuts
  17724. a = filterPoints( a, a.next );
  17725. c = filterPoints( c, c.next );
  17726. // run earcut on each half
  17727. earcutLinked( a, triangles, dim, minX, minY, invSize );
  17728. earcutLinked( c, triangles, dim, minX, minY, invSize );
  17729. return;
  17730. }
  17731. b = b.next;
  17732. }
  17733. a = a.next;
  17734. } while ( a !== start );
  17735. }
  17736. // link every hole into the outer loop, producing a single-ring polygon without holes
  17737. function eliminateHoles( data, holeIndices, outerNode, dim ) {
  17738. var queue = [],
  17739. i, len, start, end, list;
  17740. for ( i = 0, len = holeIndices.length; i < len; i ++ ) {
  17741. start = holeIndices[ i ] * dim;
  17742. end = i < len - 1 ? holeIndices[ i + 1 ] * dim : data.length;
  17743. list = linkedList( data, start, end, dim, false );
  17744. if ( list === list.next ) { list.steiner = true; }
  17745. queue.push( getLeftmost( list ) );
  17746. }
  17747. queue.sort( compareX );
  17748. // process holes from left to right
  17749. for ( i = 0; i < queue.length; i ++ ) {
  17750. eliminateHole( queue[ i ], outerNode );
  17751. outerNode = filterPoints( outerNode, outerNode.next );
  17752. }
  17753. return outerNode;
  17754. }
  17755. function compareX( a, b ) {
  17756. return a.x - b.x;
  17757. }
  17758. // find a bridge between vertices that connects hole with an outer ring and and link it
  17759. function eliminateHole( hole, outerNode ) {
  17760. outerNode = findHoleBridge( hole, outerNode );
  17761. if ( outerNode ) {
  17762. var b = splitPolygon( outerNode, hole );
  17763. filterPoints( b, b.next );
  17764. }
  17765. }
  17766. // David Eberly's algorithm for finding a bridge between hole and outer polygon
  17767. function findHoleBridge( hole, outerNode ) {
  17768. var p = outerNode,
  17769. hx = hole.x,
  17770. hy = hole.y,
  17771. qx = - Infinity,
  17772. m;
  17773. // find a segment intersected by a ray from the hole's leftmost point to the left;
  17774. // segment's endpoint with lesser x will be potential connection point
  17775. do {
  17776. if ( hy <= p.y && hy >= p.next.y && p.next.y !== p.y ) {
  17777. var x = p.x + ( hy - p.y ) * ( p.next.x - p.x ) / ( p.next.y - p.y );
  17778. if ( x <= hx && x > qx ) {
  17779. qx = x;
  17780. if ( x === hx ) {
  17781. if ( hy === p.y ) { return p; }
  17782. if ( hy === p.next.y ) { return p.next; }
  17783. }
  17784. m = p.x < p.next.x ? p : p.next;
  17785. }
  17786. }
  17787. p = p.next;
  17788. } while ( p !== outerNode );
  17789. if ( ! m ) { return null; }
  17790. if ( hx === qx ) { return m.prev; } // hole touches outer segment; pick lower endpoint
  17791. // look for points inside the triangle of hole point, segment intersection and endpoint;
  17792. // if there are no points found, we have a valid connection;
  17793. // otherwise choose the point of the minimum angle with the ray as connection point
  17794. var stop = m,
  17795. mx = m.x,
  17796. my = m.y,
  17797. tanMin = Infinity,
  17798. tan;
  17799. p = m.next;
  17800. while ( p !== stop ) {
  17801. if ( hx >= p.x && p.x >= mx && hx !== p.x &&
  17802. pointInTriangle( hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y ) ) {
  17803. tan = Math.abs( hy - p.y ) / ( hx - p.x ); // tangential
  17804. if ( ( tan < tanMin || ( tan === tanMin && p.x > m.x ) ) && locallyInside( p, hole ) ) {
  17805. m = p;
  17806. tanMin = tan;
  17807. }
  17808. }
  17809. p = p.next;
  17810. }
  17811. return m;
  17812. }
  17813. // interlink polygon nodes in z-order
  17814. function indexCurve( start, minX, minY, invSize ) {
  17815. var p = start;
  17816. do {
  17817. if ( p.z === null ) { p.z = zOrder( p.x, p.y, minX, minY, invSize ); }
  17818. p.prevZ = p.prev;
  17819. p.nextZ = p.next;
  17820. p = p.next;
  17821. } while ( p !== start );
  17822. p.prevZ.nextZ = null;
  17823. p.prevZ = null;
  17824. sortLinked( p );
  17825. }
  17826. // Simon Tatham's linked list merge sort algorithm
  17827. // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
  17828. function sortLinked( list ) {
  17829. var i, p, q, e, tail, numMerges, pSize, qSize,
  17830. inSize = 1;
  17831. do {
  17832. p = list;
  17833. list = null;
  17834. tail = null;
  17835. numMerges = 0;
  17836. while ( p ) {
  17837. numMerges ++;
  17838. q = p;
  17839. pSize = 0;
  17840. for ( i = 0; i < inSize; i ++ ) {
  17841. pSize ++;
  17842. q = q.nextZ;
  17843. if ( ! q ) { break; }
  17844. }
  17845. qSize = inSize;
  17846. while ( pSize > 0 || ( qSize > 0 && q ) ) {
  17847. if ( pSize !== 0 && ( qSize === 0 || ! q || p.z <= q.z ) ) {
  17848. e = p;
  17849. p = p.nextZ;
  17850. pSize --;
  17851. } else {
  17852. e = q;
  17853. q = q.nextZ;
  17854. qSize --;
  17855. }
  17856. if ( tail ) { tail.nextZ = e; }
  17857. else { list = e; }
  17858. e.prevZ = tail;
  17859. tail = e;
  17860. }
  17861. p = q;
  17862. }
  17863. tail.nextZ = null;
  17864. inSize *= 2;
  17865. } while ( numMerges > 1 );
  17866. return list;
  17867. }
  17868. // z-order of a point given coords and inverse of the longer side of data bbox
  17869. function zOrder( x, y, minX, minY, invSize ) {
  17870. // coords are transformed into non-negative 15-bit integer range
  17871. x = 32767 * ( x - minX ) * invSize;
  17872. y = 32767 * ( y - minY ) * invSize;
  17873. x = ( x | ( x << 8 ) ) & 0x00FF00FF;
  17874. x = ( x | ( x << 4 ) ) & 0x0F0F0F0F;
  17875. x = ( x | ( x << 2 ) ) & 0x33333333;
  17876. x = ( x | ( x << 1 ) ) & 0x55555555;
  17877. y = ( y | ( y << 8 ) ) & 0x00FF00FF;
  17878. y = ( y | ( y << 4 ) ) & 0x0F0F0F0F;
  17879. y = ( y | ( y << 2 ) ) & 0x33333333;
  17880. y = ( y | ( y << 1 ) ) & 0x55555555;
  17881. return x | ( y << 1 );
  17882. }
  17883. // find the leftmost node of a polygon ring
  17884. function getLeftmost( start ) {
  17885. var p = start,
  17886. leftmost = start;
  17887. do {
  17888. if ( p.x < leftmost.x || ( p.x === leftmost.x && p.y < leftmost.y ) ) { leftmost = p; }
  17889. p = p.next;
  17890. } while ( p !== start );
  17891. return leftmost;
  17892. }
  17893. // check if a point lies within a convex triangle
  17894. function pointInTriangle( ax, ay, bx, by, cx, cy, px, py ) {
  17895. return ( cx - px ) * ( ay - py ) - ( ax - px ) * ( cy - py ) >= 0 &&
  17896. ( ax - px ) * ( by - py ) - ( bx - px ) * ( ay - py ) >= 0 &&
  17897. ( bx - px ) * ( cy - py ) - ( cx - px ) * ( by - py ) >= 0;
  17898. }
  17899. // check if a diagonal between two polygon nodes is valid (lies in polygon interior)
  17900. function isValidDiagonal( a, b ) {
  17901. return a.next.i !== b.i && a.prev.i !== b.i && ! intersectsPolygon( a, b ) &&
  17902. locallyInside( a, b ) && locallyInside( b, a ) && middleInside( a, b );
  17903. }
  17904. // signed area of a triangle
  17905. function area( p, q, r ) {
  17906. return ( q.y - p.y ) * ( r.x - q.x ) - ( q.x - p.x ) * ( r.y - q.y );
  17907. }
  17908. // check if two points are equal
  17909. function equals( p1, p2 ) {
  17910. return p1.x === p2.x && p1.y === p2.y;
  17911. }
  17912. // check if two segments intersect
  17913. function intersects( p1, q1, p2, q2 ) {
  17914. if ( ( equals( p1, p2 ) && equals( q1, q2 ) ) ||
  17915. ( equals( p1, q2 ) && equals( p2, q1 ) ) ) { return true; }
  17916. return area( p1, q1, p2 ) > 0 !== area( p1, q1, q2 ) > 0 &&
  17917. area( p2, q2, p1 ) > 0 !== area( p2, q2, q1 ) > 0;
  17918. }
  17919. // check if a polygon diagonal intersects any polygon segments
  17920. function intersectsPolygon( a, b ) {
  17921. var p = a;
  17922. do {
  17923. if ( p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&
  17924. intersects( p, p.next, a, b ) ) { return true; }
  17925. p = p.next;
  17926. } while ( p !== a );
  17927. return false;
  17928. }
  17929. // check if a polygon diagonal is locally inside the polygon
  17930. function locallyInside( a, b ) {
  17931. return area( a.prev, a, a.next ) < 0 ?
  17932. area( a, b, a.next ) >= 0 && area( a, a.prev, b ) >= 0 :
  17933. area( a, b, a.prev ) < 0 || area( a, a.next, b ) < 0;
  17934. }
  17935. // check if the middle point of a polygon diagonal is inside the polygon
  17936. function middleInside( a, b ) {
  17937. var p = a,
  17938. inside = false,
  17939. px = ( a.x + b.x ) / 2,
  17940. py = ( a.y + b.y ) / 2;
  17941. do {
  17942. if ( ( ( p.y > py ) !== ( p.next.y > py ) ) && p.next.y !== p.y &&
  17943. ( px < ( p.next.x - p.x ) * ( py - p.y ) / ( p.next.y - p.y ) + p.x ) )
  17944. { inside = ! inside; }
  17945. p = p.next;
  17946. } while ( p !== a );
  17947. return inside;
  17948. }
  17949. // link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
  17950. // if one belongs to the outer ring and another to a hole, it merges it into a single ring
  17951. function splitPolygon( a, b ) {
  17952. var a2 = new Node( a.i, a.x, a.y ),
  17953. b2 = new Node( b.i, b.x, b.y ),
  17954. an = a.next,
  17955. bp = b.prev;
  17956. a.next = b;
  17957. b.prev = a;
  17958. a2.next = an;
  17959. an.prev = a2;
  17960. b2.next = a2;
  17961. a2.prev = b2;
  17962. bp.next = b2;
  17963. b2.prev = bp;
  17964. return b2;
  17965. }
  17966. // create a node and optionally link it with previous one (in a circular doubly linked list)
  17967. function insertNode( i, x, y, last ) {
  17968. var p = new Node( i, x, y );
  17969. if ( ! last ) {
  17970. p.prev = p;
  17971. p.next = p;
  17972. } else {
  17973. p.next = last.next;
  17974. p.prev = last;
  17975. last.next.prev = p;
  17976. last.next = p;
  17977. }
  17978. return p;
  17979. }
  17980. function removeNode( p ) {
  17981. p.next.prev = p.prev;
  17982. p.prev.next = p.next;
  17983. if ( p.prevZ ) { p.prevZ.nextZ = p.nextZ; }
  17984. if ( p.nextZ ) { p.nextZ.prevZ = p.prevZ; }
  17985. }
  17986. function Node( i, x, y ) {
  17987. // vertex index in coordinates array
  17988. this.i = i;
  17989. // vertex coordinates
  17990. this.x = x;
  17991. this.y = y;
  17992. // previous and next vertex nodes in a polygon ring
  17993. this.prev = null;
  17994. this.next = null;
  17995. // z-order curve value
  17996. this.z = null;
  17997. // previous and next nodes in z-order
  17998. this.prevZ = null;
  17999. this.nextZ = null;
  18000. // indicates whether this is a steiner point
  18001. this.steiner = false;
  18002. }
  18003. function signedArea( data, start, end, dim ) {
  18004. var sum = 0;
  18005. for ( var i = start, j = end - dim; i < end; i += dim ) {
  18006. sum += ( data[ j ] - data[ i ] ) * ( data[ i + 1 ] + data[ j + 1 ] );
  18007. j = i;
  18008. }
  18009. return sum;
  18010. }
  18011. /**
  18012. * @author zz85 / http://www.lab4games.net/zz85/blog
  18013. */
  18014. var ShapeUtils = {
  18015. // calculate area of the contour polygon
  18016. area: function ( contour ) {
  18017. var n = contour.length;
  18018. var a = 0.0;
  18019. for ( var p = n - 1, q = 0; q < n; p = q ++ ) {
  18020. a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
  18021. }
  18022. return a * 0.5;
  18023. },
  18024. isClockWise: function ( pts ) {
  18025. return ShapeUtils.area( pts ) < 0;
  18026. },
  18027. triangulateShape: function ( contour, holes ) {
  18028. var vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]
  18029. var holeIndices = []; // array of hole indices
  18030. var faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]
  18031. removeDupEndPts( contour );
  18032. addContour( vertices, contour );
  18033. //
  18034. var holeIndex = contour.length;
  18035. holes.forEach( removeDupEndPts );
  18036. for ( var i = 0; i < holes.length; i ++ ) {
  18037. holeIndices.push( holeIndex );
  18038. holeIndex += holes[ i ].length;
  18039. addContour( vertices, holes[ i ] );
  18040. }
  18041. //
  18042. var triangles = Earcut.triangulate( vertices, holeIndices );
  18043. //
  18044. for ( var i = 0; i < triangles.length; i += 3 ) {
  18045. faces.push( triangles.slice( i, i + 3 ) );
  18046. }
  18047. return faces;
  18048. }
  18049. };
  18050. function removeDupEndPts( points ) {
  18051. var l = points.length;
  18052. if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {
  18053. points.pop();
  18054. }
  18055. }
  18056. function addContour( vertices, contour ) {
  18057. for ( var i = 0; i < contour.length; i ++ ) {
  18058. vertices.push( contour[ i ].x );
  18059. vertices.push( contour[ i ].y );
  18060. }
  18061. }
  18062. /**
  18063. * @author zz85 / http://www.lab4games.net/zz85/blog
  18064. *
  18065. * Creates extruded geometry from a path shape.
  18066. *
  18067. * parameters = {
  18068. *
  18069. * curveSegments: <int>, // number of points on the curves
  18070. * steps: <int>, // number of points for z-side extrusions / used for subdividing segments of extrude spline too
  18071. * depth: <float>, // Depth to extrude the shape
  18072. *
  18073. * bevelEnabled: <bool>, // turn on bevel
  18074. * bevelThickness: <float>, // how deep into the original shape bevel goes
  18075. * bevelSize: <float>, // how far from shape outline (including bevelOffset) is bevel
  18076. * bevelOffset: <float>, // how far from shape outline does bevel start
  18077. * bevelSegments: <int>, // number of bevel layers
  18078. *
  18079. * extrudePath: <THREE.Curve> // curve to extrude shape along
  18080. *
  18081. * UVGenerator: <Object> // object that provides UV generator functions
  18082. *
  18083. * }
  18084. */
  18085. // ExtrudeGeometry
  18086. function ExtrudeGeometry( shapes, options ) {
  18087. Geometry.call( this );
  18088. this.type = 'ExtrudeGeometry';
  18089. this.parameters = {
  18090. shapes: shapes,
  18091. options: options
  18092. };
  18093. this.fromBufferGeometry( new ExtrudeBufferGeometry( shapes, options ) );
  18094. this.mergeVertices();
  18095. }
  18096. ExtrudeGeometry.prototype = Object.create( Geometry.prototype );
  18097. ExtrudeGeometry.prototype.constructor = ExtrudeGeometry;
  18098. ExtrudeGeometry.prototype.toJSON = function () {
  18099. var data = Geometry.prototype.toJSON.call( this );
  18100. var shapes = this.parameters.shapes;
  18101. var options = this.parameters.options;
  18102. return toJSON( shapes, options, data );
  18103. };
  18104. // ExtrudeBufferGeometry
  18105. function ExtrudeBufferGeometry( shapes, options ) {
  18106. BufferGeometry.call( this );
  18107. this.type = 'ExtrudeBufferGeometry';
  18108. this.parameters = {
  18109. shapes: shapes,
  18110. options: options
  18111. };
  18112. shapes = Array.isArray( shapes ) ? shapes : [ shapes ];
  18113. var scope = this;
  18114. var verticesArray = [];
  18115. var uvArray = [];
  18116. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  18117. var shape = shapes[ i ];
  18118. addShape( shape );
  18119. }
  18120. // build geometry
  18121. this.setAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );
  18122. this.setAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );
  18123. this.computeVertexNormals();
  18124. // functions
  18125. function addShape( shape ) {
  18126. var placeholder = [];
  18127. // options
  18128. var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
  18129. var steps = options.steps !== undefined ? options.steps : 1;
  18130. var depth = options.depth !== undefined ? options.depth : 100;
  18131. var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;
  18132. var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6;
  18133. var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2;
  18134. var bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0;
  18135. var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
  18136. var extrudePath = options.extrudePath;
  18137. var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;
  18138. // deprecated options
  18139. if ( options.amount !== undefined ) {
  18140. console.warn( 'THREE.ExtrudeBufferGeometry: amount has been renamed to depth.' );
  18141. depth = options.amount;
  18142. }
  18143. //
  18144. var extrudePts, extrudeByPath = false;
  18145. var splineTube, binormal, normal, position2;
  18146. if ( extrudePath ) {
  18147. extrudePts = extrudePath.getSpacedPoints( steps );
  18148. extrudeByPath = true;
  18149. bevelEnabled = false; // bevels not supported for path extrusion
  18150. // SETUP TNB variables
  18151. // TODO1 - have a .isClosed in spline?
  18152. splineTube = extrudePath.computeFrenetFrames( steps, false );
  18153. // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
  18154. binormal = new Vector3();
  18155. normal = new Vector3();
  18156. position2 = new Vector3();
  18157. }
  18158. // Safeguards if bevels are not enabled
  18159. if ( ! bevelEnabled ) {
  18160. bevelSegments = 0;
  18161. bevelThickness = 0;
  18162. bevelSize = 0;
  18163. bevelOffset = 0;
  18164. }
  18165. // Variables initialization
  18166. var ahole, h, hl; // looping of holes
  18167. var shapePoints = shape.extractPoints( curveSegments );
  18168. var vertices = shapePoints.shape;
  18169. var holes = shapePoints.holes;
  18170. var reverse = ! ShapeUtils.isClockWise( vertices );
  18171. if ( reverse ) {
  18172. vertices = vertices.reverse();
  18173. // Maybe we should also check if holes are in the opposite direction, just to be safe ...
  18174. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18175. ahole = holes[ h ];
  18176. if ( ShapeUtils.isClockWise( ahole ) ) {
  18177. holes[ h ] = ahole.reverse();
  18178. }
  18179. }
  18180. }
  18181. var faces = ShapeUtils.triangulateShape( vertices, holes );
  18182. /* Vertices */
  18183. var contour = vertices; // vertices has all points but contour has only points of circumference
  18184. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18185. ahole = holes[ h ];
  18186. vertices = vertices.concat( ahole );
  18187. }
  18188. function scalePt2( pt, vec, size ) {
  18189. if ( ! vec ) { console.error( "THREE.ExtrudeGeometry: vec does not exist" ); }
  18190. return vec.clone().multiplyScalar( size ).add( pt );
  18191. }
  18192. var b, bs, t, z,
  18193. vert, vlen = vertices.length,
  18194. face, flen = faces.length;
  18195. // Find directions for point movement
  18196. function getBevelVec( inPt, inPrev, inNext ) {
  18197. // computes for inPt the corresponding point inPt' on a new contour
  18198. // shifted by 1 unit (length of normalized vector) to the left
  18199. // if we walk along contour clockwise, this new contour is outside the old one
  18200. //
  18201. // inPt' is the intersection of the two lines parallel to the two
  18202. // adjacent edges of inPt at a distance of 1 unit on the left side.
  18203. var v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt
  18204. // good reading for geometry algorithms (here: line-line intersection)
  18205. // http://geomalgorithms.com/a05-_intersect-1.html
  18206. var v_prev_x = inPt.x - inPrev.x,
  18207. v_prev_y = inPt.y - inPrev.y;
  18208. var v_next_x = inNext.x - inPt.x,
  18209. v_next_y = inNext.y - inPt.y;
  18210. var v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
  18211. // check for collinear edges
  18212. var collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  18213. if ( Math.abs( collinear0 ) > Number.EPSILON ) {
  18214. // not collinear
  18215. // length of vectors for normalizing
  18216. var v_prev_len = Math.sqrt( v_prev_lensq );
  18217. var v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );
  18218. // shift adjacent points by unit vectors to the left
  18219. var ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
  18220. var ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
  18221. var ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
  18222. var ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
  18223. // scaling factor for v_prev to intersection point
  18224. var sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
  18225. ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /
  18226. ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  18227. // vector from inPt to intersection point
  18228. v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
  18229. v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
  18230. // Don't normalize!, otherwise sharp corners become ugly
  18231. // but prevent crazy spikes
  18232. var v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );
  18233. if ( v_trans_lensq <= 2 ) {
  18234. return new Vector2( v_trans_x, v_trans_y );
  18235. } else {
  18236. shrink_by = Math.sqrt( v_trans_lensq / 2 );
  18237. }
  18238. } else {
  18239. // handle special case of collinear edges
  18240. var direction_eq = false; // assumes: opposite
  18241. if ( v_prev_x > Number.EPSILON ) {
  18242. if ( v_next_x > Number.EPSILON ) {
  18243. direction_eq = true;
  18244. }
  18245. } else {
  18246. if ( v_prev_x < - Number.EPSILON ) {
  18247. if ( v_next_x < - Number.EPSILON ) {
  18248. direction_eq = true;
  18249. }
  18250. } else {
  18251. if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {
  18252. direction_eq = true;
  18253. }
  18254. }
  18255. }
  18256. if ( direction_eq ) {
  18257. // console.log("Warning: lines are a straight sequence");
  18258. v_trans_x = - v_prev_y;
  18259. v_trans_y = v_prev_x;
  18260. shrink_by = Math.sqrt( v_prev_lensq );
  18261. } else {
  18262. // console.log("Warning: lines are a straight spike");
  18263. v_trans_x = v_prev_x;
  18264. v_trans_y = v_prev_y;
  18265. shrink_by = Math.sqrt( v_prev_lensq / 2 );
  18266. }
  18267. }
  18268. return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
  18269. }
  18270. var contourMovements = [];
  18271. for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  18272. if ( j === il ) { j = 0; }
  18273. if ( k === il ) { k = 0; }
  18274. // (j)---(i)---(k)
  18275. // console.log('i,j,k', i, j , k)
  18276. contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
  18277. }
  18278. var holesMovements = [],
  18279. oneHoleMovements, verticesMovements = contourMovements.concat();
  18280. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18281. ahole = holes[ h ];
  18282. oneHoleMovements = [];
  18283. for ( i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  18284. if ( j === il ) { j = 0; }
  18285. if ( k === il ) { k = 0; }
  18286. // (j)---(i)---(k)
  18287. oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );
  18288. }
  18289. holesMovements.push( oneHoleMovements );
  18290. verticesMovements = verticesMovements.concat( oneHoleMovements );
  18291. }
  18292. // Loop bevelSegments, 1 for the front, 1 for the back
  18293. for ( b = 0; b < bevelSegments; b ++ ) {
  18294. //for ( b = bevelSegments; b > 0; b -- ) {
  18295. t = b / bevelSegments;
  18296. z = bevelThickness * Math.cos( t * Math.PI / 2 );
  18297. bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  18298. // contract shape
  18299. for ( i = 0, il = contour.length; i < il; i ++ ) {
  18300. vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  18301. v( vert.x, vert.y, - z );
  18302. }
  18303. // expand holes
  18304. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18305. ahole = holes[ h ];
  18306. oneHoleMovements = holesMovements[ h ];
  18307. for ( i = 0, il = ahole.length; i < il; i ++ ) {
  18308. vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  18309. v( vert.x, vert.y, - z );
  18310. }
  18311. }
  18312. }
  18313. bs = bevelSize + bevelOffset;
  18314. // Back facing vertices
  18315. for ( i = 0; i < vlen; i ++ ) {
  18316. vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  18317. if ( ! extrudeByPath ) {
  18318. v( vert.x, vert.y, 0 );
  18319. } else {
  18320. // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
  18321. normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x );
  18322. binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y );
  18323. position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );
  18324. v( position2.x, position2.y, position2.z );
  18325. }
  18326. }
  18327. // Add stepped vertices...
  18328. // Including front facing vertices
  18329. var s;
  18330. for ( s = 1; s <= steps; s ++ ) {
  18331. for ( i = 0; i < vlen; i ++ ) {
  18332. vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  18333. if ( ! extrudeByPath ) {
  18334. v( vert.x, vert.y, depth / steps * s );
  18335. } else {
  18336. // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
  18337. normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x );
  18338. binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y );
  18339. position2.copy( extrudePts[ s ] ).add( normal ).add( binormal );
  18340. v( position2.x, position2.y, position2.z );
  18341. }
  18342. }
  18343. }
  18344. // Add bevel segments planes
  18345. //for ( b = 1; b <= bevelSegments; b ++ ) {
  18346. for ( b = bevelSegments - 1; b >= 0; b -- ) {
  18347. t = b / bevelSegments;
  18348. z = bevelThickness * Math.cos( t * Math.PI / 2 );
  18349. bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  18350. // contract shape
  18351. for ( i = 0, il = contour.length; i < il; i ++ ) {
  18352. vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  18353. v( vert.x, vert.y, depth + z );
  18354. }
  18355. // expand holes
  18356. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18357. ahole = holes[ h ];
  18358. oneHoleMovements = holesMovements[ h ];
  18359. for ( i = 0, il = ahole.length; i < il; i ++ ) {
  18360. vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  18361. if ( ! extrudeByPath ) {
  18362. v( vert.x, vert.y, depth + z );
  18363. } else {
  18364. v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );
  18365. }
  18366. }
  18367. }
  18368. }
  18369. /* Faces */
  18370. // Top and bottom faces
  18371. buildLidFaces();
  18372. // Sides faces
  18373. buildSideFaces();
  18374. ///// Internal functions
  18375. function buildLidFaces() {
  18376. var start = verticesArray.length / 3;
  18377. if ( bevelEnabled ) {
  18378. var layer = 0; // steps + 1
  18379. var offset = vlen * layer;
  18380. // Bottom faces
  18381. for ( i = 0; i < flen; i ++ ) {
  18382. face = faces[ i ];
  18383. f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );
  18384. }
  18385. layer = steps + bevelSegments * 2;
  18386. offset = vlen * layer;
  18387. // Top faces
  18388. for ( i = 0; i < flen; i ++ ) {
  18389. face = faces[ i ];
  18390. f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );
  18391. }
  18392. } else {
  18393. // Bottom faces
  18394. for ( i = 0; i < flen; i ++ ) {
  18395. face = faces[ i ];
  18396. f3( face[ 2 ], face[ 1 ], face[ 0 ] );
  18397. }
  18398. // Top faces
  18399. for ( i = 0; i < flen; i ++ ) {
  18400. face = faces[ i ];
  18401. f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );
  18402. }
  18403. }
  18404. scope.addGroup( start, verticesArray.length / 3 - start, 0 );
  18405. }
  18406. // Create faces for the z-sides of the shape
  18407. function buildSideFaces() {
  18408. var start = verticesArray.length / 3;
  18409. var layeroffset = 0;
  18410. sidewalls( contour, layeroffset );
  18411. layeroffset += contour.length;
  18412. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18413. ahole = holes[ h ];
  18414. sidewalls( ahole, layeroffset );
  18415. //, true
  18416. layeroffset += ahole.length;
  18417. }
  18418. scope.addGroup( start, verticesArray.length / 3 - start, 1 );
  18419. }
  18420. function sidewalls( contour, layeroffset ) {
  18421. var j, k;
  18422. i = contour.length;
  18423. while ( -- i >= 0 ) {
  18424. j = i;
  18425. k = i - 1;
  18426. if ( k < 0 ) { k = contour.length - 1; }
  18427. //console.log('b', i,j, i-1, k,vertices.length);
  18428. var s = 0,
  18429. sl = steps + bevelSegments * 2;
  18430. for ( s = 0; s < sl; s ++ ) {
  18431. var slen1 = vlen * s;
  18432. var slen2 = vlen * ( s + 1 );
  18433. var a = layeroffset + j + slen1,
  18434. b = layeroffset + k + slen1,
  18435. c = layeroffset + k + slen2,
  18436. d = layeroffset + j + slen2;
  18437. f4( a, b, c, d );
  18438. }
  18439. }
  18440. }
  18441. function v( x, y, z ) {
  18442. placeholder.push( x );
  18443. placeholder.push( y );
  18444. placeholder.push( z );
  18445. }
  18446. function f3( a, b, c ) {
  18447. addVertex( a );
  18448. addVertex( b );
  18449. addVertex( c );
  18450. var nextIndex = verticesArray.length / 3;
  18451. var uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  18452. addUV( uvs[ 0 ] );
  18453. addUV( uvs[ 1 ] );
  18454. addUV( uvs[ 2 ] );
  18455. }
  18456. function f4( a, b, c, d ) {
  18457. addVertex( a );
  18458. addVertex( b );
  18459. addVertex( d );
  18460. addVertex( b );
  18461. addVertex( c );
  18462. addVertex( d );
  18463. var nextIndex = verticesArray.length / 3;
  18464. var uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  18465. addUV( uvs[ 0 ] );
  18466. addUV( uvs[ 1 ] );
  18467. addUV( uvs[ 3 ] );
  18468. addUV( uvs[ 1 ] );
  18469. addUV( uvs[ 2 ] );
  18470. addUV( uvs[ 3 ] );
  18471. }
  18472. function addVertex( index ) {
  18473. verticesArray.push( placeholder[ index * 3 + 0 ] );
  18474. verticesArray.push( placeholder[ index * 3 + 1 ] );
  18475. verticesArray.push( placeholder[ index * 3 + 2 ] );
  18476. }
  18477. function addUV( vector2 ) {
  18478. uvArray.push( vector2.x );
  18479. uvArray.push( vector2.y );
  18480. }
  18481. }
  18482. }
  18483. ExtrudeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18484. ExtrudeBufferGeometry.prototype.constructor = ExtrudeBufferGeometry;
  18485. ExtrudeBufferGeometry.prototype.toJSON = function () {
  18486. var data = BufferGeometry.prototype.toJSON.call( this );
  18487. var shapes = this.parameters.shapes;
  18488. var options = this.parameters.options;
  18489. return toJSON( shapes, options, data );
  18490. };
  18491. //
  18492. var WorldUVGenerator = {
  18493. generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {
  18494. var a_x = vertices[ indexA * 3 ];
  18495. var a_y = vertices[ indexA * 3 + 1 ];
  18496. var b_x = vertices[ indexB * 3 ];
  18497. var b_y = vertices[ indexB * 3 + 1 ];
  18498. var c_x = vertices[ indexC * 3 ];
  18499. var c_y = vertices[ indexC * 3 + 1 ];
  18500. return [
  18501. new Vector2( a_x, a_y ),
  18502. new Vector2( b_x, b_y ),
  18503. new Vector2( c_x, c_y )
  18504. ];
  18505. },
  18506. generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {
  18507. var a_x = vertices[ indexA * 3 ];
  18508. var a_y = vertices[ indexA * 3 + 1 ];
  18509. var a_z = vertices[ indexA * 3 + 2 ];
  18510. var b_x = vertices[ indexB * 3 ];
  18511. var b_y = vertices[ indexB * 3 + 1 ];
  18512. var b_z = vertices[ indexB * 3 + 2 ];
  18513. var c_x = vertices[ indexC * 3 ];
  18514. var c_y = vertices[ indexC * 3 + 1 ];
  18515. var c_z = vertices[ indexC * 3 + 2 ];
  18516. var d_x = vertices[ indexD * 3 ];
  18517. var d_y = vertices[ indexD * 3 + 1 ];
  18518. var d_z = vertices[ indexD * 3 + 2 ];
  18519. if ( Math.abs( a_y - b_y ) < 0.01 ) {
  18520. return [
  18521. new Vector2( a_x, 1 - a_z ),
  18522. new Vector2( b_x, 1 - b_z ),
  18523. new Vector2( c_x, 1 - c_z ),
  18524. new Vector2( d_x, 1 - d_z )
  18525. ];
  18526. } else {
  18527. return [
  18528. new Vector2( a_y, 1 - a_z ),
  18529. new Vector2( b_y, 1 - b_z ),
  18530. new Vector2( c_y, 1 - c_z ),
  18531. new Vector2( d_y, 1 - d_z )
  18532. ];
  18533. }
  18534. }
  18535. };
  18536. function toJSON( shapes, options, data ) {
  18537. //
  18538. data.shapes = [];
  18539. if ( Array.isArray( shapes ) ) {
  18540. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  18541. var shape = shapes[ i ];
  18542. data.shapes.push( shape.uuid );
  18543. }
  18544. } else {
  18545. data.shapes.push( shapes.uuid );
  18546. }
  18547. //
  18548. if ( options.extrudePath !== undefined ) { data.options.extrudePath = options.extrudePath.toJSON(); }
  18549. return data;
  18550. }
  18551. /**
  18552. * @author zz85 / http://www.lab4games.net/zz85/blog
  18553. * @author alteredq / http://alteredqualia.com/
  18554. *
  18555. * Text = 3D Text
  18556. *
  18557. * parameters = {
  18558. * font: <THREE.Font>, // font
  18559. *
  18560. * size: <float>, // size of the text
  18561. * height: <float>, // thickness to extrude text
  18562. * curveSegments: <int>, // number of points on the curves
  18563. *
  18564. * bevelEnabled: <bool>, // turn on bevel
  18565. * bevelThickness: <float>, // how deep into text bevel goes
  18566. * bevelSize: <float>, // how far from text outline (including bevelOffset) is bevel
  18567. * bevelOffset: <float> // how far from text outline does bevel start
  18568. * }
  18569. */
  18570. // TextGeometry
  18571. function TextGeometry( text, parameters ) {
  18572. Geometry.call( this );
  18573. this.type = 'TextGeometry';
  18574. this.parameters = {
  18575. text: text,
  18576. parameters: parameters
  18577. };
  18578. this.fromBufferGeometry( new TextBufferGeometry( text, parameters ) );
  18579. this.mergeVertices();
  18580. }
  18581. TextGeometry.prototype = Object.create( Geometry.prototype );
  18582. TextGeometry.prototype.constructor = TextGeometry;
  18583. // TextBufferGeometry
  18584. function TextBufferGeometry( text, parameters ) {
  18585. parameters = parameters || {};
  18586. var font = parameters.font;
  18587. if ( ! ( font && font.isFont ) ) {
  18588. console.error( 'THREE.TextGeometry: font parameter is not an instance of THREE.Font.' );
  18589. return new Geometry();
  18590. }
  18591. var shapes = font.generateShapes( text, parameters.size );
  18592. // translate parameters to ExtrudeGeometry API
  18593. parameters.depth = parameters.height !== undefined ? parameters.height : 50;
  18594. // defaults
  18595. if ( parameters.bevelThickness === undefined ) { parameters.bevelThickness = 10; }
  18596. if ( parameters.bevelSize === undefined ) { parameters.bevelSize = 8; }
  18597. if ( parameters.bevelEnabled === undefined ) { parameters.bevelEnabled = false; }
  18598. ExtrudeBufferGeometry.call( this, shapes, parameters );
  18599. this.type = 'TextBufferGeometry';
  18600. }
  18601. TextBufferGeometry.prototype = Object.create( ExtrudeBufferGeometry.prototype );
  18602. TextBufferGeometry.prototype.constructor = TextBufferGeometry;
  18603. /**
  18604. * @author mrdoob / http://mrdoob.com/
  18605. * @author benaadams / https://twitter.com/ben_a_adams
  18606. * @author Mugen87 / https://github.com/Mugen87
  18607. */
  18608. // SphereGeometry
  18609. function SphereGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
  18610. Geometry.call( this );
  18611. this.type = 'SphereGeometry';
  18612. this.parameters = {
  18613. radius: radius,
  18614. widthSegments: widthSegments,
  18615. heightSegments: heightSegments,
  18616. phiStart: phiStart,
  18617. phiLength: phiLength,
  18618. thetaStart: thetaStart,
  18619. thetaLength: thetaLength
  18620. };
  18621. this.fromBufferGeometry( new SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) );
  18622. this.mergeVertices();
  18623. }
  18624. SphereGeometry.prototype = Object.create( Geometry.prototype );
  18625. SphereGeometry.prototype.constructor = SphereGeometry;
  18626. // SphereBufferGeometry
  18627. function SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
  18628. BufferGeometry.call( this );
  18629. this.type = 'SphereBufferGeometry';
  18630. this.parameters = {
  18631. radius: radius,
  18632. widthSegments: widthSegments,
  18633. heightSegments: heightSegments,
  18634. phiStart: phiStart,
  18635. phiLength: phiLength,
  18636. thetaStart: thetaStart,
  18637. thetaLength: thetaLength
  18638. };
  18639. radius = radius || 1;
  18640. widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 );
  18641. heightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 );
  18642. phiStart = phiStart !== undefined ? phiStart : 0;
  18643. phiLength = phiLength !== undefined ? phiLength : Math.PI * 2;
  18644. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  18645. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI;
  18646. var thetaEnd = Math.min( thetaStart + thetaLength, Math.PI );
  18647. var ix, iy;
  18648. var index = 0;
  18649. var grid = [];
  18650. var vertex = new Vector3();
  18651. var normal = new Vector3();
  18652. // buffers
  18653. var indices = [];
  18654. var vertices = [];
  18655. var normals = [];
  18656. var uvs = [];
  18657. // generate vertices, normals and uvs
  18658. for ( iy = 0; iy <= heightSegments; iy ++ ) {
  18659. var verticesRow = [];
  18660. var v = iy / heightSegments;
  18661. // special case for the poles
  18662. var uOffset = 0;
  18663. if ( iy == 0 && thetaStart == 0 ) {
  18664. uOffset = 0.5 / widthSegments;
  18665. } else if ( iy == heightSegments && thetaEnd == Math.PI ) {
  18666. uOffset = - 0.5 / widthSegments;
  18667. }
  18668. for ( ix = 0; ix <= widthSegments; ix ++ ) {
  18669. var u = ix / widthSegments;
  18670. // vertex
  18671. vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  18672. vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
  18673. vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  18674. vertices.push( vertex.x, vertex.y, vertex.z );
  18675. // normal
  18676. normal.copy( vertex ).normalize();
  18677. normals.push( normal.x, normal.y, normal.z );
  18678. // uv
  18679. uvs.push( u + uOffset, 1 - v );
  18680. verticesRow.push( index ++ );
  18681. }
  18682. grid.push( verticesRow );
  18683. }
  18684. // indices
  18685. for ( iy = 0; iy < heightSegments; iy ++ ) {
  18686. for ( ix = 0; ix < widthSegments; ix ++ ) {
  18687. var a = grid[ iy ][ ix + 1 ];
  18688. var b = grid[ iy ][ ix ];
  18689. var c = grid[ iy + 1 ][ ix ];
  18690. var d = grid[ iy + 1 ][ ix + 1 ];
  18691. if ( iy !== 0 || thetaStart > 0 ) { indices.push( a, b, d ); }
  18692. if ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) { indices.push( b, c, d ); }
  18693. }
  18694. }
  18695. // build geometry
  18696. this.setIndex( indices );
  18697. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18698. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18699. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18700. }
  18701. SphereBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18702. SphereBufferGeometry.prototype.constructor = SphereBufferGeometry;
  18703. /**
  18704. * @author Kaleb Murphy
  18705. * @author Mugen87 / https://github.com/Mugen87
  18706. */
  18707. // RingGeometry
  18708. function RingGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
  18709. Geometry.call( this );
  18710. this.type = 'RingGeometry';
  18711. this.parameters = {
  18712. innerRadius: innerRadius,
  18713. outerRadius: outerRadius,
  18714. thetaSegments: thetaSegments,
  18715. phiSegments: phiSegments,
  18716. thetaStart: thetaStart,
  18717. thetaLength: thetaLength
  18718. };
  18719. this.fromBufferGeometry( new RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) );
  18720. this.mergeVertices();
  18721. }
  18722. RingGeometry.prototype = Object.create( Geometry.prototype );
  18723. RingGeometry.prototype.constructor = RingGeometry;
  18724. // RingBufferGeometry
  18725. function RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
  18726. BufferGeometry.call( this );
  18727. this.type = 'RingBufferGeometry';
  18728. this.parameters = {
  18729. innerRadius: innerRadius,
  18730. outerRadius: outerRadius,
  18731. thetaSegments: thetaSegments,
  18732. phiSegments: phiSegments,
  18733. thetaStart: thetaStart,
  18734. thetaLength: thetaLength
  18735. };
  18736. innerRadius = innerRadius || 0.5;
  18737. outerRadius = outerRadius || 1;
  18738. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  18739. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  18740. thetaSegments = thetaSegments !== undefined ? Math.max( 3, thetaSegments ) : 8;
  18741. phiSegments = phiSegments !== undefined ? Math.max( 1, phiSegments ) : 1;
  18742. // buffers
  18743. var indices = [];
  18744. var vertices = [];
  18745. var normals = [];
  18746. var uvs = [];
  18747. // some helper variables
  18748. var segment;
  18749. var radius = innerRadius;
  18750. var radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
  18751. var vertex = new Vector3();
  18752. var uv = new Vector2();
  18753. var j, i;
  18754. // generate vertices, normals and uvs
  18755. for ( j = 0; j <= phiSegments; j ++ ) {
  18756. for ( i = 0; i <= thetaSegments; i ++ ) {
  18757. // values are generate from the inside of the ring to the outside
  18758. segment = thetaStart + i / thetaSegments * thetaLength;
  18759. // vertex
  18760. vertex.x = radius * Math.cos( segment );
  18761. vertex.y = radius * Math.sin( segment );
  18762. vertices.push( vertex.x, vertex.y, vertex.z );
  18763. // normal
  18764. normals.push( 0, 0, 1 );
  18765. // uv
  18766. uv.x = ( vertex.x / outerRadius + 1 ) / 2;
  18767. uv.y = ( vertex.y / outerRadius + 1 ) / 2;
  18768. uvs.push( uv.x, uv.y );
  18769. }
  18770. // increase the radius for next row of vertices
  18771. radius += radiusStep;
  18772. }
  18773. // indices
  18774. for ( j = 0; j < phiSegments; j ++ ) {
  18775. var thetaSegmentLevel = j * ( thetaSegments + 1 );
  18776. for ( i = 0; i < thetaSegments; i ++ ) {
  18777. segment = i + thetaSegmentLevel;
  18778. var a = segment;
  18779. var b = segment + thetaSegments + 1;
  18780. var c = segment + thetaSegments + 2;
  18781. var d = segment + 1;
  18782. // faces
  18783. indices.push( a, b, d );
  18784. indices.push( b, c, d );
  18785. }
  18786. }
  18787. // build geometry
  18788. this.setIndex( indices );
  18789. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18790. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18791. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18792. }
  18793. RingBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18794. RingBufferGeometry.prototype.constructor = RingBufferGeometry;
  18795. /**
  18796. * @author zz85 / https://github.com/zz85
  18797. * @author bhouston / http://clara.io
  18798. * @author Mugen87 / https://github.com/Mugen87
  18799. */
  18800. // LatheGeometry
  18801. function LatheGeometry( points, segments, phiStart, phiLength ) {
  18802. Geometry.call( this );
  18803. this.type = 'LatheGeometry';
  18804. this.parameters = {
  18805. points: points,
  18806. segments: segments,
  18807. phiStart: phiStart,
  18808. phiLength: phiLength
  18809. };
  18810. this.fromBufferGeometry( new LatheBufferGeometry( points, segments, phiStart, phiLength ) );
  18811. this.mergeVertices();
  18812. }
  18813. LatheGeometry.prototype = Object.create( Geometry.prototype );
  18814. LatheGeometry.prototype.constructor = LatheGeometry;
  18815. // LatheBufferGeometry
  18816. function LatheBufferGeometry( points, segments, phiStart, phiLength ) {
  18817. BufferGeometry.call( this );
  18818. this.type = 'LatheBufferGeometry';
  18819. this.parameters = {
  18820. points: points,
  18821. segments: segments,
  18822. phiStart: phiStart,
  18823. phiLength: phiLength
  18824. };
  18825. segments = Math.floor( segments ) || 12;
  18826. phiStart = phiStart || 0;
  18827. phiLength = phiLength || Math.PI * 2;
  18828. // clamp phiLength so it's in range of [ 0, 2PI ]
  18829. phiLength = _Math.clamp( phiLength, 0, Math.PI * 2 );
  18830. // buffers
  18831. var indices = [];
  18832. var vertices = [];
  18833. var uvs = [];
  18834. // helper variables
  18835. var base;
  18836. var inverseSegments = 1.0 / segments;
  18837. var vertex = new Vector3();
  18838. var uv = new Vector2();
  18839. var i, j;
  18840. // generate vertices and uvs
  18841. for ( i = 0; i <= segments; i ++ ) {
  18842. var phi = phiStart + i * inverseSegments * phiLength;
  18843. var sin = Math.sin( phi );
  18844. var cos = Math.cos( phi );
  18845. for ( j = 0; j <= ( points.length - 1 ); j ++ ) {
  18846. // vertex
  18847. vertex.x = points[ j ].x * sin;
  18848. vertex.y = points[ j ].y;
  18849. vertex.z = points[ j ].x * cos;
  18850. vertices.push( vertex.x, vertex.y, vertex.z );
  18851. // uv
  18852. uv.x = i / segments;
  18853. uv.y = j / ( points.length - 1 );
  18854. uvs.push( uv.x, uv.y );
  18855. }
  18856. }
  18857. // indices
  18858. for ( i = 0; i < segments; i ++ ) {
  18859. for ( j = 0; j < ( points.length - 1 ); j ++ ) {
  18860. base = j + i * points.length;
  18861. var a = base;
  18862. var b = base + points.length;
  18863. var c = base + points.length + 1;
  18864. var d = base + 1;
  18865. // faces
  18866. indices.push( a, b, d );
  18867. indices.push( b, c, d );
  18868. }
  18869. }
  18870. // build geometry
  18871. this.setIndex( indices );
  18872. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18873. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18874. // generate normals
  18875. this.computeVertexNormals();
  18876. // if the geometry is closed, we need to average the normals along the seam.
  18877. // because the corresponding vertices are identical (but still have different UVs).
  18878. if ( phiLength === Math.PI * 2 ) {
  18879. var normals = this.attributes.normal.array;
  18880. var n1 = new Vector3();
  18881. var n2 = new Vector3();
  18882. var n = new Vector3();
  18883. // this is the buffer offset for the last line of vertices
  18884. base = segments * points.length * 3;
  18885. for ( i = 0, j = 0; i < points.length; i ++, j += 3 ) {
  18886. // select the normal of the vertex in the first line
  18887. n1.x = normals[ j + 0 ];
  18888. n1.y = normals[ j + 1 ];
  18889. n1.z = normals[ j + 2 ];
  18890. // select the normal of the vertex in the last line
  18891. n2.x = normals[ base + j + 0 ];
  18892. n2.y = normals[ base + j + 1 ];
  18893. n2.z = normals[ base + j + 2 ];
  18894. // average normals
  18895. n.addVectors( n1, n2 ).normalize();
  18896. // assign the new values to both normals
  18897. normals[ j + 0 ] = normals[ base + j + 0 ] = n.x;
  18898. normals[ j + 1 ] = normals[ base + j + 1 ] = n.y;
  18899. normals[ j + 2 ] = normals[ base + j + 2 ] = n.z;
  18900. }
  18901. }
  18902. }
  18903. LatheBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18904. LatheBufferGeometry.prototype.constructor = LatheBufferGeometry;
  18905. /**
  18906. * @author jonobr1 / http://jonobr1.com
  18907. * @author Mugen87 / https://github.com/Mugen87
  18908. */
  18909. // ShapeGeometry
  18910. function ShapeGeometry( shapes, curveSegments ) {
  18911. Geometry.call( this );
  18912. this.type = 'ShapeGeometry';
  18913. if ( typeof curveSegments === 'object' ) {
  18914. console.warn( 'THREE.ShapeGeometry: Options parameter has been removed.' );
  18915. curveSegments = curveSegments.curveSegments;
  18916. }
  18917. this.parameters = {
  18918. shapes: shapes,
  18919. curveSegments: curveSegments
  18920. };
  18921. this.fromBufferGeometry( new ShapeBufferGeometry( shapes, curveSegments ) );
  18922. this.mergeVertices();
  18923. }
  18924. ShapeGeometry.prototype = Object.create( Geometry.prototype );
  18925. ShapeGeometry.prototype.constructor = ShapeGeometry;
  18926. ShapeGeometry.prototype.toJSON = function () {
  18927. var data = Geometry.prototype.toJSON.call( this );
  18928. var shapes = this.parameters.shapes;
  18929. return toJSON$1( shapes, data );
  18930. };
  18931. // ShapeBufferGeometry
  18932. function ShapeBufferGeometry( shapes, curveSegments ) {
  18933. BufferGeometry.call( this );
  18934. this.type = 'ShapeBufferGeometry';
  18935. this.parameters = {
  18936. shapes: shapes,
  18937. curveSegments: curveSegments
  18938. };
  18939. curveSegments = curveSegments || 12;
  18940. // buffers
  18941. var indices = [];
  18942. var vertices = [];
  18943. var normals = [];
  18944. var uvs = [];
  18945. // helper variables
  18946. var groupStart = 0;
  18947. var groupCount = 0;
  18948. // allow single and array values for "shapes" parameter
  18949. if ( Array.isArray( shapes ) === false ) {
  18950. addShape( shapes );
  18951. } else {
  18952. for ( var i = 0; i < shapes.length; i ++ ) {
  18953. addShape( shapes[ i ] );
  18954. this.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support
  18955. groupStart += groupCount;
  18956. groupCount = 0;
  18957. }
  18958. }
  18959. // build geometry
  18960. this.setIndex( indices );
  18961. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18962. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18963. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18964. // helper functions
  18965. function addShape( shape ) {
  18966. var i, l, shapeHole;
  18967. var indexOffset = vertices.length / 3;
  18968. var points = shape.extractPoints( curveSegments );
  18969. var shapeVertices = points.shape;
  18970. var shapeHoles = points.holes;
  18971. // check direction of vertices
  18972. if ( ShapeUtils.isClockWise( shapeVertices ) === false ) {
  18973. shapeVertices = shapeVertices.reverse();
  18974. }
  18975. for ( i = 0, l = shapeHoles.length; i < l; i ++ ) {
  18976. shapeHole = shapeHoles[ i ];
  18977. if ( ShapeUtils.isClockWise( shapeHole ) === true ) {
  18978. shapeHoles[ i ] = shapeHole.reverse();
  18979. }
  18980. }
  18981. var faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );
  18982. // join vertices of inner and outer paths to a single array
  18983. for ( i = 0, l = shapeHoles.length; i < l; i ++ ) {
  18984. shapeHole = shapeHoles[ i ];
  18985. shapeVertices = shapeVertices.concat( shapeHole );
  18986. }
  18987. // vertices, normals, uvs
  18988. for ( i = 0, l = shapeVertices.length; i < l; i ++ ) {
  18989. var vertex = shapeVertices[ i ];
  18990. vertices.push( vertex.x, vertex.y, 0 );
  18991. normals.push( 0, 0, 1 );
  18992. uvs.push( vertex.x, vertex.y ); // world uvs
  18993. }
  18994. // incides
  18995. for ( i = 0, l = faces.length; i < l; i ++ ) {
  18996. var face = faces[ i ];
  18997. var a = face[ 0 ] + indexOffset;
  18998. var b = face[ 1 ] + indexOffset;
  18999. var c = face[ 2 ] + indexOffset;
  19000. indices.push( a, b, c );
  19001. groupCount += 3;
  19002. }
  19003. }
  19004. }
  19005. ShapeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19006. ShapeBufferGeometry.prototype.constructor = ShapeBufferGeometry;
  19007. ShapeBufferGeometry.prototype.toJSON = function () {
  19008. var data = BufferGeometry.prototype.toJSON.call( this );
  19009. var shapes = this.parameters.shapes;
  19010. return toJSON$1( shapes, data );
  19011. };
  19012. //
  19013. function toJSON$1( shapes, data ) {
  19014. data.shapes = [];
  19015. if ( Array.isArray( shapes ) ) {
  19016. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  19017. var shape = shapes[ i ];
  19018. data.shapes.push( shape.uuid );
  19019. }
  19020. } else {
  19021. data.shapes.push( shapes.uuid );
  19022. }
  19023. return data;
  19024. }
  19025. /**
  19026. * @author WestLangley / http://github.com/WestLangley
  19027. * @author Mugen87 / https://github.com/Mugen87
  19028. */
  19029. function EdgesGeometry( geometry, thresholdAngle ) {
  19030. BufferGeometry.call( this );
  19031. this.type = 'EdgesGeometry';
  19032. this.parameters = {
  19033. thresholdAngle: thresholdAngle
  19034. };
  19035. thresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1;
  19036. // buffer
  19037. var vertices = [];
  19038. // helper variables
  19039. var thresholdDot = Math.cos( _Math.DEG2RAD * thresholdAngle );
  19040. var edge = [ 0, 0 ], edges = {}, edge1, edge2;
  19041. var key, keys = [ 'a', 'b', 'c' ];
  19042. // prepare source geometry
  19043. var geometry2;
  19044. if ( geometry.isBufferGeometry ) {
  19045. geometry2 = new Geometry();
  19046. geometry2.fromBufferGeometry( geometry );
  19047. } else {
  19048. geometry2 = geometry.clone();
  19049. }
  19050. geometry2.mergeVertices();
  19051. geometry2.computeFaceNormals();
  19052. var sourceVertices = geometry2.vertices;
  19053. var faces = geometry2.faces;
  19054. // now create a data structure where each entry represents an edge with its adjoining faces
  19055. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  19056. var face = faces[ i ];
  19057. for ( var j = 0; j < 3; j ++ ) {
  19058. edge1 = face[ keys[ j ] ];
  19059. edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
  19060. edge[ 0 ] = Math.min( edge1, edge2 );
  19061. edge[ 1 ] = Math.max( edge1, edge2 );
  19062. key = edge[ 0 ] + ',' + edge[ 1 ];
  19063. if ( edges[ key ] === undefined ) {
  19064. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ], face1: i, face2: undefined };
  19065. } else {
  19066. edges[ key ].face2 = i;
  19067. }
  19068. }
  19069. }
  19070. // generate vertices
  19071. for ( key in edges ) {
  19072. var e = edges[ key ];
  19073. // an edge is only rendered if the angle (in degrees) between the face normals of the adjoining faces exceeds this value. default = 1 degree.
  19074. if ( e.face2 === undefined || faces[ e.face1 ].normal.dot( faces[ e.face2 ].normal ) <= thresholdDot ) {
  19075. var vertex = sourceVertices[ e.index1 ];
  19076. vertices.push( vertex.x, vertex.y, vertex.z );
  19077. vertex = sourceVertices[ e.index2 ];
  19078. vertices.push( vertex.x, vertex.y, vertex.z );
  19079. }
  19080. }
  19081. // build geometry
  19082. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19083. }
  19084. EdgesGeometry.prototype = Object.create( BufferGeometry.prototype );
  19085. EdgesGeometry.prototype.constructor = EdgesGeometry;
  19086. /**
  19087. * @author mrdoob / http://mrdoob.com/
  19088. * @author Mugen87 / https://github.com/Mugen87
  19089. */
  19090. // CylinderGeometry
  19091. function CylinderGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19092. Geometry.call( this );
  19093. this.type = 'CylinderGeometry';
  19094. this.parameters = {
  19095. radiusTop: radiusTop,
  19096. radiusBottom: radiusBottom,
  19097. height: height,
  19098. radialSegments: radialSegments,
  19099. heightSegments: heightSegments,
  19100. openEnded: openEnded,
  19101. thetaStart: thetaStart,
  19102. thetaLength: thetaLength
  19103. };
  19104. this.fromBufferGeometry( new CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) );
  19105. this.mergeVertices();
  19106. }
  19107. CylinderGeometry.prototype = Object.create( Geometry.prototype );
  19108. CylinderGeometry.prototype.constructor = CylinderGeometry;
  19109. // CylinderBufferGeometry
  19110. function CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19111. BufferGeometry.call( this );
  19112. this.type = 'CylinderBufferGeometry';
  19113. this.parameters = {
  19114. radiusTop: radiusTop,
  19115. radiusBottom: radiusBottom,
  19116. height: height,
  19117. radialSegments: radialSegments,
  19118. heightSegments: heightSegments,
  19119. openEnded: openEnded,
  19120. thetaStart: thetaStart,
  19121. thetaLength: thetaLength
  19122. };
  19123. var scope = this;
  19124. radiusTop = radiusTop !== undefined ? radiusTop : 1;
  19125. radiusBottom = radiusBottom !== undefined ? radiusBottom : 1;
  19126. height = height || 1;
  19127. radialSegments = Math.floor( radialSegments ) || 8;
  19128. heightSegments = Math.floor( heightSegments ) || 1;
  19129. openEnded = openEnded !== undefined ? openEnded : false;
  19130. thetaStart = thetaStart !== undefined ? thetaStart : 0.0;
  19131. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  19132. // buffers
  19133. var indices = [];
  19134. var vertices = [];
  19135. var normals = [];
  19136. var uvs = [];
  19137. // helper variables
  19138. var index = 0;
  19139. var indexArray = [];
  19140. var halfHeight = height / 2;
  19141. var groupStart = 0;
  19142. // generate geometry
  19143. generateTorso();
  19144. if ( openEnded === false ) {
  19145. if ( radiusTop > 0 ) { generateCap( true ); }
  19146. if ( radiusBottom > 0 ) { generateCap( false ); }
  19147. }
  19148. // build geometry
  19149. this.setIndex( indices );
  19150. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19151. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19152. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19153. function generateTorso() {
  19154. var x, y;
  19155. var normal = new Vector3();
  19156. var vertex = new Vector3();
  19157. var groupCount = 0;
  19158. // this will be used to calculate the normal
  19159. var slope = ( radiusBottom - radiusTop ) / height;
  19160. // generate vertices, normals and uvs
  19161. for ( y = 0; y <= heightSegments; y ++ ) {
  19162. var indexRow = [];
  19163. var v = y / heightSegments;
  19164. // calculate the radius of the current row
  19165. var radius = v * ( radiusBottom - radiusTop ) + radiusTop;
  19166. for ( x = 0; x <= radialSegments; x ++ ) {
  19167. var u = x / radialSegments;
  19168. var theta = u * thetaLength + thetaStart;
  19169. var sinTheta = Math.sin( theta );
  19170. var cosTheta = Math.cos( theta );
  19171. // vertex
  19172. vertex.x = radius * sinTheta;
  19173. vertex.y = - v * height + halfHeight;
  19174. vertex.z = radius * cosTheta;
  19175. vertices.push( vertex.x, vertex.y, vertex.z );
  19176. // normal
  19177. normal.set( sinTheta, slope, cosTheta ).normalize();
  19178. normals.push( normal.x, normal.y, normal.z );
  19179. // uv
  19180. uvs.push( u, 1 - v );
  19181. // save index of vertex in respective row
  19182. indexRow.push( index ++ );
  19183. }
  19184. // now save vertices of the row in our index array
  19185. indexArray.push( indexRow );
  19186. }
  19187. // generate indices
  19188. for ( x = 0; x < radialSegments; x ++ ) {
  19189. for ( y = 0; y < heightSegments; y ++ ) {
  19190. // we use the index array to access the correct indices
  19191. var a = indexArray[ y ][ x ];
  19192. var b = indexArray[ y + 1 ][ x ];
  19193. var c = indexArray[ y + 1 ][ x + 1 ];
  19194. var d = indexArray[ y ][ x + 1 ];
  19195. // faces
  19196. indices.push( a, b, d );
  19197. indices.push( b, c, d );
  19198. // update group counter
  19199. groupCount += 6;
  19200. }
  19201. }
  19202. // add a group to the geometry. this will ensure multi material support
  19203. scope.addGroup( groupStart, groupCount, 0 );
  19204. // calculate new start value for groups
  19205. groupStart += groupCount;
  19206. }
  19207. function generateCap( top ) {
  19208. var x, centerIndexStart, centerIndexEnd;
  19209. var uv = new Vector2();
  19210. var vertex = new Vector3();
  19211. var groupCount = 0;
  19212. var radius = ( top === true ) ? radiusTop : radiusBottom;
  19213. var sign = ( top === true ) ? 1 : - 1;
  19214. // save the index of the first center vertex
  19215. centerIndexStart = index;
  19216. // first we generate the center vertex data of the cap.
  19217. // because the geometry needs one set of uvs per face,
  19218. // we must generate a center vertex per face/segment
  19219. for ( x = 1; x <= radialSegments; x ++ ) {
  19220. // vertex
  19221. vertices.push( 0, halfHeight * sign, 0 );
  19222. // normal
  19223. normals.push( 0, sign, 0 );
  19224. // uv
  19225. uvs.push( 0.5, 0.5 );
  19226. // increase index
  19227. index ++;
  19228. }
  19229. // save the index of the last center vertex
  19230. centerIndexEnd = index;
  19231. // now we generate the surrounding vertices, normals and uvs
  19232. for ( x = 0; x <= radialSegments; x ++ ) {
  19233. var u = x / radialSegments;
  19234. var theta = u * thetaLength + thetaStart;
  19235. var cosTheta = Math.cos( theta );
  19236. var sinTheta = Math.sin( theta );
  19237. // vertex
  19238. vertex.x = radius * sinTheta;
  19239. vertex.y = halfHeight * sign;
  19240. vertex.z = radius * cosTheta;
  19241. vertices.push( vertex.x, vertex.y, vertex.z );
  19242. // normal
  19243. normals.push( 0, sign, 0 );
  19244. // uv
  19245. uv.x = ( cosTheta * 0.5 ) + 0.5;
  19246. uv.y = ( sinTheta * 0.5 * sign ) + 0.5;
  19247. uvs.push( uv.x, uv.y );
  19248. // increase index
  19249. index ++;
  19250. }
  19251. // generate indices
  19252. for ( x = 0; x < radialSegments; x ++ ) {
  19253. var c = centerIndexStart + x;
  19254. var i = centerIndexEnd + x;
  19255. if ( top === true ) {
  19256. // face top
  19257. indices.push( i, i + 1, c );
  19258. } else {
  19259. // face bottom
  19260. indices.push( i + 1, i, c );
  19261. }
  19262. groupCount += 3;
  19263. }
  19264. // add a group to the geometry. this will ensure multi material support
  19265. scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );
  19266. // calculate new start value for groups
  19267. groupStart += groupCount;
  19268. }
  19269. }
  19270. CylinderBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19271. CylinderBufferGeometry.prototype.constructor = CylinderBufferGeometry;
  19272. /**
  19273. * @author abelnation / http://github.com/abelnation
  19274. */
  19275. // ConeGeometry
  19276. function ConeGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19277. CylinderGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  19278. this.type = 'ConeGeometry';
  19279. this.parameters = {
  19280. radius: radius,
  19281. height: height,
  19282. radialSegments: radialSegments,
  19283. heightSegments: heightSegments,
  19284. openEnded: openEnded,
  19285. thetaStart: thetaStart,
  19286. thetaLength: thetaLength
  19287. };
  19288. }
  19289. ConeGeometry.prototype = Object.create( CylinderGeometry.prototype );
  19290. ConeGeometry.prototype.constructor = ConeGeometry;
  19291. // ConeBufferGeometry
  19292. function ConeBufferGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19293. CylinderBufferGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  19294. this.type = 'ConeBufferGeometry';
  19295. this.parameters = {
  19296. radius: radius,
  19297. height: height,
  19298. radialSegments: radialSegments,
  19299. heightSegments: heightSegments,
  19300. openEnded: openEnded,
  19301. thetaStart: thetaStart,
  19302. thetaLength: thetaLength
  19303. };
  19304. }
  19305. ConeBufferGeometry.prototype = Object.create( CylinderBufferGeometry.prototype );
  19306. ConeBufferGeometry.prototype.constructor = ConeBufferGeometry;
  19307. /**
  19308. * @author benaadams / https://twitter.com/ben_a_adams
  19309. * @author Mugen87 / https://github.com/Mugen87
  19310. * @author hughes
  19311. */
  19312. // CircleGeometry
  19313. function CircleGeometry( radius, segments, thetaStart, thetaLength ) {
  19314. Geometry.call( this );
  19315. this.type = 'CircleGeometry';
  19316. this.parameters = {
  19317. radius: radius,
  19318. segments: segments,
  19319. thetaStart: thetaStart,
  19320. thetaLength: thetaLength
  19321. };
  19322. this.fromBufferGeometry( new CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) );
  19323. this.mergeVertices();
  19324. }
  19325. CircleGeometry.prototype = Object.create( Geometry.prototype );
  19326. CircleGeometry.prototype.constructor = CircleGeometry;
  19327. // CircleBufferGeometry
  19328. function CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) {
  19329. BufferGeometry.call( this );
  19330. this.type = 'CircleBufferGeometry';
  19331. this.parameters = {
  19332. radius: radius,
  19333. segments: segments,
  19334. thetaStart: thetaStart,
  19335. thetaLength: thetaLength
  19336. };
  19337. radius = radius || 1;
  19338. segments = segments !== undefined ? Math.max( 3, segments ) : 8;
  19339. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  19340. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  19341. // buffers
  19342. var indices = [];
  19343. var vertices = [];
  19344. var normals = [];
  19345. var uvs = [];
  19346. // helper variables
  19347. var i, s;
  19348. var vertex = new Vector3();
  19349. var uv = new Vector2();
  19350. // center point
  19351. vertices.push( 0, 0, 0 );
  19352. normals.push( 0, 0, 1 );
  19353. uvs.push( 0.5, 0.5 );
  19354. for ( s = 0, i = 3; s <= segments; s ++, i += 3 ) {
  19355. var segment = thetaStart + s / segments * thetaLength;
  19356. // vertex
  19357. vertex.x = radius * Math.cos( segment );
  19358. vertex.y = radius * Math.sin( segment );
  19359. vertices.push( vertex.x, vertex.y, vertex.z );
  19360. // normal
  19361. normals.push( 0, 0, 1 );
  19362. // uvs
  19363. uv.x = ( vertices[ i ] / radius + 1 ) / 2;
  19364. uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;
  19365. uvs.push( uv.x, uv.y );
  19366. }
  19367. // indices
  19368. for ( i = 1; i <= segments; i ++ ) {
  19369. indices.push( i, i + 1, 0 );
  19370. }
  19371. // build geometry
  19372. this.setIndex( indices );
  19373. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19374. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19375. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19376. }
  19377. CircleBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19378. CircleBufferGeometry.prototype.constructor = CircleBufferGeometry;
  19379. var Geometries = /*#__PURE__*/Object.freeze({
  19380. __proto__: null,
  19381. WireframeGeometry: WireframeGeometry,
  19382. ParametricGeometry: ParametricGeometry,
  19383. ParametricBufferGeometry: ParametricBufferGeometry,
  19384. TetrahedronGeometry: TetrahedronGeometry,
  19385. TetrahedronBufferGeometry: TetrahedronBufferGeometry,
  19386. OctahedronGeometry: OctahedronGeometry,
  19387. OctahedronBufferGeometry: OctahedronBufferGeometry,
  19388. IcosahedronGeometry: IcosahedronGeometry,
  19389. IcosahedronBufferGeometry: IcosahedronBufferGeometry,
  19390. DodecahedronGeometry: DodecahedronGeometry,
  19391. DodecahedronBufferGeometry: DodecahedronBufferGeometry,
  19392. PolyhedronGeometry: PolyhedronGeometry,
  19393. PolyhedronBufferGeometry: PolyhedronBufferGeometry,
  19394. TubeGeometry: TubeGeometry,
  19395. TubeBufferGeometry: TubeBufferGeometry,
  19396. TorusKnotGeometry: TorusKnotGeometry,
  19397. TorusKnotBufferGeometry: TorusKnotBufferGeometry,
  19398. TorusGeometry: TorusGeometry,
  19399. TorusBufferGeometry: TorusBufferGeometry,
  19400. TextGeometry: TextGeometry,
  19401. TextBufferGeometry: TextBufferGeometry,
  19402. SphereGeometry: SphereGeometry,
  19403. SphereBufferGeometry: SphereBufferGeometry,
  19404. RingGeometry: RingGeometry,
  19405. RingBufferGeometry: RingBufferGeometry,
  19406. PlaneGeometry: PlaneGeometry,
  19407. PlaneBufferGeometry: PlaneBufferGeometry,
  19408. LatheGeometry: LatheGeometry,
  19409. LatheBufferGeometry: LatheBufferGeometry,
  19410. ShapeGeometry: ShapeGeometry,
  19411. ShapeBufferGeometry: ShapeBufferGeometry,
  19412. ExtrudeGeometry: ExtrudeGeometry,
  19413. ExtrudeBufferGeometry: ExtrudeBufferGeometry,
  19414. EdgesGeometry: EdgesGeometry,
  19415. ConeGeometry: ConeGeometry,
  19416. ConeBufferGeometry: ConeBufferGeometry,
  19417. CylinderGeometry: CylinderGeometry,
  19418. CylinderBufferGeometry: CylinderBufferGeometry,
  19419. CircleGeometry: CircleGeometry,
  19420. CircleBufferGeometry: CircleBufferGeometry,
  19421. BoxGeometry: BoxGeometry,
  19422. BoxBufferGeometry: BoxBufferGeometry
  19423. });
  19424. /**
  19425. * @author mrdoob / http://mrdoob.com/
  19426. *
  19427. * parameters = {
  19428. * color: <THREE.Color>
  19429. * }
  19430. */
  19431. function ShadowMaterial( parameters ) {
  19432. Material.call( this );
  19433. this.type = 'ShadowMaterial';
  19434. this.color = new Color( 0x000000 );
  19435. this.transparent = true;
  19436. this.setValues( parameters );
  19437. }
  19438. ShadowMaterial.prototype = Object.create( Material.prototype );
  19439. ShadowMaterial.prototype.constructor = ShadowMaterial;
  19440. ShadowMaterial.prototype.isShadowMaterial = true;
  19441. ShadowMaterial.prototype.copy = function ( source ) {
  19442. Material.prototype.copy.call( this, source );
  19443. this.color.copy( source.color );
  19444. return this;
  19445. };
  19446. /**
  19447. * @author mrdoob / http://mrdoob.com/
  19448. */
  19449. function RawShaderMaterial( parameters ) {
  19450. ShaderMaterial.call( this, parameters );
  19451. this.type = 'RawShaderMaterial';
  19452. }
  19453. RawShaderMaterial.prototype = Object.create( ShaderMaterial.prototype );
  19454. RawShaderMaterial.prototype.constructor = RawShaderMaterial;
  19455. RawShaderMaterial.prototype.isRawShaderMaterial = true;
  19456. /**
  19457. * @author WestLangley / http://github.com/WestLangley
  19458. *
  19459. * parameters = {
  19460. * color: <hex>,
  19461. * roughness: <float>,
  19462. * metalness: <float>,
  19463. * opacity: <float>,
  19464. *
  19465. * map: new THREE.Texture( <Image> ),
  19466. *
  19467. * lightMap: new THREE.Texture( <Image> ),
  19468. * lightMapIntensity: <float>
  19469. *
  19470. * aoMap: new THREE.Texture( <Image> ),
  19471. * aoMapIntensity: <float>
  19472. *
  19473. * emissive: <hex>,
  19474. * emissiveIntensity: <float>
  19475. * emissiveMap: new THREE.Texture( <Image> ),
  19476. *
  19477. * bumpMap: new THREE.Texture( <Image> ),
  19478. * bumpScale: <float>,
  19479. *
  19480. * normalMap: new THREE.Texture( <Image> ),
  19481. * normalMapType: THREE.TangentSpaceNormalMap,
  19482. * normalScale: <Vector2>,
  19483. *
  19484. * displacementMap: new THREE.Texture( <Image> ),
  19485. * displacementScale: <float>,
  19486. * displacementBias: <float>,
  19487. *
  19488. * roughnessMap: new THREE.Texture( <Image> ),
  19489. *
  19490. * metalnessMap: new THREE.Texture( <Image> ),
  19491. *
  19492. * alphaMap: new THREE.Texture( <Image> ),
  19493. *
  19494. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  19495. * envMapIntensity: <float>
  19496. *
  19497. * refractionRatio: <float>,
  19498. *
  19499. * wireframe: <boolean>,
  19500. * wireframeLinewidth: <float>,
  19501. *
  19502. * skinning: <bool>,
  19503. * morphTargets: <bool>,
  19504. * morphNormals: <bool>
  19505. * }
  19506. */
  19507. function MeshStandardMaterial( parameters ) {
  19508. Material.call( this );
  19509. this.defines = { 'STANDARD': '' };
  19510. this.type = 'MeshStandardMaterial';
  19511. this.color = new Color( 0xffffff ); // diffuse
  19512. this.roughness = 1.0;
  19513. this.metalness = 0.0;
  19514. this.map = null;
  19515. this.lightMap = null;
  19516. this.lightMapIntensity = 1.0;
  19517. this.aoMap = null;
  19518. this.aoMapIntensity = 1.0;
  19519. this.emissive = new Color( 0x000000 );
  19520. this.emissiveIntensity = 1.0;
  19521. this.emissiveMap = null;
  19522. this.bumpMap = null;
  19523. this.bumpScale = 1;
  19524. this.normalMap = null;
  19525. this.normalMapType = TangentSpaceNormalMap;
  19526. this.normalScale = new Vector2( 1, 1 );
  19527. this.displacementMap = null;
  19528. this.displacementScale = 1;
  19529. this.displacementBias = 0;
  19530. this.roughnessMap = null;
  19531. this.metalnessMap = null;
  19532. this.alphaMap = null;
  19533. this.envMap = null;
  19534. this.envMapIntensity = 1.0;
  19535. this.refractionRatio = 0.98;
  19536. this.wireframe = false;
  19537. this.wireframeLinewidth = 1;
  19538. this.wireframeLinecap = 'round';
  19539. this.wireframeLinejoin = 'round';
  19540. this.skinning = false;
  19541. this.morphTargets = false;
  19542. this.morphNormals = false;
  19543. this.setValues( parameters );
  19544. }
  19545. MeshStandardMaterial.prototype = Object.create( Material.prototype );
  19546. MeshStandardMaterial.prototype.constructor = MeshStandardMaterial;
  19547. MeshStandardMaterial.prototype.isMeshStandardMaterial = true;
  19548. MeshStandardMaterial.prototype.copy = function ( source ) {
  19549. Material.prototype.copy.call( this, source );
  19550. this.defines = { 'STANDARD': '' };
  19551. this.color.copy( source.color );
  19552. this.roughness = source.roughness;
  19553. this.metalness = source.metalness;
  19554. this.map = source.map;
  19555. this.lightMap = source.lightMap;
  19556. this.lightMapIntensity = source.lightMapIntensity;
  19557. this.aoMap = source.aoMap;
  19558. this.aoMapIntensity = source.aoMapIntensity;
  19559. this.emissive.copy( source.emissive );
  19560. this.emissiveMap = source.emissiveMap;
  19561. this.emissiveIntensity = source.emissiveIntensity;
  19562. this.bumpMap = source.bumpMap;
  19563. this.bumpScale = source.bumpScale;
  19564. this.normalMap = source.normalMap;
  19565. this.normalMapType = source.normalMapType;
  19566. this.normalScale.copy( source.normalScale );
  19567. this.displacementMap = source.displacementMap;
  19568. this.displacementScale = source.displacementScale;
  19569. this.displacementBias = source.displacementBias;
  19570. this.roughnessMap = source.roughnessMap;
  19571. this.metalnessMap = source.metalnessMap;
  19572. this.alphaMap = source.alphaMap;
  19573. this.envMap = source.envMap;
  19574. this.envMapIntensity = source.envMapIntensity;
  19575. this.refractionRatio = source.refractionRatio;
  19576. this.wireframe = source.wireframe;
  19577. this.wireframeLinewidth = source.wireframeLinewidth;
  19578. this.wireframeLinecap = source.wireframeLinecap;
  19579. this.wireframeLinejoin = source.wireframeLinejoin;
  19580. this.skinning = source.skinning;
  19581. this.morphTargets = source.morphTargets;
  19582. this.morphNormals = source.morphNormals;
  19583. return this;
  19584. };
  19585. /**
  19586. * @author WestLangley / http://github.com/WestLangley
  19587. *
  19588. * parameters = {
  19589. * reflectivity: <float>
  19590. * clearcoat: <float>
  19591. * clearcoatRoughness: <float>
  19592. *
  19593. * sheen: <Color>
  19594. *
  19595. * clearcoatNormalScale: <Vector2>,
  19596. * clearcoatNormalMap: new THREE.Texture( <Image> ),
  19597. * }
  19598. */
  19599. function MeshPhysicalMaterial( parameters ) {
  19600. MeshStandardMaterial.call( this );
  19601. this.defines = {
  19602. 'STANDARD': '',
  19603. 'PHYSICAL': ''
  19604. };
  19605. this.type = 'MeshPhysicalMaterial';
  19606. this.reflectivity = 0.5; // maps to F0 = 0.04
  19607. this.clearcoat = 0.0;
  19608. this.clearcoatRoughness = 0.0;
  19609. this.sheen = null; // null will disable sheen bsdf
  19610. this.clearcoatNormalScale = new Vector2( 1, 1 );
  19611. this.clearcoatNormalMap = null;
  19612. this.transparency = 0.0;
  19613. this.setValues( parameters );
  19614. }
  19615. MeshPhysicalMaterial.prototype = Object.create( MeshStandardMaterial.prototype );
  19616. MeshPhysicalMaterial.prototype.constructor = MeshPhysicalMaterial;
  19617. MeshPhysicalMaterial.prototype.isMeshPhysicalMaterial = true;
  19618. MeshPhysicalMaterial.prototype.copy = function ( source ) {
  19619. MeshStandardMaterial.prototype.copy.call( this, source );
  19620. this.defines = {
  19621. 'STANDARD': '',
  19622. 'PHYSICAL': ''
  19623. };
  19624. this.reflectivity = source.reflectivity;
  19625. this.clearcoat = source.clearcoat;
  19626. this.clearcoatRoughness = source.clearcoatRoughness;
  19627. if ( source.sheen ) { this.sheen = ( this.sheen || new Color() ).copy( source.sheen ); }
  19628. else { this.sheen = null; }
  19629. this.clearcoatNormalMap = source.clearcoatNormalMap;
  19630. this.clearcoatNormalScale.copy( source.clearcoatNormalScale );
  19631. this.transparency = source.transparency;
  19632. return this;
  19633. };
  19634. /**
  19635. * @author mrdoob / http://mrdoob.com/
  19636. * @author alteredq / http://alteredqualia.com/
  19637. *
  19638. * parameters = {
  19639. * color: <hex>,
  19640. * specular: <hex>,
  19641. * shininess: <float>,
  19642. * opacity: <float>,
  19643. *
  19644. * map: new THREE.Texture( <Image> ),
  19645. *
  19646. * lightMap: new THREE.Texture( <Image> ),
  19647. * lightMapIntensity: <float>
  19648. *
  19649. * aoMap: new THREE.Texture( <Image> ),
  19650. * aoMapIntensity: <float>
  19651. *
  19652. * emissive: <hex>,
  19653. * emissiveIntensity: <float>
  19654. * emissiveMap: new THREE.Texture( <Image> ),
  19655. *
  19656. * bumpMap: new THREE.Texture( <Image> ),
  19657. * bumpScale: <float>,
  19658. *
  19659. * normalMap: new THREE.Texture( <Image> ),
  19660. * normalMapType: THREE.TangentSpaceNormalMap,
  19661. * normalScale: <Vector2>,
  19662. *
  19663. * displacementMap: new THREE.Texture( <Image> ),
  19664. * displacementScale: <float>,
  19665. * displacementBias: <float>,
  19666. *
  19667. * specularMap: new THREE.Texture( <Image> ),
  19668. *
  19669. * alphaMap: new THREE.Texture( <Image> ),
  19670. *
  19671. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  19672. * combine: THREE.MultiplyOperation,
  19673. * reflectivity: <float>,
  19674. * refractionRatio: <float>,
  19675. *
  19676. * wireframe: <boolean>,
  19677. * wireframeLinewidth: <float>,
  19678. *
  19679. * skinning: <bool>,
  19680. * morphTargets: <bool>,
  19681. * morphNormals: <bool>
  19682. * }
  19683. */
  19684. function MeshPhongMaterial( parameters ) {
  19685. Material.call( this );
  19686. this.type = 'MeshPhongMaterial';
  19687. this.color = new Color( 0xffffff ); // diffuse
  19688. this.specular = new Color( 0x111111 );
  19689. this.shininess = 30;
  19690. this.map = null;
  19691. this.lightMap = null;
  19692. this.lightMapIntensity = 1.0;
  19693. this.aoMap = null;
  19694. this.aoMapIntensity = 1.0;
  19695. this.emissive = new Color( 0x000000 );
  19696. this.emissiveIntensity = 1.0;
  19697. this.emissiveMap = null;
  19698. this.bumpMap = null;
  19699. this.bumpScale = 1;
  19700. this.normalMap = null;
  19701. this.normalMapType = TangentSpaceNormalMap;
  19702. this.normalScale = new Vector2( 1, 1 );
  19703. this.displacementMap = null;
  19704. this.displacementScale = 1;
  19705. this.displacementBias = 0;
  19706. this.specularMap = null;
  19707. this.alphaMap = null;
  19708. this.envMap = null;
  19709. this.combine = MultiplyOperation;
  19710. this.reflectivity = 1;
  19711. this.refractionRatio = 0.98;
  19712. this.wireframe = false;
  19713. this.wireframeLinewidth = 1;
  19714. this.wireframeLinecap = 'round';
  19715. this.wireframeLinejoin = 'round';
  19716. this.skinning = false;
  19717. this.morphTargets = false;
  19718. this.morphNormals = false;
  19719. this.setValues( parameters );
  19720. }
  19721. MeshPhongMaterial.prototype = Object.create( Material.prototype );
  19722. MeshPhongMaterial.prototype.constructor = MeshPhongMaterial;
  19723. MeshPhongMaterial.prototype.isMeshPhongMaterial = true;
  19724. MeshPhongMaterial.prototype.copy = function ( source ) {
  19725. Material.prototype.copy.call( this, source );
  19726. this.color.copy( source.color );
  19727. this.specular.copy( source.specular );
  19728. this.shininess = source.shininess;
  19729. this.map = source.map;
  19730. this.lightMap = source.lightMap;
  19731. this.lightMapIntensity = source.lightMapIntensity;
  19732. this.aoMap = source.aoMap;
  19733. this.aoMapIntensity = source.aoMapIntensity;
  19734. this.emissive.copy( source.emissive );
  19735. this.emissiveMap = source.emissiveMap;
  19736. this.emissiveIntensity = source.emissiveIntensity;
  19737. this.bumpMap = source.bumpMap;
  19738. this.bumpScale = source.bumpScale;
  19739. this.normalMap = source.normalMap;
  19740. this.normalMapType = source.normalMapType;
  19741. this.normalScale.copy( source.normalScale );
  19742. this.displacementMap = source.displacementMap;
  19743. this.displacementScale = source.displacementScale;
  19744. this.displacementBias = source.displacementBias;
  19745. this.specularMap = source.specularMap;
  19746. this.alphaMap = source.alphaMap;
  19747. this.envMap = source.envMap;
  19748. this.combine = source.combine;
  19749. this.reflectivity = source.reflectivity;
  19750. this.refractionRatio = source.refractionRatio;
  19751. this.wireframe = source.wireframe;
  19752. this.wireframeLinewidth = source.wireframeLinewidth;
  19753. this.wireframeLinecap = source.wireframeLinecap;
  19754. this.wireframeLinejoin = source.wireframeLinejoin;
  19755. this.skinning = source.skinning;
  19756. this.morphTargets = source.morphTargets;
  19757. this.morphNormals = source.morphNormals;
  19758. return this;
  19759. };
  19760. /**
  19761. * @author takahirox / http://github.com/takahirox
  19762. *
  19763. * parameters = {
  19764. * color: <hex>,
  19765. * specular: <hex>,
  19766. * shininess: <float>,
  19767. *
  19768. * map: new THREE.Texture( <Image> ),
  19769. * gradientMap: new THREE.Texture( <Image> ),
  19770. *
  19771. * lightMap: new THREE.Texture( <Image> ),
  19772. * lightMapIntensity: <float>
  19773. *
  19774. * aoMap: new THREE.Texture( <Image> ),
  19775. * aoMapIntensity: <float>
  19776. *
  19777. * emissive: <hex>,
  19778. * emissiveIntensity: <float>
  19779. * emissiveMap: new THREE.Texture( <Image> ),
  19780. *
  19781. * bumpMap: new THREE.Texture( <Image> ),
  19782. * bumpScale: <float>,
  19783. *
  19784. * normalMap: new THREE.Texture( <Image> ),
  19785. * normalMapType: THREE.TangentSpaceNormalMap,
  19786. * normalScale: <Vector2>,
  19787. *
  19788. * displacementMap: new THREE.Texture( <Image> ),
  19789. * displacementScale: <float>,
  19790. * displacementBias: <float>,
  19791. *
  19792. * specularMap: new THREE.Texture( <Image> ),
  19793. *
  19794. * alphaMap: new THREE.Texture( <Image> ),
  19795. *
  19796. * wireframe: <boolean>,
  19797. * wireframeLinewidth: <float>,
  19798. *
  19799. * skinning: <bool>,
  19800. * morphTargets: <bool>,
  19801. * morphNormals: <bool>
  19802. * }
  19803. */
  19804. function MeshToonMaterial( parameters ) {
  19805. Material.call( this );
  19806. this.defines = { 'TOON': '' };
  19807. this.type = 'MeshToonMaterial';
  19808. this.color = new Color( 0xffffff );
  19809. this.specular = new Color( 0x111111 );
  19810. this.shininess = 30;
  19811. this.map = null;
  19812. this.gradientMap = null;
  19813. this.lightMap = null;
  19814. this.lightMapIntensity = 1.0;
  19815. this.aoMap = null;
  19816. this.aoMapIntensity = 1.0;
  19817. this.emissive = new Color( 0x000000 );
  19818. this.emissiveIntensity = 1.0;
  19819. this.emissiveMap = null;
  19820. this.bumpMap = null;
  19821. this.bumpScale = 1;
  19822. this.normalMap = null;
  19823. this.normalMapType = TangentSpaceNormalMap;
  19824. this.normalScale = new Vector2( 1, 1 );
  19825. this.displacementMap = null;
  19826. this.displacementScale = 1;
  19827. this.displacementBias = 0;
  19828. this.specularMap = null;
  19829. this.alphaMap = null;
  19830. this.wireframe = false;
  19831. this.wireframeLinewidth = 1;
  19832. this.wireframeLinecap = 'round';
  19833. this.wireframeLinejoin = 'round';
  19834. this.skinning = false;
  19835. this.morphTargets = false;
  19836. this.morphNormals = false;
  19837. this.setValues( parameters );
  19838. }
  19839. MeshToonMaterial.prototype = Object.create( Material.prototype );
  19840. MeshToonMaterial.prototype.constructor = MeshToonMaterial;
  19841. MeshToonMaterial.prototype.isMeshToonMaterial = true;
  19842. MeshToonMaterial.prototype.copy = function ( source ) {
  19843. Material.prototype.copy.call( this, source );
  19844. this.color.copy( source.color );
  19845. this.specular.copy( source.specular );
  19846. this.shininess = source.shininess;
  19847. this.map = source.map;
  19848. this.gradientMap = source.gradientMap;
  19849. this.lightMap = source.lightMap;
  19850. this.lightMapIntensity = source.lightMapIntensity;
  19851. this.aoMap = source.aoMap;
  19852. this.aoMapIntensity = source.aoMapIntensity;
  19853. this.emissive.copy( source.emissive );
  19854. this.emissiveMap = source.emissiveMap;
  19855. this.emissiveIntensity = source.emissiveIntensity;
  19856. this.bumpMap = source.bumpMap;
  19857. this.bumpScale = source.bumpScale;
  19858. this.normalMap = source.normalMap;
  19859. this.normalMapType = source.normalMapType;
  19860. this.normalScale.copy( source.normalScale );
  19861. this.displacementMap = source.displacementMap;
  19862. this.displacementScale = source.displacementScale;
  19863. this.displacementBias = source.displacementBias;
  19864. this.specularMap = source.specularMap;
  19865. this.alphaMap = source.alphaMap;
  19866. this.wireframe = source.wireframe;
  19867. this.wireframeLinewidth = source.wireframeLinewidth;
  19868. this.wireframeLinecap = source.wireframeLinecap;
  19869. this.wireframeLinejoin = source.wireframeLinejoin;
  19870. this.skinning = source.skinning;
  19871. this.morphTargets = source.morphTargets;
  19872. this.morphNormals = source.morphNormals;
  19873. return this;
  19874. };
  19875. /**
  19876. * @author mrdoob / http://mrdoob.com/
  19877. * @author WestLangley / http://github.com/WestLangley
  19878. *
  19879. * parameters = {
  19880. * opacity: <float>,
  19881. *
  19882. * bumpMap: new THREE.Texture( <Image> ),
  19883. * bumpScale: <float>,
  19884. *
  19885. * normalMap: new THREE.Texture( <Image> ),
  19886. * normalMapType: THREE.TangentSpaceNormalMap,
  19887. * normalScale: <Vector2>,
  19888. *
  19889. * displacementMap: new THREE.Texture( <Image> ),
  19890. * displacementScale: <float>,
  19891. * displacementBias: <float>,
  19892. *
  19893. * wireframe: <boolean>,
  19894. * wireframeLinewidth: <float>
  19895. *
  19896. * skinning: <bool>,
  19897. * morphTargets: <bool>,
  19898. * morphNormals: <bool>
  19899. * }
  19900. */
  19901. function MeshNormalMaterial( parameters ) {
  19902. Material.call( this );
  19903. this.type = 'MeshNormalMaterial';
  19904. this.bumpMap = null;
  19905. this.bumpScale = 1;
  19906. this.normalMap = null;
  19907. this.normalMapType = TangentSpaceNormalMap;
  19908. this.normalScale = new Vector2( 1, 1 );
  19909. this.displacementMap = null;
  19910. this.displacementScale = 1;
  19911. this.displacementBias = 0;
  19912. this.wireframe = false;
  19913. this.wireframeLinewidth = 1;
  19914. this.fog = false;
  19915. this.skinning = false;
  19916. this.morphTargets = false;
  19917. this.morphNormals = false;
  19918. this.setValues( parameters );
  19919. }
  19920. MeshNormalMaterial.prototype = Object.create( Material.prototype );
  19921. MeshNormalMaterial.prototype.constructor = MeshNormalMaterial;
  19922. MeshNormalMaterial.prototype.isMeshNormalMaterial = true;
  19923. MeshNormalMaterial.prototype.copy = function ( source ) {
  19924. Material.prototype.copy.call( this, source );
  19925. this.bumpMap = source.bumpMap;
  19926. this.bumpScale = source.bumpScale;
  19927. this.normalMap = source.normalMap;
  19928. this.normalMapType = source.normalMapType;
  19929. this.normalScale.copy( source.normalScale );
  19930. this.displacementMap = source.displacementMap;
  19931. this.displacementScale = source.displacementScale;
  19932. this.displacementBias = source.displacementBias;
  19933. this.wireframe = source.wireframe;
  19934. this.wireframeLinewidth = source.wireframeLinewidth;
  19935. this.skinning = source.skinning;
  19936. this.morphTargets = source.morphTargets;
  19937. this.morphNormals = source.morphNormals;
  19938. return this;
  19939. };
  19940. /**
  19941. * @author mrdoob / http://mrdoob.com/
  19942. * @author alteredq / http://alteredqualia.com/
  19943. *
  19944. * parameters = {
  19945. * color: <hex>,
  19946. * opacity: <float>,
  19947. *
  19948. * map: new THREE.Texture( <Image> ),
  19949. *
  19950. * lightMap: new THREE.Texture( <Image> ),
  19951. * lightMapIntensity: <float>
  19952. *
  19953. * aoMap: new THREE.Texture( <Image> ),
  19954. * aoMapIntensity: <float>
  19955. *
  19956. * emissive: <hex>,
  19957. * emissiveIntensity: <float>
  19958. * emissiveMap: new THREE.Texture( <Image> ),
  19959. *
  19960. * specularMap: new THREE.Texture( <Image> ),
  19961. *
  19962. * alphaMap: new THREE.Texture( <Image> ),
  19963. *
  19964. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  19965. * combine: THREE.Multiply,
  19966. * reflectivity: <float>,
  19967. * refractionRatio: <float>,
  19968. *
  19969. * wireframe: <boolean>,
  19970. * wireframeLinewidth: <float>,
  19971. *
  19972. * skinning: <bool>,
  19973. * morphTargets: <bool>,
  19974. * morphNormals: <bool>
  19975. * }
  19976. */
  19977. function MeshLambertMaterial( parameters ) {
  19978. Material.call( this );
  19979. this.type = 'MeshLambertMaterial';
  19980. this.color = new Color( 0xffffff ); // diffuse
  19981. this.map = null;
  19982. this.lightMap = null;
  19983. this.lightMapIntensity = 1.0;
  19984. this.aoMap = null;
  19985. this.aoMapIntensity = 1.0;
  19986. this.emissive = new Color( 0x000000 );
  19987. this.emissiveIntensity = 1.0;
  19988. this.emissiveMap = null;
  19989. this.specularMap = null;
  19990. this.alphaMap = null;
  19991. this.envMap = null;
  19992. this.combine = MultiplyOperation;
  19993. this.reflectivity = 1;
  19994. this.refractionRatio = 0.98;
  19995. this.wireframe = false;
  19996. this.wireframeLinewidth = 1;
  19997. this.wireframeLinecap = 'round';
  19998. this.wireframeLinejoin = 'round';
  19999. this.skinning = false;
  20000. this.morphTargets = false;
  20001. this.morphNormals = false;
  20002. this.setValues( parameters );
  20003. }
  20004. MeshLambertMaterial.prototype = Object.create( Material.prototype );
  20005. MeshLambertMaterial.prototype.constructor = MeshLambertMaterial;
  20006. MeshLambertMaterial.prototype.isMeshLambertMaterial = true;
  20007. MeshLambertMaterial.prototype.copy = function ( source ) {
  20008. Material.prototype.copy.call( this, source );
  20009. this.color.copy( source.color );
  20010. this.map = source.map;
  20011. this.lightMap = source.lightMap;
  20012. this.lightMapIntensity = source.lightMapIntensity;
  20013. this.aoMap = source.aoMap;
  20014. this.aoMapIntensity = source.aoMapIntensity;
  20015. this.emissive.copy( source.emissive );
  20016. this.emissiveMap = source.emissiveMap;
  20017. this.emissiveIntensity = source.emissiveIntensity;
  20018. this.specularMap = source.specularMap;
  20019. this.alphaMap = source.alphaMap;
  20020. this.envMap = source.envMap;
  20021. this.combine = source.combine;
  20022. this.reflectivity = source.reflectivity;
  20023. this.refractionRatio = source.refractionRatio;
  20024. this.wireframe = source.wireframe;
  20025. this.wireframeLinewidth = source.wireframeLinewidth;
  20026. this.wireframeLinecap = source.wireframeLinecap;
  20027. this.wireframeLinejoin = source.wireframeLinejoin;
  20028. this.skinning = source.skinning;
  20029. this.morphTargets = source.morphTargets;
  20030. this.morphNormals = source.morphNormals;
  20031. return this;
  20032. };
  20033. /**
  20034. * @author WestLangley / http://github.com/WestLangley
  20035. *
  20036. * parameters = {
  20037. * color: <hex>,
  20038. * opacity: <float>,
  20039. *
  20040. * matcap: new THREE.Texture( <Image> ),
  20041. *
  20042. * map: new THREE.Texture( <Image> ),
  20043. *
  20044. * bumpMap: new THREE.Texture( <Image> ),
  20045. * bumpScale: <float>,
  20046. *
  20047. * normalMap: new THREE.Texture( <Image> ),
  20048. * normalMapType: THREE.TangentSpaceNormalMap,
  20049. * normalScale: <Vector2>,
  20050. *
  20051. * displacementMap: new THREE.Texture( <Image> ),
  20052. * displacementScale: <float>,
  20053. * displacementBias: <float>,
  20054. *
  20055. * alphaMap: new THREE.Texture( <Image> ),
  20056. *
  20057. * skinning: <bool>,
  20058. * morphTargets: <bool>,
  20059. * morphNormals: <bool>
  20060. * }
  20061. */
  20062. function MeshMatcapMaterial( parameters ) {
  20063. Material.call( this );
  20064. this.defines = { 'MATCAP': '' };
  20065. this.type = 'MeshMatcapMaterial';
  20066. this.color = new Color( 0xffffff ); // diffuse
  20067. this.matcap = null;
  20068. this.map = null;
  20069. this.bumpMap = null;
  20070. this.bumpScale = 1;
  20071. this.normalMap = null;
  20072. this.normalMapType = TangentSpaceNormalMap;
  20073. this.normalScale = new Vector2( 1, 1 );
  20074. this.displacementMap = null;
  20075. this.displacementScale = 1;
  20076. this.displacementBias = 0;
  20077. this.alphaMap = null;
  20078. this.skinning = false;
  20079. this.morphTargets = false;
  20080. this.morphNormals = false;
  20081. this.setValues( parameters );
  20082. }
  20083. MeshMatcapMaterial.prototype = Object.create( Material.prototype );
  20084. MeshMatcapMaterial.prototype.constructor = MeshMatcapMaterial;
  20085. MeshMatcapMaterial.prototype.isMeshMatcapMaterial = true;
  20086. MeshMatcapMaterial.prototype.copy = function ( source ) {
  20087. Material.prototype.copy.call( this, source );
  20088. this.defines = { 'MATCAP': '' };
  20089. this.color.copy( source.color );
  20090. this.matcap = source.matcap;
  20091. this.map = source.map;
  20092. this.bumpMap = source.bumpMap;
  20093. this.bumpScale = source.bumpScale;
  20094. this.normalMap = source.normalMap;
  20095. this.normalMapType = source.normalMapType;
  20096. this.normalScale.copy( source.normalScale );
  20097. this.displacementMap = source.displacementMap;
  20098. this.displacementScale = source.displacementScale;
  20099. this.displacementBias = source.displacementBias;
  20100. this.alphaMap = source.alphaMap;
  20101. this.skinning = source.skinning;
  20102. this.morphTargets = source.morphTargets;
  20103. this.morphNormals = source.morphNormals;
  20104. return this;
  20105. };
  20106. /**
  20107. * @author alteredq / http://alteredqualia.com/
  20108. *
  20109. * parameters = {
  20110. * color: <hex>,
  20111. * opacity: <float>,
  20112. *
  20113. * linewidth: <float>,
  20114. *
  20115. * scale: <float>,
  20116. * dashSize: <float>,
  20117. * gapSize: <float>
  20118. * }
  20119. */
  20120. function LineDashedMaterial( parameters ) {
  20121. LineBasicMaterial.call( this );
  20122. this.type = 'LineDashedMaterial';
  20123. this.scale = 1;
  20124. this.dashSize = 3;
  20125. this.gapSize = 1;
  20126. this.setValues( parameters );
  20127. }
  20128. LineDashedMaterial.prototype = Object.create( LineBasicMaterial.prototype );
  20129. LineDashedMaterial.prototype.constructor = LineDashedMaterial;
  20130. LineDashedMaterial.prototype.isLineDashedMaterial = true;
  20131. LineDashedMaterial.prototype.copy = function ( source ) {
  20132. LineBasicMaterial.prototype.copy.call( this, source );
  20133. this.scale = source.scale;
  20134. this.dashSize = source.dashSize;
  20135. this.gapSize = source.gapSize;
  20136. return this;
  20137. };
  20138. var Materials = /*#__PURE__*/Object.freeze({
  20139. __proto__: null,
  20140. ShadowMaterial: ShadowMaterial,
  20141. SpriteMaterial: SpriteMaterial,
  20142. RawShaderMaterial: RawShaderMaterial,
  20143. ShaderMaterial: ShaderMaterial,
  20144. PointsMaterial: PointsMaterial,
  20145. MeshPhysicalMaterial: MeshPhysicalMaterial,
  20146. MeshStandardMaterial: MeshStandardMaterial,
  20147. MeshPhongMaterial: MeshPhongMaterial,
  20148. MeshToonMaterial: MeshToonMaterial,
  20149. MeshNormalMaterial: MeshNormalMaterial,
  20150. MeshLambertMaterial: MeshLambertMaterial,
  20151. MeshDepthMaterial: MeshDepthMaterial,
  20152. MeshDistanceMaterial: MeshDistanceMaterial,
  20153. MeshBasicMaterial: MeshBasicMaterial,
  20154. MeshMatcapMaterial: MeshMatcapMaterial,
  20155. LineDashedMaterial: LineDashedMaterial,
  20156. LineBasicMaterial: LineBasicMaterial,
  20157. Material: Material
  20158. });
  20159. /**
  20160. * @author tschw
  20161. * @author Ben Houston / http://clara.io/
  20162. * @author David Sarno / http://lighthaus.us/
  20163. */
  20164. var AnimationUtils = {
  20165. // same as Array.prototype.slice, but also works on typed arrays
  20166. arraySlice: function ( array, from, to ) {
  20167. if ( AnimationUtils.isTypedArray( array ) ) {
  20168. // in ios9 array.subarray(from, undefined) will return empty array
  20169. // but array.subarray(from) or array.subarray(from, len) is correct
  20170. return new array.constructor( array.subarray( from, to !== undefined ? to : array.length ) );
  20171. }
  20172. return array.slice( from, to );
  20173. },
  20174. // converts an array to a specific type
  20175. convertArray: function ( array, type, forceClone ) {
  20176. if ( ! array || // let 'undefined' and 'null' pass
  20177. ! forceClone && array.constructor === type ) { return array; }
  20178. if ( typeof type.BYTES_PER_ELEMENT === 'number' ) {
  20179. return new type( array ); // create typed array
  20180. }
  20181. return Array.prototype.slice.call( array ); // create Array
  20182. },
  20183. isTypedArray: function ( object ) {
  20184. return ArrayBuffer.isView( object ) &&
  20185. ! ( object instanceof DataView );
  20186. },
  20187. // returns an array by which times and values can be sorted
  20188. getKeyframeOrder: function ( times ) {
  20189. function compareTime( i, j ) {
  20190. return times[ i ] - times[ j ];
  20191. }
  20192. var n = times.length;
  20193. var result = new Array( n );
  20194. for ( var i = 0; i !== n; ++ i ) { result[ i ] = i; }
  20195. result.sort( compareTime );
  20196. return result;
  20197. },
  20198. // uses the array previously returned by 'getKeyframeOrder' to sort data
  20199. sortedArray: function ( values, stride, order ) {
  20200. var nValues = values.length;
  20201. var result = new values.constructor( nValues );
  20202. for ( var i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {
  20203. var srcOffset = order[ i ] * stride;
  20204. for ( var j = 0; j !== stride; ++ j ) {
  20205. result[ dstOffset ++ ] = values[ srcOffset + j ];
  20206. }
  20207. }
  20208. return result;
  20209. },
  20210. // function for parsing AOS keyframe formats
  20211. flattenJSON: function ( jsonKeys, times, values, valuePropertyName ) {
  20212. var i = 1, key = jsonKeys[ 0 ];
  20213. while ( key !== undefined && key[ valuePropertyName ] === undefined ) {
  20214. key = jsonKeys[ i ++ ];
  20215. }
  20216. if ( key === undefined ) { return; } // no data
  20217. var value = key[ valuePropertyName ];
  20218. if ( value === undefined ) { return; } // no data
  20219. if ( Array.isArray( value ) ) {
  20220. do {
  20221. value = key[ valuePropertyName ];
  20222. if ( value !== undefined ) {
  20223. times.push( key.time );
  20224. values.push.apply( values, value ); // push all elements
  20225. }
  20226. key = jsonKeys[ i ++ ];
  20227. } while ( key !== undefined );
  20228. } else if ( value.toArray !== undefined ) {
  20229. // ...assume THREE.Math-ish
  20230. do {
  20231. value = key[ valuePropertyName ];
  20232. if ( value !== undefined ) {
  20233. times.push( key.time );
  20234. value.toArray( values, values.length );
  20235. }
  20236. key = jsonKeys[ i ++ ];
  20237. } while ( key !== undefined );
  20238. } else {
  20239. // otherwise push as-is
  20240. do {
  20241. value = key[ valuePropertyName ];
  20242. if ( value !== undefined ) {
  20243. times.push( key.time );
  20244. values.push( value );
  20245. }
  20246. key = jsonKeys[ i ++ ];
  20247. } while ( key !== undefined );
  20248. }
  20249. },
  20250. subclip: function ( sourceClip, name, startFrame, endFrame, fps ) {
  20251. fps = fps || 30;
  20252. var clip = sourceClip.clone();
  20253. clip.name = name;
  20254. var tracks = [];
  20255. for ( var i = 0; i < clip.tracks.length; ++ i ) {
  20256. var track = clip.tracks[ i ];
  20257. var valueSize = track.getValueSize();
  20258. var times = [];
  20259. var values = [];
  20260. for ( var j = 0; j < track.times.length; ++ j ) {
  20261. var frame = track.times[ j ] * fps;
  20262. if ( frame < startFrame || frame >= endFrame ) { continue; }
  20263. times.push( track.times[ j ] );
  20264. for ( var k = 0; k < valueSize; ++ k ) {
  20265. values.push( track.values[ j * valueSize + k ] );
  20266. }
  20267. }
  20268. if ( times.length === 0 ) { continue; }
  20269. track.times = AnimationUtils.convertArray( times, track.times.constructor );
  20270. track.values = AnimationUtils.convertArray( values, track.values.constructor );
  20271. tracks.push( track );
  20272. }
  20273. clip.tracks = tracks;
  20274. // find minimum .times value across all tracks in the trimmed clip
  20275. var minStartTime = Infinity;
  20276. for ( var i = 0; i < clip.tracks.length; ++ i ) {
  20277. if ( minStartTime > clip.tracks[ i ].times[ 0 ] ) {
  20278. minStartTime = clip.tracks[ i ].times[ 0 ];
  20279. }
  20280. }
  20281. // shift all tracks such that clip begins at t=0
  20282. for ( var i = 0; i < clip.tracks.length; ++ i ) {
  20283. clip.tracks[ i ].shift( - 1 * minStartTime );
  20284. }
  20285. clip.resetDuration();
  20286. return clip;
  20287. }
  20288. };
  20289. /**
  20290. * Abstract base class of interpolants over parametric samples.
  20291. *
  20292. * The parameter domain is one dimensional, typically the time or a path
  20293. * along a curve defined by the data.
  20294. *
  20295. * The sample values can have any dimensionality and derived classes may
  20296. * apply special interpretations to the data.
  20297. *
  20298. * This class provides the interval seek in a Template Method, deferring
  20299. * the actual interpolation to derived classes.
  20300. *
  20301. * Time complexity is O(1) for linear access crossing at most two points
  20302. * and O(log N) for random access, where N is the number of positions.
  20303. *
  20304. * References:
  20305. *
  20306. * http://www.oodesign.com/template-method-pattern.html
  20307. *
  20308. * @author tschw
  20309. */
  20310. function Interpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20311. this.parameterPositions = parameterPositions;
  20312. this._cachedIndex = 0;
  20313. this.resultBuffer = resultBuffer !== undefined ?
  20314. resultBuffer : new sampleValues.constructor( sampleSize );
  20315. this.sampleValues = sampleValues;
  20316. this.valueSize = sampleSize;
  20317. }
  20318. Object.assign( Interpolant.prototype, {
  20319. evaluate: function ( t ) {
  20320. var pp = this.parameterPositions,
  20321. i1 = this._cachedIndex,
  20322. t1 = pp[ i1 ],
  20323. t0 = pp[ i1 - 1 ];
  20324. validate_interval: {
  20325. seek: {
  20326. var right;
  20327. linear_scan: {
  20328. //- See http://jsperf.com/comparison-to-undefined/3
  20329. //- slower code:
  20330. //-
  20331. //- if ( t >= t1 || t1 === undefined ) {
  20332. forward_scan: if ( ! ( t < t1 ) ) {
  20333. for ( var giveUpAt = i1 + 2; ; ) {
  20334. if ( t1 === undefined ) {
  20335. if ( t < t0 ) { break forward_scan; }
  20336. // after end
  20337. i1 = pp.length;
  20338. this._cachedIndex = i1;
  20339. return this.afterEnd_( i1 - 1, t, t0 );
  20340. }
  20341. if ( i1 === giveUpAt ) { break; } // this loop
  20342. t0 = t1;
  20343. t1 = pp[ ++ i1 ];
  20344. if ( t < t1 ) {
  20345. // we have arrived at the sought interval
  20346. break seek;
  20347. }
  20348. }
  20349. // prepare binary search on the right side of the index
  20350. right = pp.length;
  20351. break linear_scan;
  20352. }
  20353. //- slower code:
  20354. //- if ( t < t0 || t0 === undefined ) {
  20355. if ( ! ( t >= t0 ) ) {
  20356. // looping?
  20357. var t1global = pp[ 1 ];
  20358. if ( t < t1global ) {
  20359. i1 = 2; // + 1, using the scan for the details
  20360. t0 = t1global;
  20361. }
  20362. // linear reverse scan
  20363. for ( var giveUpAt = i1 - 2; ; ) {
  20364. if ( t0 === undefined ) {
  20365. // before start
  20366. this._cachedIndex = 0;
  20367. return this.beforeStart_( 0, t, t1 );
  20368. }
  20369. if ( i1 === giveUpAt ) { break; } // this loop
  20370. t1 = t0;
  20371. t0 = pp[ -- i1 - 1 ];
  20372. if ( t >= t0 ) {
  20373. // we have arrived at the sought interval
  20374. break seek;
  20375. }
  20376. }
  20377. // prepare binary search on the left side of the index
  20378. right = i1;
  20379. i1 = 0;
  20380. break linear_scan;
  20381. }
  20382. // the interval is valid
  20383. break validate_interval;
  20384. } // linear scan
  20385. // binary search
  20386. while ( i1 < right ) {
  20387. var mid = ( i1 + right ) >>> 1;
  20388. if ( t < pp[ mid ] ) {
  20389. right = mid;
  20390. } else {
  20391. i1 = mid + 1;
  20392. }
  20393. }
  20394. t1 = pp[ i1 ];
  20395. t0 = pp[ i1 - 1 ];
  20396. // check boundary cases, again
  20397. if ( t0 === undefined ) {
  20398. this._cachedIndex = 0;
  20399. return this.beforeStart_( 0, t, t1 );
  20400. }
  20401. if ( t1 === undefined ) {
  20402. i1 = pp.length;
  20403. this._cachedIndex = i1;
  20404. return this.afterEnd_( i1 - 1, t0, t );
  20405. }
  20406. } // seek
  20407. this._cachedIndex = i1;
  20408. this.intervalChanged_( i1, t0, t1 );
  20409. } // validate_interval
  20410. return this.interpolate_( i1, t0, t, t1 );
  20411. },
  20412. settings: null, // optional, subclass-specific settings structure
  20413. // Note: The indirection allows central control of many interpolants.
  20414. // --- Protected interface
  20415. DefaultSettings_: {},
  20416. getSettings_: function () {
  20417. return this.settings || this.DefaultSettings_;
  20418. },
  20419. copySampleValue_: function ( index ) {
  20420. // copies a sample value to the result buffer
  20421. var result = this.resultBuffer,
  20422. values = this.sampleValues,
  20423. stride = this.valueSize,
  20424. offset = index * stride;
  20425. for ( var i = 0; i !== stride; ++ i ) {
  20426. result[ i ] = values[ offset + i ];
  20427. }
  20428. return result;
  20429. },
  20430. // Template methods for derived classes:
  20431. interpolate_: function ( /* i1, t0, t, t1 */ ) {
  20432. throw new Error( 'call to abstract method' );
  20433. // implementations shall return this.resultBuffer
  20434. },
  20435. intervalChanged_: function ( /* i1, t0, t1 */ ) {
  20436. // empty
  20437. }
  20438. } );
  20439. //!\ DECLARE ALIAS AFTER assign prototype !
  20440. Object.assign( Interpolant.prototype, {
  20441. //( 0, t, t0 ), returns this.resultBuffer
  20442. beforeStart_: Interpolant.prototype.copySampleValue_,
  20443. //( N-1, tN-1, t ), returns this.resultBuffer
  20444. afterEnd_: Interpolant.prototype.copySampleValue_,
  20445. } );
  20446. /**
  20447. * Fast and simple cubic spline interpolant.
  20448. *
  20449. * It was derived from a Hermitian construction setting the first derivative
  20450. * at each sample position to the linear slope between neighboring positions
  20451. * over their parameter interval.
  20452. *
  20453. * @author tschw
  20454. */
  20455. function CubicInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20456. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20457. this._weightPrev = - 0;
  20458. this._offsetPrev = - 0;
  20459. this._weightNext = - 0;
  20460. this._offsetNext = - 0;
  20461. }
  20462. CubicInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20463. constructor: CubicInterpolant,
  20464. DefaultSettings_: {
  20465. endingStart: ZeroCurvatureEnding,
  20466. endingEnd: ZeroCurvatureEnding
  20467. },
  20468. intervalChanged_: function ( i1, t0, t1 ) {
  20469. var pp = this.parameterPositions,
  20470. iPrev = i1 - 2,
  20471. iNext = i1 + 1,
  20472. tPrev = pp[ iPrev ],
  20473. tNext = pp[ iNext ];
  20474. if ( tPrev === undefined ) {
  20475. switch ( this.getSettings_().endingStart ) {
  20476. case ZeroSlopeEnding:
  20477. // f'(t0) = 0
  20478. iPrev = i1;
  20479. tPrev = 2 * t0 - t1;
  20480. break;
  20481. case WrapAroundEnding:
  20482. // use the other end of the curve
  20483. iPrev = pp.length - 2;
  20484. tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];
  20485. break;
  20486. default: // ZeroCurvatureEnding
  20487. // f''(t0) = 0 a.k.a. Natural Spline
  20488. iPrev = i1;
  20489. tPrev = t1;
  20490. }
  20491. }
  20492. if ( tNext === undefined ) {
  20493. switch ( this.getSettings_().endingEnd ) {
  20494. case ZeroSlopeEnding:
  20495. // f'(tN) = 0
  20496. iNext = i1;
  20497. tNext = 2 * t1 - t0;
  20498. break;
  20499. case WrapAroundEnding:
  20500. // use the other end of the curve
  20501. iNext = 1;
  20502. tNext = t1 + pp[ 1 ] - pp[ 0 ];
  20503. break;
  20504. default: // ZeroCurvatureEnding
  20505. // f''(tN) = 0, a.k.a. Natural Spline
  20506. iNext = i1 - 1;
  20507. tNext = t0;
  20508. }
  20509. }
  20510. var halfDt = ( t1 - t0 ) * 0.5,
  20511. stride = this.valueSize;
  20512. this._weightPrev = halfDt / ( t0 - tPrev );
  20513. this._weightNext = halfDt / ( tNext - t1 );
  20514. this._offsetPrev = iPrev * stride;
  20515. this._offsetNext = iNext * stride;
  20516. },
  20517. interpolate_: function ( i1, t0, t, t1 ) {
  20518. var result = this.resultBuffer,
  20519. values = this.sampleValues,
  20520. stride = this.valueSize,
  20521. o1 = i1 * stride, o0 = o1 - stride,
  20522. oP = this._offsetPrev, oN = this._offsetNext,
  20523. wP = this._weightPrev, wN = this._weightNext,
  20524. p = ( t - t0 ) / ( t1 - t0 ),
  20525. pp = p * p,
  20526. ppp = pp * p;
  20527. // evaluate polynomials
  20528. var sP = - wP * ppp + 2 * wP * pp - wP * p;
  20529. var s0 = ( 1 + wP ) * ppp + ( - 1.5 - 2 * wP ) * pp + ( - 0.5 + wP ) * p + 1;
  20530. var s1 = ( - 1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;
  20531. var sN = wN * ppp - wN * pp;
  20532. // combine data linearly
  20533. for ( var i = 0; i !== stride; ++ i ) {
  20534. result[ i ] =
  20535. sP * values[ oP + i ] +
  20536. s0 * values[ o0 + i ] +
  20537. s1 * values[ o1 + i ] +
  20538. sN * values[ oN + i ];
  20539. }
  20540. return result;
  20541. }
  20542. } );
  20543. /**
  20544. * @author tschw
  20545. */
  20546. function LinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20547. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20548. }
  20549. LinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20550. constructor: LinearInterpolant,
  20551. interpolate_: function ( i1, t0, t, t1 ) {
  20552. var result = this.resultBuffer,
  20553. values = this.sampleValues,
  20554. stride = this.valueSize,
  20555. offset1 = i1 * stride,
  20556. offset0 = offset1 - stride,
  20557. weight1 = ( t - t0 ) / ( t1 - t0 ),
  20558. weight0 = 1 - weight1;
  20559. for ( var i = 0; i !== stride; ++ i ) {
  20560. result[ i ] =
  20561. values[ offset0 + i ] * weight0 +
  20562. values[ offset1 + i ] * weight1;
  20563. }
  20564. return result;
  20565. }
  20566. } );
  20567. /**
  20568. *
  20569. * Interpolant that evaluates to the sample value at the position preceeding
  20570. * the parameter.
  20571. *
  20572. * @author tschw
  20573. */
  20574. function DiscreteInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20575. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20576. }
  20577. DiscreteInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20578. constructor: DiscreteInterpolant,
  20579. interpolate_: function ( i1 /*, t0, t, t1 */ ) {
  20580. return this.copySampleValue_( i1 - 1 );
  20581. }
  20582. } );
  20583. /**
  20584. *
  20585. * A timed sequence of keyframes for a specific property.
  20586. *
  20587. *
  20588. * @author Ben Houston / http://clara.io/
  20589. * @author David Sarno / http://lighthaus.us/
  20590. * @author tschw
  20591. */
  20592. function KeyframeTrack( name, times, values, interpolation ) {
  20593. if ( name === undefined ) { throw new Error( 'THREE.KeyframeTrack: track name is undefined' ); }
  20594. if ( times === undefined || times.length === 0 ) { throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name ); }
  20595. this.name = name;
  20596. this.times = AnimationUtils.convertArray( times, this.TimeBufferType );
  20597. this.values = AnimationUtils.convertArray( values, this.ValueBufferType );
  20598. this.setInterpolation( interpolation || this.DefaultInterpolation );
  20599. }
  20600. // Static methods
  20601. Object.assign( KeyframeTrack, {
  20602. // Serialization (in static context, because of constructor invocation
  20603. // and automatic invocation of .toJSON):
  20604. toJSON: function ( track ) {
  20605. var trackType = track.constructor;
  20606. var json;
  20607. // derived classes can define a static toJSON method
  20608. if ( trackType.toJSON !== undefined ) {
  20609. json = trackType.toJSON( track );
  20610. } else {
  20611. // by default, we assume the data can be serialized as-is
  20612. json = {
  20613. 'name': track.name,
  20614. 'times': AnimationUtils.convertArray( track.times, Array ),
  20615. 'values': AnimationUtils.convertArray( track.values, Array )
  20616. };
  20617. var interpolation = track.getInterpolation();
  20618. if ( interpolation !== track.DefaultInterpolation ) {
  20619. json.interpolation = interpolation;
  20620. }
  20621. }
  20622. json.type = track.ValueTypeName; // mandatory
  20623. return json;
  20624. }
  20625. } );
  20626. Object.assign( KeyframeTrack.prototype, {
  20627. constructor: KeyframeTrack,
  20628. TimeBufferType: Float32Array,
  20629. ValueBufferType: Float32Array,
  20630. DefaultInterpolation: InterpolateLinear,
  20631. InterpolantFactoryMethodDiscrete: function ( result ) {
  20632. return new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result );
  20633. },
  20634. InterpolantFactoryMethodLinear: function ( result ) {
  20635. return new LinearInterpolant( this.times, this.values, this.getValueSize(), result );
  20636. },
  20637. InterpolantFactoryMethodSmooth: function ( result ) {
  20638. return new CubicInterpolant( this.times, this.values, this.getValueSize(), result );
  20639. },
  20640. setInterpolation: function ( interpolation ) {
  20641. var factoryMethod;
  20642. switch ( interpolation ) {
  20643. case InterpolateDiscrete:
  20644. factoryMethod = this.InterpolantFactoryMethodDiscrete;
  20645. break;
  20646. case InterpolateLinear:
  20647. factoryMethod = this.InterpolantFactoryMethodLinear;
  20648. break;
  20649. case InterpolateSmooth:
  20650. factoryMethod = this.InterpolantFactoryMethodSmooth;
  20651. break;
  20652. }
  20653. if ( factoryMethod === undefined ) {
  20654. var message = "unsupported interpolation for " +
  20655. this.ValueTypeName + " keyframe track named " + this.name;
  20656. if ( this.createInterpolant === undefined ) {
  20657. // fall back to default, unless the default itself is messed up
  20658. if ( interpolation !== this.DefaultInterpolation ) {
  20659. this.setInterpolation( this.DefaultInterpolation );
  20660. } else {
  20661. throw new Error( message ); // fatal, in this case
  20662. }
  20663. }
  20664. console.warn( 'THREE.KeyframeTrack:', message );
  20665. return this;
  20666. }
  20667. this.createInterpolant = factoryMethod;
  20668. return this;
  20669. },
  20670. getInterpolation: function () {
  20671. switch ( this.createInterpolant ) {
  20672. case this.InterpolantFactoryMethodDiscrete:
  20673. return InterpolateDiscrete;
  20674. case this.InterpolantFactoryMethodLinear:
  20675. return InterpolateLinear;
  20676. case this.InterpolantFactoryMethodSmooth:
  20677. return InterpolateSmooth;
  20678. }
  20679. },
  20680. getValueSize: function () {
  20681. return this.values.length / this.times.length;
  20682. },
  20683. // move all keyframes either forwards or backwards in time
  20684. shift: function ( timeOffset ) {
  20685. if ( timeOffset !== 0.0 ) {
  20686. var times = this.times;
  20687. for ( var i = 0, n = times.length; i !== n; ++ i ) {
  20688. times[ i ] += timeOffset;
  20689. }
  20690. }
  20691. return this;
  20692. },
  20693. // scale all keyframe times by a factor (useful for frame <-> seconds conversions)
  20694. scale: function ( timeScale ) {
  20695. if ( timeScale !== 1.0 ) {
  20696. var times = this.times;
  20697. for ( var i = 0, n = times.length; i !== n; ++ i ) {
  20698. times[ i ] *= timeScale;
  20699. }
  20700. }
  20701. return this;
  20702. },
  20703. // removes keyframes before and after animation without changing any values within the range [startTime, endTime].
  20704. // IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values
  20705. trim: function ( startTime, endTime ) {
  20706. var times = this.times,
  20707. nKeys = times.length,
  20708. from = 0,
  20709. to = nKeys - 1;
  20710. while ( from !== nKeys && times[ from ] < startTime ) {
  20711. ++ from;
  20712. }
  20713. while ( to !== - 1 && times[ to ] > endTime ) {
  20714. -- to;
  20715. }
  20716. ++ to; // inclusive -> exclusive bound
  20717. if ( from !== 0 || to !== nKeys ) {
  20718. // empty tracks are forbidden, so keep at least one keyframe
  20719. if ( from >= to ) { to = Math.max( to, 1 ), from = to - 1; }
  20720. var stride = this.getValueSize();
  20721. this.times = AnimationUtils.arraySlice( times, from, to );
  20722. this.values = AnimationUtils.arraySlice( this.values, from * stride, to * stride );
  20723. }
  20724. return this;
  20725. },
  20726. // ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable
  20727. validate: function () {
  20728. var valid = true;
  20729. var valueSize = this.getValueSize();
  20730. if ( valueSize - Math.floor( valueSize ) !== 0 ) {
  20731. console.error( 'THREE.KeyframeTrack: Invalid value size in track.', this );
  20732. valid = false;
  20733. }
  20734. var times = this.times,
  20735. values = this.values,
  20736. nKeys = times.length;
  20737. if ( nKeys === 0 ) {
  20738. console.error( 'THREE.KeyframeTrack: Track is empty.', this );
  20739. valid = false;
  20740. }
  20741. var prevTime = null;
  20742. for ( var i = 0; i !== nKeys; i ++ ) {
  20743. var currTime = times[ i ];
  20744. if ( typeof currTime === 'number' && isNaN( currTime ) ) {
  20745. console.error( 'THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime );
  20746. valid = false;
  20747. break;
  20748. }
  20749. if ( prevTime !== null && prevTime > currTime ) {
  20750. console.error( 'THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime );
  20751. valid = false;
  20752. break;
  20753. }
  20754. prevTime = currTime;
  20755. }
  20756. if ( values !== undefined ) {
  20757. if ( AnimationUtils.isTypedArray( values ) ) {
  20758. for ( var i = 0, n = values.length; i !== n; ++ i ) {
  20759. var value = values[ i ];
  20760. if ( isNaN( value ) ) {
  20761. console.error( 'THREE.KeyframeTrack: Value is not a valid number.', this, i, value );
  20762. valid = false;
  20763. break;
  20764. }
  20765. }
  20766. }
  20767. }
  20768. return valid;
  20769. },
  20770. // removes equivalent sequential keys as common in morph target sequences
  20771. // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)
  20772. optimize: function () {
  20773. var times = this.times,
  20774. values = this.values,
  20775. stride = this.getValueSize(),
  20776. smoothInterpolation = this.getInterpolation() === InterpolateSmooth,
  20777. writeIndex = 1,
  20778. lastIndex = times.length - 1;
  20779. for ( var i = 1; i < lastIndex; ++ i ) {
  20780. var keep = false;
  20781. var time = times[ i ];
  20782. var timeNext = times[ i + 1 ];
  20783. // remove adjacent keyframes scheduled at the same time
  20784. if ( time !== timeNext && ( i !== 1 || time !== time[ 0 ] ) ) {
  20785. if ( ! smoothInterpolation ) {
  20786. // remove unnecessary keyframes same as their neighbors
  20787. var offset = i * stride,
  20788. offsetP = offset - stride,
  20789. offsetN = offset + stride;
  20790. for ( var j = 0; j !== stride; ++ j ) {
  20791. var value = values[ offset + j ];
  20792. if ( value !== values[ offsetP + j ] ||
  20793. value !== values[ offsetN + j ] ) {
  20794. keep = true;
  20795. break;
  20796. }
  20797. }
  20798. } else {
  20799. keep = true;
  20800. }
  20801. }
  20802. // in-place compaction
  20803. if ( keep ) {
  20804. if ( i !== writeIndex ) {
  20805. times[ writeIndex ] = times[ i ];
  20806. var readOffset = i * stride,
  20807. writeOffset = writeIndex * stride;
  20808. for ( var j = 0; j !== stride; ++ j ) {
  20809. values[ writeOffset + j ] = values[ readOffset + j ];
  20810. }
  20811. }
  20812. ++ writeIndex;
  20813. }
  20814. }
  20815. // flush last keyframe (compaction looks ahead)
  20816. if ( lastIndex > 0 ) {
  20817. times[ writeIndex ] = times[ lastIndex ];
  20818. for ( var readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) {
  20819. values[ writeOffset + j ] = values[ readOffset + j ];
  20820. }
  20821. ++ writeIndex;
  20822. }
  20823. if ( writeIndex !== times.length ) {
  20824. this.times = AnimationUtils.arraySlice( times, 0, writeIndex );
  20825. this.values = AnimationUtils.arraySlice( values, 0, writeIndex * stride );
  20826. }
  20827. return this;
  20828. },
  20829. clone: function () {
  20830. var times = AnimationUtils.arraySlice( this.times, 0 );
  20831. var values = AnimationUtils.arraySlice( this.values, 0 );
  20832. var TypedKeyframeTrack = this.constructor;
  20833. var track = new TypedKeyframeTrack( this.name, times, values );
  20834. // Interpolant argument to constructor is not saved, so copy the factory method directly.
  20835. track.createInterpolant = this.createInterpolant;
  20836. return track;
  20837. }
  20838. } );
  20839. /**
  20840. *
  20841. * A Track of Boolean keyframe values.
  20842. *
  20843. *
  20844. * @author Ben Houston / http://clara.io/
  20845. * @author David Sarno / http://lighthaus.us/
  20846. * @author tschw
  20847. */
  20848. function BooleanKeyframeTrack( name, times, values ) {
  20849. KeyframeTrack.call( this, name, times, values );
  20850. }
  20851. BooleanKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20852. constructor: BooleanKeyframeTrack,
  20853. ValueTypeName: 'bool',
  20854. ValueBufferType: Array,
  20855. DefaultInterpolation: InterpolateDiscrete,
  20856. InterpolantFactoryMethodLinear: undefined,
  20857. InterpolantFactoryMethodSmooth: undefined
  20858. // Note: Actually this track could have a optimized / compressed
  20859. // representation of a single value and a custom interpolant that
  20860. // computes "firstValue ^ isOdd( index )".
  20861. } );
  20862. /**
  20863. *
  20864. * A Track of keyframe values that represent color.
  20865. *
  20866. *
  20867. * @author Ben Houston / http://clara.io/
  20868. * @author David Sarno / http://lighthaus.us/
  20869. * @author tschw
  20870. */
  20871. function ColorKeyframeTrack( name, times, values, interpolation ) {
  20872. KeyframeTrack.call( this, name, times, values, interpolation );
  20873. }
  20874. ColorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20875. constructor: ColorKeyframeTrack,
  20876. ValueTypeName: 'color'
  20877. // ValueBufferType is inherited
  20878. // DefaultInterpolation is inherited
  20879. // Note: Very basic implementation and nothing special yet.
  20880. // However, this is the place for color space parameterization.
  20881. } );
  20882. /**
  20883. *
  20884. * A Track of numeric keyframe values.
  20885. *
  20886. * @author Ben Houston / http://clara.io/
  20887. * @author David Sarno / http://lighthaus.us/
  20888. * @author tschw
  20889. */
  20890. function NumberKeyframeTrack( name, times, values, interpolation ) {
  20891. KeyframeTrack.call( this, name, times, values, interpolation );
  20892. }
  20893. NumberKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20894. constructor: NumberKeyframeTrack,
  20895. ValueTypeName: 'number'
  20896. // ValueBufferType is inherited
  20897. // DefaultInterpolation is inherited
  20898. } );
  20899. /**
  20900. * Spherical linear unit quaternion interpolant.
  20901. *
  20902. * @author tschw
  20903. */
  20904. function QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20905. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20906. }
  20907. QuaternionLinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20908. constructor: QuaternionLinearInterpolant,
  20909. interpolate_: function ( i1, t0, t, t1 ) {
  20910. var result = this.resultBuffer,
  20911. values = this.sampleValues,
  20912. stride = this.valueSize,
  20913. offset = i1 * stride,
  20914. alpha = ( t - t0 ) / ( t1 - t0 );
  20915. for ( var end = offset + stride; offset !== end; offset += 4 ) {
  20916. Quaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha );
  20917. }
  20918. return result;
  20919. }
  20920. } );
  20921. /**
  20922. *
  20923. * A Track of quaternion keyframe values.
  20924. *
  20925. * @author Ben Houston / http://clara.io/
  20926. * @author David Sarno / http://lighthaus.us/
  20927. * @author tschw
  20928. */
  20929. function QuaternionKeyframeTrack( name, times, values, interpolation ) {
  20930. KeyframeTrack.call( this, name, times, values, interpolation );
  20931. }
  20932. QuaternionKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20933. constructor: QuaternionKeyframeTrack,
  20934. ValueTypeName: 'quaternion',
  20935. // ValueBufferType is inherited
  20936. DefaultInterpolation: InterpolateLinear,
  20937. InterpolantFactoryMethodLinear: function ( result ) {
  20938. return new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result );
  20939. },
  20940. InterpolantFactoryMethodSmooth: undefined // not yet implemented
  20941. } );
  20942. /**
  20943. *
  20944. * A Track that interpolates Strings
  20945. *
  20946. *
  20947. * @author Ben Houston / http://clara.io/
  20948. * @author David Sarno / http://lighthaus.us/
  20949. * @author tschw
  20950. */
  20951. function StringKeyframeTrack( name, times, values, interpolation ) {
  20952. KeyframeTrack.call( this, name, times, values, interpolation );
  20953. }
  20954. StringKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20955. constructor: StringKeyframeTrack,
  20956. ValueTypeName: 'string',
  20957. ValueBufferType: Array,
  20958. DefaultInterpolation: InterpolateDiscrete,
  20959. InterpolantFactoryMethodLinear: undefined,
  20960. InterpolantFactoryMethodSmooth: undefined
  20961. } );
  20962. /**
  20963. *
  20964. * A Track of vectored keyframe values.
  20965. *
  20966. *
  20967. * @author Ben Houston / http://clara.io/
  20968. * @author David Sarno / http://lighthaus.us/
  20969. * @author tschw
  20970. */
  20971. function VectorKeyframeTrack( name, times, values, interpolation ) {
  20972. KeyframeTrack.call( this, name, times, values, interpolation );
  20973. }
  20974. VectorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20975. constructor: VectorKeyframeTrack,
  20976. ValueTypeName: 'vector'
  20977. // ValueBufferType is inherited
  20978. // DefaultInterpolation is inherited
  20979. } );
  20980. /**
  20981. *
  20982. * Reusable set of Tracks that represent an animation.
  20983. *
  20984. * @author Ben Houston / http://clara.io/
  20985. * @author David Sarno / http://lighthaus.us/
  20986. */
  20987. function AnimationClip( name, duration, tracks ) {
  20988. this.name = name;
  20989. this.tracks = tracks;
  20990. this.duration = ( duration !== undefined ) ? duration : - 1;
  20991. this.uuid = _Math.generateUUID();
  20992. // this means it should figure out its duration by scanning the tracks
  20993. if ( this.duration < 0 ) {
  20994. this.resetDuration();
  20995. }
  20996. }
  20997. function getTrackTypeForValueTypeName( typeName ) {
  20998. switch ( typeName.toLowerCase() ) {
  20999. case 'scalar':
  21000. case 'double':
  21001. case 'float':
  21002. case 'number':
  21003. case 'integer':
  21004. return NumberKeyframeTrack;
  21005. case 'vector':
  21006. case 'vector2':
  21007. case 'vector3':
  21008. case 'vector4':
  21009. return VectorKeyframeTrack;
  21010. case 'color':
  21011. return ColorKeyframeTrack;
  21012. case 'quaternion':
  21013. return QuaternionKeyframeTrack;
  21014. case 'bool':
  21015. case 'boolean':
  21016. return BooleanKeyframeTrack;
  21017. case 'string':
  21018. return StringKeyframeTrack;
  21019. }
  21020. throw new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName );
  21021. }
  21022. function parseKeyframeTrack( json ) {
  21023. if ( json.type === undefined ) {
  21024. throw new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' );
  21025. }
  21026. var trackType = getTrackTypeForValueTypeName( json.type );
  21027. if ( json.times === undefined ) {
  21028. var times = [], values = [];
  21029. AnimationUtils.flattenJSON( json.keys, times, values, 'value' );
  21030. json.times = times;
  21031. json.values = values;
  21032. }
  21033. // derived classes can define a static parse method
  21034. if ( trackType.parse !== undefined ) {
  21035. return trackType.parse( json );
  21036. } else {
  21037. // by default, we assume a constructor compatible with the base
  21038. return new trackType( json.name, json.times, json.values, json.interpolation );
  21039. }
  21040. }
  21041. Object.assign( AnimationClip, {
  21042. parse: function ( json ) {
  21043. var tracks = [],
  21044. jsonTracks = json.tracks,
  21045. frameTime = 1.0 / ( json.fps || 1.0 );
  21046. for ( var i = 0, n = jsonTracks.length; i !== n; ++ i ) {
  21047. tracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) );
  21048. }
  21049. return new AnimationClip( json.name, json.duration, tracks );
  21050. },
  21051. toJSON: function ( clip ) {
  21052. var tracks = [],
  21053. clipTracks = clip.tracks;
  21054. var json = {
  21055. 'name': clip.name,
  21056. 'duration': clip.duration,
  21057. 'tracks': tracks,
  21058. 'uuid': clip.uuid
  21059. };
  21060. for ( var i = 0, n = clipTracks.length; i !== n; ++ i ) {
  21061. tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );
  21062. }
  21063. return json;
  21064. },
  21065. CreateFromMorphTargetSequence: function ( name, morphTargetSequence, fps, noLoop ) {
  21066. var numMorphTargets = morphTargetSequence.length;
  21067. var tracks = [];
  21068. for ( var i = 0; i < numMorphTargets; i ++ ) {
  21069. var times = [];
  21070. var values = [];
  21071. times.push(
  21072. ( i + numMorphTargets - 1 ) % numMorphTargets,
  21073. i,
  21074. ( i + 1 ) % numMorphTargets );
  21075. values.push( 0, 1, 0 );
  21076. var order = AnimationUtils.getKeyframeOrder( times );
  21077. times = AnimationUtils.sortedArray( times, 1, order );
  21078. values = AnimationUtils.sortedArray( values, 1, order );
  21079. // if there is a key at the first frame, duplicate it as the
  21080. // last frame as well for perfect loop.
  21081. if ( ! noLoop && times[ 0 ] === 0 ) {
  21082. times.push( numMorphTargets );
  21083. values.push( values[ 0 ] );
  21084. }
  21085. tracks.push(
  21086. new NumberKeyframeTrack(
  21087. '.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',
  21088. times, values
  21089. ).scale( 1.0 / fps ) );
  21090. }
  21091. return new AnimationClip( name, - 1, tracks );
  21092. },
  21093. findByName: function ( objectOrClipArray, name ) {
  21094. var clipArray = objectOrClipArray;
  21095. if ( ! Array.isArray( objectOrClipArray ) ) {
  21096. var o = objectOrClipArray;
  21097. clipArray = o.geometry && o.geometry.animations || o.animations;
  21098. }
  21099. for ( var i = 0; i < clipArray.length; i ++ ) {
  21100. if ( clipArray[ i ].name === name ) {
  21101. return clipArray[ i ];
  21102. }
  21103. }
  21104. return null;
  21105. },
  21106. CreateClipsFromMorphTargetSequences: function ( morphTargets, fps, noLoop ) {
  21107. var animationToMorphTargets = {};
  21108. // tested with https://regex101.com/ on trick sequences
  21109. // such flamingo_flyA_003, flamingo_run1_003, crdeath0059
  21110. var pattern = /^([\w-]*?)([\d]+)$/;
  21111. // sort morph target names into animation groups based
  21112. // patterns like Walk_001, Walk_002, Run_001, Run_002
  21113. for ( var i = 0, il = morphTargets.length; i < il; i ++ ) {
  21114. var morphTarget = morphTargets[ i ];
  21115. var parts = morphTarget.name.match( pattern );
  21116. if ( parts && parts.length > 1 ) {
  21117. var name = parts[ 1 ];
  21118. var animationMorphTargets = animationToMorphTargets[ name ];
  21119. if ( ! animationMorphTargets ) {
  21120. animationToMorphTargets[ name ] = animationMorphTargets = [];
  21121. }
  21122. animationMorphTargets.push( morphTarget );
  21123. }
  21124. }
  21125. var clips = [];
  21126. for ( var name in animationToMorphTargets ) {
  21127. clips.push( AnimationClip.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) );
  21128. }
  21129. return clips;
  21130. },
  21131. // parse the animation.hierarchy format
  21132. parseAnimation: function ( animation, bones ) {
  21133. if ( ! animation ) {
  21134. console.error( 'THREE.AnimationClip: No animation in JSONLoader data.' );
  21135. return null;
  21136. }
  21137. var addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) {
  21138. // only return track if there are actually keys.
  21139. if ( animationKeys.length !== 0 ) {
  21140. var times = [];
  21141. var values = [];
  21142. AnimationUtils.flattenJSON( animationKeys, times, values, propertyName );
  21143. // empty keys are filtered out, so check again
  21144. if ( times.length !== 0 ) {
  21145. destTracks.push( new trackType( trackName, times, values ) );
  21146. }
  21147. }
  21148. };
  21149. var tracks = [];
  21150. var clipName = animation.name || 'default';
  21151. // automatic length determination in AnimationClip.
  21152. var duration = animation.length || - 1;
  21153. var fps = animation.fps || 30;
  21154. var hierarchyTracks = animation.hierarchy || [];
  21155. for ( var h = 0; h < hierarchyTracks.length; h ++ ) {
  21156. var animationKeys = hierarchyTracks[ h ].keys;
  21157. // skip empty tracks
  21158. if ( ! animationKeys || animationKeys.length === 0 ) { continue; }
  21159. // process morph targets
  21160. if ( animationKeys[ 0 ].morphTargets ) {
  21161. // figure out all morph targets used in this track
  21162. var morphTargetNames = {};
  21163. for ( var k = 0; k < animationKeys.length; k ++ ) {
  21164. if ( animationKeys[ k ].morphTargets ) {
  21165. for ( var m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) {
  21166. morphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = - 1;
  21167. }
  21168. }
  21169. }
  21170. // create a track for each morph target with all zero
  21171. // morphTargetInfluences except for the keys in which
  21172. // the morphTarget is named.
  21173. for ( var morphTargetName in morphTargetNames ) {
  21174. var times = [];
  21175. var values = [];
  21176. for ( var m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) {
  21177. var animationKey = animationKeys[ k ];
  21178. times.push( animationKey.time );
  21179. values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );
  21180. }
  21181. tracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) );
  21182. }
  21183. duration = morphTargetNames.length * ( fps || 1.0 );
  21184. } else {
  21185. // ...assume skeletal animation
  21186. var boneName = '.bones[' + bones[ h ].name + ']';
  21187. addNonemptyTrack(
  21188. VectorKeyframeTrack, boneName + '.position',
  21189. animationKeys, 'pos', tracks );
  21190. addNonemptyTrack(
  21191. QuaternionKeyframeTrack, boneName + '.quaternion',
  21192. animationKeys, 'rot', tracks );
  21193. addNonemptyTrack(
  21194. VectorKeyframeTrack, boneName + '.scale',
  21195. animationKeys, 'scl', tracks );
  21196. }
  21197. }
  21198. if ( tracks.length === 0 ) {
  21199. return null;
  21200. }
  21201. var clip = new AnimationClip( clipName, duration, tracks );
  21202. return clip;
  21203. }
  21204. } );
  21205. Object.assign( AnimationClip.prototype, {
  21206. resetDuration: function () {
  21207. var tracks = this.tracks, duration = 0;
  21208. for ( var i = 0, n = tracks.length; i !== n; ++ i ) {
  21209. var track = this.tracks[ i ];
  21210. duration = Math.max( duration, track.times[ track.times.length - 1 ] );
  21211. }
  21212. this.duration = duration;
  21213. return this;
  21214. },
  21215. trim: function () {
  21216. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21217. this.tracks[ i ].trim( 0, this.duration );
  21218. }
  21219. return this;
  21220. },
  21221. validate: function () {
  21222. var valid = true;
  21223. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21224. valid = valid && this.tracks[ i ].validate();
  21225. }
  21226. return valid;
  21227. },
  21228. optimize: function () {
  21229. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21230. this.tracks[ i ].optimize();
  21231. }
  21232. return this;
  21233. },
  21234. clone: function () {
  21235. var tracks = [];
  21236. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21237. tracks.push( this.tracks[ i ].clone() );
  21238. }
  21239. return new AnimationClip( this.name, this.duration, tracks );
  21240. }
  21241. } );
  21242. /**
  21243. * @author mrdoob / http://mrdoob.com/
  21244. */
  21245. var Cache = {
  21246. enabled: false,
  21247. files: {},
  21248. add: function ( key, file ) {
  21249. if ( this.enabled === false ) { return; }
  21250. // console.log( 'THREE.Cache', 'Adding key:', key );
  21251. this.files[ key ] = file;
  21252. },
  21253. get: function ( key ) {
  21254. if ( this.enabled === false ) { return; }
  21255. // console.log( 'THREE.Cache', 'Checking key:', key );
  21256. return this.files[ key ];
  21257. },
  21258. remove: function ( key ) {
  21259. delete this.files[ key ];
  21260. },
  21261. clear: function () {
  21262. this.files = {};
  21263. }
  21264. };
  21265. /**
  21266. * @author mrdoob / http://mrdoob.com/
  21267. */
  21268. function LoadingManager( onLoad, onProgress, onError ) {
  21269. var scope = this;
  21270. var isLoading = false;
  21271. var itemsLoaded = 0;
  21272. var itemsTotal = 0;
  21273. var urlModifier = undefined;
  21274. var handlers = [];
  21275. // Refer to #5689 for the reason why we don't set .onStart
  21276. // in the constructor
  21277. this.onStart = undefined;
  21278. this.onLoad = onLoad;
  21279. this.onProgress = onProgress;
  21280. this.onError = onError;
  21281. this.itemStart = function ( url ) {
  21282. itemsTotal ++;
  21283. if ( isLoading === false ) {
  21284. if ( scope.onStart !== undefined ) {
  21285. scope.onStart( url, itemsLoaded, itemsTotal );
  21286. }
  21287. }
  21288. isLoading = true;
  21289. };
  21290. this.itemEnd = function ( url ) {
  21291. itemsLoaded ++;
  21292. if ( scope.onProgress !== undefined ) {
  21293. scope.onProgress( url, itemsLoaded, itemsTotal );
  21294. }
  21295. if ( itemsLoaded === itemsTotal ) {
  21296. isLoading = false;
  21297. if ( scope.onLoad !== undefined ) {
  21298. scope.onLoad();
  21299. }
  21300. }
  21301. };
  21302. this.itemError = function ( url ) {
  21303. if ( scope.onError !== undefined ) {
  21304. scope.onError( url );
  21305. }
  21306. };
  21307. this.resolveURL = function ( url ) {
  21308. if ( urlModifier ) {
  21309. return urlModifier( url );
  21310. }
  21311. return url;
  21312. };
  21313. this.setURLModifier = function ( transform ) {
  21314. urlModifier = transform;
  21315. return this;
  21316. };
  21317. this.addHandler = function ( regex, loader ) {
  21318. handlers.push( regex, loader );
  21319. return this;
  21320. };
  21321. this.removeHandler = function ( regex ) {
  21322. var index = handlers.indexOf( regex );
  21323. if ( index !== - 1 ) {
  21324. handlers.splice( index, 2 );
  21325. }
  21326. return this;
  21327. };
  21328. this.getHandler = function ( file ) {
  21329. for ( var i = 0, l = handlers.length; i < l; i += 2 ) {
  21330. var regex = handlers[ i ];
  21331. var loader = handlers[ i + 1 ];
  21332. if ( regex.global ) { regex.lastIndex = 0; } // see #17920
  21333. if ( regex.test( file ) ) {
  21334. return loader;
  21335. }
  21336. }
  21337. return null;
  21338. };
  21339. }
  21340. var DefaultLoadingManager = new LoadingManager();
  21341. /**
  21342. * @author alteredq / http://alteredqualia.com/
  21343. */
  21344. function Loader( manager ) {
  21345. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  21346. this.crossOrigin = 'anonymous';
  21347. this.path = '';
  21348. this.resourcePath = '';
  21349. }
  21350. Object.assign( Loader.prototype, {
  21351. load: function ( /* url, onLoad, onProgress, onError */ ) {},
  21352. parse: function ( /* data */ ) {},
  21353. setCrossOrigin: function ( crossOrigin ) {
  21354. this.crossOrigin = crossOrigin;
  21355. return this;
  21356. },
  21357. setPath: function ( path ) {
  21358. this.path = path;
  21359. return this;
  21360. },
  21361. setResourcePath: function ( resourcePath ) {
  21362. this.resourcePath = resourcePath;
  21363. return this;
  21364. }
  21365. } );
  21366. /**
  21367. * @author mrdoob / http://mrdoob.com/
  21368. */
  21369. var loading = {};
  21370. function FileLoader( manager ) {
  21371. Loader.call( this, manager );
  21372. }
  21373. FileLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21374. constructor: FileLoader,
  21375. load: function ( url, onLoad, onProgress, onError ) {
  21376. if ( url === undefined ) { url = ''; }
  21377. if ( this.path !== undefined ) { url = this.path + url; }
  21378. url = this.manager.resolveURL( url );
  21379. var scope = this;
  21380. var cached = Cache.get( url );
  21381. if ( cached !== undefined ) {
  21382. scope.manager.itemStart( url );
  21383. setTimeout( function () {
  21384. if ( onLoad ) { onLoad( cached ); }
  21385. scope.manager.itemEnd( url );
  21386. }, 0 );
  21387. return cached;
  21388. }
  21389. // Check if request is duplicate
  21390. if ( loading[ url ] !== undefined ) {
  21391. loading[ url ].push( {
  21392. onLoad: onLoad,
  21393. onProgress: onProgress,
  21394. onError: onError
  21395. } );
  21396. return;
  21397. }
  21398. // Check for data: URI
  21399. var dataUriRegex = /^data:(.*?)(;base64)?,(.*)$/;
  21400. var dataUriRegexResult = url.match( dataUriRegex );
  21401. // Safari can not handle Data URIs through XMLHttpRequest so process manually
  21402. if ( dataUriRegexResult ) {
  21403. var mimeType = dataUriRegexResult[ 1 ];
  21404. var isBase64 = !! dataUriRegexResult[ 2 ];
  21405. var data = dataUriRegexResult[ 3 ];
  21406. data = decodeURIComponent( data );
  21407. if ( isBase64 ) { data = atob( data ); }
  21408. try {
  21409. var response;
  21410. var responseType = ( this.responseType || '' ).toLowerCase();
  21411. switch ( responseType ) {
  21412. case 'arraybuffer':
  21413. case 'blob':
  21414. var view = new Uint8Array( data.length );
  21415. for ( var i = 0; i < data.length; i ++ ) {
  21416. view[ i ] = data.charCodeAt( i );
  21417. }
  21418. if ( responseType === 'blob' ) {
  21419. response = new Blob( [ view.buffer ], { type: mimeType } );
  21420. } else {
  21421. response = view.buffer;
  21422. }
  21423. break;
  21424. case 'document':
  21425. var parser = new DOMParser();
  21426. response = parser.parseFromString( data, mimeType );
  21427. break;
  21428. case 'json':
  21429. response = JSON.parse( data );
  21430. break;
  21431. default: // 'text' or other
  21432. response = data;
  21433. break;
  21434. }
  21435. // Wait for next browser tick like standard XMLHttpRequest event dispatching does
  21436. setTimeout( function () {
  21437. if ( onLoad ) { onLoad( response ); }
  21438. scope.manager.itemEnd( url );
  21439. }, 0 );
  21440. } catch ( error ) {
  21441. // Wait for next browser tick like standard XMLHttpRequest event dispatching does
  21442. setTimeout( function () {
  21443. if ( onError ) { onError( error ); }
  21444. scope.manager.itemError( url );
  21445. scope.manager.itemEnd( url );
  21446. }, 0 );
  21447. }
  21448. } else {
  21449. // Initialise array for duplicate requests
  21450. loading[ url ] = [];
  21451. loading[ url ].push( {
  21452. onLoad: onLoad,
  21453. onProgress: onProgress,
  21454. onError: onError
  21455. } );
  21456. var request = new XMLHttpRequest();
  21457. request.open( 'GET', url, true );
  21458. request.addEventListener( 'load', function ( event ) {
  21459. var response = this.response;
  21460. var callbacks = loading[ url ];
  21461. delete loading[ url ];
  21462. if ( this.status === 200 || this.status === 0 ) {
  21463. // Some browsers return HTTP Status 0 when using non-http protocol
  21464. // e.g. 'file://' or 'data://'. Handle as success.
  21465. if ( this.status === 0 ) { console.warn( 'THREE.FileLoader: HTTP Status 0 received.' ); }
  21466. // Add to cache only on HTTP success, so that we do not cache
  21467. // error response bodies as proper responses to requests.
  21468. Cache.add( url, response );
  21469. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21470. var callback = callbacks[ i ];
  21471. if ( callback.onLoad ) { callback.onLoad( response ); }
  21472. }
  21473. scope.manager.itemEnd( url );
  21474. } else {
  21475. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21476. var callback = callbacks[ i ];
  21477. if ( callback.onError ) { callback.onError( event ); }
  21478. }
  21479. scope.manager.itemError( url );
  21480. scope.manager.itemEnd( url );
  21481. }
  21482. }, false );
  21483. request.addEventListener( 'progress', function ( event ) {
  21484. var callbacks = loading[ url ];
  21485. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21486. var callback = callbacks[ i ];
  21487. if ( callback.onProgress ) { callback.onProgress( event ); }
  21488. }
  21489. }, false );
  21490. request.addEventListener( 'error', function ( event ) {
  21491. var callbacks = loading[ url ];
  21492. delete loading[ url ];
  21493. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21494. var callback = callbacks[ i ];
  21495. if ( callback.onError ) { callback.onError( event ); }
  21496. }
  21497. scope.manager.itemError( url );
  21498. scope.manager.itemEnd( url );
  21499. }, false );
  21500. request.addEventListener( 'abort', function ( event ) {
  21501. var callbacks = loading[ url ];
  21502. delete loading[ url ];
  21503. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21504. var callback = callbacks[ i ];
  21505. if ( callback.onError ) { callback.onError( event ); }
  21506. }
  21507. scope.manager.itemError( url );
  21508. scope.manager.itemEnd( url );
  21509. }, false );
  21510. if ( this.responseType !== undefined ) { request.responseType = this.responseType; }
  21511. if ( this.withCredentials !== undefined ) { request.withCredentials = this.withCredentials; }
  21512. if ( request.overrideMimeType ) { request.overrideMimeType( this.mimeType !== undefined ? this.mimeType : 'text/plain' ); }
  21513. for ( var header in this.requestHeader ) {
  21514. request.setRequestHeader( header, this.requestHeader[ header ] );
  21515. }
  21516. request.send( null );
  21517. }
  21518. scope.manager.itemStart( url );
  21519. return request;
  21520. },
  21521. setResponseType: function ( value ) {
  21522. this.responseType = value;
  21523. return this;
  21524. },
  21525. setWithCredentials: function ( value ) {
  21526. this.withCredentials = value;
  21527. return this;
  21528. },
  21529. setMimeType: function ( value ) {
  21530. this.mimeType = value;
  21531. return this;
  21532. },
  21533. setRequestHeader: function ( value ) {
  21534. this.requestHeader = value;
  21535. return this;
  21536. }
  21537. } );
  21538. /**
  21539. * @author bhouston / http://clara.io/
  21540. */
  21541. function AnimationLoader( manager ) {
  21542. Loader.call( this, manager );
  21543. }
  21544. AnimationLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21545. constructor: AnimationLoader,
  21546. load: function ( url, onLoad, onProgress, onError ) {
  21547. var scope = this;
  21548. var loader = new FileLoader( scope.manager );
  21549. loader.setPath( scope.path );
  21550. loader.load( url, function ( text ) {
  21551. onLoad( scope.parse( JSON.parse( text ) ) );
  21552. }, onProgress, onError );
  21553. },
  21554. parse: function ( json ) {
  21555. var animations = [];
  21556. for ( var i = 0; i < json.length; i ++ ) {
  21557. var clip = AnimationClip.parse( json[ i ] );
  21558. animations.push( clip );
  21559. }
  21560. return animations;
  21561. }
  21562. } );
  21563. /**
  21564. * @author mrdoob / http://mrdoob.com/
  21565. *
  21566. * Abstract Base class to block based textures loader (dds, pvr, ...)
  21567. *
  21568. * Sub classes have to implement the parse() method which will be used in load().
  21569. */
  21570. function CompressedTextureLoader( manager ) {
  21571. Loader.call( this, manager );
  21572. }
  21573. CompressedTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21574. constructor: CompressedTextureLoader,
  21575. load: function ( url, onLoad, onProgress, onError ) {
  21576. var scope = this;
  21577. var images = [];
  21578. var texture = new CompressedTexture();
  21579. texture.image = images;
  21580. var loader = new FileLoader( this.manager );
  21581. loader.setPath( this.path );
  21582. loader.setResponseType( 'arraybuffer' );
  21583. function loadTexture( i ) {
  21584. loader.load( url[ i ], function ( buffer ) {
  21585. var texDatas = scope.parse( buffer, true );
  21586. images[ i ] = {
  21587. width: texDatas.width,
  21588. height: texDatas.height,
  21589. format: texDatas.format,
  21590. mipmaps: texDatas.mipmaps
  21591. };
  21592. loaded += 1;
  21593. if ( loaded === 6 ) {
  21594. if ( texDatas.mipmapCount === 1 )
  21595. { texture.minFilter = LinearFilter; }
  21596. texture.format = texDatas.format;
  21597. texture.needsUpdate = true;
  21598. if ( onLoad ) { onLoad( texture ); }
  21599. }
  21600. }, onProgress, onError );
  21601. }
  21602. if ( Array.isArray( url ) ) {
  21603. var loaded = 0;
  21604. for ( var i = 0, il = url.length; i < il; ++ i ) {
  21605. loadTexture( i );
  21606. }
  21607. } else {
  21608. // compressed cubemap texture stored in a single DDS file
  21609. loader.load( url, function ( buffer ) {
  21610. var texDatas = scope.parse( buffer, true );
  21611. if ( texDatas.isCubemap ) {
  21612. var faces = texDatas.mipmaps.length / texDatas.mipmapCount;
  21613. for ( var f = 0; f < faces; f ++ ) {
  21614. images[ f ] = { mipmaps: [] };
  21615. for ( var i = 0; i < texDatas.mipmapCount; i ++ ) {
  21616. images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );
  21617. images[ f ].format = texDatas.format;
  21618. images[ f ].width = texDatas.width;
  21619. images[ f ].height = texDatas.height;
  21620. }
  21621. }
  21622. } else {
  21623. texture.image.width = texDatas.width;
  21624. texture.image.height = texDatas.height;
  21625. texture.mipmaps = texDatas.mipmaps;
  21626. }
  21627. if ( texDatas.mipmapCount === 1 ) {
  21628. texture.minFilter = LinearFilter;
  21629. }
  21630. texture.format = texDatas.format;
  21631. texture.needsUpdate = true;
  21632. if ( onLoad ) { onLoad( texture ); }
  21633. }, onProgress, onError );
  21634. }
  21635. return texture;
  21636. }
  21637. } );
  21638. /**
  21639. * @author Nikos M. / https://github.com/foo123/
  21640. *
  21641. * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...)
  21642. *
  21643. * Sub classes have to implement the parse() method which will be used in load().
  21644. */
  21645. function DataTextureLoader( manager ) {
  21646. Loader.call( this, manager );
  21647. }
  21648. DataTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21649. constructor: DataTextureLoader,
  21650. load: function ( url, onLoad, onProgress, onError ) {
  21651. var scope = this;
  21652. var texture = new DataTexture();
  21653. var loader = new FileLoader( this.manager );
  21654. loader.setResponseType( 'arraybuffer' );
  21655. loader.setPath( this.path );
  21656. loader.load( url, function ( buffer ) {
  21657. var texData = scope.parse( buffer );
  21658. if ( ! texData ) { return; }
  21659. if ( texData.image !== undefined ) {
  21660. texture.image = texData.image;
  21661. } else if ( texData.data !== undefined ) {
  21662. texture.image.width = texData.width;
  21663. texture.image.height = texData.height;
  21664. texture.image.data = texData.data;
  21665. }
  21666. texture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;
  21667. texture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;
  21668. texture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;
  21669. texture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearFilter;
  21670. texture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;
  21671. if ( texData.format !== undefined ) {
  21672. texture.format = texData.format;
  21673. }
  21674. if ( texData.type !== undefined ) {
  21675. texture.type = texData.type;
  21676. }
  21677. if ( texData.mipmaps !== undefined ) {
  21678. texture.mipmaps = texData.mipmaps;
  21679. texture.minFilter = LinearMipmapLinearFilter; // presumably...
  21680. }
  21681. if ( texData.mipmapCount === 1 ) {
  21682. texture.minFilter = LinearFilter;
  21683. }
  21684. texture.needsUpdate = true;
  21685. if ( onLoad ) { onLoad( texture, texData ); }
  21686. }, onProgress, onError );
  21687. return texture;
  21688. }
  21689. } );
  21690. /**
  21691. * @author mrdoob / http://mrdoob.com/
  21692. */
  21693. function ImageLoader( manager ) {
  21694. Loader.call( this, manager );
  21695. }
  21696. ImageLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21697. constructor: ImageLoader,
  21698. load: function ( url, onLoad, onProgress, onError ) {
  21699. if ( this.path !== undefined ) { url = this.path + url; }
  21700. url = this.manager.resolveURL( url );
  21701. var scope = this;
  21702. var cached = Cache.get( url );
  21703. if ( cached !== undefined ) {
  21704. scope.manager.itemStart( url );
  21705. setTimeout( function () {
  21706. if ( onLoad ) { onLoad( cached ); }
  21707. scope.manager.itemEnd( url );
  21708. }, 0 );
  21709. return cached;
  21710. }
  21711. var image = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'img' );
  21712. function onImageLoad() {
  21713. image.removeEventListener( 'load', onImageLoad, false );
  21714. image.removeEventListener( 'error', onImageError, false );
  21715. Cache.add( url, this );
  21716. if ( onLoad ) { onLoad( this ); }
  21717. scope.manager.itemEnd( url );
  21718. }
  21719. function onImageError( event ) {
  21720. image.removeEventListener( 'load', onImageLoad, false );
  21721. image.removeEventListener( 'error', onImageError, false );
  21722. if ( onError ) { onError( event ); }
  21723. scope.manager.itemError( url );
  21724. scope.manager.itemEnd( url );
  21725. }
  21726. image.addEventListener( 'load', onImageLoad, false );
  21727. image.addEventListener( 'error', onImageError, false );
  21728. if ( url.substr( 0, 5 ) !== 'data:' ) {
  21729. if ( this.crossOrigin !== undefined ) { image.crossOrigin = this.crossOrigin; }
  21730. }
  21731. scope.manager.itemStart( url );
  21732. image.src = url;
  21733. return image;
  21734. }
  21735. } );
  21736. /**
  21737. * @author mrdoob / http://mrdoob.com/
  21738. */
  21739. function CubeTextureLoader( manager ) {
  21740. Loader.call( this, manager );
  21741. }
  21742. CubeTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21743. constructor: CubeTextureLoader,
  21744. load: function ( urls, onLoad, onProgress, onError ) {
  21745. var texture = new CubeTexture();
  21746. var loader = new ImageLoader( this.manager );
  21747. loader.setCrossOrigin( this.crossOrigin );
  21748. loader.setPath( this.path );
  21749. var loaded = 0;
  21750. function loadTexture( i ) {
  21751. loader.load( urls[ i ], function ( image ) {
  21752. texture.images[ i ] = image;
  21753. loaded ++;
  21754. if ( loaded === 6 ) {
  21755. texture.needsUpdate = true;
  21756. if ( onLoad ) { onLoad( texture ); }
  21757. }
  21758. }, undefined, onError );
  21759. }
  21760. for ( var i = 0; i < urls.length; ++ i ) {
  21761. loadTexture( i );
  21762. }
  21763. return texture;
  21764. }
  21765. } );
  21766. /**
  21767. * @author mrdoob / http://mrdoob.com/
  21768. */
  21769. function TextureLoader( manager ) {
  21770. Loader.call( this, manager );
  21771. }
  21772. TextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21773. constructor: TextureLoader,
  21774. load: function ( url, onLoad, onProgress, onError ) {
  21775. var texture = new Texture();
  21776. var loader = new ImageLoader( this.manager );
  21777. loader.setCrossOrigin( this.crossOrigin );
  21778. loader.setPath( this.path );
  21779. loader.load( url, function ( image ) {
  21780. texture.image = image;
  21781. // JPEGs can't have an alpha channel, so memory can be saved by storing them as RGB.
  21782. var isJPEG = url.search( /\.jpe?g($|\?)/i ) > 0 || url.search( /^data\:image\/jpeg/ ) === 0;
  21783. texture.format = isJPEG ? RGBFormat : RGBAFormat;
  21784. texture.needsUpdate = true;
  21785. if ( onLoad !== undefined ) {
  21786. onLoad( texture );
  21787. }
  21788. }, onProgress, onError );
  21789. return texture;
  21790. }
  21791. } );
  21792. /**
  21793. * @author zz85 / http://www.lab4games.net/zz85/blog
  21794. * Extensible curve object
  21795. *
  21796. * Some common of curve methods:
  21797. * .getPoint( t, optionalTarget ), .getTangent( t )
  21798. * .getPointAt( u, optionalTarget ), .getTangentAt( u )
  21799. * .getPoints(), .getSpacedPoints()
  21800. * .getLength()
  21801. * .updateArcLengths()
  21802. *
  21803. * This following curves inherit from THREE.Curve:
  21804. *
  21805. * -- 2D curves --
  21806. * THREE.ArcCurve
  21807. * THREE.CubicBezierCurve
  21808. * THREE.EllipseCurve
  21809. * THREE.LineCurve
  21810. * THREE.QuadraticBezierCurve
  21811. * THREE.SplineCurve
  21812. *
  21813. * -- 3D curves --
  21814. * THREE.CatmullRomCurve3
  21815. * THREE.CubicBezierCurve3
  21816. * THREE.LineCurve3
  21817. * THREE.QuadraticBezierCurve3
  21818. *
  21819. * A series of curves can be represented as a THREE.CurvePath.
  21820. *
  21821. **/
  21822. /**************************************************************
  21823. * Abstract Curve base class
  21824. **************************************************************/
  21825. function Curve() {
  21826. this.type = 'Curve';
  21827. this.arcLengthDivisions = 200;
  21828. }
  21829. Object.assign( Curve.prototype, {
  21830. // Virtual base class method to overwrite and implement in subclasses
  21831. // - t [0 .. 1]
  21832. getPoint: function ( /* t, optionalTarget */ ) {
  21833. console.warn( 'THREE.Curve: .getPoint() not implemented.' );
  21834. return null;
  21835. },
  21836. // Get point at relative position in curve according to arc length
  21837. // - u [0 .. 1]
  21838. getPointAt: function ( u, optionalTarget ) {
  21839. var t = this.getUtoTmapping( u );
  21840. return this.getPoint( t, optionalTarget );
  21841. },
  21842. // Get sequence of points using getPoint( t )
  21843. getPoints: function ( divisions ) {
  21844. if ( divisions === undefined ) { divisions = 5; }
  21845. var points = [];
  21846. for ( var d = 0; d <= divisions; d ++ ) {
  21847. points.push( this.getPoint( d / divisions ) );
  21848. }
  21849. return points;
  21850. },
  21851. // Get sequence of points using getPointAt( u )
  21852. getSpacedPoints: function ( divisions ) {
  21853. if ( divisions === undefined ) { divisions = 5; }
  21854. var points = [];
  21855. for ( var d = 0; d <= divisions; d ++ ) {
  21856. points.push( this.getPointAt( d / divisions ) );
  21857. }
  21858. return points;
  21859. },
  21860. // Get total curve arc length
  21861. getLength: function () {
  21862. var lengths = this.getLengths();
  21863. return lengths[ lengths.length - 1 ];
  21864. },
  21865. // Get list of cumulative segment lengths
  21866. getLengths: function ( divisions ) {
  21867. if ( divisions === undefined ) { divisions = this.arcLengthDivisions; }
  21868. if ( this.cacheArcLengths &&
  21869. ( this.cacheArcLengths.length === divisions + 1 ) &&
  21870. ! this.needsUpdate ) {
  21871. return this.cacheArcLengths;
  21872. }
  21873. this.needsUpdate = false;
  21874. var cache = [];
  21875. var current, last = this.getPoint( 0 );
  21876. var p, sum = 0;
  21877. cache.push( 0 );
  21878. for ( p = 1; p <= divisions; p ++ ) {
  21879. current = this.getPoint( p / divisions );
  21880. sum += current.distanceTo( last );
  21881. cache.push( sum );
  21882. last = current;
  21883. }
  21884. this.cacheArcLengths = cache;
  21885. return cache; // { sums: cache, sum: sum }; Sum is in the last element.
  21886. },
  21887. updateArcLengths: function () {
  21888. this.needsUpdate = true;
  21889. this.getLengths();
  21890. },
  21891. // Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant
  21892. getUtoTmapping: function ( u, distance ) {
  21893. var arcLengths = this.getLengths();
  21894. var i = 0, il = arcLengths.length;
  21895. var targetArcLength; // The targeted u distance value to get
  21896. if ( distance ) {
  21897. targetArcLength = distance;
  21898. } else {
  21899. targetArcLength = u * arcLengths[ il - 1 ];
  21900. }
  21901. // binary search for the index with largest value smaller than target u distance
  21902. var low = 0, high = il - 1, comparison;
  21903. while ( low <= high ) {
  21904. 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
  21905. comparison = arcLengths[ i ] - targetArcLength;
  21906. if ( comparison < 0 ) {
  21907. low = i + 1;
  21908. } else if ( comparison > 0 ) {
  21909. high = i - 1;
  21910. } else {
  21911. high = i;
  21912. break;
  21913. // DONE
  21914. }
  21915. }
  21916. i = high;
  21917. if ( arcLengths[ i ] === targetArcLength ) {
  21918. return i / ( il - 1 );
  21919. }
  21920. // we could get finer grain at lengths, or use simple interpolation between two points
  21921. var lengthBefore = arcLengths[ i ];
  21922. var lengthAfter = arcLengths[ i + 1 ];
  21923. var segmentLength = lengthAfter - lengthBefore;
  21924. // determine where we are between the 'before' and 'after' points
  21925. var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
  21926. // add that fractional amount to t
  21927. var t = ( i + segmentFraction ) / ( il - 1 );
  21928. return t;
  21929. },
  21930. // Returns a unit vector tangent at t
  21931. // In case any sub curve does not implement its tangent derivation,
  21932. // 2 points a small delta apart will be used to find its gradient
  21933. // which seems to give a reasonable approximation
  21934. getTangent: function ( t ) {
  21935. var delta = 0.0001;
  21936. var t1 = t - delta;
  21937. var t2 = t + delta;
  21938. // Capping in case of danger
  21939. if ( t1 < 0 ) { t1 = 0; }
  21940. if ( t2 > 1 ) { t2 = 1; }
  21941. var pt1 = this.getPoint( t1 );
  21942. var pt2 = this.getPoint( t2 );
  21943. var vec = pt2.clone().sub( pt1 );
  21944. return vec.normalize();
  21945. },
  21946. getTangentAt: function ( u ) {
  21947. var t = this.getUtoTmapping( u );
  21948. return this.getTangent( t );
  21949. },
  21950. computeFrenetFrames: function ( segments, closed ) {
  21951. // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf
  21952. var normal = new Vector3();
  21953. var tangents = [];
  21954. var normals = [];
  21955. var binormals = [];
  21956. var vec = new Vector3();
  21957. var mat = new Matrix4();
  21958. var i, u, theta;
  21959. // compute the tangent vectors for each segment on the curve
  21960. for ( i = 0; i <= segments; i ++ ) {
  21961. u = i / segments;
  21962. tangents[ i ] = this.getTangentAt( u );
  21963. tangents[ i ].normalize();
  21964. }
  21965. // select an initial normal vector perpendicular to the first tangent vector,
  21966. // and in the direction of the minimum tangent xyz component
  21967. normals[ 0 ] = new Vector3();
  21968. binormals[ 0 ] = new Vector3();
  21969. var min = Number.MAX_VALUE;
  21970. var tx = Math.abs( tangents[ 0 ].x );
  21971. var ty = Math.abs( tangents[ 0 ].y );
  21972. var tz = Math.abs( tangents[ 0 ].z );
  21973. if ( tx <= min ) {
  21974. min = tx;
  21975. normal.set( 1, 0, 0 );
  21976. }
  21977. if ( ty <= min ) {
  21978. min = ty;
  21979. normal.set( 0, 1, 0 );
  21980. }
  21981. if ( tz <= min ) {
  21982. normal.set( 0, 0, 1 );
  21983. }
  21984. vec.crossVectors( tangents[ 0 ], normal ).normalize();
  21985. normals[ 0 ].crossVectors( tangents[ 0 ], vec );
  21986. binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );
  21987. // compute the slowly-varying normal and binormal vectors for each segment on the curve
  21988. for ( i = 1; i <= segments; i ++ ) {
  21989. normals[ i ] = normals[ i - 1 ].clone();
  21990. binormals[ i ] = binormals[ i - 1 ].clone();
  21991. vec.crossVectors( tangents[ i - 1 ], tangents[ i ] );
  21992. if ( vec.length() > Number.EPSILON ) {
  21993. vec.normalize();
  21994. theta = Math.acos( _Math.clamp( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors
  21995. normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );
  21996. }
  21997. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  21998. }
  21999. // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
  22000. if ( closed === true ) {
  22001. theta = Math.acos( _Math.clamp( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) );
  22002. theta /= segments;
  22003. if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {
  22004. theta = - theta;
  22005. }
  22006. for ( i = 1; i <= segments; i ++ ) {
  22007. // twist a little...
  22008. normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
  22009. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  22010. }
  22011. }
  22012. return {
  22013. tangents: tangents,
  22014. normals: normals,
  22015. binormals: binormals
  22016. };
  22017. },
  22018. clone: function () {
  22019. return new this.constructor().copy( this );
  22020. },
  22021. copy: function ( source ) {
  22022. this.arcLengthDivisions = source.arcLengthDivisions;
  22023. return this;
  22024. },
  22025. toJSON: function () {
  22026. var data = {
  22027. metadata: {
  22028. version: 4.5,
  22029. type: 'Curve',
  22030. generator: 'Curve.toJSON'
  22031. }
  22032. };
  22033. data.arcLengthDivisions = this.arcLengthDivisions;
  22034. data.type = this.type;
  22035. return data;
  22036. },
  22037. fromJSON: function ( json ) {
  22038. this.arcLengthDivisions = json.arcLengthDivisions;
  22039. return this;
  22040. }
  22041. } );
  22042. function EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  22043. Curve.call( this );
  22044. this.type = 'EllipseCurve';
  22045. this.aX = aX || 0;
  22046. this.aY = aY || 0;
  22047. this.xRadius = xRadius || 1;
  22048. this.yRadius = yRadius || 1;
  22049. this.aStartAngle = aStartAngle || 0;
  22050. this.aEndAngle = aEndAngle || 2 * Math.PI;
  22051. this.aClockwise = aClockwise || false;
  22052. this.aRotation = aRotation || 0;
  22053. }
  22054. EllipseCurve.prototype = Object.create( Curve.prototype );
  22055. EllipseCurve.prototype.constructor = EllipseCurve;
  22056. EllipseCurve.prototype.isEllipseCurve = true;
  22057. EllipseCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22058. var point = optionalTarget || new Vector2();
  22059. var twoPi = Math.PI * 2;
  22060. var deltaAngle = this.aEndAngle - this.aStartAngle;
  22061. var samePoints = Math.abs( deltaAngle ) < Number.EPSILON;
  22062. // ensures that deltaAngle is 0 .. 2 PI
  22063. while ( deltaAngle < 0 ) { deltaAngle += twoPi; }
  22064. while ( deltaAngle > twoPi ) { deltaAngle -= twoPi; }
  22065. if ( deltaAngle < Number.EPSILON ) {
  22066. if ( samePoints ) {
  22067. deltaAngle = 0;
  22068. } else {
  22069. deltaAngle = twoPi;
  22070. }
  22071. }
  22072. if ( this.aClockwise === true && ! samePoints ) {
  22073. if ( deltaAngle === twoPi ) {
  22074. deltaAngle = - twoPi;
  22075. } else {
  22076. deltaAngle = deltaAngle - twoPi;
  22077. }
  22078. }
  22079. var angle = this.aStartAngle + t * deltaAngle;
  22080. var x = this.aX + this.xRadius * Math.cos( angle );
  22081. var y = this.aY + this.yRadius * Math.sin( angle );
  22082. if ( this.aRotation !== 0 ) {
  22083. var cos = Math.cos( this.aRotation );
  22084. var sin = Math.sin( this.aRotation );
  22085. var tx = x - this.aX;
  22086. var ty = y - this.aY;
  22087. // Rotate the point about the center of the ellipse.
  22088. x = tx * cos - ty * sin + this.aX;
  22089. y = tx * sin + ty * cos + this.aY;
  22090. }
  22091. return point.set( x, y );
  22092. };
  22093. EllipseCurve.prototype.copy = function ( source ) {
  22094. Curve.prototype.copy.call( this, source );
  22095. this.aX = source.aX;
  22096. this.aY = source.aY;
  22097. this.xRadius = source.xRadius;
  22098. this.yRadius = source.yRadius;
  22099. this.aStartAngle = source.aStartAngle;
  22100. this.aEndAngle = source.aEndAngle;
  22101. this.aClockwise = source.aClockwise;
  22102. this.aRotation = source.aRotation;
  22103. return this;
  22104. };
  22105. EllipseCurve.prototype.toJSON = function () {
  22106. var data = Curve.prototype.toJSON.call( this );
  22107. data.aX = this.aX;
  22108. data.aY = this.aY;
  22109. data.xRadius = this.xRadius;
  22110. data.yRadius = this.yRadius;
  22111. data.aStartAngle = this.aStartAngle;
  22112. data.aEndAngle = this.aEndAngle;
  22113. data.aClockwise = this.aClockwise;
  22114. data.aRotation = this.aRotation;
  22115. return data;
  22116. };
  22117. EllipseCurve.prototype.fromJSON = function ( json ) {
  22118. Curve.prototype.fromJSON.call( this, json );
  22119. this.aX = json.aX;
  22120. this.aY = json.aY;
  22121. this.xRadius = json.xRadius;
  22122. this.yRadius = json.yRadius;
  22123. this.aStartAngle = json.aStartAngle;
  22124. this.aEndAngle = json.aEndAngle;
  22125. this.aClockwise = json.aClockwise;
  22126. this.aRotation = json.aRotation;
  22127. return this;
  22128. };
  22129. function ArcCurve( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  22130. EllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  22131. this.type = 'ArcCurve';
  22132. }
  22133. ArcCurve.prototype = Object.create( EllipseCurve.prototype );
  22134. ArcCurve.prototype.constructor = ArcCurve;
  22135. ArcCurve.prototype.isArcCurve = true;
  22136. /**
  22137. * @author zz85 https://github.com/zz85
  22138. *
  22139. * Centripetal CatmullRom Curve - which is useful for avoiding
  22140. * cusps and self-intersections in non-uniform catmull rom curves.
  22141. * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf
  22142. *
  22143. * curve.type accepts centripetal(default), chordal and catmullrom
  22144. * curve.tension is used for catmullrom which defaults to 0.5
  22145. */
  22146. /*
  22147. Based on an optimized c++ solution in
  22148. - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/
  22149. - http://ideone.com/NoEbVM
  22150. This CubicPoly class could be used for reusing some variables and calculations,
  22151. but for three.js curve use, it could be possible inlined and flatten into a single function call
  22152. which can be placed in CurveUtils.
  22153. */
  22154. function CubicPoly() {
  22155. var c0 = 0, c1 = 0, c2 = 0, c3 = 0;
  22156. /*
  22157. * Compute coefficients for a cubic polynomial
  22158. * p(s) = c0 + c1*s + c2*s^2 + c3*s^3
  22159. * such that
  22160. * p(0) = x0, p(1) = x1
  22161. * and
  22162. * p'(0) = t0, p'(1) = t1.
  22163. */
  22164. function init( x0, x1, t0, t1 ) {
  22165. c0 = x0;
  22166. c1 = t0;
  22167. c2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1;
  22168. c3 = 2 * x0 - 2 * x1 + t0 + t1;
  22169. }
  22170. return {
  22171. initCatmullRom: function ( x0, x1, x2, x3, tension ) {
  22172. init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );
  22173. },
  22174. initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {
  22175. // compute tangents when parameterized in [t1,t2]
  22176. var t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;
  22177. var t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;
  22178. // rescale tangents for parametrization in [0,1]
  22179. t1 *= dt1;
  22180. t2 *= dt1;
  22181. init( x1, x2, t1, t2 );
  22182. },
  22183. calc: function ( t ) {
  22184. var t2 = t * t;
  22185. var t3 = t2 * t;
  22186. return c0 + c1 * t + c2 * t2 + c3 * t3;
  22187. }
  22188. };
  22189. }
  22190. //
  22191. var tmp = new Vector3();
  22192. var px = new CubicPoly(), py = new CubicPoly(), pz = new CubicPoly();
  22193. function CatmullRomCurve3( points, closed, curveType, tension ) {
  22194. Curve.call( this );
  22195. this.type = 'CatmullRomCurve3';
  22196. this.points = points || [];
  22197. this.closed = closed || false;
  22198. this.curveType = curveType || 'centripetal';
  22199. this.tension = tension || 0.5;
  22200. }
  22201. CatmullRomCurve3.prototype = Object.create( Curve.prototype );
  22202. CatmullRomCurve3.prototype.constructor = CatmullRomCurve3;
  22203. CatmullRomCurve3.prototype.isCatmullRomCurve3 = true;
  22204. CatmullRomCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22205. var point = optionalTarget || new Vector3();
  22206. var points = this.points;
  22207. var l = points.length;
  22208. var p = ( l - ( this.closed ? 0 : 1 ) ) * t;
  22209. var intPoint = Math.floor( p );
  22210. var weight = p - intPoint;
  22211. if ( this.closed ) {
  22212. intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l;
  22213. } else if ( weight === 0 && intPoint === l - 1 ) {
  22214. intPoint = l - 2;
  22215. weight = 1;
  22216. }
  22217. var p0, p1, p2, p3; // 4 points
  22218. if ( this.closed || intPoint > 0 ) {
  22219. p0 = points[ ( intPoint - 1 ) % l ];
  22220. } else {
  22221. // extrapolate first point
  22222. tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );
  22223. p0 = tmp;
  22224. }
  22225. p1 = points[ intPoint % l ];
  22226. p2 = points[ ( intPoint + 1 ) % l ];
  22227. if ( this.closed || intPoint + 2 < l ) {
  22228. p3 = points[ ( intPoint + 2 ) % l ];
  22229. } else {
  22230. // extrapolate last point
  22231. tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );
  22232. p3 = tmp;
  22233. }
  22234. if ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) {
  22235. // init Centripetal / Chordal Catmull-Rom
  22236. var pow = this.curveType === 'chordal' ? 0.5 : 0.25;
  22237. var dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );
  22238. var dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );
  22239. var dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );
  22240. // safety check for repeated points
  22241. if ( dt1 < 1e-4 ) { dt1 = 1.0; }
  22242. if ( dt0 < 1e-4 ) { dt0 = dt1; }
  22243. if ( dt2 < 1e-4 ) { dt2 = dt1; }
  22244. px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );
  22245. py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );
  22246. pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );
  22247. } else if ( this.curveType === 'catmullrom' ) {
  22248. px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension );
  22249. py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension );
  22250. pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension );
  22251. }
  22252. point.set(
  22253. px.calc( weight ),
  22254. py.calc( weight ),
  22255. pz.calc( weight )
  22256. );
  22257. return point;
  22258. };
  22259. CatmullRomCurve3.prototype.copy = function ( source ) {
  22260. Curve.prototype.copy.call( this, source );
  22261. this.points = [];
  22262. for ( var i = 0, l = source.points.length; i < l; i ++ ) {
  22263. var point = source.points[ i ];
  22264. this.points.push( point.clone() );
  22265. }
  22266. this.closed = source.closed;
  22267. this.curveType = source.curveType;
  22268. this.tension = source.tension;
  22269. return this;
  22270. };
  22271. CatmullRomCurve3.prototype.toJSON = function () {
  22272. var data = Curve.prototype.toJSON.call( this );
  22273. data.points = [];
  22274. for ( var i = 0, l = this.points.length; i < l; i ++ ) {
  22275. var point = this.points[ i ];
  22276. data.points.push( point.toArray() );
  22277. }
  22278. data.closed = this.closed;
  22279. data.curveType = this.curveType;
  22280. data.tension = this.tension;
  22281. return data;
  22282. };
  22283. CatmullRomCurve3.prototype.fromJSON = function ( json ) {
  22284. Curve.prototype.fromJSON.call( this, json );
  22285. this.points = [];
  22286. for ( var i = 0, l = json.points.length; i < l; i ++ ) {
  22287. var point = json.points[ i ];
  22288. this.points.push( new Vector3().fromArray( point ) );
  22289. }
  22290. this.closed = json.closed;
  22291. this.curveType = json.curveType;
  22292. this.tension = json.tension;
  22293. return this;
  22294. };
  22295. /**
  22296. * @author zz85 / http://www.lab4games.net/zz85/blog
  22297. *
  22298. * Bezier Curves formulas obtained from
  22299. * http://en.wikipedia.org/wiki/Bézier_curve
  22300. */
  22301. function CatmullRom( t, p0, p1, p2, p3 ) {
  22302. var v0 = ( p2 - p0 ) * 0.5;
  22303. var v1 = ( p3 - p1 ) * 0.5;
  22304. var t2 = t * t;
  22305. var t3 = t * t2;
  22306. return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
  22307. }
  22308. //
  22309. function QuadraticBezierP0( t, p ) {
  22310. var k = 1 - t;
  22311. return k * k * p;
  22312. }
  22313. function QuadraticBezierP1( t, p ) {
  22314. return 2 * ( 1 - t ) * t * p;
  22315. }
  22316. function QuadraticBezierP2( t, p ) {
  22317. return t * t * p;
  22318. }
  22319. function QuadraticBezier( t, p0, p1, p2 ) {
  22320. return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +
  22321. QuadraticBezierP2( t, p2 );
  22322. }
  22323. //
  22324. function CubicBezierP0( t, p ) {
  22325. var k = 1 - t;
  22326. return k * k * k * p;
  22327. }
  22328. function CubicBezierP1( t, p ) {
  22329. var k = 1 - t;
  22330. return 3 * k * k * t * p;
  22331. }
  22332. function CubicBezierP2( t, p ) {
  22333. return 3 * ( 1 - t ) * t * t * p;
  22334. }
  22335. function CubicBezierP3( t, p ) {
  22336. return t * t * t * p;
  22337. }
  22338. function CubicBezier( t, p0, p1, p2, p3 ) {
  22339. return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +
  22340. CubicBezierP3( t, p3 );
  22341. }
  22342. function CubicBezierCurve( v0, v1, v2, v3 ) {
  22343. Curve.call( this );
  22344. this.type = 'CubicBezierCurve';
  22345. this.v0 = v0 || new Vector2();
  22346. this.v1 = v1 || new Vector2();
  22347. this.v2 = v2 || new Vector2();
  22348. this.v3 = v3 || new Vector2();
  22349. }
  22350. CubicBezierCurve.prototype = Object.create( Curve.prototype );
  22351. CubicBezierCurve.prototype.constructor = CubicBezierCurve;
  22352. CubicBezierCurve.prototype.isCubicBezierCurve = true;
  22353. CubicBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22354. var point = optionalTarget || new Vector2();
  22355. var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  22356. point.set(
  22357. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  22358. CubicBezier( t, v0.y, v1.y, v2.y, v3.y )
  22359. );
  22360. return point;
  22361. };
  22362. CubicBezierCurve.prototype.copy = function ( source ) {
  22363. Curve.prototype.copy.call( this, source );
  22364. this.v0.copy( source.v0 );
  22365. this.v1.copy( source.v1 );
  22366. this.v2.copy( source.v2 );
  22367. this.v3.copy( source.v3 );
  22368. return this;
  22369. };
  22370. CubicBezierCurve.prototype.toJSON = function () {
  22371. var data = Curve.prototype.toJSON.call( this );
  22372. data.v0 = this.v0.toArray();
  22373. data.v1 = this.v1.toArray();
  22374. data.v2 = this.v2.toArray();
  22375. data.v3 = this.v3.toArray();
  22376. return data;
  22377. };
  22378. CubicBezierCurve.prototype.fromJSON = function ( json ) {
  22379. Curve.prototype.fromJSON.call( this, json );
  22380. this.v0.fromArray( json.v0 );
  22381. this.v1.fromArray( json.v1 );
  22382. this.v2.fromArray( json.v2 );
  22383. this.v3.fromArray( json.v3 );
  22384. return this;
  22385. };
  22386. function CubicBezierCurve3( v0, v1, v2, v3 ) {
  22387. Curve.call( this );
  22388. this.type = 'CubicBezierCurve3';
  22389. this.v0 = v0 || new Vector3();
  22390. this.v1 = v1 || new Vector3();
  22391. this.v2 = v2 || new Vector3();
  22392. this.v3 = v3 || new Vector3();
  22393. }
  22394. CubicBezierCurve3.prototype = Object.create( Curve.prototype );
  22395. CubicBezierCurve3.prototype.constructor = CubicBezierCurve3;
  22396. CubicBezierCurve3.prototype.isCubicBezierCurve3 = true;
  22397. CubicBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22398. var point = optionalTarget || new Vector3();
  22399. var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  22400. point.set(
  22401. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  22402. CubicBezier( t, v0.y, v1.y, v2.y, v3.y ),
  22403. CubicBezier( t, v0.z, v1.z, v2.z, v3.z )
  22404. );
  22405. return point;
  22406. };
  22407. CubicBezierCurve3.prototype.copy = function ( source ) {
  22408. Curve.prototype.copy.call( this, source );
  22409. this.v0.copy( source.v0 );
  22410. this.v1.copy( source.v1 );
  22411. this.v2.copy( source.v2 );
  22412. this.v3.copy( source.v3 );
  22413. return this;
  22414. };
  22415. CubicBezierCurve3.prototype.toJSON = function () {
  22416. var data = Curve.prototype.toJSON.call( this );
  22417. data.v0 = this.v0.toArray();
  22418. data.v1 = this.v1.toArray();
  22419. data.v2 = this.v2.toArray();
  22420. data.v3 = this.v3.toArray();
  22421. return data;
  22422. };
  22423. CubicBezierCurve3.prototype.fromJSON = function ( json ) {
  22424. Curve.prototype.fromJSON.call( this, json );
  22425. this.v0.fromArray( json.v0 );
  22426. this.v1.fromArray( json.v1 );
  22427. this.v2.fromArray( json.v2 );
  22428. this.v3.fromArray( json.v3 );
  22429. return this;
  22430. };
  22431. function LineCurve( v1, v2 ) {
  22432. Curve.call( this );
  22433. this.type = 'LineCurve';
  22434. this.v1 = v1 || new Vector2();
  22435. this.v2 = v2 || new Vector2();
  22436. }
  22437. LineCurve.prototype = Object.create( Curve.prototype );
  22438. LineCurve.prototype.constructor = LineCurve;
  22439. LineCurve.prototype.isLineCurve = true;
  22440. LineCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22441. var point = optionalTarget || new Vector2();
  22442. if ( t === 1 ) {
  22443. point.copy( this.v2 );
  22444. } else {
  22445. point.copy( this.v2 ).sub( this.v1 );
  22446. point.multiplyScalar( t ).add( this.v1 );
  22447. }
  22448. return point;
  22449. };
  22450. // Line curve is linear, so we can overwrite default getPointAt
  22451. LineCurve.prototype.getPointAt = function ( u, optionalTarget ) {
  22452. return this.getPoint( u, optionalTarget );
  22453. };
  22454. LineCurve.prototype.getTangent = function ( /* t */ ) {
  22455. var tangent = this.v2.clone().sub( this.v1 );
  22456. return tangent.normalize();
  22457. };
  22458. LineCurve.prototype.copy = function ( source ) {
  22459. Curve.prototype.copy.call( this, source );
  22460. this.v1.copy( source.v1 );
  22461. this.v2.copy( source.v2 );
  22462. return this;
  22463. };
  22464. LineCurve.prototype.toJSON = function () {
  22465. var data = Curve.prototype.toJSON.call( this );
  22466. data.v1 = this.v1.toArray();
  22467. data.v2 = this.v2.toArray();
  22468. return data;
  22469. };
  22470. LineCurve.prototype.fromJSON = function ( json ) {
  22471. Curve.prototype.fromJSON.call( this, json );
  22472. this.v1.fromArray( json.v1 );
  22473. this.v2.fromArray( json.v2 );
  22474. return this;
  22475. };
  22476. function LineCurve3( v1, v2 ) {
  22477. Curve.call( this );
  22478. this.type = 'LineCurve3';
  22479. this.v1 = v1 || new Vector3();
  22480. this.v2 = v2 || new Vector3();
  22481. }
  22482. LineCurve3.prototype = Object.create( Curve.prototype );
  22483. LineCurve3.prototype.constructor = LineCurve3;
  22484. LineCurve3.prototype.isLineCurve3 = true;
  22485. LineCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22486. var point = optionalTarget || new Vector3();
  22487. if ( t === 1 ) {
  22488. point.copy( this.v2 );
  22489. } else {
  22490. point.copy( this.v2 ).sub( this.v1 );
  22491. point.multiplyScalar( t ).add( this.v1 );
  22492. }
  22493. return point;
  22494. };
  22495. // Line curve is linear, so we can overwrite default getPointAt
  22496. LineCurve3.prototype.getPointAt = function ( u, optionalTarget ) {
  22497. return this.getPoint( u, optionalTarget );
  22498. };
  22499. LineCurve3.prototype.copy = function ( source ) {
  22500. Curve.prototype.copy.call( this, source );
  22501. this.v1.copy( source.v1 );
  22502. this.v2.copy( source.v2 );
  22503. return this;
  22504. };
  22505. LineCurve3.prototype.toJSON = function () {
  22506. var data = Curve.prototype.toJSON.call( this );
  22507. data.v1 = this.v1.toArray();
  22508. data.v2 = this.v2.toArray();
  22509. return data;
  22510. };
  22511. LineCurve3.prototype.fromJSON = function ( json ) {
  22512. Curve.prototype.fromJSON.call( this, json );
  22513. this.v1.fromArray( json.v1 );
  22514. this.v2.fromArray( json.v2 );
  22515. return this;
  22516. };
  22517. function QuadraticBezierCurve( v0, v1, v2 ) {
  22518. Curve.call( this );
  22519. this.type = 'QuadraticBezierCurve';
  22520. this.v0 = v0 || new Vector2();
  22521. this.v1 = v1 || new Vector2();
  22522. this.v2 = v2 || new Vector2();
  22523. }
  22524. QuadraticBezierCurve.prototype = Object.create( Curve.prototype );
  22525. QuadraticBezierCurve.prototype.constructor = QuadraticBezierCurve;
  22526. QuadraticBezierCurve.prototype.isQuadraticBezierCurve = true;
  22527. QuadraticBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22528. var point = optionalTarget || new Vector2();
  22529. var v0 = this.v0, v1 = this.v1, v2 = this.v2;
  22530. point.set(
  22531. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  22532. QuadraticBezier( t, v0.y, v1.y, v2.y )
  22533. );
  22534. return point;
  22535. };
  22536. QuadraticBezierCurve.prototype.copy = function ( source ) {
  22537. Curve.prototype.copy.call( this, source );
  22538. this.v0.copy( source.v0 );
  22539. this.v1.copy( source.v1 );
  22540. this.v2.copy( source.v2 );
  22541. return this;
  22542. };
  22543. QuadraticBezierCurve.prototype.toJSON = function () {
  22544. var data = Curve.prototype.toJSON.call( this );
  22545. data.v0 = this.v0.toArray();
  22546. data.v1 = this.v1.toArray();
  22547. data.v2 = this.v2.toArray();
  22548. return data;
  22549. };
  22550. QuadraticBezierCurve.prototype.fromJSON = function ( json ) {
  22551. Curve.prototype.fromJSON.call( this, json );
  22552. this.v0.fromArray( json.v0 );
  22553. this.v1.fromArray( json.v1 );
  22554. this.v2.fromArray( json.v2 );
  22555. return this;
  22556. };
  22557. function QuadraticBezierCurve3( v0, v1, v2 ) {
  22558. Curve.call( this );
  22559. this.type = 'QuadraticBezierCurve3';
  22560. this.v0 = v0 || new Vector3();
  22561. this.v1 = v1 || new Vector3();
  22562. this.v2 = v2 || new Vector3();
  22563. }
  22564. QuadraticBezierCurve3.prototype = Object.create( Curve.prototype );
  22565. QuadraticBezierCurve3.prototype.constructor = QuadraticBezierCurve3;
  22566. QuadraticBezierCurve3.prototype.isQuadraticBezierCurve3 = true;
  22567. QuadraticBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22568. var point = optionalTarget || new Vector3();
  22569. var v0 = this.v0, v1 = this.v1, v2 = this.v2;
  22570. point.set(
  22571. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  22572. QuadraticBezier( t, v0.y, v1.y, v2.y ),
  22573. QuadraticBezier( t, v0.z, v1.z, v2.z )
  22574. );
  22575. return point;
  22576. };
  22577. QuadraticBezierCurve3.prototype.copy = function ( source ) {
  22578. Curve.prototype.copy.call( this, source );
  22579. this.v0.copy( source.v0 );
  22580. this.v1.copy( source.v1 );
  22581. this.v2.copy( source.v2 );
  22582. return this;
  22583. };
  22584. QuadraticBezierCurve3.prototype.toJSON = function () {
  22585. var data = Curve.prototype.toJSON.call( this );
  22586. data.v0 = this.v0.toArray();
  22587. data.v1 = this.v1.toArray();
  22588. data.v2 = this.v2.toArray();
  22589. return data;
  22590. };
  22591. QuadraticBezierCurve3.prototype.fromJSON = function ( json ) {
  22592. Curve.prototype.fromJSON.call( this, json );
  22593. this.v0.fromArray( json.v0 );
  22594. this.v1.fromArray( json.v1 );
  22595. this.v2.fromArray( json.v2 );
  22596. return this;
  22597. };
  22598. function SplineCurve( points /* array of Vector2 */ ) {
  22599. Curve.call( this );
  22600. this.type = 'SplineCurve';
  22601. this.points = points || [];
  22602. }
  22603. SplineCurve.prototype = Object.create( Curve.prototype );
  22604. SplineCurve.prototype.constructor = SplineCurve;
  22605. SplineCurve.prototype.isSplineCurve = true;
  22606. SplineCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22607. var point = optionalTarget || new Vector2();
  22608. var points = this.points;
  22609. var p = ( points.length - 1 ) * t;
  22610. var intPoint = Math.floor( p );
  22611. var weight = p - intPoint;
  22612. var p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];
  22613. var p1 = points[ intPoint ];
  22614. var p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
  22615. var p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];
  22616. point.set(
  22617. CatmullRom( weight, p0.x, p1.x, p2.x, p3.x ),
  22618. CatmullRom( weight, p0.y, p1.y, p2.y, p3.y )
  22619. );
  22620. return point;
  22621. };
  22622. SplineCurve.prototype.copy = function ( source ) {
  22623. Curve.prototype.copy.call( this, source );
  22624. this.points = [];
  22625. for ( var i = 0, l = source.points.length; i < l; i ++ ) {
  22626. var point = source.points[ i ];
  22627. this.points.push( point.clone() );
  22628. }
  22629. return this;
  22630. };
  22631. SplineCurve.prototype.toJSON = function () {
  22632. var data = Curve.prototype.toJSON.call( this );
  22633. data.points = [];
  22634. for ( var i = 0, l = this.points.length; i < l; i ++ ) {
  22635. var point = this.points[ i ];
  22636. data.points.push( point.toArray() );
  22637. }
  22638. return data;
  22639. };
  22640. SplineCurve.prototype.fromJSON = function ( json ) {
  22641. Curve.prototype.fromJSON.call( this, json );
  22642. this.points = [];
  22643. for ( var i = 0, l = json.points.length; i < l; i ++ ) {
  22644. var point = json.points[ i ];
  22645. this.points.push( new Vector2().fromArray( point ) );
  22646. }
  22647. return this;
  22648. };
  22649. var Curves = /*#__PURE__*/Object.freeze({
  22650. __proto__: null,
  22651. ArcCurve: ArcCurve,
  22652. CatmullRomCurve3: CatmullRomCurve3,
  22653. CubicBezierCurve: CubicBezierCurve,
  22654. CubicBezierCurve3: CubicBezierCurve3,
  22655. EllipseCurve: EllipseCurve,
  22656. LineCurve: LineCurve,
  22657. LineCurve3: LineCurve3,
  22658. QuadraticBezierCurve: QuadraticBezierCurve,
  22659. QuadraticBezierCurve3: QuadraticBezierCurve3,
  22660. SplineCurve: SplineCurve
  22661. });
  22662. /**
  22663. * @author zz85 / http://www.lab4games.net/zz85/blog
  22664. *
  22665. **/
  22666. /**************************************************************
  22667. * Curved Path - a curve path is simply a array of connected
  22668. * curves, but retains the api of a curve
  22669. **************************************************************/
  22670. function CurvePath() {
  22671. Curve.call( this );
  22672. this.type = 'CurvePath';
  22673. this.curves = [];
  22674. this.autoClose = false; // Automatically closes the path
  22675. }
  22676. CurvePath.prototype = Object.assign( Object.create( Curve.prototype ), {
  22677. constructor: CurvePath,
  22678. add: function ( curve ) {
  22679. this.curves.push( curve );
  22680. },
  22681. closePath: function () {
  22682. // Add a line curve if start and end of lines are not connected
  22683. var startPoint = this.curves[ 0 ].getPoint( 0 );
  22684. var endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );
  22685. if ( ! startPoint.equals( endPoint ) ) {
  22686. this.curves.push( new LineCurve( endPoint, startPoint ) );
  22687. }
  22688. },
  22689. // To get accurate point with reference to
  22690. // entire path distance at time t,
  22691. // following has to be done:
  22692. // 1. Length of each sub path have to be known
  22693. // 2. Locate and identify type of curve
  22694. // 3. Get t for the curve
  22695. // 4. Return curve.getPointAt(t')
  22696. getPoint: function ( t ) {
  22697. var d = t * this.getLength();
  22698. var curveLengths = this.getCurveLengths();
  22699. var i = 0;
  22700. // To think about boundaries points.
  22701. while ( i < curveLengths.length ) {
  22702. if ( curveLengths[ i ] >= d ) {
  22703. var diff = curveLengths[ i ] - d;
  22704. var curve = this.curves[ i ];
  22705. var segmentLength = curve.getLength();
  22706. var u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;
  22707. return curve.getPointAt( u );
  22708. }
  22709. i ++;
  22710. }
  22711. return null;
  22712. // loop where sum != 0, sum > d , sum+1 <d
  22713. },
  22714. // We cannot use the default THREE.Curve getPoint() with getLength() because in
  22715. // THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
  22716. // getPoint() depends on getLength
  22717. getLength: function () {
  22718. var lens = this.getCurveLengths();
  22719. return lens[ lens.length - 1 ];
  22720. },
  22721. // cacheLengths must be recalculated.
  22722. updateArcLengths: function () {
  22723. this.needsUpdate = true;
  22724. this.cacheLengths = null;
  22725. this.getCurveLengths();
  22726. },
  22727. // Compute lengths and cache them
  22728. // We cannot overwrite getLengths() because UtoT mapping uses it.
  22729. getCurveLengths: function () {
  22730. // We use cache values if curves and cache array are same length
  22731. if ( this.cacheLengths && this.cacheLengths.length === this.curves.length ) {
  22732. return this.cacheLengths;
  22733. }
  22734. // Get length of sub-curve
  22735. // Push sums into cached array
  22736. var lengths = [], sums = 0;
  22737. for ( var i = 0, l = this.curves.length; i < l; i ++ ) {
  22738. sums += this.curves[ i ].getLength();
  22739. lengths.push( sums );
  22740. }
  22741. this.cacheLengths = lengths;
  22742. return lengths;
  22743. },
  22744. getSpacedPoints: function ( divisions ) {
  22745. if ( divisions === undefined ) { divisions = 40; }
  22746. var points = [];
  22747. for ( var i = 0; i <= divisions; i ++ ) {
  22748. points.push( this.getPoint( i / divisions ) );
  22749. }
  22750. if ( this.autoClose ) {
  22751. points.push( points[ 0 ] );
  22752. }
  22753. return points;
  22754. },
  22755. getPoints: function ( divisions ) {
  22756. divisions = divisions || 12;
  22757. var points = [], last;
  22758. for ( var i = 0, curves = this.curves; i < curves.length; i ++ ) {
  22759. var curve = curves[ i ];
  22760. var resolution = ( curve && curve.isEllipseCurve ) ? divisions * 2
  22761. : ( curve && ( curve.isLineCurve || curve.isLineCurve3 ) ) ? 1
  22762. : ( curve && curve.isSplineCurve ) ? divisions * curve.points.length
  22763. : divisions;
  22764. var pts = curve.getPoints( resolution );
  22765. for ( var j = 0; j < pts.length; j ++ ) {
  22766. var point = pts[ j ];
  22767. if ( last && last.equals( point ) ) { continue; } // ensures no consecutive points are duplicates
  22768. points.push( point );
  22769. last = point;
  22770. }
  22771. }
  22772. if ( this.autoClose && points.length > 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) {
  22773. points.push( points[ 0 ] );
  22774. }
  22775. return points;
  22776. },
  22777. copy: function ( source ) {
  22778. Curve.prototype.copy.call( this, source );
  22779. this.curves = [];
  22780. for ( var i = 0, l = source.curves.length; i < l; i ++ ) {
  22781. var curve = source.curves[ i ];
  22782. this.curves.push( curve.clone() );
  22783. }
  22784. this.autoClose = source.autoClose;
  22785. return this;
  22786. },
  22787. toJSON: function () {
  22788. var data = Curve.prototype.toJSON.call( this );
  22789. data.autoClose = this.autoClose;
  22790. data.curves = [];
  22791. for ( var i = 0, l = this.curves.length; i < l; i ++ ) {
  22792. var curve = this.curves[ i ];
  22793. data.curves.push( curve.toJSON() );
  22794. }
  22795. return data;
  22796. },
  22797. fromJSON: function ( json ) {
  22798. Curve.prototype.fromJSON.call( this, json );
  22799. this.autoClose = json.autoClose;
  22800. this.curves = [];
  22801. for ( var i = 0, l = json.curves.length; i < l; i ++ ) {
  22802. var curve = json.curves[ i ];
  22803. this.curves.push( new Curves[ curve.type ]().fromJSON( curve ) );
  22804. }
  22805. return this;
  22806. }
  22807. } );
  22808. /**
  22809. * @author zz85 / http://www.lab4games.net/zz85/blog
  22810. * Creates free form 2d path using series of points, lines or curves.
  22811. **/
  22812. function Path( points ) {
  22813. CurvePath.call( this );
  22814. this.type = 'Path';
  22815. this.currentPoint = new Vector2();
  22816. if ( points ) {
  22817. this.setFromPoints( points );
  22818. }
  22819. }
  22820. Path.prototype = Object.assign( Object.create( CurvePath.prototype ), {
  22821. constructor: Path,
  22822. setFromPoints: function ( points ) {
  22823. this.moveTo( points[ 0 ].x, points[ 0 ].y );
  22824. for ( var i = 1, l = points.length; i < l; i ++ ) {
  22825. this.lineTo( points[ i ].x, points[ i ].y );
  22826. }
  22827. return this;
  22828. },
  22829. moveTo: function ( x, y ) {
  22830. this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?
  22831. return this;
  22832. },
  22833. lineTo: function ( x, y ) {
  22834. var curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );
  22835. this.curves.push( curve );
  22836. this.currentPoint.set( x, y );
  22837. return this;
  22838. },
  22839. quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
  22840. var curve = new QuadraticBezierCurve(
  22841. this.currentPoint.clone(),
  22842. new Vector2( aCPx, aCPy ),
  22843. new Vector2( aX, aY )
  22844. );
  22845. this.curves.push( curve );
  22846. this.currentPoint.set( aX, aY );
  22847. return this;
  22848. },
  22849. bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  22850. var curve = new CubicBezierCurve(
  22851. this.currentPoint.clone(),
  22852. new Vector2( aCP1x, aCP1y ),
  22853. new Vector2( aCP2x, aCP2y ),
  22854. new Vector2( aX, aY )
  22855. );
  22856. this.curves.push( curve );
  22857. this.currentPoint.set( aX, aY );
  22858. return this;
  22859. },
  22860. splineThru: function ( pts /*Array of Vector*/ ) {
  22861. var npts = [ this.currentPoint.clone() ].concat( pts );
  22862. var curve = new SplineCurve( npts );
  22863. this.curves.push( curve );
  22864. this.currentPoint.copy( pts[ pts.length - 1 ] );
  22865. return this;
  22866. },
  22867. arc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  22868. var x0 = this.currentPoint.x;
  22869. var y0 = this.currentPoint.y;
  22870. this.absarc( aX + x0, aY + y0, aRadius,
  22871. aStartAngle, aEndAngle, aClockwise );
  22872. return this;
  22873. },
  22874. absarc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  22875. this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  22876. return this;
  22877. },
  22878. ellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  22879. var x0 = this.currentPoint.x;
  22880. var y0 = this.currentPoint.y;
  22881. this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  22882. return this;
  22883. },
  22884. absellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  22885. var curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  22886. if ( this.curves.length > 0 ) {
  22887. // if a previous curve is present, attempt to join
  22888. var firstPoint = curve.getPoint( 0 );
  22889. if ( ! firstPoint.equals( this.currentPoint ) ) {
  22890. this.lineTo( firstPoint.x, firstPoint.y );
  22891. }
  22892. }
  22893. this.curves.push( curve );
  22894. var lastPoint = curve.getPoint( 1 );
  22895. this.currentPoint.copy( lastPoint );
  22896. return this;
  22897. },
  22898. copy: function ( source ) {
  22899. CurvePath.prototype.copy.call( this, source );
  22900. this.currentPoint.copy( source.currentPoint );
  22901. return this;
  22902. },
  22903. toJSON: function () {
  22904. var data = CurvePath.prototype.toJSON.call( this );
  22905. data.currentPoint = this.currentPoint.toArray();
  22906. return data;
  22907. },
  22908. fromJSON: function ( json ) {
  22909. CurvePath.prototype.fromJSON.call( this, json );
  22910. this.currentPoint.fromArray( json.currentPoint );
  22911. return this;
  22912. }
  22913. } );
  22914. /**
  22915. * @author zz85 / http://www.lab4games.net/zz85/blog
  22916. * Defines a 2d shape plane using paths.
  22917. **/
  22918. // STEP 1 Create a path.
  22919. // STEP 2 Turn path into shape.
  22920. // STEP 3 ExtrudeGeometry takes in Shape/Shapes
  22921. // STEP 3a - Extract points from each shape, turn to vertices
  22922. // STEP 3b - Triangulate each shape, add faces.
  22923. function Shape( points ) {
  22924. Path.call( this, points );
  22925. this.uuid = _Math.generateUUID();
  22926. this.type = 'Shape';
  22927. this.holes = [];
  22928. }
  22929. Shape.prototype = Object.assign( Object.create( Path.prototype ), {
  22930. constructor: Shape,
  22931. getPointsHoles: function ( divisions ) {
  22932. var holesPts = [];
  22933. for ( var i = 0, l = this.holes.length; i < l; i ++ ) {
  22934. holesPts[ i ] = this.holes[ i ].getPoints( divisions );
  22935. }
  22936. return holesPts;
  22937. },
  22938. // get points of shape and holes (keypoints based on segments parameter)
  22939. extractPoints: function ( divisions ) {
  22940. return {
  22941. shape: this.getPoints( divisions ),
  22942. holes: this.getPointsHoles( divisions )
  22943. };
  22944. },
  22945. copy: function ( source ) {
  22946. Path.prototype.copy.call( this, source );
  22947. this.holes = [];
  22948. for ( var i = 0, l = source.holes.length; i < l; i ++ ) {
  22949. var hole = source.holes[ i ];
  22950. this.holes.push( hole.clone() );
  22951. }
  22952. return this;
  22953. },
  22954. toJSON: function () {
  22955. var data = Path.prototype.toJSON.call( this );
  22956. data.uuid = this.uuid;
  22957. data.holes = [];
  22958. for ( var i = 0, l = this.holes.length; i < l; i ++ ) {
  22959. var hole = this.holes[ i ];
  22960. data.holes.push( hole.toJSON() );
  22961. }
  22962. return data;
  22963. },
  22964. fromJSON: function ( json ) {
  22965. Path.prototype.fromJSON.call( this, json );
  22966. this.uuid = json.uuid;
  22967. this.holes = [];
  22968. for ( var i = 0, l = json.holes.length; i < l; i ++ ) {
  22969. var hole = json.holes[ i ];
  22970. this.holes.push( new Path().fromJSON( hole ) );
  22971. }
  22972. return this;
  22973. }
  22974. } );
  22975. /**
  22976. * @author mrdoob / http://mrdoob.com/
  22977. * @author alteredq / http://alteredqualia.com/
  22978. */
  22979. function Light( color, intensity ) {
  22980. Object3D.call( this );
  22981. this.type = 'Light';
  22982. this.color = new Color( color );
  22983. this.intensity = intensity !== undefined ? intensity : 1;
  22984. this.receiveShadow = undefined;
  22985. }
  22986. Light.prototype = Object.assign( Object.create( Object3D.prototype ), {
  22987. constructor: Light,
  22988. isLight: true,
  22989. copy: function ( source ) {
  22990. Object3D.prototype.copy.call( this, source );
  22991. this.color.copy( source.color );
  22992. this.intensity = source.intensity;
  22993. return this;
  22994. },
  22995. toJSON: function ( meta ) {
  22996. var data = Object3D.prototype.toJSON.call( this, meta );
  22997. data.object.color = this.color.getHex();
  22998. data.object.intensity = this.intensity;
  22999. if ( this.groundColor !== undefined ) { data.object.groundColor = this.groundColor.getHex(); }
  23000. if ( this.distance !== undefined ) { data.object.distance = this.distance; }
  23001. if ( this.angle !== undefined ) { data.object.angle = this.angle; }
  23002. if ( this.decay !== undefined ) { data.object.decay = this.decay; }
  23003. if ( this.penumbra !== undefined ) { data.object.penumbra = this.penumbra; }
  23004. if ( this.shadow !== undefined ) { data.object.shadow = this.shadow.toJSON(); }
  23005. return data;
  23006. }
  23007. } );
  23008. /**
  23009. * @author alteredq / http://alteredqualia.com/
  23010. */
  23011. function HemisphereLight( skyColor, groundColor, intensity ) {
  23012. Light.call( this, skyColor, intensity );
  23013. this.type = 'HemisphereLight';
  23014. this.castShadow = undefined;
  23015. this.position.copy( Object3D.DefaultUp );
  23016. this.updateMatrix();
  23017. this.groundColor = new Color( groundColor );
  23018. }
  23019. HemisphereLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23020. constructor: HemisphereLight,
  23021. isHemisphereLight: true,
  23022. copy: function ( source ) {
  23023. Light.prototype.copy.call( this, source );
  23024. this.groundColor.copy( source.groundColor );
  23025. return this;
  23026. }
  23027. } );
  23028. /**
  23029. * @author mrdoob / http://mrdoob.com/
  23030. */
  23031. function LightShadow( camera ) {
  23032. this.camera = camera;
  23033. this.bias = 0;
  23034. this.radius = 1;
  23035. this.mapSize = new Vector2( 512, 512 );
  23036. this.map = null;
  23037. this.mapPass = null;
  23038. this.matrix = new Matrix4();
  23039. this._frustum = new Frustum();
  23040. this._frameExtents = new Vector2( 1, 1 );
  23041. this._viewportCount = 1;
  23042. this._viewports = [
  23043. new Vector4( 0, 0, 1, 1 )
  23044. ];
  23045. }
  23046. Object.assign( LightShadow.prototype, {
  23047. _projScreenMatrix: new Matrix4(),
  23048. _lightPositionWorld: new Vector3(),
  23049. _lookTarget: new Vector3(),
  23050. getViewportCount: function () {
  23051. return this._viewportCount;
  23052. },
  23053. getFrustum: function () {
  23054. return this._frustum;
  23055. },
  23056. updateMatrices: function ( light ) {
  23057. var shadowCamera = this.camera,
  23058. shadowMatrix = this.matrix,
  23059. projScreenMatrix = this._projScreenMatrix,
  23060. lookTarget = this._lookTarget,
  23061. lightPositionWorld = this._lightPositionWorld;
  23062. lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  23063. shadowCamera.position.copy( lightPositionWorld );
  23064. lookTarget.setFromMatrixPosition( light.target.matrixWorld );
  23065. shadowCamera.lookAt( lookTarget );
  23066. shadowCamera.updateMatrixWorld();
  23067. projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
  23068. this._frustum.setFromMatrix( projScreenMatrix );
  23069. shadowMatrix.set(
  23070. 0.5, 0.0, 0.0, 0.5,
  23071. 0.0, 0.5, 0.0, 0.5,
  23072. 0.0, 0.0, 0.5, 0.5,
  23073. 0.0, 0.0, 0.0, 1.0
  23074. );
  23075. shadowMatrix.multiply( shadowCamera.projectionMatrix );
  23076. shadowMatrix.multiply( shadowCamera.matrixWorldInverse );
  23077. },
  23078. getViewport: function ( viewportIndex ) {
  23079. return this._viewports[ viewportIndex ];
  23080. },
  23081. getFrameExtents: function () {
  23082. return this._frameExtents;
  23083. },
  23084. copy: function ( source ) {
  23085. this.camera = source.camera.clone();
  23086. this.bias = source.bias;
  23087. this.radius = source.radius;
  23088. this.mapSize.copy( source.mapSize );
  23089. return this;
  23090. },
  23091. clone: function () {
  23092. return new this.constructor().copy( this );
  23093. },
  23094. toJSON: function () {
  23095. var object = {};
  23096. if ( this.bias !== 0 ) { object.bias = this.bias; }
  23097. if ( this.radius !== 1 ) { object.radius = this.radius; }
  23098. if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) { object.mapSize = this.mapSize.toArray(); }
  23099. object.camera = this.camera.toJSON( false ).object;
  23100. delete object.camera.matrix;
  23101. return object;
  23102. }
  23103. } );
  23104. /**
  23105. * @author mrdoob / http://mrdoob.com/
  23106. */
  23107. function SpotLightShadow() {
  23108. LightShadow.call( this, new PerspectiveCamera( 50, 1, 0.5, 500 ) );
  23109. }
  23110. SpotLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  23111. constructor: SpotLightShadow,
  23112. isSpotLightShadow: true,
  23113. updateMatrices: function ( light ) {
  23114. var camera = this.camera;
  23115. var fov = _Math.RAD2DEG * 2 * light.angle;
  23116. var aspect = this.mapSize.width / this.mapSize.height;
  23117. var far = light.distance || camera.far;
  23118. if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {
  23119. camera.fov = fov;
  23120. camera.aspect = aspect;
  23121. camera.far = far;
  23122. camera.updateProjectionMatrix();
  23123. }
  23124. LightShadow.prototype.updateMatrices.call( this, light );
  23125. }
  23126. } );
  23127. /**
  23128. * @author alteredq / http://alteredqualia.com/
  23129. */
  23130. function SpotLight( color, intensity, distance, angle, penumbra, decay ) {
  23131. Light.call( this, color, intensity );
  23132. this.type = 'SpotLight';
  23133. this.position.copy( Object3D.DefaultUp );
  23134. this.updateMatrix();
  23135. this.target = new Object3D();
  23136. Object.defineProperty( this, 'power', {
  23137. get: function () {
  23138. // intensity = power per solid angle.
  23139. // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23140. return this.intensity * Math.PI;
  23141. },
  23142. set: function ( power ) {
  23143. // intensity = power per solid angle.
  23144. // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23145. this.intensity = power / Math.PI;
  23146. }
  23147. } );
  23148. this.distance = ( distance !== undefined ) ? distance : 0;
  23149. this.angle = ( angle !== undefined ) ? angle : Math.PI / 3;
  23150. this.penumbra = ( penumbra !== undefined ) ? penumbra : 0;
  23151. this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
  23152. this.shadow = new SpotLightShadow();
  23153. }
  23154. SpotLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23155. constructor: SpotLight,
  23156. isSpotLight: true,
  23157. copy: function ( source ) {
  23158. Light.prototype.copy.call( this, source );
  23159. this.distance = source.distance;
  23160. this.angle = source.angle;
  23161. this.penumbra = source.penumbra;
  23162. this.decay = source.decay;
  23163. this.target = source.target.clone();
  23164. this.shadow = source.shadow.clone();
  23165. return this;
  23166. }
  23167. } );
  23168. function PointLightShadow() {
  23169. LightShadow.call( this, new PerspectiveCamera( 90, 1, 0.5, 500 ) );
  23170. this._frameExtents = new Vector2( 4, 2 );
  23171. this._viewportCount = 6;
  23172. this._viewports = [
  23173. // These viewports map a cube-map onto a 2D texture with the
  23174. // following orientation:
  23175. //
  23176. // xzXZ
  23177. // y Y
  23178. //
  23179. // X - Positive x direction
  23180. // x - Negative x direction
  23181. // Y - Positive y direction
  23182. // y - Negative y direction
  23183. // Z - Positive z direction
  23184. // z - Negative z direction
  23185. // positive X
  23186. new Vector4( 2, 1, 1, 1 ),
  23187. // negative X
  23188. new Vector4( 0, 1, 1, 1 ),
  23189. // positive Z
  23190. new Vector4( 3, 1, 1, 1 ),
  23191. // negative Z
  23192. new Vector4( 1, 1, 1, 1 ),
  23193. // positive Y
  23194. new Vector4( 3, 0, 1, 1 ),
  23195. // negative Y
  23196. new Vector4( 1, 0, 1, 1 )
  23197. ];
  23198. this._cubeDirections = [
  23199. new Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ),
  23200. new Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 )
  23201. ];
  23202. this._cubeUps = [
  23203. new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ),
  23204. new Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ), new Vector3( 0, 0, - 1 )
  23205. ];
  23206. }
  23207. PointLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  23208. constructor: PointLightShadow,
  23209. isPointLightShadow: true,
  23210. updateMatrices: function ( light, viewportIndex ) {
  23211. if ( viewportIndex === undefined ) { viewportIndex = 0; }
  23212. var camera = this.camera,
  23213. shadowMatrix = this.matrix,
  23214. lightPositionWorld = this._lightPositionWorld,
  23215. lookTarget = this._lookTarget,
  23216. projScreenMatrix = this._projScreenMatrix;
  23217. lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  23218. camera.position.copy( lightPositionWorld );
  23219. lookTarget.copy( camera.position );
  23220. lookTarget.add( this._cubeDirections[ viewportIndex ] );
  23221. camera.up.copy( this._cubeUps[ viewportIndex ] );
  23222. camera.lookAt( lookTarget );
  23223. camera.updateMatrixWorld();
  23224. shadowMatrix.makeTranslation( - lightPositionWorld.x, - lightPositionWorld.y, - lightPositionWorld.z );
  23225. projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  23226. this._frustum.setFromMatrix( projScreenMatrix );
  23227. }
  23228. } );
  23229. /**
  23230. * @author mrdoob / http://mrdoob.com/
  23231. */
  23232. function PointLight( color, intensity, distance, decay ) {
  23233. Light.call( this, color, intensity );
  23234. this.type = 'PointLight';
  23235. Object.defineProperty( this, 'power', {
  23236. get: function () {
  23237. // intensity = power per solid angle.
  23238. // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23239. return this.intensity * 4 * Math.PI;
  23240. },
  23241. set: function ( power ) {
  23242. // intensity = power per solid angle.
  23243. // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23244. this.intensity = power / ( 4 * Math.PI );
  23245. }
  23246. } );
  23247. this.distance = ( distance !== undefined ) ? distance : 0;
  23248. this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
  23249. this.shadow = new PointLightShadow();
  23250. }
  23251. PointLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23252. constructor: PointLight,
  23253. isPointLight: true,
  23254. copy: function ( source ) {
  23255. Light.prototype.copy.call( this, source );
  23256. this.distance = source.distance;
  23257. this.decay = source.decay;
  23258. this.shadow = source.shadow.clone();
  23259. return this;
  23260. }
  23261. } );
  23262. /**
  23263. * @author alteredq / http://alteredqualia.com/
  23264. * @author arose / http://github.com/arose
  23265. */
  23266. function OrthographicCamera( left, right, top, bottom, near, far ) {
  23267. Camera.call( this );
  23268. this.type = 'OrthographicCamera';
  23269. this.zoom = 1;
  23270. this.view = null;
  23271. this.left = ( left !== undefined ) ? left : - 1;
  23272. this.right = ( right !== undefined ) ? right : 1;
  23273. this.top = ( top !== undefined ) ? top : 1;
  23274. this.bottom = ( bottom !== undefined ) ? bottom : - 1;
  23275. this.near = ( near !== undefined ) ? near : 0.1;
  23276. this.far = ( far !== undefined ) ? far : 2000;
  23277. this.updateProjectionMatrix();
  23278. }
  23279. OrthographicCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
  23280. constructor: OrthographicCamera,
  23281. isOrthographicCamera: true,
  23282. copy: function ( source, recursive ) {
  23283. Camera.prototype.copy.call( this, source, recursive );
  23284. this.left = source.left;
  23285. this.right = source.right;
  23286. this.top = source.top;
  23287. this.bottom = source.bottom;
  23288. this.near = source.near;
  23289. this.far = source.far;
  23290. this.zoom = source.zoom;
  23291. this.view = source.view === null ? null : Object.assign( {}, source.view );
  23292. return this;
  23293. },
  23294. setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
  23295. if ( this.view === null ) {
  23296. this.view = {
  23297. enabled: true,
  23298. fullWidth: 1,
  23299. fullHeight: 1,
  23300. offsetX: 0,
  23301. offsetY: 0,
  23302. width: 1,
  23303. height: 1
  23304. };
  23305. }
  23306. this.view.enabled = true;
  23307. this.view.fullWidth = fullWidth;
  23308. this.view.fullHeight = fullHeight;
  23309. this.view.offsetX = x;
  23310. this.view.offsetY = y;
  23311. this.view.width = width;
  23312. this.view.height = height;
  23313. this.updateProjectionMatrix();
  23314. },
  23315. clearViewOffset: function () {
  23316. if ( this.view !== null ) {
  23317. this.view.enabled = false;
  23318. }
  23319. this.updateProjectionMatrix();
  23320. },
  23321. updateProjectionMatrix: function () {
  23322. var dx = ( this.right - this.left ) / ( 2 * this.zoom );
  23323. var dy = ( this.top - this.bottom ) / ( 2 * this.zoom );
  23324. var cx = ( this.right + this.left ) / 2;
  23325. var cy = ( this.top + this.bottom ) / 2;
  23326. var left = cx - dx;
  23327. var right = cx + dx;
  23328. var top = cy + dy;
  23329. var bottom = cy - dy;
  23330. if ( this.view !== null && this.view.enabled ) {
  23331. var zoomW = this.zoom / ( this.view.width / this.view.fullWidth );
  23332. var zoomH = this.zoom / ( this.view.height / this.view.fullHeight );
  23333. var scaleW = ( this.right - this.left ) / this.view.width;
  23334. var scaleH = ( this.top - this.bottom ) / this.view.height;
  23335. left += scaleW * ( this.view.offsetX / zoomW );
  23336. right = left + scaleW * ( this.view.width / zoomW );
  23337. top -= scaleH * ( this.view.offsetY / zoomH );
  23338. bottom = top - scaleH * ( this.view.height / zoomH );
  23339. }
  23340. this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far );
  23341. this.projectionMatrixInverse.getInverse( this.projectionMatrix );
  23342. },
  23343. toJSON: function ( meta ) {
  23344. var data = Object3D.prototype.toJSON.call( this, meta );
  23345. data.object.zoom = this.zoom;
  23346. data.object.left = this.left;
  23347. data.object.right = this.right;
  23348. data.object.top = this.top;
  23349. data.object.bottom = this.bottom;
  23350. data.object.near = this.near;
  23351. data.object.far = this.far;
  23352. if ( this.view !== null ) { data.object.view = Object.assign( {}, this.view ); }
  23353. return data;
  23354. }
  23355. } );
  23356. /**
  23357. * @author mrdoob / http://mrdoob.com/
  23358. */
  23359. function DirectionalLightShadow() {
  23360. LightShadow.call( this, new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) );
  23361. }
  23362. DirectionalLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  23363. constructor: DirectionalLightShadow,
  23364. isDirectionalLightShadow: true,
  23365. updateMatrices: function ( light ) {
  23366. LightShadow.prototype.updateMatrices.call( this, light );
  23367. }
  23368. } );
  23369. /**
  23370. * @author mrdoob / http://mrdoob.com/
  23371. * @author alteredq / http://alteredqualia.com/
  23372. */
  23373. function DirectionalLight( color, intensity ) {
  23374. Light.call( this, color, intensity );
  23375. this.type = 'DirectionalLight';
  23376. this.position.copy( Object3D.DefaultUp );
  23377. this.updateMatrix();
  23378. this.target = new Object3D();
  23379. this.shadow = new DirectionalLightShadow();
  23380. }
  23381. DirectionalLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23382. constructor: DirectionalLight,
  23383. isDirectionalLight: true,
  23384. copy: function ( source ) {
  23385. Light.prototype.copy.call( this, source );
  23386. this.target = source.target.clone();
  23387. this.shadow = source.shadow.clone();
  23388. return this;
  23389. }
  23390. } );
  23391. /**
  23392. * @author mrdoob / http://mrdoob.com/
  23393. */
  23394. function AmbientLight( color, intensity ) {
  23395. Light.call( this, color, intensity );
  23396. this.type = 'AmbientLight';
  23397. this.castShadow = undefined;
  23398. }
  23399. AmbientLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23400. constructor: AmbientLight,
  23401. isAmbientLight: true
  23402. } );
  23403. /**
  23404. * @author abelnation / http://github.com/abelnation
  23405. */
  23406. function RectAreaLight( color, intensity, width, height ) {
  23407. Light.call( this, color, intensity );
  23408. this.type = 'RectAreaLight';
  23409. this.width = ( width !== undefined ) ? width : 10;
  23410. this.height = ( height !== undefined ) ? height : 10;
  23411. }
  23412. RectAreaLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23413. constructor: RectAreaLight,
  23414. isRectAreaLight: true,
  23415. copy: function ( source ) {
  23416. Light.prototype.copy.call( this, source );
  23417. this.width = source.width;
  23418. this.height = source.height;
  23419. return this;
  23420. },
  23421. toJSON: function ( meta ) {
  23422. var data = Light.prototype.toJSON.call( this, meta );
  23423. data.object.width = this.width;
  23424. data.object.height = this.height;
  23425. return data;
  23426. }
  23427. } );
  23428. /**
  23429. * @author mrdoob / http://mrdoob.com/
  23430. */
  23431. function MaterialLoader( manager ) {
  23432. Loader.call( this, manager );
  23433. this.textures = {};
  23434. }
  23435. MaterialLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  23436. constructor: MaterialLoader,
  23437. load: function ( url, onLoad, onProgress, onError ) {
  23438. var scope = this;
  23439. var loader = new FileLoader( scope.manager );
  23440. loader.setPath( scope.path );
  23441. loader.load( url, function ( text ) {
  23442. onLoad( scope.parse( JSON.parse( text ) ) );
  23443. }, onProgress, onError );
  23444. },
  23445. parse: function ( json ) {
  23446. var textures = this.textures;
  23447. function getTexture( name ) {
  23448. if ( textures[ name ] === undefined ) {
  23449. console.warn( 'THREE.MaterialLoader: Undefined texture', name );
  23450. }
  23451. return textures[ name ];
  23452. }
  23453. var material = new Materials[ json.type ]();
  23454. if ( json.uuid !== undefined ) { material.uuid = json.uuid; }
  23455. if ( json.name !== undefined ) { material.name = json.name; }
  23456. if ( json.color !== undefined ) { material.color.setHex( json.color ); }
  23457. if ( json.roughness !== undefined ) { material.roughness = json.roughness; }
  23458. if ( json.metalness !== undefined ) { material.metalness = json.metalness; }
  23459. if ( json.sheen !== undefined ) { material.sheen = new Color().setHex( json.sheen ); }
  23460. if ( json.emissive !== undefined ) { material.emissive.setHex( json.emissive ); }
  23461. if ( json.specular !== undefined ) { material.specular.setHex( json.specular ); }
  23462. if ( json.shininess !== undefined ) { material.shininess = json.shininess; }
  23463. if ( json.clearcoat !== undefined ) { material.clearcoat = json.clearcoat; }
  23464. if ( json.clearcoatRoughness !== undefined ) { material.clearcoatRoughness = json.clearcoatRoughness; }
  23465. if ( json.vertexColors !== undefined ) { material.vertexColors = json.vertexColors; }
  23466. if ( json.fog !== undefined ) { material.fog = json.fog; }
  23467. if ( json.flatShading !== undefined ) { material.flatShading = json.flatShading; }
  23468. if ( json.blending !== undefined ) { material.blending = json.blending; }
  23469. if ( json.combine !== undefined ) { material.combine = json.combine; }
  23470. if ( json.side !== undefined ) { material.side = json.side; }
  23471. if ( json.opacity !== undefined ) { material.opacity = json.opacity; }
  23472. if ( json.transparent !== undefined ) { material.transparent = json.transparent; }
  23473. if ( json.alphaTest !== undefined ) { material.alphaTest = json.alphaTest; }
  23474. if ( json.depthTest !== undefined ) { material.depthTest = json.depthTest; }
  23475. if ( json.depthWrite !== undefined ) { material.depthWrite = json.depthWrite; }
  23476. if ( json.colorWrite !== undefined ) { material.colorWrite = json.colorWrite; }
  23477. if ( json.stencilWrite !== undefined ) { material.stencilWrite = json.stencilWrite; }
  23478. if ( json.stencilWriteMask !== undefined ) { material.stencilWriteMask = json.stencilWriteMask; }
  23479. if ( json.stencilFunc !== undefined ) { material.stencilFunc = json.stencilFunc; }
  23480. if ( json.stencilRef !== undefined ) { material.stencilRef = json.stencilRef; }
  23481. if ( json.stencilFuncMask !== undefined ) { material.stencilFuncMask = json.stencilFuncMask; }
  23482. if ( json.stencilFail !== undefined ) { material.stencilFail = json.stencilFail; }
  23483. if ( json.stencilZFail !== undefined ) { material.stencilZFail = json.stencilZFail; }
  23484. if ( json.stencilZPass !== undefined ) { material.stencilZPass = json.stencilZPass; }
  23485. if ( json.wireframe !== undefined ) { material.wireframe = json.wireframe; }
  23486. if ( json.wireframeLinewidth !== undefined ) { material.wireframeLinewidth = json.wireframeLinewidth; }
  23487. if ( json.wireframeLinecap !== undefined ) { material.wireframeLinecap = json.wireframeLinecap; }
  23488. if ( json.wireframeLinejoin !== undefined ) { material.wireframeLinejoin = json.wireframeLinejoin; }
  23489. if ( json.rotation !== undefined ) { material.rotation = json.rotation; }
  23490. if ( json.linewidth !== 1 ) { material.linewidth = json.linewidth; }
  23491. if ( json.dashSize !== undefined ) { material.dashSize = json.dashSize; }
  23492. if ( json.gapSize !== undefined ) { material.gapSize = json.gapSize; }
  23493. if ( json.scale !== undefined ) { material.scale = json.scale; }
  23494. if ( json.polygonOffset !== undefined ) { material.polygonOffset = json.polygonOffset; }
  23495. if ( json.polygonOffsetFactor !== undefined ) { material.polygonOffsetFactor = json.polygonOffsetFactor; }
  23496. if ( json.polygonOffsetUnits !== undefined ) { material.polygonOffsetUnits = json.polygonOffsetUnits; }
  23497. if ( json.skinning !== undefined ) { material.skinning = json.skinning; }
  23498. if ( json.morphTargets !== undefined ) { material.morphTargets = json.morphTargets; }
  23499. if ( json.morphNormals !== undefined ) { material.morphNormals = json.morphNormals; }
  23500. if ( json.dithering !== undefined ) { material.dithering = json.dithering; }
  23501. if ( json.visible !== undefined ) { material.visible = json.visible; }
  23502. if ( json.toneMapped !== undefined ) { material.toneMapped = json.toneMapped; }
  23503. if ( json.userData !== undefined ) { material.userData = json.userData; }
  23504. // Shader Material
  23505. if ( json.uniforms !== undefined ) {
  23506. for ( var name in json.uniforms ) {
  23507. var uniform = json.uniforms[ name ];
  23508. material.uniforms[ name ] = {};
  23509. switch ( uniform.type ) {
  23510. case 't':
  23511. material.uniforms[ name ].value = getTexture( uniform.value );
  23512. break;
  23513. case 'c':
  23514. material.uniforms[ name ].value = new Color().setHex( uniform.value );
  23515. break;
  23516. case 'v2':
  23517. material.uniforms[ name ].value = new Vector2().fromArray( uniform.value );
  23518. break;
  23519. case 'v3':
  23520. material.uniforms[ name ].value = new Vector3().fromArray( uniform.value );
  23521. break;
  23522. case 'v4':
  23523. material.uniforms[ name ].value = new Vector4().fromArray( uniform.value );
  23524. break;
  23525. case 'm3':
  23526. material.uniforms[ name ].value = new Matrix3().fromArray( uniform.value );
  23527. case 'm4':
  23528. material.uniforms[ name ].value = new Matrix4().fromArray( uniform.value );
  23529. break;
  23530. default:
  23531. material.uniforms[ name ].value = uniform.value;
  23532. }
  23533. }
  23534. }
  23535. if ( json.defines !== undefined ) { material.defines = json.defines; }
  23536. if ( json.vertexShader !== undefined ) { material.vertexShader = json.vertexShader; }
  23537. if ( json.fragmentShader !== undefined ) { material.fragmentShader = json.fragmentShader; }
  23538. if ( json.extensions !== undefined ) {
  23539. for ( var key in json.extensions ) {
  23540. material.extensions[ key ] = json.extensions[ key ];
  23541. }
  23542. }
  23543. // Deprecated
  23544. if ( json.shading !== undefined ) { material.flatShading = json.shading === 1; } // THREE.FlatShading
  23545. // for PointsMaterial
  23546. if ( json.size !== undefined ) { material.size = json.size; }
  23547. if ( json.sizeAttenuation !== undefined ) { material.sizeAttenuation = json.sizeAttenuation; }
  23548. // maps
  23549. if ( json.map !== undefined ) { material.map = getTexture( json.map ); }
  23550. if ( json.matcap !== undefined ) { material.matcap = getTexture( json.matcap ); }
  23551. if ( json.alphaMap !== undefined ) {
  23552. material.alphaMap = getTexture( json.alphaMap );
  23553. material.transparent = true;
  23554. }
  23555. if ( json.bumpMap !== undefined ) { material.bumpMap = getTexture( json.bumpMap ); }
  23556. if ( json.bumpScale !== undefined ) { material.bumpScale = json.bumpScale; }
  23557. if ( json.normalMap !== undefined ) { material.normalMap = getTexture( json.normalMap ); }
  23558. if ( json.normalMapType !== undefined ) { material.normalMapType = json.normalMapType; }
  23559. if ( json.normalScale !== undefined ) {
  23560. var normalScale = json.normalScale;
  23561. if ( Array.isArray( normalScale ) === false ) {
  23562. // Blender exporter used to export a scalar. See #7459
  23563. normalScale = [ normalScale, normalScale ];
  23564. }
  23565. material.normalScale = new Vector2().fromArray( normalScale );
  23566. }
  23567. if ( json.displacementMap !== undefined ) { material.displacementMap = getTexture( json.displacementMap ); }
  23568. if ( json.displacementScale !== undefined ) { material.displacementScale = json.displacementScale; }
  23569. if ( json.displacementBias !== undefined ) { material.displacementBias = json.displacementBias; }
  23570. if ( json.roughnessMap !== undefined ) { material.roughnessMap = getTexture( json.roughnessMap ); }
  23571. if ( json.metalnessMap !== undefined ) { material.metalnessMap = getTexture( json.metalnessMap ); }
  23572. if ( json.emissiveMap !== undefined ) { material.emissiveMap = getTexture( json.emissiveMap ); }
  23573. if ( json.emissiveIntensity !== undefined ) { material.emissiveIntensity = json.emissiveIntensity; }
  23574. if ( json.specularMap !== undefined ) { material.specularMap = getTexture( json.specularMap ); }
  23575. if ( json.envMap !== undefined ) { material.envMap = getTexture( json.envMap ); }
  23576. if ( json.envMapIntensity !== undefined ) { material.envMapIntensity = json.envMapIntensity; }
  23577. if ( json.reflectivity !== undefined ) { material.reflectivity = json.reflectivity; }
  23578. if ( json.refractionRatio !== undefined ) { material.refractionRatio = json.refractionRatio; }
  23579. if ( json.lightMap !== undefined ) { material.lightMap = getTexture( json.lightMap ); }
  23580. if ( json.lightMapIntensity !== undefined ) { material.lightMapIntensity = json.lightMapIntensity; }
  23581. if ( json.aoMap !== undefined ) { material.aoMap = getTexture( json.aoMap ); }
  23582. if ( json.aoMapIntensity !== undefined ) { material.aoMapIntensity = json.aoMapIntensity; }
  23583. if ( json.gradientMap !== undefined ) { material.gradientMap = getTexture( json.gradientMap ); }
  23584. if ( json.clearcoatNormalMap !== undefined ) { material.clearcoatNormalMap = getTexture( json.clearcoatNormalMap ); }
  23585. if ( json.clearcoatNormalScale !== undefined ) { material.clearcoatNormalScale = new Vector2().fromArray( json.clearcoatNormalScale ); }
  23586. return material;
  23587. },
  23588. setTextures: function ( value ) {
  23589. this.textures = value;
  23590. return this;
  23591. }
  23592. } );
  23593. /**
  23594. * @author Don McCurdy / https://www.donmccurdy.com
  23595. */
  23596. var LoaderUtils = {
  23597. decodeText: function ( array ) {
  23598. if ( typeof TextDecoder !== 'undefined' ) {
  23599. return new TextDecoder().decode( array );
  23600. }
  23601. // Avoid the String.fromCharCode.apply(null, array) shortcut, which
  23602. // throws a "maximum call stack size exceeded" error for large arrays.
  23603. var s = '';
  23604. for ( var i = 0, il = array.length; i < il; i ++ ) {
  23605. // Implicitly assumes little-endian.
  23606. s += String.fromCharCode( array[ i ] );
  23607. }
  23608. try {
  23609. // merges multi-byte utf-8 characters.
  23610. return decodeURIComponent( escape( s ) );
  23611. } catch ( e ) { // see #16358
  23612. return s;
  23613. }
  23614. },
  23615. extractUrlBase: function ( url ) {
  23616. var index = url.lastIndexOf( '/' );
  23617. if ( index === - 1 ) { return './'; }
  23618. return url.substr( 0, index + 1 );
  23619. }
  23620. };
  23621. /**
  23622. * @author benaadams / https://twitter.com/ben_a_adams
  23623. */
  23624. function InstancedBufferGeometry() {
  23625. BufferGeometry.call( this );
  23626. this.type = 'InstancedBufferGeometry';
  23627. this.maxInstancedCount = undefined;
  23628. }
  23629. InstancedBufferGeometry.prototype = Object.assign( Object.create( BufferGeometry.prototype ), {
  23630. constructor: InstancedBufferGeometry,
  23631. isInstancedBufferGeometry: true,
  23632. copy: function ( source ) {
  23633. BufferGeometry.prototype.copy.call( this, source );
  23634. this.maxInstancedCount = source.maxInstancedCount;
  23635. return this;
  23636. },
  23637. clone: function () {
  23638. return new this.constructor().copy( this );
  23639. },
  23640. toJSON: function () {
  23641. var data = BufferGeometry.prototype.toJSON.call( this );
  23642. data.maxInstancedCount = this.maxInstancedCount;
  23643. data.isInstancedBufferGeometry = true;
  23644. return data;
  23645. }
  23646. } );
  23647. /**
  23648. * @author benaadams / https://twitter.com/ben_a_adams
  23649. */
  23650. function InstancedBufferAttribute( array, itemSize, normalized, meshPerAttribute ) {
  23651. if ( typeof ( normalized ) === 'number' ) {
  23652. meshPerAttribute = normalized;
  23653. normalized = false;
  23654. console.error( 'THREE.InstancedBufferAttribute: The constructor now expects normalized as the third argument.' );
  23655. }
  23656. BufferAttribute.call( this, array, itemSize, normalized );
  23657. this.meshPerAttribute = meshPerAttribute || 1;
  23658. }
  23659. InstancedBufferAttribute.prototype = Object.assign( Object.create( BufferAttribute.prototype ), {
  23660. constructor: InstancedBufferAttribute,
  23661. isInstancedBufferAttribute: true,
  23662. copy: function ( source ) {
  23663. BufferAttribute.prototype.copy.call( this, source );
  23664. this.meshPerAttribute = source.meshPerAttribute;
  23665. return this;
  23666. },
  23667. toJSON: function () {
  23668. var data = BufferAttribute.prototype.toJSON.call( this );
  23669. data.meshPerAttribute = this.meshPerAttribute;
  23670. data.isInstancedBufferAttribute = true;
  23671. return data;
  23672. }
  23673. } );
  23674. /**
  23675. * @author mrdoob / http://mrdoob.com/
  23676. */
  23677. function BufferGeometryLoader( manager ) {
  23678. Loader.call( this, manager );
  23679. }
  23680. BufferGeometryLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  23681. constructor: BufferGeometryLoader,
  23682. load: function ( url, onLoad, onProgress, onError ) {
  23683. var scope = this;
  23684. var loader = new FileLoader( scope.manager );
  23685. loader.setPath( scope.path );
  23686. loader.load( url, function ( text ) {
  23687. onLoad( scope.parse( JSON.parse( text ) ) );
  23688. }, onProgress, onError );
  23689. },
  23690. parse: function ( json ) {
  23691. var geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry();
  23692. var index = json.data.index;
  23693. if ( index !== undefined ) {
  23694. var typedArray = new TYPED_ARRAYS[ index.type ]( index.array );
  23695. geometry.setIndex( new BufferAttribute( typedArray, 1 ) );
  23696. }
  23697. var attributes = json.data.attributes;
  23698. for ( var key in attributes ) {
  23699. var attribute = attributes[ key ];
  23700. var typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array );
  23701. var bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute;
  23702. var bufferAttribute = new bufferAttributeConstr( typedArray, attribute.itemSize, attribute.normalized );
  23703. if ( attribute.name !== undefined ) { bufferAttribute.name = attribute.name; }
  23704. geometry.setAttribute( key, bufferAttribute );
  23705. }
  23706. var morphAttributes = json.data.morphAttributes;
  23707. if ( morphAttributes ) {
  23708. for ( var key in morphAttributes ) {
  23709. var attributeArray = morphAttributes[ key ];
  23710. var array = [];
  23711. for ( var i = 0, il = attributeArray.length; i < il; i ++ ) {
  23712. var attribute = attributeArray[ i ];
  23713. var typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array );
  23714. var bufferAttribute = new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized );
  23715. if ( attribute.name !== undefined ) { bufferAttribute.name = attribute.name; }
  23716. array.push( bufferAttribute );
  23717. }
  23718. geometry.morphAttributes[ key ] = array;
  23719. }
  23720. }
  23721. var morphTargetsRelative = json.data.morphTargetsRelative;
  23722. if ( morphTargetsRelative ) {
  23723. geometry.morphTargetsRelative = true;
  23724. }
  23725. var groups = json.data.groups || json.data.drawcalls || json.data.offsets;
  23726. if ( groups !== undefined ) {
  23727. for ( var i = 0, n = groups.length; i !== n; ++ i ) {
  23728. var group = groups[ i ];
  23729. geometry.addGroup( group.start, group.count, group.materialIndex );
  23730. }
  23731. }
  23732. var boundingSphere = json.data.boundingSphere;
  23733. if ( boundingSphere !== undefined ) {
  23734. var center = new Vector3();
  23735. if ( boundingSphere.center !== undefined ) {
  23736. center.fromArray( boundingSphere.center );
  23737. }
  23738. geometry.boundingSphere = new Sphere( center, boundingSphere.radius );
  23739. }
  23740. if ( json.name ) { geometry.name = json.name; }
  23741. if ( json.userData ) { geometry.userData = json.userData; }
  23742. return geometry;
  23743. }
  23744. } );
  23745. var TYPED_ARRAYS = {
  23746. Int8Array: Int8Array,
  23747. Uint8Array: Uint8Array,
  23748. // Workaround for IE11 pre KB2929437. See #11440
  23749. Uint8ClampedArray: typeof Uint8ClampedArray !== 'undefined' ? Uint8ClampedArray : Uint8Array,
  23750. Int16Array: Int16Array,
  23751. Uint16Array: Uint16Array,
  23752. Int32Array: Int32Array,
  23753. Uint32Array: Uint32Array,
  23754. Float32Array: Float32Array,
  23755. Float64Array: Float64Array
  23756. };
  23757. /**
  23758. * @author mrdoob / http://mrdoob.com/
  23759. */
  23760. function ObjectLoader( manager ) {
  23761. Loader.call( this, manager );
  23762. }
  23763. ObjectLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  23764. constructor: ObjectLoader,
  23765. load: function ( url, onLoad, onProgress, onError ) {
  23766. var scope = this;
  23767. var path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;
  23768. this.resourcePath = this.resourcePath || path;
  23769. var loader = new FileLoader( scope.manager );
  23770. loader.setPath( this.path );
  23771. loader.load( url, function ( text ) {
  23772. var json = null;
  23773. try {
  23774. json = JSON.parse( text );
  23775. } catch ( error ) {
  23776. if ( onError !== undefined ) { onError( error ); }
  23777. console.error( 'THREE:ObjectLoader: Can\'t parse ' + url + '.', error.message );
  23778. return;
  23779. }
  23780. var metadata = json.metadata;
  23781. if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
  23782. console.error( 'THREE.ObjectLoader: Can\'t load ' + url );
  23783. return;
  23784. }
  23785. scope.parse( json, onLoad );
  23786. }, onProgress, onError );
  23787. },
  23788. parse: function ( json, onLoad ) {
  23789. var shapes = this.parseShape( json.shapes );
  23790. var geometries = this.parseGeometries( json.geometries, shapes );
  23791. var images = this.parseImages( json.images, function () {
  23792. if ( onLoad !== undefined ) { onLoad( object ); }
  23793. } );
  23794. var textures = this.parseTextures( json.textures, images );
  23795. var materials = this.parseMaterials( json.materials, textures );
  23796. var object = this.parseObject( json.object, geometries, materials );
  23797. if ( json.animations ) {
  23798. object.animations = this.parseAnimations( json.animations );
  23799. }
  23800. if ( json.images === undefined || json.images.length === 0 ) {
  23801. if ( onLoad !== undefined ) { onLoad( object ); }
  23802. }
  23803. return object;
  23804. },
  23805. parseShape: function ( json ) {
  23806. var shapes = {};
  23807. if ( json !== undefined ) {
  23808. for ( var i = 0, l = json.length; i < l; i ++ ) {
  23809. var shape = new Shape().fromJSON( json[ i ] );
  23810. shapes[ shape.uuid ] = shape;
  23811. }
  23812. }
  23813. return shapes;
  23814. },
  23815. parseGeometries: function ( json, shapes ) {
  23816. var geometries = {};
  23817. if ( json !== undefined ) {
  23818. var bufferGeometryLoader = new BufferGeometryLoader();
  23819. for ( var i = 0, l = json.length; i < l; i ++ ) {
  23820. var geometry;
  23821. var data = json[ i ];
  23822. switch ( data.type ) {
  23823. case 'PlaneGeometry':
  23824. case 'PlaneBufferGeometry':
  23825. geometry = new Geometries[ data.type ](
  23826. data.width,
  23827. data.height,
  23828. data.widthSegments,
  23829. data.heightSegments
  23830. );
  23831. break;
  23832. case 'BoxGeometry':
  23833. case 'BoxBufferGeometry':
  23834. case 'CubeGeometry': // backwards compatible
  23835. geometry = new Geometries[ data.type ](
  23836. data.width,
  23837. data.height,
  23838. data.depth,
  23839. data.widthSegments,
  23840. data.heightSegments,
  23841. data.depthSegments
  23842. );
  23843. break;
  23844. case 'CircleGeometry':
  23845. case 'CircleBufferGeometry':
  23846. geometry = new Geometries[ data.type ](
  23847. data.radius,
  23848. data.segments,
  23849. data.thetaStart,
  23850. data.thetaLength
  23851. );
  23852. break;
  23853. case 'CylinderGeometry':
  23854. case 'CylinderBufferGeometry':
  23855. geometry = new Geometries[ data.type ](
  23856. data.radiusTop,
  23857. data.radiusBottom,
  23858. data.height,
  23859. data.radialSegments,
  23860. data.heightSegments,
  23861. data.openEnded,
  23862. data.thetaStart,
  23863. data.thetaLength
  23864. );
  23865. break;
  23866. case 'ConeGeometry':
  23867. case 'ConeBufferGeometry':
  23868. geometry = new Geometries[ data.type ](
  23869. data.radius,
  23870. data.height,
  23871. data.radialSegments,
  23872. data.heightSegments,
  23873. data.openEnded,
  23874. data.thetaStart,
  23875. data.thetaLength
  23876. );
  23877. break;
  23878. case 'SphereGeometry':
  23879. case 'SphereBufferGeometry':
  23880. geometry = new Geometries[ data.type ](
  23881. data.radius,
  23882. data.widthSegments,
  23883. data.heightSegments,
  23884. data.phiStart,
  23885. data.phiLength,
  23886. data.thetaStart,
  23887. data.thetaLength
  23888. );
  23889. break;
  23890. case 'DodecahedronGeometry':
  23891. case 'DodecahedronBufferGeometry':
  23892. case 'IcosahedronGeometry':
  23893. case 'IcosahedronBufferGeometry':
  23894. case 'OctahedronGeometry':
  23895. case 'OctahedronBufferGeometry':
  23896. case 'TetrahedronGeometry':
  23897. case 'TetrahedronBufferGeometry':
  23898. geometry = new Geometries[ data.type ](
  23899. data.radius,
  23900. data.detail
  23901. );
  23902. break;
  23903. case 'RingGeometry':
  23904. case 'RingBufferGeometry':
  23905. geometry = new Geometries[ data.type ](
  23906. data.innerRadius,
  23907. data.outerRadius,
  23908. data.thetaSegments,
  23909. data.phiSegments,
  23910. data.thetaStart,
  23911. data.thetaLength
  23912. );
  23913. break;
  23914. case 'TorusGeometry':
  23915. case 'TorusBufferGeometry':
  23916. geometry = new Geometries[ data.type ](
  23917. data.radius,
  23918. data.tube,
  23919. data.radialSegments,
  23920. data.tubularSegments,
  23921. data.arc
  23922. );
  23923. break;
  23924. case 'TorusKnotGeometry':
  23925. case 'TorusKnotBufferGeometry':
  23926. geometry = new Geometries[ data.type ](
  23927. data.radius,
  23928. data.tube,
  23929. data.tubularSegments,
  23930. data.radialSegments,
  23931. data.p,
  23932. data.q
  23933. );
  23934. break;
  23935. case 'TubeGeometry':
  23936. case 'TubeBufferGeometry':
  23937. // This only works for built-in curves (e.g. CatmullRomCurve3).
  23938. // User defined curves or instances of CurvePath will not be deserialized.
  23939. geometry = new Geometries[ data.type ](
  23940. new Curves[ data.path.type ]().fromJSON( data.path ),
  23941. data.tubularSegments,
  23942. data.radius,
  23943. data.radialSegments,
  23944. data.closed
  23945. );
  23946. break;
  23947. case 'LatheGeometry':
  23948. case 'LatheBufferGeometry':
  23949. geometry = new Geometries[ data.type ](
  23950. data.points,
  23951. data.segments,
  23952. data.phiStart,
  23953. data.phiLength
  23954. );
  23955. break;
  23956. case 'PolyhedronGeometry':
  23957. case 'PolyhedronBufferGeometry':
  23958. geometry = new Geometries[ data.type ](
  23959. data.vertices,
  23960. data.indices,
  23961. data.radius,
  23962. data.details
  23963. );
  23964. break;
  23965. case 'ShapeGeometry':
  23966. case 'ShapeBufferGeometry':
  23967. var geometryShapes = [];
  23968. for ( var j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  23969. var shape = shapes[ data.shapes[ j ] ];
  23970. geometryShapes.push( shape );
  23971. }
  23972. geometry = new Geometries[ data.type ](
  23973. geometryShapes,
  23974. data.curveSegments
  23975. );
  23976. break;
  23977. case 'ExtrudeGeometry':
  23978. case 'ExtrudeBufferGeometry':
  23979. var geometryShapes = [];
  23980. for ( var j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  23981. var shape = shapes[ data.shapes[ j ] ];
  23982. geometryShapes.push( shape );
  23983. }
  23984. var extrudePath = data.options.extrudePath;
  23985. if ( extrudePath !== undefined ) {
  23986. data.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath );
  23987. }
  23988. geometry = new Geometries[ data.type ](
  23989. geometryShapes,
  23990. data.options
  23991. );
  23992. break;
  23993. case 'BufferGeometry':
  23994. case 'InstancedBufferGeometry':
  23995. geometry = bufferGeometryLoader.parse( data );
  23996. break;
  23997. case 'Geometry':
  23998. if ( 'THREE' in window && 'LegacyJSONLoader' in THREE ) {
  23999. var geometryLoader = new THREE.LegacyJSONLoader();
  24000. geometry = geometryLoader.parse( data, this.resourcePath ).geometry;
  24001. } else {
  24002. console.error( 'THREE.ObjectLoader: You have to import LegacyJSONLoader in order load geometry data of type "Geometry".' );
  24003. }
  24004. break;
  24005. default:
  24006. console.warn( 'THREE.ObjectLoader: Unsupported geometry type "' + data.type + '"' );
  24007. continue;
  24008. }
  24009. geometry.uuid = data.uuid;
  24010. if ( data.name !== undefined ) { geometry.name = data.name; }
  24011. if ( geometry.isBufferGeometry === true && data.userData !== undefined ) { geometry.userData = data.userData; }
  24012. geometries[ data.uuid ] = geometry;
  24013. }
  24014. }
  24015. return geometries;
  24016. },
  24017. parseMaterials: function ( json, textures ) {
  24018. var cache = {}; // MultiMaterial
  24019. var materials = {};
  24020. if ( json !== undefined ) {
  24021. var loader = new MaterialLoader();
  24022. loader.setTextures( textures );
  24023. for ( var i = 0, l = json.length; i < l; i ++ ) {
  24024. var data = json[ i ];
  24025. if ( data.type === 'MultiMaterial' ) {
  24026. // Deprecated
  24027. var array = [];
  24028. for ( var j = 0; j < data.materials.length; j ++ ) {
  24029. var material = data.materials[ j ];
  24030. if ( cache[ material.uuid ] === undefined ) {
  24031. cache[ material.uuid ] = loader.parse( material );
  24032. }
  24033. array.push( cache[ material.uuid ] );
  24034. }
  24035. materials[ data.uuid ] = array;
  24036. } else {
  24037. if ( cache[ data.uuid ] === undefined ) {
  24038. cache[ data.uuid ] = loader.parse( data );
  24039. }
  24040. materials[ data.uuid ] = cache[ data.uuid ];
  24041. }
  24042. }
  24043. }
  24044. return materials;
  24045. },
  24046. parseAnimations: function ( json ) {
  24047. var animations = [];
  24048. for ( var i = 0; i < json.length; i ++ ) {
  24049. var data = json[ i ];
  24050. var clip = AnimationClip.parse( data );
  24051. if ( data.uuid !== undefined ) { clip.uuid = data.uuid; }
  24052. animations.push( clip );
  24053. }
  24054. return animations;
  24055. },
  24056. parseImages: function ( json, onLoad ) {
  24057. var scope = this;
  24058. var images = {};
  24059. function loadImage( url ) {
  24060. scope.manager.itemStart( url );
  24061. return loader.load( url, function () {
  24062. scope.manager.itemEnd( url );
  24063. }, undefined, function () {
  24064. scope.manager.itemError( url );
  24065. scope.manager.itemEnd( url );
  24066. } );
  24067. }
  24068. if ( json !== undefined && json.length > 0 ) {
  24069. var manager = new LoadingManager( onLoad );
  24070. var loader = new ImageLoader( manager );
  24071. loader.setCrossOrigin( this.crossOrigin );
  24072. for ( var i = 0, il = json.length; i < il; i ++ ) {
  24073. var image = json[ i ];
  24074. var url = image.url;
  24075. if ( Array.isArray( url ) ) {
  24076. // load array of images e.g CubeTexture
  24077. images[ image.uuid ] = [];
  24078. for ( var j = 0, jl = url.length; j < jl; j ++ ) {
  24079. var currentUrl = url[ j ];
  24080. var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( currentUrl ) ? currentUrl : scope.resourcePath + currentUrl;
  24081. images[ image.uuid ].push( loadImage( path ) );
  24082. }
  24083. } else {
  24084. // load single image
  24085. var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( image.url ) ? image.url : scope.resourcePath + image.url;
  24086. images[ image.uuid ] = loadImage( path );
  24087. }
  24088. }
  24089. }
  24090. return images;
  24091. },
  24092. parseTextures: function ( json, images ) {
  24093. function parseConstant( value, type ) {
  24094. if ( typeof value === 'number' ) { return value; }
  24095. console.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value );
  24096. return type[ value ];
  24097. }
  24098. var textures = {};
  24099. if ( json !== undefined ) {
  24100. for ( var i = 0, l = json.length; i < l; i ++ ) {
  24101. var data = json[ i ];
  24102. if ( data.image === undefined ) {
  24103. console.warn( 'THREE.ObjectLoader: No "image" specified for', data.uuid );
  24104. }
  24105. if ( images[ data.image ] === undefined ) {
  24106. console.warn( 'THREE.ObjectLoader: Undefined image', data.image );
  24107. }
  24108. var texture;
  24109. if ( Array.isArray( images[ data.image ] ) ) {
  24110. texture = new CubeTexture( images[ data.image ] );
  24111. } else {
  24112. texture = new Texture( images[ data.image ] );
  24113. }
  24114. texture.needsUpdate = true;
  24115. texture.uuid = data.uuid;
  24116. if ( data.name !== undefined ) { texture.name = data.name; }
  24117. if ( data.mapping !== undefined ) { texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING ); }
  24118. if ( data.offset !== undefined ) { texture.offset.fromArray( data.offset ); }
  24119. if ( data.repeat !== undefined ) { texture.repeat.fromArray( data.repeat ); }
  24120. if ( data.center !== undefined ) { texture.center.fromArray( data.center ); }
  24121. if ( data.rotation !== undefined ) { texture.rotation = data.rotation; }
  24122. if ( data.wrap !== undefined ) {
  24123. texture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING );
  24124. texture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING );
  24125. }
  24126. if ( data.format !== undefined ) { texture.format = data.format; }
  24127. if ( data.type !== undefined ) { texture.type = data.type; }
  24128. if ( data.encoding !== undefined ) { texture.encoding = data.encoding; }
  24129. if ( data.minFilter !== undefined ) { texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER ); }
  24130. if ( data.magFilter !== undefined ) { texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER ); }
  24131. if ( data.anisotropy !== undefined ) { texture.anisotropy = data.anisotropy; }
  24132. if ( data.flipY !== undefined ) { texture.flipY = data.flipY; }
  24133. if ( data.premultiplyAlpha !== undefined ) { texture.premultiplyAlpha = data.premultiplyAlpha; }
  24134. if ( data.unpackAlignment !== undefined ) { texture.unpackAlignment = data.unpackAlignment; }
  24135. textures[ data.uuid ] = texture;
  24136. }
  24137. }
  24138. return textures;
  24139. },
  24140. parseObject: function ( data, geometries, materials ) {
  24141. var object;
  24142. function getGeometry( name ) {
  24143. if ( geometries[ name ] === undefined ) {
  24144. console.warn( 'THREE.ObjectLoader: Undefined geometry', name );
  24145. }
  24146. return geometries[ name ];
  24147. }
  24148. function getMaterial( name ) {
  24149. if ( name === undefined ) { return undefined; }
  24150. if ( Array.isArray( name ) ) {
  24151. var array = [];
  24152. for ( var i = 0, l = name.length; i < l; i ++ ) {
  24153. var uuid = name[ i ];
  24154. if ( materials[ uuid ] === undefined ) {
  24155. console.warn( 'THREE.ObjectLoader: Undefined material', uuid );
  24156. }
  24157. array.push( materials[ uuid ] );
  24158. }
  24159. return array;
  24160. }
  24161. if ( materials[ name ] === undefined ) {
  24162. console.warn( 'THREE.ObjectLoader: Undefined material', name );
  24163. }
  24164. return materials[ name ];
  24165. }
  24166. switch ( data.type ) {
  24167. case 'Scene':
  24168. object = new Scene();
  24169. if ( data.background !== undefined ) {
  24170. if ( Number.isInteger( data.background ) ) {
  24171. object.background = new Color( data.background );
  24172. }
  24173. }
  24174. if ( data.fog !== undefined ) {
  24175. if ( data.fog.type === 'Fog' ) {
  24176. object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );
  24177. } else if ( data.fog.type === 'FogExp2' ) {
  24178. object.fog = new FogExp2( data.fog.color, data.fog.density );
  24179. }
  24180. }
  24181. break;
  24182. case 'PerspectiveCamera':
  24183. object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );
  24184. if ( data.focus !== undefined ) { object.focus = data.focus; }
  24185. if ( data.zoom !== undefined ) { object.zoom = data.zoom; }
  24186. if ( data.filmGauge !== undefined ) { object.filmGauge = data.filmGauge; }
  24187. if ( data.filmOffset !== undefined ) { object.filmOffset = data.filmOffset; }
  24188. if ( data.view !== undefined ) { object.view = Object.assign( {}, data.view ); }
  24189. break;
  24190. case 'OrthographicCamera':
  24191. object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );
  24192. if ( data.zoom !== undefined ) { object.zoom = data.zoom; }
  24193. if ( data.view !== undefined ) { object.view = Object.assign( {}, data.view ); }
  24194. break;
  24195. case 'AmbientLight':
  24196. object = new AmbientLight( data.color, data.intensity );
  24197. break;
  24198. case 'DirectionalLight':
  24199. object = new DirectionalLight( data.color, data.intensity );
  24200. break;
  24201. case 'PointLight':
  24202. object = new PointLight( data.color, data.intensity, data.distance, data.decay );
  24203. break;
  24204. case 'RectAreaLight':
  24205. object = new RectAreaLight( data.color, data.intensity, data.width, data.height );
  24206. break;
  24207. case 'SpotLight':
  24208. object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );
  24209. break;
  24210. case 'HemisphereLight':
  24211. object = new HemisphereLight( data.color, data.groundColor, data.intensity );
  24212. break;
  24213. case 'SkinnedMesh':
  24214. console.warn( 'THREE.ObjectLoader.parseObject() does not support SkinnedMesh yet.' );
  24215. case 'Mesh':
  24216. var geometry = getGeometry( data.geometry );
  24217. var material = getMaterial( data.material );
  24218. if ( geometry.bones && geometry.bones.length > 0 ) {
  24219. object = new SkinnedMesh( geometry, material );
  24220. } else {
  24221. object = new Mesh( geometry, material );
  24222. }
  24223. break;
  24224. case 'InstancedMesh':
  24225. var geometry = getGeometry( data.geometry );
  24226. var material = getMaterial( data.material );
  24227. var count = data.count;
  24228. var instanceMatrix = data.instanceMatrix;
  24229. object = new InstancedMesh( geometry, material, count );
  24230. object.instanceMatrix = new BufferAttribute( new Float32Array( instanceMatrix.array ), 16 );
  24231. break;
  24232. case 'LOD':
  24233. object = new LOD();
  24234. break;
  24235. case 'Line':
  24236. object = new Line( getGeometry( data.geometry ), getMaterial( data.material ), data.mode );
  24237. break;
  24238. case 'LineLoop':
  24239. object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) );
  24240. break;
  24241. case 'LineSegments':
  24242. object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );
  24243. break;
  24244. case 'PointCloud':
  24245. case 'Points':
  24246. object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );
  24247. break;
  24248. case 'Sprite':
  24249. object = new Sprite( getMaterial( data.material ) );
  24250. break;
  24251. case 'Group':
  24252. object = new Group();
  24253. break;
  24254. default:
  24255. object = new Object3D();
  24256. }
  24257. object.uuid = data.uuid;
  24258. if ( data.name !== undefined ) { object.name = data.name; }
  24259. if ( data.matrix !== undefined ) {
  24260. object.matrix.fromArray( data.matrix );
  24261. if ( data.matrixAutoUpdate !== undefined ) { object.matrixAutoUpdate = data.matrixAutoUpdate; }
  24262. if ( object.matrixAutoUpdate ) { object.matrix.decompose( object.position, object.quaternion, object.scale ); }
  24263. } else {
  24264. if ( data.position !== undefined ) { object.position.fromArray( data.position ); }
  24265. if ( data.rotation !== undefined ) { object.rotation.fromArray( data.rotation ); }
  24266. if ( data.quaternion !== undefined ) { object.quaternion.fromArray( data.quaternion ); }
  24267. if ( data.scale !== undefined ) { object.scale.fromArray( data.scale ); }
  24268. }
  24269. if ( data.castShadow !== undefined ) { object.castShadow = data.castShadow; }
  24270. if ( data.receiveShadow !== undefined ) { object.receiveShadow = data.receiveShadow; }
  24271. if ( data.shadow ) {
  24272. if ( data.shadow.bias !== undefined ) { object.shadow.bias = data.shadow.bias; }
  24273. if ( data.shadow.radius !== undefined ) { object.shadow.radius = data.shadow.radius; }
  24274. if ( data.shadow.mapSize !== undefined ) { object.shadow.mapSize.fromArray( data.shadow.mapSize ); }
  24275. if ( data.shadow.camera !== undefined ) { object.shadow.camera = this.parseObject( data.shadow.camera ); }
  24276. }
  24277. if ( data.visible !== undefined ) { object.visible = data.visible; }
  24278. if ( data.frustumCulled !== undefined ) { object.frustumCulled = data.frustumCulled; }
  24279. if ( data.renderOrder !== undefined ) { object.renderOrder = data.renderOrder; }
  24280. if ( data.userData !== undefined ) { object.userData = data.userData; }
  24281. if ( data.layers !== undefined ) { object.layers.mask = data.layers; }
  24282. if ( data.children !== undefined ) {
  24283. var children = data.children;
  24284. for ( var i = 0; i < children.length; i ++ ) {
  24285. object.add( this.parseObject( children[ i ], geometries, materials ) );
  24286. }
  24287. }
  24288. if ( data.type === 'LOD' ) {
  24289. if ( data.autoUpdate !== undefined ) { object.autoUpdate = data.autoUpdate; }
  24290. var levels = data.levels;
  24291. for ( var l = 0; l < levels.length; l ++ ) {
  24292. var level = levels[ l ];
  24293. var child = object.getObjectByProperty( 'uuid', level.object );
  24294. if ( child !== undefined ) {
  24295. object.addLevel( child, level.distance );
  24296. }
  24297. }
  24298. }
  24299. return object;
  24300. }
  24301. } );
  24302. var TEXTURE_MAPPING = {
  24303. UVMapping: UVMapping,
  24304. CubeReflectionMapping: CubeReflectionMapping,
  24305. CubeRefractionMapping: CubeRefractionMapping,
  24306. EquirectangularReflectionMapping: EquirectangularReflectionMapping,
  24307. EquirectangularRefractionMapping: EquirectangularRefractionMapping,
  24308. SphericalReflectionMapping: SphericalReflectionMapping,
  24309. CubeUVReflectionMapping: CubeUVReflectionMapping,
  24310. CubeUVRefractionMapping: CubeUVRefractionMapping
  24311. };
  24312. var TEXTURE_WRAPPING = {
  24313. RepeatWrapping: RepeatWrapping,
  24314. ClampToEdgeWrapping: ClampToEdgeWrapping,
  24315. MirroredRepeatWrapping: MirroredRepeatWrapping
  24316. };
  24317. var TEXTURE_FILTER = {
  24318. NearestFilter: NearestFilter,
  24319. NearestMipmapNearestFilter: NearestMipmapNearestFilter,
  24320. NearestMipmapLinearFilter: NearestMipmapLinearFilter,
  24321. LinearFilter: LinearFilter,
  24322. LinearMipmapNearestFilter: LinearMipmapNearestFilter,
  24323. LinearMipmapLinearFilter: LinearMipmapLinearFilter
  24324. };
  24325. /**
  24326. * @author thespite / http://clicktorelease.com/
  24327. */
  24328. function ImageBitmapLoader( manager ) {
  24329. if ( typeof createImageBitmap === 'undefined' ) {
  24330. console.warn( 'THREE.ImageBitmapLoader: createImageBitmap() not supported.' );
  24331. }
  24332. if ( typeof fetch === 'undefined' ) {
  24333. console.warn( 'THREE.ImageBitmapLoader: fetch() not supported.' );
  24334. }
  24335. Loader.call( this, manager );
  24336. this.options = undefined;
  24337. }
  24338. ImageBitmapLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  24339. constructor: ImageBitmapLoader,
  24340. setOptions: function setOptions( options ) {
  24341. this.options = options;
  24342. return this;
  24343. },
  24344. load: function ( url, onLoad, onProgress, onError ) {
  24345. if ( url === undefined ) { url = ''; }
  24346. if ( this.path !== undefined ) { url = this.path + url; }
  24347. url = this.manager.resolveURL( url );
  24348. var scope = this;
  24349. var cached = Cache.get( url );
  24350. if ( cached !== undefined ) {
  24351. scope.manager.itemStart( url );
  24352. setTimeout( function () {
  24353. if ( onLoad ) { onLoad( cached ); }
  24354. scope.manager.itemEnd( url );
  24355. }, 0 );
  24356. return cached;
  24357. }
  24358. fetch( url ).then( function ( res ) {
  24359. return res.blob();
  24360. } ).then( function ( blob ) {
  24361. if ( scope.options === undefined ) {
  24362. // Workaround for FireFox. It causes an error if you pass options.
  24363. return createImageBitmap( blob );
  24364. } else {
  24365. return createImageBitmap( blob, scope.options );
  24366. }
  24367. } ).then( function ( imageBitmap ) {
  24368. Cache.add( url, imageBitmap );
  24369. if ( onLoad ) { onLoad( imageBitmap ); }
  24370. scope.manager.itemEnd( url );
  24371. } ).catch( function ( e ) {
  24372. if ( onError ) { onError( e ); }
  24373. scope.manager.itemError( url );
  24374. scope.manager.itemEnd( url );
  24375. } );
  24376. scope.manager.itemStart( url );
  24377. }
  24378. } );
  24379. /**
  24380. * @author zz85 / http://www.lab4games.net/zz85/blog
  24381. * minimal class for proxing functions to Path. Replaces old "extractSubpaths()"
  24382. **/
  24383. function ShapePath() {
  24384. this.type = 'ShapePath';
  24385. this.color = new Color();
  24386. this.subPaths = [];
  24387. this.currentPath = null;
  24388. }
  24389. Object.assign( ShapePath.prototype, {
  24390. moveTo: function ( x, y ) {
  24391. this.currentPath = new Path();
  24392. this.subPaths.push( this.currentPath );
  24393. this.currentPath.moveTo( x, y );
  24394. return this;
  24395. },
  24396. lineTo: function ( x, y ) {
  24397. this.currentPath.lineTo( x, y );
  24398. return this;
  24399. },
  24400. quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
  24401. this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );
  24402. return this;
  24403. },
  24404. bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  24405. this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );
  24406. return this;
  24407. },
  24408. splineThru: function ( pts ) {
  24409. this.currentPath.splineThru( pts );
  24410. return this;
  24411. },
  24412. toShapes: function ( isCCW, noHoles ) {
  24413. function toShapesNoHoles( inSubpaths ) {
  24414. var shapes = [];
  24415. for ( var i = 0, l = inSubpaths.length; i < l; i ++ ) {
  24416. var tmpPath = inSubpaths[ i ];
  24417. var tmpShape = new Shape();
  24418. tmpShape.curves = tmpPath.curves;
  24419. shapes.push( tmpShape );
  24420. }
  24421. return shapes;
  24422. }
  24423. function isPointInsidePolygon( inPt, inPolygon ) {
  24424. var polyLen = inPolygon.length;
  24425. // inPt on polygon contour => immediate success or
  24426. // toggling of inside/outside at every single! intersection point of an edge
  24427. // with the horizontal line through inPt, left of inPt
  24428. // not counting lowerY endpoints of edges and whole edges on that line
  24429. var inside = false;
  24430. for ( var p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {
  24431. var edgeLowPt = inPolygon[ p ];
  24432. var edgeHighPt = inPolygon[ q ];
  24433. var edgeDx = edgeHighPt.x - edgeLowPt.x;
  24434. var edgeDy = edgeHighPt.y - edgeLowPt.y;
  24435. if ( Math.abs( edgeDy ) > Number.EPSILON ) {
  24436. // not parallel
  24437. if ( edgeDy < 0 ) {
  24438. edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;
  24439. edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;
  24440. }
  24441. if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) { continue; }
  24442. if ( inPt.y === edgeLowPt.y ) {
  24443. if ( inPt.x === edgeLowPt.x ) { return true; } // inPt is on contour ?
  24444. // continue; // no intersection or edgeLowPt => doesn't count !!!
  24445. } else {
  24446. var perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );
  24447. if ( perpEdge === 0 ) { return true; } // inPt is on contour ?
  24448. if ( perpEdge < 0 ) { continue; }
  24449. inside = ! inside; // true intersection left of inPt
  24450. }
  24451. } else {
  24452. // parallel or collinear
  24453. if ( inPt.y !== edgeLowPt.y ) { continue; } // parallel
  24454. // edge lies on the same horizontal line as inPt
  24455. if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
  24456. ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) { return true; } // inPt: Point on contour !
  24457. // continue;
  24458. }
  24459. }
  24460. return inside;
  24461. }
  24462. var isClockWise = ShapeUtils.isClockWise;
  24463. var subPaths = this.subPaths;
  24464. if ( subPaths.length === 0 ) { return []; }
  24465. if ( noHoles === true ) { return toShapesNoHoles( subPaths ); }
  24466. var solid, tmpPath, tmpShape, shapes = [];
  24467. if ( subPaths.length === 1 ) {
  24468. tmpPath = subPaths[ 0 ];
  24469. tmpShape = new Shape();
  24470. tmpShape.curves = tmpPath.curves;
  24471. shapes.push( tmpShape );
  24472. return shapes;
  24473. }
  24474. var holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );
  24475. holesFirst = isCCW ? ! holesFirst : holesFirst;
  24476. // console.log("Holes first", holesFirst);
  24477. var betterShapeHoles = [];
  24478. var newShapes = [];
  24479. var newShapeHoles = [];
  24480. var mainIdx = 0;
  24481. var tmpPoints;
  24482. newShapes[ mainIdx ] = undefined;
  24483. newShapeHoles[ mainIdx ] = [];
  24484. for ( var i = 0, l = subPaths.length; i < l; i ++ ) {
  24485. tmpPath = subPaths[ i ];
  24486. tmpPoints = tmpPath.getPoints();
  24487. solid = isClockWise( tmpPoints );
  24488. solid = isCCW ? ! solid : solid;
  24489. if ( solid ) {
  24490. if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ) { mainIdx ++; }
  24491. newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints };
  24492. newShapes[ mainIdx ].s.curves = tmpPath.curves;
  24493. if ( holesFirst ) { mainIdx ++; }
  24494. newShapeHoles[ mainIdx ] = [];
  24495. //console.log('cw', i);
  24496. } else {
  24497. newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );
  24498. //console.log('ccw', i);
  24499. }
  24500. }
  24501. // only Holes? -> probably all Shapes with wrong orientation
  24502. if ( ! newShapes[ 0 ] ) { return toShapesNoHoles( subPaths ); }
  24503. if ( newShapes.length > 1 ) {
  24504. var ambiguous = false;
  24505. var toChange = [];
  24506. for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  24507. betterShapeHoles[ sIdx ] = [];
  24508. }
  24509. for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  24510. var sho = newShapeHoles[ sIdx ];
  24511. for ( var hIdx = 0; hIdx < sho.length; hIdx ++ ) {
  24512. var ho = sho[ hIdx ];
  24513. var hole_unassigned = true;
  24514. for ( var s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {
  24515. if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {
  24516. if ( sIdx !== s2Idx ) { toChange.push( { froms: sIdx, tos: s2Idx, hole: hIdx } ); }
  24517. if ( hole_unassigned ) {
  24518. hole_unassigned = false;
  24519. betterShapeHoles[ s2Idx ].push( ho );
  24520. } else {
  24521. ambiguous = true;
  24522. }
  24523. }
  24524. }
  24525. if ( hole_unassigned ) {
  24526. betterShapeHoles[ sIdx ].push( ho );
  24527. }
  24528. }
  24529. }
  24530. // console.log("ambiguous: ", ambiguous);
  24531. if ( toChange.length > 0 ) {
  24532. // console.log("to change: ", toChange);
  24533. if ( ! ambiguous ) { newShapeHoles = betterShapeHoles; }
  24534. }
  24535. }
  24536. var tmpHoles;
  24537. for ( var i = 0, il = newShapes.length; i < il; i ++ ) {
  24538. tmpShape = newShapes[ i ].s;
  24539. shapes.push( tmpShape );
  24540. tmpHoles = newShapeHoles[ i ];
  24541. for ( var j = 0, jl = tmpHoles.length; j < jl; j ++ ) {
  24542. tmpShape.holes.push( tmpHoles[ j ].h );
  24543. }
  24544. }
  24545. //console.log("shape", shapes);
  24546. return shapes;
  24547. }
  24548. } );
  24549. /**
  24550. * @author zz85 / http://www.lab4games.net/zz85/blog
  24551. * @author mrdoob / http://mrdoob.com/
  24552. */
  24553. function Font( data ) {
  24554. this.type = 'Font';
  24555. this.data = data;
  24556. }
  24557. Object.assign( Font.prototype, {
  24558. isFont: true,
  24559. generateShapes: function ( text, size ) {
  24560. if ( size === undefined ) { size = 100; }
  24561. var shapes = [];
  24562. var paths = createPaths( text, size, this.data );
  24563. for ( var p = 0, pl = paths.length; p < pl; p ++ ) {
  24564. Array.prototype.push.apply( shapes, paths[ p ].toShapes() );
  24565. }
  24566. return shapes;
  24567. }
  24568. } );
  24569. function createPaths( text, size, data ) {
  24570. var chars = Array.from ? Array.from( text ) : String( text ).split( '' ); // see #13988
  24571. var scale = size / data.resolution;
  24572. var line_height = ( data.boundingBox.yMax - data.boundingBox.yMin + data.underlineThickness ) * scale;
  24573. var paths = [];
  24574. var offsetX = 0, offsetY = 0;
  24575. for ( var i = 0; i < chars.length; i ++ ) {
  24576. var char = chars[ i ];
  24577. if ( char === '\n' ) {
  24578. offsetX = 0;
  24579. offsetY -= line_height;
  24580. } else {
  24581. var ret = createPath( char, scale, offsetX, offsetY, data );
  24582. offsetX += ret.offsetX;
  24583. paths.push( ret.path );
  24584. }
  24585. }
  24586. return paths;
  24587. }
  24588. function createPath( char, scale, offsetX, offsetY, data ) {
  24589. var glyph = data.glyphs[ char ] || data.glyphs[ '?' ];
  24590. if ( ! glyph ) {
  24591. console.error( 'THREE.Font: character "' + char + '" does not exists in font family ' + data.familyName + '.' );
  24592. return;
  24593. }
  24594. var path = new ShapePath();
  24595. var x, y, cpx, cpy, cpx1, cpy1, cpx2, cpy2;
  24596. if ( glyph.o ) {
  24597. var outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) );
  24598. for ( var i = 0, l = outline.length; i < l; ) {
  24599. var action = outline[ i ++ ];
  24600. switch ( action ) {
  24601. case 'm': // moveTo
  24602. x = outline[ i ++ ] * scale + offsetX;
  24603. y = outline[ i ++ ] * scale + offsetY;
  24604. path.moveTo( x, y );
  24605. break;
  24606. case 'l': // lineTo
  24607. x = outline[ i ++ ] * scale + offsetX;
  24608. y = outline[ i ++ ] * scale + offsetY;
  24609. path.lineTo( x, y );
  24610. break;
  24611. case 'q': // quadraticCurveTo
  24612. cpx = outline[ i ++ ] * scale + offsetX;
  24613. cpy = outline[ i ++ ] * scale + offsetY;
  24614. cpx1 = outline[ i ++ ] * scale + offsetX;
  24615. cpy1 = outline[ i ++ ] * scale + offsetY;
  24616. path.quadraticCurveTo( cpx1, cpy1, cpx, cpy );
  24617. break;
  24618. case 'b': // bezierCurveTo
  24619. cpx = outline[ i ++ ] * scale + offsetX;
  24620. cpy = outline[ i ++ ] * scale + offsetY;
  24621. cpx1 = outline[ i ++ ] * scale + offsetX;
  24622. cpy1 = outline[ i ++ ] * scale + offsetY;
  24623. cpx2 = outline[ i ++ ] * scale + offsetX;
  24624. cpy2 = outline[ i ++ ] * scale + offsetY;
  24625. path.bezierCurveTo( cpx1, cpy1, cpx2, cpy2, cpx, cpy );
  24626. break;
  24627. }
  24628. }
  24629. }
  24630. return { offsetX: glyph.ha * scale, path: path };
  24631. }
  24632. /**
  24633. * @author mrdoob / http://mrdoob.com/
  24634. */
  24635. function FontLoader( manager ) {
  24636. Loader.call( this, manager );
  24637. }
  24638. FontLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  24639. constructor: FontLoader,
  24640. load: function ( url, onLoad, onProgress, onError ) {
  24641. var scope = this;
  24642. var loader = new FileLoader( this.manager );
  24643. loader.setPath( this.path );
  24644. loader.load( url, function ( text ) {
  24645. var json;
  24646. try {
  24647. json = JSON.parse( text );
  24648. } catch ( e ) {
  24649. console.warn( 'THREE.FontLoader: typeface.js support is being deprecated. Use typeface.json instead.' );
  24650. json = JSON.parse( text.substring( 65, text.length - 2 ) );
  24651. }
  24652. var font = scope.parse( json );
  24653. if ( onLoad ) { onLoad( font ); }
  24654. }, onProgress, onError );
  24655. },
  24656. parse: function ( json ) {
  24657. return new Font( json );
  24658. }
  24659. } );
  24660. /**
  24661. * @author mrdoob / http://mrdoob.com/
  24662. */
  24663. var _context;
  24664. var AudioContext = {
  24665. getContext: function () {
  24666. if ( _context === undefined ) {
  24667. _context = new ( window.AudioContext || window.webkitAudioContext )();
  24668. }
  24669. return _context;
  24670. },
  24671. setContext: function ( value ) {
  24672. _context = value;
  24673. }
  24674. };
  24675. /**
  24676. * @author Reece Aaron Lecrivain / http://reecenotes.com/
  24677. */
  24678. function AudioLoader( manager ) {
  24679. Loader.call( this, manager );
  24680. }
  24681. AudioLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  24682. constructor: AudioLoader,
  24683. load: function ( url, onLoad, onProgress, onError ) {
  24684. var loader = new FileLoader( this.manager );
  24685. loader.setResponseType( 'arraybuffer' );
  24686. loader.setPath( this.path );
  24687. loader.load( url, function ( buffer ) {
  24688. // Create a copy of the buffer. The `decodeAudioData` method
  24689. // detaches the buffer when complete, preventing reuse.
  24690. var bufferCopy = buffer.slice( 0 );
  24691. var context = AudioContext.getContext();
  24692. context.decodeAudioData( bufferCopy, function ( audioBuffer ) {
  24693. onLoad( audioBuffer );
  24694. } );
  24695. }, onProgress, onError );
  24696. }
  24697. } );
  24698. /**
  24699. * @author bhouston / http://clara.io
  24700. * @author WestLangley / http://github.com/WestLangley
  24701. *
  24702. * Primary reference:
  24703. * https://graphics.stanford.edu/papers/envmap/envmap.pdf
  24704. *
  24705. * Secondary reference:
  24706. * https://www.ppsloan.org/publications/StupidSH36.pdf
  24707. */
  24708. // 3-band SH defined by 9 coefficients
  24709. function SphericalHarmonics3() {
  24710. this.coefficients = [];
  24711. for ( var i = 0; i < 9; i ++ ) {
  24712. this.coefficients.push( new Vector3() );
  24713. }
  24714. }
  24715. Object.assign( SphericalHarmonics3.prototype, {
  24716. isSphericalHarmonics3: true,
  24717. set: function ( coefficients ) {
  24718. for ( var i = 0; i < 9; i ++ ) {
  24719. this.coefficients[ i ].copy( coefficients[ i ] );
  24720. }
  24721. return this;
  24722. },
  24723. zero: function () {
  24724. for ( var i = 0; i < 9; i ++ ) {
  24725. this.coefficients[ i ].set( 0, 0, 0 );
  24726. }
  24727. return this;
  24728. },
  24729. // get the radiance in the direction of the normal
  24730. // target is a Vector3
  24731. getAt: function ( normal, target ) {
  24732. // normal is assumed to be unit length
  24733. var x = normal.x, y = normal.y, z = normal.z;
  24734. var coeff = this.coefficients;
  24735. // band 0
  24736. target.copy( coeff[ 0 ] ).multiplyScalar( 0.282095 );
  24737. // band 1
  24738. target.addScale( coeff[ 1 ], 0.488603 * y );
  24739. target.addScale( coeff[ 2 ], 0.488603 * z );
  24740. target.addScale( coeff[ 3 ], 0.488603 * x );
  24741. // band 2
  24742. target.addScale( coeff[ 4 ], 1.092548 * ( x * y ) );
  24743. target.addScale( coeff[ 5 ], 1.092548 * ( y * z ) );
  24744. target.addScale( coeff[ 6 ], 0.315392 * ( 3.0 * z * z - 1.0 ) );
  24745. target.addScale( coeff[ 7 ], 1.092548 * ( x * z ) );
  24746. target.addScale( coeff[ 8 ], 0.546274 * ( x * x - y * y ) );
  24747. return target;
  24748. },
  24749. // get the irradiance (radiance convolved with cosine lobe) in the direction of the normal
  24750. // target is a Vector3
  24751. // https://graphics.stanford.edu/papers/envmap/envmap.pdf
  24752. getIrradianceAt: function ( normal, target ) {
  24753. // normal is assumed to be unit length
  24754. var x = normal.x, y = normal.y, z = normal.z;
  24755. var coeff = this.coefficients;
  24756. // band 0
  24757. target.copy( coeff[ 0 ] ).multiplyScalar( 0.886227 ); // π * 0.282095
  24758. // band 1
  24759. target.addScale( coeff[ 1 ], 2.0 * 0.511664 * y ); // ( 2 * π / 3 ) * 0.488603
  24760. target.addScale( coeff[ 2 ], 2.0 * 0.511664 * z );
  24761. target.addScale( coeff[ 3 ], 2.0 * 0.511664 * x );
  24762. // band 2
  24763. target.addScale( coeff[ 4 ], 2.0 * 0.429043 * x * y ); // ( π / 4 ) * 1.092548
  24764. target.addScale( coeff[ 5 ], 2.0 * 0.429043 * y * z );
  24765. target.addScale( coeff[ 6 ], 0.743125 * z * z - 0.247708 ); // ( π / 4 ) * 0.315392 * 3
  24766. target.addScale( coeff[ 7 ], 2.0 * 0.429043 * x * z );
  24767. target.addScale( coeff[ 8 ], 0.429043 * ( x * x - y * y ) ); // ( π / 4 ) * 0.546274
  24768. return target;
  24769. },
  24770. add: function ( sh ) {
  24771. for ( var i = 0; i < 9; i ++ ) {
  24772. this.coefficients[ i ].add( sh.coefficients[ i ] );
  24773. }
  24774. return this;
  24775. },
  24776. scale: function ( s ) {
  24777. for ( var i = 0; i < 9; i ++ ) {
  24778. this.coefficients[ i ].multiplyScalar( s );
  24779. }
  24780. return this;
  24781. },
  24782. lerp: function ( sh, alpha ) {
  24783. for ( var i = 0; i < 9; i ++ ) {
  24784. this.coefficients[ i ].lerp( sh.coefficients[ i ], alpha );
  24785. }
  24786. return this;
  24787. },
  24788. equals: function ( sh ) {
  24789. for ( var i = 0; i < 9; i ++ ) {
  24790. if ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) {
  24791. return false;
  24792. }
  24793. }
  24794. return true;
  24795. },
  24796. copy: function ( sh ) {
  24797. return this.set( sh.coefficients );
  24798. },
  24799. clone: function () {
  24800. return new this.constructor().copy( this );
  24801. },
  24802. fromArray: function ( array, offset ) {
  24803. if ( offset === undefined ) { offset = 0; }
  24804. var coefficients = this.coefficients;
  24805. for ( var i = 0; i < 9; i ++ ) {
  24806. coefficients[ i ].fromArray( array, offset + ( i * 3 ) );
  24807. }
  24808. return this;
  24809. },
  24810. toArray: function ( array, offset ) {
  24811. if ( array === undefined ) { array = []; }
  24812. if ( offset === undefined ) { offset = 0; }
  24813. var coefficients = this.coefficients;
  24814. for ( var i = 0; i < 9; i ++ ) {
  24815. coefficients[ i ].toArray( array, offset + ( i * 3 ) );
  24816. }
  24817. return array;
  24818. }
  24819. } );
  24820. Object.assign( SphericalHarmonics3, {
  24821. // evaluate the basis functions
  24822. // shBasis is an Array[ 9 ]
  24823. getBasisAt: function ( normal, shBasis ) {
  24824. // normal is assumed to be unit length
  24825. var x = normal.x, y = normal.y, z = normal.z;
  24826. // band 0
  24827. shBasis[ 0 ] = 0.282095;
  24828. // band 1
  24829. shBasis[ 1 ] = 0.488603 * y;
  24830. shBasis[ 2 ] = 0.488603 * z;
  24831. shBasis[ 3 ] = 0.488603 * x;
  24832. // band 2
  24833. shBasis[ 4 ] = 1.092548 * x * y;
  24834. shBasis[ 5 ] = 1.092548 * y * z;
  24835. shBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 );
  24836. shBasis[ 7 ] = 1.092548 * x * z;
  24837. shBasis[ 8 ] = 0.546274 * ( x * x - y * y );
  24838. }
  24839. } );
  24840. /**
  24841. * @author WestLangley / http://github.com/WestLangley
  24842. *
  24843. * A LightProbe is a source of indirect-diffuse light
  24844. */
  24845. function LightProbe( sh, intensity ) {
  24846. Light.call( this, undefined, intensity );
  24847. this.sh = ( sh !== undefined ) ? sh : new SphericalHarmonics3();
  24848. }
  24849. LightProbe.prototype = Object.assign( Object.create( Light.prototype ), {
  24850. constructor: LightProbe,
  24851. isLightProbe: true,
  24852. copy: function ( source ) {
  24853. Light.prototype.copy.call( this, source );
  24854. this.sh.copy( source.sh );
  24855. this.intensity = source.intensity;
  24856. return this;
  24857. },
  24858. toJSON: function ( meta ) {
  24859. var data = Light.prototype.toJSON.call( this, meta );
  24860. // data.sh = this.sh.toArray(); // todo
  24861. return data;
  24862. }
  24863. } );
  24864. /**
  24865. * @author WestLangley / http://github.com/WestLangley
  24866. */
  24867. function HemisphereLightProbe( skyColor, groundColor, intensity ) {
  24868. LightProbe.call( this, undefined, intensity );
  24869. var color1 = new Color().set( skyColor );
  24870. var color2 = new Color().set( groundColor );
  24871. var sky = new Vector3( color1.r, color1.g, color1.b );
  24872. var ground = new Vector3( color2.r, color2.g, color2.b );
  24873. // without extra factor of PI in the shader, should = 1 / Math.sqrt( Math.PI );
  24874. var c0 = Math.sqrt( Math.PI );
  24875. var c1 = c0 * Math.sqrt( 0.75 );
  24876. this.sh.coefficients[ 0 ].copy( sky ).add( ground ).multiplyScalar( c0 );
  24877. this.sh.coefficients[ 1 ].copy( sky ).sub( ground ).multiplyScalar( c1 );
  24878. }
  24879. HemisphereLightProbe.prototype = Object.assign( Object.create( LightProbe.prototype ), {
  24880. constructor: HemisphereLightProbe,
  24881. isHemisphereLightProbe: true,
  24882. copy: function ( source ) { // modifying colors not currently supported
  24883. LightProbe.prototype.copy.call( this, source );
  24884. return this;
  24885. },
  24886. toJSON: function ( meta ) {
  24887. var data = LightProbe.prototype.toJSON.call( this, meta );
  24888. // data.sh = this.sh.toArray(); // todo
  24889. return data;
  24890. }
  24891. } );
  24892. /**
  24893. * @author WestLangley / http://github.com/WestLangley
  24894. */
  24895. function AmbientLightProbe( color, intensity ) {
  24896. LightProbe.call( this, undefined, intensity );
  24897. var color1 = new Color().set( color );
  24898. // without extra factor of PI in the shader, would be 2 / Math.sqrt( Math.PI );
  24899. this.sh.coefficients[ 0 ].set( color1.r, color1.g, color1.b ).multiplyScalar( 2 * Math.sqrt( Math.PI ) );
  24900. }
  24901. AmbientLightProbe.prototype = Object.assign( Object.create( LightProbe.prototype ), {
  24902. constructor: AmbientLightProbe,
  24903. isAmbientLightProbe: true,
  24904. copy: function ( source ) { // modifying color not currently supported
  24905. LightProbe.prototype.copy.call( this, source );
  24906. return this;
  24907. },
  24908. toJSON: function ( meta ) {
  24909. var data = LightProbe.prototype.toJSON.call( this, meta );
  24910. // data.sh = this.sh.toArray(); // todo
  24911. return data;
  24912. }
  24913. } );
  24914. var _eyeRight = new Matrix4();
  24915. var _eyeLeft = new Matrix4();
  24916. /**
  24917. * @author mrdoob / http://mrdoob.com/
  24918. */
  24919. function StereoCamera() {
  24920. this.type = 'StereoCamera';
  24921. this.aspect = 1;
  24922. this.eyeSep = 0.064;
  24923. this.cameraL = new PerspectiveCamera();
  24924. this.cameraL.layers.enable( 1 );
  24925. this.cameraL.matrixAutoUpdate = false;
  24926. this.cameraR = new PerspectiveCamera();
  24927. this.cameraR.layers.enable( 2 );
  24928. this.cameraR.matrixAutoUpdate = false;
  24929. this._cache = {
  24930. focus: null,
  24931. fov: null,
  24932. aspect: null,
  24933. near: null,
  24934. far: null,
  24935. zoom: null,
  24936. eyeSep: null
  24937. };
  24938. }
  24939. Object.assign( StereoCamera.prototype, {
  24940. update: function ( camera ) {
  24941. var cache = this._cache;
  24942. var needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov ||
  24943. cache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near ||
  24944. cache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep;
  24945. if ( needsUpdate ) {
  24946. cache.focus = camera.focus;
  24947. cache.fov = camera.fov;
  24948. cache.aspect = camera.aspect * this.aspect;
  24949. cache.near = camera.near;
  24950. cache.far = camera.far;
  24951. cache.zoom = camera.zoom;
  24952. cache.eyeSep = this.eyeSep;
  24953. // Off-axis stereoscopic effect based on
  24954. // http://paulbourke.net/stereographics/stereorender/
  24955. var projectionMatrix = camera.projectionMatrix.clone();
  24956. var eyeSepHalf = cache.eyeSep / 2;
  24957. var eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus;
  24958. var ymax = ( cache.near * Math.tan( _Math.DEG2RAD * cache.fov * 0.5 ) ) / cache.zoom;
  24959. var xmin, xmax;
  24960. // translate xOffset
  24961. _eyeLeft.elements[ 12 ] = - eyeSepHalf;
  24962. _eyeRight.elements[ 12 ] = eyeSepHalf;
  24963. // for left eye
  24964. xmin = - ymax * cache.aspect + eyeSepOnProjection;
  24965. xmax = ymax * cache.aspect + eyeSepOnProjection;
  24966. projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  24967. projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  24968. this.cameraL.projectionMatrix.copy( projectionMatrix );
  24969. // for right eye
  24970. xmin = - ymax * cache.aspect - eyeSepOnProjection;
  24971. xmax = ymax * cache.aspect - eyeSepOnProjection;
  24972. projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  24973. projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  24974. this.cameraR.projectionMatrix.copy( projectionMatrix );
  24975. }
  24976. this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeLeft );
  24977. this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeRight );
  24978. }
  24979. } );
  24980. /**
  24981. * @author alteredq / http://alteredqualia.com/
  24982. */
  24983. function Clock( autoStart ) {
  24984. this.autoStart = ( autoStart !== undefined ) ? autoStart : true;
  24985. this.startTime = 0;
  24986. this.oldTime = 0;
  24987. this.elapsedTime = 0;
  24988. this.running = false;
  24989. }
  24990. Object.assign( Clock.prototype, {
  24991. start: function () {
  24992. this.startTime = ( typeof performance === 'undefined' ? Date : performance ).now(); // see #10732
  24993. this.oldTime = this.startTime;
  24994. this.elapsedTime = 0;
  24995. this.running = true;
  24996. },
  24997. stop: function () {
  24998. this.getElapsedTime();
  24999. this.running = false;
  25000. this.autoStart = false;
  25001. },
  25002. getElapsedTime: function () {
  25003. this.getDelta();
  25004. return this.elapsedTime;
  25005. },
  25006. getDelta: function () {
  25007. var diff = 0;
  25008. if ( this.autoStart && ! this.running ) {
  25009. this.start();
  25010. return 0;
  25011. }
  25012. if ( this.running ) {
  25013. var newTime = ( typeof performance === 'undefined' ? Date : performance ).now();
  25014. diff = ( newTime - this.oldTime ) / 1000;
  25015. this.oldTime = newTime;
  25016. this.elapsedTime += diff;
  25017. }
  25018. return diff;
  25019. }
  25020. } );
  25021. /**
  25022. * @author mrdoob / http://mrdoob.com/
  25023. */
  25024. var _position$2 = new Vector3();
  25025. var _quaternion$3 = new Quaternion();
  25026. var _scale$1 = new Vector3();
  25027. var _orientation = new Vector3();
  25028. function AudioListener() {
  25029. Object3D.call( this );
  25030. this.type = 'AudioListener';
  25031. this.context = AudioContext.getContext();
  25032. this.gain = this.context.createGain();
  25033. this.gain.connect( this.context.destination );
  25034. this.filter = null;
  25035. this.timeDelta = 0;
  25036. // private
  25037. this._clock = new Clock();
  25038. }
  25039. AudioListener.prototype = Object.assign( Object.create( Object3D.prototype ), {
  25040. constructor: AudioListener,
  25041. getInput: function () {
  25042. return this.gain;
  25043. },
  25044. removeFilter: function ( ) {
  25045. if ( this.filter !== null ) {
  25046. this.gain.disconnect( this.filter );
  25047. this.filter.disconnect( this.context.destination );
  25048. this.gain.connect( this.context.destination );
  25049. this.filter = null;
  25050. }
  25051. return this;
  25052. },
  25053. getFilter: function () {
  25054. return this.filter;
  25055. },
  25056. setFilter: function ( value ) {
  25057. if ( this.filter !== null ) {
  25058. this.gain.disconnect( this.filter );
  25059. this.filter.disconnect( this.context.destination );
  25060. } else {
  25061. this.gain.disconnect( this.context.destination );
  25062. }
  25063. this.filter = value;
  25064. this.gain.connect( this.filter );
  25065. this.filter.connect( this.context.destination );
  25066. return this;
  25067. },
  25068. getMasterVolume: function () {
  25069. return this.gain.gain.value;
  25070. },
  25071. setMasterVolume: function ( value ) {
  25072. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  25073. return this;
  25074. },
  25075. updateMatrixWorld: function ( force ) {
  25076. Object3D.prototype.updateMatrixWorld.call( this, force );
  25077. var listener = this.context.listener;
  25078. var up = this.up;
  25079. this.timeDelta = this._clock.getDelta();
  25080. this.matrixWorld.decompose( _position$2, _quaternion$3, _scale$1 );
  25081. _orientation.set( 0, 0, - 1 ).applyQuaternion( _quaternion$3 );
  25082. if ( listener.positionX ) {
  25083. // code path for Chrome (see #14393)
  25084. var endTime = this.context.currentTime + this.timeDelta;
  25085. listener.positionX.linearRampToValueAtTime( _position$2.x, endTime );
  25086. listener.positionY.linearRampToValueAtTime( _position$2.y, endTime );
  25087. listener.positionZ.linearRampToValueAtTime( _position$2.z, endTime );
  25088. listener.forwardX.linearRampToValueAtTime( _orientation.x, endTime );
  25089. listener.forwardY.linearRampToValueAtTime( _orientation.y, endTime );
  25090. listener.forwardZ.linearRampToValueAtTime( _orientation.z, endTime );
  25091. listener.upX.linearRampToValueAtTime( up.x, endTime );
  25092. listener.upY.linearRampToValueAtTime( up.y, endTime );
  25093. listener.upZ.linearRampToValueAtTime( up.z, endTime );
  25094. } else {
  25095. listener.setPosition( _position$2.x, _position$2.y, _position$2.z );
  25096. listener.setOrientation( _orientation.x, _orientation.y, _orientation.z, up.x, up.y, up.z );
  25097. }
  25098. }
  25099. } );
  25100. /**
  25101. * @author mrdoob / http://mrdoob.com/
  25102. * @author Reece Aaron Lecrivain / http://reecenotes.com/
  25103. */
  25104. function Audio( listener ) {
  25105. Object3D.call( this );
  25106. this.type = 'Audio';
  25107. this.listener = listener;
  25108. this.context = listener.context;
  25109. this.gain = this.context.createGain();
  25110. this.gain.connect( listener.getInput() );
  25111. this.autoplay = false;
  25112. this.buffer = null;
  25113. this.detune = 0;
  25114. this.loop = false;
  25115. this.loopStart = 0;
  25116. this.loopEnd = 0;
  25117. this.offset = 0;
  25118. this.duration = undefined;
  25119. this.playbackRate = 1;
  25120. this.isPlaying = false;
  25121. this.hasPlaybackControl = true;
  25122. this.sourceType = 'empty';
  25123. this._startedAt = 0;
  25124. this._pausedAt = 0;
  25125. this.filters = [];
  25126. }
  25127. Audio.prototype = Object.assign( Object.create( Object3D.prototype ), {
  25128. constructor: Audio,
  25129. getOutput: function () {
  25130. return this.gain;
  25131. },
  25132. setNodeSource: function ( audioNode ) {
  25133. this.hasPlaybackControl = false;
  25134. this.sourceType = 'audioNode';
  25135. this.source = audioNode;
  25136. this.connect();
  25137. return this;
  25138. },
  25139. setMediaElementSource: function ( mediaElement ) {
  25140. this.hasPlaybackControl = false;
  25141. this.sourceType = 'mediaNode';
  25142. this.source = this.context.createMediaElementSource( mediaElement );
  25143. this.connect();
  25144. return this;
  25145. },
  25146. setMediaStreamSource: function ( mediaStream ) {
  25147. this.hasPlaybackControl = false;
  25148. this.sourceType = 'mediaStreamNode';
  25149. this.source = this.context.createMediaStreamSource( mediaStream );
  25150. this.connect();
  25151. return this;
  25152. },
  25153. setBuffer: function ( audioBuffer ) {
  25154. this.buffer = audioBuffer;
  25155. this.sourceType = 'buffer';
  25156. if ( this.autoplay ) { this.play(); }
  25157. return this;
  25158. },
  25159. play: function ( delay ) {
  25160. if ( delay === undefined ) { delay = 0; }
  25161. if ( this.isPlaying === true ) {
  25162. console.warn( 'THREE.Audio: Audio is already playing.' );
  25163. return;
  25164. }
  25165. if ( this.hasPlaybackControl === false ) {
  25166. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25167. return;
  25168. }
  25169. this._startedAt = this.context.currentTime + delay;
  25170. var source = this.context.createBufferSource();
  25171. source.buffer = this.buffer;
  25172. source.loop = this.loop;
  25173. source.loopStart = this.loopStart;
  25174. source.loopEnd = this.loopEnd;
  25175. source.onended = this.onEnded.bind( this );
  25176. source.start( this._startedAt, this._pausedAt + this.offset, this.duration );
  25177. this.isPlaying = true;
  25178. this.source = source;
  25179. this.setDetune( this.detune );
  25180. this.setPlaybackRate( this.playbackRate );
  25181. return this.connect();
  25182. },
  25183. pause: function () {
  25184. if ( this.hasPlaybackControl === false ) {
  25185. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25186. return;
  25187. }
  25188. if ( this.isPlaying === true ) {
  25189. this._pausedAt = ( this.context.currentTime - this._startedAt ) * this.playbackRate;
  25190. this.source.stop();
  25191. this.source.onended = null;
  25192. this.isPlaying = false;
  25193. }
  25194. return this;
  25195. },
  25196. stop: function () {
  25197. if ( this.hasPlaybackControl === false ) {
  25198. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25199. return;
  25200. }
  25201. this._pausedAt = 0;
  25202. this.source.stop();
  25203. this.source.onended = null;
  25204. this.isPlaying = false;
  25205. return this;
  25206. },
  25207. connect: function () {
  25208. if ( this.filters.length > 0 ) {
  25209. this.source.connect( this.filters[ 0 ] );
  25210. for ( var i = 1, l = this.filters.length; i < l; i ++ ) {
  25211. this.filters[ i - 1 ].connect( this.filters[ i ] );
  25212. }
  25213. this.filters[ this.filters.length - 1 ].connect( this.getOutput() );
  25214. } else {
  25215. this.source.connect( this.getOutput() );
  25216. }
  25217. return this;
  25218. },
  25219. disconnect: function () {
  25220. if ( this.filters.length > 0 ) {
  25221. this.source.disconnect( this.filters[ 0 ] );
  25222. for ( var i = 1, l = this.filters.length; i < l; i ++ ) {
  25223. this.filters[ i - 1 ].disconnect( this.filters[ i ] );
  25224. }
  25225. this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );
  25226. } else {
  25227. this.source.disconnect( this.getOutput() );
  25228. }
  25229. return this;
  25230. },
  25231. getFilters: function () {
  25232. return this.filters;
  25233. },
  25234. setFilters: function ( value ) {
  25235. if ( ! value ) { value = []; }
  25236. if ( this.isPlaying === true ) {
  25237. this.disconnect();
  25238. this.filters = value;
  25239. this.connect();
  25240. } else {
  25241. this.filters = value;
  25242. }
  25243. return this;
  25244. },
  25245. setDetune: function ( value ) {
  25246. this.detune = value;
  25247. if ( this.source.detune === undefined ) { return; } // only set detune when available
  25248. if ( this.isPlaying === true ) {
  25249. this.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 );
  25250. }
  25251. return this;
  25252. },
  25253. getDetune: function () {
  25254. return this.detune;
  25255. },
  25256. getFilter: function () {
  25257. return this.getFilters()[ 0 ];
  25258. },
  25259. setFilter: function ( filter ) {
  25260. return this.setFilters( filter ? [ filter ] : [] );
  25261. },
  25262. setPlaybackRate: function ( value ) {
  25263. if ( this.hasPlaybackControl === false ) {
  25264. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25265. return;
  25266. }
  25267. this.playbackRate = value;
  25268. if ( this.isPlaying === true ) {
  25269. this.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 );
  25270. }
  25271. return this;
  25272. },
  25273. getPlaybackRate: function () {
  25274. return this.playbackRate;
  25275. },
  25276. onEnded: function () {
  25277. this.isPlaying = false;
  25278. },
  25279. getLoop: function () {
  25280. if ( this.hasPlaybackControl === false ) {
  25281. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25282. return false;
  25283. }
  25284. return this.loop;
  25285. },
  25286. setLoop: function ( value ) {
  25287. if ( this.hasPlaybackControl === false ) {
  25288. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25289. return;
  25290. }
  25291. this.loop = value;
  25292. if ( this.isPlaying === true ) {
  25293. this.source.loop = this.loop;
  25294. }
  25295. return this;
  25296. },
  25297. setLoopStart: function ( value ) {
  25298. this.loopStart = value;
  25299. return this;
  25300. },
  25301. setLoopEnd: function ( value ) {
  25302. this.loopEnd = value;
  25303. return this;
  25304. },
  25305. getVolume: function () {
  25306. return this.gain.gain.value;
  25307. },
  25308. setVolume: function ( value ) {
  25309. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  25310. return this;
  25311. }
  25312. } );
  25313. /**
  25314. * @author mrdoob / http://mrdoob.com/
  25315. */
  25316. var _position$3 = new Vector3();
  25317. var _quaternion$4 = new Quaternion();
  25318. var _scale$2 = new Vector3();
  25319. var _orientation$1 = new Vector3();
  25320. function PositionalAudio( listener ) {
  25321. Audio.call( this, listener );
  25322. this.panner = this.context.createPanner();
  25323. this.panner.panningModel = 'HRTF';
  25324. this.panner.connect( this.gain );
  25325. }
  25326. PositionalAudio.prototype = Object.assign( Object.create( Audio.prototype ), {
  25327. constructor: PositionalAudio,
  25328. getOutput: function () {
  25329. return this.panner;
  25330. },
  25331. getRefDistance: function () {
  25332. return this.panner.refDistance;
  25333. },
  25334. setRefDistance: function ( value ) {
  25335. this.panner.refDistance = value;
  25336. return this;
  25337. },
  25338. getRolloffFactor: function () {
  25339. return this.panner.rolloffFactor;
  25340. },
  25341. setRolloffFactor: function ( value ) {
  25342. this.panner.rolloffFactor = value;
  25343. return this;
  25344. },
  25345. getDistanceModel: function () {
  25346. return this.panner.distanceModel;
  25347. },
  25348. setDistanceModel: function ( value ) {
  25349. this.panner.distanceModel = value;
  25350. return this;
  25351. },
  25352. getMaxDistance: function () {
  25353. return this.panner.maxDistance;
  25354. },
  25355. setMaxDistance: function ( value ) {
  25356. this.panner.maxDistance = value;
  25357. return this;
  25358. },
  25359. setDirectionalCone: function ( coneInnerAngle, coneOuterAngle, coneOuterGain ) {
  25360. this.panner.coneInnerAngle = coneInnerAngle;
  25361. this.panner.coneOuterAngle = coneOuterAngle;
  25362. this.panner.coneOuterGain = coneOuterGain;
  25363. return this;
  25364. },
  25365. updateMatrixWorld: function ( force ) {
  25366. Object3D.prototype.updateMatrixWorld.call( this, force );
  25367. if ( this.hasPlaybackControl === true && this.isPlaying === false ) { return; }
  25368. this.matrixWorld.decompose( _position$3, _quaternion$4, _scale$2 );
  25369. _orientation$1.set( 0, 0, 1 ).applyQuaternion( _quaternion$4 );
  25370. var panner = this.panner;
  25371. if ( panner.positionX ) {
  25372. // code path for Chrome and Firefox (see #14393)
  25373. var endTime = this.context.currentTime + this.listener.timeDelta;
  25374. panner.positionX.linearRampToValueAtTime( _position$3.x, endTime );
  25375. panner.positionY.linearRampToValueAtTime( _position$3.y, endTime );
  25376. panner.positionZ.linearRampToValueAtTime( _position$3.z, endTime );
  25377. panner.orientationX.linearRampToValueAtTime( _orientation$1.x, endTime );
  25378. panner.orientationY.linearRampToValueAtTime( _orientation$1.y, endTime );
  25379. panner.orientationZ.linearRampToValueAtTime( _orientation$1.z, endTime );
  25380. } else {
  25381. panner.setPosition( _position$3.x, _position$3.y, _position$3.z );
  25382. panner.setOrientation( _orientation$1.x, _orientation$1.y, _orientation$1.z );
  25383. }
  25384. }
  25385. } );
  25386. /**
  25387. * @author mrdoob / http://mrdoob.com/
  25388. */
  25389. function AudioAnalyser( audio, fftSize ) {
  25390. this.analyser = audio.context.createAnalyser();
  25391. this.analyser.fftSize = fftSize !== undefined ? fftSize : 2048;
  25392. this.data = new Uint8Array( this.analyser.frequencyBinCount );
  25393. audio.getOutput().connect( this.analyser );
  25394. }
  25395. Object.assign( AudioAnalyser.prototype, {
  25396. getFrequencyData: function () {
  25397. this.analyser.getByteFrequencyData( this.data );
  25398. return this.data;
  25399. },
  25400. getAverageFrequency: function () {
  25401. var value = 0, data = this.getFrequencyData();
  25402. for ( var i = 0; i < data.length; i ++ ) {
  25403. value += data[ i ];
  25404. }
  25405. return value / data.length;
  25406. }
  25407. } );
  25408. /**
  25409. *
  25410. * Buffered scene graph property that allows weighted accumulation.
  25411. *
  25412. *
  25413. * @author Ben Houston / http://clara.io/
  25414. * @author David Sarno / http://lighthaus.us/
  25415. * @author tschw
  25416. */
  25417. function PropertyMixer( binding, typeName, valueSize ) {
  25418. this.binding = binding;
  25419. this.valueSize = valueSize;
  25420. var bufferType = Float64Array,
  25421. mixFunction;
  25422. switch ( typeName ) {
  25423. case 'quaternion':
  25424. mixFunction = this._slerp;
  25425. break;
  25426. case 'string':
  25427. case 'bool':
  25428. bufferType = Array;
  25429. mixFunction = this._select;
  25430. break;
  25431. default:
  25432. mixFunction = this._lerp;
  25433. }
  25434. this.buffer = new bufferType( valueSize * 4 );
  25435. // layout: [ incoming | accu0 | accu1 | orig ]
  25436. //
  25437. // interpolators can use .buffer as their .result
  25438. // the data then goes to 'incoming'
  25439. //
  25440. // 'accu0' and 'accu1' are used frame-interleaved for
  25441. // the cumulative result and are compared to detect
  25442. // changes
  25443. //
  25444. // 'orig' stores the original state of the property
  25445. this._mixBufferRegion = mixFunction;
  25446. this.cumulativeWeight = 0;
  25447. this.useCount = 0;
  25448. this.referenceCount = 0;
  25449. }
  25450. Object.assign( PropertyMixer.prototype, {
  25451. // accumulate data in the 'incoming' region into 'accu<i>'
  25452. accumulate: function ( accuIndex, weight ) {
  25453. // note: happily accumulating nothing when weight = 0, the caller knows
  25454. // the weight and shouldn't have made the call in the first place
  25455. var buffer = this.buffer,
  25456. stride = this.valueSize,
  25457. offset = accuIndex * stride + stride,
  25458. currentWeight = this.cumulativeWeight;
  25459. if ( currentWeight === 0 ) {
  25460. // accuN := incoming * weight
  25461. for ( var i = 0; i !== stride; ++ i ) {
  25462. buffer[ offset + i ] = buffer[ i ];
  25463. }
  25464. currentWeight = weight;
  25465. } else {
  25466. // accuN := accuN + incoming * weight
  25467. currentWeight += weight;
  25468. var mix = weight / currentWeight;
  25469. this._mixBufferRegion( buffer, offset, 0, mix, stride );
  25470. }
  25471. this.cumulativeWeight = currentWeight;
  25472. },
  25473. // apply the state of 'accu<i>' to the binding when accus differ
  25474. apply: function ( accuIndex ) {
  25475. var stride = this.valueSize,
  25476. buffer = this.buffer,
  25477. offset = accuIndex * stride + stride,
  25478. weight = this.cumulativeWeight,
  25479. binding = this.binding;
  25480. this.cumulativeWeight = 0;
  25481. if ( weight < 1 ) {
  25482. // accuN := accuN + original * ( 1 - cumulativeWeight )
  25483. var originalValueOffset = stride * 3;
  25484. this._mixBufferRegion(
  25485. buffer, offset, originalValueOffset, 1 - weight, stride );
  25486. }
  25487. for ( var i = stride, e = stride + stride; i !== e; ++ i ) {
  25488. if ( buffer[ i ] !== buffer[ i + stride ] ) {
  25489. // value has changed -> update scene graph
  25490. binding.setValue( buffer, offset );
  25491. break;
  25492. }
  25493. }
  25494. },
  25495. // remember the state of the bound property and copy it to both accus
  25496. saveOriginalState: function () {
  25497. var binding = this.binding;
  25498. var buffer = this.buffer,
  25499. stride = this.valueSize,
  25500. originalValueOffset = stride * 3;
  25501. binding.getValue( buffer, originalValueOffset );
  25502. // accu[0..1] := orig -- initially detect changes against the original
  25503. for ( var i = stride, e = originalValueOffset; i !== e; ++ i ) {
  25504. buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];
  25505. }
  25506. this.cumulativeWeight = 0;
  25507. },
  25508. // apply the state previously taken via 'saveOriginalState' to the binding
  25509. restoreOriginalState: function () {
  25510. var originalValueOffset = this.valueSize * 3;
  25511. this.binding.setValue( this.buffer, originalValueOffset );
  25512. },
  25513. // mix functions
  25514. _select: function ( buffer, dstOffset, srcOffset, t, stride ) {
  25515. if ( t >= 0.5 ) {
  25516. for ( var i = 0; i !== stride; ++ i ) {
  25517. buffer[ dstOffset + i ] = buffer[ srcOffset + i ];
  25518. }
  25519. }
  25520. },
  25521. _slerp: function ( buffer, dstOffset, srcOffset, t ) {
  25522. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t );
  25523. },
  25524. _lerp: function ( buffer, dstOffset, srcOffset, t, stride ) {
  25525. var s = 1 - t;
  25526. for ( var i = 0; i !== stride; ++ i ) {
  25527. var j = dstOffset + i;
  25528. buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;
  25529. }
  25530. }
  25531. } );
  25532. /**
  25533. *
  25534. * A reference to a real property in the scene graph.
  25535. *
  25536. *
  25537. * @author Ben Houston / http://clara.io/
  25538. * @author David Sarno / http://lighthaus.us/
  25539. * @author tschw
  25540. */
  25541. // Characters [].:/ are reserved for track binding syntax.
  25542. var _RESERVED_CHARS_RE = '\\[\\]\\.:\\/';
  25543. var _reservedRe = new RegExp( '[' + _RESERVED_CHARS_RE + ']', 'g' );
  25544. // Attempts to allow node names from any language. ES5's `\w` regexp matches
  25545. // only latin characters, and the unicode \p{L} is not yet supported. So
  25546. // instead, we exclude reserved characters and match everything else.
  25547. var _wordChar = '[^' + _RESERVED_CHARS_RE + ']';
  25548. var _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace( '\\.', '' ) + ']';
  25549. // Parent directories, delimited by '/' or ':'. Currently unused, but must
  25550. // be matched to parse the rest of the track name.
  25551. var _directoryRe = /((?:WC+[\/:])*)/.source.replace( 'WC', _wordChar );
  25552. // Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.
  25553. var _nodeRe = /(WCOD+)?/.source.replace( 'WCOD', _wordCharOrDot );
  25554. // Object on target node, and accessor. May not contain reserved
  25555. // characters. Accessor may contain any character except closing bracket.
  25556. var _objectRe = /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace( 'WC', _wordChar );
  25557. // Property and accessor. May not contain reserved characters. Accessor may
  25558. // contain any non-bracket characters.
  25559. var _propertyRe = /\.(WC+)(?:\[(.+)\])?/.source.replace( 'WC', _wordChar );
  25560. var _trackRe = new RegExp( ''
  25561. + '^'
  25562. + _directoryRe
  25563. + _nodeRe
  25564. + _objectRe
  25565. + _propertyRe
  25566. + '$'
  25567. );
  25568. var _supportedObjectNames = [ 'material', 'materials', 'bones' ];
  25569. function Composite( targetGroup, path, optionalParsedPath ) {
  25570. var parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );
  25571. this._targetGroup = targetGroup;
  25572. this._bindings = targetGroup.subscribe_( path, parsedPath );
  25573. }
  25574. Object.assign( Composite.prototype, {
  25575. getValue: function ( array, offset ) {
  25576. this.bind(); // bind all binding
  25577. var firstValidIndex = this._targetGroup.nCachedObjects_,
  25578. binding = this._bindings[ firstValidIndex ];
  25579. // and only call .getValue on the first
  25580. if ( binding !== undefined ) { binding.getValue( array, offset ); }
  25581. },
  25582. setValue: function ( array, offset ) {
  25583. var bindings = this._bindings;
  25584. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  25585. bindings[ i ].setValue( array, offset );
  25586. }
  25587. },
  25588. bind: function () {
  25589. var bindings = this._bindings;
  25590. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  25591. bindings[ i ].bind();
  25592. }
  25593. },
  25594. unbind: function () {
  25595. var bindings = this._bindings;
  25596. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  25597. bindings[ i ].unbind();
  25598. }
  25599. }
  25600. } );
  25601. function PropertyBinding( rootNode, path, parsedPath ) {
  25602. this.path = path;
  25603. this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );
  25604. this.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName ) || rootNode;
  25605. this.rootNode = rootNode;
  25606. }
  25607. Object.assign( PropertyBinding, {
  25608. Composite: Composite,
  25609. create: function ( root, path, parsedPath ) {
  25610. if ( ! ( root && root.isAnimationObjectGroup ) ) {
  25611. return new PropertyBinding( root, path, parsedPath );
  25612. } else {
  25613. return new PropertyBinding.Composite( root, path, parsedPath );
  25614. }
  25615. },
  25616. /**
  25617. * Replaces spaces with underscores and removes unsupported characters from
  25618. * node names, to ensure compatibility with parseTrackName().
  25619. *
  25620. * @param {string} name Node name to be sanitized.
  25621. * @return {string}
  25622. */
  25623. sanitizeNodeName: function ( name ) {
  25624. return name.replace( /\s/g, '_' ).replace( _reservedRe, '' );
  25625. },
  25626. parseTrackName: function ( trackName ) {
  25627. var matches = _trackRe.exec( trackName );
  25628. if ( ! matches ) {
  25629. throw new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName );
  25630. }
  25631. var results = {
  25632. // directoryName: matches[ 1 ], // (tschw) currently unused
  25633. nodeName: matches[ 2 ],
  25634. objectName: matches[ 3 ],
  25635. objectIndex: matches[ 4 ],
  25636. propertyName: matches[ 5 ], // required
  25637. propertyIndex: matches[ 6 ]
  25638. };
  25639. var lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );
  25640. if ( lastDot !== undefined && lastDot !== - 1 ) {
  25641. var objectName = results.nodeName.substring( lastDot + 1 );
  25642. // Object names must be checked against a whitelist. Otherwise, there
  25643. // is no way to parse 'foo.bar.baz': 'baz' must be a property, but
  25644. // 'bar' could be the objectName, or part of a nodeName (which can
  25645. // include '.' characters).
  25646. if ( _supportedObjectNames.indexOf( objectName ) !== - 1 ) {
  25647. results.nodeName = results.nodeName.substring( 0, lastDot );
  25648. results.objectName = objectName;
  25649. }
  25650. }
  25651. if ( results.propertyName === null || results.propertyName.length === 0 ) {
  25652. throw new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName );
  25653. }
  25654. return results;
  25655. },
  25656. findNode: function ( root, nodeName ) {
  25657. if ( ! nodeName || nodeName === "" || nodeName === "root" || nodeName === "." || nodeName === - 1 || nodeName === root.name || nodeName === root.uuid ) {
  25658. return root;
  25659. }
  25660. // search into skeleton bones.
  25661. if ( root.skeleton ) {
  25662. var bone = root.skeleton.getBoneByName( nodeName );
  25663. if ( bone !== undefined ) {
  25664. return bone;
  25665. }
  25666. }
  25667. // search into node subtree.
  25668. if ( root.children ) {
  25669. var searchNodeSubtree = function ( children ) {
  25670. for ( var i = 0; i < children.length; i ++ ) {
  25671. var childNode = children[ i ];
  25672. if ( childNode.name === nodeName || childNode.uuid === nodeName ) {
  25673. return childNode;
  25674. }
  25675. var result = searchNodeSubtree( childNode.children );
  25676. if ( result ) { return result; }
  25677. }
  25678. return null;
  25679. };
  25680. var subTreeNode = searchNodeSubtree( root.children );
  25681. if ( subTreeNode ) {
  25682. return subTreeNode;
  25683. }
  25684. }
  25685. return null;
  25686. }
  25687. } );
  25688. Object.assign( PropertyBinding.prototype, { // prototype, continued
  25689. // these are used to "bind" a nonexistent property
  25690. _getValue_unavailable: function () {},
  25691. _setValue_unavailable: function () {},
  25692. BindingType: {
  25693. Direct: 0,
  25694. EntireArray: 1,
  25695. ArrayElement: 2,
  25696. HasFromToArray: 3
  25697. },
  25698. Versioning: {
  25699. None: 0,
  25700. NeedsUpdate: 1,
  25701. MatrixWorldNeedsUpdate: 2
  25702. },
  25703. GetterByBindingType: [
  25704. function getValue_direct( buffer, offset ) {
  25705. buffer[ offset ] = this.node[ this.propertyName ];
  25706. },
  25707. function getValue_array( buffer, offset ) {
  25708. var source = this.resolvedProperty;
  25709. for ( var i = 0, n = source.length; i !== n; ++ i ) {
  25710. buffer[ offset ++ ] = source[ i ];
  25711. }
  25712. },
  25713. function getValue_arrayElement( buffer, offset ) {
  25714. buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];
  25715. },
  25716. function getValue_toArray( buffer, offset ) {
  25717. this.resolvedProperty.toArray( buffer, offset );
  25718. }
  25719. ],
  25720. SetterByBindingTypeAndVersioning: [
  25721. [
  25722. // Direct
  25723. function setValue_direct( buffer, offset ) {
  25724. this.targetObject[ this.propertyName ] = buffer[ offset ];
  25725. },
  25726. function setValue_direct_setNeedsUpdate( buffer, offset ) {
  25727. this.targetObject[ this.propertyName ] = buffer[ offset ];
  25728. this.targetObject.needsUpdate = true;
  25729. },
  25730. function setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25731. this.targetObject[ this.propertyName ] = buffer[ offset ];
  25732. this.targetObject.matrixWorldNeedsUpdate = true;
  25733. }
  25734. ], [
  25735. // EntireArray
  25736. function setValue_array( buffer, offset ) {
  25737. var dest = this.resolvedProperty;
  25738. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  25739. dest[ i ] = buffer[ offset ++ ];
  25740. }
  25741. },
  25742. function setValue_array_setNeedsUpdate( buffer, offset ) {
  25743. var dest = this.resolvedProperty;
  25744. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  25745. dest[ i ] = buffer[ offset ++ ];
  25746. }
  25747. this.targetObject.needsUpdate = true;
  25748. },
  25749. function setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25750. var dest = this.resolvedProperty;
  25751. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  25752. dest[ i ] = buffer[ offset ++ ];
  25753. }
  25754. this.targetObject.matrixWorldNeedsUpdate = true;
  25755. }
  25756. ], [
  25757. // ArrayElement
  25758. function setValue_arrayElement( buffer, offset ) {
  25759. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  25760. },
  25761. function setValue_arrayElement_setNeedsUpdate( buffer, offset ) {
  25762. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  25763. this.targetObject.needsUpdate = true;
  25764. },
  25765. function setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25766. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  25767. this.targetObject.matrixWorldNeedsUpdate = true;
  25768. }
  25769. ], [
  25770. // HasToFromArray
  25771. function setValue_fromArray( buffer, offset ) {
  25772. this.resolvedProperty.fromArray( buffer, offset );
  25773. },
  25774. function setValue_fromArray_setNeedsUpdate( buffer, offset ) {
  25775. this.resolvedProperty.fromArray( buffer, offset );
  25776. this.targetObject.needsUpdate = true;
  25777. },
  25778. function setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25779. this.resolvedProperty.fromArray( buffer, offset );
  25780. this.targetObject.matrixWorldNeedsUpdate = true;
  25781. }
  25782. ]
  25783. ],
  25784. getValue: function getValue_unbound( targetArray, offset ) {
  25785. this.bind();
  25786. this.getValue( targetArray, offset );
  25787. // Note: This class uses a State pattern on a per-method basis:
  25788. // 'bind' sets 'this.getValue' / 'setValue' and shadows the
  25789. // prototype version of these methods with one that represents
  25790. // the bound state. When the property is not found, the methods
  25791. // become no-ops.
  25792. },
  25793. setValue: function getValue_unbound( sourceArray, offset ) {
  25794. this.bind();
  25795. this.setValue( sourceArray, offset );
  25796. },
  25797. // create getter / setter pair for a property in the scene graph
  25798. bind: function () {
  25799. var targetObject = this.node,
  25800. parsedPath = this.parsedPath,
  25801. objectName = parsedPath.objectName,
  25802. propertyName = parsedPath.propertyName,
  25803. propertyIndex = parsedPath.propertyIndex;
  25804. if ( ! targetObject ) {
  25805. targetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName ) || this.rootNode;
  25806. this.node = targetObject;
  25807. }
  25808. // set fail state so we can just 'return' on error
  25809. this.getValue = this._getValue_unavailable;
  25810. this.setValue = this._setValue_unavailable;
  25811. // ensure there is a value node
  25812. if ( ! targetObject ) {
  25813. console.error( 'THREE.PropertyBinding: Trying to update node for track: ' + this.path + ' but it wasn\'t found.' );
  25814. return;
  25815. }
  25816. if ( objectName ) {
  25817. var objectIndex = parsedPath.objectIndex;
  25818. // special cases were we need to reach deeper into the hierarchy to get the face materials....
  25819. switch ( objectName ) {
  25820. case 'materials':
  25821. if ( ! targetObject.material ) {
  25822. console.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this );
  25823. return;
  25824. }
  25825. if ( ! targetObject.material.materials ) {
  25826. console.error( 'THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this );
  25827. return;
  25828. }
  25829. targetObject = targetObject.material.materials;
  25830. break;
  25831. case 'bones':
  25832. if ( ! targetObject.skeleton ) {
  25833. console.error( 'THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this );
  25834. return;
  25835. }
  25836. // potential future optimization: skip this if propertyIndex is already an integer
  25837. // and convert the integer string to a true integer.
  25838. targetObject = targetObject.skeleton.bones;
  25839. // support resolving morphTarget names into indices.
  25840. for ( var i = 0; i < targetObject.length; i ++ ) {
  25841. if ( targetObject[ i ].name === objectIndex ) {
  25842. objectIndex = i;
  25843. break;
  25844. }
  25845. }
  25846. break;
  25847. default:
  25848. if ( targetObject[ objectName ] === undefined ) {
  25849. console.error( 'THREE.PropertyBinding: Can not bind to objectName of node undefined.', this );
  25850. return;
  25851. }
  25852. targetObject = targetObject[ objectName ];
  25853. }
  25854. if ( objectIndex !== undefined ) {
  25855. if ( targetObject[ objectIndex ] === undefined ) {
  25856. console.error( 'THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject );
  25857. return;
  25858. }
  25859. targetObject = targetObject[ objectIndex ];
  25860. }
  25861. }
  25862. // resolve property
  25863. var nodeProperty = targetObject[ propertyName ];
  25864. if ( nodeProperty === undefined ) {
  25865. var nodeName = parsedPath.nodeName;
  25866. console.error( 'THREE.PropertyBinding: Trying to update property for track: ' + nodeName +
  25867. '.' + propertyName + ' but it wasn\'t found.', targetObject );
  25868. return;
  25869. }
  25870. // determine versioning scheme
  25871. var versioning = this.Versioning.None;
  25872. this.targetObject = targetObject;
  25873. if ( targetObject.needsUpdate !== undefined ) { // material
  25874. versioning = this.Versioning.NeedsUpdate;
  25875. } else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform
  25876. versioning = this.Versioning.MatrixWorldNeedsUpdate;
  25877. }
  25878. // determine how the property gets bound
  25879. var bindingType = this.BindingType.Direct;
  25880. if ( propertyIndex !== undefined ) {
  25881. // access a sub element of the property array (only primitives are supported right now)
  25882. if ( propertyName === "morphTargetInfluences" ) {
  25883. // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.
  25884. // support resolving morphTarget names into indices.
  25885. if ( ! targetObject.geometry ) {
  25886. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );
  25887. return;
  25888. }
  25889. if ( targetObject.geometry.isBufferGeometry ) {
  25890. if ( ! targetObject.geometry.morphAttributes ) {
  25891. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );
  25892. return;
  25893. }
  25894. for ( var i = 0; i < this.node.geometry.morphAttributes.position.length; i ++ ) {
  25895. if ( targetObject.geometry.morphAttributes.position[ i ].name === propertyIndex ) {
  25896. propertyIndex = i;
  25897. break;
  25898. }
  25899. }
  25900. } else {
  25901. if ( ! targetObject.geometry.morphTargets ) {
  25902. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphTargets.', this );
  25903. return;
  25904. }
  25905. for ( var i = 0; i < this.node.geometry.morphTargets.length; i ++ ) {
  25906. if ( targetObject.geometry.morphTargets[ i ].name === propertyIndex ) {
  25907. propertyIndex = i;
  25908. break;
  25909. }
  25910. }
  25911. }
  25912. }
  25913. bindingType = this.BindingType.ArrayElement;
  25914. this.resolvedProperty = nodeProperty;
  25915. this.propertyIndex = propertyIndex;
  25916. } else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {
  25917. // must use copy for Object3D.Euler/Quaternion
  25918. bindingType = this.BindingType.HasFromToArray;
  25919. this.resolvedProperty = nodeProperty;
  25920. } else if ( Array.isArray( nodeProperty ) ) {
  25921. bindingType = this.BindingType.EntireArray;
  25922. this.resolvedProperty = nodeProperty;
  25923. } else {
  25924. this.propertyName = propertyName;
  25925. }
  25926. // select getter / setter
  25927. this.getValue = this.GetterByBindingType[ bindingType ];
  25928. this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];
  25929. },
  25930. unbind: function () {
  25931. this.node = null;
  25932. // back to the prototype version of getValue / setValue
  25933. // note: avoiding to mutate the shape of 'this' via 'delete'
  25934. this.getValue = this._getValue_unbound;
  25935. this.setValue = this._setValue_unbound;
  25936. }
  25937. } );
  25938. //!\ DECLARE ALIAS AFTER assign prototype !
  25939. Object.assign( PropertyBinding.prototype, {
  25940. // initial state of these methods that calls 'bind'
  25941. _getValue_unbound: PropertyBinding.prototype.getValue,
  25942. _setValue_unbound: PropertyBinding.prototype.setValue,
  25943. } );
  25944. /**
  25945. *
  25946. * A group of objects that receives a shared animation state.
  25947. *
  25948. * Usage:
  25949. *
  25950. * - Add objects you would otherwise pass as 'root' to the
  25951. * constructor or the .clipAction method of AnimationMixer.
  25952. *
  25953. * - Instead pass this object as 'root'.
  25954. *
  25955. * - You can also add and remove objects later when the mixer
  25956. * is running.
  25957. *
  25958. * Note:
  25959. *
  25960. * Objects of this class appear as one object to the mixer,
  25961. * so cache control of the individual objects must be done
  25962. * on the group.
  25963. *
  25964. * Limitation:
  25965. *
  25966. * - The animated properties must be compatible among the
  25967. * all objects in the group.
  25968. *
  25969. * - A single property can either be controlled through a
  25970. * target group or directly, but not both.
  25971. *
  25972. * @author tschw
  25973. */
  25974. function AnimationObjectGroup() {
  25975. this.uuid = _Math.generateUUID();
  25976. // cached objects followed by the active ones
  25977. this._objects = Array.prototype.slice.call( arguments );
  25978. this.nCachedObjects_ = 0; // threshold
  25979. // note: read by PropertyBinding.Composite
  25980. var indices = {};
  25981. this._indicesByUUID = indices; // for bookkeeping
  25982. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  25983. indices[ arguments[ i ].uuid ] = i;
  25984. }
  25985. this._paths = []; // inside: string
  25986. this._parsedPaths = []; // inside: { we don't care, here }
  25987. this._bindings = []; // inside: Array< PropertyBinding >
  25988. this._bindingsIndicesByPath = {}; // inside: indices in these arrays
  25989. var scope = this;
  25990. this.stats = {
  25991. objects: {
  25992. get total() {
  25993. return scope._objects.length;
  25994. },
  25995. get inUse() {
  25996. return this.total - scope.nCachedObjects_;
  25997. }
  25998. },
  25999. get bindingsPerObject() {
  26000. return scope._bindings.length;
  26001. }
  26002. };
  26003. }
  26004. Object.assign( AnimationObjectGroup.prototype, {
  26005. isAnimationObjectGroup: true,
  26006. add: function () {
  26007. var objects = this._objects,
  26008. nObjects = objects.length,
  26009. nCachedObjects = this.nCachedObjects_,
  26010. indicesByUUID = this._indicesByUUID,
  26011. paths = this._paths,
  26012. parsedPaths = this._parsedPaths,
  26013. bindings = this._bindings,
  26014. nBindings = bindings.length,
  26015. knownObject = undefined;
  26016. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  26017. var object = arguments[ i ],
  26018. uuid = object.uuid,
  26019. index = indicesByUUID[ uuid ];
  26020. if ( index === undefined ) {
  26021. // unknown object -> add it to the ACTIVE region
  26022. index = nObjects ++;
  26023. indicesByUUID[ uuid ] = index;
  26024. objects.push( object );
  26025. // accounting is done, now do the same for all bindings
  26026. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  26027. bindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) );
  26028. }
  26029. } else if ( index < nCachedObjects ) {
  26030. knownObject = objects[ index ];
  26031. // move existing object to the ACTIVE region
  26032. var firstActiveIndex = -- nCachedObjects,
  26033. lastCachedObject = objects[ firstActiveIndex ];
  26034. indicesByUUID[ lastCachedObject.uuid ] = index;
  26035. objects[ index ] = lastCachedObject;
  26036. indicesByUUID[ uuid ] = firstActiveIndex;
  26037. objects[ firstActiveIndex ] = object;
  26038. // accounting is done, now do the same for all bindings
  26039. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  26040. var bindingsForPath = bindings[ j ],
  26041. lastCached = bindingsForPath[ firstActiveIndex ],
  26042. binding = bindingsForPath[ index ];
  26043. bindingsForPath[ index ] = lastCached;
  26044. if ( binding === undefined ) {
  26045. // since we do not bother to create new bindings
  26046. // for objects that are cached, the binding may
  26047. // or may not exist
  26048. binding = new PropertyBinding( object, paths[ j ], parsedPaths[ j ] );
  26049. }
  26050. bindingsForPath[ firstActiveIndex ] = binding;
  26051. }
  26052. } else if ( objects[ index ] !== knownObject ) {
  26053. console.error( 'THREE.AnimationObjectGroup: Different objects with the same UUID ' +
  26054. 'detected. Clean the caches or recreate your infrastructure when reloading scenes.' );
  26055. } // else the object is already where we want it to be
  26056. } // for arguments
  26057. this.nCachedObjects_ = nCachedObjects;
  26058. },
  26059. remove: function () {
  26060. var objects = this._objects,
  26061. nCachedObjects = this.nCachedObjects_,
  26062. indicesByUUID = this._indicesByUUID,
  26063. bindings = this._bindings,
  26064. nBindings = bindings.length;
  26065. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  26066. var object = arguments[ i ],
  26067. uuid = object.uuid,
  26068. index = indicesByUUID[ uuid ];
  26069. if ( index !== undefined && index >= nCachedObjects ) {
  26070. // move existing object into the CACHED region
  26071. var lastCachedIndex = nCachedObjects ++,
  26072. firstActiveObject = objects[ lastCachedIndex ];
  26073. indicesByUUID[ firstActiveObject.uuid ] = index;
  26074. objects[ index ] = firstActiveObject;
  26075. indicesByUUID[ uuid ] = lastCachedIndex;
  26076. objects[ lastCachedIndex ] = object;
  26077. // accounting is done, now do the same for all bindings
  26078. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  26079. var bindingsForPath = bindings[ j ],
  26080. firstActive = bindingsForPath[ lastCachedIndex ],
  26081. binding = bindingsForPath[ index ];
  26082. bindingsForPath[ index ] = firstActive;
  26083. bindingsForPath[ lastCachedIndex ] = binding;
  26084. }
  26085. }
  26086. } // for arguments
  26087. this.nCachedObjects_ = nCachedObjects;
  26088. },
  26089. // remove & forget
  26090. uncache: function () {
  26091. var objects = this._objects,
  26092. nObjects = objects.length,
  26093. nCachedObjects = this.nCachedObjects_,
  26094. indicesByUUID = this._indicesByUUID,
  26095. bindings = this._bindings,
  26096. nBindings = bindings.length;
  26097. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  26098. var object = arguments[ i ],
  26099. uuid = object.uuid,
  26100. index = indicesByUUID[ uuid ];
  26101. if ( index !== undefined ) {
  26102. delete indicesByUUID[ uuid ];
  26103. if ( index < nCachedObjects ) {
  26104. // object is cached, shrink the CACHED region
  26105. var firstActiveIndex = -- nCachedObjects,
  26106. lastCachedObject = objects[ firstActiveIndex ],
  26107. lastIndex = -- nObjects,
  26108. lastObject = objects[ lastIndex ];
  26109. // last cached object takes this object's place
  26110. indicesByUUID[ lastCachedObject.uuid ] = index;
  26111. objects[ index ] = lastCachedObject;
  26112. // last object goes to the activated slot and pop
  26113. indicesByUUID[ lastObject.uuid ] = firstActiveIndex;
  26114. objects[ firstActiveIndex ] = lastObject;
  26115. objects.pop();
  26116. // accounting is done, now do the same for all bindings
  26117. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  26118. var bindingsForPath = bindings[ j ],
  26119. lastCached = bindingsForPath[ firstActiveIndex ],
  26120. last = bindingsForPath[ lastIndex ];
  26121. bindingsForPath[ index ] = lastCached;
  26122. bindingsForPath[ firstActiveIndex ] = last;
  26123. bindingsForPath.pop();
  26124. }
  26125. } else {
  26126. // object is active, just swap with the last and pop
  26127. var lastIndex = -- nObjects,
  26128. lastObject = objects[ lastIndex ];
  26129. indicesByUUID[ lastObject.uuid ] = index;
  26130. objects[ index ] = lastObject;
  26131. objects.pop();
  26132. // accounting is done, now do the same for all bindings
  26133. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  26134. var bindingsForPath = bindings[ j ];
  26135. bindingsForPath[ index ] = bindingsForPath[ lastIndex ];
  26136. bindingsForPath.pop();
  26137. }
  26138. } // cached or active
  26139. } // if object is known
  26140. } // for arguments
  26141. this.nCachedObjects_ = nCachedObjects;
  26142. },
  26143. // Internal interface used by befriended PropertyBinding.Composite:
  26144. subscribe_: function ( path, parsedPath ) {
  26145. // returns an array of bindings for the given path that is changed
  26146. // according to the contained objects in the group
  26147. var indicesByPath = this._bindingsIndicesByPath,
  26148. index = indicesByPath[ path ],
  26149. bindings = this._bindings;
  26150. if ( index !== undefined ) { return bindings[ index ]; }
  26151. var paths = this._paths,
  26152. parsedPaths = this._parsedPaths,
  26153. objects = this._objects,
  26154. nObjects = objects.length,
  26155. nCachedObjects = this.nCachedObjects_,
  26156. bindingsForPath = new Array( nObjects );
  26157. index = bindings.length;
  26158. indicesByPath[ path ] = index;
  26159. paths.push( path );
  26160. parsedPaths.push( parsedPath );
  26161. bindings.push( bindingsForPath );
  26162. for ( var i = nCachedObjects, n = objects.length; i !== n; ++ i ) {
  26163. var object = objects[ i ];
  26164. bindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath );
  26165. }
  26166. return bindingsForPath;
  26167. },
  26168. unsubscribe_: function ( path ) {
  26169. // tells the group to forget about a property path and no longer
  26170. // update the array previously obtained with 'subscribe_'
  26171. var indicesByPath = this._bindingsIndicesByPath,
  26172. index = indicesByPath[ path ];
  26173. if ( index !== undefined ) {
  26174. var paths = this._paths,
  26175. parsedPaths = this._parsedPaths,
  26176. bindings = this._bindings,
  26177. lastBindingsIndex = bindings.length - 1,
  26178. lastBindings = bindings[ lastBindingsIndex ],
  26179. lastBindingsPath = path[ lastBindingsIndex ];
  26180. indicesByPath[ lastBindingsPath ] = index;
  26181. bindings[ index ] = lastBindings;
  26182. bindings.pop();
  26183. parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];
  26184. parsedPaths.pop();
  26185. paths[ index ] = paths[ lastBindingsIndex ];
  26186. paths.pop();
  26187. }
  26188. }
  26189. } );
  26190. /**
  26191. *
  26192. * Action provided by AnimationMixer for scheduling clip playback on specific
  26193. * objects.
  26194. *
  26195. * @author Ben Houston / http://clara.io/
  26196. * @author David Sarno / http://lighthaus.us/
  26197. * @author tschw
  26198. *
  26199. */
  26200. function AnimationAction( mixer, clip, localRoot ) {
  26201. this._mixer = mixer;
  26202. this._clip = clip;
  26203. this._localRoot = localRoot || null;
  26204. var tracks = clip.tracks,
  26205. nTracks = tracks.length,
  26206. interpolants = new Array( nTracks );
  26207. var interpolantSettings = {
  26208. endingStart: ZeroCurvatureEnding,
  26209. endingEnd: ZeroCurvatureEnding
  26210. };
  26211. for ( var i = 0; i !== nTracks; ++ i ) {
  26212. var interpolant = tracks[ i ].createInterpolant( null );
  26213. interpolants[ i ] = interpolant;
  26214. interpolant.settings = interpolantSettings;
  26215. }
  26216. this._interpolantSettings = interpolantSettings;
  26217. this._interpolants = interpolants; // bound by the mixer
  26218. // inside: PropertyMixer (managed by the mixer)
  26219. this._propertyBindings = new Array( nTracks );
  26220. this._cacheIndex = null; // for the memory manager
  26221. this._byClipCacheIndex = null; // for the memory manager
  26222. this._timeScaleInterpolant = null;
  26223. this._weightInterpolant = null;
  26224. this.loop = LoopRepeat;
  26225. this._loopCount = - 1;
  26226. // global mixer time when the action is to be started
  26227. // it's set back to 'null' upon start of the action
  26228. this._startTime = null;
  26229. // scaled local time of the action
  26230. // gets clamped or wrapped to 0..clip.duration according to loop
  26231. this.time = 0;
  26232. this.timeScale = 1;
  26233. this._effectiveTimeScale = 1;
  26234. this.weight = 1;
  26235. this._effectiveWeight = 1;
  26236. this.repetitions = Infinity; // no. of repetitions when looping
  26237. this.paused = false; // true -> zero effective time scale
  26238. this.enabled = true; // false -> zero effective weight
  26239. this.clampWhenFinished = false;// keep feeding the last frame?
  26240. this.zeroSlopeAtStart = true;// for smooth interpolation w/o separate
  26241. this.zeroSlopeAtEnd = true;// clips for start, loop and end
  26242. }
  26243. Object.assign( AnimationAction.prototype, {
  26244. // State & Scheduling
  26245. play: function () {
  26246. this._mixer._activateAction( this );
  26247. return this;
  26248. },
  26249. stop: function () {
  26250. this._mixer._deactivateAction( this );
  26251. return this.reset();
  26252. },
  26253. reset: function () {
  26254. this.paused = false;
  26255. this.enabled = true;
  26256. this.time = 0; // restart clip
  26257. this._loopCount = - 1;// forget previous loops
  26258. this._startTime = null;// forget scheduling
  26259. return this.stopFading().stopWarping();
  26260. },
  26261. isRunning: function () {
  26262. return this.enabled && ! this.paused && this.timeScale !== 0 &&
  26263. this._startTime === null && this._mixer._isActiveAction( this );
  26264. },
  26265. // return true when play has been called
  26266. isScheduled: function () {
  26267. return this._mixer._isActiveAction( this );
  26268. },
  26269. startAt: function ( time ) {
  26270. this._startTime = time;
  26271. return this;
  26272. },
  26273. setLoop: function ( mode, repetitions ) {
  26274. this.loop = mode;
  26275. this.repetitions = repetitions;
  26276. return this;
  26277. },
  26278. // Weight
  26279. // set the weight stopping any scheduled fading
  26280. // although .enabled = false yields an effective weight of zero, this
  26281. // method does *not* change .enabled, because it would be confusing
  26282. setEffectiveWeight: function ( weight ) {
  26283. this.weight = weight;
  26284. // note: same logic as when updated at runtime
  26285. this._effectiveWeight = this.enabled ? weight : 0;
  26286. return this.stopFading();
  26287. },
  26288. // return the weight considering fading and .enabled
  26289. getEffectiveWeight: function () {
  26290. return this._effectiveWeight;
  26291. },
  26292. fadeIn: function ( duration ) {
  26293. return this._scheduleFading( duration, 0, 1 );
  26294. },
  26295. fadeOut: function ( duration ) {
  26296. return this._scheduleFading( duration, 1, 0 );
  26297. },
  26298. crossFadeFrom: function ( fadeOutAction, duration, warp ) {
  26299. fadeOutAction.fadeOut( duration );
  26300. this.fadeIn( duration );
  26301. if ( warp ) {
  26302. var fadeInDuration = this._clip.duration,
  26303. fadeOutDuration = fadeOutAction._clip.duration,
  26304. startEndRatio = fadeOutDuration / fadeInDuration,
  26305. endStartRatio = fadeInDuration / fadeOutDuration;
  26306. fadeOutAction.warp( 1.0, startEndRatio, duration );
  26307. this.warp( endStartRatio, 1.0, duration );
  26308. }
  26309. return this;
  26310. },
  26311. crossFadeTo: function ( fadeInAction, duration, warp ) {
  26312. return fadeInAction.crossFadeFrom( this, duration, warp );
  26313. },
  26314. stopFading: function () {
  26315. var weightInterpolant = this._weightInterpolant;
  26316. if ( weightInterpolant !== null ) {
  26317. this._weightInterpolant = null;
  26318. this._mixer._takeBackControlInterpolant( weightInterpolant );
  26319. }
  26320. return this;
  26321. },
  26322. // Time Scale Control
  26323. // set the time scale stopping any scheduled warping
  26324. // although .paused = true yields an effective time scale of zero, this
  26325. // method does *not* change .paused, because it would be confusing
  26326. setEffectiveTimeScale: function ( timeScale ) {
  26327. this.timeScale = timeScale;
  26328. this._effectiveTimeScale = this.paused ? 0 : timeScale;
  26329. return this.stopWarping();
  26330. },
  26331. // return the time scale considering warping and .paused
  26332. getEffectiveTimeScale: function () {
  26333. return this._effectiveTimeScale;
  26334. },
  26335. setDuration: function ( duration ) {
  26336. this.timeScale = this._clip.duration / duration;
  26337. return this.stopWarping();
  26338. },
  26339. syncWith: function ( action ) {
  26340. this.time = action.time;
  26341. this.timeScale = action.timeScale;
  26342. return this.stopWarping();
  26343. },
  26344. halt: function ( duration ) {
  26345. return this.warp( this._effectiveTimeScale, 0, duration );
  26346. },
  26347. warp: function ( startTimeScale, endTimeScale, duration ) {
  26348. var mixer = this._mixer, now = mixer.time,
  26349. interpolant = this._timeScaleInterpolant,
  26350. timeScale = this.timeScale;
  26351. if ( interpolant === null ) {
  26352. interpolant = mixer._lendControlInterpolant();
  26353. this._timeScaleInterpolant = interpolant;
  26354. }
  26355. var times = interpolant.parameterPositions,
  26356. values = interpolant.sampleValues;
  26357. times[ 0 ] = now;
  26358. times[ 1 ] = now + duration;
  26359. values[ 0 ] = startTimeScale / timeScale;
  26360. values[ 1 ] = endTimeScale / timeScale;
  26361. return this;
  26362. },
  26363. stopWarping: function () {
  26364. var timeScaleInterpolant = this._timeScaleInterpolant;
  26365. if ( timeScaleInterpolant !== null ) {
  26366. this._timeScaleInterpolant = null;
  26367. this._mixer._takeBackControlInterpolant( timeScaleInterpolant );
  26368. }
  26369. return this;
  26370. },
  26371. // Object Accessors
  26372. getMixer: function () {
  26373. return this._mixer;
  26374. },
  26375. getClip: function () {
  26376. return this._clip;
  26377. },
  26378. getRoot: function () {
  26379. return this._localRoot || this._mixer._root;
  26380. },
  26381. // Interna
  26382. _update: function ( time, deltaTime, timeDirection, accuIndex ) {
  26383. // called by the mixer
  26384. if ( ! this.enabled ) {
  26385. // call ._updateWeight() to update ._effectiveWeight
  26386. this._updateWeight( time );
  26387. return;
  26388. }
  26389. var startTime = this._startTime;
  26390. if ( startTime !== null ) {
  26391. // check for scheduled start of action
  26392. var timeRunning = ( time - startTime ) * timeDirection;
  26393. if ( timeRunning < 0 || timeDirection === 0 ) {
  26394. return; // yet to come / don't decide when delta = 0
  26395. }
  26396. // start
  26397. this._startTime = null; // unschedule
  26398. deltaTime = timeDirection * timeRunning;
  26399. }
  26400. // apply time scale and advance time
  26401. deltaTime *= this._updateTimeScale( time );
  26402. var clipTime = this._updateTime( deltaTime );
  26403. // note: _updateTime may disable the action resulting in
  26404. // an effective weight of 0
  26405. var weight = this._updateWeight( time );
  26406. if ( weight > 0 ) {
  26407. var interpolants = this._interpolants;
  26408. var propertyMixers = this._propertyBindings;
  26409. for ( var j = 0, m = interpolants.length; j !== m; ++ j ) {
  26410. interpolants[ j ].evaluate( clipTime );
  26411. propertyMixers[ j ].accumulate( accuIndex, weight );
  26412. }
  26413. }
  26414. },
  26415. _updateWeight: function ( time ) {
  26416. var weight = 0;
  26417. if ( this.enabled ) {
  26418. weight = this.weight;
  26419. var interpolant = this._weightInterpolant;
  26420. if ( interpolant !== null ) {
  26421. var interpolantValue = interpolant.evaluate( time )[ 0 ];
  26422. weight *= interpolantValue;
  26423. if ( time > interpolant.parameterPositions[ 1 ] ) {
  26424. this.stopFading();
  26425. if ( interpolantValue === 0 ) {
  26426. // faded out, disable
  26427. this.enabled = false;
  26428. }
  26429. }
  26430. }
  26431. }
  26432. this._effectiveWeight = weight;
  26433. return weight;
  26434. },
  26435. _updateTimeScale: function ( time ) {
  26436. var timeScale = 0;
  26437. if ( ! this.paused ) {
  26438. timeScale = this.timeScale;
  26439. var interpolant = this._timeScaleInterpolant;
  26440. if ( interpolant !== null ) {
  26441. var interpolantValue = interpolant.evaluate( time )[ 0 ];
  26442. timeScale *= interpolantValue;
  26443. if ( time > interpolant.parameterPositions[ 1 ] ) {
  26444. this.stopWarping();
  26445. if ( timeScale === 0 ) {
  26446. // motion has halted, pause
  26447. this.paused = true;
  26448. } else {
  26449. // warp done - apply final time scale
  26450. this.timeScale = timeScale;
  26451. }
  26452. }
  26453. }
  26454. }
  26455. this._effectiveTimeScale = timeScale;
  26456. return timeScale;
  26457. },
  26458. _updateTime: function ( deltaTime ) {
  26459. var time = this.time + deltaTime;
  26460. var duration = this._clip.duration;
  26461. var loop = this.loop;
  26462. var loopCount = this._loopCount;
  26463. var pingPong = ( loop === LoopPingPong );
  26464. if ( deltaTime === 0 ) {
  26465. if ( loopCount === - 1 ) { return time; }
  26466. return ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time;
  26467. }
  26468. if ( loop === LoopOnce ) {
  26469. if ( loopCount === - 1 ) {
  26470. // just started
  26471. this._loopCount = 0;
  26472. this._setEndings( true, true, false );
  26473. }
  26474. handle_stop: {
  26475. if ( time >= duration ) {
  26476. time = duration;
  26477. } else if ( time < 0 ) {
  26478. time = 0;
  26479. } else {
  26480. this.time = time;
  26481. break handle_stop;
  26482. }
  26483. if ( this.clampWhenFinished ) { this.paused = true; }
  26484. else { this.enabled = false; }
  26485. this.time = time;
  26486. this._mixer.dispatchEvent( {
  26487. type: 'finished', action: this,
  26488. direction: deltaTime < 0 ? - 1 : 1
  26489. } );
  26490. }
  26491. } else { // repetitive Repeat or PingPong
  26492. if ( loopCount === - 1 ) {
  26493. // just started
  26494. if ( deltaTime >= 0 ) {
  26495. loopCount = 0;
  26496. this._setEndings( true, this.repetitions === 0, pingPong );
  26497. } else {
  26498. // when looping in reverse direction, the initial
  26499. // transition through zero counts as a repetition,
  26500. // so leave loopCount at -1
  26501. this._setEndings( this.repetitions === 0, true, pingPong );
  26502. }
  26503. }
  26504. if ( time >= duration || time < 0 ) {
  26505. // wrap around
  26506. var loopDelta = Math.floor( time / duration ); // signed
  26507. time -= duration * loopDelta;
  26508. loopCount += Math.abs( loopDelta );
  26509. var pending = this.repetitions - loopCount;
  26510. if ( pending <= 0 ) {
  26511. // have to stop (switch state, clamp time, fire event)
  26512. if ( this.clampWhenFinished ) { this.paused = true; }
  26513. else { this.enabled = false; }
  26514. time = deltaTime > 0 ? duration : 0;
  26515. this.time = time;
  26516. this._mixer.dispatchEvent( {
  26517. type: 'finished', action: this,
  26518. direction: deltaTime > 0 ? 1 : - 1
  26519. } );
  26520. } else {
  26521. // keep running
  26522. if ( pending === 1 ) {
  26523. // entering the last round
  26524. var atStart = deltaTime < 0;
  26525. this._setEndings( atStart, ! atStart, pingPong );
  26526. } else {
  26527. this._setEndings( false, false, pingPong );
  26528. }
  26529. this._loopCount = loopCount;
  26530. this.time = time;
  26531. this._mixer.dispatchEvent( {
  26532. type: 'loop', action: this, loopDelta: loopDelta
  26533. } );
  26534. }
  26535. } else {
  26536. this.time = time;
  26537. }
  26538. if ( pingPong && ( loopCount & 1 ) === 1 ) {
  26539. // invert time for the "pong round"
  26540. return duration - time;
  26541. }
  26542. }
  26543. return time;
  26544. },
  26545. _setEndings: function ( atStart, atEnd, pingPong ) {
  26546. var settings = this._interpolantSettings;
  26547. if ( pingPong ) {
  26548. settings.endingStart = ZeroSlopeEnding;
  26549. settings.endingEnd = ZeroSlopeEnding;
  26550. } else {
  26551. // assuming for LoopOnce atStart == atEnd == true
  26552. if ( atStart ) {
  26553. settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;
  26554. } else {
  26555. settings.endingStart = WrapAroundEnding;
  26556. }
  26557. if ( atEnd ) {
  26558. settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;
  26559. } else {
  26560. settings.endingEnd = WrapAroundEnding;
  26561. }
  26562. }
  26563. },
  26564. _scheduleFading: function ( duration, weightNow, weightThen ) {
  26565. var mixer = this._mixer, now = mixer.time,
  26566. interpolant = this._weightInterpolant;
  26567. if ( interpolant === null ) {
  26568. interpolant = mixer._lendControlInterpolant();
  26569. this._weightInterpolant = interpolant;
  26570. }
  26571. var times = interpolant.parameterPositions,
  26572. values = interpolant.sampleValues;
  26573. times[ 0 ] = now;
  26574. values[ 0 ] = weightNow;
  26575. times[ 1 ] = now + duration;
  26576. values[ 1 ] = weightThen;
  26577. return this;
  26578. }
  26579. } );
  26580. /**
  26581. *
  26582. * Player for AnimationClips.
  26583. *
  26584. *
  26585. * @author Ben Houston / http://clara.io/
  26586. * @author David Sarno / http://lighthaus.us/
  26587. * @author tschw
  26588. */
  26589. function AnimationMixer( root ) {
  26590. this._root = root;
  26591. this._initMemoryManager();
  26592. this._accuIndex = 0;
  26593. this.time = 0;
  26594. this.timeScale = 1.0;
  26595. }
  26596. AnimationMixer.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  26597. constructor: AnimationMixer,
  26598. _bindAction: function ( action, prototypeAction ) {
  26599. var root = action._localRoot || this._root,
  26600. tracks = action._clip.tracks,
  26601. nTracks = tracks.length,
  26602. bindings = action._propertyBindings,
  26603. interpolants = action._interpolants,
  26604. rootUuid = root.uuid,
  26605. bindingsByRoot = this._bindingsByRootAndName,
  26606. bindingsByName = bindingsByRoot[ rootUuid ];
  26607. if ( bindingsByName === undefined ) {
  26608. bindingsByName = {};
  26609. bindingsByRoot[ rootUuid ] = bindingsByName;
  26610. }
  26611. for ( var i = 0; i !== nTracks; ++ i ) {
  26612. var track = tracks[ i ],
  26613. trackName = track.name,
  26614. binding = bindingsByName[ trackName ];
  26615. if ( binding !== undefined ) {
  26616. bindings[ i ] = binding;
  26617. } else {
  26618. binding = bindings[ i ];
  26619. if ( binding !== undefined ) {
  26620. // existing binding, make sure the cache knows
  26621. if ( binding._cacheIndex === null ) {
  26622. ++ binding.referenceCount;
  26623. this._addInactiveBinding( binding, rootUuid, trackName );
  26624. }
  26625. continue;
  26626. }
  26627. var path = prototypeAction && prototypeAction.
  26628. _propertyBindings[ i ].binding.parsedPath;
  26629. binding = new PropertyMixer(
  26630. PropertyBinding.create( root, trackName, path ),
  26631. track.ValueTypeName, track.getValueSize() );
  26632. ++ binding.referenceCount;
  26633. this._addInactiveBinding( binding, rootUuid, trackName );
  26634. bindings[ i ] = binding;
  26635. }
  26636. interpolants[ i ].resultBuffer = binding.buffer;
  26637. }
  26638. },
  26639. _activateAction: function ( action ) {
  26640. if ( ! this._isActiveAction( action ) ) {
  26641. if ( action._cacheIndex === null ) {
  26642. // this action has been forgotten by the cache, but the user
  26643. // appears to be still using it -> rebind
  26644. var rootUuid = ( action._localRoot || this._root ).uuid,
  26645. clipUuid = action._clip.uuid,
  26646. actionsForClip = this._actionsByClip[ clipUuid ];
  26647. this._bindAction( action,
  26648. actionsForClip && actionsForClip.knownActions[ 0 ] );
  26649. this._addInactiveAction( action, clipUuid, rootUuid );
  26650. }
  26651. var bindings = action._propertyBindings;
  26652. // increment reference counts / sort out state
  26653. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  26654. var binding = bindings[ i ];
  26655. if ( binding.useCount ++ === 0 ) {
  26656. this._lendBinding( binding );
  26657. binding.saveOriginalState();
  26658. }
  26659. }
  26660. this._lendAction( action );
  26661. }
  26662. },
  26663. _deactivateAction: function ( action ) {
  26664. if ( this._isActiveAction( action ) ) {
  26665. var bindings = action._propertyBindings;
  26666. // decrement reference counts / sort out state
  26667. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  26668. var binding = bindings[ i ];
  26669. if ( -- binding.useCount === 0 ) {
  26670. binding.restoreOriginalState();
  26671. this._takeBackBinding( binding );
  26672. }
  26673. }
  26674. this._takeBackAction( action );
  26675. }
  26676. },
  26677. // Memory manager
  26678. _initMemoryManager: function () {
  26679. this._actions = []; // 'nActiveActions' followed by inactive ones
  26680. this._nActiveActions = 0;
  26681. this._actionsByClip = {};
  26682. // inside:
  26683. // {
  26684. // knownActions: Array< AnimationAction > - used as prototypes
  26685. // actionByRoot: AnimationAction - lookup
  26686. // }
  26687. this._bindings = []; // 'nActiveBindings' followed by inactive ones
  26688. this._nActiveBindings = 0;
  26689. this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >
  26690. this._controlInterpolants = []; // same game as above
  26691. this._nActiveControlInterpolants = 0;
  26692. var scope = this;
  26693. this.stats = {
  26694. actions: {
  26695. get total() {
  26696. return scope._actions.length;
  26697. },
  26698. get inUse() {
  26699. return scope._nActiveActions;
  26700. }
  26701. },
  26702. bindings: {
  26703. get total() {
  26704. return scope._bindings.length;
  26705. },
  26706. get inUse() {
  26707. return scope._nActiveBindings;
  26708. }
  26709. },
  26710. controlInterpolants: {
  26711. get total() {
  26712. return scope._controlInterpolants.length;
  26713. },
  26714. get inUse() {
  26715. return scope._nActiveControlInterpolants;
  26716. }
  26717. }
  26718. };
  26719. },
  26720. // Memory management for AnimationAction objects
  26721. _isActiveAction: function ( action ) {
  26722. var index = action._cacheIndex;
  26723. return index !== null && index < this._nActiveActions;
  26724. },
  26725. _addInactiveAction: function ( action, clipUuid, rootUuid ) {
  26726. var actions = this._actions,
  26727. actionsByClip = this._actionsByClip,
  26728. actionsForClip = actionsByClip[ clipUuid ];
  26729. if ( actionsForClip === undefined ) {
  26730. actionsForClip = {
  26731. knownActions: [ action ],
  26732. actionByRoot: {}
  26733. };
  26734. action._byClipCacheIndex = 0;
  26735. actionsByClip[ clipUuid ] = actionsForClip;
  26736. } else {
  26737. var knownActions = actionsForClip.knownActions;
  26738. action._byClipCacheIndex = knownActions.length;
  26739. knownActions.push( action );
  26740. }
  26741. action._cacheIndex = actions.length;
  26742. actions.push( action );
  26743. actionsForClip.actionByRoot[ rootUuid ] = action;
  26744. },
  26745. _removeInactiveAction: function ( action ) {
  26746. var actions = this._actions,
  26747. lastInactiveAction = actions[ actions.length - 1 ],
  26748. cacheIndex = action._cacheIndex;
  26749. lastInactiveAction._cacheIndex = cacheIndex;
  26750. actions[ cacheIndex ] = lastInactiveAction;
  26751. actions.pop();
  26752. action._cacheIndex = null;
  26753. var clipUuid = action._clip.uuid,
  26754. actionsByClip = this._actionsByClip,
  26755. actionsForClip = actionsByClip[ clipUuid ],
  26756. knownActionsForClip = actionsForClip.knownActions,
  26757. lastKnownAction =
  26758. knownActionsForClip[ knownActionsForClip.length - 1 ],
  26759. byClipCacheIndex = action._byClipCacheIndex;
  26760. lastKnownAction._byClipCacheIndex = byClipCacheIndex;
  26761. knownActionsForClip[ byClipCacheIndex ] = lastKnownAction;
  26762. knownActionsForClip.pop();
  26763. action._byClipCacheIndex = null;
  26764. var actionByRoot = actionsForClip.actionByRoot,
  26765. rootUuid = ( action._localRoot || this._root ).uuid;
  26766. delete actionByRoot[ rootUuid ];
  26767. if ( knownActionsForClip.length === 0 ) {
  26768. delete actionsByClip[ clipUuid ];
  26769. }
  26770. this._removeInactiveBindingsForAction( action );
  26771. },
  26772. _removeInactiveBindingsForAction: function ( action ) {
  26773. var bindings = action._propertyBindings;
  26774. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  26775. var binding = bindings[ i ];
  26776. if ( -- binding.referenceCount === 0 ) {
  26777. this._removeInactiveBinding( binding );
  26778. }
  26779. }
  26780. },
  26781. _lendAction: function ( action ) {
  26782. // [ active actions | inactive actions ]
  26783. // [ active actions >| inactive actions ]
  26784. // s a
  26785. // <-swap->
  26786. // a s
  26787. var actions = this._actions,
  26788. prevIndex = action._cacheIndex,
  26789. lastActiveIndex = this._nActiveActions ++,
  26790. firstInactiveAction = actions[ lastActiveIndex ];
  26791. action._cacheIndex = lastActiveIndex;
  26792. actions[ lastActiveIndex ] = action;
  26793. firstInactiveAction._cacheIndex = prevIndex;
  26794. actions[ prevIndex ] = firstInactiveAction;
  26795. },
  26796. _takeBackAction: function ( action ) {
  26797. // [ active actions | inactive actions ]
  26798. // [ active actions |< inactive actions ]
  26799. // a s
  26800. // <-swap->
  26801. // s a
  26802. var actions = this._actions,
  26803. prevIndex = action._cacheIndex,
  26804. firstInactiveIndex = -- this._nActiveActions,
  26805. lastActiveAction = actions[ firstInactiveIndex ];
  26806. action._cacheIndex = firstInactiveIndex;
  26807. actions[ firstInactiveIndex ] = action;
  26808. lastActiveAction._cacheIndex = prevIndex;
  26809. actions[ prevIndex ] = lastActiveAction;
  26810. },
  26811. // Memory management for PropertyMixer objects
  26812. _addInactiveBinding: function ( binding, rootUuid, trackName ) {
  26813. var bindingsByRoot = this._bindingsByRootAndName,
  26814. bindingByName = bindingsByRoot[ rootUuid ],
  26815. bindings = this._bindings;
  26816. if ( bindingByName === undefined ) {
  26817. bindingByName = {};
  26818. bindingsByRoot[ rootUuid ] = bindingByName;
  26819. }
  26820. bindingByName[ trackName ] = binding;
  26821. binding._cacheIndex = bindings.length;
  26822. bindings.push( binding );
  26823. },
  26824. _removeInactiveBinding: function ( binding ) {
  26825. var bindings = this._bindings,
  26826. propBinding = binding.binding,
  26827. rootUuid = propBinding.rootNode.uuid,
  26828. trackName = propBinding.path,
  26829. bindingsByRoot = this._bindingsByRootAndName,
  26830. bindingByName = bindingsByRoot[ rootUuid ],
  26831. lastInactiveBinding = bindings[ bindings.length - 1 ],
  26832. cacheIndex = binding._cacheIndex;
  26833. lastInactiveBinding._cacheIndex = cacheIndex;
  26834. bindings[ cacheIndex ] = lastInactiveBinding;
  26835. bindings.pop();
  26836. delete bindingByName[ trackName ];
  26837. if ( Object.keys( bindingByName ).length === 0 ) {
  26838. delete bindingsByRoot[ rootUuid ];
  26839. }
  26840. },
  26841. _lendBinding: function ( binding ) {
  26842. var bindings = this._bindings,
  26843. prevIndex = binding._cacheIndex,
  26844. lastActiveIndex = this._nActiveBindings ++,
  26845. firstInactiveBinding = bindings[ lastActiveIndex ];
  26846. binding._cacheIndex = lastActiveIndex;
  26847. bindings[ lastActiveIndex ] = binding;
  26848. firstInactiveBinding._cacheIndex = prevIndex;
  26849. bindings[ prevIndex ] = firstInactiveBinding;
  26850. },
  26851. _takeBackBinding: function ( binding ) {
  26852. var bindings = this._bindings,
  26853. prevIndex = binding._cacheIndex,
  26854. firstInactiveIndex = -- this._nActiveBindings,
  26855. lastActiveBinding = bindings[ firstInactiveIndex ];
  26856. binding._cacheIndex = firstInactiveIndex;
  26857. bindings[ firstInactiveIndex ] = binding;
  26858. lastActiveBinding._cacheIndex = prevIndex;
  26859. bindings[ prevIndex ] = lastActiveBinding;
  26860. },
  26861. // Memory management of Interpolants for weight and time scale
  26862. _lendControlInterpolant: function () {
  26863. var interpolants = this._controlInterpolants,
  26864. lastActiveIndex = this._nActiveControlInterpolants ++,
  26865. interpolant = interpolants[ lastActiveIndex ];
  26866. if ( interpolant === undefined ) {
  26867. interpolant = new LinearInterpolant(
  26868. new Float32Array( 2 ), new Float32Array( 2 ),
  26869. 1, this._controlInterpolantsResultBuffer );
  26870. interpolant.__cacheIndex = lastActiveIndex;
  26871. interpolants[ lastActiveIndex ] = interpolant;
  26872. }
  26873. return interpolant;
  26874. },
  26875. _takeBackControlInterpolant: function ( interpolant ) {
  26876. var interpolants = this._controlInterpolants,
  26877. prevIndex = interpolant.__cacheIndex,
  26878. firstInactiveIndex = -- this._nActiveControlInterpolants,
  26879. lastActiveInterpolant = interpolants[ firstInactiveIndex ];
  26880. interpolant.__cacheIndex = firstInactiveIndex;
  26881. interpolants[ firstInactiveIndex ] = interpolant;
  26882. lastActiveInterpolant.__cacheIndex = prevIndex;
  26883. interpolants[ prevIndex ] = lastActiveInterpolant;
  26884. },
  26885. _controlInterpolantsResultBuffer: new Float32Array( 1 ),
  26886. // return an action for a clip optionally using a custom root target
  26887. // object (this method allocates a lot of dynamic memory in case a
  26888. // previously unknown clip/root combination is specified)
  26889. clipAction: function ( clip, optionalRoot ) {
  26890. var root = optionalRoot || this._root,
  26891. rootUuid = root.uuid,
  26892. clipObject = typeof clip === 'string' ?
  26893. AnimationClip.findByName( root, clip ) : clip,
  26894. clipUuid = clipObject !== null ? clipObject.uuid : clip,
  26895. actionsForClip = this._actionsByClip[ clipUuid ],
  26896. prototypeAction = null;
  26897. if ( actionsForClip !== undefined ) {
  26898. var existingAction =
  26899. actionsForClip.actionByRoot[ rootUuid ];
  26900. if ( existingAction !== undefined ) {
  26901. return existingAction;
  26902. }
  26903. // we know the clip, so we don't have to parse all
  26904. // the bindings again but can just copy
  26905. prototypeAction = actionsForClip.knownActions[ 0 ];
  26906. // also, take the clip from the prototype action
  26907. if ( clipObject === null )
  26908. { clipObject = prototypeAction._clip; }
  26909. }
  26910. // clip must be known when specified via string
  26911. if ( clipObject === null ) { return null; }
  26912. // allocate all resources required to run it
  26913. var newAction = new AnimationAction( this, clipObject, optionalRoot );
  26914. this._bindAction( newAction, prototypeAction );
  26915. // and make the action known to the memory manager
  26916. this._addInactiveAction( newAction, clipUuid, rootUuid );
  26917. return newAction;
  26918. },
  26919. // get an existing action
  26920. existingAction: function ( clip, optionalRoot ) {
  26921. var root = optionalRoot || this._root,
  26922. rootUuid = root.uuid,
  26923. clipObject = typeof clip === 'string' ?
  26924. AnimationClip.findByName( root, clip ) : clip,
  26925. clipUuid = clipObject ? clipObject.uuid : clip,
  26926. actionsForClip = this._actionsByClip[ clipUuid ];
  26927. if ( actionsForClip !== undefined ) {
  26928. return actionsForClip.actionByRoot[ rootUuid ] || null;
  26929. }
  26930. return null;
  26931. },
  26932. // deactivates all previously scheduled actions
  26933. stopAllAction: function () {
  26934. var actions = this._actions,
  26935. nActions = this._nActiveActions,
  26936. bindings = this._bindings,
  26937. nBindings = this._nActiveBindings;
  26938. this._nActiveActions = 0;
  26939. this._nActiveBindings = 0;
  26940. for ( var i = 0; i !== nActions; ++ i ) {
  26941. actions[ i ].reset();
  26942. }
  26943. for ( var i = 0; i !== nBindings; ++ i ) {
  26944. bindings[ i ].useCount = 0;
  26945. }
  26946. return this;
  26947. },
  26948. // advance the time and update apply the animation
  26949. update: function ( deltaTime ) {
  26950. deltaTime *= this.timeScale;
  26951. var actions = this._actions,
  26952. nActions = this._nActiveActions,
  26953. time = this.time += deltaTime,
  26954. timeDirection = Math.sign( deltaTime ),
  26955. accuIndex = this._accuIndex ^= 1;
  26956. // run active actions
  26957. for ( var i = 0; i !== nActions; ++ i ) {
  26958. var action = actions[ i ];
  26959. action._update( time, deltaTime, timeDirection, accuIndex );
  26960. }
  26961. // update scene graph
  26962. var bindings = this._bindings,
  26963. nBindings = this._nActiveBindings;
  26964. for ( var i = 0; i !== nBindings; ++ i ) {
  26965. bindings[ i ].apply( accuIndex );
  26966. }
  26967. return this;
  26968. },
  26969. // Allows you to seek to a specific time in an animation.
  26970. setTime: function ( timeInSeconds ) {
  26971. this.time = 0; // Zero out time attribute for AnimationMixer object;
  26972. for ( var i = 0; i < this._actions.length; i ++ ) {
  26973. this._actions[ i ].time = 0; // Zero out time attribute for all associated AnimationAction objects.
  26974. }
  26975. return this.update( timeInSeconds ); // Update used to set exact time. Returns "this" AnimationMixer object.
  26976. },
  26977. // return this mixer's root target object
  26978. getRoot: function () {
  26979. return this._root;
  26980. },
  26981. // free all resources specific to a particular clip
  26982. uncacheClip: function ( clip ) {
  26983. var actions = this._actions,
  26984. clipUuid = clip.uuid,
  26985. actionsByClip = this._actionsByClip,
  26986. actionsForClip = actionsByClip[ clipUuid ];
  26987. if ( actionsForClip !== undefined ) {
  26988. // note: just calling _removeInactiveAction would mess up the
  26989. // iteration state and also require updating the state we can
  26990. // just throw away
  26991. var actionsToRemove = actionsForClip.knownActions;
  26992. for ( var i = 0, n = actionsToRemove.length; i !== n; ++ i ) {
  26993. var action = actionsToRemove[ i ];
  26994. this._deactivateAction( action );
  26995. var cacheIndex = action._cacheIndex,
  26996. lastInactiveAction = actions[ actions.length - 1 ];
  26997. action._cacheIndex = null;
  26998. action._byClipCacheIndex = null;
  26999. lastInactiveAction._cacheIndex = cacheIndex;
  27000. actions[ cacheIndex ] = lastInactiveAction;
  27001. actions.pop();
  27002. this._removeInactiveBindingsForAction( action );
  27003. }
  27004. delete actionsByClip[ clipUuid ];
  27005. }
  27006. },
  27007. // free all resources specific to a particular root target object
  27008. uncacheRoot: function ( root ) {
  27009. var rootUuid = root.uuid,
  27010. actionsByClip = this._actionsByClip;
  27011. for ( var clipUuid in actionsByClip ) {
  27012. var actionByRoot = actionsByClip[ clipUuid ].actionByRoot,
  27013. action = actionByRoot[ rootUuid ];
  27014. if ( action !== undefined ) {
  27015. this._deactivateAction( action );
  27016. this._removeInactiveAction( action );
  27017. }
  27018. }
  27019. var bindingsByRoot = this._bindingsByRootAndName,
  27020. bindingByName = bindingsByRoot[ rootUuid ];
  27021. if ( bindingByName !== undefined ) {
  27022. for ( var trackName in bindingByName ) {
  27023. var binding = bindingByName[ trackName ];
  27024. binding.restoreOriginalState();
  27025. this._removeInactiveBinding( binding );
  27026. }
  27027. }
  27028. },
  27029. // remove a targeted clip from the cache
  27030. uncacheAction: function ( clip, optionalRoot ) {
  27031. var action = this.existingAction( clip, optionalRoot );
  27032. if ( action !== null ) {
  27033. this._deactivateAction( action );
  27034. this._removeInactiveAction( action );
  27035. }
  27036. }
  27037. } );
  27038. /**
  27039. * @author mrdoob / http://mrdoob.com/
  27040. */
  27041. function Uniform( value ) {
  27042. if ( typeof value === 'string' ) {
  27043. console.warn( 'THREE.Uniform: Type parameter is no longer needed.' );
  27044. value = arguments[ 1 ];
  27045. }
  27046. this.value = value;
  27047. }
  27048. Uniform.prototype.clone = function () {
  27049. return new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );
  27050. };
  27051. /**
  27052. * @author benaadams / https://twitter.com/ben_a_adams
  27053. */
  27054. function InstancedInterleavedBuffer( array, stride, meshPerAttribute ) {
  27055. InterleavedBuffer.call( this, array, stride );
  27056. this.meshPerAttribute = meshPerAttribute || 1;
  27057. }
  27058. InstancedInterleavedBuffer.prototype = Object.assign( Object.create( InterleavedBuffer.prototype ), {
  27059. constructor: InstancedInterleavedBuffer,
  27060. isInstancedInterleavedBuffer: true,
  27061. copy: function ( source ) {
  27062. InterleavedBuffer.prototype.copy.call( this, source );
  27063. this.meshPerAttribute = source.meshPerAttribute;
  27064. return this;
  27065. }
  27066. } );
  27067. /**
  27068. * @author mrdoob / http://mrdoob.com/
  27069. * @author bhouston / http://clara.io/
  27070. * @author stephomi / http://stephaneginier.com/
  27071. */
  27072. function Raycaster( origin, direction, near, far ) {
  27073. this.ray = new Ray( origin, direction );
  27074. // direction is assumed to be normalized (for accurate distance calculations)
  27075. this.near = near || 0;
  27076. this.far = far || Infinity;
  27077. this.camera = null;
  27078. this.params = {
  27079. Mesh: {},
  27080. Line: {},
  27081. LOD: {},
  27082. Points: { threshold: 1 },
  27083. Sprite: {}
  27084. };
  27085. Object.defineProperties( this.params, {
  27086. PointCloud: {
  27087. get: function () {
  27088. console.warn( 'THREE.Raycaster: params.PointCloud has been renamed to params.Points.' );
  27089. return this.Points;
  27090. }
  27091. }
  27092. } );
  27093. }
  27094. function ascSort( a, b ) {
  27095. return a.distance - b.distance;
  27096. }
  27097. function intersectObject( object, raycaster, intersects, recursive ) {
  27098. if ( object.visible === false ) { return; }
  27099. object.raycast( raycaster, intersects );
  27100. if ( recursive === true ) {
  27101. var children = object.children;
  27102. for ( var i = 0, l = children.length; i < l; i ++ ) {
  27103. intersectObject( children[ i ], raycaster, intersects, true );
  27104. }
  27105. }
  27106. }
  27107. Object.assign( Raycaster.prototype, {
  27108. linePrecision: 1,
  27109. set: function ( origin, direction ) {
  27110. // direction is assumed to be normalized (for accurate distance calculations)
  27111. this.ray.set( origin, direction );
  27112. },
  27113. setFromCamera: function ( coords, camera ) {
  27114. if ( ( camera && camera.isPerspectiveCamera ) ) {
  27115. this.ray.origin.setFromMatrixPosition( camera.matrixWorld );
  27116. this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();
  27117. this.camera = camera;
  27118. } else if ( ( camera && camera.isOrthographicCamera ) ) {
  27119. this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera
  27120. this.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld );
  27121. this.camera = camera;
  27122. } else {
  27123. console.error( 'THREE.Raycaster: Unsupported camera type.' );
  27124. }
  27125. },
  27126. intersectObject: function ( object, recursive, optionalTarget ) {
  27127. var intersects = optionalTarget || [];
  27128. intersectObject( object, this, intersects, recursive );
  27129. intersects.sort( ascSort );
  27130. return intersects;
  27131. },
  27132. intersectObjects: function ( objects, recursive, optionalTarget ) {
  27133. var intersects = optionalTarget || [];
  27134. if ( Array.isArray( objects ) === false ) {
  27135. console.warn( 'THREE.Raycaster.intersectObjects: objects is not an Array.' );
  27136. return intersects;
  27137. }
  27138. for ( var i = 0, l = objects.length; i < l; i ++ ) {
  27139. intersectObject( objects[ i ], this, intersects, recursive );
  27140. }
  27141. intersects.sort( ascSort );
  27142. return intersects;
  27143. }
  27144. } );
  27145. /**
  27146. * @author bhouston / http://clara.io
  27147. * @author WestLangley / http://github.com/WestLangley
  27148. *
  27149. * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system
  27150. *
  27151. * The polar angle (phi) is measured from the positive y-axis. The positive y-axis is up.
  27152. * The azimuthal angle (theta) is measured from the positive z-axis.
  27153. */
  27154. function Spherical( radius, phi, theta ) {
  27155. this.radius = ( radius !== undefined ) ? radius : 1.0;
  27156. this.phi = ( phi !== undefined ) ? phi : 0; // polar angle
  27157. this.theta = ( theta !== undefined ) ? theta : 0; // azimuthal angle
  27158. return this;
  27159. }
  27160. Object.assign( Spherical.prototype, {
  27161. set: function ( radius, phi, theta ) {
  27162. this.radius = radius;
  27163. this.phi = phi;
  27164. this.theta = theta;
  27165. return this;
  27166. },
  27167. clone: function () {
  27168. return new this.constructor().copy( this );
  27169. },
  27170. copy: function ( other ) {
  27171. this.radius = other.radius;
  27172. this.phi = other.phi;
  27173. this.theta = other.theta;
  27174. return this;
  27175. },
  27176. // restrict phi to be betwee EPS and PI-EPS
  27177. makeSafe: function () {
  27178. var EPS = 0.000001;
  27179. this.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) );
  27180. return this;
  27181. },
  27182. setFromVector3: function ( v ) {
  27183. return this.setFromCartesianCoords( v.x, v.y, v.z );
  27184. },
  27185. setFromCartesianCoords: function ( x, y, z ) {
  27186. this.radius = Math.sqrt( x * x + y * y + z * z );
  27187. if ( this.radius === 0 ) {
  27188. this.theta = 0;
  27189. this.phi = 0;
  27190. } else {
  27191. this.theta = Math.atan2( x, z );
  27192. this.phi = Math.acos( _Math.clamp( y / this.radius, - 1, 1 ) );
  27193. }
  27194. return this;
  27195. }
  27196. } );
  27197. /**
  27198. * @author Mugen87 / https://github.com/Mugen87
  27199. *
  27200. * Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system
  27201. *
  27202. */
  27203. function Cylindrical( radius, theta, y ) {
  27204. this.radius = ( radius !== undefined ) ? radius : 1.0; // distance from the origin to a point in the x-z plane
  27205. this.theta = ( theta !== undefined ) ? theta : 0; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis
  27206. this.y = ( y !== undefined ) ? y : 0; // height above the x-z plane
  27207. return this;
  27208. }
  27209. Object.assign( Cylindrical.prototype, {
  27210. set: function ( radius, theta, y ) {
  27211. this.radius = radius;
  27212. this.theta = theta;
  27213. this.y = y;
  27214. return this;
  27215. },
  27216. clone: function () {
  27217. return new this.constructor().copy( this );
  27218. },
  27219. copy: function ( other ) {
  27220. this.radius = other.radius;
  27221. this.theta = other.theta;
  27222. this.y = other.y;
  27223. return this;
  27224. },
  27225. setFromVector3: function ( v ) {
  27226. return this.setFromCartesianCoords( v.x, v.y, v.z );
  27227. },
  27228. setFromCartesianCoords: function ( x, y, z ) {
  27229. this.radius = Math.sqrt( x * x + z * z );
  27230. this.theta = Math.atan2( x, z );
  27231. this.y = y;
  27232. return this;
  27233. }
  27234. } );
  27235. /**
  27236. * @author bhouston / http://clara.io
  27237. */
  27238. var _vector$8 = new Vector2();
  27239. function Box2( min, max ) {
  27240. this.min = ( min !== undefined ) ? min : new Vector2( + Infinity, + Infinity );
  27241. this.max = ( max !== undefined ) ? max : new Vector2( - Infinity, - Infinity );
  27242. }
  27243. Object.assign( Box2.prototype, {
  27244. set: function ( min, max ) {
  27245. this.min.copy( min );
  27246. this.max.copy( max );
  27247. return this;
  27248. },
  27249. setFromPoints: function ( points ) {
  27250. this.makeEmpty();
  27251. for ( var i = 0, il = points.length; i < il; i ++ ) {
  27252. this.expandByPoint( points[ i ] );
  27253. }
  27254. return this;
  27255. },
  27256. setFromCenterAndSize: function ( center, size ) {
  27257. var halfSize = _vector$8.copy( size ).multiplyScalar( 0.5 );
  27258. this.min.copy( center ).sub( halfSize );
  27259. this.max.copy( center ).add( halfSize );
  27260. return this;
  27261. },
  27262. clone: function () {
  27263. return new this.constructor().copy( this );
  27264. },
  27265. copy: function ( box ) {
  27266. this.min.copy( box.min );
  27267. this.max.copy( box.max );
  27268. return this;
  27269. },
  27270. makeEmpty: function () {
  27271. this.min.x = this.min.y = + Infinity;
  27272. this.max.x = this.max.y = - Infinity;
  27273. return this;
  27274. },
  27275. isEmpty: function () {
  27276. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  27277. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );
  27278. },
  27279. getCenter: function ( target ) {
  27280. if ( target === undefined ) {
  27281. console.warn( 'THREE.Box2: .getCenter() target is now required' );
  27282. target = new Vector2();
  27283. }
  27284. return this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  27285. },
  27286. getSize: function ( target ) {
  27287. if ( target === undefined ) {
  27288. console.warn( 'THREE.Box2: .getSize() target is now required' );
  27289. target = new Vector2();
  27290. }
  27291. return this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min );
  27292. },
  27293. expandByPoint: function ( point ) {
  27294. this.min.min( point );
  27295. this.max.max( point );
  27296. return this;
  27297. },
  27298. expandByVector: function ( vector ) {
  27299. this.min.sub( vector );
  27300. this.max.add( vector );
  27301. return this;
  27302. },
  27303. expandByScalar: function ( scalar ) {
  27304. this.min.addScalar( - scalar );
  27305. this.max.addScalar( scalar );
  27306. return this;
  27307. },
  27308. containsPoint: function ( point ) {
  27309. return point.x < this.min.x || point.x > this.max.x ||
  27310. point.y < this.min.y || point.y > this.max.y ? false : true;
  27311. },
  27312. containsBox: function ( box ) {
  27313. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  27314. this.min.y <= box.min.y && box.max.y <= this.max.y;
  27315. },
  27316. getParameter: function ( point, target ) {
  27317. // This can potentially have a divide by zero if the box
  27318. // has a size dimension of 0.
  27319. if ( target === undefined ) {
  27320. console.warn( 'THREE.Box2: .getParameter() target is now required' );
  27321. target = new Vector2();
  27322. }
  27323. return target.set(
  27324. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  27325. ( point.y - this.min.y ) / ( this.max.y - this.min.y )
  27326. );
  27327. },
  27328. intersectsBox: function ( box ) {
  27329. // using 4 splitting planes to rule out intersections
  27330. return box.max.x < this.min.x || box.min.x > this.max.x ||
  27331. box.max.y < this.min.y || box.min.y > this.max.y ? false : true;
  27332. },
  27333. clampPoint: function ( point, target ) {
  27334. if ( target === undefined ) {
  27335. console.warn( 'THREE.Box2: .clampPoint() target is now required' );
  27336. target = new Vector2();
  27337. }
  27338. return target.copy( point ).clamp( this.min, this.max );
  27339. },
  27340. distanceToPoint: function ( point ) {
  27341. var clampedPoint = _vector$8.copy( point ).clamp( this.min, this.max );
  27342. return clampedPoint.sub( point ).length();
  27343. },
  27344. intersect: function ( box ) {
  27345. this.min.max( box.min );
  27346. this.max.min( box.max );
  27347. return this;
  27348. },
  27349. union: function ( box ) {
  27350. this.min.min( box.min );
  27351. this.max.max( box.max );
  27352. return this;
  27353. },
  27354. translate: function ( offset ) {
  27355. this.min.add( offset );
  27356. this.max.add( offset );
  27357. return this;
  27358. },
  27359. equals: function ( box ) {
  27360. return box.min.equals( this.min ) && box.max.equals( this.max );
  27361. }
  27362. } );
  27363. /**
  27364. * @author bhouston / http://clara.io
  27365. */
  27366. var _startP = new Vector3();
  27367. var _startEnd = new Vector3();
  27368. function Line3( start, end ) {
  27369. this.start = ( start !== undefined ) ? start : new Vector3();
  27370. this.end = ( end !== undefined ) ? end : new Vector3();
  27371. }
  27372. Object.assign( Line3.prototype, {
  27373. set: function ( start, end ) {
  27374. this.start.copy( start );
  27375. this.end.copy( end );
  27376. return this;
  27377. },
  27378. clone: function () {
  27379. return new this.constructor().copy( this );
  27380. },
  27381. copy: function ( line ) {
  27382. this.start.copy( line.start );
  27383. this.end.copy( line.end );
  27384. return this;
  27385. },
  27386. getCenter: function ( target ) {
  27387. if ( target === undefined ) {
  27388. console.warn( 'THREE.Line3: .getCenter() target is now required' );
  27389. target = new Vector3();
  27390. }
  27391. return target.addVectors( this.start, this.end ).multiplyScalar( 0.5 );
  27392. },
  27393. delta: function ( target ) {
  27394. if ( target === undefined ) {
  27395. console.warn( 'THREE.Line3: .delta() target is now required' );
  27396. target = new Vector3();
  27397. }
  27398. return target.subVectors( this.end, this.start );
  27399. },
  27400. distanceSq: function () {
  27401. return this.start.distanceToSquared( this.end );
  27402. },
  27403. distance: function () {
  27404. return this.start.distanceTo( this.end );
  27405. },
  27406. at: function ( t, target ) {
  27407. if ( target === undefined ) {
  27408. console.warn( 'THREE.Line3: .at() target is now required' );
  27409. target = new Vector3();
  27410. }
  27411. return this.delta( target ).multiplyScalar( t ).add( this.start );
  27412. },
  27413. closestPointToPointParameter: function ( point, clampToLine ) {
  27414. _startP.subVectors( point, this.start );
  27415. _startEnd.subVectors( this.end, this.start );
  27416. var startEnd2 = _startEnd.dot( _startEnd );
  27417. var startEnd_startP = _startEnd.dot( _startP );
  27418. var t = startEnd_startP / startEnd2;
  27419. if ( clampToLine ) {
  27420. t = _Math.clamp( t, 0, 1 );
  27421. }
  27422. return t;
  27423. },
  27424. closestPointToPoint: function ( point, clampToLine, target ) {
  27425. var t = this.closestPointToPointParameter( point, clampToLine );
  27426. if ( target === undefined ) {
  27427. console.warn( 'THREE.Line3: .closestPointToPoint() target is now required' );
  27428. target = new Vector3();
  27429. }
  27430. return this.delta( target ).multiplyScalar( t ).add( this.start );
  27431. },
  27432. applyMatrix4: function ( matrix ) {
  27433. this.start.applyMatrix4( matrix );
  27434. this.end.applyMatrix4( matrix );
  27435. return this;
  27436. },
  27437. equals: function ( line ) {
  27438. return line.start.equals( this.start ) && line.end.equals( this.end );
  27439. }
  27440. } );
  27441. /**
  27442. * @author alteredq / http://alteredqualia.com/
  27443. */
  27444. function ImmediateRenderObject( material ) {
  27445. Object3D.call( this );
  27446. this.material = material;
  27447. this.render = function ( /* renderCallback */ ) {};
  27448. }
  27449. ImmediateRenderObject.prototype = Object.create( Object3D.prototype );
  27450. ImmediateRenderObject.prototype.constructor = ImmediateRenderObject;
  27451. ImmediateRenderObject.prototype.isImmediateRenderObject = true;
  27452. /**
  27453. * @author alteredq / http://alteredqualia.com/
  27454. * @author mrdoob / http://mrdoob.com/
  27455. * @author WestLangley / http://github.com/WestLangley
  27456. */
  27457. var _vector$9 = new Vector3();
  27458. function SpotLightHelper( light, color ) {
  27459. Object3D.call( this );
  27460. this.light = light;
  27461. this.light.updateMatrixWorld();
  27462. this.matrix = light.matrixWorld;
  27463. this.matrixAutoUpdate = false;
  27464. this.color = color;
  27465. var geometry = new BufferGeometry();
  27466. var positions = [
  27467. 0, 0, 0, 0, 0, 1,
  27468. 0, 0, 0, 1, 0, 1,
  27469. 0, 0, 0, - 1, 0, 1,
  27470. 0, 0, 0, 0, 1, 1,
  27471. 0, 0, 0, 0, - 1, 1
  27472. ];
  27473. for ( var i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {
  27474. var p1 = ( i / l ) * Math.PI * 2;
  27475. var p2 = ( j / l ) * Math.PI * 2;
  27476. positions.push(
  27477. Math.cos( p1 ), Math.sin( p1 ), 1,
  27478. Math.cos( p2 ), Math.sin( p2 ), 1
  27479. );
  27480. }
  27481. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  27482. var material = new LineBasicMaterial( { fog: false } );
  27483. this.cone = new LineSegments( geometry, material );
  27484. this.add( this.cone );
  27485. this.update();
  27486. }
  27487. SpotLightHelper.prototype = Object.create( Object3D.prototype );
  27488. SpotLightHelper.prototype.constructor = SpotLightHelper;
  27489. SpotLightHelper.prototype.dispose = function () {
  27490. this.cone.geometry.dispose();
  27491. this.cone.material.dispose();
  27492. };
  27493. SpotLightHelper.prototype.update = function () {
  27494. this.light.updateMatrixWorld();
  27495. var coneLength = this.light.distance ? this.light.distance : 1000;
  27496. var coneWidth = coneLength * Math.tan( this.light.angle );
  27497. this.cone.scale.set( coneWidth, coneWidth, coneLength );
  27498. _vector$9.setFromMatrixPosition( this.light.target.matrixWorld );
  27499. this.cone.lookAt( _vector$9 );
  27500. if ( this.color !== undefined ) {
  27501. this.cone.material.color.set( this.color );
  27502. } else {
  27503. this.cone.material.color.copy( this.light.color );
  27504. }
  27505. };
  27506. /**
  27507. * @author Sean Griffin / http://twitter.com/sgrif
  27508. * @author Michael Guerrero / http://realitymeltdown.com
  27509. * @author mrdoob / http://mrdoob.com/
  27510. * @author ikerr / http://verold.com
  27511. * @author Mugen87 / https://github.com/Mugen87
  27512. */
  27513. var _vector$a = new Vector3();
  27514. var _boneMatrix = new Matrix4();
  27515. var _matrixWorldInv = new Matrix4();
  27516. function getBoneList( object ) {
  27517. var boneList = [];
  27518. if ( object && object.isBone ) {
  27519. boneList.push( object );
  27520. }
  27521. for ( var i = 0; i < object.children.length; i ++ ) {
  27522. boneList.push.apply( boneList, getBoneList( object.children[ i ] ) );
  27523. }
  27524. return boneList;
  27525. }
  27526. function SkeletonHelper( object ) {
  27527. var bones = getBoneList( object );
  27528. var geometry = new BufferGeometry();
  27529. var vertices = [];
  27530. var colors = [];
  27531. var color1 = new Color( 0, 0, 1 );
  27532. var color2 = new Color( 0, 1, 0 );
  27533. for ( var i = 0; i < bones.length; i ++ ) {
  27534. var bone = bones[ i ];
  27535. if ( bone.parent && bone.parent.isBone ) {
  27536. vertices.push( 0, 0, 0 );
  27537. vertices.push( 0, 0, 0 );
  27538. colors.push( color1.r, color1.g, color1.b );
  27539. colors.push( color2.r, color2.g, color2.b );
  27540. }
  27541. }
  27542. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27543. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27544. var material = new LineBasicMaterial( { vertexColors: VertexColors, depthTest: false, depthWrite: false, transparent: true } );
  27545. LineSegments.call( this, geometry, material );
  27546. this.root = object;
  27547. this.bones = bones;
  27548. this.matrix = object.matrixWorld;
  27549. this.matrixAutoUpdate = false;
  27550. }
  27551. SkeletonHelper.prototype = Object.create( LineSegments.prototype );
  27552. SkeletonHelper.prototype.constructor = SkeletonHelper;
  27553. SkeletonHelper.prototype.updateMatrixWorld = function ( force ) {
  27554. var bones = this.bones;
  27555. var geometry = this.geometry;
  27556. var position = geometry.getAttribute( 'position' );
  27557. _matrixWorldInv.getInverse( this.root.matrixWorld );
  27558. for ( var i = 0, j = 0; i < bones.length; i ++ ) {
  27559. var bone = bones[ i ];
  27560. if ( bone.parent && bone.parent.isBone ) {
  27561. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.matrixWorld );
  27562. _vector$a.setFromMatrixPosition( _boneMatrix );
  27563. position.setXYZ( j, _vector$a.x, _vector$a.y, _vector$a.z );
  27564. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.parent.matrixWorld );
  27565. _vector$a.setFromMatrixPosition( _boneMatrix );
  27566. position.setXYZ( j + 1, _vector$a.x, _vector$a.y, _vector$a.z );
  27567. j += 2;
  27568. }
  27569. }
  27570. geometry.getAttribute( 'position' ).needsUpdate = true;
  27571. Object3D.prototype.updateMatrixWorld.call( this, force );
  27572. };
  27573. /**
  27574. * @author alteredq / http://alteredqualia.com/
  27575. * @author mrdoob / http://mrdoob.com/
  27576. */
  27577. function PointLightHelper( light, sphereSize, color ) {
  27578. this.light = light;
  27579. this.light.updateMatrixWorld();
  27580. this.color = color;
  27581. var geometry = new SphereBufferGeometry( sphereSize, 4, 2 );
  27582. var material = new MeshBasicMaterial( { wireframe: true, fog: false } );
  27583. Mesh.call( this, geometry, material );
  27584. this.matrix = this.light.matrixWorld;
  27585. this.matrixAutoUpdate = false;
  27586. this.update();
  27587. /*
  27588. var distanceGeometry = new THREE.IcosahedronBufferGeometry( 1, 2 );
  27589. var distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
  27590. this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
  27591. this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );
  27592. var d = light.distance;
  27593. if ( d === 0.0 ) {
  27594. this.lightDistance.visible = false;
  27595. } else {
  27596. this.lightDistance.scale.set( d, d, d );
  27597. }
  27598. this.add( this.lightDistance );
  27599. */
  27600. }
  27601. PointLightHelper.prototype = Object.create( Mesh.prototype );
  27602. PointLightHelper.prototype.constructor = PointLightHelper;
  27603. PointLightHelper.prototype.dispose = function () {
  27604. this.geometry.dispose();
  27605. this.material.dispose();
  27606. };
  27607. PointLightHelper.prototype.update = function () {
  27608. if ( this.color !== undefined ) {
  27609. this.material.color.set( this.color );
  27610. } else {
  27611. this.material.color.copy( this.light.color );
  27612. }
  27613. /*
  27614. var d = this.light.distance;
  27615. if ( d === 0.0 ) {
  27616. this.lightDistance.visible = false;
  27617. } else {
  27618. this.lightDistance.visible = true;
  27619. this.lightDistance.scale.set( d, d, d );
  27620. }
  27621. */
  27622. };
  27623. /**
  27624. * @author alteredq / http://alteredqualia.com/
  27625. * @author mrdoob / http://mrdoob.com/
  27626. * @author Mugen87 / https://github.com/Mugen87
  27627. */
  27628. var _vector$b = new Vector3();
  27629. var _color1 = new Color();
  27630. var _color2 = new Color();
  27631. function HemisphereLightHelper( light, size, color ) {
  27632. Object3D.call( this );
  27633. this.light = light;
  27634. this.light.updateMatrixWorld();
  27635. this.matrix = light.matrixWorld;
  27636. this.matrixAutoUpdate = false;
  27637. this.color = color;
  27638. var geometry = new OctahedronBufferGeometry( size );
  27639. geometry.rotateY( Math.PI * 0.5 );
  27640. this.material = new MeshBasicMaterial( { wireframe: true, fog: false } );
  27641. if ( this.color === undefined ) { this.material.vertexColors = VertexColors; }
  27642. var position = geometry.getAttribute( 'position' );
  27643. var colors = new Float32Array( position.count * 3 );
  27644. geometry.setAttribute( 'color', new BufferAttribute( colors, 3 ) );
  27645. this.add( new Mesh( geometry, this.material ) );
  27646. this.update();
  27647. }
  27648. HemisphereLightHelper.prototype = Object.create( Object3D.prototype );
  27649. HemisphereLightHelper.prototype.constructor = HemisphereLightHelper;
  27650. HemisphereLightHelper.prototype.dispose = function () {
  27651. this.children[ 0 ].geometry.dispose();
  27652. this.children[ 0 ].material.dispose();
  27653. };
  27654. HemisphereLightHelper.prototype.update = function () {
  27655. var mesh = this.children[ 0 ];
  27656. if ( this.color !== undefined ) {
  27657. this.material.color.set( this.color );
  27658. } else {
  27659. var colors = mesh.geometry.getAttribute( 'color' );
  27660. _color1.copy( this.light.color );
  27661. _color2.copy( this.light.groundColor );
  27662. for ( var i = 0, l = colors.count; i < l; i ++ ) {
  27663. var color = ( i < ( l / 2 ) ) ? _color1 : _color2;
  27664. colors.setXYZ( i, color.r, color.g, color.b );
  27665. }
  27666. colors.needsUpdate = true;
  27667. }
  27668. mesh.lookAt( _vector$b.setFromMatrixPosition( this.light.matrixWorld ).negate() );
  27669. };
  27670. /**
  27671. * @author mrdoob / http://mrdoob.com/
  27672. */
  27673. function GridHelper( size, divisions, color1, color2 ) {
  27674. size = size || 10;
  27675. divisions = divisions || 10;
  27676. color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
  27677. color2 = new Color( color2 !== undefined ? color2 : 0x888888 );
  27678. var center = divisions / 2;
  27679. var step = size / divisions;
  27680. var halfSize = size / 2;
  27681. var vertices = [], colors = [];
  27682. for ( var i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) {
  27683. vertices.push( - halfSize, 0, k, halfSize, 0, k );
  27684. vertices.push( k, 0, - halfSize, k, 0, halfSize );
  27685. var color = i === center ? color1 : color2;
  27686. color.toArray( colors, j ); j += 3;
  27687. color.toArray( colors, j ); j += 3;
  27688. color.toArray( colors, j ); j += 3;
  27689. color.toArray( colors, j ); j += 3;
  27690. }
  27691. var geometry = new BufferGeometry();
  27692. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27693. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27694. var material = new LineBasicMaterial( { vertexColors: VertexColors } );
  27695. LineSegments.call( this, geometry, material );
  27696. }
  27697. GridHelper.prototype = Object.assign( Object.create( LineSegments.prototype ), {
  27698. constructor: GridHelper,
  27699. copy: function ( source ) {
  27700. LineSegments.prototype.copy.call( this, source );
  27701. this.geometry.copy( source.geometry );
  27702. this.material.copy( source.material );
  27703. return this;
  27704. },
  27705. clone: function () {
  27706. return new this.constructor().copy( this );
  27707. }
  27708. } );
  27709. /**
  27710. * @author mrdoob / http://mrdoob.com/
  27711. * @author Mugen87 / http://github.com/Mugen87
  27712. * @author Hectate / http://www.github.com/Hectate
  27713. */
  27714. function PolarGridHelper( radius, radials, circles, divisions, color1, color2 ) {
  27715. radius = radius || 10;
  27716. radials = radials || 16;
  27717. circles = circles || 8;
  27718. divisions = divisions || 64;
  27719. color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
  27720. color2 = new Color( color2 !== undefined ? color2 : 0x888888 );
  27721. var vertices = [];
  27722. var colors = [];
  27723. var x, z;
  27724. var v, i, j, r, color;
  27725. // create the radials
  27726. for ( i = 0; i <= radials; i ++ ) {
  27727. v = ( i / radials ) * ( Math.PI * 2 );
  27728. x = Math.sin( v ) * radius;
  27729. z = Math.cos( v ) * radius;
  27730. vertices.push( 0, 0, 0 );
  27731. vertices.push( x, 0, z );
  27732. color = ( i & 1 ) ? color1 : color2;
  27733. colors.push( color.r, color.g, color.b );
  27734. colors.push( color.r, color.g, color.b );
  27735. }
  27736. // create the circles
  27737. for ( i = 0; i <= circles; i ++ ) {
  27738. color = ( i & 1 ) ? color1 : color2;
  27739. r = radius - ( radius / circles * i );
  27740. for ( j = 0; j < divisions; j ++ ) {
  27741. // first vertex
  27742. v = ( j / divisions ) * ( Math.PI * 2 );
  27743. x = Math.sin( v ) * r;
  27744. z = Math.cos( v ) * r;
  27745. vertices.push( x, 0, z );
  27746. colors.push( color.r, color.g, color.b );
  27747. // second vertex
  27748. v = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );
  27749. x = Math.sin( v ) * r;
  27750. z = Math.cos( v ) * r;
  27751. vertices.push( x, 0, z );
  27752. colors.push( color.r, color.g, color.b );
  27753. }
  27754. }
  27755. var geometry = new BufferGeometry();
  27756. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27757. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27758. var material = new LineBasicMaterial( { vertexColors: VertexColors } );
  27759. LineSegments.call( this, geometry, material );
  27760. }
  27761. PolarGridHelper.prototype = Object.create( LineSegments.prototype );
  27762. PolarGridHelper.prototype.constructor = PolarGridHelper;
  27763. /**
  27764. * @author alteredq / http://alteredqualia.com/
  27765. * @author mrdoob / http://mrdoob.com/
  27766. * @author WestLangley / http://github.com/WestLangley
  27767. */
  27768. var _v1$5 = new Vector3();
  27769. var _v2$3 = new Vector3();
  27770. var _v3$1 = new Vector3();
  27771. function DirectionalLightHelper( light, size, color ) {
  27772. Object3D.call( this );
  27773. this.light = light;
  27774. this.light.updateMatrixWorld();
  27775. this.matrix = light.matrixWorld;
  27776. this.matrixAutoUpdate = false;
  27777. this.color = color;
  27778. if ( size === undefined ) { size = 1; }
  27779. var geometry = new BufferGeometry();
  27780. geometry.setAttribute( 'position', new Float32BufferAttribute( [
  27781. - size, size, 0,
  27782. size, size, 0,
  27783. size, - size, 0,
  27784. - size, - size, 0,
  27785. - size, size, 0
  27786. ], 3 ) );
  27787. var material = new LineBasicMaterial( { fog: false } );
  27788. this.lightPlane = new Line( geometry, material );
  27789. this.add( this.lightPlane );
  27790. geometry = new BufferGeometry();
  27791. geometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );
  27792. this.targetLine = new Line( geometry, material );
  27793. this.add( this.targetLine );
  27794. this.update();
  27795. }
  27796. DirectionalLightHelper.prototype = Object.create( Object3D.prototype );
  27797. DirectionalLightHelper.prototype.constructor = DirectionalLightHelper;
  27798. DirectionalLightHelper.prototype.dispose = function () {
  27799. this.lightPlane.geometry.dispose();
  27800. this.lightPlane.material.dispose();
  27801. this.targetLine.geometry.dispose();
  27802. this.targetLine.material.dispose();
  27803. };
  27804. DirectionalLightHelper.prototype.update = function () {
  27805. _v1$5.setFromMatrixPosition( this.light.matrixWorld );
  27806. _v2$3.setFromMatrixPosition( this.light.target.matrixWorld );
  27807. _v3$1.subVectors( _v2$3, _v1$5 );
  27808. this.lightPlane.lookAt( _v2$3 );
  27809. if ( this.color !== undefined ) {
  27810. this.lightPlane.material.color.set( this.color );
  27811. this.targetLine.material.color.set( this.color );
  27812. } else {
  27813. this.lightPlane.material.color.copy( this.light.color );
  27814. this.targetLine.material.color.copy( this.light.color );
  27815. }
  27816. this.targetLine.lookAt( _v2$3 );
  27817. this.targetLine.scale.z = _v3$1.length();
  27818. };
  27819. /**
  27820. * @author alteredq / http://alteredqualia.com/
  27821. * @author Mugen87 / https://github.com/Mugen87
  27822. *
  27823. * - shows frustum, line of sight and up of the camera
  27824. * - suitable for fast updates
  27825. * - based on frustum visualization in lightgl.js shadowmap example
  27826. * http://evanw.github.com/lightgl.js/tests/shadowmap.html
  27827. */
  27828. var _vector$c = new Vector3();
  27829. var _camera = new Camera();
  27830. function CameraHelper( camera ) {
  27831. var geometry = new BufferGeometry();
  27832. var material = new LineBasicMaterial( { color: 0xffffff, vertexColors: FaceColors } );
  27833. var vertices = [];
  27834. var colors = [];
  27835. var pointMap = {};
  27836. // colors
  27837. var colorFrustum = new Color( 0xffaa00 );
  27838. var colorCone = new Color( 0xff0000 );
  27839. var colorUp = new Color( 0x00aaff );
  27840. var colorTarget = new Color( 0xffffff );
  27841. var colorCross = new Color( 0x333333 );
  27842. // near
  27843. addLine( 'n1', 'n2', colorFrustum );
  27844. addLine( 'n2', 'n4', colorFrustum );
  27845. addLine( 'n4', 'n3', colorFrustum );
  27846. addLine( 'n3', 'n1', colorFrustum );
  27847. // far
  27848. addLine( 'f1', 'f2', colorFrustum );
  27849. addLine( 'f2', 'f4', colorFrustum );
  27850. addLine( 'f4', 'f3', colorFrustum );
  27851. addLine( 'f3', 'f1', colorFrustum );
  27852. // sides
  27853. addLine( 'n1', 'f1', colorFrustum );
  27854. addLine( 'n2', 'f2', colorFrustum );
  27855. addLine( 'n3', 'f3', colorFrustum );
  27856. addLine( 'n4', 'f4', colorFrustum );
  27857. // cone
  27858. addLine( 'p', 'n1', colorCone );
  27859. addLine( 'p', 'n2', colorCone );
  27860. addLine( 'p', 'n3', colorCone );
  27861. addLine( 'p', 'n4', colorCone );
  27862. // up
  27863. addLine( 'u1', 'u2', colorUp );
  27864. addLine( 'u2', 'u3', colorUp );
  27865. addLine( 'u3', 'u1', colorUp );
  27866. // target
  27867. addLine( 'c', 't', colorTarget );
  27868. addLine( 'p', 'c', colorCross );
  27869. // cross
  27870. addLine( 'cn1', 'cn2', colorCross );
  27871. addLine( 'cn3', 'cn4', colorCross );
  27872. addLine( 'cf1', 'cf2', colorCross );
  27873. addLine( 'cf3', 'cf4', colorCross );
  27874. function addLine( a, b, color ) {
  27875. addPoint( a, color );
  27876. addPoint( b, color );
  27877. }
  27878. function addPoint( id, color ) {
  27879. vertices.push( 0, 0, 0 );
  27880. colors.push( color.r, color.g, color.b );
  27881. if ( pointMap[ id ] === undefined ) {
  27882. pointMap[ id ] = [];
  27883. }
  27884. pointMap[ id ].push( ( vertices.length / 3 ) - 1 );
  27885. }
  27886. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27887. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27888. LineSegments.call( this, geometry, material );
  27889. this.camera = camera;
  27890. if ( this.camera.updateProjectionMatrix ) { this.camera.updateProjectionMatrix(); }
  27891. this.matrix = camera.matrixWorld;
  27892. this.matrixAutoUpdate = false;
  27893. this.pointMap = pointMap;
  27894. this.update();
  27895. }
  27896. CameraHelper.prototype = Object.create( LineSegments.prototype );
  27897. CameraHelper.prototype.constructor = CameraHelper;
  27898. CameraHelper.prototype.update = function () {
  27899. var geometry = this.geometry;
  27900. var pointMap = this.pointMap;
  27901. var w = 1, h = 1;
  27902. // we need just camera projection matrix inverse
  27903. // world matrix must be identity
  27904. _camera.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse );
  27905. // center / target
  27906. setPoint( 'c', pointMap, geometry, _camera, 0, 0, - 1 );
  27907. setPoint( 't', pointMap, geometry, _camera, 0, 0, 1 );
  27908. // near
  27909. setPoint( 'n1', pointMap, geometry, _camera, - w, - h, - 1 );
  27910. setPoint( 'n2', pointMap, geometry, _camera, w, - h, - 1 );
  27911. setPoint( 'n3', pointMap, geometry, _camera, - w, h, - 1 );
  27912. setPoint( 'n4', pointMap, geometry, _camera, w, h, - 1 );
  27913. // far
  27914. setPoint( 'f1', pointMap, geometry, _camera, - w, - h, 1 );
  27915. setPoint( 'f2', pointMap, geometry, _camera, w, - h, 1 );
  27916. setPoint( 'f3', pointMap, geometry, _camera, - w, h, 1 );
  27917. setPoint( 'f4', pointMap, geometry, _camera, w, h, 1 );
  27918. // up
  27919. setPoint( 'u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, - 1 );
  27920. setPoint( 'u2', pointMap, geometry, _camera, - w * 0.7, h * 1.1, - 1 );
  27921. setPoint( 'u3', pointMap, geometry, _camera, 0, h * 2, - 1 );
  27922. // cross
  27923. setPoint( 'cf1', pointMap, geometry, _camera, - w, 0, 1 );
  27924. setPoint( 'cf2', pointMap, geometry, _camera, w, 0, 1 );
  27925. setPoint( 'cf3', pointMap, geometry, _camera, 0, - h, 1 );
  27926. setPoint( 'cf4', pointMap, geometry, _camera, 0, h, 1 );
  27927. setPoint( 'cn1', pointMap, geometry, _camera, - w, 0, - 1 );
  27928. setPoint( 'cn2', pointMap, geometry, _camera, w, 0, - 1 );
  27929. setPoint( 'cn3', pointMap, geometry, _camera, 0, - h, - 1 );
  27930. setPoint( 'cn4', pointMap, geometry, _camera, 0, h, - 1 );
  27931. geometry.getAttribute( 'position' ).needsUpdate = true;
  27932. };
  27933. function setPoint( point, pointMap, geometry, camera, x, y, z ) {
  27934. _vector$c.set( x, y, z ).unproject( camera );
  27935. var points = pointMap[ point ];
  27936. if ( points !== undefined ) {
  27937. var position = geometry.getAttribute( 'position' );
  27938. for ( var i = 0, l = points.length; i < l; i ++ ) {
  27939. position.setXYZ( points[ i ], _vector$c.x, _vector$c.y, _vector$c.z );
  27940. }
  27941. }
  27942. }
  27943. /**
  27944. * @author mrdoob / http://mrdoob.com/
  27945. * @author Mugen87 / http://github.com/Mugen87
  27946. */
  27947. var _box$3 = new Box3();
  27948. function BoxHelper( object, color ) {
  27949. this.object = object;
  27950. if ( color === undefined ) { color = 0xffff00; }
  27951. 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 ] );
  27952. var positions = new Float32Array( 8 * 3 );
  27953. var geometry = new BufferGeometry();
  27954. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  27955. geometry.setAttribute( 'position', new BufferAttribute( positions, 3 ) );
  27956. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color } ) );
  27957. this.matrixAutoUpdate = false;
  27958. this.update();
  27959. }
  27960. BoxHelper.prototype = Object.create( LineSegments.prototype );
  27961. BoxHelper.prototype.constructor = BoxHelper;
  27962. BoxHelper.prototype.update = function ( object ) {
  27963. if ( object !== undefined ) {
  27964. console.warn( 'THREE.BoxHelper: .update() has no longer arguments.' );
  27965. }
  27966. if ( this.object !== undefined ) {
  27967. _box$3.setFromObject( this.object );
  27968. }
  27969. if ( _box$3.isEmpty() ) { return; }
  27970. var min = _box$3.min;
  27971. var max = _box$3.max;
  27972. /*
  27973. 5____4
  27974. 1/___0/|
  27975. | 6__|_7
  27976. 2/___3/
  27977. 0: max.x, max.y, max.z
  27978. 1: min.x, max.y, max.z
  27979. 2: min.x, min.y, max.z
  27980. 3: max.x, min.y, max.z
  27981. 4: max.x, max.y, min.z
  27982. 5: min.x, max.y, min.z
  27983. 6: min.x, min.y, min.z
  27984. 7: max.x, min.y, min.z
  27985. */
  27986. var position = this.geometry.attributes.position;
  27987. var array = position.array;
  27988. array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z;
  27989. array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z;
  27990. array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z;
  27991. array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;
  27992. array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;
  27993. array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;
  27994. array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;
  27995. array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;
  27996. position.needsUpdate = true;
  27997. this.geometry.computeBoundingSphere();
  27998. };
  27999. BoxHelper.prototype.setFromObject = function ( object ) {
  28000. this.object = object;
  28001. this.update();
  28002. return this;
  28003. };
  28004. BoxHelper.prototype.copy = function ( source ) {
  28005. LineSegments.prototype.copy.call( this, source );
  28006. this.object = source.object;
  28007. return this;
  28008. };
  28009. BoxHelper.prototype.clone = function () {
  28010. return new this.constructor().copy( this );
  28011. };
  28012. /**
  28013. * @author WestLangley / http://github.com/WestLangley
  28014. */
  28015. function Box3Helper( box, color ) {
  28016. this.type = 'Box3Helper';
  28017. this.box = box;
  28018. color = color || 0xffff00;
  28019. 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 ] );
  28020. 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 ];
  28021. var geometry = new BufferGeometry();
  28022. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  28023. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  28024. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color } ) );
  28025. this.geometry.computeBoundingSphere();
  28026. }
  28027. Box3Helper.prototype = Object.create( LineSegments.prototype );
  28028. Box3Helper.prototype.constructor = Box3Helper;
  28029. Box3Helper.prototype.updateMatrixWorld = function ( force ) {
  28030. var box = this.box;
  28031. if ( box.isEmpty() ) { return; }
  28032. box.getCenter( this.position );
  28033. box.getSize( this.scale );
  28034. this.scale.multiplyScalar( 0.5 );
  28035. Object3D.prototype.updateMatrixWorld.call( this, force );
  28036. };
  28037. /**
  28038. * @author WestLangley / http://github.com/WestLangley
  28039. */
  28040. function PlaneHelper( plane, size, hex ) {
  28041. this.type = 'PlaneHelper';
  28042. this.plane = plane;
  28043. this.size = ( size === undefined ) ? 1 : size;
  28044. var color = ( hex !== undefined ) ? hex : 0xffff00;
  28045. 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 ];
  28046. var geometry = new BufferGeometry();
  28047. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  28048. geometry.computeBoundingSphere();
  28049. Line.call( this, geometry, new LineBasicMaterial( { color: color } ) );
  28050. //
  28051. var positions2 = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, - 1, 1, 1, - 1, 1 ];
  28052. var geometry2 = new BufferGeometry();
  28053. geometry2.setAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
  28054. geometry2.computeBoundingSphere();
  28055. this.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false } ) ) );
  28056. }
  28057. PlaneHelper.prototype = Object.create( Line.prototype );
  28058. PlaneHelper.prototype.constructor = PlaneHelper;
  28059. PlaneHelper.prototype.updateMatrixWorld = function ( force ) {
  28060. var scale = - this.plane.constant;
  28061. if ( Math.abs( scale ) < 1e-8 ) { scale = 1e-8; } // sign does not matter
  28062. this.scale.set( 0.5 * this.size, 0.5 * this.size, scale );
  28063. this.children[ 0 ].material.side = ( scale < 0 ) ? BackSide : FrontSide; // renderer flips side when determinant < 0; flipping not wanted here
  28064. this.lookAt( this.plane.normal );
  28065. Object3D.prototype.updateMatrixWorld.call( this, force );
  28066. };
  28067. /**
  28068. * @author WestLangley / http://github.com/WestLangley
  28069. * @author zz85 / http://github.com/zz85
  28070. * @author bhouston / http://clara.io
  28071. *
  28072. * Creates an arrow for visualizing directions
  28073. *
  28074. * Parameters:
  28075. * dir - Vector3
  28076. * origin - Vector3
  28077. * length - Number
  28078. * color - color in hex value
  28079. * headLength - Number
  28080. * headWidth - Number
  28081. */
  28082. var _axis = new Vector3();
  28083. var _lineGeometry, _coneGeometry;
  28084. function ArrowHelper( dir, origin, length, color, headLength, headWidth ) {
  28085. // dir is assumed to be normalized
  28086. Object3D.call( this );
  28087. if ( dir === undefined ) { dir = new Vector3( 0, 0, 1 ); }
  28088. if ( origin === undefined ) { origin = new Vector3( 0, 0, 0 ); }
  28089. if ( length === undefined ) { length = 1; }
  28090. if ( color === undefined ) { color = 0xffff00; }
  28091. if ( headLength === undefined ) { headLength = 0.2 * length; }
  28092. if ( headWidth === undefined ) { headWidth = 0.2 * headLength; }
  28093. if ( _lineGeometry === undefined ) {
  28094. _lineGeometry = new BufferGeometry();
  28095. _lineGeometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );
  28096. _coneGeometry = new CylinderBufferGeometry( 0, 0.5, 1, 5, 1 );
  28097. _coneGeometry.translate( 0, - 0.5, 0 );
  28098. }
  28099. this.position.copy( origin );
  28100. this.line = new Line( _lineGeometry, new LineBasicMaterial( { color: color } ) );
  28101. this.line.matrixAutoUpdate = false;
  28102. this.add( this.line );
  28103. this.cone = new Mesh( _coneGeometry, new MeshBasicMaterial( { color: color } ) );
  28104. this.cone.matrixAutoUpdate = false;
  28105. this.add( this.cone );
  28106. this.setDirection( dir );
  28107. this.setLength( length, headLength, headWidth );
  28108. }
  28109. ArrowHelper.prototype = Object.create( Object3D.prototype );
  28110. ArrowHelper.prototype.constructor = ArrowHelper;
  28111. ArrowHelper.prototype.setDirection = function ( dir ) {
  28112. // dir is assumed to be normalized
  28113. if ( dir.y > 0.99999 ) {
  28114. this.quaternion.set( 0, 0, 0, 1 );
  28115. } else if ( dir.y < - 0.99999 ) {
  28116. this.quaternion.set( 1, 0, 0, 0 );
  28117. } else {
  28118. _axis.set( dir.z, 0, - dir.x ).normalize();
  28119. var radians = Math.acos( dir.y );
  28120. this.quaternion.setFromAxisAngle( _axis, radians );
  28121. }
  28122. };
  28123. ArrowHelper.prototype.setLength = function ( length, headLength, headWidth ) {
  28124. if ( headLength === undefined ) { headLength = 0.2 * length; }
  28125. if ( headWidth === undefined ) { headWidth = 0.2 * headLength; }
  28126. this.line.scale.set( 1, Math.max( 0.0001, length - headLength ), 1 ); // see #17458
  28127. this.line.updateMatrix();
  28128. this.cone.scale.set( headWidth, headLength, headWidth );
  28129. this.cone.position.y = length;
  28130. this.cone.updateMatrix();
  28131. };
  28132. ArrowHelper.prototype.setColor = function ( color ) {
  28133. this.line.material.color.set( color );
  28134. this.cone.material.color.set( color );
  28135. };
  28136. ArrowHelper.prototype.copy = function ( source ) {
  28137. Object3D.prototype.copy.call( this, source, false );
  28138. this.line.copy( source.line );
  28139. this.cone.copy( source.cone );
  28140. return this;
  28141. };
  28142. ArrowHelper.prototype.clone = function () {
  28143. return new this.constructor().copy( this );
  28144. };
  28145. /**
  28146. * @author sroucheray / http://sroucheray.org/
  28147. * @author mrdoob / http://mrdoob.com/
  28148. */
  28149. function AxesHelper( size ) {
  28150. size = size || 1;
  28151. var vertices = [
  28152. 0, 0, 0, size, 0, 0,
  28153. 0, 0, 0, 0, size, 0,
  28154. 0, 0, 0, 0, 0, size
  28155. ];
  28156. var colors = [
  28157. 1, 0, 0, 1, 0.6, 0,
  28158. 0, 1, 0, 0.6, 1, 0,
  28159. 0, 0, 1, 0, 0.6, 1
  28160. ];
  28161. var geometry = new BufferGeometry();
  28162. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  28163. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  28164. var material = new LineBasicMaterial( { vertexColors: VertexColors } );
  28165. LineSegments.call( this, geometry, material );
  28166. }
  28167. AxesHelper.prototype = Object.create( LineSegments.prototype );
  28168. AxesHelper.prototype.constructor = AxesHelper;
  28169. /**
  28170. * @author Emmett Lalish / elalish
  28171. *
  28172. * This class generates a Prefiltered, Mipmapped Radiance Environment Map
  28173. * (PMREM) from a cubeMap environment texture. This allows different levels of
  28174. * blur to be quickly accessed based on material roughness. It is packed into a
  28175. * special CubeUV format that allows us to perform custom interpolation so that
  28176. * we can support nonlinear formats such as RGBE. Unlike a traditional mipmap
  28177. * chain, it only goes down to the LOD_MIN level (above), and then creates extra
  28178. * even more filtered 'mips' at the same LOD_MIN resolution, associated with
  28179. * higher roughness levels. In this way we maintain resolution to smoothly
  28180. * interpolate diffuse lighting while limiting sampling computation.
  28181. */
  28182. var LOD_MIN = 4;
  28183. var LOD_MAX = 8;
  28184. var SIZE_MAX = Math.pow( 2, LOD_MAX );
  28185. // The standard deviations (radians) associated with the extra mips. These are
  28186. // chosen to approximate a Trowbridge-Reitz distribution function times the
  28187. // geometric shadowing function. These sigma values squared must match the
  28188. // variance #defines in cube_uv_reflection_fragment.glsl.js.
  28189. var EXTRA_LOD_SIGMA = [ 0.125, 0.215, 0.35, 0.446, 0.526, 0.582 ];
  28190. var TOTAL_LODS = LOD_MAX - LOD_MIN + 1 + EXTRA_LOD_SIGMA.length;
  28191. // The maximum length of the blur for loop. Smaller sigmas will use fewer
  28192. // samples and exit early, but not recompile the shader.
  28193. var MAX_SAMPLES = 20;
  28194. var ENCODINGS = {};
  28195. ENCODINGS[ LinearEncoding ] = 0;
  28196. ENCODINGS[ sRGBEncoding ] = 1;
  28197. ENCODINGS[ RGBEEncoding ] = 2;
  28198. ENCODINGS[ RGBM7Encoding ] = 3;
  28199. ENCODINGS[ RGBM16Encoding ] = 4;
  28200. ENCODINGS[ RGBDEncoding ] = 5;
  28201. ENCODINGS[ GammaEncoding ] = 6;
  28202. var _flatCamera = new OrthographicCamera();
  28203. var _blurMaterial = _getBlurShader( MAX_SAMPLES );
  28204. var _equirectShader = null;
  28205. var _cubemapShader = null;
  28206. var ref = _createPlanes();
  28207. var _lodPlanes = ref._lodPlanes;
  28208. var _sizeLods = ref._sizeLods;
  28209. var _sigmas = ref._sigmas;
  28210. var _pingPongRenderTarget = null;
  28211. var _renderer = null;
  28212. // Golden Ratio
  28213. var PHI = ( 1 + Math.sqrt( 5 ) ) / 2;
  28214. var INV_PHI = 1 / PHI;
  28215. // Vertices of a dodecahedron (except the opposites, which represent the
  28216. // same axis), used as axis directions evenly spread on a sphere.
  28217. var _axisDirections = [
  28218. new Vector3( 1, 1, 1 ),
  28219. new Vector3( - 1, 1, 1 ),
  28220. new Vector3( 1, 1, - 1 ),
  28221. new Vector3( - 1, 1, - 1 ),
  28222. new Vector3( 0, PHI, INV_PHI ),
  28223. new Vector3( 0, PHI, - INV_PHI ),
  28224. new Vector3( INV_PHI, 0, PHI ),
  28225. new Vector3( - INV_PHI, 0, PHI ),
  28226. new Vector3( PHI, INV_PHI, 0 ),
  28227. new Vector3( - PHI, INV_PHI, 0 ) ];
  28228. function PMREMGenerator( renderer ) {
  28229. _renderer = renderer;
  28230. _compileMaterial( _blurMaterial );
  28231. }
  28232. PMREMGenerator.prototype = {
  28233. constructor: PMREMGenerator,
  28234. /**
  28235. * Generates a PMREM from a supplied Scene, which can be faster than using an
  28236. * image if networking bandwidth is low. Optional sigma specifies a blur radius
  28237. * in radians to be applied to the scene before PMREM generation. Optional near
  28238. * and far planes ensure the scene is rendered in its entirety (the cubeCamera
  28239. * is placed at the origin).
  28240. */
  28241. fromScene: function ( scene, sigma, near, far ) {
  28242. if ( sigma === void 0 ) sigma = 0;
  28243. if ( near === void 0 ) near = 0.1;
  28244. if ( far === void 0 ) far = 100;
  28245. var cubeUVRenderTarget = _allocateTargets();
  28246. _sceneToCubeUV( scene, near, far, cubeUVRenderTarget );
  28247. if ( sigma > 0 ) {
  28248. _blur( cubeUVRenderTarget, 0, 0, sigma );
  28249. }
  28250. _applyPMREM( cubeUVRenderTarget );
  28251. _cleanup();
  28252. cubeUVRenderTarget.scissorTest = false;
  28253. return cubeUVRenderTarget;
  28254. },
  28255. /**
  28256. * Generates a PMREM from an equirectangular texture, which can be either LDR
  28257. * (RGBFormat) or HDR (RGBEFormat). The ideal input image size is 1k (1024 x 512),
  28258. * as this matches best with the 256 x 256 cubemap output.
  28259. */
  28260. fromEquirectangular: function ( equirectangular ) {
  28261. equirectangular.magFilter = NearestFilter;
  28262. equirectangular.minFilter = NearestFilter;
  28263. equirectangular.generateMipmaps = false;
  28264. return this.fromCubemap( equirectangular );
  28265. },
  28266. /**
  28267. * Generates a PMREM from an cubemap texture, which can be either LDR
  28268. * (RGBFormat) or HDR (RGBEFormat). The ideal input cube size is 256 x 256,
  28269. * as this matches best with the 256 x 256 cubemap output.
  28270. */
  28271. fromCubemap: function ( cubemap ) {
  28272. var cubeUVRenderTarget = _allocateTargets( cubemap );
  28273. _textureToCubeUV( cubemap, cubeUVRenderTarget );
  28274. _applyPMREM( cubeUVRenderTarget );
  28275. _cleanup();
  28276. cubeUVRenderTarget.scissorTest = false;
  28277. return cubeUVRenderTarget;
  28278. },
  28279. /**
  28280. * Pre-compiles the cubemap shader. You can get faster start-up by invoking this method during
  28281. * your texture's network fetch for increased concurrency.
  28282. */
  28283. compileCubemapShader: function () {
  28284. if ( _cubemapShader == null ) {
  28285. _cubemapShader = _getCubemapShader();
  28286. _compileMaterial( _cubemapShader );
  28287. }
  28288. },
  28289. /**
  28290. * Pre-compiles the equirectangular shader. You can get faster start-up by invoking this method during
  28291. * your texture's network fetch for increased concurrency.
  28292. */
  28293. compileEquirectangularShader: function () {
  28294. if ( _equirectShader == null ) {
  28295. _equirectShader = _getEquirectShader();
  28296. _compileMaterial( _equirectShader );
  28297. }
  28298. },
  28299. /**
  28300. * Disposes of the PMREMGenerator's internal memory. Note that PMREMGenerator is a static class,
  28301. * so you should not need more than one PMREMGenerator object. If you do, calling dispose() on
  28302. * one of them will cause any others to also become unusable.
  28303. */
  28304. dispose: function () {
  28305. _blurMaterial.dispose();
  28306. if ( _cubemapShader != null ) { _cubemapShader.dispose(); }
  28307. if ( _equirectShader != null ) { _equirectShader.dispose(); }
  28308. for ( var i = 0; i < _lodPlanes.length; i ++ ) {
  28309. _lodPlanes[ i ].dispose();
  28310. }
  28311. },
  28312. };
  28313. function _createPlanes() {
  28314. var _lodPlanes = [];
  28315. var _sizeLods = [];
  28316. var _sigmas = [];
  28317. var lod = LOD_MAX;
  28318. for ( var i = 0; i < TOTAL_LODS; i ++ ) {
  28319. var sizeLod = Math.pow( 2, lod );
  28320. _sizeLods.push( sizeLod );
  28321. var sigma = 1.0 / sizeLod;
  28322. if ( i > LOD_MAX - LOD_MIN ) {
  28323. sigma = EXTRA_LOD_SIGMA[ i - LOD_MAX + LOD_MIN - 1 ];
  28324. } else if ( i == 0 ) {
  28325. sigma = 0;
  28326. }
  28327. _sigmas.push( sigma );
  28328. var texelSize = 1.0 / ( sizeLod - 1 );
  28329. var min = - texelSize / 2;
  28330. var max = 1 + texelSize / 2;
  28331. var uv1 = [ min, min, max, min, max, max, min, min, max, max, min, max ];
  28332. var cubeFaces = 6;
  28333. var vertices = 6;
  28334. var positionSize = 3;
  28335. var uvSize = 2;
  28336. var faceIndexSize = 1;
  28337. var position = new Float32Array( positionSize * vertices * cubeFaces );
  28338. var uv = new Float32Array( uvSize * vertices * cubeFaces );
  28339. var faceIndex = new Float32Array( faceIndexSize * vertices * cubeFaces );
  28340. for ( var face = 0; face < cubeFaces; face ++ ) {
  28341. var x = ( face % 3 ) * 2 / 3 - 1;
  28342. var y = face > 2 ? 0 : - 1;
  28343. var coordinates = [
  28344. x, y, 0,
  28345. x + 2 / 3, y, 0,
  28346. x + 2 / 3, y + 1, 0,
  28347. x, y, 0,
  28348. x + 2 / 3, y + 1, 0,
  28349. x, y + 1, 0
  28350. ];
  28351. position.set( coordinates, positionSize * vertices * face );
  28352. uv.set( uv1, uvSize * vertices * face );
  28353. var fill = [ face, face, face, face, face, face ];
  28354. faceIndex.set( fill, faceIndexSize * vertices * face );
  28355. }
  28356. var planes = new BufferGeometry();
  28357. planes.setAttribute( 'position', new BufferAttribute( position, positionSize ) );
  28358. planes.setAttribute( 'uv', new BufferAttribute( uv, uvSize ) );
  28359. planes.setAttribute( 'faceIndex', new BufferAttribute( faceIndex, faceIndexSize ) );
  28360. _lodPlanes.push( planes );
  28361. if ( lod > LOD_MIN ) {
  28362. lod --;
  28363. }
  28364. }
  28365. return { _lodPlanes: _lodPlanes, _sizeLods: _sizeLods, _sigmas: _sigmas };
  28366. }
  28367. function _allocateTargets( equirectangular ) {
  28368. var params = {
  28369. magFilter: NearestFilter,
  28370. minFilter: NearestFilter,
  28371. generateMipmaps: false,
  28372. type: equirectangular ? equirectangular.type : UnsignedByteType,
  28373. format: equirectangular ? equirectangular.format : RGBEFormat,
  28374. encoding: equirectangular ? equirectangular.encoding : RGBEEncoding,
  28375. depthBuffer: false,
  28376. stencilBuffer: false
  28377. };
  28378. var cubeUVRenderTarget = _createRenderTarget( params );
  28379. cubeUVRenderTarget.depthBuffer = equirectangular ? false : true;
  28380. _pingPongRenderTarget = _createRenderTarget( params );
  28381. return cubeUVRenderTarget;
  28382. }
  28383. function _cleanup() {
  28384. _pingPongRenderTarget.dispose();
  28385. _renderer.setRenderTarget( null );
  28386. var size = _renderer.getSize( new Vector2() );
  28387. _renderer.setViewport( 0, 0, size.x, size.y );
  28388. }
  28389. function _sceneToCubeUV( scene, near, far, cubeUVRenderTarget ) {
  28390. var fov = 90;
  28391. var aspect = 1;
  28392. var cubeCamera = new PerspectiveCamera( fov, aspect, near, far );
  28393. var upSign = [ 1, 1, 1, 1, - 1, 1 ];
  28394. var forwardSign = [ 1, 1, - 1, - 1, - 1, 1 ];
  28395. var outputEncoding = _renderer.outputEncoding;
  28396. var toneMapping = _renderer.toneMapping;
  28397. var toneMappingExposure = _renderer.toneMappingExposure;
  28398. var clearColor = _renderer.getClearColor();
  28399. var clearAlpha = _renderer.getClearAlpha();
  28400. _renderer.toneMapping = LinearToneMapping;
  28401. _renderer.toneMappingExposure = 1.0;
  28402. _renderer.outputEncoding = LinearEncoding;
  28403. scene.scale.z *= - 1;
  28404. var background = scene.background;
  28405. if ( background && background.isColor ) {
  28406. background.convertSRGBToLinear();
  28407. // Convert linear to RGBE
  28408. var maxComponent = Math.max( background.r, background.g, background.b );
  28409. var fExp = Math.min( Math.max( Math.ceil( Math.log2( maxComponent ) ), - 128.0 ), 127.0 );
  28410. background = background.multiplyScalar( Math.pow( 2.0, - fExp ) );
  28411. var alpha = ( fExp + 128.0 ) / 255.0;
  28412. _renderer.setClearColor( background, alpha );
  28413. scene.background = null;
  28414. }
  28415. _renderer.setRenderTarget( cubeUVRenderTarget );
  28416. for ( var i = 0; i < 6; i ++ ) {
  28417. var col = i % 3;
  28418. if ( col == 0 ) {
  28419. cubeCamera.up.set( 0, upSign[ i ], 0 );
  28420. cubeCamera.lookAt( forwardSign[ i ], 0, 0 );
  28421. } else if ( col == 1 ) {
  28422. cubeCamera.up.set( 0, 0, upSign[ i ] );
  28423. cubeCamera.lookAt( 0, forwardSign[ i ], 0 );
  28424. } else {
  28425. cubeCamera.up.set( 0, upSign[ i ], 0 );
  28426. cubeCamera.lookAt( 0, 0, forwardSign[ i ] );
  28427. }
  28428. _setViewport(
  28429. col * SIZE_MAX, i > 2 ? SIZE_MAX : 0, SIZE_MAX, SIZE_MAX );
  28430. _renderer.render( scene, cubeCamera );
  28431. }
  28432. _renderer.toneMapping = toneMapping;
  28433. _renderer.toneMappingExposure = toneMappingExposure;
  28434. _renderer.outputEncoding = outputEncoding;
  28435. _renderer.setClearColor( clearColor, clearAlpha );
  28436. scene.scale.z *= - 1;
  28437. }
  28438. function _textureToCubeUV( texture, cubeUVRenderTarget ) {
  28439. var scene = new Scene();
  28440. if ( texture.isCubeTexture ) {
  28441. if ( _cubemapShader == null ) {
  28442. _cubemapShader = _getCubemapShader();
  28443. }
  28444. } else {
  28445. if ( _equirectShader == null ) {
  28446. _equirectShader = _getEquirectShader();
  28447. }
  28448. }
  28449. var material = texture.isCubeTexture ? _cubemapShader : _equirectShader;
  28450. scene.add( new Mesh( _lodPlanes[ 0 ], material ) );
  28451. var uniforms = material.uniforms;
  28452. uniforms[ 'envMap' ].value = texture;
  28453. if ( ! texture.isCubeTexture ) {
  28454. uniforms[ 'texelSize' ].value.set( 1.0 / texture.image.width, 1.0 / texture.image.height );
  28455. }
  28456. uniforms[ 'inputEncoding' ].value = ENCODINGS[ texture.encoding ];
  28457. uniforms[ 'outputEncoding' ].value = ENCODINGS[ texture.encoding ];
  28458. _renderer.setRenderTarget( cubeUVRenderTarget );
  28459. _setViewport( 0, 0, 3 * SIZE_MAX, 2 * SIZE_MAX );
  28460. _renderer.render( scene, _flatCamera );
  28461. }
  28462. function _compileMaterial( material ) {
  28463. var tmpScene = new Scene();
  28464. tmpScene.add( new Mesh( _lodPlanes[ 0 ], material ) );
  28465. _renderer.compile( tmpScene, _flatCamera );
  28466. }
  28467. function _createRenderTarget( params ) {
  28468. var cubeUVRenderTarget = new WebGLRenderTarget( 3 * SIZE_MAX, 3 * SIZE_MAX, params );
  28469. cubeUVRenderTarget.texture.mapping = CubeUVReflectionMapping;
  28470. cubeUVRenderTarget.texture.name = 'PMREM.cubeUv';
  28471. cubeUVRenderTarget.scissorTest = true;
  28472. return cubeUVRenderTarget;
  28473. }
  28474. function _setViewport( x, y, width, height ) {
  28475. var invDpr = 1.0 / _renderer.getPixelRatio();
  28476. x *= invDpr;
  28477. y *= invDpr;
  28478. width *= invDpr;
  28479. height *= invDpr;
  28480. _renderer.setViewport( x, y, width, height );
  28481. _renderer.setScissor( x, y, width, height );
  28482. }
  28483. function _applyPMREM( cubeUVRenderTarget ) {
  28484. var autoClear = _renderer.autoClear;
  28485. _renderer.autoClear = false;
  28486. for ( var i = 1; i < TOTAL_LODS; i ++ ) {
  28487. var sigma = Math.sqrt(
  28488. _sigmas[ i ] * _sigmas[ i ] -
  28489. _sigmas[ i - 1 ] * _sigmas[ i - 1 ] );
  28490. var poleAxis =
  28491. _axisDirections[ ( i - 1 ) % _axisDirections.length ];
  28492. _blur( cubeUVRenderTarget, i - 1, i, sigma, poleAxis );
  28493. }
  28494. _renderer.autoClear = autoClear;
  28495. }
  28496. /**
  28497. * This is a two-pass Gaussian blur for a cubemap. Normally this is done
  28498. * vertically and horizontally, but this breaks down on a cube. Here we apply
  28499. * the blur latitudinally (around the poles), and then longitudinally (towards
  28500. * the poles) to approximate the orthogonally-separable blur. It is least
  28501. * accurate at the poles, but still does a decent job.
  28502. */
  28503. function _blur( cubeUVRenderTarget, lodIn, lodOut, sigma, poleAxis ) {
  28504. _halfBlur(
  28505. cubeUVRenderTarget,
  28506. _pingPongRenderTarget,
  28507. lodIn,
  28508. lodOut,
  28509. sigma,
  28510. 'latitudinal',
  28511. poleAxis );
  28512. _halfBlur(
  28513. _pingPongRenderTarget,
  28514. cubeUVRenderTarget,
  28515. lodOut,
  28516. lodOut,
  28517. sigma,
  28518. 'longitudinal',
  28519. poleAxis );
  28520. }
  28521. function _halfBlur( targetIn, targetOut, lodIn, lodOut, sigmaRadians, direction, poleAxis ) {
  28522. if ( direction !== 'latitudinal' && direction !== 'longitudinal' ) {
  28523. console.error(
  28524. 'blur direction must be either latitudinal or longitudinal!' );
  28525. }
  28526. // Number of standard deviations at which to cut off the discrete approximation.
  28527. var STANDARD_DEVIATIONS = 3;
  28528. var blurScene = new Scene();
  28529. blurScene.add( new Mesh( _lodPlanes[ lodOut ], _blurMaterial ) );
  28530. var blurUniforms = _blurMaterial.uniforms;
  28531. var pixels = _sizeLods[ lodIn ] - 1;
  28532. var radiansPerPixel = isFinite( sigmaRadians ) ? Math.PI / ( 2 * pixels ) : 2 * Math.PI / ( 2 * MAX_SAMPLES - 1 );
  28533. var sigmaPixels = sigmaRadians / radiansPerPixel;
  28534. var samples = isFinite( sigmaRadians ) ? 1 + Math.floor( STANDARD_DEVIATIONS * sigmaPixels ) : MAX_SAMPLES;
  28535. if ( samples > MAX_SAMPLES ) {
  28536. console.warn( ("sigmaRadians, " + sigmaRadians + ", is too large and will clip, as it requested " + samples + " samples when the maximum is set to " + MAX_SAMPLES) );
  28537. }
  28538. var weights = [];
  28539. var sum = 0;
  28540. for ( var i = 0; i < MAX_SAMPLES; ++ i ) {
  28541. var x = i / sigmaPixels;
  28542. var weight = Math.exp( - x * x / 2 );
  28543. weights.push( weight );
  28544. if ( i == 0 ) {
  28545. sum += weight;
  28546. } else if ( i < samples ) {
  28547. sum += 2 * weight;
  28548. }
  28549. }
  28550. for ( var i = 0; i < weights.length; i ++ ) {
  28551. weights[ i ] = weights[ i ] / sum;
  28552. }
  28553. blurUniforms[ 'envMap' ].value = targetIn.texture;
  28554. blurUniforms[ 'samples' ].value = samples;
  28555. blurUniforms[ 'weights' ].value = weights;
  28556. blurUniforms[ 'latitudinal' ].value = direction === 'latitudinal';
  28557. if ( poleAxis ) {
  28558. blurUniforms[ 'poleAxis' ].value = poleAxis;
  28559. }
  28560. blurUniforms[ 'dTheta' ].value = radiansPerPixel;
  28561. blurUniforms[ 'mipInt' ].value = LOD_MAX - lodIn;
  28562. blurUniforms[ 'inputEncoding' ].value = ENCODINGS[ targetIn.texture.encoding ];
  28563. blurUniforms[ 'outputEncoding' ].value = ENCODINGS[ targetIn.texture.encoding ];
  28564. var outputSize = _sizeLods[ lodOut ];
  28565. var x = 3 * Math.max( 0, SIZE_MAX - 2 * outputSize );
  28566. var y = ( lodOut === 0 ? 0 : 2 * SIZE_MAX ) +
  28567. 2 * outputSize *
  28568. ( lodOut > LOD_MAX - LOD_MIN ? lodOut - LOD_MAX + LOD_MIN : 0 );
  28569. _renderer.setRenderTarget( targetOut );
  28570. _setViewport( x, y, 3 * outputSize, 2 * outputSize );
  28571. _renderer.render( blurScene, _flatCamera );
  28572. }
  28573. function _getBlurShader( maxSamples ) {
  28574. var weights = new Float32Array( maxSamples );
  28575. var poleAxis = new Vector3( 0, 1, 0 );
  28576. var shaderMaterial = new RawShaderMaterial( {
  28577. defines: { 'n': maxSamples },
  28578. uniforms: {
  28579. 'envMap': { value: null },
  28580. 'samples': { value: 1 },
  28581. 'weights': { value: weights },
  28582. 'latitudinal': { value: false },
  28583. 'dTheta': { value: 0 },
  28584. 'mipInt': { value: 0 },
  28585. 'poleAxis': { value: poleAxis },
  28586. 'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },
  28587. 'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }
  28588. },
  28589. vertexShader: _getCommonVertexShader(),
  28590. fragmentShader: ("\nprecision mediump float;\nprecision mediump int;\nvarying vec3 vOutputDirection;\nuniform sampler2D envMap;\nuniform int samples;\nuniform float weights[n];\nuniform bool latitudinal;\nuniform float dTheta;\nuniform float mipInt;\nuniform vec3 poleAxis;\n\n" + (_getEncodings()) + "\n\n#define ENVMAP_TYPE_CUBE_UV\n#include <cube_uv_reflection_fragment>\n\nvoid main() {\n\tgl_FragColor = vec4(0.0);\n\tfor (int i = 0; i < n; i++) {\n\t\tif (i >= samples)\n\t\t\tbreak;\n\t\tfor (int dir = -1; dir < 2; dir += 2) {\n\t\t\tif (i == 0 && dir == 1)\n\t\t\t\tcontinue;\n\t\t\tvec3 axis = latitudinal ? poleAxis : cross(poleAxis, vOutputDirection);\n\t\t\tif (all(equal(axis, vec3(0.0))))\n\t\t\t\taxis = cross(vec3(0.0, 1.0, 0.0), vOutputDirection);\n\t\t\taxis = normalize(axis);\n\t\t\tfloat theta = dTheta * float(dir * i);\n\t\t\tfloat cosTheta = cos(theta);\n\t\t\t// Rodrigues' axis-angle rotation\n\t\t\tvec3 sampleDirection = vOutputDirection * cosTheta\n\t\t\t\t\t+ cross(axis, vOutputDirection) * sin(theta)\n\t\t\t\t\t+ axis * dot(axis, vOutputDirection) * (1.0 - cosTheta);\n\t\t\tgl_FragColor.rgb +=\n\t\t\t\t\tweights[i] * bilinearCubeUV(envMap, sampleDirection, mipInt);\n\t\t}\n\t}\n\tgl_FragColor = linearToOutputTexel(gl_FragColor);\n}\n\t\t"),
  28591. blending: NoBlending,
  28592. depthTest: false,
  28593. depthWrite: false
  28594. } );
  28595. shaderMaterial.type = 'SphericalGaussianBlur';
  28596. return shaderMaterial;
  28597. }
  28598. function _getEquirectShader() {
  28599. var texelSize = new Vector2( 1, 1 );
  28600. var shaderMaterial = new RawShaderMaterial( {
  28601. uniforms: {
  28602. 'envMap': { value: null },
  28603. 'texelSize': { value: texelSize },
  28604. 'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },
  28605. 'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }
  28606. },
  28607. vertexShader: _getCommonVertexShader(),
  28608. fragmentShader: ("\nprecision mediump float;\nprecision mediump int;\nvarying vec3 vOutputDirection;\nuniform sampler2D envMap;\nuniform vec2 texelSize;\n\n" + (_getEncodings()) + "\n\n#define RECIPROCAL_PI 0.31830988618\n#define RECIPROCAL_PI2 0.15915494\n\nvoid main() {\n\tgl_FragColor = vec4(0.0);\n\tvec3 outputDirection = normalize(vOutputDirection);\n\tvec2 uv;\n\tuv.y = asin(clamp(outputDirection.y, -1.0, 1.0)) * RECIPROCAL_PI + 0.5;\n\tuv.x = atan(outputDirection.z, outputDirection.x) * RECIPROCAL_PI2 + 0.5;\n\tvec2 f = fract(uv / texelSize - 0.5);\n\tuv -= f * texelSize;\n\tvec3 tl = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n\tuv.x += texelSize.x;\n\tvec3 tr = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n\tuv.y += texelSize.y;\n\tvec3 br = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n\tuv.x -= texelSize.x;\n\tvec3 bl = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n\tvec3 tm = mix(tl, tr, f.x);\n\tvec3 bm = mix(bl, br, f.x);\n\tgl_FragColor.rgb = mix(tm, bm, f.y);\n\tgl_FragColor = linearToOutputTexel(gl_FragColor);\n}\n\t\t"),
  28609. blending: NoBlending,
  28610. depthTest: false,
  28611. depthWrite: false
  28612. } );
  28613. shaderMaterial.type = 'EquirectangularToCubeUV';
  28614. return shaderMaterial;
  28615. }
  28616. function _getCubemapShader() {
  28617. var shaderMaterial = new RawShaderMaterial( {
  28618. uniforms: {
  28619. 'envMap': { value: null },
  28620. 'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },
  28621. 'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }
  28622. },
  28623. vertexShader: _getCommonVertexShader(),
  28624. fragmentShader: ("\nprecision mediump float;\nprecision mediump int;\nvarying vec3 vOutputDirection;\nuniform samplerCube envMap;\n\n" + (_getEncodings()) + "\n\nvoid main() {\n\tgl_FragColor = vec4(0.0);\n\tgl_FragColor.rgb = envMapTexelToLinear(textureCube(envMap, vec3( - vOutputDirection.x, vOutputDirection.yz ))).rgb;\n\tgl_FragColor = linearToOutputTexel(gl_FragColor);\n}\n\t\t"),
  28625. blending: NoBlending,
  28626. depthTest: false,
  28627. depthWrite: false
  28628. } );
  28629. shaderMaterial.type = 'CubemapToCubeUV';
  28630. return shaderMaterial;
  28631. }
  28632. function _getCommonVertexShader() {
  28633. return "\nprecision mediump float;\nprecision mediump int;\nattribute vec3 position;\nattribute vec2 uv;\nattribute float faceIndex;\nvarying vec3 vOutputDirection;\nvec3 getDirection(vec2 uv, float face) {\n\tuv = 2.0 * uv - 1.0;\n\tvec3 direction = vec3(uv, 1.0);\n\tif (face == 0.0) {\n\t\tdirection = direction.zyx;\n\t\tdirection.z *= -1.0;\n\t} else if (face == 1.0) {\n\t\tdirection = direction.xzy;\n\t\tdirection.z *= -1.0;\n\t} else if (face == 3.0) {\n\t\tdirection = direction.zyx;\n\t\tdirection.x *= -1.0;\n\t} else if (face == 4.0) {\n\t\tdirection = direction.xzy;\n\t\tdirection.y *= -1.0;\n\t} else if (face == 5.0) {\n\t\tdirection.xz *= -1.0;\n\t}\n\treturn direction;\n}\nvoid main() {\n\tvOutputDirection = getDirection(uv, faceIndex);\n\tgl_Position = vec4( position, 1.0 );\n}\n\t";
  28634. }
  28635. function _getEncodings() {
  28636. return "\nuniform int inputEncoding;\nuniform int outputEncoding;\n\n#include <encodings_pars_fragment>\n\nvec4 inputTexelToLinear(vec4 value){\n\tif(inputEncoding == 0){\n\t\treturn value;\n\t}else if(inputEncoding == 1){\n\t\treturn sRGBToLinear(value);\n\t}else if(inputEncoding == 2){\n\t\treturn RGBEToLinear(value);\n\t}else if(inputEncoding == 3){\n\t\treturn RGBMToLinear(value, 7.0);\n\t}else if(inputEncoding == 4){\n\t\treturn RGBMToLinear(value, 16.0);\n\t}else if(inputEncoding == 5){\n\t\treturn RGBDToLinear(value, 256.0);\n\t}else{\n\t\treturn GammaToLinear(value, 2.2);\n\t}\n}\n\nvec4 linearToOutputTexel(vec4 value){\n\tif(outputEncoding == 0){\n\t\treturn value;\n\t}else if(outputEncoding == 1){\n\t\treturn LinearTosRGB(value);\n\t}else if(outputEncoding == 2){\n\t\treturn LinearToRGBE(value);\n\t}else if(outputEncoding == 3){\n\t\treturn LinearToRGBM(value, 7.0);\n\t}else if(outputEncoding == 4){\n\t\treturn LinearToRGBM(value, 16.0);\n\t}else if(outputEncoding == 5){\n\t\treturn LinearToRGBD(value, 256.0);\n\t}else{\n\t\treturn LinearToGamma(value, 2.2);\n\t}\n}\n\nvec4 envMapTexelToLinear(vec4 color) {\n\treturn inputTexelToLinear(color);\n}\n\t";
  28637. }
  28638. /**
  28639. * @author mrdoob / http://mrdoob.com/
  28640. */
  28641. function Face4( a, b, c, d, normal, color, materialIndex ) {
  28642. console.warn( 'THREE.Face4 has been removed. A THREE.Face3 will be created instead.' );
  28643. return new Face3( a, b, c, normal, color, materialIndex );
  28644. }
  28645. var LineStrip = 0;
  28646. var LinePieces = 1;
  28647. function MeshFaceMaterial( materials ) {
  28648. console.warn( 'THREE.MeshFaceMaterial has been removed. Use an Array instead.' );
  28649. return materials;
  28650. }
  28651. function MultiMaterial( materials ) {
  28652. if ( materials === undefined ) { materials = []; }
  28653. console.warn( 'THREE.MultiMaterial has been removed. Use an Array instead.' );
  28654. materials.isMultiMaterial = true;
  28655. materials.materials = materials;
  28656. materials.clone = function () {
  28657. return materials.slice();
  28658. };
  28659. return materials;
  28660. }
  28661. function PointCloud( geometry, material ) {
  28662. console.warn( 'THREE.PointCloud has been renamed to THREE.Points.' );
  28663. return new Points( geometry, material );
  28664. }
  28665. function Particle( material ) {
  28666. console.warn( 'THREE.Particle has been renamed to THREE.Sprite.' );
  28667. return new Sprite( material );
  28668. }
  28669. function ParticleSystem( geometry, material ) {
  28670. console.warn( 'THREE.ParticleSystem has been renamed to THREE.Points.' );
  28671. return new Points( geometry, material );
  28672. }
  28673. function PointCloudMaterial( parameters ) {
  28674. console.warn( 'THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.' );
  28675. return new PointsMaterial( parameters );
  28676. }
  28677. function ParticleBasicMaterial( parameters ) {
  28678. console.warn( 'THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.' );
  28679. return new PointsMaterial( parameters );
  28680. }
  28681. function ParticleSystemMaterial( parameters ) {
  28682. console.warn( 'THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.' );
  28683. return new PointsMaterial( parameters );
  28684. }
  28685. function Vertex( x, y, z ) {
  28686. console.warn( 'THREE.Vertex has been removed. Use THREE.Vector3 instead.' );
  28687. return new Vector3( x, y, z );
  28688. }
  28689. //
  28690. function DynamicBufferAttribute( array, itemSize ) {
  28691. console.warn( 'THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setDynamic( true ) instead.' );
  28692. return new BufferAttribute( array, itemSize ).setDynamic( true );
  28693. }
  28694. function Int8Attribute( array, itemSize ) {
  28695. console.warn( 'THREE.Int8Attribute has been removed. Use new THREE.Int8BufferAttribute() instead.' );
  28696. return new Int8BufferAttribute( array, itemSize );
  28697. }
  28698. function Uint8Attribute( array, itemSize ) {
  28699. console.warn( 'THREE.Uint8Attribute has been removed. Use new THREE.Uint8BufferAttribute() instead.' );
  28700. return new Uint8BufferAttribute( array, itemSize );
  28701. }
  28702. function Uint8ClampedAttribute( array, itemSize ) {
  28703. console.warn( 'THREE.Uint8ClampedAttribute has been removed. Use new THREE.Uint8ClampedBufferAttribute() instead.' );
  28704. return new Uint8ClampedBufferAttribute( array, itemSize );
  28705. }
  28706. function Int16Attribute( array, itemSize ) {
  28707. console.warn( 'THREE.Int16Attribute has been removed. Use new THREE.Int16BufferAttribute() instead.' );
  28708. return new Int16BufferAttribute( array, itemSize );
  28709. }
  28710. function Uint16Attribute( array, itemSize ) {
  28711. console.warn( 'THREE.Uint16Attribute has been removed. Use new THREE.Uint16BufferAttribute() instead.' );
  28712. return new Uint16BufferAttribute( array, itemSize );
  28713. }
  28714. function Int32Attribute( array, itemSize ) {
  28715. console.warn( 'THREE.Int32Attribute has been removed. Use new THREE.Int32BufferAttribute() instead.' );
  28716. return new Int32BufferAttribute( array, itemSize );
  28717. }
  28718. function Uint32Attribute( array, itemSize ) {
  28719. console.warn( 'THREE.Uint32Attribute has been removed. Use new THREE.Uint32BufferAttribute() instead.' );
  28720. return new Uint32BufferAttribute( array, itemSize );
  28721. }
  28722. function Float32Attribute( array, itemSize ) {
  28723. console.warn( 'THREE.Float32Attribute has been removed. Use new THREE.Float32BufferAttribute() instead.' );
  28724. return new Float32BufferAttribute( array, itemSize );
  28725. }
  28726. function Float64Attribute( array, itemSize ) {
  28727. console.warn( 'THREE.Float64Attribute has been removed. Use new THREE.Float64BufferAttribute() instead.' );
  28728. return new Float64BufferAttribute( array, itemSize );
  28729. }
  28730. //
  28731. Curve.create = function ( construct, getPoint ) {
  28732. console.log( 'THREE.Curve.create() has been deprecated' );
  28733. construct.prototype = Object.create( Curve.prototype );
  28734. construct.prototype.constructor = construct;
  28735. construct.prototype.getPoint = getPoint;
  28736. return construct;
  28737. };
  28738. //
  28739. Object.assign( CurvePath.prototype, {
  28740. createPointsGeometry: function ( divisions ) {
  28741. console.warn( 'THREE.CurvePath: .createPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  28742. // generate geometry from path points (for Line or Points objects)
  28743. var pts = this.getPoints( divisions );
  28744. return this.createGeometry( pts );
  28745. },
  28746. createSpacedPointsGeometry: function ( divisions ) {
  28747. console.warn( 'THREE.CurvePath: .createSpacedPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  28748. // generate geometry from equidistant sampling along the path
  28749. var pts = this.getSpacedPoints( divisions );
  28750. return this.createGeometry( pts );
  28751. },
  28752. createGeometry: function ( points ) {
  28753. console.warn( 'THREE.CurvePath: .createGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  28754. var geometry = new Geometry();
  28755. for ( var i = 0, l = points.length; i < l; i ++ ) {
  28756. var point = points[ i ];
  28757. geometry.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );
  28758. }
  28759. return geometry;
  28760. }
  28761. } );
  28762. //
  28763. Object.assign( Path.prototype, {
  28764. fromPoints: function ( points ) {
  28765. console.warn( 'THREE.Path: .fromPoints() has been renamed to .setFromPoints().' );
  28766. return this.setFromPoints( points );
  28767. }
  28768. } );
  28769. //
  28770. function ClosedSplineCurve3( points ) {
  28771. console.warn( 'THREE.ClosedSplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
  28772. CatmullRomCurve3.call( this, points );
  28773. this.type = 'catmullrom';
  28774. this.closed = true;
  28775. }
  28776. ClosedSplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
  28777. //
  28778. function SplineCurve3( points ) {
  28779. console.warn( 'THREE.SplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
  28780. CatmullRomCurve3.call( this, points );
  28781. this.type = 'catmullrom';
  28782. }
  28783. SplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
  28784. //
  28785. function Spline( points ) {
  28786. console.warn( 'THREE.Spline has been removed. Use THREE.CatmullRomCurve3 instead.' );
  28787. CatmullRomCurve3.call( this, points );
  28788. this.type = 'catmullrom';
  28789. }
  28790. Spline.prototype = Object.create( CatmullRomCurve3.prototype );
  28791. Object.assign( Spline.prototype, {
  28792. initFromArray: function ( /* a */ ) {
  28793. console.error( 'THREE.Spline: .initFromArray() has been removed.' );
  28794. },
  28795. getControlPointsArray: function ( /* optionalTarget */ ) {
  28796. console.error( 'THREE.Spline: .getControlPointsArray() has been removed.' );
  28797. },
  28798. reparametrizeByArcLength: function ( /* samplingCoef */ ) {
  28799. console.error( 'THREE.Spline: .reparametrizeByArcLength() has been removed.' );
  28800. }
  28801. } );
  28802. //
  28803. function AxisHelper( size ) {
  28804. console.warn( 'THREE.AxisHelper has been renamed to THREE.AxesHelper.' );
  28805. return new AxesHelper( size );
  28806. }
  28807. function BoundingBoxHelper( object, color ) {
  28808. console.warn( 'THREE.BoundingBoxHelper has been deprecated. Creating a THREE.BoxHelper instead.' );
  28809. return new BoxHelper( object, color );
  28810. }
  28811. function EdgesHelper( object, hex ) {
  28812. console.warn( 'THREE.EdgesHelper has been removed. Use THREE.EdgesGeometry instead.' );
  28813. return new LineSegments( new EdgesGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );
  28814. }
  28815. GridHelper.prototype.setColors = function () {
  28816. console.error( 'THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.' );
  28817. };
  28818. SkeletonHelper.prototype.update = function () {
  28819. console.error( 'THREE.SkeletonHelper: update() no longer needs to be called.' );
  28820. };
  28821. function WireframeHelper( object, hex ) {
  28822. console.warn( 'THREE.WireframeHelper has been removed. Use THREE.WireframeGeometry instead.' );
  28823. return new LineSegments( new WireframeGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );
  28824. }
  28825. //
  28826. Object.assign( Loader.prototype, {
  28827. extractUrlBase: function ( url ) {
  28828. console.warn( 'THREE.Loader: .extractUrlBase() has been deprecated. Use THREE.LoaderUtils.extractUrlBase() instead.' );
  28829. return LoaderUtils.extractUrlBase( url );
  28830. }
  28831. } );
  28832. Loader.Handlers = {
  28833. add: function ( /* regex, loader */ ) {
  28834. console.error( 'THREE.Loader: Handlers.add() has been removed. Use LoadingManager.addHandler() instead.' );
  28835. },
  28836. get: function ( /* file */ ) {
  28837. console.error( 'THREE.Loader: Handlers.get() has been removed. Use LoadingManager.getHandler() instead.' );
  28838. }
  28839. };
  28840. function XHRLoader( manager ) {
  28841. console.warn( 'THREE.XHRLoader has been renamed to THREE.FileLoader.' );
  28842. return new FileLoader( manager );
  28843. }
  28844. function BinaryTextureLoader( manager ) {
  28845. console.warn( 'THREE.BinaryTextureLoader has been renamed to THREE.DataTextureLoader.' );
  28846. return new DataTextureLoader( manager );
  28847. }
  28848. Object.assign( ObjectLoader.prototype, {
  28849. setTexturePath: function ( value ) {
  28850. console.warn( 'THREE.ObjectLoader: .setTexturePath() has been renamed to .setResourcePath().' );
  28851. return this.setResourcePath( value );
  28852. }
  28853. } );
  28854. //
  28855. Object.assign( Box2.prototype, {
  28856. center: function ( optionalTarget ) {
  28857. console.warn( 'THREE.Box2: .center() has been renamed to .getCenter().' );
  28858. return this.getCenter( optionalTarget );
  28859. },
  28860. empty: function () {
  28861. console.warn( 'THREE.Box2: .empty() has been renamed to .isEmpty().' );
  28862. return this.isEmpty();
  28863. },
  28864. isIntersectionBox: function ( box ) {
  28865. console.warn( 'THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().' );
  28866. return this.intersectsBox( box );
  28867. },
  28868. size: function ( optionalTarget ) {
  28869. console.warn( 'THREE.Box2: .size() has been renamed to .getSize().' );
  28870. return this.getSize( optionalTarget );
  28871. }
  28872. } );
  28873. Object.assign( Box3.prototype, {
  28874. center: function ( optionalTarget ) {
  28875. console.warn( 'THREE.Box3: .center() has been renamed to .getCenter().' );
  28876. return this.getCenter( optionalTarget );
  28877. },
  28878. empty: function () {
  28879. console.warn( 'THREE.Box3: .empty() has been renamed to .isEmpty().' );
  28880. return this.isEmpty();
  28881. },
  28882. isIntersectionBox: function ( box ) {
  28883. console.warn( 'THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().' );
  28884. return this.intersectsBox( box );
  28885. },
  28886. isIntersectionSphere: function ( sphere ) {
  28887. console.warn( 'THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
  28888. return this.intersectsSphere( sphere );
  28889. },
  28890. size: function ( optionalTarget ) {
  28891. console.warn( 'THREE.Box3: .size() has been renamed to .getSize().' );
  28892. return this.getSize( optionalTarget );
  28893. }
  28894. } );
  28895. Line3.prototype.center = function ( optionalTarget ) {
  28896. console.warn( 'THREE.Line3: .center() has been renamed to .getCenter().' );
  28897. return this.getCenter( optionalTarget );
  28898. };
  28899. Object.assign( _Math, {
  28900. random16: function () {
  28901. console.warn( 'THREE.Math: .random16() has been deprecated. Use Math.random() instead.' );
  28902. return Math.random();
  28903. },
  28904. nearestPowerOfTwo: function ( value ) {
  28905. console.warn( 'THREE.Math: .nearestPowerOfTwo() has been renamed to .floorPowerOfTwo().' );
  28906. return _Math.floorPowerOfTwo( value );
  28907. },
  28908. nextPowerOfTwo: function ( value ) {
  28909. console.warn( 'THREE.Math: .nextPowerOfTwo() has been renamed to .ceilPowerOfTwo().' );
  28910. return _Math.ceilPowerOfTwo( value );
  28911. }
  28912. } );
  28913. Object.assign( Matrix3.prototype, {
  28914. flattenToArrayOffset: function ( array, offset ) {
  28915. console.warn( "THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
  28916. return this.toArray( array, offset );
  28917. },
  28918. multiplyVector3: function ( vector ) {
  28919. console.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' );
  28920. return vector.applyMatrix3( this );
  28921. },
  28922. multiplyVector3Array: function ( /* a */ ) {
  28923. console.error( 'THREE.Matrix3: .multiplyVector3Array() has been removed.' );
  28924. },
  28925. applyToBuffer: function ( buffer /*, offset, length */ ) {
  28926. console.warn( 'THREE.Matrix3: .applyToBuffer() has been removed. Use matrix.applyToBufferAttribute( attribute ) instead.' );
  28927. return this.applyToBufferAttribute( buffer );
  28928. },
  28929. applyToVector3Array: function ( /* array, offset, length */ ) {
  28930. console.error( 'THREE.Matrix3: .applyToVector3Array() has been removed.' );
  28931. }
  28932. } );
  28933. Object.assign( Matrix4.prototype, {
  28934. extractPosition: function ( m ) {
  28935. console.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' );
  28936. return this.copyPosition( m );
  28937. },
  28938. flattenToArrayOffset: function ( array, offset ) {
  28939. console.warn( "THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
  28940. return this.toArray( array, offset );
  28941. },
  28942. getPosition: function () {
  28943. console.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' );
  28944. return new Vector3().setFromMatrixColumn( this, 3 );
  28945. },
  28946. setRotationFromQuaternion: function ( q ) {
  28947. console.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' );
  28948. return this.makeRotationFromQuaternion( q );
  28949. },
  28950. multiplyToArray: function () {
  28951. console.warn( 'THREE.Matrix4: .multiplyToArray() has been removed.' );
  28952. },
  28953. multiplyVector3: function ( vector ) {
  28954. console.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  28955. return vector.applyMatrix4( this );
  28956. },
  28957. multiplyVector4: function ( vector ) {
  28958. console.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  28959. return vector.applyMatrix4( this );
  28960. },
  28961. multiplyVector3Array: function ( /* a */ ) {
  28962. console.error( 'THREE.Matrix4: .multiplyVector3Array() has been removed.' );
  28963. },
  28964. rotateAxis: function ( v ) {
  28965. console.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' );
  28966. v.transformDirection( this );
  28967. },
  28968. crossVector: function ( vector ) {
  28969. console.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  28970. return vector.applyMatrix4( this );
  28971. },
  28972. translate: function () {
  28973. console.error( 'THREE.Matrix4: .translate() has been removed.' );
  28974. },
  28975. rotateX: function () {
  28976. console.error( 'THREE.Matrix4: .rotateX() has been removed.' );
  28977. },
  28978. rotateY: function () {
  28979. console.error( 'THREE.Matrix4: .rotateY() has been removed.' );
  28980. },
  28981. rotateZ: function () {
  28982. console.error( 'THREE.Matrix4: .rotateZ() has been removed.' );
  28983. },
  28984. rotateByAxis: function () {
  28985. console.error( 'THREE.Matrix4: .rotateByAxis() has been removed.' );
  28986. },
  28987. applyToBuffer: function ( buffer /*, offset, length */ ) {
  28988. console.warn( 'THREE.Matrix4: .applyToBuffer() has been removed. Use matrix.applyToBufferAttribute( attribute ) instead.' );
  28989. return this.applyToBufferAttribute( buffer );
  28990. },
  28991. applyToVector3Array: function ( /* array, offset, length */ ) {
  28992. console.error( 'THREE.Matrix4: .applyToVector3Array() has been removed.' );
  28993. },
  28994. makeFrustum: function ( left, right, bottom, top, near, far ) {
  28995. console.warn( 'THREE.Matrix4: .makeFrustum() has been removed. Use .makePerspective( left, right, top, bottom, near, far ) instead.' );
  28996. return this.makePerspective( left, right, top, bottom, near, far );
  28997. }
  28998. } );
  28999. Plane.prototype.isIntersectionLine = function ( line ) {
  29000. console.warn( 'THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().' );
  29001. return this.intersectsLine( line );
  29002. };
  29003. Quaternion.prototype.multiplyVector3 = function ( vector ) {
  29004. console.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );
  29005. return vector.applyQuaternion( this );
  29006. };
  29007. Object.assign( Ray.prototype, {
  29008. isIntersectionBox: function ( box ) {
  29009. console.warn( 'THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().' );
  29010. return this.intersectsBox( box );
  29011. },
  29012. isIntersectionPlane: function ( plane ) {
  29013. console.warn( 'THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().' );
  29014. return this.intersectsPlane( plane );
  29015. },
  29016. isIntersectionSphere: function ( sphere ) {
  29017. console.warn( 'THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
  29018. return this.intersectsSphere( sphere );
  29019. }
  29020. } );
  29021. Object.assign( Triangle.prototype, {
  29022. area: function () {
  29023. console.warn( 'THREE.Triangle: .area() has been renamed to .getArea().' );
  29024. return this.getArea();
  29025. },
  29026. barycoordFromPoint: function ( point, target ) {
  29027. console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
  29028. return this.getBarycoord( point, target );
  29029. },
  29030. midpoint: function ( target ) {
  29031. console.warn( 'THREE.Triangle: .midpoint() has been renamed to .getMidpoint().' );
  29032. return this.getMidpoint( target );
  29033. },
  29034. normal: function ( target ) {
  29035. console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
  29036. return this.getNormal( target );
  29037. },
  29038. plane: function ( target ) {
  29039. console.warn( 'THREE.Triangle: .plane() has been renamed to .getPlane().' );
  29040. return this.getPlane( target );
  29041. }
  29042. } );
  29043. Object.assign( Triangle, {
  29044. barycoordFromPoint: function ( point, a, b, c, target ) {
  29045. console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
  29046. return Triangle.getBarycoord( point, a, b, c, target );
  29047. },
  29048. normal: function ( a, b, c, target ) {
  29049. console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
  29050. return Triangle.getNormal( a, b, c, target );
  29051. }
  29052. } );
  29053. Object.assign( Shape.prototype, {
  29054. extractAllPoints: function ( divisions ) {
  29055. console.warn( 'THREE.Shape: .extractAllPoints() has been removed. Use .extractPoints() instead.' );
  29056. return this.extractPoints( divisions );
  29057. },
  29058. extrude: function ( options ) {
  29059. console.warn( 'THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead.' );
  29060. return new ExtrudeGeometry( this, options );
  29061. },
  29062. makeGeometry: function ( options ) {
  29063. console.warn( 'THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead.' );
  29064. return new ShapeGeometry( this, options );
  29065. }
  29066. } );
  29067. Object.assign( Vector2.prototype, {
  29068. fromAttribute: function ( attribute, index, offset ) {
  29069. console.warn( 'THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  29070. return this.fromBufferAttribute( attribute, index, offset );
  29071. },
  29072. distanceToManhattan: function ( v ) {
  29073. console.warn( 'THREE.Vector2: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
  29074. return this.manhattanDistanceTo( v );
  29075. },
  29076. lengthManhattan: function () {
  29077. console.warn( 'THREE.Vector2: .lengthManhattan() has been renamed to .manhattanLength().' );
  29078. return this.manhattanLength();
  29079. }
  29080. } );
  29081. Object.assign( Vector3.prototype, {
  29082. setEulerFromRotationMatrix: function () {
  29083. console.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' );
  29084. },
  29085. setEulerFromQuaternion: function () {
  29086. console.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' );
  29087. },
  29088. getPositionFromMatrix: function ( m ) {
  29089. console.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' );
  29090. return this.setFromMatrixPosition( m );
  29091. },
  29092. getScaleFromMatrix: function ( m ) {
  29093. console.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' );
  29094. return this.setFromMatrixScale( m );
  29095. },
  29096. getColumnFromMatrix: function ( index, matrix ) {
  29097. console.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' );
  29098. return this.setFromMatrixColumn( matrix, index );
  29099. },
  29100. applyProjection: function ( m ) {
  29101. console.warn( 'THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead.' );
  29102. return this.applyMatrix4( m );
  29103. },
  29104. fromAttribute: function ( attribute, index, offset ) {
  29105. console.warn( 'THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  29106. return this.fromBufferAttribute( attribute, index, offset );
  29107. },
  29108. distanceToManhattan: function ( v ) {
  29109. console.warn( 'THREE.Vector3: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
  29110. return this.manhattanDistanceTo( v );
  29111. },
  29112. lengthManhattan: function () {
  29113. console.warn( 'THREE.Vector3: .lengthManhattan() has been renamed to .manhattanLength().' );
  29114. return this.manhattanLength();
  29115. }
  29116. } );
  29117. Object.assign( Vector4.prototype, {
  29118. fromAttribute: function ( attribute, index, offset ) {
  29119. console.warn( 'THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  29120. return this.fromBufferAttribute( attribute, index, offset );
  29121. },
  29122. lengthManhattan: function () {
  29123. console.warn( 'THREE.Vector4: .lengthManhattan() has been renamed to .manhattanLength().' );
  29124. return this.manhattanLength();
  29125. }
  29126. } );
  29127. //
  29128. Object.assign( Geometry.prototype, {
  29129. computeTangents: function () {
  29130. console.error( 'THREE.Geometry: .computeTangents() has been removed.' );
  29131. },
  29132. computeLineDistances: function () {
  29133. console.error( 'THREE.Geometry: .computeLineDistances() has been removed. Use THREE.Line.computeLineDistances() instead.' );
  29134. }
  29135. } );
  29136. Object.assign( Object3D.prototype, {
  29137. getChildByName: function ( name ) {
  29138. console.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' );
  29139. return this.getObjectByName( name );
  29140. },
  29141. renderDepth: function () {
  29142. console.warn( 'THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.' );
  29143. },
  29144. translate: function ( distance, axis ) {
  29145. console.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' );
  29146. return this.translateOnAxis( axis, distance );
  29147. },
  29148. getWorldRotation: function () {
  29149. console.error( 'THREE.Object3D: .getWorldRotation() has been removed. Use THREE.Object3D.getWorldQuaternion( target ) instead.' );
  29150. }
  29151. } );
  29152. Object.defineProperties( Object3D.prototype, {
  29153. eulerOrder: {
  29154. get: function () {
  29155. console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
  29156. return this.rotation.order;
  29157. },
  29158. set: function ( value ) {
  29159. console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
  29160. this.rotation.order = value;
  29161. }
  29162. },
  29163. useQuaternion: {
  29164. get: function () {
  29165. console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  29166. },
  29167. set: function () {
  29168. console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  29169. }
  29170. }
  29171. } );
  29172. Object.assign( Mesh.prototype, {
  29173. setDrawMode: function () {
  29174. console.error( 'THREE.Mesh: .setDrawMode() has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.' );
  29175. },
  29176. } );
  29177. Object.defineProperties( Mesh.prototype, {
  29178. drawMode: {
  29179. get: function () {
  29180. console.error( 'THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode.' );
  29181. return TrianglesDrawMode;
  29182. },
  29183. set: function () {
  29184. console.error( 'THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.' );
  29185. }
  29186. }
  29187. } );
  29188. Object.defineProperties( LOD.prototype, {
  29189. objects: {
  29190. get: function () {
  29191. console.warn( 'THREE.LOD: .objects has been renamed to .levels.' );
  29192. return this.levels;
  29193. }
  29194. }
  29195. } );
  29196. Object.defineProperty( Skeleton.prototype, 'useVertexTexture', {
  29197. get: function () {
  29198. console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );
  29199. },
  29200. set: function () {
  29201. console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );
  29202. }
  29203. } );
  29204. SkinnedMesh.prototype.initBones = function () {
  29205. console.error( 'THREE.SkinnedMesh: initBones() has been removed.' );
  29206. };
  29207. Object.defineProperty( Curve.prototype, '__arcLengthDivisions', {
  29208. get: function () {
  29209. console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
  29210. return this.arcLengthDivisions;
  29211. },
  29212. set: function ( value ) {
  29213. console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
  29214. this.arcLengthDivisions = value;
  29215. }
  29216. } );
  29217. //
  29218. PerspectiveCamera.prototype.setLens = function ( focalLength, filmGauge ) {
  29219. console.warn( "THREE.PerspectiveCamera.setLens is deprecated. " +
  29220. "Use .setFocalLength and .filmGauge for a photographic setup." );
  29221. if ( filmGauge !== undefined ) { this.filmGauge = filmGauge; }
  29222. this.setFocalLength( focalLength );
  29223. };
  29224. //
  29225. Object.defineProperties( Light.prototype, {
  29226. onlyShadow: {
  29227. set: function () {
  29228. console.warn( 'THREE.Light: .onlyShadow has been removed.' );
  29229. }
  29230. },
  29231. shadowCameraFov: {
  29232. set: function ( value ) {
  29233. console.warn( 'THREE.Light: .shadowCameraFov is now .shadow.camera.fov.' );
  29234. this.shadow.camera.fov = value;
  29235. }
  29236. },
  29237. shadowCameraLeft: {
  29238. set: function ( value ) {
  29239. console.warn( 'THREE.Light: .shadowCameraLeft is now .shadow.camera.left.' );
  29240. this.shadow.camera.left = value;
  29241. }
  29242. },
  29243. shadowCameraRight: {
  29244. set: function ( value ) {
  29245. console.warn( 'THREE.Light: .shadowCameraRight is now .shadow.camera.right.' );
  29246. this.shadow.camera.right = value;
  29247. }
  29248. },
  29249. shadowCameraTop: {
  29250. set: function ( value ) {
  29251. console.warn( 'THREE.Light: .shadowCameraTop is now .shadow.camera.top.' );
  29252. this.shadow.camera.top = value;
  29253. }
  29254. },
  29255. shadowCameraBottom: {
  29256. set: function ( value ) {
  29257. console.warn( 'THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom.' );
  29258. this.shadow.camera.bottom = value;
  29259. }
  29260. },
  29261. shadowCameraNear: {
  29262. set: function ( value ) {
  29263. console.warn( 'THREE.Light: .shadowCameraNear is now .shadow.camera.near.' );
  29264. this.shadow.camera.near = value;
  29265. }
  29266. },
  29267. shadowCameraFar: {
  29268. set: function ( value ) {
  29269. console.warn( 'THREE.Light: .shadowCameraFar is now .shadow.camera.far.' );
  29270. this.shadow.camera.far = value;
  29271. }
  29272. },
  29273. shadowCameraVisible: {
  29274. set: function () {
  29275. console.warn( 'THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.' );
  29276. }
  29277. },
  29278. shadowBias: {
  29279. set: function ( value ) {
  29280. console.warn( 'THREE.Light: .shadowBias is now .shadow.bias.' );
  29281. this.shadow.bias = value;
  29282. }
  29283. },
  29284. shadowDarkness: {
  29285. set: function () {
  29286. console.warn( 'THREE.Light: .shadowDarkness has been removed.' );
  29287. }
  29288. },
  29289. shadowMapWidth: {
  29290. set: function ( value ) {
  29291. console.warn( 'THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.' );
  29292. this.shadow.mapSize.width = value;
  29293. }
  29294. },
  29295. shadowMapHeight: {
  29296. set: function ( value ) {
  29297. console.warn( 'THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.' );
  29298. this.shadow.mapSize.height = value;
  29299. }
  29300. }
  29301. } );
  29302. //
  29303. Object.defineProperties( BufferAttribute.prototype, {
  29304. length: {
  29305. get: function () {
  29306. console.warn( 'THREE.BufferAttribute: .length has been deprecated. Use .count instead.' );
  29307. return this.array.length;
  29308. }
  29309. },
  29310. dynamic: {
  29311. get: function () {
  29312. console.warn( 'THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.' );
  29313. return this.usage === DynamicDrawUsage;
  29314. },
  29315. set: function ( /* value */ ) {
  29316. console.warn( 'THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.' );
  29317. this.setUsage( DynamicDrawUsage );
  29318. }
  29319. }
  29320. } );
  29321. Object.assign( BufferAttribute.prototype, {
  29322. setDynamic: function ( value ) {
  29323. console.warn( 'THREE.BufferAttribute: .setDynamic() has been deprecated. Use .setUsage() instead.' );
  29324. this.setUsage( value === true ? DynamicDrawUsage : StaticDrawUsage );
  29325. return this;
  29326. },
  29327. copyIndicesArray: function ( /* indices */ ) {
  29328. console.error( 'THREE.BufferAttribute: .copyIndicesArray() has been removed.' );
  29329. },
  29330. setArray: function ( /* array */ ) {
  29331. console.error( 'THREE.BufferAttribute: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers' );
  29332. }
  29333. } );
  29334. Object.assign( BufferGeometry.prototype, {
  29335. addIndex: function ( index ) {
  29336. console.warn( 'THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().' );
  29337. this.setIndex( index );
  29338. },
  29339. addAttribute: function ( name, attribute ) {
  29340. console.warn( 'THREE.BufferGeometry: .addAttribute() has been renamed to .setAttribute().' );
  29341. if ( ! ( attribute && attribute.isBufferAttribute ) && ! ( attribute && attribute.isInterleavedBufferAttribute ) ) {
  29342. console.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' );
  29343. return this.setAttribute( name, new BufferAttribute( arguments[ 1 ], arguments[ 2 ] ) );
  29344. }
  29345. if ( name === 'index' ) {
  29346. console.warn( 'THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.' );
  29347. this.setIndex( attribute );
  29348. return this;
  29349. }
  29350. return this.setAttribute( name, attribute );
  29351. },
  29352. addDrawCall: function ( start, count, indexOffset ) {
  29353. if ( indexOffset !== undefined ) {
  29354. console.warn( 'THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.' );
  29355. }
  29356. console.warn( 'THREE.BufferGeometry: .addDrawCall() is now .addGroup().' );
  29357. this.addGroup( start, count );
  29358. },
  29359. clearDrawCalls: function () {
  29360. console.warn( 'THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().' );
  29361. this.clearGroups();
  29362. },
  29363. computeTangents: function () {
  29364. console.warn( 'THREE.BufferGeometry: .computeTangents() has been removed.' );
  29365. },
  29366. computeOffsets: function () {
  29367. console.warn( 'THREE.BufferGeometry: .computeOffsets() has been removed.' );
  29368. },
  29369. removeAttribute: function ( name ) {
  29370. console.warn( 'THREE.BufferGeometry: .removeAttribute() has been renamed to .deleteAttribute().' );
  29371. return this.deleteAttribute( name );
  29372. }
  29373. } );
  29374. Object.defineProperties( BufferGeometry.prototype, {
  29375. drawcalls: {
  29376. get: function () {
  29377. console.error( 'THREE.BufferGeometry: .drawcalls has been renamed to .groups.' );
  29378. return this.groups;
  29379. }
  29380. },
  29381. offsets: {
  29382. get: function () {
  29383. console.warn( 'THREE.BufferGeometry: .offsets has been renamed to .groups.' );
  29384. return this.groups;
  29385. }
  29386. }
  29387. } );
  29388. Object.defineProperties( InterleavedBuffer.prototype, {
  29389. dynamic: {
  29390. get: function () {
  29391. console.warn( 'THREE.InterleavedBuffer: .length has been deprecated. Use .usage instead.' );
  29392. return this.usage === DynamicDrawUsage;
  29393. },
  29394. set: function ( value ) {
  29395. console.warn( 'THREE.InterleavedBuffer: .length has been deprecated. Use .usage instead.' );
  29396. this.setUsage( value );
  29397. }
  29398. }
  29399. } );
  29400. Object.assign( InterleavedBuffer.prototype, {
  29401. setDynamic: function ( value ) {
  29402. console.warn( 'THREE.InterleavedBuffer: .setDynamic() has been deprecated. Use .setUsage() instead.' );
  29403. this.setUsage( value === true ? DynamicDrawUsage : StaticDrawUsage );
  29404. return this;
  29405. },
  29406. setArray: function ( /* array */ ) {
  29407. console.error( 'THREE.InterleavedBuffer: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers' );
  29408. }
  29409. } );
  29410. //
  29411. Object.assign( ExtrudeBufferGeometry.prototype, {
  29412. getArrays: function () {
  29413. console.error( 'THREE.ExtrudeBufferGeometry: .getArrays() has been removed.' );
  29414. },
  29415. addShapeList: function () {
  29416. console.error( 'THREE.ExtrudeBufferGeometry: .addShapeList() has been removed.' );
  29417. },
  29418. addShape: function () {
  29419. console.error( 'THREE.ExtrudeBufferGeometry: .addShape() has been removed.' );
  29420. }
  29421. } );
  29422. //
  29423. Object.defineProperties( Uniform.prototype, {
  29424. dynamic: {
  29425. set: function () {
  29426. console.warn( 'THREE.Uniform: .dynamic has been removed. Use object.onBeforeRender() instead.' );
  29427. }
  29428. },
  29429. onUpdate: {
  29430. value: function () {
  29431. console.warn( 'THREE.Uniform: .onUpdate() has been removed. Use object.onBeforeRender() instead.' );
  29432. return this;
  29433. }
  29434. }
  29435. } );
  29436. //
  29437. Object.defineProperties( Material.prototype, {
  29438. wrapAround: {
  29439. get: function () {
  29440. console.warn( 'THREE.Material: .wrapAround has been removed.' );
  29441. },
  29442. set: function () {
  29443. console.warn( 'THREE.Material: .wrapAround has been removed.' );
  29444. }
  29445. },
  29446. overdraw: {
  29447. get: function () {
  29448. console.warn( 'THREE.Material: .overdraw has been removed.' );
  29449. },
  29450. set: function () {
  29451. console.warn( 'THREE.Material: .overdraw has been removed.' );
  29452. }
  29453. },
  29454. wrapRGB: {
  29455. get: function () {
  29456. console.warn( 'THREE.Material: .wrapRGB has been removed.' );
  29457. return new Color();
  29458. }
  29459. },
  29460. shading: {
  29461. get: function () {
  29462. console.error( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  29463. },
  29464. set: function ( value ) {
  29465. console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  29466. this.flatShading = ( value === FlatShading );
  29467. }
  29468. },
  29469. stencilMask: {
  29470. get: function () {
  29471. console.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' );
  29472. return this.stencilFuncMask;
  29473. },
  29474. set: function ( value ) {
  29475. console.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' );
  29476. this.stencilFuncMask = value;
  29477. }
  29478. }
  29479. } );
  29480. Object.defineProperties( MeshPhongMaterial.prototype, {
  29481. metal: {
  29482. get: function () {
  29483. console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead.' );
  29484. return false;
  29485. },
  29486. set: function () {
  29487. console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead' );
  29488. }
  29489. }
  29490. } );
  29491. Object.defineProperties( ShaderMaterial.prototype, {
  29492. derivatives: {
  29493. get: function () {
  29494. console.warn( 'THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
  29495. return this.extensions.derivatives;
  29496. },
  29497. set: function ( value ) {
  29498. console.warn( 'THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
  29499. this.extensions.derivatives = value;
  29500. }
  29501. }
  29502. } );
  29503. //
  29504. Object.assign( WebGLRenderer.prototype, {
  29505. clearTarget: function ( renderTarget, color, depth, stencil ) {
  29506. console.warn( 'THREE.WebGLRenderer: .clearTarget() has been deprecated. Use .setRenderTarget() and .clear() instead.' );
  29507. this.setRenderTarget( renderTarget );
  29508. this.clear( color, depth, stencil );
  29509. },
  29510. animate: function ( callback ) {
  29511. console.warn( 'THREE.WebGLRenderer: .animate() is now .setAnimationLoop().' );
  29512. this.setAnimationLoop( callback );
  29513. },
  29514. getCurrentRenderTarget: function () {
  29515. console.warn( 'THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget().' );
  29516. return this.getRenderTarget();
  29517. },
  29518. getMaxAnisotropy: function () {
  29519. console.warn( 'THREE.WebGLRenderer: .getMaxAnisotropy() is now .capabilities.getMaxAnisotropy().' );
  29520. return this.capabilities.getMaxAnisotropy();
  29521. },
  29522. getPrecision: function () {
  29523. console.warn( 'THREE.WebGLRenderer: .getPrecision() is now .capabilities.precision.' );
  29524. return this.capabilities.precision;
  29525. },
  29526. resetGLState: function () {
  29527. console.warn( 'THREE.WebGLRenderer: .resetGLState() is now .state.reset().' );
  29528. return this.state.reset();
  29529. },
  29530. supportsFloatTextures: function () {
  29531. console.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).' );
  29532. return this.extensions.get( 'OES_texture_float' );
  29533. },
  29534. supportsHalfFloatTextures: function () {
  29535. console.warn( 'THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \'OES_texture_half_float\' ).' );
  29536. return this.extensions.get( 'OES_texture_half_float' );
  29537. },
  29538. supportsStandardDerivatives: function () {
  29539. console.warn( 'THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \'OES_standard_derivatives\' ).' );
  29540. return this.extensions.get( 'OES_standard_derivatives' );
  29541. },
  29542. supportsCompressedTextureS3TC: function () {
  29543. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \'WEBGL_compressed_texture_s3tc\' ).' );
  29544. return this.extensions.get( 'WEBGL_compressed_texture_s3tc' );
  29545. },
  29546. supportsCompressedTexturePVRTC: function () {
  29547. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \'WEBGL_compressed_texture_pvrtc\' ).' );
  29548. return this.extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  29549. },
  29550. supportsBlendMinMax: function () {
  29551. console.warn( 'THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \'EXT_blend_minmax\' ).' );
  29552. return this.extensions.get( 'EXT_blend_minmax' );
  29553. },
  29554. supportsVertexTextures: function () {
  29555. console.warn( 'THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures.' );
  29556. return this.capabilities.vertexTextures;
  29557. },
  29558. supportsInstancedArrays: function () {
  29559. console.warn( 'THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \'ANGLE_instanced_arrays\' ).' );
  29560. return this.extensions.get( 'ANGLE_instanced_arrays' );
  29561. },
  29562. enableScissorTest: function ( boolean ) {
  29563. console.warn( 'THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().' );
  29564. this.setScissorTest( boolean );
  29565. },
  29566. initMaterial: function () {
  29567. console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );
  29568. },
  29569. addPrePlugin: function () {
  29570. console.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );
  29571. },
  29572. addPostPlugin: function () {
  29573. console.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );
  29574. },
  29575. updateShadowMap: function () {
  29576. console.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );
  29577. },
  29578. setFaceCulling: function () {
  29579. console.warn( 'THREE.WebGLRenderer: .setFaceCulling() has been removed.' );
  29580. },
  29581. allocTextureUnit: function () {
  29582. console.warn( 'THREE.WebGLRenderer: .allocTextureUnit() has been removed.' );
  29583. },
  29584. setTexture: function () {
  29585. console.warn( 'THREE.WebGLRenderer: .setTexture() has been removed.' );
  29586. },
  29587. setTexture2D: function () {
  29588. console.warn( 'THREE.WebGLRenderer: .setTexture2D() has been removed.' );
  29589. },
  29590. setTextureCube: function () {
  29591. console.warn( 'THREE.WebGLRenderer: .setTextureCube() has been removed.' );
  29592. },
  29593. getActiveMipMapLevel: function () {
  29594. console.warn( 'THREE.WebGLRenderer: .getActiveMipMapLevel() is now .getActiveMipmapLevel().' );
  29595. return this.getActiveMipmapLevel();
  29596. }
  29597. } );
  29598. Object.defineProperties( WebGLRenderer.prototype, {
  29599. shadowMapEnabled: {
  29600. get: function () {
  29601. return this.shadowMap.enabled;
  29602. },
  29603. set: function ( value ) {
  29604. console.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' );
  29605. this.shadowMap.enabled = value;
  29606. }
  29607. },
  29608. shadowMapType: {
  29609. get: function () {
  29610. return this.shadowMap.type;
  29611. },
  29612. set: function ( value ) {
  29613. console.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' );
  29614. this.shadowMap.type = value;
  29615. }
  29616. },
  29617. shadowMapCullFace: {
  29618. get: function () {
  29619. console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
  29620. return undefined;
  29621. },
  29622. set: function ( /* value */ ) {
  29623. console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
  29624. }
  29625. },
  29626. context: {
  29627. get: function () {
  29628. console.warn( 'THREE.WebGLRenderer: .context has been removed. Use .getContext() instead.' );
  29629. return this.getContext();
  29630. }
  29631. },
  29632. vr: {
  29633. get: function () {
  29634. console.warn( 'THREE.WebGLRenderer: .vr has been renamed to .xr' );
  29635. return this.xr;
  29636. }
  29637. },
  29638. gammaInput: {
  29639. get: function () {
  29640. console.warn( 'THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.' );
  29641. return false;
  29642. },
  29643. set: function () {
  29644. console.warn( 'THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.' );
  29645. }
  29646. },
  29647. gammaOutput: {
  29648. get: function () {
  29649. console.warn( 'THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.' );
  29650. return false;
  29651. },
  29652. set: function ( value ) {
  29653. console.warn( 'THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.' );
  29654. this.outputEncoding = ( value === true ) ? sRGBEncoding : LinearEncoding;
  29655. }
  29656. }
  29657. } );
  29658. Object.defineProperties( WebGLShadowMap.prototype, {
  29659. cullFace: {
  29660. get: function () {
  29661. console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
  29662. return undefined;
  29663. },
  29664. set: function ( /* cullFace */ ) {
  29665. console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
  29666. }
  29667. },
  29668. renderReverseSided: {
  29669. get: function () {
  29670. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
  29671. return undefined;
  29672. },
  29673. set: function () {
  29674. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
  29675. }
  29676. },
  29677. renderSingleSided: {
  29678. get: function () {
  29679. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
  29680. return undefined;
  29681. },
  29682. set: function () {
  29683. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
  29684. }
  29685. }
  29686. } );
  29687. //
  29688. Object.defineProperties( WebGLRenderTargetCube.prototype, {
  29689. activeCubeFace: {
  29690. set: function ( /* value */ ) {
  29691. console.warn( 'THREE.WebGLRenderTargetCube: .activeCubeFace has been removed. It is now the second parameter of WebGLRenderer.setRenderTarget().' );
  29692. }
  29693. },
  29694. activeMipMapLevel: {
  29695. set: function ( /* value */ ) {
  29696. console.warn( 'THREE.WebGLRenderTargetCube: .activeMipMapLevel has been removed. It is now the third parameter of WebGLRenderer.setRenderTarget().' );
  29697. }
  29698. }
  29699. } );
  29700. //
  29701. Object.defineProperties( WebGLRenderTarget.prototype, {
  29702. wrapS: {
  29703. get: function () {
  29704. console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
  29705. return this.texture.wrapS;
  29706. },
  29707. set: function ( value ) {
  29708. console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
  29709. this.texture.wrapS = value;
  29710. }
  29711. },
  29712. wrapT: {
  29713. get: function () {
  29714. console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
  29715. return this.texture.wrapT;
  29716. },
  29717. set: function ( value ) {
  29718. console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
  29719. this.texture.wrapT = value;
  29720. }
  29721. },
  29722. magFilter: {
  29723. get: function () {
  29724. console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
  29725. return this.texture.magFilter;
  29726. },
  29727. set: function ( value ) {
  29728. console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
  29729. this.texture.magFilter = value;
  29730. }
  29731. },
  29732. minFilter: {
  29733. get: function () {
  29734. console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
  29735. return this.texture.minFilter;
  29736. },
  29737. set: function ( value ) {
  29738. console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
  29739. this.texture.minFilter = value;
  29740. }
  29741. },
  29742. anisotropy: {
  29743. get: function () {
  29744. console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
  29745. return this.texture.anisotropy;
  29746. },
  29747. set: function ( value ) {
  29748. console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
  29749. this.texture.anisotropy = value;
  29750. }
  29751. },
  29752. offset: {
  29753. get: function () {
  29754. console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
  29755. return this.texture.offset;
  29756. },
  29757. set: function ( value ) {
  29758. console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
  29759. this.texture.offset = value;
  29760. }
  29761. },
  29762. repeat: {
  29763. get: function () {
  29764. console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
  29765. return this.texture.repeat;
  29766. },
  29767. set: function ( value ) {
  29768. console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
  29769. this.texture.repeat = value;
  29770. }
  29771. },
  29772. format: {
  29773. get: function () {
  29774. console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
  29775. return this.texture.format;
  29776. },
  29777. set: function ( value ) {
  29778. console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
  29779. this.texture.format = value;
  29780. }
  29781. },
  29782. type: {
  29783. get: function () {
  29784. console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
  29785. return this.texture.type;
  29786. },
  29787. set: function ( value ) {
  29788. console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
  29789. this.texture.type = value;
  29790. }
  29791. },
  29792. generateMipmaps: {
  29793. get: function () {
  29794. console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
  29795. return this.texture.generateMipmaps;
  29796. },
  29797. set: function ( value ) {
  29798. console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
  29799. this.texture.generateMipmaps = value;
  29800. }
  29801. }
  29802. } );
  29803. //
  29804. Object.defineProperties( Audio.prototype, {
  29805. load: {
  29806. value: function ( file ) {
  29807. console.warn( 'THREE.Audio: .load has been deprecated. Use THREE.AudioLoader instead.' );
  29808. var scope = this;
  29809. var audioLoader = new AudioLoader();
  29810. audioLoader.load( file, function ( buffer ) {
  29811. scope.setBuffer( buffer );
  29812. } );
  29813. return this;
  29814. }
  29815. },
  29816. startTime: {
  29817. set: function () {
  29818. console.warn( 'THREE.Audio: .startTime is now .play( delay ).' );
  29819. }
  29820. }
  29821. } );
  29822. AudioAnalyser.prototype.getData = function () {
  29823. console.warn( 'THREE.AudioAnalyser: .getData() is now .getFrequencyData().' );
  29824. return this.getFrequencyData();
  29825. };
  29826. //
  29827. CubeCamera.prototype.updateCubeMap = function ( renderer, scene ) {
  29828. console.warn( 'THREE.CubeCamera: .updateCubeMap() is now .update().' );
  29829. return this.update( renderer, scene );
  29830. };
  29831. //
  29832. var GeometryUtils = {
  29833. merge: function ( geometry1, geometry2, materialIndexOffset ) {
  29834. console.warn( 'THREE.GeometryUtils: .merge() has been moved to Geometry. Use geometry.merge( geometry2, matrix, materialIndexOffset ) instead.' );
  29835. var matrix;
  29836. if ( geometry2.isMesh ) {
  29837. geometry2.matrixAutoUpdate && geometry2.updateMatrix();
  29838. matrix = geometry2.matrix;
  29839. geometry2 = geometry2.geometry;
  29840. }
  29841. geometry1.merge( geometry2, matrix, materialIndexOffset );
  29842. },
  29843. center: function ( geometry ) {
  29844. console.warn( 'THREE.GeometryUtils: .center() has been moved to Geometry. Use geometry.center() instead.' );
  29845. return geometry.center();
  29846. }
  29847. };
  29848. ImageUtils.crossOrigin = undefined;
  29849. ImageUtils.loadTexture = function ( url, mapping, onLoad, onError ) {
  29850. console.warn( 'THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.' );
  29851. var loader = new TextureLoader();
  29852. loader.setCrossOrigin( this.crossOrigin );
  29853. var texture = loader.load( url, onLoad, undefined, onError );
  29854. if ( mapping ) { texture.mapping = mapping; }
  29855. return texture;
  29856. };
  29857. ImageUtils.loadTextureCube = function ( urls, mapping, onLoad, onError ) {
  29858. console.warn( 'THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.' );
  29859. var loader = new CubeTextureLoader();
  29860. loader.setCrossOrigin( this.crossOrigin );
  29861. var texture = loader.load( urls, onLoad, undefined, onError );
  29862. if ( mapping ) { texture.mapping = mapping; }
  29863. return texture;
  29864. };
  29865. ImageUtils.loadCompressedTexture = function () {
  29866. console.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' );
  29867. };
  29868. ImageUtils.loadCompressedTextureCube = function () {
  29869. console.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' );
  29870. };
  29871. //
  29872. function CanvasRenderer() {
  29873. console.error( 'THREE.CanvasRenderer has been removed' );
  29874. }
  29875. //
  29876. function JSONLoader() {
  29877. console.error( 'THREE.JSONLoader has been removed.' );
  29878. }
  29879. //
  29880. var SceneUtils = {
  29881. createMultiMaterialObject: function ( /* geometry, materials */ ) {
  29882. console.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' );
  29883. },
  29884. detach: function ( /* child, parent, scene */ ) {
  29885. console.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' );
  29886. },
  29887. attach: function ( /* child, scene, parent */ ) {
  29888. console.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' );
  29889. }
  29890. };
  29891. //
  29892. function LensFlare() {
  29893. console.error( 'THREE.LensFlare has been moved to /examples/js/objects/Lensflare.js' );
  29894. }
  29895. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  29896. /* eslint-disable no-undef */
  29897. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'register', { detail: {
  29898. revision: REVISION,
  29899. } } ) );
  29900. /* eslint-enable no-undef */
  29901. }
  29902. exports.ACESFilmicToneMapping = ACESFilmicToneMapping;
  29903. exports.AddEquation = AddEquation;
  29904. exports.AddOperation = AddOperation;
  29905. exports.AdditiveBlending = AdditiveBlending;
  29906. exports.AlphaFormat = AlphaFormat;
  29907. exports.AlwaysDepth = AlwaysDepth;
  29908. exports.AlwaysStencilFunc = AlwaysStencilFunc;
  29909. exports.AmbientLight = AmbientLight;
  29910. exports.AmbientLightProbe = AmbientLightProbe;
  29911. exports.AnimationClip = AnimationClip;
  29912. exports.AnimationLoader = AnimationLoader;
  29913. exports.AnimationMixer = AnimationMixer;
  29914. exports.AnimationObjectGroup = AnimationObjectGroup;
  29915. exports.AnimationUtils = AnimationUtils;
  29916. exports.ArcCurve = ArcCurve;
  29917. exports.ArrayCamera = ArrayCamera;
  29918. exports.ArrowHelper = ArrowHelper;
  29919. exports.Audio = Audio;
  29920. exports.AudioAnalyser = AudioAnalyser;
  29921. exports.AudioContext = AudioContext;
  29922. exports.AudioListener = AudioListener;
  29923. exports.AudioLoader = AudioLoader;
  29924. exports.AxesHelper = AxesHelper;
  29925. exports.AxisHelper = AxisHelper;
  29926. exports.BackSide = BackSide;
  29927. exports.BasicDepthPacking = BasicDepthPacking;
  29928. exports.BasicShadowMap = BasicShadowMap;
  29929. exports.BinaryTextureLoader = BinaryTextureLoader;
  29930. exports.Bone = Bone;
  29931. exports.BooleanKeyframeTrack = BooleanKeyframeTrack;
  29932. exports.BoundingBoxHelper = BoundingBoxHelper;
  29933. exports.Box2 = Box2;
  29934. exports.Box3 = Box3;
  29935. exports.Box3Helper = Box3Helper;
  29936. exports.BoxBufferGeometry = BoxBufferGeometry;
  29937. exports.BoxGeometry = BoxGeometry;
  29938. exports.BoxHelper = BoxHelper;
  29939. exports.BufferAttribute = BufferAttribute;
  29940. exports.BufferGeometry = BufferGeometry;
  29941. exports.BufferGeometryLoader = BufferGeometryLoader;
  29942. exports.ByteType = ByteType;
  29943. exports.Cache = Cache;
  29944. exports.Camera = Camera;
  29945. exports.CameraHelper = CameraHelper;
  29946. exports.CanvasRenderer = CanvasRenderer;
  29947. exports.CanvasTexture = CanvasTexture;
  29948. exports.CatmullRomCurve3 = CatmullRomCurve3;
  29949. exports.CineonToneMapping = CineonToneMapping;
  29950. exports.CircleBufferGeometry = CircleBufferGeometry;
  29951. exports.CircleGeometry = CircleGeometry;
  29952. exports.ClampToEdgeWrapping = ClampToEdgeWrapping;
  29953. exports.Clock = Clock;
  29954. exports.ClosedSplineCurve3 = ClosedSplineCurve3;
  29955. exports.Color = Color;
  29956. exports.ColorKeyframeTrack = ColorKeyframeTrack;
  29957. exports.CompressedTexture = CompressedTexture;
  29958. exports.CompressedTextureLoader = CompressedTextureLoader;
  29959. exports.ConeBufferGeometry = ConeBufferGeometry;
  29960. exports.ConeGeometry = ConeGeometry;
  29961. exports.CubeCamera = CubeCamera;
  29962. exports.CubeGeometry = BoxGeometry;
  29963. exports.CubeReflectionMapping = CubeReflectionMapping;
  29964. exports.CubeRefractionMapping = CubeRefractionMapping;
  29965. exports.CubeTexture = CubeTexture;
  29966. exports.CubeTextureLoader = CubeTextureLoader;
  29967. exports.CubeUVReflectionMapping = CubeUVReflectionMapping;
  29968. exports.CubeUVRefractionMapping = CubeUVRefractionMapping;
  29969. exports.CubicBezierCurve = CubicBezierCurve;
  29970. exports.CubicBezierCurve3 = CubicBezierCurve3;
  29971. exports.CubicInterpolant = CubicInterpolant;
  29972. exports.CullFaceBack = CullFaceBack;
  29973. exports.CullFaceFront = CullFaceFront;
  29974. exports.CullFaceFrontBack = CullFaceFrontBack;
  29975. exports.CullFaceNone = CullFaceNone;
  29976. exports.Curve = Curve;
  29977. exports.CurvePath = CurvePath;
  29978. exports.CustomBlending = CustomBlending;
  29979. exports.CylinderBufferGeometry = CylinderBufferGeometry;
  29980. exports.CylinderGeometry = CylinderGeometry;
  29981. exports.Cylindrical = Cylindrical;
  29982. exports.DataTexture = DataTexture;
  29983. exports.DataTexture2DArray = DataTexture2DArray;
  29984. exports.DataTexture3D = DataTexture3D;
  29985. exports.DataTextureLoader = DataTextureLoader;
  29986. exports.DecrementStencilOp = DecrementStencilOp;
  29987. exports.DecrementWrapStencilOp = DecrementWrapStencilOp;
  29988. exports.DefaultLoadingManager = DefaultLoadingManager;
  29989. exports.DepthFormat = DepthFormat;
  29990. exports.DepthStencilFormat = DepthStencilFormat;
  29991. exports.DepthTexture = DepthTexture;
  29992. exports.DirectionalLight = DirectionalLight;
  29993. exports.DirectionalLightHelper = DirectionalLightHelper;
  29994. exports.DirectionalLightShadow = DirectionalLightShadow;
  29995. exports.DiscreteInterpolant = DiscreteInterpolant;
  29996. exports.DodecahedronBufferGeometry = DodecahedronBufferGeometry;
  29997. exports.DodecahedronGeometry = DodecahedronGeometry;
  29998. exports.DoubleSide = DoubleSide;
  29999. exports.DstAlphaFactor = DstAlphaFactor;
  30000. exports.DstColorFactor = DstColorFactor;
  30001. exports.DynamicBufferAttribute = DynamicBufferAttribute;
  30002. exports.DynamicCopyUsage = DynamicCopyUsage;
  30003. exports.DynamicDrawUsage = DynamicDrawUsage;
  30004. exports.DynamicReadUsage = DynamicReadUsage;
  30005. exports.EdgesGeometry = EdgesGeometry;
  30006. exports.EdgesHelper = EdgesHelper;
  30007. exports.EllipseCurve = EllipseCurve;
  30008. exports.EqualDepth = EqualDepth;
  30009. exports.EqualStencilFunc = EqualStencilFunc;
  30010. exports.EquirectangularReflectionMapping = EquirectangularReflectionMapping;
  30011. exports.EquirectangularRefractionMapping = EquirectangularRefractionMapping;
  30012. exports.Euler = Euler;
  30013. exports.EventDispatcher = EventDispatcher;
  30014. exports.ExtrudeBufferGeometry = ExtrudeBufferGeometry;
  30015. exports.ExtrudeGeometry = ExtrudeGeometry;
  30016. exports.Face3 = Face3;
  30017. exports.Face4 = Face4;
  30018. exports.FaceColors = FaceColors;
  30019. exports.FileLoader = FileLoader;
  30020. exports.FlatShading = FlatShading;
  30021. exports.Float32Attribute = Float32Attribute;
  30022. exports.Float32BufferAttribute = Float32BufferAttribute;
  30023. exports.Float64Attribute = Float64Attribute;
  30024. exports.Float64BufferAttribute = Float64BufferAttribute;
  30025. exports.FloatType = FloatType;
  30026. exports.Fog = Fog;
  30027. exports.FogExp2 = FogExp2;
  30028. exports.Font = Font;
  30029. exports.FontLoader = FontLoader;
  30030. exports.FrontFaceDirectionCCW = FrontFaceDirectionCCW;
  30031. exports.FrontFaceDirectionCW = FrontFaceDirectionCW;
  30032. exports.FrontSide = FrontSide;
  30033. exports.Frustum = Frustum;
  30034. exports.GammaEncoding = GammaEncoding;
  30035. exports.Geometry = Geometry;
  30036. exports.GeometryUtils = GeometryUtils;
  30037. exports.GreaterDepth = GreaterDepth;
  30038. exports.GreaterEqualDepth = GreaterEqualDepth;
  30039. exports.GreaterEqualStencilFunc = GreaterEqualStencilFunc;
  30040. exports.GreaterStencilFunc = GreaterStencilFunc;
  30041. exports.GridHelper = GridHelper;
  30042. exports.Group = Group;
  30043. exports.HalfFloatType = HalfFloatType;
  30044. exports.HemisphereLight = HemisphereLight;
  30045. exports.HemisphereLightHelper = HemisphereLightHelper;
  30046. exports.HemisphereLightProbe = HemisphereLightProbe;
  30047. exports.IcosahedronBufferGeometry = IcosahedronBufferGeometry;
  30048. exports.IcosahedronGeometry = IcosahedronGeometry;
  30049. exports.ImageBitmapLoader = ImageBitmapLoader;
  30050. exports.ImageLoader = ImageLoader;
  30051. exports.ImageUtils = ImageUtils;
  30052. exports.ImmediateRenderObject = ImmediateRenderObject;
  30053. exports.IncrementStencilOp = IncrementStencilOp;
  30054. exports.IncrementWrapStencilOp = IncrementWrapStencilOp;
  30055. exports.InstancedBufferAttribute = InstancedBufferAttribute;
  30056. exports.InstancedBufferGeometry = InstancedBufferGeometry;
  30057. exports.InstancedInterleavedBuffer = InstancedInterleavedBuffer;
  30058. exports.InstancedMesh = InstancedMesh;
  30059. exports.Int16Attribute = Int16Attribute;
  30060. exports.Int16BufferAttribute = Int16BufferAttribute;
  30061. exports.Int32Attribute = Int32Attribute;
  30062. exports.Int32BufferAttribute = Int32BufferAttribute;
  30063. exports.Int8Attribute = Int8Attribute;
  30064. exports.Int8BufferAttribute = Int8BufferAttribute;
  30065. exports.IntType = IntType;
  30066. exports.InterleavedBuffer = InterleavedBuffer;
  30067. exports.InterleavedBufferAttribute = InterleavedBufferAttribute;
  30068. exports.Interpolant = Interpolant;
  30069. exports.InterpolateDiscrete = InterpolateDiscrete;
  30070. exports.InterpolateLinear = InterpolateLinear;
  30071. exports.InterpolateSmooth = InterpolateSmooth;
  30072. exports.InvertStencilOp = InvertStencilOp;
  30073. exports.JSONLoader = JSONLoader;
  30074. exports.KeepStencilOp = KeepStencilOp;
  30075. exports.KeyframeTrack = KeyframeTrack;
  30076. exports.LOD = LOD;
  30077. exports.LatheBufferGeometry = LatheBufferGeometry;
  30078. exports.LatheGeometry = LatheGeometry;
  30079. exports.Layers = Layers;
  30080. exports.LensFlare = LensFlare;
  30081. exports.LessDepth = LessDepth;
  30082. exports.LessEqualDepth = LessEqualDepth;
  30083. exports.LessEqualStencilFunc = LessEqualStencilFunc;
  30084. exports.LessStencilFunc = LessStencilFunc;
  30085. exports.Light = Light;
  30086. exports.LightProbe = LightProbe;
  30087. exports.LightShadow = LightShadow;
  30088. exports.Line = Line;
  30089. exports.Line3 = Line3;
  30090. exports.LineBasicMaterial = LineBasicMaterial;
  30091. exports.LineCurve = LineCurve;
  30092. exports.LineCurve3 = LineCurve3;
  30093. exports.LineDashedMaterial = LineDashedMaterial;
  30094. exports.LineLoop = LineLoop;
  30095. exports.LinePieces = LinePieces;
  30096. exports.LineSegments = LineSegments;
  30097. exports.LineStrip = LineStrip;
  30098. exports.LinearEncoding = LinearEncoding;
  30099. exports.LinearFilter = LinearFilter;
  30100. exports.LinearInterpolant = LinearInterpolant;
  30101. exports.LinearMipMapLinearFilter = LinearMipMapLinearFilter;
  30102. exports.LinearMipMapNearestFilter = LinearMipMapNearestFilter;
  30103. exports.LinearMipmapLinearFilter = LinearMipmapLinearFilter;
  30104. exports.LinearMipmapNearestFilter = LinearMipmapNearestFilter;
  30105. exports.LinearToneMapping = LinearToneMapping;
  30106. exports.Loader = Loader;
  30107. exports.LoaderUtils = LoaderUtils;
  30108. exports.LoadingManager = LoadingManager;
  30109. exports.LogLuvEncoding = LogLuvEncoding;
  30110. exports.LoopOnce = LoopOnce;
  30111. exports.LoopPingPong = LoopPingPong;
  30112. exports.LoopRepeat = LoopRepeat;
  30113. exports.LuminanceAlphaFormat = LuminanceAlphaFormat;
  30114. exports.LuminanceFormat = LuminanceFormat;
  30115. exports.MOUSE = MOUSE;
  30116. exports.Material = Material;
  30117. exports.MaterialLoader = MaterialLoader;
  30118. exports.Math = _Math;
  30119. exports.Matrix3 = Matrix3;
  30120. exports.Matrix4 = Matrix4;
  30121. exports.MaxEquation = MaxEquation;
  30122. exports.Mesh = Mesh;
  30123. exports.MeshBasicMaterial = MeshBasicMaterial;
  30124. exports.MeshDepthMaterial = MeshDepthMaterial;
  30125. exports.MeshDistanceMaterial = MeshDistanceMaterial;
  30126. exports.MeshFaceMaterial = MeshFaceMaterial;
  30127. exports.MeshLambertMaterial = MeshLambertMaterial;
  30128. exports.MeshMatcapMaterial = MeshMatcapMaterial;
  30129. exports.MeshNormalMaterial = MeshNormalMaterial;
  30130. exports.MeshPhongMaterial = MeshPhongMaterial;
  30131. exports.MeshPhysicalMaterial = MeshPhysicalMaterial;
  30132. exports.MeshStandardMaterial = MeshStandardMaterial;
  30133. exports.MeshToonMaterial = MeshToonMaterial;
  30134. exports.MinEquation = MinEquation;
  30135. exports.MirroredRepeatWrapping = MirroredRepeatWrapping;
  30136. exports.MixOperation = MixOperation;
  30137. exports.MultiMaterial = MultiMaterial;
  30138. exports.MultiplyBlending = MultiplyBlending;
  30139. exports.MultiplyOperation = MultiplyOperation;
  30140. exports.NearestFilter = NearestFilter;
  30141. exports.NearestMipMapLinearFilter = NearestMipMapLinearFilter;
  30142. exports.NearestMipMapNearestFilter = NearestMipMapNearestFilter;
  30143. exports.NearestMipmapLinearFilter = NearestMipmapLinearFilter;
  30144. exports.NearestMipmapNearestFilter = NearestMipmapNearestFilter;
  30145. exports.NeverDepth = NeverDepth;
  30146. exports.NeverStencilFunc = NeverStencilFunc;
  30147. exports.NoBlending = NoBlending;
  30148. exports.NoColors = NoColors;
  30149. exports.NoToneMapping = NoToneMapping;
  30150. exports.NormalBlending = NormalBlending;
  30151. exports.NotEqualDepth = NotEqualDepth;
  30152. exports.NotEqualStencilFunc = NotEqualStencilFunc;
  30153. exports.NumberKeyframeTrack = NumberKeyframeTrack;
  30154. exports.Object3D = Object3D;
  30155. exports.ObjectLoader = ObjectLoader;
  30156. exports.ObjectSpaceNormalMap = ObjectSpaceNormalMap;
  30157. exports.OctahedronBufferGeometry = OctahedronBufferGeometry;
  30158. exports.OctahedronGeometry = OctahedronGeometry;
  30159. exports.OneFactor = OneFactor;
  30160. exports.OneMinusDstAlphaFactor = OneMinusDstAlphaFactor;
  30161. exports.OneMinusDstColorFactor = OneMinusDstColorFactor;
  30162. exports.OneMinusSrcAlphaFactor = OneMinusSrcAlphaFactor;
  30163. exports.OneMinusSrcColorFactor = OneMinusSrcColorFactor;
  30164. exports.OrthographicCamera = OrthographicCamera;
  30165. exports.PCFShadowMap = PCFShadowMap;
  30166. exports.PCFSoftShadowMap = PCFSoftShadowMap;
  30167. exports.PMREMGenerator = PMREMGenerator;
  30168. exports.ParametricBufferGeometry = ParametricBufferGeometry;
  30169. exports.ParametricGeometry = ParametricGeometry;
  30170. exports.Particle = Particle;
  30171. exports.ParticleBasicMaterial = ParticleBasicMaterial;
  30172. exports.ParticleSystem = ParticleSystem;
  30173. exports.ParticleSystemMaterial = ParticleSystemMaterial;
  30174. exports.Path = Path;
  30175. exports.PerspectiveCamera = PerspectiveCamera;
  30176. exports.Plane = Plane;
  30177. exports.PlaneBufferGeometry = PlaneBufferGeometry;
  30178. exports.PlaneGeometry = PlaneGeometry;
  30179. exports.PlaneHelper = PlaneHelper;
  30180. exports.PointCloud = PointCloud;
  30181. exports.PointCloudMaterial = PointCloudMaterial;
  30182. exports.PointLight = PointLight;
  30183. exports.PointLightHelper = PointLightHelper;
  30184. exports.Points = Points;
  30185. exports.PointsMaterial = PointsMaterial;
  30186. exports.PolarGridHelper = PolarGridHelper;
  30187. exports.PolyhedronBufferGeometry = PolyhedronBufferGeometry;
  30188. exports.PolyhedronGeometry = PolyhedronGeometry;
  30189. exports.PositionalAudio = PositionalAudio;
  30190. exports.PropertyBinding = PropertyBinding;
  30191. exports.PropertyMixer = PropertyMixer;
  30192. exports.QuadraticBezierCurve = QuadraticBezierCurve;
  30193. exports.QuadraticBezierCurve3 = QuadraticBezierCurve3;
  30194. exports.Quaternion = Quaternion;
  30195. exports.QuaternionKeyframeTrack = QuaternionKeyframeTrack;
  30196. exports.QuaternionLinearInterpolant = QuaternionLinearInterpolant;
  30197. exports.REVISION = REVISION;
  30198. exports.RGBADepthPacking = RGBADepthPacking;
  30199. exports.RGBAFormat = RGBAFormat;
  30200. exports.RGBAIntegerFormat = RGBAIntegerFormat;
  30201. exports.RGBA_ASTC_10x10_Format = RGBA_ASTC_10x10_Format;
  30202. exports.RGBA_ASTC_10x5_Format = RGBA_ASTC_10x5_Format;
  30203. exports.RGBA_ASTC_10x6_Format = RGBA_ASTC_10x6_Format;
  30204. exports.RGBA_ASTC_10x8_Format = RGBA_ASTC_10x8_Format;
  30205. exports.RGBA_ASTC_12x10_Format = RGBA_ASTC_12x10_Format;
  30206. exports.RGBA_ASTC_12x12_Format = RGBA_ASTC_12x12_Format;
  30207. exports.RGBA_ASTC_4x4_Format = RGBA_ASTC_4x4_Format;
  30208. exports.RGBA_ASTC_5x4_Format = RGBA_ASTC_5x4_Format;
  30209. exports.RGBA_ASTC_5x5_Format = RGBA_ASTC_5x5_Format;
  30210. exports.RGBA_ASTC_6x5_Format = RGBA_ASTC_6x5_Format;
  30211. exports.RGBA_ASTC_6x6_Format = RGBA_ASTC_6x6_Format;
  30212. exports.RGBA_ASTC_8x5_Format = RGBA_ASTC_8x5_Format;
  30213. exports.RGBA_ASTC_8x6_Format = RGBA_ASTC_8x6_Format;
  30214. exports.RGBA_ASTC_8x8_Format = RGBA_ASTC_8x8_Format;
  30215. exports.RGBA_PVRTC_2BPPV1_Format = RGBA_PVRTC_2BPPV1_Format;
  30216. exports.RGBA_PVRTC_4BPPV1_Format = RGBA_PVRTC_4BPPV1_Format;
  30217. exports.RGBA_S3TC_DXT1_Format = RGBA_S3TC_DXT1_Format;
  30218. exports.RGBA_S3TC_DXT3_Format = RGBA_S3TC_DXT3_Format;
  30219. exports.RGBA_S3TC_DXT5_Format = RGBA_S3TC_DXT5_Format;
  30220. exports.RGBDEncoding = RGBDEncoding;
  30221. exports.RGBEEncoding = RGBEEncoding;
  30222. exports.RGBEFormat = RGBEFormat;
  30223. exports.RGBFormat = RGBFormat;
  30224. exports.RGBIntegerFormat = RGBIntegerFormat;
  30225. exports.RGBM16Encoding = RGBM16Encoding;
  30226. exports.RGBM7Encoding = RGBM7Encoding;
  30227. exports.RGB_ETC1_Format = RGB_ETC1_Format;
  30228. exports.RGB_PVRTC_2BPPV1_Format = RGB_PVRTC_2BPPV1_Format;
  30229. exports.RGB_PVRTC_4BPPV1_Format = RGB_PVRTC_4BPPV1_Format;
  30230. exports.RGB_S3TC_DXT1_Format = RGB_S3TC_DXT1_Format;
  30231. exports.RGFormat = RGFormat;
  30232. exports.RGIntegerFormat = RGIntegerFormat;
  30233. exports.RawShaderMaterial = RawShaderMaterial;
  30234. exports.Ray = Ray;
  30235. exports.Raycaster = Raycaster;
  30236. exports.RectAreaLight = RectAreaLight;
  30237. exports.RedFormat = RedFormat;
  30238. exports.RedIntegerFormat = RedIntegerFormat;
  30239. exports.ReinhardToneMapping = ReinhardToneMapping;
  30240. exports.RepeatWrapping = RepeatWrapping;
  30241. exports.ReplaceStencilOp = ReplaceStencilOp;
  30242. exports.ReverseSubtractEquation = ReverseSubtractEquation;
  30243. exports.RingBufferGeometry = RingBufferGeometry;
  30244. exports.RingGeometry = RingGeometry;
  30245. exports.Scene = Scene;
  30246. exports.SceneUtils = SceneUtils;
  30247. exports.ShaderChunk = ShaderChunk;
  30248. exports.ShaderLib = ShaderLib;
  30249. exports.ShaderMaterial = ShaderMaterial;
  30250. exports.ShadowMaterial = ShadowMaterial;
  30251. exports.Shape = Shape;
  30252. exports.ShapeBufferGeometry = ShapeBufferGeometry;
  30253. exports.ShapeGeometry = ShapeGeometry;
  30254. exports.ShapePath = ShapePath;
  30255. exports.ShapeUtils = ShapeUtils;
  30256. exports.ShortType = ShortType;
  30257. exports.Skeleton = Skeleton;
  30258. exports.SkeletonHelper = SkeletonHelper;
  30259. exports.SkinnedMesh = SkinnedMesh;
  30260. exports.SmoothShading = SmoothShading;
  30261. exports.Sphere = Sphere;
  30262. exports.SphereBufferGeometry = SphereBufferGeometry;
  30263. exports.SphereGeometry = SphereGeometry;
  30264. exports.Spherical = Spherical;
  30265. exports.SphericalHarmonics3 = SphericalHarmonics3;
  30266. exports.SphericalReflectionMapping = SphericalReflectionMapping;
  30267. exports.Spline = Spline;
  30268. exports.SplineCurve = SplineCurve;
  30269. exports.SplineCurve3 = SplineCurve3;
  30270. exports.SpotLight = SpotLight;
  30271. exports.SpotLightHelper = SpotLightHelper;
  30272. exports.SpotLightShadow = SpotLightShadow;
  30273. exports.Sprite = Sprite;
  30274. exports.SpriteMaterial = SpriteMaterial;
  30275. exports.SrcAlphaFactor = SrcAlphaFactor;
  30276. exports.SrcAlphaSaturateFactor = SrcAlphaSaturateFactor;
  30277. exports.SrcColorFactor = SrcColorFactor;
  30278. exports.StaticCopyUsage = StaticCopyUsage;
  30279. exports.StaticDrawUsage = StaticDrawUsage;
  30280. exports.StaticReadUsage = StaticReadUsage;
  30281. exports.StereoCamera = StereoCamera;
  30282. exports.StreamCopyUsage = StreamCopyUsage;
  30283. exports.StreamDrawUsage = StreamDrawUsage;
  30284. exports.StreamReadUsage = StreamReadUsage;
  30285. exports.StringKeyframeTrack = StringKeyframeTrack;
  30286. exports.SubtractEquation = SubtractEquation;
  30287. exports.SubtractiveBlending = SubtractiveBlending;
  30288. exports.TOUCH = TOUCH;
  30289. exports.TangentSpaceNormalMap = TangentSpaceNormalMap;
  30290. exports.TetrahedronBufferGeometry = TetrahedronBufferGeometry;
  30291. exports.TetrahedronGeometry = TetrahedronGeometry;
  30292. exports.TextBufferGeometry = TextBufferGeometry;
  30293. exports.TextGeometry = TextGeometry;
  30294. exports.Texture = Texture;
  30295. exports.TextureLoader = TextureLoader;
  30296. exports.TorusBufferGeometry = TorusBufferGeometry;
  30297. exports.TorusGeometry = TorusGeometry;
  30298. exports.TorusKnotBufferGeometry = TorusKnotBufferGeometry;
  30299. exports.TorusKnotGeometry = TorusKnotGeometry;
  30300. exports.Triangle = Triangle;
  30301. exports.TriangleFanDrawMode = TriangleFanDrawMode;
  30302. exports.TriangleStripDrawMode = TriangleStripDrawMode;
  30303. exports.TrianglesDrawMode = TrianglesDrawMode;
  30304. exports.TubeBufferGeometry = TubeBufferGeometry;
  30305. exports.TubeGeometry = TubeGeometry;
  30306. exports.UVMapping = UVMapping;
  30307. exports.Uint16Attribute = Uint16Attribute;
  30308. exports.Uint16BufferAttribute = Uint16BufferAttribute;
  30309. exports.Uint32Attribute = Uint32Attribute;
  30310. exports.Uint32BufferAttribute = Uint32BufferAttribute;
  30311. exports.Uint8Attribute = Uint8Attribute;
  30312. exports.Uint8BufferAttribute = Uint8BufferAttribute;
  30313. exports.Uint8ClampedAttribute = Uint8ClampedAttribute;
  30314. exports.Uint8ClampedBufferAttribute = Uint8ClampedBufferAttribute;
  30315. exports.Uncharted2ToneMapping = Uncharted2ToneMapping;
  30316. exports.Uniform = Uniform;
  30317. exports.UniformsLib = UniformsLib;
  30318. exports.UniformsUtils = UniformsUtils;
  30319. exports.UnsignedByteType = UnsignedByteType;
  30320. exports.UnsignedInt248Type = UnsignedInt248Type;
  30321. exports.UnsignedIntType = UnsignedIntType;
  30322. exports.UnsignedShort4444Type = UnsignedShort4444Type;
  30323. exports.UnsignedShort5551Type = UnsignedShort5551Type;
  30324. exports.UnsignedShort565Type = UnsignedShort565Type;
  30325. exports.UnsignedShortType = UnsignedShortType;
  30326. exports.VSMShadowMap = VSMShadowMap;
  30327. exports.Vector2 = Vector2;
  30328. exports.Vector3 = Vector3;
  30329. exports.Vector4 = Vector4;
  30330. exports.VectorKeyframeTrack = VectorKeyframeTrack;
  30331. exports.Vertex = Vertex;
  30332. exports.VertexColors = VertexColors;
  30333. exports.VideoTexture = VideoTexture;
  30334. exports.WebGLMultisampleRenderTarget = WebGLMultisampleRenderTarget;
  30335. exports.WebGLRenderTarget = WebGLRenderTarget;
  30336. exports.WebGLRenderTargetCube = WebGLRenderTargetCube;
  30337. exports.WebGLRenderer = WebGLRenderer;
  30338. exports.WebGLUtils = WebGLUtils;
  30339. exports.WireframeGeometry = WireframeGeometry;
  30340. exports.WireframeHelper = WireframeHelper;
  30341. exports.WrapAroundEnding = WrapAroundEnding;
  30342. exports.XHRLoader = XHRLoader;
  30343. exports.ZeroCurvatureEnding = ZeroCurvatureEnding;
  30344. exports.ZeroFactor = ZeroFactor;
  30345. exports.ZeroSlopeEnding = ZeroSlopeEnding;
  30346. exports.ZeroStencilOp = ZeroStencilOp;
  30347. exports.sRGBEncoding = sRGBEncoding;
  30348. Object.defineProperty(exports, '__esModule', { value: true });
  30349. })));