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 = '120dev';
  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 BasicShadowMap = 0;
  62. var PCFShadowMap = 1;
  63. var PCFSoftShadowMap = 2;
  64. var VSMShadowMap = 3;
  65. var FrontSide = 0;
  66. var BackSide = 1;
  67. var DoubleSide = 2;
  68. var FlatShading = 1;
  69. var SmoothShading = 2;
  70. var NoBlending = 0;
  71. var NormalBlending = 1;
  72. var AdditiveBlending = 2;
  73. var SubtractiveBlending = 3;
  74. var MultiplyBlending = 4;
  75. var CustomBlending = 5;
  76. var AddEquation = 100;
  77. var SubtractEquation = 101;
  78. var ReverseSubtractEquation = 102;
  79. var MinEquation = 103;
  80. var MaxEquation = 104;
  81. var ZeroFactor = 200;
  82. var OneFactor = 201;
  83. var SrcColorFactor = 202;
  84. var OneMinusSrcColorFactor = 203;
  85. var SrcAlphaFactor = 204;
  86. var OneMinusSrcAlphaFactor = 205;
  87. var DstAlphaFactor = 206;
  88. var OneMinusDstAlphaFactor = 207;
  89. var DstColorFactor = 208;
  90. var OneMinusDstColorFactor = 209;
  91. var SrcAlphaSaturateFactor = 210;
  92. var NeverDepth = 0;
  93. var AlwaysDepth = 1;
  94. var LessDepth = 2;
  95. var LessEqualDepth = 3;
  96. var EqualDepth = 4;
  97. var GreaterEqualDepth = 5;
  98. var GreaterDepth = 6;
  99. var NotEqualDepth = 7;
  100. var MultiplyOperation = 0;
  101. var MixOperation = 1;
  102. var AddOperation = 2;
  103. var NoToneMapping = 0;
  104. var LinearToneMapping = 1;
  105. var ReinhardToneMapping = 2;
  106. var CineonToneMapping = 3;
  107. var ACESFilmicToneMapping = 4;
  108. var CustomToneMapping = 5;
  109. var UVMapping = 300;
  110. var CubeReflectionMapping = 301;
  111. var CubeRefractionMapping = 302;
  112. var EquirectangularReflectionMapping = 303;
  113. var EquirectangularRefractionMapping = 304;
  114. var CubeUVReflectionMapping = 306;
  115. var CubeUVRefractionMapping = 307;
  116. var RepeatWrapping = 1000;
  117. var ClampToEdgeWrapping = 1001;
  118. var MirroredRepeatWrapping = 1002;
  119. var NearestFilter = 1003;
  120. var NearestMipmapNearestFilter = 1004;
  121. var NearestMipMapNearestFilter = 1004;
  122. var NearestMipmapLinearFilter = 1005;
  123. var NearestMipMapLinearFilter = 1005;
  124. var LinearFilter = 1006;
  125. var LinearMipmapNearestFilter = 1007;
  126. var LinearMipMapNearestFilter = 1007;
  127. var LinearMipmapLinearFilter = 1008;
  128. var LinearMipMapLinearFilter = 1008;
  129. var UnsignedByteType = 1009;
  130. var ByteType = 1010;
  131. var ShortType = 1011;
  132. var UnsignedShortType = 1012;
  133. var IntType = 1013;
  134. var UnsignedIntType = 1014;
  135. var FloatType = 1015;
  136. var HalfFloatType = 1016;
  137. var UnsignedShort4444Type = 1017;
  138. var UnsignedShort5551Type = 1018;
  139. var UnsignedShort565Type = 1019;
  140. var UnsignedInt248Type = 1020;
  141. var AlphaFormat = 1021;
  142. var RGBFormat = 1022;
  143. var RGBAFormat = 1023;
  144. var LuminanceFormat = 1024;
  145. var LuminanceAlphaFormat = 1025;
  146. var RGBEFormat = RGBAFormat;
  147. var DepthFormat = 1026;
  148. var DepthStencilFormat = 1027;
  149. var RedFormat = 1028;
  150. var RedIntegerFormat = 1029;
  151. var RGFormat = 1030;
  152. var RGIntegerFormat = 1031;
  153. var RGBIntegerFormat = 1032;
  154. var RGBAIntegerFormat = 1033;
  155. var RGB_S3TC_DXT1_Format = 33776;
  156. var RGBA_S3TC_DXT1_Format = 33777;
  157. var RGBA_S3TC_DXT3_Format = 33778;
  158. var RGBA_S3TC_DXT5_Format = 33779;
  159. var RGB_PVRTC_4BPPV1_Format = 35840;
  160. var RGB_PVRTC_2BPPV1_Format = 35841;
  161. var RGBA_PVRTC_4BPPV1_Format = 35842;
  162. var RGBA_PVRTC_2BPPV1_Format = 35843;
  163. var RGB_ETC1_Format = 36196;
  164. var RGB_ETC2_Format = 37492;
  165. var RGBA_ETC2_EAC_Format = 37496;
  166. var RGBA_ASTC_4x4_Format = 37808;
  167. var RGBA_ASTC_5x4_Format = 37809;
  168. var RGBA_ASTC_5x5_Format = 37810;
  169. var RGBA_ASTC_6x5_Format = 37811;
  170. var RGBA_ASTC_6x6_Format = 37812;
  171. var RGBA_ASTC_8x5_Format = 37813;
  172. var RGBA_ASTC_8x6_Format = 37814;
  173. var RGBA_ASTC_8x8_Format = 37815;
  174. var RGBA_ASTC_10x5_Format = 37816;
  175. var RGBA_ASTC_10x6_Format = 37817;
  176. var RGBA_ASTC_10x8_Format = 37818;
  177. var RGBA_ASTC_10x10_Format = 37819;
  178. var RGBA_ASTC_12x10_Format = 37820;
  179. var RGBA_ASTC_12x12_Format = 37821;
  180. var RGBA_BPTC_Format = 36492;
  181. var SRGB8_ALPHA8_ASTC_4x4_Format = 37840;
  182. var SRGB8_ALPHA8_ASTC_5x4_Format = 37841;
  183. var SRGB8_ALPHA8_ASTC_5x5_Format = 37842;
  184. var SRGB8_ALPHA8_ASTC_6x5_Format = 37843;
  185. var SRGB8_ALPHA8_ASTC_6x6_Format = 37844;
  186. var SRGB8_ALPHA8_ASTC_8x5_Format = 37845;
  187. var SRGB8_ALPHA8_ASTC_8x6_Format = 37846;
  188. var SRGB8_ALPHA8_ASTC_8x8_Format = 37847;
  189. var SRGB8_ALPHA8_ASTC_10x5_Format = 37848;
  190. var SRGB8_ALPHA8_ASTC_10x6_Format = 37849;
  191. var SRGB8_ALPHA8_ASTC_10x8_Format = 37850;
  192. var SRGB8_ALPHA8_ASTC_10x10_Format = 37851;
  193. var SRGB8_ALPHA8_ASTC_12x10_Format = 37852;
  194. var SRGB8_ALPHA8_ASTC_12x12_Format = 37853;
  195. var LoopOnce = 2200;
  196. var LoopRepeat = 2201;
  197. var LoopPingPong = 2202;
  198. var InterpolateDiscrete = 2300;
  199. var InterpolateLinear = 2301;
  200. var InterpolateSmooth = 2302;
  201. var ZeroCurvatureEnding = 2400;
  202. var ZeroSlopeEnding = 2401;
  203. var WrapAroundEnding = 2402;
  204. var NormalAnimationBlendMode = 2500;
  205. var AdditiveAnimationBlendMode = 2501;
  206. var TrianglesDrawMode = 0;
  207. var TriangleStripDrawMode = 1;
  208. var TriangleFanDrawMode = 2;
  209. var LinearEncoding = 3000;
  210. var sRGBEncoding = 3001;
  211. var GammaEncoding = 3007;
  212. var RGBEEncoding = 3002;
  213. var LogLuvEncoding = 3003;
  214. var RGBM7Encoding = 3004;
  215. var RGBM16Encoding = 3005;
  216. var RGBDEncoding = 3006;
  217. var BasicDepthPacking = 3200;
  218. var RGBADepthPacking = 3201;
  219. var TangentSpaceNormalMap = 0;
  220. var ObjectSpaceNormalMap = 1;
  221. var ZeroStencilOp = 0;
  222. var KeepStencilOp = 7680;
  223. var ReplaceStencilOp = 7681;
  224. var IncrementStencilOp = 7682;
  225. var DecrementStencilOp = 7683;
  226. var IncrementWrapStencilOp = 34055;
  227. var DecrementWrapStencilOp = 34056;
  228. var InvertStencilOp = 5386;
  229. var NeverStencilFunc = 512;
  230. var LessStencilFunc = 513;
  231. var EqualStencilFunc = 514;
  232. var LessEqualStencilFunc = 515;
  233. var GreaterStencilFunc = 516;
  234. var NotEqualStencilFunc = 517;
  235. var GreaterEqualStencilFunc = 518;
  236. var AlwaysStencilFunc = 519;
  237. var StaticDrawUsage = 35044;
  238. var DynamicDrawUsage = 35048;
  239. var StreamDrawUsage = 35040;
  240. var StaticReadUsage = 35045;
  241. var DynamicReadUsage = 35049;
  242. var StreamReadUsage = 35041;
  243. var StaticCopyUsage = 35046;
  244. var DynamicCopyUsage = 35050;
  245. var StreamCopyUsage = 35042;
  246. /**
  247. * https://github.com/mrdoob/eventdispatcher.js/
  248. */
  249. function EventDispatcher() {}
  250. Object.assign( EventDispatcher.prototype, {
  251. addEventListener: function ( type, listener ) {
  252. if ( this._listeners === undefined ) { this._listeners = {}; }
  253. var listeners = this._listeners;
  254. if ( listeners[ type ] === undefined ) {
  255. listeners[ type ] = [];
  256. }
  257. if ( listeners[ type ].indexOf( listener ) === - 1 ) {
  258. listeners[ type ].push( listener );
  259. }
  260. },
  261. hasEventListener: function ( type, listener ) {
  262. if ( this._listeners === undefined ) { return false; }
  263. var listeners = this._listeners;
  264. return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1;
  265. },
  266. removeEventListener: function ( type, listener ) {
  267. if ( this._listeners === undefined ) { return; }
  268. var listeners = this._listeners;
  269. var listenerArray = listeners[ type ];
  270. if ( listenerArray !== undefined ) {
  271. var index = listenerArray.indexOf( listener );
  272. if ( index !== - 1 ) {
  273. listenerArray.splice( index, 1 );
  274. }
  275. }
  276. },
  277. dispatchEvent: function ( event ) {
  278. if ( this._listeners === undefined ) { return; }
  279. var listeners = this._listeners;
  280. var listenerArray = listeners[ event.type ];
  281. if ( listenerArray !== undefined ) {
  282. event.target = this;
  283. // Make a copy, in case listeners are removed while iterating.
  284. var array = listenerArray.slice( 0 );
  285. for ( var i = 0, l = array.length; i < l; i ++ ) {
  286. array[ i ].call( this, event );
  287. }
  288. }
  289. }
  290. } );
  291. var _lut = [];
  292. for ( var i = 0; i < 256; i ++ ) {
  293. _lut[ i ] = ( i < 16 ? '0' : '' ) + ( i ).toString( 16 );
  294. }
  295. var _seed = 1234567;
  296. var MathUtils = {
  297. DEG2RAD: Math.PI / 180,
  298. RAD2DEG: 180 / Math.PI,
  299. generateUUID: function () {
  300. // http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136
  301. var d0 = Math.random() * 0xffffffff | 0;
  302. var d1 = Math.random() * 0xffffffff | 0;
  303. var d2 = Math.random() * 0xffffffff | 0;
  304. var d3 = Math.random() * 0xffffffff | 0;
  305. var uuid = _lut[ d0 & 0xff ] + _lut[ d0 >> 8 & 0xff ] + _lut[ d0 >> 16 & 0xff ] + _lut[ d0 >> 24 & 0xff ] + '-' +
  306. _lut[ d1 & 0xff ] + _lut[ d1 >> 8 & 0xff ] + '-' + _lut[ d1 >> 16 & 0x0f | 0x40 ] + _lut[ d1 >> 24 & 0xff ] + '-' +
  307. _lut[ d2 & 0x3f | 0x80 ] + _lut[ d2 >> 8 & 0xff ] + '-' + _lut[ d2 >> 16 & 0xff ] + _lut[ d2 >> 24 & 0xff ] +
  308. _lut[ d3 & 0xff ] + _lut[ d3 >> 8 & 0xff ] + _lut[ d3 >> 16 & 0xff ] + _lut[ d3 >> 24 & 0xff ];
  309. // .toUpperCase() here flattens concatenated strings to save heap memory space.
  310. return uuid.toUpperCase();
  311. },
  312. clamp: function ( value, min, max ) {
  313. return Math.max( min, Math.min( max, value ) );
  314. },
  315. // compute euclidian modulo of m % n
  316. // https://en.wikipedia.org/wiki/Modulo_operation
  317. euclideanModulo: function ( n, m ) {
  318. return ( ( n % m ) + m ) % m;
  319. },
  320. // Linear mapping from range <a1, a2> to range <b1, b2>
  321. mapLinear: function ( x, a1, a2, b1, b2 ) {
  322. return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
  323. },
  324. // https://en.wikipedia.org/wiki/Linear_interpolation
  325. lerp: function ( x, y, t ) {
  326. return ( 1 - t ) * x + t * y;
  327. },
  328. // http://en.wikipedia.org/wiki/Smoothstep
  329. smoothstep: function ( x, min, max ) {
  330. if ( x <= min ) { return 0; }
  331. if ( x >= max ) { return 1; }
  332. x = ( x - min ) / ( max - min );
  333. return x * x * ( 3 - 2 * x );
  334. },
  335. smootherstep: function ( x, min, max ) {
  336. if ( x <= min ) { return 0; }
  337. if ( x >= max ) { return 1; }
  338. x = ( x - min ) / ( max - min );
  339. return x * x * x * ( x * ( x * 6 - 15 ) + 10 );
  340. },
  341. // Random integer from <low, high> interval
  342. randInt: function ( low, high ) {
  343. return low + Math.floor( Math.random() * ( high - low + 1 ) );
  344. },
  345. // Random float from <low, high> interval
  346. randFloat: function ( low, high ) {
  347. return low + Math.random() * ( high - low );
  348. },
  349. // Random float from <-range/2, range/2> interval
  350. randFloatSpread: function ( range ) {
  351. return range * ( 0.5 - Math.random() );
  352. },
  353. // Deterministic pseudo-random float in the interval [ 0, 1 ]
  354. seededRandom: function ( s ) {
  355. if ( s !== undefined ) { _seed = s % 2147483647; }
  356. // Park-Miller algorithm
  357. _seed = _seed * 16807 % 2147483647;
  358. return ( _seed - 1 ) / 2147483646;
  359. },
  360. degToRad: function ( degrees ) {
  361. return degrees * MathUtils.DEG2RAD;
  362. },
  363. radToDeg: function ( radians ) {
  364. return radians * MathUtils.RAD2DEG;
  365. },
  366. isPowerOfTwo: function ( value ) {
  367. return ( value & ( value - 1 ) ) === 0 && value !== 0;
  368. },
  369. ceilPowerOfTwo: function ( value ) {
  370. return Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) );
  371. },
  372. floorPowerOfTwo: function ( value ) {
  373. return Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );
  374. },
  375. setQuaternionFromProperEuler: function ( q, a, b, c, order ) {
  376. // Intrinsic Proper Euler Angles - see https://en.wikipedia.org/wiki/Euler_angles
  377. // rotations are applied to the axes in the order specified by 'order'
  378. // rotation by angle 'a' is applied first, then by angle 'b', then by angle 'c'
  379. // angles are in radians
  380. var cos = Math.cos;
  381. var sin = Math.sin;
  382. var c2 = cos( b / 2 );
  383. var s2 = sin( b / 2 );
  384. var c13 = cos( ( a + c ) / 2 );
  385. var s13 = sin( ( a + c ) / 2 );
  386. var c1_3 = cos( ( a - c ) / 2 );
  387. var s1_3 = sin( ( a - c ) / 2 );
  388. var c3_1 = cos( ( c - a ) / 2 );
  389. var s3_1 = sin( ( c - a ) / 2 );
  390. switch ( order ) {
  391. case 'XYX':
  392. q.set( c2 * s13, s2 * c1_3, s2 * s1_3, c2 * c13 );
  393. break;
  394. case 'YZY':
  395. q.set( s2 * s1_3, c2 * s13, s2 * c1_3, c2 * c13 );
  396. break;
  397. case 'ZXZ':
  398. q.set( s2 * c1_3, s2 * s1_3, c2 * s13, c2 * c13 );
  399. break;
  400. case 'XZX':
  401. q.set( c2 * s13, s2 * s3_1, s2 * c3_1, c2 * c13 );
  402. break;
  403. case 'YXY':
  404. q.set( s2 * c3_1, c2 * s13, s2 * s3_1, c2 * c13 );
  405. break;
  406. case 'ZYZ':
  407. q.set( s2 * s3_1, s2 * c3_1, c2 * s13, c2 * c13 );
  408. break;
  409. default:
  410. console.warn( 'THREE.MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: ' + order );
  411. }
  412. }
  413. };
  414. function Vector2( x, y ) {
  415. if ( x === void 0 ) x = 0;
  416. if ( y === void 0 ) y = 0;
  417. this.x = x;
  418. this.y = y;
  419. }
  420. Object.defineProperties( Vector2.prototype, {
  421. "width": {
  422. get: function () {
  423. return this.x;
  424. },
  425. set: function ( value ) {
  426. this.x = value;
  427. }
  428. },
  429. "height": {
  430. get: function () {
  431. return this.y;
  432. },
  433. set: function ( value ) {
  434. this.y = value;
  435. }
  436. }
  437. } );
  438. Object.assign( Vector2.prototype, {
  439. isVector2: true,
  440. set: function ( x, y ) {
  441. this.x = x;
  442. this.y = y;
  443. return this;
  444. },
  445. setScalar: function ( scalar ) {
  446. this.x = scalar;
  447. this.y = scalar;
  448. return this;
  449. },
  450. setX: function ( x ) {
  451. this.x = x;
  452. return this;
  453. },
  454. setY: function ( y ) {
  455. this.y = y;
  456. return this;
  457. },
  458. setComponent: function ( index, value ) {
  459. switch ( index ) {
  460. case 0: this.x = value; break;
  461. case 1: this.y = value; break;
  462. default: throw new Error( 'index is out of range: ' + index );
  463. }
  464. return this;
  465. },
  466. getComponent: function ( index ) {
  467. switch ( index ) {
  468. case 0: return this.x;
  469. case 1: return this.y;
  470. default: throw new Error( 'index is out of range: ' + index );
  471. }
  472. },
  473. clone: function () {
  474. return new this.constructor( this.x, this.y );
  475. },
  476. copy: function ( v ) {
  477. this.x = v.x;
  478. this.y = v.y;
  479. return this;
  480. },
  481. add: function ( v, w ) {
  482. if ( w !== undefined ) {
  483. console.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  484. return this.addVectors( v, w );
  485. }
  486. this.x += v.x;
  487. this.y += v.y;
  488. return this;
  489. },
  490. addScalar: function ( s ) {
  491. this.x += s;
  492. this.y += s;
  493. return this;
  494. },
  495. addVectors: function ( a, b ) {
  496. this.x = a.x + b.x;
  497. this.y = a.y + b.y;
  498. return this;
  499. },
  500. addScaledVector: function ( v, s ) {
  501. this.x += v.x * s;
  502. this.y += v.y * s;
  503. return this;
  504. },
  505. sub: function ( v, w ) {
  506. if ( w !== undefined ) {
  507. console.warn( 'THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  508. return this.subVectors( v, w );
  509. }
  510. this.x -= v.x;
  511. this.y -= v.y;
  512. return this;
  513. },
  514. subScalar: function ( s ) {
  515. this.x -= s;
  516. this.y -= s;
  517. return this;
  518. },
  519. subVectors: function ( a, b ) {
  520. this.x = a.x - b.x;
  521. this.y = a.y - b.y;
  522. return this;
  523. },
  524. multiply: function ( v ) {
  525. this.x *= v.x;
  526. this.y *= v.y;
  527. return this;
  528. },
  529. multiplyScalar: function ( scalar ) {
  530. this.x *= scalar;
  531. this.y *= scalar;
  532. return this;
  533. },
  534. divide: function ( v ) {
  535. this.x /= v.x;
  536. this.y /= v.y;
  537. return this;
  538. },
  539. divideScalar: function ( scalar ) {
  540. return this.multiplyScalar( 1 / scalar );
  541. },
  542. applyMatrix3: function ( m ) {
  543. var x = this.x, y = this.y;
  544. var e = m.elements;
  545. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ];
  546. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ];
  547. return this;
  548. },
  549. min: function ( v ) {
  550. this.x = Math.min( this.x, v.x );
  551. this.y = Math.min( this.y, v.y );
  552. return this;
  553. },
  554. max: function ( v ) {
  555. this.x = Math.max( this.x, v.x );
  556. this.y = Math.max( this.y, v.y );
  557. return this;
  558. },
  559. clamp: function ( min, max ) {
  560. // assumes min < max, componentwise
  561. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  562. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  563. return this;
  564. },
  565. clampScalar: function ( minVal, maxVal ) {
  566. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  567. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  568. return this;
  569. },
  570. clampLength: function ( min, max ) {
  571. var length = this.length();
  572. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  573. },
  574. floor: function () {
  575. this.x = Math.floor( this.x );
  576. this.y = Math.floor( this.y );
  577. return this;
  578. },
  579. ceil: function () {
  580. this.x = Math.ceil( this.x );
  581. this.y = Math.ceil( this.y );
  582. return this;
  583. },
  584. round: function () {
  585. this.x = Math.round( this.x );
  586. this.y = Math.round( this.y );
  587. return this;
  588. },
  589. roundToZero: function () {
  590. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  591. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  592. return this;
  593. },
  594. negate: function () {
  595. this.x = - this.x;
  596. this.y = - this.y;
  597. return this;
  598. },
  599. dot: function ( v ) {
  600. return this.x * v.x + this.y * v.y;
  601. },
  602. cross: function ( v ) {
  603. return this.x * v.y - this.y * v.x;
  604. },
  605. lengthSq: function () {
  606. return this.x * this.x + this.y * this.y;
  607. },
  608. length: function () {
  609. return Math.sqrt( this.x * this.x + this.y * this.y );
  610. },
  611. manhattanLength: function () {
  612. return Math.abs( this.x ) + Math.abs( this.y );
  613. },
  614. normalize: function () {
  615. return this.divideScalar( this.length() || 1 );
  616. },
  617. angle: function () {
  618. // computes the angle in radians with respect to the positive x-axis
  619. var angle = Math.atan2( - this.y, - this.x ) + Math.PI;
  620. return angle;
  621. },
  622. distanceTo: function ( v ) {
  623. return Math.sqrt( this.distanceToSquared( v ) );
  624. },
  625. distanceToSquared: function ( v ) {
  626. var dx = this.x - v.x, dy = this.y - v.y;
  627. return dx * dx + dy * dy;
  628. },
  629. manhattanDistanceTo: function ( v ) {
  630. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );
  631. },
  632. setLength: function ( length ) {
  633. return this.normalize().multiplyScalar( length );
  634. },
  635. lerp: function ( v, alpha ) {
  636. this.x += ( v.x - this.x ) * alpha;
  637. this.y += ( v.y - this.y ) * alpha;
  638. return this;
  639. },
  640. lerpVectors: function ( v1, v2, alpha ) {
  641. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  642. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  643. return this;
  644. },
  645. equals: function ( v ) {
  646. return ( ( v.x === this.x ) && ( v.y === this.y ) );
  647. },
  648. fromArray: function ( array, offset ) {
  649. if ( offset === undefined ) { offset = 0; }
  650. this.x = array[ offset ];
  651. this.y = array[ offset + 1 ];
  652. return this;
  653. },
  654. toArray: function ( array, offset ) {
  655. if ( array === undefined ) { array = []; }
  656. if ( offset === undefined ) { offset = 0; }
  657. array[ offset ] = this.x;
  658. array[ offset + 1 ] = this.y;
  659. return array;
  660. },
  661. fromBufferAttribute: function ( attribute, index, offset ) {
  662. if ( offset !== undefined ) {
  663. console.warn( 'THREE.Vector2: offset has been removed from .fromBufferAttribute().' );
  664. }
  665. this.x = attribute.getX( index );
  666. this.y = attribute.getY( index );
  667. return this;
  668. },
  669. rotateAround: function ( center, angle ) {
  670. var c = Math.cos( angle ), s = Math.sin( angle );
  671. var x = this.x - center.x;
  672. var y = this.y - center.y;
  673. this.x = x * c - y * s + center.x;
  674. this.y = x * s + y * c + center.y;
  675. return this;
  676. },
  677. random: function () {
  678. this.x = Math.random();
  679. this.y = Math.random();
  680. return this;
  681. }
  682. } );
  683. function Matrix3() {
  684. this.elements = [
  685. 1, 0, 0,
  686. 0, 1, 0,
  687. 0, 0, 1
  688. ];
  689. if ( arguments.length > 0 ) {
  690. console.error( 'THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.' );
  691. }
  692. }
  693. Object.assign( Matrix3.prototype, {
  694. isMatrix3: true,
  695. set: function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  696. var te = this.elements;
  697. te[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;
  698. te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;
  699. te[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;
  700. return this;
  701. },
  702. identity: function () {
  703. this.set(
  704. 1, 0, 0,
  705. 0, 1, 0,
  706. 0, 0, 1
  707. );
  708. return this;
  709. },
  710. clone: function () {
  711. return new this.constructor().fromArray( this.elements );
  712. },
  713. copy: function ( m ) {
  714. var te = this.elements;
  715. var me = m.elements;
  716. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ];
  717. te[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ];
  718. te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ];
  719. return this;
  720. },
  721. extractBasis: function ( xAxis, yAxis, zAxis ) {
  722. xAxis.setFromMatrix3Column( this, 0 );
  723. yAxis.setFromMatrix3Column( this, 1 );
  724. zAxis.setFromMatrix3Column( this, 2 );
  725. return this;
  726. },
  727. setFromMatrix4: function ( m ) {
  728. var me = m.elements;
  729. this.set(
  730. me[ 0 ], me[ 4 ], me[ 8 ],
  731. me[ 1 ], me[ 5 ], me[ 9 ],
  732. me[ 2 ], me[ 6 ], me[ 10 ]
  733. );
  734. return this;
  735. },
  736. multiply: function ( m ) {
  737. return this.multiplyMatrices( this, m );
  738. },
  739. premultiply: function ( m ) {
  740. return this.multiplyMatrices( m, this );
  741. },
  742. multiplyMatrices: function ( a, b ) {
  743. var ae = a.elements;
  744. var be = b.elements;
  745. var te = this.elements;
  746. var a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ];
  747. var a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ];
  748. var a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ];
  749. var b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ];
  750. var b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ];
  751. var b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ];
  752. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31;
  753. te[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32;
  754. te[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33;
  755. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31;
  756. te[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32;
  757. te[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33;
  758. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31;
  759. te[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32;
  760. te[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33;
  761. return this;
  762. },
  763. multiplyScalar: function ( s ) {
  764. var te = this.elements;
  765. te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;
  766. te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;
  767. te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;
  768. return this;
  769. },
  770. determinant: function () {
  771. var te = this.elements;
  772. var a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],
  773. d = te[ 3 ], e = te[ 4 ], f = te[ 5 ],
  774. g = te[ 6 ], h = te[ 7 ], i = te[ 8 ];
  775. return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
  776. },
  777. getInverse: function ( matrix, throwOnDegenerate ) {
  778. if ( throwOnDegenerate !== undefined ) {
  779. console.warn( "THREE.Matrix3: .getInverse() can no longer be configured to throw on degenerate." );
  780. }
  781. var me = matrix.elements,
  782. te = this.elements,
  783. n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ],
  784. n12 = me[ 3 ], n22 = me[ 4 ], n32 = me[ 5 ],
  785. n13 = me[ 6 ], n23 = me[ 7 ], n33 = me[ 8 ],
  786. t11 = n33 * n22 - n32 * n23,
  787. t12 = n32 * n13 - n33 * n12,
  788. t13 = n23 * n12 - n22 * n13,
  789. det = n11 * t11 + n21 * t12 + n31 * t13;
  790. if ( det === 0 ) { return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0 ); }
  791. var detInv = 1 / det;
  792. te[ 0 ] = t11 * detInv;
  793. te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;
  794. te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;
  795. te[ 3 ] = t12 * detInv;
  796. te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;
  797. te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;
  798. te[ 6 ] = t13 * detInv;
  799. te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;
  800. te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;
  801. return this;
  802. },
  803. transpose: function () {
  804. var tmp;
  805. var m = this.elements;
  806. tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;
  807. tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;
  808. tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;
  809. return this;
  810. },
  811. getNormalMatrix: function ( matrix4 ) {
  812. return this.setFromMatrix4( matrix4 ).getInverse( this ).transpose();
  813. },
  814. transposeIntoArray: function ( r ) {
  815. var m = this.elements;
  816. r[ 0 ] = m[ 0 ];
  817. r[ 1 ] = m[ 3 ];
  818. r[ 2 ] = m[ 6 ];
  819. r[ 3 ] = m[ 1 ];
  820. r[ 4 ] = m[ 4 ];
  821. r[ 5 ] = m[ 7 ];
  822. r[ 6 ] = m[ 2 ];
  823. r[ 7 ] = m[ 5 ];
  824. r[ 8 ] = m[ 8 ];
  825. return this;
  826. },
  827. setUvTransform: function ( tx, ty, sx, sy, rotation, cx, cy ) {
  828. var c = Math.cos( rotation );
  829. var s = Math.sin( rotation );
  830. this.set(
  831. sx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx,
  832. - sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty,
  833. 0, 0, 1
  834. );
  835. },
  836. scale: function ( sx, sy ) {
  837. var te = this.elements;
  838. te[ 0 ] *= sx; te[ 3 ] *= sx; te[ 6 ] *= sx;
  839. te[ 1 ] *= sy; te[ 4 ] *= sy; te[ 7 ] *= sy;
  840. return this;
  841. },
  842. rotate: function ( theta ) {
  843. var c = Math.cos( theta );
  844. var s = Math.sin( theta );
  845. var te = this.elements;
  846. var a11 = te[ 0 ], a12 = te[ 3 ], a13 = te[ 6 ];
  847. var a21 = te[ 1 ], a22 = te[ 4 ], a23 = te[ 7 ];
  848. te[ 0 ] = c * a11 + s * a21;
  849. te[ 3 ] = c * a12 + s * a22;
  850. te[ 6 ] = c * a13 + s * a23;
  851. te[ 1 ] = - s * a11 + c * a21;
  852. te[ 4 ] = - s * a12 + c * a22;
  853. te[ 7 ] = - s * a13 + c * a23;
  854. return this;
  855. },
  856. translate: function ( tx, ty ) {
  857. var te = this.elements;
  858. te[ 0 ] += tx * te[ 2 ]; te[ 3 ] += tx * te[ 5 ]; te[ 6 ] += tx * te[ 8 ];
  859. te[ 1 ] += ty * te[ 2 ]; te[ 4 ] += ty * te[ 5 ]; te[ 7 ] += ty * te[ 8 ];
  860. return this;
  861. },
  862. equals: function ( matrix ) {
  863. var te = this.elements;
  864. var me = matrix.elements;
  865. for ( var i = 0; i < 9; i ++ ) {
  866. if ( te[ i ] !== me[ i ] ) { return false; }
  867. }
  868. return true;
  869. },
  870. fromArray: function ( array, offset ) {
  871. if ( offset === undefined ) { offset = 0; }
  872. for ( var i = 0; i < 9; i ++ ) {
  873. this.elements[ i ] = array[ i + offset ];
  874. }
  875. return this;
  876. },
  877. toArray: function ( array, offset ) {
  878. if ( array === undefined ) { array = []; }
  879. if ( offset === undefined ) { offset = 0; }
  880. var te = this.elements;
  881. array[ offset ] = te[ 0 ];
  882. array[ offset + 1 ] = te[ 1 ];
  883. array[ offset + 2 ] = te[ 2 ];
  884. array[ offset + 3 ] = te[ 3 ];
  885. array[ offset + 4 ] = te[ 4 ];
  886. array[ offset + 5 ] = te[ 5 ];
  887. array[ offset + 6 ] = te[ 6 ];
  888. array[ offset + 7 ] = te[ 7 ];
  889. array[ offset + 8 ] = te[ 8 ];
  890. return array;
  891. }
  892. } );
  893. var _canvas;
  894. var ImageUtils = {
  895. getDataURL: function ( image ) {
  896. if ( /^data:/i.test( image.src ) ) {
  897. return image.src;
  898. }
  899. if ( typeof HTMLCanvasElement == 'undefined' ) {
  900. return image.src;
  901. }
  902. var canvas;
  903. if ( image instanceof HTMLCanvasElement ) {
  904. canvas = image;
  905. } else {
  906. if ( _canvas === undefined ) { _canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ); }
  907. _canvas.width = image.width;
  908. _canvas.height = image.height;
  909. var context = _canvas.getContext( '2d' );
  910. if ( image instanceof ImageData ) {
  911. context.putImageData( image, 0, 0 );
  912. } else {
  913. context.drawImage( image, 0, 0, image.width, image.height );
  914. }
  915. canvas = _canvas;
  916. }
  917. if ( canvas.width > 2048 || canvas.height > 2048 ) {
  918. return canvas.toDataURL( 'image/jpeg', 0.6 );
  919. } else {
  920. return canvas.toDataURL( 'image/png' );
  921. }
  922. }
  923. };
  924. var textureId = 0;
  925. function Texture( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
  926. Object.defineProperty( this, 'id', { value: textureId ++ } );
  927. this.uuid = MathUtils.generateUUID();
  928. this.name = '';
  929. this.image = image !== undefined ? image : Texture.DEFAULT_IMAGE;
  930. this.mipmaps = [];
  931. this.mapping = mapping !== undefined ? mapping : Texture.DEFAULT_MAPPING;
  932. this.wrapS = wrapS !== undefined ? wrapS : ClampToEdgeWrapping;
  933. this.wrapT = wrapT !== undefined ? wrapT : ClampToEdgeWrapping;
  934. this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
  935. this.minFilter = minFilter !== undefined ? minFilter : LinearMipmapLinearFilter;
  936. this.anisotropy = anisotropy !== undefined ? anisotropy : 1;
  937. this.format = format !== undefined ? format : RGBAFormat;
  938. this.internalFormat = null;
  939. this.type = type !== undefined ? type : UnsignedByteType;
  940. this.offset = new Vector2( 0, 0 );
  941. this.repeat = new Vector2( 1, 1 );
  942. this.center = new Vector2( 0, 0 );
  943. this.rotation = 0;
  944. this.matrixAutoUpdate = true;
  945. this.matrix = new Matrix3();
  946. this.generateMipmaps = true;
  947. this.premultiplyAlpha = false;
  948. this.flipY = true;
  949. this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
  950. // Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap.
  951. //
  952. // Also changing the encoding after already used by a Material will not automatically make the Material
  953. // update. You need to explicitly call Material.needsUpdate to trigger it to recompile.
  954. this.encoding = encoding !== undefined ? encoding : LinearEncoding;
  955. this.version = 0;
  956. this.onUpdate = null;
  957. }
  958. Texture.DEFAULT_IMAGE = undefined;
  959. Texture.DEFAULT_MAPPING = UVMapping;
  960. Texture.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  961. constructor: Texture,
  962. isTexture: true,
  963. updateMatrix: function () {
  964. this.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y );
  965. },
  966. clone: function () {
  967. return new this.constructor().copy( this );
  968. },
  969. copy: function ( source ) {
  970. this.name = source.name;
  971. this.image = source.image;
  972. this.mipmaps = source.mipmaps.slice( 0 );
  973. this.mapping = source.mapping;
  974. this.wrapS = source.wrapS;
  975. this.wrapT = source.wrapT;
  976. this.magFilter = source.magFilter;
  977. this.minFilter = source.minFilter;
  978. this.anisotropy = source.anisotropy;
  979. this.format = source.format;
  980. this.internalFormat = source.internalFormat;
  981. this.type = source.type;
  982. this.offset.copy( source.offset );
  983. this.repeat.copy( source.repeat );
  984. this.center.copy( source.center );
  985. this.rotation = source.rotation;
  986. this.matrixAutoUpdate = source.matrixAutoUpdate;
  987. this.matrix.copy( source.matrix );
  988. this.generateMipmaps = source.generateMipmaps;
  989. this.premultiplyAlpha = source.premultiplyAlpha;
  990. this.flipY = source.flipY;
  991. this.unpackAlignment = source.unpackAlignment;
  992. this.encoding = source.encoding;
  993. return this;
  994. },
  995. toJSON: function ( meta ) {
  996. var isRootObject = ( meta === undefined || typeof meta === 'string' );
  997. if ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) {
  998. return meta.textures[ this.uuid ];
  999. }
  1000. var output = {
  1001. metadata: {
  1002. version: 4.5,
  1003. type: 'Texture',
  1004. generator: 'Texture.toJSON'
  1005. },
  1006. uuid: this.uuid,
  1007. name: this.name,
  1008. mapping: this.mapping,
  1009. repeat: [ this.repeat.x, this.repeat.y ],
  1010. offset: [ this.offset.x, this.offset.y ],
  1011. center: [ this.center.x, this.center.y ],
  1012. rotation: this.rotation,
  1013. wrap: [ this.wrapS, this.wrapT ],
  1014. format: this.format,
  1015. type: this.type,
  1016. encoding: this.encoding,
  1017. minFilter: this.minFilter,
  1018. magFilter: this.magFilter,
  1019. anisotropy: this.anisotropy,
  1020. flipY: this.flipY,
  1021. premultiplyAlpha: this.premultiplyAlpha,
  1022. unpackAlignment: this.unpackAlignment
  1023. };
  1024. if ( this.image !== undefined ) {
  1025. // TODO: Move to THREE.Image
  1026. var image = this.image;
  1027. if ( image.uuid === undefined ) {
  1028. image.uuid = MathUtils.generateUUID(); // UGH
  1029. }
  1030. if ( ! isRootObject && meta.images[ image.uuid ] === undefined ) {
  1031. var url;
  1032. if ( Array.isArray( image ) ) {
  1033. // process array of images e.g. CubeTexture
  1034. url = [];
  1035. for ( var i = 0, l = image.length; i < l; i ++ ) {
  1036. url.push( ImageUtils.getDataURL( image[ i ] ) );
  1037. }
  1038. } else {
  1039. // process single image
  1040. url = ImageUtils.getDataURL( image );
  1041. }
  1042. meta.images[ image.uuid ] = {
  1043. uuid: image.uuid,
  1044. url: url
  1045. };
  1046. }
  1047. output.image = image.uuid;
  1048. }
  1049. if ( ! isRootObject ) {
  1050. meta.textures[ this.uuid ] = output;
  1051. }
  1052. return output;
  1053. },
  1054. dispose: function () {
  1055. this.dispatchEvent( { type: 'dispose' } );
  1056. },
  1057. transformUv: function ( uv ) {
  1058. if ( this.mapping !== UVMapping ) { return uv; }
  1059. uv.applyMatrix3( this.matrix );
  1060. if ( uv.x < 0 || uv.x > 1 ) {
  1061. switch ( this.wrapS ) {
  1062. case RepeatWrapping:
  1063. uv.x = uv.x - Math.floor( uv.x );
  1064. break;
  1065. case ClampToEdgeWrapping:
  1066. uv.x = uv.x < 0 ? 0 : 1;
  1067. break;
  1068. case MirroredRepeatWrapping:
  1069. if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {
  1070. uv.x = Math.ceil( uv.x ) - uv.x;
  1071. } else {
  1072. uv.x = uv.x - Math.floor( uv.x );
  1073. }
  1074. break;
  1075. }
  1076. }
  1077. if ( uv.y < 0 || uv.y > 1 ) {
  1078. switch ( this.wrapT ) {
  1079. case RepeatWrapping:
  1080. uv.y = uv.y - Math.floor( uv.y );
  1081. break;
  1082. case ClampToEdgeWrapping:
  1083. uv.y = uv.y < 0 ? 0 : 1;
  1084. break;
  1085. case MirroredRepeatWrapping:
  1086. if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {
  1087. uv.y = Math.ceil( uv.y ) - uv.y;
  1088. } else {
  1089. uv.y = uv.y - Math.floor( uv.y );
  1090. }
  1091. break;
  1092. }
  1093. }
  1094. if ( this.flipY ) {
  1095. uv.y = 1 - uv.y;
  1096. }
  1097. return uv;
  1098. }
  1099. } );
  1100. Object.defineProperty( Texture.prototype, "needsUpdate", {
  1101. set: function ( value ) {
  1102. if ( value === true ) { this.version ++; }
  1103. }
  1104. } );
  1105. function Vector4( x, y, z, w ) {
  1106. if ( x === void 0 ) x = 0;
  1107. if ( y === void 0 ) y = 0;
  1108. if ( z === void 0 ) z = 0;
  1109. if ( w === void 0 ) w = 1;
  1110. this.x = x;
  1111. this.y = y;
  1112. this.z = z;
  1113. this.w = w;
  1114. }
  1115. Object.defineProperties( Vector4.prototype, {
  1116. "width": {
  1117. get: function () {
  1118. return this.z;
  1119. },
  1120. set: function ( value ) {
  1121. this.z = value;
  1122. }
  1123. },
  1124. "height": {
  1125. get: function () {
  1126. return this.w;
  1127. },
  1128. set: function ( value ) {
  1129. this.w = value;
  1130. }
  1131. }
  1132. } );
  1133. Object.assign( Vector4.prototype, {
  1134. isVector4: true,
  1135. set: function ( x, y, z, w ) {
  1136. this.x = x;
  1137. this.y = y;
  1138. this.z = z;
  1139. this.w = w;
  1140. return this;
  1141. },
  1142. setScalar: function ( scalar ) {
  1143. this.x = scalar;
  1144. this.y = scalar;
  1145. this.z = scalar;
  1146. this.w = scalar;
  1147. return this;
  1148. },
  1149. setX: function ( x ) {
  1150. this.x = x;
  1151. return this;
  1152. },
  1153. setY: function ( y ) {
  1154. this.y = y;
  1155. return this;
  1156. },
  1157. setZ: function ( z ) {
  1158. this.z = z;
  1159. return this;
  1160. },
  1161. setW: function ( w ) {
  1162. this.w = w;
  1163. return this;
  1164. },
  1165. setComponent: function ( index, value ) {
  1166. switch ( index ) {
  1167. case 0: this.x = value; break;
  1168. case 1: this.y = value; break;
  1169. case 2: this.z = value; break;
  1170. case 3: this.w = value; break;
  1171. default: throw new Error( 'index is out of range: ' + index );
  1172. }
  1173. return this;
  1174. },
  1175. getComponent: function ( index ) {
  1176. switch ( index ) {
  1177. case 0: return this.x;
  1178. case 1: return this.y;
  1179. case 2: return this.z;
  1180. case 3: return this.w;
  1181. default: throw new Error( 'index is out of range: ' + index );
  1182. }
  1183. },
  1184. clone: function () {
  1185. return new this.constructor( this.x, this.y, this.z, this.w );
  1186. },
  1187. copy: function ( v ) {
  1188. this.x = v.x;
  1189. this.y = v.y;
  1190. this.z = v.z;
  1191. this.w = ( v.w !== undefined ) ? v.w : 1;
  1192. return this;
  1193. },
  1194. add: function ( v, w ) {
  1195. if ( w !== undefined ) {
  1196. console.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  1197. return this.addVectors( v, w );
  1198. }
  1199. this.x += v.x;
  1200. this.y += v.y;
  1201. this.z += v.z;
  1202. this.w += v.w;
  1203. return this;
  1204. },
  1205. addScalar: function ( s ) {
  1206. this.x += s;
  1207. this.y += s;
  1208. this.z += s;
  1209. this.w += s;
  1210. return this;
  1211. },
  1212. addVectors: function ( a, b ) {
  1213. this.x = a.x + b.x;
  1214. this.y = a.y + b.y;
  1215. this.z = a.z + b.z;
  1216. this.w = a.w + b.w;
  1217. return this;
  1218. },
  1219. addScaledVector: function ( v, s ) {
  1220. this.x += v.x * s;
  1221. this.y += v.y * s;
  1222. this.z += v.z * s;
  1223. this.w += v.w * s;
  1224. return this;
  1225. },
  1226. sub: function ( v, w ) {
  1227. if ( w !== undefined ) {
  1228. console.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  1229. return this.subVectors( v, w );
  1230. }
  1231. this.x -= v.x;
  1232. this.y -= v.y;
  1233. this.z -= v.z;
  1234. this.w -= v.w;
  1235. return this;
  1236. },
  1237. subScalar: function ( s ) {
  1238. this.x -= s;
  1239. this.y -= s;
  1240. this.z -= s;
  1241. this.w -= s;
  1242. return this;
  1243. },
  1244. subVectors: function ( a, b ) {
  1245. this.x = a.x - b.x;
  1246. this.y = a.y - b.y;
  1247. this.z = a.z - b.z;
  1248. this.w = a.w - b.w;
  1249. return this;
  1250. },
  1251. multiplyScalar: function ( scalar ) {
  1252. this.x *= scalar;
  1253. this.y *= scalar;
  1254. this.z *= scalar;
  1255. this.w *= scalar;
  1256. return this;
  1257. },
  1258. applyMatrix4: function ( m ) {
  1259. var x = this.x, y = this.y, z = this.z, w = this.w;
  1260. var e = m.elements;
  1261. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;
  1262. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;
  1263. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;
  1264. this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;
  1265. return this;
  1266. },
  1267. divideScalar: function ( scalar ) {
  1268. return this.multiplyScalar( 1 / scalar );
  1269. },
  1270. setAxisAngleFromQuaternion: function ( q ) {
  1271. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
  1272. // q is assumed to be normalized
  1273. this.w = 2 * Math.acos( q.w );
  1274. var s = Math.sqrt( 1 - q.w * q.w );
  1275. if ( s < 0.0001 ) {
  1276. this.x = 1;
  1277. this.y = 0;
  1278. this.z = 0;
  1279. } else {
  1280. this.x = q.x / s;
  1281. this.y = q.y / s;
  1282. this.z = q.z / s;
  1283. }
  1284. return this;
  1285. },
  1286. setAxisAngleFromRotationMatrix: function ( m ) {
  1287. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
  1288. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  1289. var angle, x, y, z; // variables for result
  1290. var epsilon = 0.01, // margin to allow for rounding errors
  1291. epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees
  1292. te = m.elements,
  1293. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  1294. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  1295. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  1296. if ( ( Math.abs( m12 - m21 ) < epsilon ) &&
  1297. ( Math.abs( m13 - m31 ) < epsilon ) &&
  1298. ( Math.abs( m23 - m32 ) < epsilon ) ) {
  1299. // singularity found
  1300. // first check for identity matrix which must have +1 for all terms
  1301. // in leading diagonal and zero in other terms
  1302. if ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&
  1303. ( Math.abs( m13 + m31 ) < epsilon2 ) &&
  1304. ( Math.abs( m23 + m32 ) < epsilon2 ) &&
  1305. ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
  1306. // this singularity is identity matrix so angle = 0
  1307. this.set( 1, 0, 0, 0 );
  1308. return this; // zero angle, arbitrary axis
  1309. }
  1310. // otherwise this singularity is angle = 180
  1311. angle = Math.PI;
  1312. var xx = ( m11 + 1 ) / 2;
  1313. var yy = ( m22 + 1 ) / 2;
  1314. var zz = ( m33 + 1 ) / 2;
  1315. var xy = ( m12 + m21 ) / 4;
  1316. var xz = ( m13 + m31 ) / 4;
  1317. var yz = ( m23 + m32 ) / 4;
  1318. if ( ( xx > yy ) && ( xx > zz ) ) {
  1319. // m11 is the largest diagonal term
  1320. if ( xx < epsilon ) {
  1321. x = 0;
  1322. y = 0.707106781;
  1323. z = 0.707106781;
  1324. } else {
  1325. x = Math.sqrt( xx );
  1326. y = xy / x;
  1327. z = xz / x;
  1328. }
  1329. } else if ( yy > zz ) {
  1330. // m22 is the largest diagonal term
  1331. if ( yy < epsilon ) {
  1332. x = 0.707106781;
  1333. y = 0;
  1334. z = 0.707106781;
  1335. } else {
  1336. y = Math.sqrt( yy );
  1337. x = xy / y;
  1338. z = yz / y;
  1339. }
  1340. } else {
  1341. // m33 is the largest diagonal term so base result on this
  1342. if ( zz < epsilon ) {
  1343. x = 0.707106781;
  1344. y = 0.707106781;
  1345. z = 0;
  1346. } else {
  1347. z = Math.sqrt( zz );
  1348. x = xz / z;
  1349. y = yz / z;
  1350. }
  1351. }
  1352. this.set( x, y, z, angle );
  1353. return this; // return 180 deg rotation
  1354. }
  1355. // as we have reached here there are no singularities so we can handle normally
  1356. var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +
  1357. ( m13 - m31 ) * ( m13 - m31 ) +
  1358. ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
  1359. if ( Math.abs( s ) < 0.001 ) { s = 1; }
  1360. // prevent divide by zero, should not happen if matrix is orthogonal and should be
  1361. // caught by singularity test above, but I've left it in just in case
  1362. this.x = ( m32 - m23 ) / s;
  1363. this.y = ( m13 - m31 ) / s;
  1364. this.z = ( m21 - m12 ) / s;
  1365. this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
  1366. return this;
  1367. },
  1368. min: function ( v ) {
  1369. this.x = Math.min( this.x, v.x );
  1370. this.y = Math.min( this.y, v.y );
  1371. this.z = Math.min( this.z, v.z );
  1372. this.w = Math.min( this.w, v.w );
  1373. return this;
  1374. },
  1375. max: function ( v ) {
  1376. this.x = Math.max( this.x, v.x );
  1377. this.y = Math.max( this.y, v.y );
  1378. this.z = Math.max( this.z, v.z );
  1379. this.w = Math.max( this.w, v.w );
  1380. return this;
  1381. },
  1382. clamp: function ( min, max ) {
  1383. // assumes min < max, componentwise
  1384. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  1385. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  1386. this.z = Math.max( min.z, Math.min( max.z, this.z ) );
  1387. this.w = Math.max( min.w, Math.min( max.w, this.w ) );
  1388. return this;
  1389. },
  1390. clampScalar: function ( minVal, maxVal ) {
  1391. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  1392. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  1393. this.z = Math.max( minVal, Math.min( maxVal, this.z ) );
  1394. this.w = Math.max( minVal, Math.min( maxVal, this.w ) );
  1395. return this;
  1396. },
  1397. clampLength: function ( min, max ) {
  1398. var length = this.length();
  1399. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  1400. },
  1401. floor: function () {
  1402. this.x = Math.floor( this.x );
  1403. this.y = Math.floor( this.y );
  1404. this.z = Math.floor( this.z );
  1405. this.w = Math.floor( this.w );
  1406. return this;
  1407. },
  1408. ceil: function () {
  1409. this.x = Math.ceil( this.x );
  1410. this.y = Math.ceil( this.y );
  1411. this.z = Math.ceil( this.z );
  1412. this.w = Math.ceil( this.w );
  1413. return this;
  1414. },
  1415. round: function () {
  1416. this.x = Math.round( this.x );
  1417. this.y = Math.round( this.y );
  1418. this.z = Math.round( this.z );
  1419. this.w = Math.round( this.w );
  1420. return this;
  1421. },
  1422. roundToZero: function () {
  1423. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  1424. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  1425. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  1426. this.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w );
  1427. return this;
  1428. },
  1429. negate: function () {
  1430. this.x = - this.x;
  1431. this.y = - this.y;
  1432. this.z = - this.z;
  1433. this.w = - this.w;
  1434. return this;
  1435. },
  1436. dot: function ( v ) {
  1437. return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
  1438. },
  1439. lengthSq: function () {
  1440. return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
  1441. },
  1442. length: function () {
  1443. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
  1444. },
  1445. manhattanLength: function () {
  1446. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
  1447. },
  1448. normalize: function () {
  1449. return this.divideScalar( this.length() || 1 );
  1450. },
  1451. setLength: function ( length ) {
  1452. return this.normalize().multiplyScalar( length );
  1453. },
  1454. lerp: function ( v, alpha ) {
  1455. this.x += ( v.x - this.x ) * alpha;
  1456. this.y += ( v.y - this.y ) * alpha;
  1457. this.z += ( v.z - this.z ) * alpha;
  1458. this.w += ( v.w - this.w ) * alpha;
  1459. return this;
  1460. },
  1461. lerpVectors: function ( v1, v2, alpha ) {
  1462. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  1463. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  1464. this.z = v1.z + ( v2.z - v1.z ) * alpha;
  1465. this.w = v1.w + ( v2.w - v1.w ) * alpha;
  1466. return this;
  1467. },
  1468. equals: function ( v ) {
  1469. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
  1470. },
  1471. fromArray: function ( array, offset ) {
  1472. if ( offset === undefined ) { offset = 0; }
  1473. this.x = array[ offset ];
  1474. this.y = array[ offset + 1 ];
  1475. this.z = array[ offset + 2 ];
  1476. this.w = array[ offset + 3 ];
  1477. return this;
  1478. },
  1479. toArray: function ( array, offset ) {
  1480. if ( array === undefined ) { array = []; }
  1481. if ( offset === undefined ) { offset = 0; }
  1482. array[ offset ] = this.x;
  1483. array[ offset + 1 ] = this.y;
  1484. array[ offset + 2 ] = this.z;
  1485. array[ offset + 3 ] = this.w;
  1486. return array;
  1487. },
  1488. fromBufferAttribute: function ( attribute, index, offset ) {
  1489. if ( offset !== undefined ) {
  1490. console.warn( 'THREE.Vector4: offset has been removed from .fromBufferAttribute().' );
  1491. }
  1492. this.x = attribute.getX( index );
  1493. this.y = attribute.getY( index );
  1494. this.z = attribute.getZ( index );
  1495. this.w = attribute.getW( index );
  1496. return this;
  1497. },
  1498. random: function () {
  1499. this.x = Math.random();
  1500. this.y = Math.random();
  1501. this.z = Math.random();
  1502. this.w = Math.random();
  1503. return this;
  1504. }
  1505. } );
  1506. /*
  1507. In options, we can specify:
  1508. * Texture parameters for an auto-generated target texture
  1509. * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers
  1510. */
  1511. function WebGLRenderTarget( width, height, options ) {
  1512. this.width = width;
  1513. this.height = height;
  1514. this.scissor = new Vector4( 0, 0, width, height );
  1515. this.scissorTest = false;
  1516. this.viewport = new Vector4( 0, 0, width, height );
  1517. options = options || {};
  1518. this.texture = new Texture( undefined, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding );
  1519. this.texture.image = {};
  1520. this.texture.image.width = width;
  1521. this.texture.image.height = height;
  1522. this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;
  1523. this.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;
  1524. this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;
  1525. this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true;
  1526. this.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null;
  1527. }
  1528. WebGLRenderTarget.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  1529. constructor: WebGLRenderTarget,
  1530. isWebGLRenderTarget: true,
  1531. setSize: function ( width, height ) {
  1532. if ( this.width !== width || this.height !== height ) {
  1533. this.width = width;
  1534. this.height = height;
  1535. this.texture.image.width = width;
  1536. this.texture.image.height = height;
  1537. this.dispose();
  1538. }
  1539. this.viewport.set( 0, 0, width, height );
  1540. this.scissor.set( 0, 0, width, height );
  1541. },
  1542. clone: function () {
  1543. return new this.constructor().copy( this );
  1544. },
  1545. copy: function ( source ) {
  1546. this.width = source.width;
  1547. this.height = source.height;
  1548. this.viewport.copy( source.viewport );
  1549. this.texture = source.texture.clone();
  1550. this.depthBuffer = source.depthBuffer;
  1551. this.stencilBuffer = source.stencilBuffer;
  1552. this.depthTexture = source.depthTexture;
  1553. return this;
  1554. },
  1555. dispose: function () {
  1556. this.dispatchEvent( { type: 'dispose' } );
  1557. }
  1558. } );
  1559. function WebGLMultisampleRenderTarget( width, height, options ) {
  1560. WebGLRenderTarget.call( this, width, height, options );
  1561. this.samples = 4;
  1562. }
  1563. WebGLMultisampleRenderTarget.prototype = Object.assign( Object.create( WebGLRenderTarget.prototype ), {
  1564. constructor: WebGLMultisampleRenderTarget,
  1565. isWebGLMultisampleRenderTarget: true,
  1566. copy: function ( source ) {
  1567. WebGLRenderTarget.prototype.copy.call( this, source );
  1568. this.samples = source.samples;
  1569. return this;
  1570. }
  1571. } );
  1572. function Quaternion( x, y, z, w ) {
  1573. if ( x === void 0 ) x = 0;
  1574. if ( y === void 0 ) y = 0;
  1575. if ( z === void 0 ) z = 0;
  1576. if ( w === void 0 ) w = 1;
  1577. this._x = x;
  1578. this._y = y;
  1579. this._z = z;
  1580. this._w = w;
  1581. }
  1582. Object.assign( Quaternion, {
  1583. slerp: function ( qa, qb, qm, t ) {
  1584. return qm.copy( qa ).slerp( qb, t );
  1585. },
  1586. slerpFlat: function ( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {
  1587. // fuzz-free, array-based Quaternion SLERP operation
  1588. var x0 = src0[ srcOffset0 + 0 ],
  1589. y0 = src0[ srcOffset0 + 1 ],
  1590. z0 = src0[ srcOffset0 + 2 ],
  1591. w0 = src0[ srcOffset0 + 3 ];
  1592. var x1 = src1[ srcOffset1 + 0 ],
  1593. y1 = src1[ srcOffset1 + 1 ],
  1594. z1 = src1[ srcOffset1 + 2 ],
  1595. w1 = src1[ srcOffset1 + 3 ];
  1596. if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {
  1597. var s = 1 - t;
  1598. var cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1,
  1599. dir = ( cos >= 0 ? 1 : - 1 ),
  1600. sqrSin = 1 - cos * cos;
  1601. // Skip the Slerp for tiny steps to avoid numeric problems:
  1602. if ( sqrSin > Number.EPSILON ) {
  1603. var sin = Math.sqrt( sqrSin ),
  1604. len = Math.atan2( sin, cos * dir );
  1605. s = Math.sin( s * len ) / sin;
  1606. t = Math.sin( t * len ) / sin;
  1607. }
  1608. var tDir = t * dir;
  1609. x0 = x0 * s + x1 * tDir;
  1610. y0 = y0 * s + y1 * tDir;
  1611. z0 = z0 * s + z1 * tDir;
  1612. w0 = w0 * s + w1 * tDir;
  1613. // Normalize in case we just did a lerp:
  1614. if ( s === 1 - t ) {
  1615. var f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );
  1616. x0 *= f;
  1617. y0 *= f;
  1618. z0 *= f;
  1619. w0 *= f;
  1620. }
  1621. }
  1622. dst[ dstOffset ] = x0;
  1623. dst[ dstOffset + 1 ] = y0;
  1624. dst[ dstOffset + 2 ] = z0;
  1625. dst[ dstOffset + 3 ] = w0;
  1626. },
  1627. multiplyQuaternionsFlat: function ( dst, dstOffset, src0, srcOffset0, src1, srcOffset1 ) {
  1628. var x0 = src0[ srcOffset0 ];
  1629. var y0 = src0[ srcOffset0 + 1 ];
  1630. var z0 = src0[ srcOffset0 + 2 ];
  1631. var w0 = src0[ srcOffset0 + 3 ];
  1632. var x1 = src1[ srcOffset1 ];
  1633. var y1 = src1[ srcOffset1 + 1 ];
  1634. var z1 = src1[ srcOffset1 + 2 ];
  1635. var w1 = src1[ srcOffset1 + 3 ];
  1636. dst[ dstOffset ] = x0 * w1 + w0 * x1 + y0 * z1 - z0 * y1;
  1637. dst[ dstOffset + 1 ] = y0 * w1 + w0 * y1 + z0 * x1 - x0 * z1;
  1638. dst[ dstOffset + 2 ] = z0 * w1 + w0 * z1 + x0 * y1 - y0 * x1;
  1639. dst[ dstOffset + 3 ] = w0 * w1 - x0 * x1 - y0 * y1 - z0 * z1;
  1640. return dst;
  1641. }
  1642. } );
  1643. Object.defineProperties( Quaternion.prototype, {
  1644. x: {
  1645. get: function () {
  1646. return this._x;
  1647. },
  1648. set: function ( value ) {
  1649. this._x = value;
  1650. this._onChangeCallback();
  1651. }
  1652. },
  1653. y: {
  1654. get: function () {
  1655. return this._y;
  1656. },
  1657. set: function ( value ) {
  1658. this._y = value;
  1659. this._onChangeCallback();
  1660. }
  1661. },
  1662. z: {
  1663. get: function () {
  1664. return this._z;
  1665. },
  1666. set: function ( value ) {
  1667. this._z = value;
  1668. this._onChangeCallback();
  1669. }
  1670. },
  1671. w: {
  1672. get: function () {
  1673. return this._w;
  1674. },
  1675. set: function ( value ) {
  1676. this._w = value;
  1677. this._onChangeCallback();
  1678. }
  1679. }
  1680. } );
  1681. Object.assign( Quaternion.prototype, {
  1682. isQuaternion: true,
  1683. set: function ( x, y, z, w ) {
  1684. this._x = x;
  1685. this._y = y;
  1686. this._z = z;
  1687. this._w = w;
  1688. this._onChangeCallback();
  1689. return this;
  1690. },
  1691. clone: function () {
  1692. return new this.constructor( this._x, this._y, this._z, this._w );
  1693. },
  1694. copy: function ( quaternion ) {
  1695. this._x = quaternion.x;
  1696. this._y = quaternion.y;
  1697. this._z = quaternion.z;
  1698. this._w = quaternion.w;
  1699. this._onChangeCallback();
  1700. return this;
  1701. },
  1702. setFromEuler: function ( euler, update ) {
  1703. if ( ! ( euler && euler.isEuler ) ) {
  1704. throw new Error( 'THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.' );
  1705. }
  1706. var x = euler._x, y = euler._y, z = euler._z, order = euler.order;
  1707. // http://www.mathworks.com/matlabcentral/fileexchange/
  1708. // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
  1709. // content/SpinCalc.m
  1710. var cos = Math.cos;
  1711. var sin = Math.sin;
  1712. var c1 = cos( x / 2 );
  1713. var c2 = cos( y / 2 );
  1714. var c3 = cos( z / 2 );
  1715. var s1 = sin( x / 2 );
  1716. var s2 = sin( y / 2 );
  1717. var s3 = sin( z / 2 );
  1718. switch ( order ) {
  1719. case 'XYZ':
  1720. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  1721. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  1722. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  1723. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  1724. break;
  1725. case 'YXZ':
  1726. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  1727. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  1728. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  1729. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  1730. break;
  1731. case 'ZXY':
  1732. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  1733. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  1734. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  1735. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  1736. break;
  1737. case 'ZYX':
  1738. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  1739. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  1740. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  1741. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  1742. break;
  1743. case 'YZX':
  1744. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  1745. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  1746. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  1747. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  1748. break;
  1749. case 'XZY':
  1750. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  1751. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  1752. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  1753. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  1754. break;
  1755. default:
  1756. console.warn( 'THREE.Quaternion: .setFromEuler() encountered an unknown order: ' + order );
  1757. }
  1758. if ( update !== false ) { this._onChangeCallback(); }
  1759. return this;
  1760. },
  1761. setFromAxisAngle: function ( axis, angle ) {
  1762. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
  1763. // assumes axis is normalized
  1764. var halfAngle = angle / 2, s = Math.sin( halfAngle );
  1765. this._x = axis.x * s;
  1766. this._y = axis.y * s;
  1767. this._z = axis.z * s;
  1768. this._w = Math.cos( halfAngle );
  1769. this._onChangeCallback();
  1770. return this;
  1771. },
  1772. setFromRotationMatrix: function ( m ) {
  1773. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
  1774. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  1775. var te = m.elements,
  1776. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  1777. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  1778. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],
  1779. trace = m11 + m22 + m33;
  1780. if ( trace > 0 ) {
  1781. var s = 0.5 / Math.sqrt( trace + 1.0 );
  1782. this._w = 0.25 / s;
  1783. this._x = ( m32 - m23 ) * s;
  1784. this._y = ( m13 - m31 ) * s;
  1785. this._z = ( m21 - m12 ) * s;
  1786. } else if ( m11 > m22 && m11 > m33 ) {
  1787. var s$1 = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
  1788. this._w = ( m32 - m23 ) / s$1;
  1789. this._x = 0.25 * s$1;
  1790. this._y = ( m12 + m21 ) / s$1;
  1791. this._z = ( m13 + m31 ) / s$1;
  1792. } else if ( m22 > m33 ) {
  1793. var s$2 = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
  1794. this._w = ( m13 - m31 ) / s$2;
  1795. this._x = ( m12 + m21 ) / s$2;
  1796. this._y = 0.25 * s$2;
  1797. this._z = ( m23 + m32 ) / s$2;
  1798. } else {
  1799. var s$3 = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
  1800. this._w = ( m21 - m12 ) / s$3;
  1801. this._x = ( m13 + m31 ) / s$3;
  1802. this._y = ( m23 + m32 ) / s$3;
  1803. this._z = 0.25 * s$3;
  1804. }
  1805. this._onChangeCallback();
  1806. return this;
  1807. },
  1808. setFromUnitVectors: function ( vFrom, vTo ) {
  1809. // assumes direction vectors vFrom and vTo are normalized
  1810. var EPS = 0.000001;
  1811. var r = vFrom.dot( vTo ) + 1;
  1812. if ( r < EPS ) {
  1813. r = 0;
  1814. if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {
  1815. this._x = - vFrom.y;
  1816. this._y = vFrom.x;
  1817. this._z = 0;
  1818. this._w = r;
  1819. } else {
  1820. this._x = 0;
  1821. this._y = - vFrom.z;
  1822. this._z = vFrom.y;
  1823. this._w = r;
  1824. }
  1825. } else {
  1826. // crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3
  1827. this._x = vFrom.y * vTo.z - vFrom.z * vTo.y;
  1828. this._y = vFrom.z * vTo.x - vFrom.x * vTo.z;
  1829. this._z = vFrom.x * vTo.y - vFrom.y * vTo.x;
  1830. this._w = r;
  1831. }
  1832. return this.normalize();
  1833. },
  1834. angleTo: function ( q ) {
  1835. return 2 * Math.acos( Math.abs( MathUtils.clamp( this.dot( q ), - 1, 1 ) ) );
  1836. },
  1837. rotateTowards: function ( q, step ) {
  1838. var angle = this.angleTo( q );
  1839. if ( angle === 0 ) { return this; }
  1840. var t = Math.min( 1, step / angle );
  1841. this.slerp( q, t );
  1842. return this;
  1843. },
  1844. identity: function () {
  1845. return this.set( 0, 0, 0, 1 );
  1846. },
  1847. inverse: function () {
  1848. // quaternion is assumed to have unit length
  1849. return this.conjugate();
  1850. },
  1851. conjugate: function () {
  1852. this._x *= - 1;
  1853. this._y *= - 1;
  1854. this._z *= - 1;
  1855. this._onChangeCallback();
  1856. return this;
  1857. },
  1858. dot: function ( v ) {
  1859. return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
  1860. },
  1861. lengthSq: function () {
  1862. return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
  1863. },
  1864. length: function () {
  1865. return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );
  1866. },
  1867. normalize: function () {
  1868. var l = this.length();
  1869. if ( l === 0 ) {
  1870. this._x = 0;
  1871. this._y = 0;
  1872. this._z = 0;
  1873. this._w = 1;
  1874. } else {
  1875. l = 1 / l;
  1876. this._x = this._x * l;
  1877. this._y = this._y * l;
  1878. this._z = this._z * l;
  1879. this._w = this._w * l;
  1880. }
  1881. this._onChangeCallback();
  1882. return this;
  1883. },
  1884. multiply: function ( q, p ) {
  1885. if ( p !== undefined ) {
  1886. console.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' );
  1887. return this.multiplyQuaternions( q, p );
  1888. }
  1889. return this.multiplyQuaternions( this, q );
  1890. },
  1891. premultiply: function ( q ) {
  1892. return this.multiplyQuaternions( q, this );
  1893. },
  1894. multiplyQuaternions: function ( a, b ) {
  1895. // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
  1896. var qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
  1897. var qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;
  1898. this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
  1899. this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
  1900. this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
  1901. this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
  1902. this._onChangeCallback();
  1903. return this;
  1904. },
  1905. slerp: function ( qb, t ) {
  1906. if ( t === 0 ) { return this; }
  1907. if ( t === 1 ) { return this.copy( qb ); }
  1908. var x = this._x, y = this._y, z = this._z, w = this._w;
  1909. // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
  1910. var cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;
  1911. if ( cosHalfTheta < 0 ) {
  1912. this._w = - qb._w;
  1913. this._x = - qb._x;
  1914. this._y = - qb._y;
  1915. this._z = - qb._z;
  1916. cosHalfTheta = - cosHalfTheta;
  1917. } else {
  1918. this.copy( qb );
  1919. }
  1920. if ( cosHalfTheta >= 1.0 ) {
  1921. this._w = w;
  1922. this._x = x;
  1923. this._y = y;
  1924. this._z = z;
  1925. return this;
  1926. }
  1927. var sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta;
  1928. if ( sqrSinHalfTheta <= Number.EPSILON ) {
  1929. var s = 1 - t;
  1930. this._w = s * w + t * this._w;
  1931. this._x = s * x + t * this._x;
  1932. this._y = s * y + t * this._y;
  1933. this._z = s * z + t * this._z;
  1934. this.normalize();
  1935. this._onChangeCallback();
  1936. return this;
  1937. }
  1938. var sinHalfTheta = Math.sqrt( sqrSinHalfTheta );
  1939. var halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta );
  1940. var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,
  1941. ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;
  1942. this._w = ( w * ratioA + this._w * ratioB );
  1943. this._x = ( x * ratioA + this._x * ratioB );
  1944. this._y = ( y * ratioA + this._y * ratioB );
  1945. this._z = ( z * ratioA + this._z * ratioB );
  1946. this._onChangeCallback();
  1947. return this;
  1948. },
  1949. equals: function ( quaternion ) {
  1950. return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
  1951. },
  1952. fromArray: function ( array, offset ) {
  1953. if ( offset === undefined ) { offset = 0; }
  1954. this._x = array[ offset ];
  1955. this._y = array[ offset + 1 ];
  1956. this._z = array[ offset + 2 ];
  1957. this._w = array[ offset + 3 ];
  1958. this._onChangeCallback();
  1959. return this;
  1960. },
  1961. toArray: function ( array, offset ) {
  1962. if ( array === undefined ) { array = []; }
  1963. if ( offset === undefined ) { offset = 0; }
  1964. array[ offset ] = this._x;
  1965. array[ offset + 1 ] = this._y;
  1966. array[ offset + 2 ] = this._z;
  1967. array[ offset + 3 ] = this._w;
  1968. return array;
  1969. },
  1970. fromBufferAttribute: function ( attribute, index ) {
  1971. this._x = attribute.getX( index );
  1972. this._y = attribute.getY( index );
  1973. this._z = attribute.getZ( index );
  1974. this._w = attribute.getW( index );
  1975. return this;
  1976. },
  1977. _onChange: function ( callback ) {
  1978. this._onChangeCallback = callback;
  1979. return this;
  1980. },
  1981. _onChangeCallback: function () {}
  1982. } );
  1983. var _vector = new Vector3();
  1984. var _quaternion = new Quaternion();
  1985. function Vector3( x, y, z ) {
  1986. if ( x === void 0 ) x = 0;
  1987. if ( y === void 0 ) y = 0;
  1988. if ( z === void 0 ) z = 0;
  1989. this.x = x;
  1990. this.y = y;
  1991. this.z = z;
  1992. }
  1993. Object.assign( Vector3.prototype, {
  1994. isVector3: true,
  1995. set: function ( x, y, z ) {
  1996. if ( z === undefined ) { z = this.z; } // sprite.scale.set(x,y)
  1997. this.x = x;
  1998. this.y = y;
  1999. this.z = z;
  2000. return this;
  2001. },
  2002. setScalar: function ( scalar ) {
  2003. this.x = scalar;
  2004. this.y = scalar;
  2005. this.z = scalar;
  2006. return this;
  2007. },
  2008. setX: function ( x ) {
  2009. this.x = x;
  2010. return this;
  2011. },
  2012. setY: function ( y ) {
  2013. this.y = y;
  2014. return this;
  2015. },
  2016. setZ: function ( z ) {
  2017. this.z = z;
  2018. return this;
  2019. },
  2020. setComponent: function ( index, value ) {
  2021. switch ( index ) {
  2022. case 0: this.x = value; break;
  2023. case 1: this.y = value; break;
  2024. case 2: this.z = value; break;
  2025. default: throw new Error( 'index is out of range: ' + index );
  2026. }
  2027. return this;
  2028. },
  2029. getComponent: function ( index ) {
  2030. switch ( index ) {
  2031. case 0: return this.x;
  2032. case 1: return this.y;
  2033. case 2: return this.z;
  2034. default: throw new Error( 'index is out of range: ' + index );
  2035. }
  2036. },
  2037. clone: function () {
  2038. return new this.constructor( this.x, this.y, this.z );
  2039. },
  2040. copy: function ( v ) {
  2041. this.x = v.x;
  2042. this.y = v.y;
  2043. this.z = v.z;
  2044. return this;
  2045. },
  2046. add: function ( v, w ) {
  2047. if ( w !== undefined ) {
  2048. console.warn( 'THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  2049. return this.addVectors( v, w );
  2050. }
  2051. this.x += v.x;
  2052. this.y += v.y;
  2053. this.z += v.z;
  2054. return this;
  2055. },
  2056. addScalar: function ( s ) {
  2057. this.x += s;
  2058. this.y += s;
  2059. this.z += s;
  2060. return this;
  2061. },
  2062. addVectors: function ( a, b ) {
  2063. this.x = a.x + b.x;
  2064. this.y = a.y + b.y;
  2065. this.z = a.z + b.z;
  2066. return this;
  2067. },
  2068. addScaledVector: function ( v, s ) {
  2069. this.x += v.x * s;
  2070. this.y += v.y * s;
  2071. this.z += v.z * s;
  2072. return this;
  2073. },
  2074. sub: function ( v, w ) {
  2075. if ( w !== undefined ) {
  2076. console.warn( 'THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  2077. return this.subVectors( v, w );
  2078. }
  2079. this.x -= v.x;
  2080. this.y -= v.y;
  2081. this.z -= v.z;
  2082. return this;
  2083. },
  2084. subScalar: function ( s ) {
  2085. this.x -= s;
  2086. this.y -= s;
  2087. this.z -= s;
  2088. return this;
  2089. },
  2090. subVectors: function ( a, b ) {
  2091. this.x = a.x - b.x;
  2092. this.y = a.y - b.y;
  2093. this.z = a.z - b.z;
  2094. return this;
  2095. },
  2096. multiply: function ( v, w ) {
  2097. if ( w !== undefined ) {
  2098. console.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' );
  2099. return this.multiplyVectors( v, w );
  2100. }
  2101. this.x *= v.x;
  2102. this.y *= v.y;
  2103. this.z *= v.z;
  2104. return this;
  2105. },
  2106. multiplyScalar: function ( scalar ) {
  2107. this.x *= scalar;
  2108. this.y *= scalar;
  2109. this.z *= scalar;
  2110. return this;
  2111. },
  2112. multiplyVectors: function ( a, b ) {
  2113. this.x = a.x * b.x;
  2114. this.y = a.y * b.y;
  2115. this.z = a.z * b.z;
  2116. return this;
  2117. },
  2118. applyEuler: function ( euler ) {
  2119. if ( ! ( euler && euler.isEuler ) ) {
  2120. console.error( 'THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.' );
  2121. }
  2122. return this.applyQuaternion( _quaternion.setFromEuler( euler ) );
  2123. },
  2124. applyAxisAngle: function ( axis, angle ) {
  2125. return this.applyQuaternion( _quaternion.setFromAxisAngle( axis, angle ) );
  2126. },
  2127. applyMatrix3: function ( m ) {
  2128. var x = this.x, y = this.y, z = this.z;
  2129. var e = m.elements;
  2130. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;
  2131. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;
  2132. this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;
  2133. return this;
  2134. },
  2135. applyNormalMatrix: function ( m ) {
  2136. return this.applyMatrix3( m ).normalize();
  2137. },
  2138. applyMatrix4: function ( m ) {
  2139. var x = this.x, y = this.y, z = this.z;
  2140. var e = m.elements;
  2141. var w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );
  2142. this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w;
  2143. this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w;
  2144. this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w;
  2145. return this;
  2146. },
  2147. applyQuaternion: function ( q ) {
  2148. var x = this.x, y = this.y, z = this.z;
  2149. var qx = q.x, qy = q.y, qz = q.z, qw = q.w;
  2150. // calculate quat * vector
  2151. var ix = qw * x + qy * z - qz * y;
  2152. var iy = qw * y + qz * x - qx * z;
  2153. var iz = qw * z + qx * y - qy * x;
  2154. var iw = - qx * x - qy * y - qz * z;
  2155. // calculate result * inverse quat
  2156. this.x = ix * qw + iw * - qx + iy * - qz - iz * - qy;
  2157. this.y = iy * qw + iw * - qy + iz * - qx - ix * - qz;
  2158. this.z = iz * qw + iw * - qz + ix * - qy - iy * - qx;
  2159. return this;
  2160. },
  2161. project: function ( camera ) {
  2162. return this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );
  2163. },
  2164. unproject: function ( camera ) {
  2165. return this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld );
  2166. },
  2167. transformDirection: function ( m ) {
  2168. // input: THREE.Matrix4 affine matrix
  2169. // vector interpreted as a direction
  2170. var x = this.x, y = this.y, z = this.z;
  2171. var e = m.elements;
  2172. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;
  2173. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;
  2174. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;
  2175. return this.normalize();
  2176. },
  2177. divide: function ( v ) {
  2178. this.x /= v.x;
  2179. this.y /= v.y;
  2180. this.z /= v.z;
  2181. return this;
  2182. },
  2183. divideScalar: function ( scalar ) {
  2184. return this.multiplyScalar( 1 / scalar );
  2185. },
  2186. min: function ( v ) {
  2187. this.x = Math.min( this.x, v.x );
  2188. this.y = Math.min( this.y, v.y );
  2189. this.z = Math.min( this.z, v.z );
  2190. return this;
  2191. },
  2192. max: function ( v ) {
  2193. this.x = Math.max( this.x, v.x );
  2194. this.y = Math.max( this.y, v.y );
  2195. this.z = Math.max( this.z, v.z );
  2196. return this;
  2197. },
  2198. clamp: function ( min, max ) {
  2199. // assumes min < max, componentwise
  2200. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  2201. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  2202. this.z = Math.max( min.z, Math.min( max.z, this.z ) );
  2203. return this;
  2204. },
  2205. clampScalar: function ( minVal, maxVal ) {
  2206. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  2207. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  2208. this.z = Math.max( minVal, Math.min( maxVal, this.z ) );
  2209. return this;
  2210. },
  2211. clampLength: function ( min, max ) {
  2212. var length = this.length();
  2213. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  2214. },
  2215. floor: function () {
  2216. this.x = Math.floor( this.x );
  2217. this.y = Math.floor( this.y );
  2218. this.z = Math.floor( this.z );
  2219. return this;
  2220. },
  2221. ceil: function () {
  2222. this.x = Math.ceil( this.x );
  2223. this.y = Math.ceil( this.y );
  2224. this.z = Math.ceil( this.z );
  2225. return this;
  2226. },
  2227. round: function () {
  2228. this.x = Math.round( this.x );
  2229. this.y = Math.round( this.y );
  2230. this.z = Math.round( this.z );
  2231. return this;
  2232. },
  2233. roundToZero: function () {
  2234. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  2235. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  2236. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  2237. return this;
  2238. },
  2239. negate: function () {
  2240. this.x = - this.x;
  2241. this.y = - this.y;
  2242. this.z = - this.z;
  2243. return this;
  2244. },
  2245. dot: function ( v ) {
  2246. return this.x * v.x + this.y * v.y + this.z * v.z;
  2247. },
  2248. // TODO lengthSquared?
  2249. lengthSq: function () {
  2250. return this.x * this.x + this.y * this.y + this.z * this.z;
  2251. },
  2252. length: function () {
  2253. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
  2254. },
  2255. manhattanLength: function () {
  2256. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
  2257. },
  2258. normalize: function () {
  2259. return this.divideScalar( this.length() || 1 );
  2260. },
  2261. setLength: function ( length ) {
  2262. return this.normalize().multiplyScalar( length );
  2263. },
  2264. lerp: function ( v, alpha ) {
  2265. this.x += ( v.x - this.x ) * alpha;
  2266. this.y += ( v.y - this.y ) * alpha;
  2267. this.z += ( v.z - this.z ) * alpha;
  2268. return this;
  2269. },
  2270. lerpVectors: function ( v1, v2, alpha ) {
  2271. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  2272. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  2273. this.z = v1.z + ( v2.z - v1.z ) * alpha;
  2274. return this;
  2275. },
  2276. cross: function ( v, w ) {
  2277. if ( w !== undefined ) {
  2278. console.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );
  2279. return this.crossVectors( v, w );
  2280. }
  2281. return this.crossVectors( this, v );
  2282. },
  2283. crossVectors: function ( a, b ) {
  2284. var ax = a.x, ay = a.y, az = a.z;
  2285. var bx = b.x, by = b.y, bz = b.z;
  2286. this.x = ay * bz - az * by;
  2287. this.y = az * bx - ax * bz;
  2288. this.z = ax * by - ay * bx;
  2289. return this;
  2290. },
  2291. projectOnVector: function ( v ) {
  2292. var denominator = v.lengthSq();
  2293. if ( denominator === 0 ) { return this.set( 0, 0, 0 ); }
  2294. var scalar = v.dot( this ) / denominator;
  2295. return this.copy( v ).multiplyScalar( scalar );
  2296. },
  2297. projectOnPlane: function ( planeNormal ) {
  2298. _vector.copy( this ).projectOnVector( planeNormal );
  2299. return this.sub( _vector );
  2300. },
  2301. reflect: function ( normal ) {
  2302. // reflect incident vector off plane orthogonal to normal
  2303. // normal is assumed to have unit length
  2304. return this.sub( _vector.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
  2305. },
  2306. angleTo: function ( v ) {
  2307. var denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );
  2308. if ( denominator === 0 ) { return Math.PI / 2; }
  2309. var theta = this.dot( v ) / denominator;
  2310. // clamp, to handle numerical problems
  2311. return Math.acos( MathUtils.clamp( theta, - 1, 1 ) );
  2312. },
  2313. distanceTo: function ( v ) {
  2314. return Math.sqrt( this.distanceToSquared( v ) );
  2315. },
  2316. distanceToSquared: function ( v ) {
  2317. var dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;
  2318. return dx * dx + dy * dy + dz * dz;
  2319. },
  2320. manhattanDistanceTo: function ( v ) {
  2321. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );
  2322. },
  2323. setFromSpherical: function ( s ) {
  2324. return this.setFromSphericalCoords( s.radius, s.phi, s.theta );
  2325. },
  2326. setFromSphericalCoords: function ( radius, phi, theta ) {
  2327. var sinPhiRadius = Math.sin( phi ) * radius;
  2328. this.x = sinPhiRadius * Math.sin( theta );
  2329. this.y = Math.cos( phi ) * radius;
  2330. this.z = sinPhiRadius * Math.cos( theta );
  2331. return this;
  2332. },
  2333. setFromCylindrical: function ( c ) {
  2334. return this.setFromCylindricalCoords( c.radius, c.theta, c.y );
  2335. },
  2336. setFromCylindricalCoords: function ( radius, theta, y ) {
  2337. this.x = radius * Math.sin( theta );
  2338. this.y = y;
  2339. this.z = radius * Math.cos( theta );
  2340. return this;
  2341. },
  2342. setFromMatrixPosition: function ( m ) {
  2343. var e = m.elements;
  2344. this.x = e[ 12 ];
  2345. this.y = e[ 13 ];
  2346. this.z = e[ 14 ];
  2347. return this;
  2348. },
  2349. setFromMatrixScale: function ( m ) {
  2350. var sx = this.setFromMatrixColumn( m, 0 ).length();
  2351. var sy = this.setFromMatrixColumn( m, 1 ).length();
  2352. var sz = this.setFromMatrixColumn( m, 2 ).length();
  2353. this.x = sx;
  2354. this.y = sy;
  2355. this.z = sz;
  2356. return this;
  2357. },
  2358. setFromMatrixColumn: function ( m, index ) {
  2359. return this.fromArray( m.elements, index * 4 );
  2360. },
  2361. setFromMatrix3Column: function ( m, index ) {
  2362. return this.fromArray( m.elements, index * 3 );
  2363. },
  2364. equals: function ( v ) {
  2365. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
  2366. },
  2367. fromArray: function ( array, offset ) {
  2368. if ( offset === undefined ) { offset = 0; }
  2369. this.x = array[ offset ];
  2370. this.y = array[ offset + 1 ];
  2371. this.z = array[ offset + 2 ];
  2372. return this;
  2373. },
  2374. toArray: function ( array, offset ) {
  2375. if ( array === undefined ) { array = []; }
  2376. if ( offset === undefined ) { offset = 0; }
  2377. array[ offset ] = this.x;
  2378. array[ offset + 1 ] = this.y;
  2379. array[ offset + 2 ] = this.z;
  2380. return array;
  2381. },
  2382. fromBufferAttribute: function ( attribute, index, offset ) {
  2383. if ( offset !== undefined ) {
  2384. console.warn( 'THREE.Vector3: offset has been removed from .fromBufferAttribute().' );
  2385. }
  2386. this.x = attribute.getX( index );
  2387. this.y = attribute.getY( index );
  2388. this.z = attribute.getZ( index );
  2389. return this;
  2390. },
  2391. random: function () {
  2392. this.x = Math.random();
  2393. this.y = Math.random();
  2394. this.z = Math.random();
  2395. return this;
  2396. }
  2397. } );
  2398. var _v1 = new Vector3();
  2399. var _m1 = new Matrix4();
  2400. var _zero = new Vector3( 0, 0, 0 );
  2401. var _one = new Vector3( 1, 1, 1 );
  2402. var _x = new Vector3();
  2403. var _y = new Vector3();
  2404. var _z = new Vector3();
  2405. function Matrix4() {
  2406. this.elements = [
  2407. 1, 0, 0, 0,
  2408. 0, 1, 0, 0,
  2409. 0, 0, 1, 0,
  2410. 0, 0, 0, 1
  2411. ];
  2412. if ( arguments.length > 0 ) {
  2413. console.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' );
  2414. }
  2415. }
  2416. Object.assign( Matrix4.prototype, {
  2417. isMatrix4: true,
  2418. set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  2419. var te = this.elements;
  2420. te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;
  2421. te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;
  2422. te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;
  2423. te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;
  2424. return this;
  2425. },
  2426. identity: function () {
  2427. this.set(
  2428. 1, 0, 0, 0,
  2429. 0, 1, 0, 0,
  2430. 0, 0, 1, 0,
  2431. 0, 0, 0, 1
  2432. );
  2433. return this;
  2434. },
  2435. clone: function () {
  2436. return new Matrix4().fromArray( this.elements );
  2437. },
  2438. copy: function ( m ) {
  2439. var te = this.elements;
  2440. var me = m.elements;
  2441. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];
  2442. te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];
  2443. te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];
  2444. te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];
  2445. return this;
  2446. },
  2447. copyPosition: function ( m ) {
  2448. var te = this.elements, me = m.elements;
  2449. te[ 12 ] = me[ 12 ];
  2450. te[ 13 ] = me[ 13 ];
  2451. te[ 14 ] = me[ 14 ];
  2452. return this;
  2453. },
  2454. extractBasis: function ( xAxis, yAxis, zAxis ) {
  2455. xAxis.setFromMatrixColumn( this, 0 );
  2456. yAxis.setFromMatrixColumn( this, 1 );
  2457. zAxis.setFromMatrixColumn( this, 2 );
  2458. return this;
  2459. },
  2460. makeBasis: function ( xAxis, yAxis, zAxis ) {
  2461. this.set(
  2462. xAxis.x, yAxis.x, zAxis.x, 0,
  2463. xAxis.y, yAxis.y, zAxis.y, 0,
  2464. xAxis.z, yAxis.z, zAxis.z, 0,
  2465. 0, 0, 0, 1
  2466. );
  2467. return this;
  2468. },
  2469. extractRotation: function ( m ) {
  2470. // this method does not support reflection matrices
  2471. var te = this.elements;
  2472. var me = m.elements;
  2473. var scaleX = 1 / _v1.setFromMatrixColumn( m, 0 ).length();
  2474. var scaleY = 1 / _v1.setFromMatrixColumn( m, 1 ).length();
  2475. var scaleZ = 1 / _v1.setFromMatrixColumn( m, 2 ).length();
  2476. te[ 0 ] = me[ 0 ] * scaleX;
  2477. te[ 1 ] = me[ 1 ] * scaleX;
  2478. te[ 2 ] = me[ 2 ] * scaleX;
  2479. te[ 3 ] = 0;
  2480. te[ 4 ] = me[ 4 ] * scaleY;
  2481. te[ 5 ] = me[ 5 ] * scaleY;
  2482. te[ 6 ] = me[ 6 ] * scaleY;
  2483. te[ 7 ] = 0;
  2484. te[ 8 ] = me[ 8 ] * scaleZ;
  2485. te[ 9 ] = me[ 9 ] * scaleZ;
  2486. te[ 10 ] = me[ 10 ] * scaleZ;
  2487. te[ 11 ] = 0;
  2488. te[ 12 ] = 0;
  2489. te[ 13 ] = 0;
  2490. te[ 14 ] = 0;
  2491. te[ 15 ] = 1;
  2492. return this;
  2493. },
  2494. makeRotationFromEuler: function ( euler ) {
  2495. if ( ! ( euler && euler.isEuler ) ) {
  2496. console.error( 'THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );
  2497. }
  2498. var te = this.elements;
  2499. var x = euler.x, y = euler.y, z = euler.z;
  2500. var a = Math.cos( x ), b = Math.sin( x );
  2501. var c = Math.cos( y ), d = Math.sin( y );
  2502. var e = Math.cos( z ), f = Math.sin( z );
  2503. if ( euler.order === 'XYZ' ) {
  2504. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  2505. te[ 0 ] = c * e;
  2506. te[ 4 ] = - c * f;
  2507. te[ 8 ] = d;
  2508. te[ 1 ] = af + be * d;
  2509. te[ 5 ] = ae - bf * d;
  2510. te[ 9 ] = - b * c;
  2511. te[ 2 ] = bf - ae * d;
  2512. te[ 6 ] = be + af * d;
  2513. te[ 10 ] = a * c;
  2514. } else if ( euler.order === 'YXZ' ) {
  2515. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  2516. te[ 0 ] = ce + df * b;
  2517. te[ 4 ] = de * b - cf;
  2518. te[ 8 ] = a * d;
  2519. te[ 1 ] = a * f;
  2520. te[ 5 ] = a * e;
  2521. te[ 9 ] = - b;
  2522. te[ 2 ] = cf * b - de;
  2523. te[ 6 ] = df + ce * b;
  2524. te[ 10 ] = a * c;
  2525. } else if ( euler.order === 'ZXY' ) {
  2526. var ce$1 = c * e, cf$1 = c * f, de$1 = d * e, df$1 = d * f;
  2527. te[ 0 ] = ce$1 - df$1 * b;
  2528. te[ 4 ] = - a * f;
  2529. te[ 8 ] = de$1 + cf$1 * b;
  2530. te[ 1 ] = cf$1 + de$1 * b;
  2531. te[ 5 ] = a * e;
  2532. te[ 9 ] = df$1 - ce$1 * b;
  2533. te[ 2 ] = - a * d;
  2534. te[ 6 ] = b;
  2535. te[ 10 ] = a * c;
  2536. } else if ( euler.order === 'ZYX' ) {
  2537. var ae$1 = a * e, af$1 = a * f, be$1 = b * e, bf$1 = b * f;
  2538. te[ 0 ] = c * e;
  2539. te[ 4 ] = be$1 * d - af$1;
  2540. te[ 8 ] = ae$1 * d + bf$1;
  2541. te[ 1 ] = c * f;
  2542. te[ 5 ] = bf$1 * d + ae$1;
  2543. te[ 9 ] = af$1 * d - be$1;
  2544. te[ 2 ] = - d;
  2545. te[ 6 ] = b * c;
  2546. te[ 10 ] = a * c;
  2547. } else if ( euler.order === 'YZX' ) {
  2548. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  2549. te[ 0 ] = c * e;
  2550. te[ 4 ] = bd - ac * f;
  2551. te[ 8 ] = bc * f + ad;
  2552. te[ 1 ] = f;
  2553. te[ 5 ] = a * e;
  2554. te[ 9 ] = - b * e;
  2555. te[ 2 ] = - d * e;
  2556. te[ 6 ] = ad * f + bc;
  2557. te[ 10 ] = ac - bd * f;
  2558. } else if ( euler.order === 'XZY' ) {
  2559. var ac$1 = a * c, ad$1 = a * d, bc$1 = b * c, bd$1 = b * d;
  2560. te[ 0 ] = c * e;
  2561. te[ 4 ] = - f;
  2562. te[ 8 ] = d * e;
  2563. te[ 1 ] = ac$1 * f + bd$1;
  2564. te[ 5 ] = a * e;
  2565. te[ 9 ] = ad$1 * f - bc$1;
  2566. te[ 2 ] = bc$1 * f - ad$1;
  2567. te[ 6 ] = b * e;
  2568. te[ 10 ] = bd$1 * f + ac$1;
  2569. }
  2570. // bottom row
  2571. te[ 3 ] = 0;
  2572. te[ 7 ] = 0;
  2573. te[ 11 ] = 0;
  2574. // last column
  2575. te[ 12 ] = 0;
  2576. te[ 13 ] = 0;
  2577. te[ 14 ] = 0;
  2578. te[ 15 ] = 1;
  2579. return this;
  2580. },
  2581. makeRotationFromQuaternion: function ( q ) {
  2582. return this.compose( _zero, q, _one );
  2583. },
  2584. lookAt: function ( eye, target, up ) {
  2585. var te = this.elements;
  2586. _z.subVectors( eye, target );
  2587. if ( _z.lengthSq() === 0 ) {
  2588. // eye and target are in the same position
  2589. _z.z = 1;
  2590. }
  2591. _z.normalize();
  2592. _x.crossVectors( up, _z );
  2593. if ( _x.lengthSq() === 0 ) {
  2594. // up and z are parallel
  2595. if ( Math.abs( up.z ) === 1 ) {
  2596. _z.x += 0.0001;
  2597. } else {
  2598. _z.z += 0.0001;
  2599. }
  2600. _z.normalize();
  2601. _x.crossVectors( up, _z );
  2602. }
  2603. _x.normalize();
  2604. _y.crossVectors( _z, _x );
  2605. te[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x;
  2606. te[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y;
  2607. te[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z;
  2608. return this;
  2609. },
  2610. multiply: function ( m, n ) {
  2611. if ( n !== undefined ) {
  2612. console.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );
  2613. return this.multiplyMatrices( m, n );
  2614. }
  2615. return this.multiplyMatrices( this, m );
  2616. },
  2617. premultiply: function ( m ) {
  2618. return this.multiplyMatrices( m, this );
  2619. },
  2620. multiplyMatrices: function ( a, b ) {
  2621. var ae = a.elements;
  2622. var be = b.elements;
  2623. var te = this.elements;
  2624. var a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
  2625. var a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
  2626. var a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
  2627. var a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];
  2628. var b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
  2629. var b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
  2630. var b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
  2631. var b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];
  2632. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
  2633. te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
  2634. te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
  2635. te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
  2636. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
  2637. te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
  2638. te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
  2639. te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
  2640. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
  2641. te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
  2642. te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
  2643. te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
  2644. te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
  2645. te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
  2646. te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
  2647. te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
  2648. return this;
  2649. },
  2650. multiplyScalar: function ( s ) {
  2651. var te = this.elements;
  2652. te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
  2653. te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
  2654. te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;
  2655. te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;
  2656. return this;
  2657. },
  2658. determinant: function () {
  2659. var te = this.elements;
  2660. var n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
  2661. var n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
  2662. var n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
  2663. var n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];
  2664. //TODO: make this more efficient
  2665. //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
  2666. return (
  2667. n41 * (
  2668. + n14 * n23 * n32
  2669. - n13 * n24 * n32
  2670. - n14 * n22 * n33
  2671. + n12 * n24 * n33
  2672. + n13 * n22 * n34
  2673. - n12 * n23 * n34
  2674. ) +
  2675. n42 * (
  2676. + n11 * n23 * n34
  2677. - n11 * n24 * n33
  2678. + n14 * n21 * n33
  2679. - n13 * n21 * n34
  2680. + n13 * n24 * n31
  2681. - n14 * n23 * n31
  2682. ) +
  2683. n43 * (
  2684. + n11 * n24 * n32
  2685. - n11 * n22 * n34
  2686. - n14 * n21 * n32
  2687. + n12 * n21 * n34
  2688. + n14 * n22 * n31
  2689. - n12 * n24 * n31
  2690. ) +
  2691. n44 * (
  2692. - n13 * n22 * n31
  2693. - n11 * n23 * n32
  2694. + n11 * n22 * n33
  2695. + n13 * n21 * n32
  2696. - n12 * n21 * n33
  2697. + n12 * n23 * n31
  2698. )
  2699. );
  2700. },
  2701. transpose: function () {
  2702. var te = this.elements;
  2703. var tmp;
  2704. tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
  2705. tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
  2706. tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;
  2707. tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
  2708. tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
  2709. tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;
  2710. return this;
  2711. },
  2712. setPosition: function ( x, y, z ) {
  2713. var te = this.elements;
  2714. if ( x.isVector3 ) {
  2715. te[ 12 ] = x.x;
  2716. te[ 13 ] = x.y;
  2717. te[ 14 ] = x.z;
  2718. } else {
  2719. te[ 12 ] = x;
  2720. te[ 13 ] = y;
  2721. te[ 14 ] = z;
  2722. }
  2723. return this;
  2724. },
  2725. getInverse: function ( m, throwOnDegenerate ) {
  2726. if ( throwOnDegenerate !== undefined ) {
  2727. console.warn( "THREE.Matrix4: .getInverse() can no longer be configured to throw on degenerate." );
  2728. }
  2729. // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
  2730. var te = this.elements,
  2731. me = m.elements,
  2732. n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ], n41 = me[ 3 ],
  2733. n12 = me[ 4 ], n22 = me[ 5 ], n32 = me[ 6 ], n42 = me[ 7 ],
  2734. n13 = me[ 8 ], n23 = me[ 9 ], n33 = me[ 10 ], n43 = me[ 11 ],
  2735. n14 = me[ 12 ], n24 = me[ 13 ], n34 = me[ 14 ], n44 = me[ 15 ],
  2736. t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,
  2737. t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,
  2738. t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,
  2739. t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
  2740. var det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;
  2741. if ( det === 0 ) { return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ); }
  2742. var detInv = 1 / det;
  2743. te[ 0 ] = t11 * detInv;
  2744. te[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv;
  2745. te[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv;
  2746. te[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;
  2747. te[ 4 ] = t12 * detInv;
  2748. te[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv;
  2749. te[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv;
  2750. te[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv;
  2751. te[ 8 ] = t13 * detInv;
  2752. te[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv;
  2753. te[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv;
  2754. te[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv;
  2755. te[ 12 ] = t14 * detInv;
  2756. te[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv;
  2757. te[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv;
  2758. te[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv;
  2759. return this;
  2760. },
  2761. scale: function ( v ) {
  2762. var te = this.elements;
  2763. var x = v.x, y = v.y, z = v.z;
  2764. te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;
  2765. te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;
  2766. te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;
  2767. te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;
  2768. return this;
  2769. },
  2770. getMaxScaleOnAxis: function () {
  2771. var te = this.elements;
  2772. var scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];
  2773. var scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];
  2774. var scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];
  2775. return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );
  2776. },
  2777. makeTranslation: function ( x, y, z ) {
  2778. this.set(
  2779. 1, 0, 0, x,
  2780. 0, 1, 0, y,
  2781. 0, 0, 1, z,
  2782. 0, 0, 0, 1
  2783. );
  2784. return this;
  2785. },
  2786. makeRotationX: function ( theta ) {
  2787. var c = Math.cos( theta ), s = Math.sin( theta );
  2788. this.set(
  2789. 1, 0, 0, 0,
  2790. 0, c, - s, 0,
  2791. 0, s, c, 0,
  2792. 0, 0, 0, 1
  2793. );
  2794. return this;
  2795. },
  2796. makeRotationY: function ( theta ) {
  2797. var c = Math.cos( theta ), s = Math.sin( theta );
  2798. this.set(
  2799. c, 0, s, 0,
  2800. 0, 1, 0, 0,
  2801. - s, 0, c, 0,
  2802. 0, 0, 0, 1
  2803. );
  2804. return this;
  2805. },
  2806. makeRotationZ: function ( theta ) {
  2807. var c = Math.cos( theta ), s = Math.sin( theta );
  2808. this.set(
  2809. c, - s, 0, 0,
  2810. s, c, 0, 0,
  2811. 0, 0, 1, 0,
  2812. 0, 0, 0, 1
  2813. );
  2814. return this;
  2815. },
  2816. makeRotationAxis: function ( axis, angle ) {
  2817. // Based on http://www.gamedev.net/reference/articles/article1199.asp
  2818. var c = Math.cos( angle );
  2819. var s = Math.sin( angle );
  2820. var t = 1 - c;
  2821. var x = axis.x, y = axis.y, z = axis.z;
  2822. var tx = t * x, ty = t * y;
  2823. this.set(
  2824. tx * x + c, tx * y - s * z, tx * z + s * y, 0,
  2825. tx * y + s * z, ty * y + c, ty * z - s * x, 0,
  2826. tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
  2827. 0, 0, 0, 1
  2828. );
  2829. return this;
  2830. },
  2831. makeScale: function ( x, y, z ) {
  2832. this.set(
  2833. x, 0, 0, 0,
  2834. 0, y, 0, 0,
  2835. 0, 0, z, 0,
  2836. 0, 0, 0, 1
  2837. );
  2838. return this;
  2839. },
  2840. makeShear: function ( x, y, z ) {
  2841. this.set(
  2842. 1, y, z, 0,
  2843. x, 1, z, 0,
  2844. x, y, 1, 0,
  2845. 0, 0, 0, 1
  2846. );
  2847. return this;
  2848. },
  2849. compose: function ( position, quaternion, scale ) {
  2850. var te = this.elements;
  2851. var x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;
  2852. var x2 = x + x, y2 = y + y, z2 = z + z;
  2853. var xx = x * x2, xy = x * y2, xz = x * z2;
  2854. var yy = y * y2, yz = y * z2, zz = z * z2;
  2855. var wx = w * x2, wy = w * y2, wz = w * z2;
  2856. var sx = scale.x, sy = scale.y, sz = scale.z;
  2857. te[ 0 ] = ( 1 - ( yy + zz ) ) * sx;
  2858. te[ 1 ] = ( xy + wz ) * sx;
  2859. te[ 2 ] = ( xz - wy ) * sx;
  2860. te[ 3 ] = 0;
  2861. te[ 4 ] = ( xy - wz ) * sy;
  2862. te[ 5 ] = ( 1 - ( xx + zz ) ) * sy;
  2863. te[ 6 ] = ( yz + wx ) * sy;
  2864. te[ 7 ] = 0;
  2865. te[ 8 ] = ( xz + wy ) * sz;
  2866. te[ 9 ] = ( yz - wx ) * sz;
  2867. te[ 10 ] = ( 1 - ( xx + yy ) ) * sz;
  2868. te[ 11 ] = 0;
  2869. te[ 12 ] = position.x;
  2870. te[ 13 ] = position.y;
  2871. te[ 14 ] = position.z;
  2872. te[ 15 ] = 1;
  2873. return this;
  2874. },
  2875. decompose: function ( position, quaternion, scale ) {
  2876. var te = this.elements;
  2877. var sx = _v1.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
  2878. var sy = _v1.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
  2879. var sz = _v1.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
  2880. // if determine is negative, we need to invert one scale
  2881. var det = this.determinant();
  2882. if ( det < 0 ) { sx = - sx; }
  2883. position.x = te[ 12 ];
  2884. position.y = te[ 13 ];
  2885. position.z = te[ 14 ];
  2886. // scale the rotation part
  2887. _m1.copy( this );
  2888. var invSX = 1 / sx;
  2889. var invSY = 1 / sy;
  2890. var invSZ = 1 / sz;
  2891. _m1.elements[ 0 ] *= invSX;
  2892. _m1.elements[ 1 ] *= invSX;
  2893. _m1.elements[ 2 ] *= invSX;
  2894. _m1.elements[ 4 ] *= invSY;
  2895. _m1.elements[ 5 ] *= invSY;
  2896. _m1.elements[ 6 ] *= invSY;
  2897. _m1.elements[ 8 ] *= invSZ;
  2898. _m1.elements[ 9 ] *= invSZ;
  2899. _m1.elements[ 10 ] *= invSZ;
  2900. quaternion.setFromRotationMatrix( _m1 );
  2901. scale.x = sx;
  2902. scale.y = sy;
  2903. scale.z = sz;
  2904. return this;
  2905. },
  2906. makePerspective: function ( left, right, top, bottom, near, far ) {
  2907. if ( far === undefined ) {
  2908. console.warn( 'THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.' );
  2909. }
  2910. var te = this.elements;
  2911. var x = 2 * near / ( right - left );
  2912. var y = 2 * near / ( top - bottom );
  2913. var a = ( right + left ) / ( right - left );
  2914. var b = ( top + bottom ) / ( top - bottom );
  2915. var c = - ( far + near ) / ( far - near );
  2916. var d = - 2 * far * near / ( far - near );
  2917. te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0;
  2918. te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0;
  2919. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
  2920. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = - 1; te[ 15 ] = 0;
  2921. return this;
  2922. },
  2923. makeOrthographic: function ( left, right, top, bottom, near, far ) {
  2924. var te = this.elements;
  2925. var w = 1.0 / ( right - left );
  2926. var h = 1.0 / ( top - bottom );
  2927. var p = 1.0 / ( far - near );
  2928. var x = ( right + left ) * w;
  2929. var y = ( top + bottom ) * h;
  2930. var z = ( far + near ) * p;
  2931. te[ 0 ] = 2 * w; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = - x;
  2932. te[ 1 ] = 0; te[ 5 ] = 2 * h; te[ 9 ] = 0; te[ 13 ] = - y;
  2933. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = - 2 * p; te[ 14 ] = - z;
  2934. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1;
  2935. return this;
  2936. },
  2937. equals: function ( matrix ) {
  2938. var te = this.elements;
  2939. var me = matrix.elements;
  2940. for ( var i = 0; i < 16; i ++ ) {
  2941. if ( te[ i ] !== me[ i ] ) { return false; }
  2942. }
  2943. return true;
  2944. },
  2945. fromArray: function ( array, offset ) {
  2946. if ( offset === undefined ) { offset = 0; }
  2947. for ( var i = 0; i < 16; i ++ ) {
  2948. this.elements[ i ] = array[ i + offset ];
  2949. }
  2950. return this;
  2951. },
  2952. toArray: function ( array, offset ) {
  2953. if ( array === undefined ) { array = []; }
  2954. if ( offset === undefined ) { offset = 0; }
  2955. var te = this.elements;
  2956. array[ offset ] = te[ 0 ];
  2957. array[ offset + 1 ] = te[ 1 ];
  2958. array[ offset + 2 ] = te[ 2 ];
  2959. array[ offset + 3 ] = te[ 3 ];
  2960. array[ offset + 4 ] = te[ 4 ];
  2961. array[ offset + 5 ] = te[ 5 ];
  2962. array[ offset + 6 ] = te[ 6 ];
  2963. array[ offset + 7 ] = te[ 7 ];
  2964. array[ offset + 8 ] = te[ 8 ];
  2965. array[ offset + 9 ] = te[ 9 ];
  2966. array[ offset + 10 ] = te[ 10 ];
  2967. array[ offset + 11 ] = te[ 11 ];
  2968. array[ offset + 12 ] = te[ 12 ];
  2969. array[ offset + 13 ] = te[ 13 ];
  2970. array[ offset + 14 ] = te[ 14 ];
  2971. array[ offset + 15 ] = te[ 15 ];
  2972. return array;
  2973. }
  2974. } );
  2975. var _matrix = new Matrix4();
  2976. var _quaternion$1 = new Quaternion();
  2977. function Euler( x, y, z, order ) {
  2978. if ( x === void 0 ) x = 0;
  2979. if ( y === void 0 ) y = 0;
  2980. if ( z === void 0 ) z = 0;
  2981. if ( order === void 0 ) order = Euler.DefaultOrder;
  2982. this._x = x;
  2983. this._y = y;
  2984. this._z = z;
  2985. this._order = order;
  2986. }
  2987. Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ];
  2988. Euler.DefaultOrder = 'XYZ';
  2989. Object.defineProperties( Euler.prototype, {
  2990. x: {
  2991. get: function () {
  2992. return this._x;
  2993. },
  2994. set: function ( value ) {
  2995. this._x = value;
  2996. this._onChangeCallback();
  2997. }
  2998. },
  2999. y: {
  3000. get: function () {
  3001. return this._y;
  3002. },
  3003. set: function ( value ) {
  3004. this._y = value;
  3005. this._onChangeCallback();
  3006. }
  3007. },
  3008. z: {
  3009. get: function () {
  3010. return this._z;
  3011. },
  3012. set: function ( value ) {
  3013. this._z = value;
  3014. this._onChangeCallback();
  3015. }
  3016. },
  3017. order: {
  3018. get: function () {
  3019. return this._order;
  3020. },
  3021. set: function ( value ) {
  3022. this._order = value;
  3023. this._onChangeCallback();
  3024. }
  3025. }
  3026. } );
  3027. Object.assign( Euler.prototype, {
  3028. isEuler: true,
  3029. set: function ( x, y, z, order ) {
  3030. this._x = x;
  3031. this._y = y;
  3032. this._z = z;
  3033. this._order = order || this._order;
  3034. this._onChangeCallback();
  3035. return this;
  3036. },
  3037. clone: function () {
  3038. return new this.constructor( this._x, this._y, this._z, this._order );
  3039. },
  3040. copy: function ( euler ) {
  3041. this._x = euler._x;
  3042. this._y = euler._y;
  3043. this._z = euler._z;
  3044. this._order = euler._order;
  3045. this._onChangeCallback();
  3046. return this;
  3047. },
  3048. setFromRotationMatrix: function ( m, order, update ) {
  3049. var clamp = MathUtils.clamp;
  3050. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  3051. var te = m.elements;
  3052. var m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];
  3053. var m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];
  3054. var m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  3055. order = order || this._order;
  3056. switch ( order ) {
  3057. case 'XYZ':
  3058. this._y = Math.asin( clamp( m13, - 1, 1 ) );
  3059. if ( Math.abs( m13 ) < 0.9999999 ) {
  3060. this._x = Math.atan2( - m23, m33 );
  3061. this._z = Math.atan2( - m12, m11 );
  3062. } else {
  3063. this._x = Math.atan2( m32, m22 );
  3064. this._z = 0;
  3065. }
  3066. break;
  3067. case 'YXZ':
  3068. this._x = Math.asin( - clamp( m23, - 1, 1 ) );
  3069. if ( Math.abs( m23 ) < 0.9999999 ) {
  3070. this._y = Math.atan2( m13, m33 );
  3071. this._z = Math.atan2( m21, m22 );
  3072. } else {
  3073. this._y = Math.atan2( - m31, m11 );
  3074. this._z = 0;
  3075. }
  3076. break;
  3077. case 'ZXY':
  3078. this._x = Math.asin( clamp( m32, - 1, 1 ) );
  3079. if ( Math.abs( m32 ) < 0.9999999 ) {
  3080. this._y = Math.atan2( - m31, m33 );
  3081. this._z = Math.atan2( - m12, m22 );
  3082. } else {
  3083. this._y = 0;
  3084. this._z = Math.atan2( m21, m11 );
  3085. }
  3086. break;
  3087. case 'ZYX':
  3088. this._y = Math.asin( - clamp( m31, - 1, 1 ) );
  3089. if ( Math.abs( m31 ) < 0.9999999 ) {
  3090. this._x = Math.atan2( m32, m33 );
  3091. this._z = Math.atan2( m21, m11 );
  3092. } else {
  3093. this._x = 0;
  3094. this._z = Math.atan2( - m12, m22 );
  3095. }
  3096. break;
  3097. case 'YZX':
  3098. this._z = Math.asin( clamp( m21, - 1, 1 ) );
  3099. if ( Math.abs( m21 ) < 0.9999999 ) {
  3100. this._x = Math.atan2( - m23, m22 );
  3101. this._y = Math.atan2( - m31, m11 );
  3102. } else {
  3103. this._x = 0;
  3104. this._y = Math.atan2( m13, m33 );
  3105. }
  3106. break;
  3107. case 'XZY':
  3108. this._z = Math.asin( - clamp( m12, - 1, 1 ) );
  3109. if ( Math.abs( m12 ) < 0.9999999 ) {
  3110. this._x = Math.atan2( m32, m22 );
  3111. this._y = Math.atan2( m13, m11 );
  3112. } else {
  3113. this._x = Math.atan2( - m23, m33 );
  3114. this._y = 0;
  3115. }
  3116. break;
  3117. default:
  3118. console.warn( 'THREE.Euler: .setFromRotationMatrix() encountered an unknown order: ' + order );
  3119. }
  3120. this._order = order;
  3121. if ( update !== false ) { this._onChangeCallback(); }
  3122. return this;
  3123. },
  3124. setFromQuaternion: function ( q, order, update ) {
  3125. _matrix.makeRotationFromQuaternion( q );
  3126. return this.setFromRotationMatrix( _matrix, order, update );
  3127. },
  3128. setFromVector3: function ( v, order ) {
  3129. return this.set( v.x, v.y, v.z, order || this._order );
  3130. },
  3131. reorder: function ( newOrder ) {
  3132. // WARNING: this discards revolution information -bhouston
  3133. _quaternion$1.setFromEuler( this );
  3134. return this.setFromQuaternion( _quaternion$1, newOrder );
  3135. },
  3136. equals: function ( euler ) {
  3137. return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
  3138. },
  3139. fromArray: function ( array ) {
  3140. this._x = array[ 0 ];
  3141. this._y = array[ 1 ];
  3142. this._z = array[ 2 ];
  3143. if ( array[ 3 ] !== undefined ) { this._order = array[ 3 ]; }
  3144. this._onChangeCallback();
  3145. return this;
  3146. },
  3147. toArray: function ( array, offset ) {
  3148. if ( array === undefined ) { array = []; }
  3149. if ( offset === undefined ) { offset = 0; }
  3150. array[ offset ] = this._x;
  3151. array[ offset + 1 ] = this._y;
  3152. array[ offset + 2 ] = this._z;
  3153. array[ offset + 3 ] = this._order;
  3154. return array;
  3155. },
  3156. toVector3: function ( optionalResult ) {
  3157. if ( optionalResult ) {
  3158. return optionalResult.set( this._x, this._y, this._z );
  3159. } else {
  3160. return new Vector3( this._x, this._y, this._z );
  3161. }
  3162. },
  3163. _onChange: function ( callback ) {
  3164. this._onChangeCallback = callback;
  3165. return this;
  3166. },
  3167. _onChangeCallback: function () {}
  3168. } );
  3169. var Layers = function Layers() {
  3170. this.mask = 1 | 0;
  3171. };
  3172. Layers.prototype.set = function set ( channel ) {
  3173. this.mask = 1 << channel | 0;
  3174. };
  3175. Layers.prototype.enable = function enable ( channel ) {
  3176. this.mask |= 1 << channel | 0;
  3177. };
  3178. Layers.prototype.enableAll = function enableAll () {
  3179. this.mask = 0xffffffff | 0;
  3180. };
  3181. Layers.prototype.toggle = function toggle ( channel ) {
  3182. this.mask ^= 1 << channel | 0;
  3183. };
  3184. Layers.prototype.disable = function disable ( channel ) {
  3185. this.mask &= ~ ( 1 << channel | 0 );
  3186. };
  3187. Layers.prototype.disableAll = function disableAll () {
  3188. this.mask = 0;
  3189. };
  3190. Layers.prototype.test = function test ( layers ) {
  3191. return ( this.mask & layers.mask ) !== 0;
  3192. };
  3193. var _object3DId = 0;
  3194. var _v1$1 = new Vector3();
  3195. var _q1 = new Quaternion();
  3196. var _m1$1 = new Matrix4();
  3197. var _target = new Vector3();
  3198. var _position = new Vector3();
  3199. var _scale = new Vector3();
  3200. var _quaternion$2 = new Quaternion();
  3201. var _xAxis = new Vector3( 1, 0, 0 );
  3202. var _yAxis = new Vector3( 0, 1, 0 );
  3203. var _zAxis = new Vector3( 0, 0, 1 );
  3204. var _addedEvent = { type: 'added' };
  3205. var _removedEvent = { type: 'removed' };
  3206. function Object3D() {
  3207. Object.defineProperty( this, 'id', { value: _object3DId ++ } );
  3208. this.uuid = MathUtils.generateUUID();
  3209. this.name = '';
  3210. this.type = 'Object3D';
  3211. this.parent = null;
  3212. this.children = [];
  3213. this.up = Object3D.DefaultUp.clone();
  3214. var position = new Vector3();
  3215. var rotation = new Euler();
  3216. var quaternion = new Quaternion();
  3217. var scale = new Vector3( 1, 1, 1 );
  3218. function onRotationChange() {
  3219. quaternion.setFromEuler( rotation, false );
  3220. }
  3221. function onQuaternionChange() {
  3222. rotation.setFromQuaternion( quaternion, undefined, false );
  3223. }
  3224. rotation._onChange( onRotationChange );
  3225. quaternion._onChange( onQuaternionChange );
  3226. Object.defineProperties( this, {
  3227. position: {
  3228. configurable: true,
  3229. enumerable: true,
  3230. value: position
  3231. },
  3232. rotation: {
  3233. configurable: true,
  3234. enumerable: true,
  3235. value: rotation
  3236. },
  3237. quaternion: {
  3238. configurable: true,
  3239. enumerable: true,
  3240. value: quaternion
  3241. },
  3242. scale: {
  3243. configurable: true,
  3244. enumerable: true,
  3245. value: scale
  3246. },
  3247. modelViewMatrix: {
  3248. value: new Matrix4()
  3249. },
  3250. normalMatrix: {
  3251. value: new Matrix3()
  3252. }
  3253. } );
  3254. this.matrix = new Matrix4();
  3255. this.matrixWorld = new Matrix4();
  3256. this.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate;
  3257. this.matrixWorldNeedsUpdate = false;
  3258. this.layers = new Layers();
  3259. this.visible = true;
  3260. this.castShadow = false;
  3261. this.receiveShadow = false;
  3262. this.frustumCulled = true;
  3263. this.renderOrder = 0;
  3264. this.userData = {};
  3265. }
  3266. Object3D.DefaultUp = new Vector3( 0, 1, 0 );
  3267. Object3D.DefaultMatrixAutoUpdate = true;
  3268. Object3D.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  3269. constructor: Object3D,
  3270. isObject3D: true,
  3271. onBeforeRender: function () {},
  3272. onAfterRender: function () {},
  3273. applyMatrix4: function ( matrix ) {
  3274. if ( this.matrixAutoUpdate ) { this.updateMatrix(); }
  3275. this.matrix.premultiply( matrix );
  3276. this.matrix.decompose( this.position, this.quaternion, this.scale );
  3277. },
  3278. applyQuaternion: function ( q ) {
  3279. this.quaternion.premultiply( q );
  3280. return this;
  3281. },
  3282. setRotationFromAxisAngle: function ( axis, angle ) {
  3283. // assumes axis is normalized
  3284. this.quaternion.setFromAxisAngle( axis, angle );
  3285. },
  3286. setRotationFromEuler: function ( euler ) {
  3287. this.quaternion.setFromEuler( euler, true );
  3288. },
  3289. setRotationFromMatrix: function ( m ) {
  3290. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  3291. this.quaternion.setFromRotationMatrix( m );
  3292. },
  3293. setRotationFromQuaternion: function ( q ) {
  3294. // assumes q is normalized
  3295. this.quaternion.copy( q );
  3296. },
  3297. rotateOnAxis: function ( axis, angle ) {
  3298. // rotate object on axis in object space
  3299. // axis is assumed to be normalized
  3300. _q1.setFromAxisAngle( axis, angle );
  3301. this.quaternion.multiply( _q1 );
  3302. return this;
  3303. },
  3304. rotateOnWorldAxis: function ( axis, angle ) {
  3305. // rotate object on axis in world space
  3306. // axis is assumed to be normalized
  3307. // method assumes no rotated parent
  3308. _q1.setFromAxisAngle( axis, angle );
  3309. this.quaternion.premultiply( _q1 );
  3310. return this;
  3311. },
  3312. rotateX: function ( angle ) {
  3313. return this.rotateOnAxis( _xAxis, angle );
  3314. },
  3315. rotateY: function ( angle ) {
  3316. return this.rotateOnAxis( _yAxis, angle );
  3317. },
  3318. rotateZ: function ( angle ) {
  3319. return this.rotateOnAxis( _zAxis, angle );
  3320. },
  3321. translateOnAxis: function ( axis, distance ) {
  3322. // translate object by distance along axis in object space
  3323. // axis is assumed to be normalized
  3324. _v1$1.copy( axis ).applyQuaternion( this.quaternion );
  3325. this.position.add( _v1$1.multiplyScalar( distance ) );
  3326. return this;
  3327. },
  3328. translateX: function ( distance ) {
  3329. return this.translateOnAxis( _xAxis, distance );
  3330. },
  3331. translateY: function ( distance ) {
  3332. return this.translateOnAxis( _yAxis, distance );
  3333. },
  3334. translateZ: function ( distance ) {
  3335. return this.translateOnAxis( _zAxis, distance );
  3336. },
  3337. localToWorld: function ( vector ) {
  3338. return vector.applyMatrix4( this.matrixWorld );
  3339. },
  3340. worldToLocal: function ( vector ) {
  3341. return vector.applyMatrix4( _m1$1.getInverse( this.matrixWorld ) );
  3342. },
  3343. lookAt: function ( x, y, z ) {
  3344. // This method does not support objects having non-uniformly-scaled parent(s)
  3345. if ( x.isVector3 ) {
  3346. _target.copy( x );
  3347. } else {
  3348. _target.set( x, y, z );
  3349. }
  3350. var parent = this.parent;
  3351. this.updateWorldMatrix( true, false );
  3352. _position.setFromMatrixPosition( this.matrixWorld );
  3353. if ( this.isCamera || this.isLight ) {
  3354. _m1$1.lookAt( _position, _target, this.up );
  3355. } else {
  3356. _m1$1.lookAt( _target, _position, this.up );
  3357. }
  3358. this.quaternion.setFromRotationMatrix( _m1$1 );
  3359. if ( parent ) {
  3360. _m1$1.extractRotation( parent.matrixWorld );
  3361. _q1.setFromRotationMatrix( _m1$1 );
  3362. this.quaternion.premultiply( _q1.inverse() );
  3363. }
  3364. },
  3365. add: function ( object ) {
  3366. if ( arguments.length > 1 ) {
  3367. for ( var i = 0; i < arguments.length; i ++ ) {
  3368. this.add( arguments[ i ] );
  3369. }
  3370. return this;
  3371. }
  3372. if ( object === this ) {
  3373. console.error( "THREE.Object3D.add: object can't be added as a child of itself.", object );
  3374. return this;
  3375. }
  3376. if ( ( object && object.isObject3D ) ) {
  3377. if ( object.parent !== null ) {
  3378. object.parent.remove( object );
  3379. }
  3380. object.parent = this;
  3381. this.children.push( object );
  3382. object.dispatchEvent( _addedEvent );
  3383. } else {
  3384. console.error( "THREE.Object3D.add: object not an instance of THREE.Object3D.", object );
  3385. }
  3386. return this;
  3387. },
  3388. remove: function ( object ) {
  3389. if ( arguments.length > 1 ) {
  3390. for ( var i = 0; i < arguments.length; i ++ ) {
  3391. this.remove( arguments[ i ] );
  3392. }
  3393. return this;
  3394. }
  3395. var index = this.children.indexOf( object );
  3396. if ( index !== - 1 ) {
  3397. object.parent = null;
  3398. this.children.splice( index, 1 );
  3399. object.dispatchEvent( _removedEvent );
  3400. }
  3401. return this;
  3402. },
  3403. attach: function ( object ) {
  3404. // adds object as a child of this, while maintaining the object's world transform
  3405. this.updateWorldMatrix( true, false );
  3406. _m1$1.getInverse( this.matrixWorld );
  3407. if ( object.parent !== null ) {
  3408. object.parent.updateWorldMatrix( true, false );
  3409. _m1$1.multiply( object.parent.matrixWorld );
  3410. }
  3411. object.applyMatrix4( _m1$1 );
  3412. object.updateWorldMatrix( false, false );
  3413. this.add( object );
  3414. return this;
  3415. },
  3416. getObjectById: function ( id ) {
  3417. return this.getObjectByProperty( 'id', id );
  3418. },
  3419. getObjectByName: function ( name ) {
  3420. return this.getObjectByProperty( 'name', name );
  3421. },
  3422. getObjectByProperty: function ( name, value ) {
  3423. if ( this[ name ] === value ) { return this; }
  3424. for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  3425. var child = this.children[ i ];
  3426. var object = child.getObjectByProperty( name, value );
  3427. if ( object !== undefined ) {
  3428. return object;
  3429. }
  3430. }
  3431. return undefined;
  3432. },
  3433. getWorldPosition: function ( target ) {
  3434. if ( target === undefined ) {
  3435. console.warn( 'THREE.Object3D: .getWorldPosition() target is now required' );
  3436. target = new Vector3();
  3437. }
  3438. this.updateMatrixWorld( true );
  3439. return target.setFromMatrixPosition( this.matrixWorld );
  3440. },
  3441. getWorldQuaternion: function ( target ) {
  3442. if ( target === undefined ) {
  3443. console.warn( 'THREE.Object3D: .getWorldQuaternion() target is now required' );
  3444. target = new Quaternion();
  3445. }
  3446. this.updateMatrixWorld( true );
  3447. this.matrixWorld.decompose( _position, target, _scale );
  3448. return target;
  3449. },
  3450. getWorldScale: function ( target ) {
  3451. if ( target === undefined ) {
  3452. console.warn( 'THREE.Object3D: .getWorldScale() target is now required' );
  3453. target = new Vector3();
  3454. }
  3455. this.updateMatrixWorld( true );
  3456. this.matrixWorld.decompose( _position, _quaternion$2, target );
  3457. return target;
  3458. },
  3459. getWorldDirection: function ( target ) {
  3460. if ( target === undefined ) {
  3461. console.warn( 'THREE.Object3D: .getWorldDirection() target is now required' );
  3462. target = new Vector3();
  3463. }
  3464. this.updateMatrixWorld( true );
  3465. var e = this.matrixWorld.elements;
  3466. return target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize();
  3467. },
  3468. raycast: function () {},
  3469. traverse: function ( callback ) {
  3470. callback( this );
  3471. var children = this.children;
  3472. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3473. children[ i ].traverse( callback );
  3474. }
  3475. },
  3476. traverseVisible: function ( callback ) {
  3477. if ( this.visible === false ) { return; }
  3478. callback( this );
  3479. var children = this.children;
  3480. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3481. children[ i ].traverseVisible( callback );
  3482. }
  3483. },
  3484. traverseAncestors: function ( callback ) {
  3485. var parent = this.parent;
  3486. if ( parent !== null ) {
  3487. callback( parent );
  3488. parent.traverseAncestors( callback );
  3489. }
  3490. },
  3491. updateMatrix: function () {
  3492. this.matrix.compose( this.position, this.quaternion, this.scale );
  3493. this.matrixWorldNeedsUpdate = true;
  3494. },
  3495. updateMatrixWorld: function ( force ) {
  3496. if ( this.matrixAutoUpdate ) { this.updateMatrix(); }
  3497. if ( this.matrixWorldNeedsUpdate || force ) {
  3498. if ( this.parent === null ) {
  3499. this.matrixWorld.copy( this.matrix );
  3500. } else {
  3501. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  3502. }
  3503. this.matrixWorldNeedsUpdate = false;
  3504. force = true;
  3505. }
  3506. // update children
  3507. var children = this.children;
  3508. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3509. children[ i ].updateMatrixWorld( force );
  3510. }
  3511. },
  3512. updateWorldMatrix: function ( updateParents, updateChildren ) {
  3513. var parent = this.parent;
  3514. if ( updateParents === true && parent !== null ) {
  3515. parent.updateWorldMatrix( true, false );
  3516. }
  3517. if ( this.matrixAutoUpdate ) { this.updateMatrix(); }
  3518. if ( this.parent === null ) {
  3519. this.matrixWorld.copy( this.matrix );
  3520. } else {
  3521. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  3522. }
  3523. // update children
  3524. if ( updateChildren === true ) {
  3525. var children = this.children;
  3526. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3527. children[ i ].updateWorldMatrix( false, true );
  3528. }
  3529. }
  3530. },
  3531. toJSON: function ( meta ) {
  3532. // meta is a string when called from JSON.stringify
  3533. var isRootObject = ( meta === undefined || typeof meta === 'string' );
  3534. var output = {};
  3535. // meta is a hash used to collect geometries, materials.
  3536. // not providing it implies that this is the root object
  3537. // being serialized.
  3538. if ( isRootObject ) {
  3539. // initialize meta obj
  3540. meta = {
  3541. geometries: {},
  3542. materials: {},
  3543. textures: {},
  3544. images: {},
  3545. shapes: {}
  3546. };
  3547. output.metadata = {
  3548. version: 4.5,
  3549. type: 'Object',
  3550. generator: 'Object3D.toJSON'
  3551. };
  3552. }
  3553. // standard Object3D serialization
  3554. var object = {};
  3555. object.uuid = this.uuid;
  3556. object.type = this.type;
  3557. if ( this.name !== '' ) { object.name = this.name; }
  3558. if ( this.castShadow === true ) { object.castShadow = true; }
  3559. if ( this.receiveShadow === true ) { object.receiveShadow = true; }
  3560. if ( this.visible === false ) { object.visible = false; }
  3561. if ( this.frustumCulled === false ) { object.frustumCulled = false; }
  3562. if ( this.renderOrder !== 0 ) { object.renderOrder = this.renderOrder; }
  3563. if ( JSON.stringify( this.userData ) !== '{}' ) { object.userData = this.userData; }
  3564. object.layers = this.layers.mask;
  3565. object.matrix = this.matrix.toArray();
  3566. if ( this.matrixAutoUpdate === false ) { object.matrixAutoUpdate = false; }
  3567. // object specific properties
  3568. if ( this.isInstancedMesh ) {
  3569. object.type = 'InstancedMesh';
  3570. object.count = this.count;
  3571. object.instanceMatrix = this.instanceMatrix.toJSON();
  3572. }
  3573. //
  3574. function serialize( library, element ) {
  3575. if ( library[ element.uuid ] === undefined ) {
  3576. library[ element.uuid ] = element.toJSON( meta );
  3577. }
  3578. return element.uuid;
  3579. }
  3580. if ( this.isMesh || this.isLine || this.isPoints ) {
  3581. object.geometry = serialize( meta.geometries, this.geometry );
  3582. var parameters = this.geometry.parameters;
  3583. if ( parameters !== undefined && parameters.shapes !== undefined ) {
  3584. var shapes = parameters.shapes;
  3585. if ( Array.isArray( shapes ) ) {
  3586. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  3587. var shape = shapes[ i ];
  3588. serialize( meta.shapes, shape );
  3589. }
  3590. } else {
  3591. serialize( meta.shapes, shapes );
  3592. }
  3593. }
  3594. }
  3595. if ( this.material !== undefined ) {
  3596. if ( Array.isArray( this.material ) ) {
  3597. var uuids = [];
  3598. for ( var i$1 = 0, l$1 = this.material.length; i$1 < l$1; i$1 ++ ) {
  3599. uuids.push( serialize( meta.materials, this.material[ i$1 ] ) );
  3600. }
  3601. object.material = uuids;
  3602. } else {
  3603. object.material = serialize( meta.materials, this.material );
  3604. }
  3605. }
  3606. //
  3607. if ( this.children.length > 0 ) {
  3608. object.children = [];
  3609. for ( var i$2 = 0; i$2 < this.children.length; i$2 ++ ) {
  3610. object.children.push( this.children[ i$2 ].toJSON( meta ).object );
  3611. }
  3612. }
  3613. if ( isRootObject ) {
  3614. var geometries = extractFromCache( meta.geometries );
  3615. var materials = extractFromCache( meta.materials );
  3616. var textures = extractFromCache( meta.textures );
  3617. var images = extractFromCache( meta.images );
  3618. var shapes$1 = extractFromCache( meta.shapes );
  3619. if ( geometries.length > 0 ) { output.geometries = geometries; }
  3620. if ( materials.length > 0 ) { output.materials = materials; }
  3621. if ( textures.length > 0 ) { output.textures = textures; }
  3622. if ( images.length > 0 ) { output.images = images; }
  3623. if ( shapes$1.length > 0 ) { output.shapes = shapes$1; }
  3624. }
  3625. output.object = object;
  3626. return output;
  3627. // extract data from the cache hash
  3628. // remove metadata on each item
  3629. // and return as array
  3630. function extractFromCache( cache ) {
  3631. var values = [];
  3632. for ( var key in cache ) {
  3633. var data = cache[ key ];
  3634. delete data.metadata;
  3635. values.push( data );
  3636. }
  3637. return values;
  3638. }
  3639. },
  3640. clone: function ( recursive ) {
  3641. return new this.constructor().copy( this, recursive );
  3642. },
  3643. copy: function ( source, recursive ) {
  3644. if ( recursive === undefined ) { recursive = true; }
  3645. this.name = source.name;
  3646. this.up.copy( source.up );
  3647. this.position.copy( source.position );
  3648. this.rotation.order = source.rotation.order;
  3649. this.quaternion.copy( source.quaternion );
  3650. this.scale.copy( source.scale );
  3651. this.matrix.copy( source.matrix );
  3652. this.matrixWorld.copy( source.matrixWorld );
  3653. this.matrixAutoUpdate = source.matrixAutoUpdate;
  3654. this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;
  3655. this.layers.mask = source.layers.mask;
  3656. this.visible = source.visible;
  3657. this.castShadow = source.castShadow;
  3658. this.receiveShadow = source.receiveShadow;
  3659. this.frustumCulled = source.frustumCulled;
  3660. this.renderOrder = source.renderOrder;
  3661. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  3662. if ( recursive === true ) {
  3663. for ( var i = 0; i < source.children.length; i ++ ) {
  3664. var child = source.children[ i ];
  3665. this.add( child.clone() );
  3666. }
  3667. }
  3668. return this;
  3669. }
  3670. } );
  3671. function Scene() {
  3672. Object3D.call( this );
  3673. this.type = 'Scene';
  3674. this.background = null;
  3675. this.environment = null;
  3676. this.fog = null;
  3677. this.overrideMaterial = null;
  3678. this.autoUpdate = true; // checked by the renderer
  3679. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  3680. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef
  3681. }
  3682. }
  3683. Scene.prototype = Object.assign( Object.create( Object3D.prototype ), {
  3684. constructor: Scene,
  3685. isScene: true,
  3686. copy: function ( source, recursive ) {
  3687. Object3D.prototype.copy.call( this, source, recursive );
  3688. if ( source.background !== null ) { this.background = source.background.clone(); }
  3689. if ( source.environment !== null ) { this.environment = source.environment.clone(); }
  3690. if ( source.fog !== null ) { this.fog = source.fog.clone(); }
  3691. if ( source.overrideMaterial !== null ) { this.overrideMaterial = source.overrideMaterial.clone(); }
  3692. this.autoUpdate = source.autoUpdate;
  3693. this.matrixAutoUpdate = source.matrixAutoUpdate;
  3694. return this;
  3695. },
  3696. toJSON: function ( meta ) {
  3697. var data = Object3D.prototype.toJSON.call( this, meta );
  3698. if ( this.background !== null ) { data.object.background = this.background.toJSON( meta ); }
  3699. if ( this.environment !== null ) { data.object.environment = this.environment.toJSON( meta ); }
  3700. if ( this.fog !== null ) { data.object.fog = this.fog.toJSON(); }
  3701. return data;
  3702. }
  3703. } );
  3704. var _points = [
  3705. new Vector3(),
  3706. new Vector3(),
  3707. new Vector3(),
  3708. new Vector3(),
  3709. new Vector3(),
  3710. new Vector3(),
  3711. new Vector3(),
  3712. new Vector3()
  3713. ];
  3714. var _vector$1 = new Vector3();
  3715. var _box = new Box3();
  3716. // triangle centered vertices
  3717. var _v0 = new Vector3();
  3718. var _v1$2 = new Vector3();
  3719. var _v2 = new Vector3();
  3720. // triangle edge vectors
  3721. var _f0 = new Vector3();
  3722. var _f1 = new Vector3();
  3723. var _f2 = new Vector3();
  3724. var _center = new Vector3();
  3725. var _extents = new Vector3();
  3726. var _triangleNormal = new Vector3();
  3727. var _testAxis = new Vector3();
  3728. function Box3( min, max ) {
  3729. this.min = ( min !== undefined ) ? min : new Vector3( + Infinity, + Infinity, + Infinity );
  3730. this.max = ( max !== undefined ) ? max : new Vector3( - Infinity, - Infinity, - Infinity );
  3731. }
  3732. Object.assign( Box3.prototype, {
  3733. isBox3: true,
  3734. set: function ( min, max ) {
  3735. this.min.copy( min );
  3736. this.max.copy( max );
  3737. return this;
  3738. },
  3739. setFromArray: function ( array ) {
  3740. var minX = + Infinity;
  3741. var minY = + Infinity;
  3742. var minZ = + Infinity;
  3743. var maxX = - Infinity;
  3744. var maxY = - Infinity;
  3745. var maxZ = - Infinity;
  3746. for ( var i = 0, l = array.length; i < l; i += 3 ) {
  3747. var x = array[ i ];
  3748. var y = array[ i + 1 ];
  3749. var z = array[ i + 2 ];
  3750. if ( x < minX ) { minX = x; }
  3751. if ( y < minY ) { minY = y; }
  3752. if ( z < minZ ) { minZ = z; }
  3753. if ( x > maxX ) { maxX = x; }
  3754. if ( y > maxY ) { maxY = y; }
  3755. if ( z > maxZ ) { maxZ = z; }
  3756. }
  3757. this.min.set( minX, minY, minZ );
  3758. this.max.set( maxX, maxY, maxZ );
  3759. return this;
  3760. },
  3761. setFromBufferAttribute: function ( attribute ) {
  3762. var minX = + Infinity;
  3763. var minY = + Infinity;
  3764. var minZ = + Infinity;
  3765. var maxX = - Infinity;
  3766. var maxY = - Infinity;
  3767. var maxZ = - Infinity;
  3768. for ( var i = 0, l = attribute.count; i < l; i ++ ) {
  3769. var x = attribute.getX( i );
  3770. var y = attribute.getY( i );
  3771. var z = attribute.getZ( i );
  3772. if ( x < minX ) { minX = x; }
  3773. if ( y < minY ) { minY = y; }
  3774. if ( z < minZ ) { minZ = z; }
  3775. if ( x > maxX ) { maxX = x; }
  3776. if ( y > maxY ) { maxY = y; }
  3777. if ( z > maxZ ) { maxZ = z; }
  3778. }
  3779. this.min.set( minX, minY, minZ );
  3780. this.max.set( maxX, maxY, maxZ );
  3781. return this;
  3782. },
  3783. setFromPoints: function ( points ) {
  3784. this.makeEmpty();
  3785. for ( var i = 0, il = points.length; i < il; i ++ ) {
  3786. this.expandByPoint( points[ i ] );
  3787. }
  3788. return this;
  3789. },
  3790. setFromCenterAndSize: function ( center, size ) {
  3791. var halfSize = _vector$1.copy( size ).multiplyScalar( 0.5 );
  3792. this.min.copy( center ).sub( halfSize );
  3793. this.max.copy( center ).add( halfSize );
  3794. return this;
  3795. },
  3796. setFromObject: function ( object ) {
  3797. this.makeEmpty();
  3798. return this.expandByObject( object );
  3799. },
  3800. clone: function () {
  3801. return new this.constructor().copy( this );
  3802. },
  3803. copy: function ( box ) {
  3804. this.min.copy( box.min );
  3805. this.max.copy( box.max );
  3806. return this;
  3807. },
  3808. makeEmpty: function () {
  3809. this.min.x = this.min.y = this.min.z = + Infinity;
  3810. this.max.x = this.max.y = this.max.z = - Infinity;
  3811. return this;
  3812. },
  3813. isEmpty: function () {
  3814. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  3815. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
  3816. },
  3817. getCenter: function ( target ) {
  3818. if ( target === undefined ) {
  3819. console.warn( 'THREE.Box3: .getCenter() target is now required' );
  3820. target = new Vector3();
  3821. }
  3822. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  3823. },
  3824. getSize: function ( target ) {
  3825. if ( target === undefined ) {
  3826. console.warn( 'THREE.Box3: .getSize() target is now required' );
  3827. target = new Vector3();
  3828. }
  3829. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );
  3830. },
  3831. expandByPoint: function ( point ) {
  3832. this.min.min( point );
  3833. this.max.max( point );
  3834. return this;
  3835. },
  3836. expandByVector: function ( vector ) {
  3837. this.min.sub( vector );
  3838. this.max.add( vector );
  3839. return this;
  3840. },
  3841. expandByScalar: function ( scalar ) {
  3842. this.min.addScalar( - scalar );
  3843. this.max.addScalar( scalar );
  3844. return this;
  3845. },
  3846. expandByObject: function ( object ) {
  3847. // Computes the world-axis-aligned bounding box of an object (including its children),
  3848. // accounting for both the object's, and children's, world transforms
  3849. object.updateWorldMatrix( false, false );
  3850. var geometry = object.geometry;
  3851. if ( geometry !== undefined ) {
  3852. if ( geometry.boundingBox === null ) {
  3853. geometry.computeBoundingBox();
  3854. }
  3855. _box.copy( geometry.boundingBox );
  3856. _box.applyMatrix4( object.matrixWorld );
  3857. this.union( _box );
  3858. }
  3859. var children = object.children;
  3860. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3861. this.expandByObject( children[ i ] );
  3862. }
  3863. return this;
  3864. },
  3865. containsPoint: function ( point ) {
  3866. return point.x < this.min.x || point.x > this.max.x ||
  3867. point.y < this.min.y || point.y > this.max.y ||
  3868. point.z < this.min.z || point.z > this.max.z ? false : true;
  3869. },
  3870. containsBox: function ( box ) {
  3871. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  3872. this.min.y <= box.min.y && box.max.y <= this.max.y &&
  3873. this.min.z <= box.min.z && box.max.z <= this.max.z;
  3874. },
  3875. getParameter: function ( point, target ) {
  3876. // This can potentially have a divide by zero if the box
  3877. // has a size dimension of 0.
  3878. if ( target === undefined ) {
  3879. console.warn( 'THREE.Box3: .getParameter() target is now required' );
  3880. target = new Vector3();
  3881. }
  3882. return target.set(
  3883. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  3884. ( point.y - this.min.y ) / ( this.max.y - this.min.y ),
  3885. ( point.z - this.min.z ) / ( this.max.z - this.min.z )
  3886. );
  3887. },
  3888. intersectsBox: function ( box ) {
  3889. // using 6 splitting planes to rule out intersections.
  3890. return box.max.x < this.min.x || box.min.x > this.max.x ||
  3891. box.max.y < this.min.y || box.min.y > this.max.y ||
  3892. box.max.z < this.min.z || box.min.z > this.max.z ? false : true;
  3893. },
  3894. intersectsSphere: function ( sphere ) {
  3895. // Find the point on the AABB closest to the sphere center.
  3896. this.clampPoint( sphere.center, _vector$1 );
  3897. // If that point is inside the sphere, the AABB and sphere intersect.
  3898. return _vector$1.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );
  3899. },
  3900. intersectsPlane: function ( plane ) {
  3901. // We compute the minimum and maximum dot product values. If those values
  3902. // are on the same side (back or front) of the plane, then there is no intersection.
  3903. var min, max;
  3904. if ( plane.normal.x > 0 ) {
  3905. min = plane.normal.x * this.min.x;
  3906. max = plane.normal.x * this.max.x;
  3907. } else {
  3908. min = plane.normal.x * this.max.x;
  3909. max = plane.normal.x * this.min.x;
  3910. }
  3911. if ( plane.normal.y > 0 ) {
  3912. min += plane.normal.y * this.min.y;
  3913. max += plane.normal.y * this.max.y;
  3914. } else {
  3915. min += plane.normal.y * this.max.y;
  3916. max += plane.normal.y * this.min.y;
  3917. }
  3918. if ( plane.normal.z > 0 ) {
  3919. min += plane.normal.z * this.min.z;
  3920. max += plane.normal.z * this.max.z;
  3921. } else {
  3922. min += plane.normal.z * this.max.z;
  3923. max += plane.normal.z * this.min.z;
  3924. }
  3925. return ( min <= - plane.constant && max >= - plane.constant );
  3926. },
  3927. intersectsTriangle: function ( triangle ) {
  3928. if ( this.isEmpty() ) {
  3929. return false;
  3930. }
  3931. // compute box center and extents
  3932. this.getCenter( _center );
  3933. _extents.subVectors( this.max, _center );
  3934. // translate triangle to aabb origin
  3935. _v0.subVectors( triangle.a, _center );
  3936. _v1$2.subVectors( triangle.b, _center );
  3937. _v2.subVectors( triangle.c, _center );
  3938. // compute edge vectors for triangle
  3939. _f0.subVectors( _v1$2, _v0 );
  3940. _f1.subVectors( _v2, _v1$2 );
  3941. _f2.subVectors( _v0, _v2 );
  3942. // test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb
  3943. // 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
  3944. // axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)
  3945. var axes = [
  3946. 0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y,
  3947. _f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x,
  3948. - _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0
  3949. ];
  3950. if ( ! satForAxes( axes, _v0, _v1$2, _v2, _extents ) ) {
  3951. return false;
  3952. }
  3953. // test 3 face normals from the aabb
  3954. axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];
  3955. if ( ! satForAxes( axes, _v0, _v1$2, _v2, _extents ) ) {
  3956. return false;
  3957. }
  3958. // finally testing the face normal of the triangle
  3959. // use already existing triangle edge vectors here
  3960. _triangleNormal.crossVectors( _f0, _f1 );
  3961. axes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ];
  3962. return satForAxes( axes, _v0, _v1$2, _v2, _extents );
  3963. },
  3964. clampPoint: function ( point, target ) {
  3965. if ( target === undefined ) {
  3966. console.warn( 'THREE.Box3: .clampPoint() target is now required' );
  3967. target = new Vector3();
  3968. }
  3969. return target.copy( point ).clamp( this.min, this.max );
  3970. },
  3971. distanceToPoint: function ( point ) {
  3972. var clampedPoint = _vector$1.copy( point ).clamp( this.min, this.max );
  3973. return clampedPoint.sub( point ).length();
  3974. },
  3975. getBoundingSphere: function ( target ) {
  3976. if ( target === undefined ) {
  3977. console.error( 'THREE.Box3: .getBoundingSphere() target is now required' );
  3978. //target = new Sphere(); // removed to avoid cyclic dependency
  3979. }
  3980. this.getCenter( target.center );
  3981. target.radius = this.getSize( _vector$1 ).length() * 0.5;
  3982. return target;
  3983. },
  3984. intersect: function ( box ) {
  3985. this.min.max( box.min );
  3986. this.max.min( box.max );
  3987. // 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.
  3988. if ( this.isEmpty() ) { this.makeEmpty(); }
  3989. return this;
  3990. },
  3991. union: function ( box ) {
  3992. this.min.min( box.min );
  3993. this.max.max( box.max );
  3994. return this;
  3995. },
  3996. applyMatrix4: function ( matrix ) {
  3997. // transform of empty box is an empty box.
  3998. if ( this.isEmpty() ) { return this; }
  3999. // NOTE: I am using a binary pattern to specify all 2^3 combinations below
  4000. _points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
  4001. _points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
  4002. _points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
  4003. _points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
  4004. _points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
  4005. _points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
  4006. _points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
  4007. _points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
  4008. this.setFromPoints( _points );
  4009. return this;
  4010. },
  4011. translate: function ( offset ) {
  4012. this.min.add( offset );
  4013. this.max.add( offset );
  4014. return this;
  4015. },
  4016. equals: function ( box ) {
  4017. return box.min.equals( this.min ) && box.max.equals( this.max );
  4018. }
  4019. } );
  4020. function satForAxes( axes, v0, v1, v2, extents ) {
  4021. for ( var i = 0, j = axes.length - 3; i <= j; i += 3 ) {
  4022. _testAxis.fromArray( axes, i );
  4023. // project the aabb onto the seperating axis
  4024. var r = extents.x * Math.abs( _testAxis.x ) + extents.y * Math.abs( _testAxis.y ) + extents.z * Math.abs( _testAxis.z );
  4025. // project all 3 vertices of the triangle onto the seperating axis
  4026. var p0 = v0.dot( _testAxis );
  4027. var p1 = v1.dot( _testAxis );
  4028. var p2 = v2.dot( _testAxis );
  4029. // actual test, basically see if either of the most extreme of the triangle points intersects r
  4030. if ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {
  4031. // points of the projected triangle are outside the projected half-length of the aabb
  4032. // the axis is seperating and we can exit
  4033. return false;
  4034. }
  4035. }
  4036. return true;
  4037. }
  4038. var _box$1 = new Box3();
  4039. function Sphere( center, radius ) {
  4040. this.center = ( center !== undefined ) ? center : new Vector3();
  4041. this.radius = ( radius !== undefined ) ? radius : - 1;
  4042. }
  4043. Object.assign( Sphere.prototype, {
  4044. set: function ( center, radius ) {
  4045. this.center.copy( center );
  4046. this.radius = radius;
  4047. return this;
  4048. },
  4049. setFromPoints: function ( points, optionalCenter ) {
  4050. var center = this.center;
  4051. if ( optionalCenter !== undefined ) {
  4052. center.copy( optionalCenter );
  4053. } else {
  4054. _box$1.setFromPoints( points ).getCenter( center );
  4055. }
  4056. var maxRadiusSq = 0;
  4057. for ( var i = 0, il = points.length; i < il; i ++ ) {
  4058. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );
  4059. }
  4060. this.radius = Math.sqrt( maxRadiusSq );
  4061. return this;
  4062. },
  4063. clone: function () {
  4064. return new this.constructor().copy( this );
  4065. },
  4066. copy: function ( sphere ) {
  4067. this.center.copy( sphere.center );
  4068. this.radius = sphere.radius;
  4069. return this;
  4070. },
  4071. isEmpty: function () {
  4072. return ( this.radius < 0 );
  4073. },
  4074. makeEmpty: function () {
  4075. this.center.set( 0, 0, 0 );
  4076. this.radius = - 1;
  4077. return this;
  4078. },
  4079. containsPoint: function ( point ) {
  4080. return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
  4081. },
  4082. distanceToPoint: function ( point ) {
  4083. return ( point.distanceTo( this.center ) - this.radius );
  4084. },
  4085. intersectsSphere: function ( sphere ) {
  4086. var radiusSum = this.radius + sphere.radius;
  4087. return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
  4088. },
  4089. intersectsBox: function ( box ) {
  4090. return box.intersectsSphere( this );
  4091. },
  4092. intersectsPlane: function ( plane ) {
  4093. return Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius;
  4094. },
  4095. clampPoint: function ( point, target ) {
  4096. var deltaLengthSq = this.center.distanceToSquared( point );
  4097. if ( target === undefined ) {
  4098. console.warn( 'THREE.Sphere: .clampPoint() target is now required' );
  4099. target = new Vector3();
  4100. }
  4101. target.copy( point );
  4102. if ( deltaLengthSq > ( this.radius * this.radius ) ) {
  4103. target.sub( this.center ).normalize();
  4104. target.multiplyScalar( this.radius ).add( this.center );
  4105. }
  4106. return target;
  4107. },
  4108. getBoundingBox: function ( target ) {
  4109. if ( target === undefined ) {
  4110. console.warn( 'THREE.Sphere: .getBoundingBox() target is now required' );
  4111. target = new Box3();
  4112. }
  4113. if ( this.isEmpty() ) {
  4114. // Empty sphere produces empty bounding box
  4115. target.makeEmpty();
  4116. return target;
  4117. }
  4118. target.set( this.center, this.center );
  4119. target.expandByScalar( this.radius );
  4120. return target;
  4121. },
  4122. applyMatrix4: function ( matrix ) {
  4123. this.center.applyMatrix4( matrix );
  4124. this.radius = this.radius * matrix.getMaxScaleOnAxis();
  4125. return this;
  4126. },
  4127. translate: function ( offset ) {
  4128. this.center.add( offset );
  4129. return this;
  4130. },
  4131. equals: function ( sphere ) {
  4132. return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
  4133. }
  4134. } );
  4135. var _vector$2 = new Vector3();
  4136. var _segCenter = new Vector3();
  4137. var _segDir = new Vector3();
  4138. var _diff = new Vector3();
  4139. var _edge1 = new Vector3();
  4140. var _edge2 = new Vector3();
  4141. var _normal = new Vector3();
  4142. var Ray = function Ray( origin, direction ) {
  4143. this.origin = ( origin !== undefined ) ? origin : new Vector3();
  4144. this.direction = ( direction !== undefined ) ? direction : new Vector3( 0, 0, - 1 );
  4145. };
  4146. Ray.prototype.set = function set ( origin, direction ) {
  4147. this.origin.copy( origin );
  4148. this.direction.copy( direction );
  4149. return this;
  4150. };
  4151. Ray.prototype.clone = function clone () {
  4152. return new this.constructor().copy( this );
  4153. };
  4154. Ray.prototype.copy = function copy ( ray ) {
  4155. this.origin.copy( ray.origin );
  4156. this.direction.copy( ray.direction );
  4157. return this;
  4158. };
  4159. Ray.prototype.at = function at ( t, target ) {
  4160. if ( target === undefined ) {
  4161. console.warn( 'THREE.Ray: .at() target is now required' );
  4162. target = new Vector3();
  4163. }
  4164. return target.copy( this.direction ).multiplyScalar( t ).add( this.origin );
  4165. };
  4166. Ray.prototype.lookAt = function lookAt ( v ) {
  4167. this.direction.copy( v ).sub( this.origin ).normalize();
  4168. return this;
  4169. };
  4170. Ray.prototype.recast = function recast ( t ) {
  4171. this.origin.copy( this.at( t, _vector$2 ) );
  4172. return this;
  4173. };
  4174. Ray.prototype.closestPointToPoint = function closestPointToPoint ( point, target ) {
  4175. if ( target === undefined ) {
  4176. console.warn( 'THREE.Ray: .closestPointToPoint() target is now required' );
  4177. target = new Vector3();
  4178. }
  4179. target.subVectors( point, this.origin );
  4180. var directionDistance = target.dot( this.direction );
  4181. if ( directionDistance < 0 ) {
  4182. return target.copy( this.origin );
  4183. }
  4184. return target.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  4185. };
  4186. Ray.prototype.distanceToPoint = function distanceToPoint ( point ) {
  4187. return Math.sqrt( this.distanceSqToPoint( point ) );
  4188. };
  4189. Ray.prototype.distanceSqToPoint = function distanceSqToPoint ( point ) {
  4190. var directionDistance = _vector$2.subVectors( point, this.origin ).dot( this.direction );
  4191. // point behind the ray
  4192. if ( directionDistance < 0 ) {
  4193. return this.origin.distanceToSquared( point );
  4194. }
  4195. _vector$2.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  4196. return _vector$2.distanceToSquared( point );
  4197. };
  4198. Ray.prototype.distanceSqToSegment = function distanceSqToSegment ( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
  4199. // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteDistRaySegment.h
  4200. // It returns the min distance between the ray and the segment
  4201. // defined by v0 and v1
  4202. // It can also set two optional targets :
  4203. // - The closest point on the ray
  4204. // - The closest point on the segment
  4205. _segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );
  4206. _segDir.copy( v1 ).sub( v0 ).normalize();
  4207. _diff.copy( this.origin ).sub( _segCenter );
  4208. var segExtent = v0.distanceTo( v1 ) * 0.5;
  4209. var a01 = - this.direction.dot( _segDir );
  4210. var b0 = _diff.dot( this.direction );
  4211. var b1 = - _diff.dot( _segDir );
  4212. var c = _diff.lengthSq();
  4213. var det = Math.abs( 1 - a01 * a01 );
  4214. var s0, s1, sqrDist, extDet;
  4215. if ( det > 0 ) {
  4216. // The ray and segment are not parallel.
  4217. s0 = a01 * b1 - b0;
  4218. s1 = a01 * b0 - b1;
  4219. extDet = segExtent * det;
  4220. if ( s0 >= 0 ) {
  4221. if ( s1 >= - extDet ) {
  4222. if ( s1 <= extDet ) {
  4223. // region 0
  4224. // Minimum at interior points of ray and segment.
  4225. var invDet = 1 / det;
  4226. s0 *= invDet;
  4227. s1 *= invDet;
  4228. sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
  4229. } else {
  4230. // region 1
  4231. s1 = segExtent;
  4232. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4233. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4234. }
  4235. } else {
  4236. // region 5
  4237. s1 = - segExtent;
  4238. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4239. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4240. }
  4241. } else {
  4242. if ( s1 <= - extDet ) {
  4243. // region 4
  4244. s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
  4245. s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4246. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4247. } else if ( s1 <= extDet ) {
  4248. // region 3
  4249. s0 = 0;
  4250. s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4251. sqrDist = s1 * ( s1 + 2 * b1 ) + c;
  4252. } else {
  4253. // region 2
  4254. s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
  4255. s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4256. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4257. }
  4258. }
  4259. } else {
  4260. // Ray and segment are parallel.
  4261. s1 = ( a01 > 0 ) ? - segExtent : segExtent;
  4262. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4263. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4264. }
  4265. if ( optionalPointOnRay ) {
  4266. optionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin );
  4267. }
  4268. if ( optionalPointOnSegment ) {
  4269. optionalPointOnSegment.copy( _segDir ).multiplyScalar( s1 ).add( _segCenter );
  4270. }
  4271. return sqrDist;
  4272. };
  4273. Ray.prototype.intersectSphere = function intersectSphere ( sphere, target ) {
  4274. _vector$2.subVectors( sphere.center, this.origin );
  4275. var tca = _vector$2.dot( this.direction );
  4276. var d2 = _vector$2.dot( _vector$2 ) - tca * tca;
  4277. var radius2 = sphere.radius * sphere.radius;
  4278. if ( d2 > radius2 ) { return null; }
  4279. var thc = Math.sqrt( radius2 - d2 );
  4280. // t0 = first intersect point - entrance on front of sphere
  4281. var t0 = tca - thc;
  4282. // t1 = second intersect point - exit point on back of sphere
  4283. var t1 = tca + thc;
  4284. // test to see if both t0 and t1 are behind the ray - if so, return null
  4285. if ( t0 < 0 && t1 < 0 ) { return null; }
  4286. // test to see if t0 is behind the ray:
  4287. // if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
  4288. // in order to always return an intersect point that is in front of the ray.
  4289. if ( t0 < 0 ) { return this.at( t1, target ); }
  4290. // else t0 is in front of the ray, so return the first collision point scaled by t0
  4291. return this.at( t0, target );
  4292. };
  4293. Ray.prototype.intersectsSphere = function intersectsSphere ( sphere ) {
  4294. return this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius );
  4295. };
  4296. Ray.prototype.distanceToPlane = function distanceToPlane ( plane ) {
  4297. var denominator = plane.normal.dot( this.direction );
  4298. if ( denominator === 0 ) {
  4299. // line is coplanar, return origin
  4300. if ( plane.distanceToPoint( this.origin ) === 0 ) {
  4301. return 0;
  4302. }
  4303. // Null is preferable to undefined since undefined means.... it is undefined
  4304. return null;
  4305. }
  4306. var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
  4307. // Return if the ray never intersects the plane
  4308. return t >= 0 ? t : null;
  4309. };
  4310. Ray.prototype.intersectPlane = function intersectPlane ( plane, target ) {
  4311. var t = this.distanceToPlane( plane );
  4312. if ( t === null ) {
  4313. return null;
  4314. }
  4315. return this.at( t, target );
  4316. };
  4317. Ray.prototype.intersectsPlane = function intersectsPlane ( plane ) {
  4318. // check if the ray lies on the plane first
  4319. var distToPoint = plane.distanceToPoint( this.origin );
  4320. if ( distToPoint === 0 ) {
  4321. return true;
  4322. }
  4323. var denominator = plane.normal.dot( this.direction );
  4324. if ( denominator * distToPoint < 0 ) {
  4325. return true;
  4326. }
  4327. // ray origin is behind the plane (and is pointing behind it)
  4328. return false;
  4329. };
  4330. Ray.prototype.intersectBox = function intersectBox ( box, target ) {
  4331. var tmin, tmax, tymin, tymax, tzmin, tzmax;
  4332. var invdirx = 1 / this.direction.x,
  4333. invdiry = 1 / this.direction.y,
  4334. invdirz = 1 / this.direction.z;
  4335. var origin = this.origin;
  4336. if ( invdirx >= 0 ) {
  4337. tmin = ( box.min.x - origin.x ) * invdirx;
  4338. tmax = ( box.max.x - origin.x ) * invdirx;
  4339. } else {
  4340. tmin = ( box.max.x - origin.x ) * invdirx;
  4341. tmax = ( box.min.x - origin.x ) * invdirx;
  4342. }
  4343. if ( invdiry >= 0 ) {
  4344. tymin = ( box.min.y - origin.y ) * invdiry;
  4345. tymax = ( box.max.y - origin.y ) * invdiry;
  4346. } else {
  4347. tymin = ( box.max.y - origin.y ) * invdiry;
  4348. tymax = ( box.min.y - origin.y ) * invdiry;
  4349. }
  4350. if ( ( tmin > tymax ) || ( tymin > tmax ) ) { return null; }
  4351. // These lines also handle the case where tmin or tmax is NaN
  4352. // (result of 0 * Infinity). x !== x returns true if x is NaN
  4353. if ( tymin > tmin || tmin !== tmin ) { tmin = tymin; }
  4354. if ( tymax < tmax || tmax !== tmax ) { tmax = tymax; }
  4355. if ( invdirz >= 0 ) {
  4356. tzmin = ( box.min.z - origin.z ) * invdirz;
  4357. tzmax = ( box.max.z - origin.z ) * invdirz;
  4358. } else {
  4359. tzmin = ( box.max.z - origin.z ) * invdirz;
  4360. tzmax = ( box.min.z - origin.z ) * invdirz;
  4361. }
  4362. if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) { return null; }
  4363. if ( tzmin > tmin || tmin !== tmin ) { tmin = tzmin; }
  4364. if ( tzmax < tmax || tmax !== tmax ) { tmax = tzmax; }
  4365. //return point closest to the ray (positive side)
  4366. if ( tmax < 0 ) { return null; }
  4367. return this.at( tmin >= 0 ? tmin : tmax, target );
  4368. };
  4369. Ray.prototype.intersectsBox = function intersectsBox ( box ) {
  4370. return this.intersectBox( box, _vector$2 ) !== null;
  4371. };
  4372. Ray.prototype.intersectTriangle = function intersectTriangle ( a, b, c, backfaceCulling, target ) {
  4373. // Compute the offset origin, edges, and normal.
  4374. // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h
  4375. _edge1.subVectors( b, a );
  4376. _edge2.subVectors( c, a );
  4377. _normal.crossVectors( _edge1, _edge2 );
  4378. // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
  4379. // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
  4380. // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
  4381. // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
  4382. // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
  4383. var DdN = this.direction.dot( _normal );
  4384. var sign;
  4385. if ( DdN > 0 ) {
  4386. if ( backfaceCulling ) { return null; }
  4387. sign = 1;
  4388. } else if ( DdN < 0 ) {
  4389. sign = - 1;
  4390. DdN = - DdN;
  4391. } else {
  4392. return null;
  4393. }
  4394. _diff.subVectors( this.origin, a );
  4395. var DdQxE2 = sign * this.direction.dot( _edge2.crossVectors( _diff, _edge2 ) );
  4396. // b1 < 0, no intersection
  4397. if ( DdQxE2 < 0 ) {
  4398. return null;
  4399. }
  4400. var DdE1xQ = sign * this.direction.dot( _edge1.cross( _diff ) );
  4401. // b2 < 0, no intersection
  4402. if ( DdE1xQ < 0 ) {
  4403. return null;
  4404. }
  4405. // b1+b2 > 1, no intersection
  4406. if ( DdQxE2 + DdE1xQ > DdN ) {
  4407. return null;
  4408. }
  4409. // Line intersects triangle, check if ray does.
  4410. var QdN = - sign * _diff.dot( _normal );
  4411. // t < 0, no intersection
  4412. if ( QdN < 0 ) {
  4413. return null;
  4414. }
  4415. // Ray intersects triangle.
  4416. return this.at( QdN / DdN, target );
  4417. };
  4418. Ray.prototype.applyMatrix4 = function applyMatrix4 ( matrix4 ) {
  4419. this.origin.applyMatrix4( matrix4 );
  4420. this.direction.transformDirection( matrix4 );
  4421. return this;
  4422. };
  4423. Ray.prototype.equals = function equals ( ray ) {
  4424. return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
  4425. };
  4426. var _vector1 = new Vector3();
  4427. var _vector2 = new Vector3();
  4428. var _normalMatrix = new Matrix3();
  4429. function Plane( normal, constant ) {
  4430. // normal is assumed to be normalized
  4431. this.normal = ( normal !== undefined ) ? normal : new Vector3( 1, 0, 0 );
  4432. this.constant = ( constant !== undefined ) ? constant : 0;
  4433. }
  4434. Object.assign( Plane.prototype, {
  4435. isPlane: true,
  4436. set: function ( normal, constant ) {
  4437. this.normal.copy( normal );
  4438. this.constant = constant;
  4439. return this;
  4440. },
  4441. setComponents: function ( x, y, z, w ) {
  4442. this.normal.set( x, y, z );
  4443. this.constant = w;
  4444. return this;
  4445. },
  4446. setFromNormalAndCoplanarPoint: function ( normal, point ) {
  4447. this.normal.copy( normal );
  4448. this.constant = - point.dot( this.normal );
  4449. return this;
  4450. },
  4451. setFromCoplanarPoints: function ( a, b, c ) {
  4452. var normal = _vector1.subVectors( c, b ).cross( _vector2.subVectors( a, b ) ).normalize();
  4453. // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
  4454. this.setFromNormalAndCoplanarPoint( normal, a );
  4455. return this;
  4456. },
  4457. clone: function () {
  4458. return new this.constructor().copy( this );
  4459. },
  4460. copy: function ( plane ) {
  4461. this.normal.copy( plane.normal );
  4462. this.constant = plane.constant;
  4463. return this;
  4464. },
  4465. normalize: function () {
  4466. // Note: will lead to a divide by zero if the plane is invalid.
  4467. var inverseNormalLength = 1.0 / this.normal.length();
  4468. this.normal.multiplyScalar( inverseNormalLength );
  4469. this.constant *= inverseNormalLength;
  4470. return this;
  4471. },
  4472. negate: function () {
  4473. this.constant *= - 1;
  4474. this.normal.negate();
  4475. return this;
  4476. },
  4477. distanceToPoint: function ( point ) {
  4478. return this.normal.dot( point ) + this.constant;
  4479. },
  4480. distanceToSphere: function ( sphere ) {
  4481. return this.distanceToPoint( sphere.center ) - sphere.radius;
  4482. },
  4483. projectPoint: function ( point, target ) {
  4484. if ( target === undefined ) {
  4485. console.warn( 'THREE.Plane: .projectPoint() target is now required' );
  4486. target = new Vector3();
  4487. }
  4488. return target.copy( this.normal ).multiplyScalar( - this.distanceToPoint( point ) ).add( point );
  4489. },
  4490. intersectLine: function ( line, target ) {
  4491. if ( target === undefined ) {
  4492. console.warn( 'THREE.Plane: .intersectLine() target is now required' );
  4493. target = new Vector3();
  4494. }
  4495. var direction = line.delta( _vector1 );
  4496. var denominator = this.normal.dot( direction );
  4497. if ( denominator === 0 ) {
  4498. // line is coplanar, return origin
  4499. if ( this.distanceToPoint( line.start ) === 0 ) {
  4500. return target.copy( line.start );
  4501. }
  4502. // Unsure if this is the correct method to handle this case.
  4503. return undefined;
  4504. }
  4505. var t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
  4506. if ( t < 0 || t > 1 ) {
  4507. return undefined;
  4508. }
  4509. return target.copy( direction ).multiplyScalar( t ).add( line.start );
  4510. },
  4511. intersectsLine: function ( line ) {
  4512. // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
  4513. var startSign = this.distanceToPoint( line.start );
  4514. var endSign = this.distanceToPoint( line.end );
  4515. return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
  4516. },
  4517. intersectsBox: function ( box ) {
  4518. return box.intersectsPlane( this );
  4519. },
  4520. intersectsSphere: function ( sphere ) {
  4521. return sphere.intersectsPlane( this );
  4522. },
  4523. coplanarPoint: function ( target ) {
  4524. if ( target === undefined ) {
  4525. console.warn( 'THREE.Plane: .coplanarPoint() target is now required' );
  4526. target = new Vector3();
  4527. }
  4528. return target.copy( this.normal ).multiplyScalar( - this.constant );
  4529. },
  4530. applyMatrix4: function ( matrix, optionalNormalMatrix ) {
  4531. var normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix );
  4532. var referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix );
  4533. var normal = this.normal.applyMatrix3( normalMatrix ).normalize();
  4534. this.constant = - referencePoint.dot( normal );
  4535. return this;
  4536. },
  4537. translate: function ( offset ) {
  4538. this.constant -= offset.dot( this.normal );
  4539. return this;
  4540. },
  4541. equals: function ( plane ) {
  4542. return plane.normal.equals( this.normal ) && ( plane.constant === this.constant );
  4543. }
  4544. } );
  4545. var _v0$1 = new Vector3();
  4546. var _v1$3 = new Vector3();
  4547. var _v2$1 = new Vector3();
  4548. var _v3 = new Vector3();
  4549. var _vab = new Vector3();
  4550. var _vac = new Vector3();
  4551. var _vbc = new Vector3();
  4552. var _vap = new Vector3();
  4553. var _vbp = new Vector3();
  4554. var _vcp = new Vector3();
  4555. function Triangle( a, b, c ) {
  4556. this.a = ( a !== undefined ) ? a : new Vector3();
  4557. this.b = ( b !== undefined ) ? b : new Vector3();
  4558. this.c = ( c !== undefined ) ? c : new Vector3();
  4559. }
  4560. Object.assign( Triangle, {
  4561. getNormal: function ( a, b, c, target ) {
  4562. if ( target === undefined ) {
  4563. console.warn( 'THREE.Triangle: .getNormal() target is now required' );
  4564. target = new Vector3();
  4565. }
  4566. target.subVectors( c, b );
  4567. _v0$1.subVectors( a, b );
  4568. target.cross( _v0$1 );
  4569. var targetLengthSq = target.lengthSq();
  4570. if ( targetLengthSq > 0 ) {
  4571. return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );
  4572. }
  4573. return target.set( 0, 0, 0 );
  4574. },
  4575. // static/instance method to calculate barycentric coordinates
  4576. // based on: http://www.blackpawn.com/texts/pointinpoly/default.html
  4577. getBarycoord: function ( point, a, b, c, target ) {
  4578. _v0$1.subVectors( c, a );
  4579. _v1$3.subVectors( b, a );
  4580. _v2$1.subVectors( point, a );
  4581. var dot00 = _v0$1.dot( _v0$1 );
  4582. var dot01 = _v0$1.dot( _v1$3 );
  4583. var dot02 = _v0$1.dot( _v2$1 );
  4584. var dot11 = _v1$3.dot( _v1$3 );
  4585. var dot12 = _v1$3.dot( _v2$1 );
  4586. var denom = ( dot00 * dot11 - dot01 * dot01 );
  4587. if ( target === undefined ) {
  4588. console.warn( 'THREE.Triangle: .getBarycoord() target is now required' );
  4589. target = new Vector3();
  4590. }
  4591. // collinear or singular triangle
  4592. if ( denom === 0 ) {
  4593. // arbitrary location outside of triangle?
  4594. // not sure if this is the best idea, maybe should be returning undefined
  4595. return target.set( - 2, - 1, - 1 );
  4596. }
  4597. var invDenom = 1 / denom;
  4598. var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
  4599. var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
  4600. // barycentric coordinates must always sum to 1
  4601. return target.set( 1 - u - v, v, u );
  4602. },
  4603. containsPoint: function ( point, a, b, c ) {
  4604. Triangle.getBarycoord( point, a, b, c, _v3 );
  4605. return ( _v3.x >= 0 ) && ( _v3.y >= 0 ) && ( ( _v3.x + _v3.y ) <= 1 );
  4606. },
  4607. getUV: function ( point, p1, p2, p3, uv1, uv2, uv3, target ) {
  4608. this.getBarycoord( point, p1, p2, p3, _v3 );
  4609. target.set( 0, 0 );
  4610. target.addScaledVector( uv1, _v3.x );
  4611. target.addScaledVector( uv2, _v3.y );
  4612. target.addScaledVector( uv3, _v3.z );
  4613. return target;
  4614. },
  4615. isFrontFacing: function ( a, b, c, direction ) {
  4616. _v0$1.subVectors( c, b );
  4617. _v1$3.subVectors( a, b );
  4618. // strictly front facing
  4619. return ( _v0$1.cross( _v1$3 ).dot( direction ) < 0 ) ? true : false;
  4620. }
  4621. } );
  4622. Object.assign( Triangle.prototype, {
  4623. set: function ( a, b, c ) {
  4624. this.a.copy( a );
  4625. this.b.copy( b );
  4626. this.c.copy( c );
  4627. return this;
  4628. },
  4629. setFromPointsAndIndices: function ( points, i0, i1, i2 ) {
  4630. this.a.copy( points[ i0 ] );
  4631. this.b.copy( points[ i1 ] );
  4632. this.c.copy( points[ i2 ] );
  4633. return this;
  4634. },
  4635. clone: function () {
  4636. return new this.constructor().copy( this );
  4637. },
  4638. copy: function ( triangle ) {
  4639. this.a.copy( triangle.a );
  4640. this.b.copy( triangle.b );
  4641. this.c.copy( triangle.c );
  4642. return this;
  4643. },
  4644. getArea: function () {
  4645. _v0$1.subVectors( this.c, this.b );
  4646. _v1$3.subVectors( this.a, this.b );
  4647. return _v0$1.cross( _v1$3 ).length() * 0.5;
  4648. },
  4649. getMidpoint: function ( target ) {
  4650. if ( target === undefined ) {
  4651. console.warn( 'THREE.Triangle: .getMidpoint() target is now required' );
  4652. target = new Vector3();
  4653. }
  4654. return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
  4655. },
  4656. getNormal: function ( target ) {
  4657. return Triangle.getNormal( this.a, this.b, this.c, target );
  4658. },
  4659. getPlane: function ( target ) {
  4660. if ( target === undefined ) {
  4661. console.warn( 'THREE.Triangle: .getPlane() target is now required' );
  4662. target = new Plane();
  4663. }
  4664. return target.setFromCoplanarPoints( this.a, this.b, this.c );
  4665. },
  4666. getBarycoord: function ( point, target ) {
  4667. return Triangle.getBarycoord( point, this.a, this.b, this.c, target );
  4668. },
  4669. getUV: function ( point, uv1, uv2, uv3, target ) {
  4670. return Triangle.getUV( point, this.a, this.b, this.c, uv1, uv2, uv3, target );
  4671. },
  4672. containsPoint: function ( point ) {
  4673. return Triangle.containsPoint( point, this.a, this.b, this.c );
  4674. },
  4675. isFrontFacing: function ( direction ) {
  4676. return Triangle.isFrontFacing( this.a, this.b, this.c, direction );
  4677. },
  4678. intersectsBox: function ( box ) {
  4679. return box.intersectsTriangle( this );
  4680. },
  4681. closestPointToPoint: function ( p, target ) {
  4682. if ( target === undefined ) {
  4683. console.warn( 'THREE.Triangle: .closestPointToPoint() target is now required' );
  4684. target = new Vector3();
  4685. }
  4686. var a = this.a, b = this.b, c = this.c;
  4687. var v, w;
  4688. // algorithm thanks to Real-Time Collision Detection by Christer Ericson,
  4689. // published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,
  4690. // under the accompanying license; see chapter 5.1.5 for detailed explanation.
  4691. // basically, we're distinguishing which of the voronoi regions of the triangle
  4692. // the point lies in with the minimum amount of redundant computation.
  4693. _vab.subVectors( b, a );
  4694. _vac.subVectors( c, a );
  4695. _vap.subVectors( p, a );
  4696. var d1 = _vab.dot( _vap );
  4697. var d2 = _vac.dot( _vap );
  4698. if ( d1 <= 0 && d2 <= 0 ) {
  4699. // vertex region of A; barycentric coords (1, 0, 0)
  4700. return target.copy( a );
  4701. }
  4702. _vbp.subVectors( p, b );
  4703. var d3 = _vab.dot( _vbp );
  4704. var d4 = _vac.dot( _vbp );
  4705. if ( d3 >= 0 && d4 <= d3 ) {
  4706. // vertex region of B; barycentric coords (0, 1, 0)
  4707. return target.copy( b );
  4708. }
  4709. var vc = d1 * d4 - d3 * d2;
  4710. if ( vc <= 0 && d1 >= 0 && d3 <= 0 ) {
  4711. v = d1 / ( d1 - d3 );
  4712. // edge region of AB; barycentric coords (1-v, v, 0)
  4713. return target.copy( a ).addScaledVector( _vab, v );
  4714. }
  4715. _vcp.subVectors( p, c );
  4716. var d5 = _vab.dot( _vcp );
  4717. var d6 = _vac.dot( _vcp );
  4718. if ( d6 >= 0 && d5 <= d6 ) {
  4719. // vertex region of C; barycentric coords (0, 0, 1)
  4720. return target.copy( c );
  4721. }
  4722. var vb = d5 * d2 - d1 * d6;
  4723. if ( vb <= 0 && d2 >= 0 && d6 <= 0 ) {
  4724. w = d2 / ( d2 - d6 );
  4725. // edge region of AC; barycentric coords (1-w, 0, w)
  4726. return target.copy( a ).addScaledVector( _vac, w );
  4727. }
  4728. var va = d3 * d6 - d5 * d4;
  4729. if ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) {
  4730. _vbc.subVectors( c, b );
  4731. w = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) );
  4732. // edge region of BC; barycentric coords (0, 1-w, w)
  4733. return target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC
  4734. }
  4735. // face region
  4736. var denom = 1 / ( va + vb + vc );
  4737. // u = va * denom
  4738. v = vb * denom;
  4739. w = vc * denom;
  4740. return target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w );
  4741. },
  4742. equals: function ( triangle ) {
  4743. return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
  4744. }
  4745. } );
  4746. var _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,
  4747. 'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,
  4748. 'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,
  4749. 'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,
  4750. 'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,
  4751. 'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,
  4752. 'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,
  4753. 'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,
  4754. 'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,
  4755. 'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,
  4756. 'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,
  4757. 'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,
  4758. 'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,
  4759. 'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,
  4760. 'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,
  4761. 'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,
  4762. 'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,
  4763. 'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,
  4764. 'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,
  4765. 'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,
  4766. 'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,
  4767. 'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,
  4768. 'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,
  4769. 'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };
  4770. var _hslA = { h: 0, s: 0, l: 0 };
  4771. var _hslB = { h: 0, s: 0, l: 0 };
  4772. function Color( r, g, b ) {
  4773. if ( g === undefined && b === undefined ) {
  4774. // r is THREE.Color, hex or string
  4775. return this.set( r );
  4776. }
  4777. return this.setRGB( r, g, b );
  4778. }
  4779. function hue2rgb( p, q, t ) {
  4780. if ( t < 0 ) { t += 1; }
  4781. if ( t > 1 ) { t -= 1; }
  4782. if ( t < 1 / 6 ) { return p + ( q - p ) * 6 * t; }
  4783. if ( t < 1 / 2 ) { return q; }
  4784. if ( t < 2 / 3 ) { return p + ( q - p ) * 6 * ( 2 / 3 - t ); }
  4785. return p;
  4786. }
  4787. function SRGBToLinear( c ) {
  4788. return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );
  4789. }
  4790. function LinearToSRGB( c ) {
  4791. return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;
  4792. }
  4793. Object.assign( Color.prototype, {
  4794. isColor: true,
  4795. r: 1, g: 1, b: 1,
  4796. set: function ( value ) {
  4797. if ( value && value.isColor ) {
  4798. this.copy( value );
  4799. } else if ( typeof value === 'number' ) {
  4800. this.setHex( value );
  4801. } else if ( typeof value === 'string' ) {
  4802. this.setStyle( value );
  4803. }
  4804. return this;
  4805. },
  4806. setScalar: function ( scalar ) {
  4807. this.r = scalar;
  4808. this.g = scalar;
  4809. this.b = scalar;
  4810. return this;
  4811. },
  4812. setHex: function ( hex ) {
  4813. hex = Math.floor( hex );
  4814. this.r = ( hex >> 16 & 255 ) / 255;
  4815. this.g = ( hex >> 8 & 255 ) / 255;
  4816. this.b = ( hex & 255 ) / 255;
  4817. return this;
  4818. },
  4819. setRGB: function ( r, g, b ) {
  4820. this.r = r;
  4821. this.g = g;
  4822. this.b = b;
  4823. return this;
  4824. },
  4825. setHSL: function ( h, s, l ) {
  4826. // h,s,l ranges are in 0.0 - 1.0
  4827. h = MathUtils.euclideanModulo( h, 1 );
  4828. s = MathUtils.clamp( s, 0, 1 );
  4829. l = MathUtils.clamp( l, 0, 1 );
  4830. if ( s === 0 ) {
  4831. this.r = this.g = this.b = l;
  4832. } else {
  4833. var p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
  4834. var q = ( 2 * l ) - p;
  4835. this.r = hue2rgb( q, p, h + 1 / 3 );
  4836. this.g = hue2rgb( q, p, h );
  4837. this.b = hue2rgb( q, p, h - 1 / 3 );
  4838. }
  4839. return this;
  4840. },
  4841. setStyle: function ( style ) {
  4842. function handleAlpha( string ) {
  4843. if ( string === undefined ) { return; }
  4844. if ( parseFloat( string ) < 1 ) {
  4845. console.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' );
  4846. }
  4847. }
  4848. var m;
  4849. if ( m = /^((?:rgb|hsl)a?)\(\s*([^\)]*)\)/.exec( style ) ) {
  4850. // rgb / hsl
  4851. var color;
  4852. var name = m[ 1 ];
  4853. var components = m[ 2 ];
  4854. switch ( name ) {
  4855. case 'rgb':
  4856. case 'rgba':
  4857. if ( color = /^(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4858. // rgb(255,0,0) rgba(255,0,0,0.5)
  4859. this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255;
  4860. this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255;
  4861. this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255;
  4862. handleAlpha( color[ 5 ] );
  4863. return this;
  4864. }
  4865. if ( color = /^(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4866. // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)
  4867. this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;
  4868. this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;
  4869. this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;
  4870. handleAlpha( color[ 5 ] );
  4871. return this;
  4872. }
  4873. break;
  4874. case 'hsl':
  4875. case 'hsla':
  4876. if ( color = /^([0-9]*\.?[0-9]+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4877. // hsl(120,50%,50%) hsla(120,50%,50%,0.5)
  4878. var h = parseFloat( color[ 1 ] ) / 360;
  4879. var s = parseInt( color[ 2 ], 10 ) / 100;
  4880. var l = parseInt( color[ 3 ], 10 ) / 100;
  4881. handleAlpha( color[ 5 ] );
  4882. return this.setHSL( h, s, l );
  4883. }
  4884. break;
  4885. }
  4886. } else if ( m = /^\#([A-Fa-f0-9]+)$/.exec( style ) ) {
  4887. // hex color
  4888. var hex = m[ 1 ];
  4889. var size = hex.length;
  4890. if ( size === 3 ) {
  4891. // #ff0
  4892. this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 0 ), 16 ) / 255;
  4893. this.g = parseInt( hex.charAt( 1 ) + hex.charAt( 1 ), 16 ) / 255;
  4894. this.b = parseInt( hex.charAt( 2 ) + hex.charAt( 2 ), 16 ) / 255;
  4895. return this;
  4896. } else if ( size === 6 ) {
  4897. // #ff0000
  4898. this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 1 ), 16 ) / 255;
  4899. this.g = parseInt( hex.charAt( 2 ) + hex.charAt( 3 ), 16 ) / 255;
  4900. this.b = parseInt( hex.charAt( 4 ) + hex.charAt( 5 ), 16 ) / 255;
  4901. return this;
  4902. }
  4903. }
  4904. if ( style && style.length > 0 ) {
  4905. return this.setColorName( style );
  4906. }
  4907. return this;
  4908. },
  4909. setColorName: function ( style ) {
  4910. // color keywords
  4911. var hex = _colorKeywords[ style ];
  4912. if ( hex !== undefined ) {
  4913. // red
  4914. this.setHex( hex );
  4915. } else {
  4916. // unknown color
  4917. console.warn( 'THREE.Color: Unknown color ' + style );
  4918. }
  4919. return this;
  4920. },
  4921. clone: function () {
  4922. return new this.constructor( this.r, this.g, this.b );
  4923. },
  4924. copy: function ( color ) {
  4925. this.r = color.r;
  4926. this.g = color.g;
  4927. this.b = color.b;
  4928. return this;
  4929. },
  4930. copyGammaToLinear: function ( color, gammaFactor ) {
  4931. if ( gammaFactor === undefined ) { gammaFactor = 2.0; }
  4932. this.r = Math.pow( color.r, gammaFactor );
  4933. this.g = Math.pow( color.g, gammaFactor );
  4934. this.b = Math.pow( color.b, gammaFactor );
  4935. return this;
  4936. },
  4937. copyLinearToGamma: function ( color, gammaFactor ) {
  4938. if ( gammaFactor === undefined ) { gammaFactor = 2.0; }
  4939. var safeInverse = ( gammaFactor > 0 ) ? ( 1.0 / gammaFactor ) : 1.0;
  4940. this.r = Math.pow( color.r, safeInverse );
  4941. this.g = Math.pow( color.g, safeInverse );
  4942. this.b = Math.pow( color.b, safeInverse );
  4943. return this;
  4944. },
  4945. convertGammaToLinear: function ( gammaFactor ) {
  4946. this.copyGammaToLinear( this, gammaFactor );
  4947. return this;
  4948. },
  4949. convertLinearToGamma: function ( gammaFactor ) {
  4950. this.copyLinearToGamma( this, gammaFactor );
  4951. return this;
  4952. },
  4953. copySRGBToLinear: function ( color ) {
  4954. this.r = SRGBToLinear( color.r );
  4955. this.g = SRGBToLinear( color.g );
  4956. this.b = SRGBToLinear( color.b );
  4957. return this;
  4958. },
  4959. copyLinearToSRGB: function ( color ) {
  4960. this.r = LinearToSRGB( color.r );
  4961. this.g = LinearToSRGB( color.g );
  4962. this.b = LinearToSRGB( color.b );
  4963. return this;
  4964. },
  4965. convertSRGBToLinear: function () {
  4966. this.copySRGBToLinear( this );
  4967. return this;
  4968. },
  4969. convertLinearToSRGB: function () {
  4970. this.copyLinearToSRGB( this );
  4971. return this;
  4972. },
  4973. getHex: function () {
  4974. return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;
  4975. },
  4976. getHexString: function () {
  4977. return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );
  4978. },
  4979. getHSL: function ( target ) {
  4980. // h,s,l ranges are in 0.0 - 1.0
  4981. if ( target === undefined ) {
  4982. console.warn( 'THREE.Color: .getHSL() target is now required' );
  4983. target = { h: 0, s: 0, l: 0 };
  4984. }
  4985. var r = this.r, g = this.g, b = this.b;
  4986. var max = Math.max( r, g, b );
  4987. var min = Math.min( r, g, b );
  4988. var hue, saturation;
  4989. var lightness = ( min + max ) / 2.0;
  4990. if ( min === max ) {
  4991. hue = 0;
  4992. saturation = 0;
  4993. } else {
  4994. var delta = max - min;
  4995. saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
  4996. switch ( max ) {
  4997. case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
  4998. case g: hue = ( b - r ) / delta + 2; break;
  4999. case b: hue = ( r - g ) / delta + 4; break;
  5000. }
  5001. hue /= 6;
  5002. }
  5003. target.h = hue;
  5004. target.s = saturation;
  5005. target.l = lightness;
  5006. return target;
  5007. },
  5008. getStyle: function () {
  5009. return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';
  5010. },
  5011. offsetHSL: function ( h, s, l ) {
  5012. this.getHSL( _hslA );
  5013. _hslA.h += h; _hslA.s += s; _hslA.l += l;
  5014. this.setHSL( _hslA.h, _hslA.s, _hslA.l );
  5015. return this;
  5016. },
  5017. add: function ( color ) {
  5018. this.r += color.r;
  5019. this.g += color.g;
  5020. this.b += color.b;
  5021. return this;
  5022. },
  5023. addColors: function ( color1, color2 ) {
  5024. this.r = color1.r + color2.r;
  5025. this.g = color1.g + color2.g;
  5026. this.b = color1.b + color2.b;
  5027. return this;
  5028. },
  5029. addScalar: function ( s ) {
  5030. this.r += s;
  5031. this.g += s;
  5032. this.b += s;
  5033. return this;
  5034. },
  5035. sub: function ( color ) {
  5036. this.r = Math.max( 0, this.r - color.r );
  5037. this.g = Math.max( 0, this.g - color.g );
  5038. this.b = Math.max( 0, this.b - color.b );
  5039. return this;
  5040. },
  5041. multiply: function ( color ) {
  5042. this.r *= color.r;
  5043. this.g *= color.g;
  5044. this.b *= color.b;
  5045. return this;
  5046. },
  5047. multiplyScalar: function ( s ) {
  5048. this.r *= s;
  5049. this.g *= s;
  5050. this.b *= s;
  5051. return this;
  5052. },
  5053. lerp: function ( color, alpha ) {
  5054. this.r += ( color.r - this.r ) * alpha;
  5055. this.g += ( color.g - this.g ) * alpha;
  5056. this.b += ( color.b - this.b ) * alpha;
  5057. return this;
  5058. },
  5059. lerpHSL: function ( color, alpha ) {
  5060. this.getHSL( _hslA );
  5061. color.getHSL( _hslB );
  5062. var h = MathUtils.lerp( _hslA.h, _hslB.h, alpha );
  5063. var s = MathUtils.lerp( _hslA.s, _hslB.s, alpha );
  5064. var l = MathUtils.lerp( _hslA.l, _hslB.l, alpha );
  5065. this.setHSL( h, s, l );
  5066. return this;
  5067. },
  5068. equals: function ( c ) {
  5069. return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
  5070. },
  5071. fromArray: function ( array, offset ) {
  5072. if ( offset === undefined ) { offset = 0; }
  5073. this.r = array[ offset ];
  5074. this.g = array[ offset + 1 ];
  5075. this.b = array[ offset + 2 ];
  5076. return this;
  5077. },
  5078. toArray: function ( array, offset ) {
  5079. if ( array === undefined ) { array = []; }
  5080. if ( offset === undefined ) { offset = 0; }
  5081. array[ offset ] = this.r;
  5082. array[ offset + 1 ] = this.g;
  5083. array[ offset + 2 ] = this.b;
  5084. return array;
  5085. },
  5086. fromBufferAttribute: function ( attribute, index ) {
  5087. this.r = attribute.getX( index );
  5088. this.g = attribute.getY( index );
  5089. this.b = attribute.getZ( index );
  5090. if ( attribute.normalized === true ) {
  5091. // assuming Uint8Array
  5092. this.r /= 255;
  5093. this.g /= 255;
  5094. this.b /= 255;
  5095. }
  5096. return this;
  5097. },
  5098. toJSON: function () {
  5099. return this.getHex();
  5100. }
  5101. } );
  5102. Color.NAMES = _colorKeywords;
  5103. var Face3 = function Face3( a, b, c, normal, color, materialIndex ) {
  5104. this.a = a;
  5105. this.b = b;
  5106. this.c = c;
  5107. this.normal = ( normal && normal.isVector3 ) ? normal : new Vector3();
  5108. this.vertexNormals = Array.isArray( normal ) ? normal : [];
  5109. this.color = ( color && color.isColor ) ? color : new Color();
  5110. this.vertexColors = Array.isArray( color ) ? color : [];
  5111. this.materialIndex = materialIndex !== undefined ? materialIndex : 0;
  5112. };
  5113. Face3.prototype.clone = function clone () {
  5114. return new this.constructor().copy( this );
  5115. };
  5116. Face3.prototype.copy = function copy ( source ) {
  5117. this.a = source.a;
  5118. this.b = source.b;
  5119. this.c = source.c;
  5120. this.normal.copy( source.normal );
  5121. this.color.copy( source.color );
  5122. this.materialIndex = source.materialIndex;
  5123. for ( var i = 0, il = source.vertexNormals.length; i < il; i ++ ) {
  5124. this.vertexNormals[ i ] = source.vertexNormals[ i ].clone();
  5125. }
  5126. for ( var i$1 = 0, il$1 = source.vertexColors.length; i$1 < il$1; i$1 ++ ) {
  5127. this.vertexColors[ i$1 ] = source.vertexColors[ i$1 ].clone();
  5128. }
  5129. return this;
  5130. };
  5131. var materialId = 0;
  5132. function Material() {
  5133. Object.defineProperty( this, 'id', { value: materialId ++ } );
  5134. this.uuid = MathUtils.generateUUID();
  5135. this.name = '';
  5136. this.type = 'Material';
  5137. this.fog = true;
  5138. this.blending = NormalBlending;
  5139. this.side = FrontSide;
  5140. this.flatShading = false;
  5141. this.vertexColors = false;
  5142. this.opacity = 1;
  5143. this.transparent = false;
  5144. this.blendSrc = SrcAlphaFactor;
  5145. this.blendDst = OneMinusSrcAlphaFactor;
  5146. this.blendEquation = AddEquation;
  5147. this.blendSrcAlpha = null;
  5148. this.blendDstAlpha = null;
  5149. this.blendEquationAlpha = null;
  5150. this.depthFunc = LessEqualDepth;
  5151. this.depthTest = true;
  5152. this.depthWrite = true;
  5153. this.stencilWriteMask = 0xff;
  5154. this.stencilFunc = AlwaysStencilFunc;
  5155. this.stencilRef = 0;
  5156. this.stencilFuncMask = 0xff;
  5157. this.stencilFail = KeepStencilOp;
  5158. this.stencilZFail = KeepStencilOp;
  5159. this.stencilZPass = KeepStencilOp;
  5160. this.stencilWrite = false;
  5161. this.clippingPlanes = null;
  5162. this.clipIntersection = false;
  5163. this.clipShadows = false;
  5164. this.shadowSide = null;
  5165. this.colorWrite = true;
  5166. this.precision = null; // override the renderer's default precision for this material
  5167. this.polygonOffset = false;
  5168. this.polygonOffsetFactor = 0;
  5169. this.polygonOffsetUnits = 0;
  5170. this.dithering = false;
  5171. this.alphaTest = 0;
  5172. this.premultipliedAlpha = false;
  5173. this.visible = true;
  5174. this.toneMapped = true;
  5175. this.userData = {};
  5176. this.version = 0;
  5177. }
  5178. Material.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  5179. constructor: Material,
  5180. isMaterial: true,
  5181. onBeforeCompile: function ( /* shaderobject, renderer */ ) {},
  5182. customProgramCacheKey: function () {
  5183. return this.onBeforeCompile.toString();
  5184. },
  5185. setValues: function ( values ) {
  5186. if ( values === undefined ) { return; }
  5187. for ( var key in values ) {
  5188. var newValue = values[ key ];
  5189. if ( newValue === undefined ) {
  5190. console.warn( "THREE.Material: '" + key + "' parameter is undefined." );
  5191. continue;
  5192. }
  5193. // for backward compatability if shading is set in the constructor
  5194. if ( key === 'shading' ) {
  5195. console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  5196. this.flatShading = ( newValue === FlatShading ) ? true : false;
  5197. continue;
  5198. }
  5199. var currentValue = this[ key ];
  5200. if ( currentValue === undefined ) {
  5201. console.warn( "THREE." + this.type + ": '" + key + "' is not a property of this material." );
  5202. continue;
  5203. }
  5204. if ( currentValue && currentValue.isColor ) {
  5205. currentValue.set( newValue );
  5206. } else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {
  5207. currentValue.copy( newValue );
  5208. } else {
  5209. this[ key ] = newValue;
  5210. }
  5211. }
  5212. },
  5213. toJSON: function ( meta ) {
  5214. var isRoot = ( meta === undefined || typeof meta === 'string' );
  5215. if ( isRoot ) {
  5216. meta = {
  5217. textures: {},
  5218. images: {}
  5219. };
  5220. }
  5221. var data = {
  5222. metadata: {
  5223. version: 4.5,
  5224. type: 'Material',
  5225. generator: 'Material.toJSON'
  5226. }
  5227. };
  5228. // standard Material serialization
  5229. data.uuid = this.uuid;
  5230. data.type = this.type;
  5231. if ( this.name !== '' ) { data.name = this.name; }
  5232. if ( this.color && this.color.isColor ) { data.color = this.color.getHex(); }
  5233. if ( this.roughness !== undefined ) { data.roughness = this.roughness; }
  5234. if ( this.metalness !== undefined ) { data.metalness = this.metalness; }
  5235. if ( this.sheen && this.sheen.isColor ) { data.sheen = this.sheen.getHex(); }
  5236. if ( this.emissive && this.emissive.isColor ) { data.emissive = this.emissive.getHex(); }
  5237. if ( this.emissiveIntensity && this.emissiveIntensity !== 1 ) { data.emissiveIntensity = this.emissiveIntensity; }
  5238. if ( this.specular && this.specular.isColor ) { data.specular = this.specular.getHex(); }
  5239. if ( this.shininess !== undefined ) { data.shininess = this.shininess; }
  5240. if ( this.clearcoat !== undefined ) { data.clearcoat = this.clearcoat; }
  5241. if ( this.clearcoatRoughness !== undefined ) { data.clearcoatRoughness = this.clearcoatRoughness; }
  5242. if ( this.clearcoatMap && this.clearcoatMap.isTexture ) {
  5243. data.clearcoatMap = this.clearcoatMap.toJSON( meta ).uuid;
  5244. }
  5245. if ( this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture ) {
  5246. data.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON( meta ).uuid;
  5247. }
  5248. if ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) {
  5249. data.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid;
  5250. data.clearcoatNormalScale = this.clearcoatNormalScale.toArray();
  5251. }
  5252. if ( this.map && this.map.isTexture ) { data.map = this.map.toJSON( meta ).uuid; }
  5253. if ( this.matcap && this.matcap.isTexture ) { data.matcap = this.matcap.toJSON( meta ).uuid; }
  5254. if ( this.alphaMap && this.alphaMap.isTexture ) { data.alphaMap = this.alphaMap.toJSON( meta ).uuid; }
  5255. if ( this.lightMap && this.lightMap.isTexture ) { data.lightMap = this.lightMap.toJSON( meta ).uuid; }
  5256. if ( this.aoMap && this.aoMap.isTexture ) {
  5257. data.aoMap = this.aoMap.toJSON( meta ).uuid;
  5258. data.aoMapIntensity = this.aoMapIntensity;
  5259. }
  5260. if ( this.bumpMap && this.bumpMap.isTexture ) {
  5261. data.bumpMap = this.bumpMap.toJSON( meta ).uuid;
  5262. data.bumpScale = this.bumpScale;
  5263. }
  5264. if ( this.normalMap && this.normalMap.isTexture ) {
  5265. data.normalMap = this.normalMap.toJSON( meta ).uuid;
  5266. data.normalMapType = this.normalMapType;
  5267. data.normalScale = this.normalScale.toArray();
  5268. }
  5269. if ( this.displacementMap && this.displacementMap.isTexture ) {
  5270. data.displacementMap = this.displacementMap.toJSON( meta ).uuid;
  5271. data.displacementScale = this.displacementScale;
  5272. data.displacementBias = this.displacementBias;
  5273. }
  5274. if ( this.roughnessMap && this.roughnessMap.isTexture ) { data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid; }
  5275. if ( this.metalnessMap && this.metalnessMap.isTexture ) { data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid; }
  5276. if ( this.emissiveMap && this.emissiveMap.isTexture ) { data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid; }
  5277. if ( this.specularMap && this.specularMap.isTexture ) { data.specularMap = this.specularMap.toJSON( meta ).uuid; }
  5278. if ( this.envMap && this.envMap.isTexture ) {
  5279. data.envMap = this.envMap.toJSON( meta ).uuid;
  5280. data.reflectivity = this.reflectivity; // Scale behind envMap
  5281. data.refractionRatio = this.refractionRatio;
  5282. if ( this.combine !== undefined ) { data.combine = this.combine; }
  5283. if ( this.envMapIntensity !== undefined ) { data.envMapIntensity = this.envMapIntensity; }
  5284. }
  5285. if ( this.gradientMap && this.gradientMap.isTexture ) {
  5286. data.gradientMap = this.gradientMap.toJSON( meta ).uuid;
  5287. }
  5288. if ( this.size !== undefined ) { data.size = this.size; }
  5289. if ( this.sizeAttenuation !== undefined ) { data.sizeAttenuation = this.sizeAttenuation; }
  5290. if ( this.blending !== NormalBlending ) { data.blending = this.blending; }
  5291. if ( this.flatShading === true ) { data.flatShading = this.flatShading; }
  5292. if ( this.side !== FrontSide ) { data.side = this.side; }
  5293. if ( this.vertexColors ) { data.vertexColors = true; }
  5294. if ( this.opacity < 1 ) { data.opacity = this.opacity; }
  5295. if ( this.transparent === true ) { data.transparent = this.transparent; }
  5296. data.depthFunc = this.depthFunc;
  5297. data.depthTest = this.depthTest;
  5298. data.depthWrite = this.depthWrite;
  5299. data.stencilWrite = this.stencilWrite;
  5300. data.stencilWriteMask = this.stencilWriteMask;
  5301. data.stencilFunc = this.stencilFunc;
  5302. data.stencilRef = this.stencilRef;
  5303. data.stencilFuncMask = this.stencilFuncMask;
  5304. data.stencilFail = this.stencilFail;
  5305. data.stencilZFail = this.stencilZFail;
  5306. data.stencilZPass = this.stencilZPass;
  5307. // rotation (SpriteMaterial)
  5308. if ( this.rotation && this.rotation !== 0 ) { data.rotation = this.rotation; }
  5309. if ( this.polygonOffset === true ) { data.polygonOffset = true; }
  5310. if ( this.polygonOffsetFactor !== 0 ) { data.polygonOffsetFactor = this.polygonOffsetFactor; }
  5311. if ( this.polygonOffsetUnits !== 0 ) { data.polygonOffsetUnits = this.polygonOffsetUnits; }
  5312. if ( this.linewidth && this.linewidth !== 1 ) { data.linewidth = this.linewidth; }
  5313. if ( this.dashSize !== undefined ) { data.dashSize = this.dashSize; }
  5314. if ( this.gapSize !== undefined ) { data.gapSize = this.gapSize; }
  5315. if ( this.scale !== undefined ) { data.scale = this.scale; }
  5316. if ( this.dithering === true ) { data.dithering = true; }
  5317. if ( this.alphaTest > 0 ) { data.alphaTest = this.alphaTest; }
  5318. if ( this.premultipliedAlpha === true ) { data.premultipliedAlpha = this.premultipliedAlpha; }
  5319. if ( this.wireframe === true ) { data.wireframe = this.wireframe; }
  5320. if ( this.wireframeLinewidth > 1 ) { data.wireframeLinewidth = this.wireframeLinewidth; }
  5321. if ( this.wireframeLinecap !== 'round' ) { data.wireframeLinecap = this.wireframeLinecap; }
  5322. if ( this.wireframeLinejoin !== 'round' ) { data.wireframeLinejoin = this.wireframeLinejoin; }
  5323. if ( this.morphTargets === true ) { data.morphTargets = true; }
  5324. if ( this.morphNormals === true ) { data.morphNormals = true; }
  5325. if ( this.skinning === true ) { data.skinning = true; }
  5326. if ( this.visible === false ) { data.visible = false; }
  5327. if ( this.toneMapped === false ) { data.toneMapped = false; }
  5328. if ( JSON.stringify( this.userData ) !== '{}' ) { data.userData = this.userData; }
  5329. // TODO: Copied from Object3D.toJSON
  5330. function extractFromCache( cache ) {
  5331. var values = [];
  5332. for ( var key in cache ) {
  5333. var data = cache[ key ];
  5334. delete data.metadata;
  5335. values.push( data );
  5336. }
  5337. return values;
  5338. }
  5339. if ( isRoot ) {
  5340. var textures = extractFromCache( meta.textures );
  5341. var images = extractFromCache( meta.images );
  5342. if ( textures.length > 0 ) { data.textures = textures; }
  5343. if ( images.length > 0 ) { data.images = images; }
  5344. }
  5345. return data;
  5346. },
  5347. clone: function () {
  5348. return new this.constructor().copy( this );
  5349. },
  5350. copy: function ( source ) {
  5351. this.name = source.name;
  5352. this.fog = source.fog;
  5353. this.blending = source.blending;
  5354. this.side = source.side;
  5355. this.flatShading = source.flatShading;
  5356. this.vertexColors = source.vertexColors;
  5357. this.opacity = source.opacity;
  5358. this.transparent = source.transparent;
  5359. this.blendSrc = source.blendSrc;
  5360. this.blendDst = source.blendDst;
  5361. this.blendEquation = source.blendEquation;
  5362. this.blendSrcAlpha = source.blendSrcAlpha;
  5363. this.blendDstAlpha = source.blendDstAlpha;
  5364. this.blendEquationAlpha = source.blendEquationAlpha;
  5365. this.depthFunc = source.depthFunc;
  5366. this.depthTest = source.depthTest;
  5367. this.depthWrite = source.depthWrite;
  5368. this.stencilWriteMask = source.stencilWriteMask;
  5369. this.stencilFunc = source.stencilFunc;
  5370. this.stencilRef = source.stencilRef;
  5371. this.stencilFuncMask = source.stencilFuncMask;
  5372. this.stencilFail = source.stencilFail;
  5373. this.stencilZFail = source.stencilZFail;
  5374. this.stencilZPass = source.stencilZPass;
  5375. this.stencilWrite = source.stencilWrite;
  5376. var srcPlanes = source.clippingPlanes;
  5377. var dstPlanes = null;
  5378. if ( srcPlanes !== null ) {
  5379. var n = srcPlanes.length;
  5380. dstPlanes = new Array( n );
  5381. for ( var i = 0; i !== n; ++ i ) {
  5382. dstPlanes[ i ] = srcPlanes[ i ].clone();
  5383. }
  5384. }
  5385. this.clippingPlanes = dstPlanes;
  5386. this.clipIntersection = source.clipIntersection;
  5387. this.clipShadows = source.clipShadows;
  5388. this.shadowSide = source.shadowSide;
  5389. this.colorWrite = source.colorWrite;
  5390. this.precision = source.precision;
  5391. this.polygonOffset = source.polygonOffset;
  5392. this.polygonOffsetFactor = source.polygonOffsetFactor;
  5393. this.polygonOffsetUnits = source.polygonOffsetUnits;
  5394. this.dithering = source.dithering;
  5395. this.alphaTest = source.alphaTest;
  5396. this.premultipliedAlpha = source.premultipliedAlpha;
  5397. this.visible = source.visible;
  5398. this.toneMapped = source.toneMapped;
  5399. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  5400. return this;
  5401. },
  5402. dispose: function () {
  5403. this.dispatchEvent( { type: 'dispose' } );
  5404. }
  5405. } );
  5406. Object.defineProperty( Material.prototype, 'needsUpdate', {
  5407. set: function ( value ) {
  5408. if ( value === true ) { this.version ++; }
  5409. }
  5410. } );
  5411. /**
  5412. * parameters = {
  5413. * color: <hex>,
  5414. * opacity: <float>,
  5415. * map: new THREE.Texture( <Image> ),
  5416. *
  5417. * lightMap: new THREE.Texture( <Image> ),
  5418. * lightMapIntensity: <float>
  5419. *
  5420. * aoMap: new THREE.Texture( <Image> ),
  5421. * aoMapIntensity: <float>
  5422. *
  5423. * specularMap: new THREE.Texture( <Image> ),
  5424. *
  5425. * alphaMap: new THREE.Texture( <Image> ),
  5426. *
  5427. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  5428. * combine: THREE.Multiply,
  5429. * reflectivity: <float>,
  5430. * refractionRatio: <float>,
  5431. *
  5432. * depthTest: <bool>,
  5433. * depthWrite: <bool>,
  5434. *
  5435. * wireframe: <boolean>,
  5436. * wireframeLinewidth: <float>,
  5437. *
  5438. * skinning: <bool>,
  5439. * morphTargets: <bool>
  5440. * }
  5441. */
  5442. function MeshBasicMaterial( parameters ) {
  5443. Material.call( this );
  5444. this.type = 'MeshBasicMaterial';
  5445. this.color = new Color( 0xffffff ); // emissive
  5446. this.map = null;
  5447. this.lightMap = null;
  5448. this.lightMapIntensity = 1.0;
  5449. this.aoMap = null;
  5450. this.aoMapIntensity = 1.0;
  5451. this.specularMap = null;
  5452. this.alphaMap = null;
  5453. this.envMap = null;
  5454. this.combine = MultiplyOperation;
  5455. this.reflectivity = 1;
  5456. this.refractionRatio = 0.98;
  5457. this.wireframe = false;
  5458. this.wireframeLinewidth = 1;
  5459. this.wireframeLinecap = 'round';
  5460. this.wireframeLinejoin = 'round';
  5461. this.skinning = false;
  5462. this.morphTargets = false;
  5463. this.setValues( parameters );
  5464. }
  5465. MeshBasicMaterial.prototype = Object.create( Material.prototype );
  5466. MeshBasicMaterial.prototype.constructor = MeshBasicMaterial;
  5467. MeshBasicMaterial.prototype.isMeshBasicMaterial = true;
  5468. MeshBasicMaterial.prototype.copy = function ( source ) {
  5469. Material.prototype.copy.call( this, source );
  5470. this.color.copy( source.color );
  5471. this.map = source.map;
  5472. this.lightMap = source.lightMap;
  5473. this.lightMapIntensity = source.lightMapIntensity;
  5474. this.aoMap = source.aoMap;
  5475. this.aoMapIntensity = source.aoMapIntensity;
  5476. this.specularMap = source.specularMap;
  5477. this.alphaMap = source.alphaMap;
  5478. this.envMap = source.envMap;
  5479. this.combine = source.combine;
  5480. this.reflectivity = source.reflectivity;
  5481. this.refractionRatio = source.refractionRatio;
  5482. this.wireframe = source.wireframe;
  5483. this.wireframeLinewidth = source.wireframeLinewidth;
  5484. this.wireframeLinecap = source.wireframeLinecap;
  5485. this.wireframeLinejoin = source.wireframeLinejoin;
  5486. this.skinning = source.skinning;
  5487. this.morphTargets = source.morphTargets;
  5488. return this;
  5489. };
  5490. var _vector$3 = new Vector3();
  5491. var _vector2$1 = new Vector2();
  5492. function BufferAttribute( array, itemSize, normalized ) {
  5493. if ( Array.isArray( array ) ) {
  5494. throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
  5495. }
  5496. this.name = '';
  5497. this.array = array;
  5498. this.itemSize = itemSize;
  5499. this.count = array !== undefined ? array.length / itemSize : 0;
  5500. this.normalized = normalized === true;
  5501. this.usage = StaticDrawUsage;
  5502. this.updateRange = { offset: 0, count: - 1 };
  5503. this.version = 0;
  5504. }
  5505. Object.defineProperty( BufferAttribute.prototype, 'needsUpdate', {
  5506. set: function ( value ) {
  5507. if ( value === true ) { this.version ++; }
  5508. }
  5509. } );
  5510. Object.assign( BufferAttribute.prototype, {
  5511. isBufferAttribute: true,
  5512. onUploadCallback: function () {},
  5513. setUsage: function ( value ) {
  5514. this.usage = value;
  5515. return this;
  5516. },
  5517. copy: function ( source ) {
  5518. this.name = source.name;
  5519. this.array = new source.array.constructor( source.array );
  5520. this.itemSize = source.itemSize;
  5521. this.count = source.count;
  5522. this.normalized = source.normalized;
  5523. this.usage = source.usage;
  5524. return this;
  5525. },
  5526. copyAt: function ( index1, attribute, index2 ) {
  5527. index1 *= this.itemSize;
  5528. index2 *= attribute.itemSize;
  5529. for ( var i = 0, l = this.itemSize; i < l; i ++ ) {
  5530. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  5531. }
  5532. return this;
  5533. },
  5534. copyArray: function ( array ) {
  5535. this.array.set( array );
  5536. return this;
  5537. },
  5538. copyColorsArray: function ( colors ) {
  5539. var array = this.array;
  5540. var offset = 0;
  5541. for ( var i = 0, l = colors.length; i < l; i ++ ) {
  5542. var color = colors[ i ];
  5543. if ( color === undefined ) {
  5544. console.warn( 'THREE.BufferAttribute.copyColorsArray(): color is undefined', i );
  5545. color = new Color();
  5546. }
  5547. array[ offset ++ ] = color.r;
  5548. array[ offset ++ ] = color.g;
  5549. array[ offset ++ ] = color.b;
  5550. }
  5551. return this;
  5552. },
  5553. copyVector2sArray: function ( vectors ) {
  5554. var array = this.array;
  5555. var 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.copyVector2sArray(): vector is undefined', i );
  5560. vector = new Vector2();
  5561. }
  5562. array[ offset ++ ] = vector.x;
  5563. array[ offset ++ ] = vector.y;
  5564. }
  5565. return this;
  5566. },
  5567. copyVector3sArray: function ( vectors ) {
  5568. var array = this.array;
  5569. var offset = 0;
  5570. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5571. var vector = vectors[ i ];
  5572. if ( vector === undefined ) {
  5573. console.warn( 'THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i );
  5574. vector = new Vector3();
  5575. }
  5576. array[ offset ++ ] = vector.x;
  5577. array[ offset ++ ] = vector.y;
  5578. array[ offset ++ ] = vector.z;
  5579. }
  5580. return this;
  5581. },
  5582. copyVector4sArray: function ( vectors ) {
  5583. var array = this.array;
  5584. var offset = 0;
  5585. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5586. var vector = vectors[ i ];
  5587. if ( vector === undefined ) {
  5588. console.warn( 'THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i );
  5589. vector = new Vector4();
  5590. }
  5591. array[ offset ++ ] = vector.x;
  5592. array[ offset ++ ] = vector.y;
  5593. array[ offset ++ ] = vector.z;
  5594. array[ offset ++ ] = vector.w;
  5595. }
  5596. return this;
  5597. },
  5598. applyMatrix3: function ( m ) {
  5599. if ( this.itemSize === 2 ) {
  5600. for ( var i = 0, l = this.count; i < l; i ++ ) {
  5601. _vector2$1.fromBufferAttribute( this, i );
  5602. _vector2$1.applyMatrix3( m );
  5603. this.setXY( i, _vector2$1.x, _vector2$1.y );
  5604. }
  5605. } else if ( this.itemSize === 3 ) {
  5606. for ( var i$1 = 0, l$1 = this.count; i$1 < l$1; i$1 ++ ) {
  5607. _vector$3.fromBufferAttribute( this, i$1 );
  5608. _vector$3.applyMatrix3( m );
  5609. this.setXYZ( i$1, _vector$3.x, _vector$3.y, _vector$3.z );
  5610. }
  5611. }
  5612. return this;
  5613. },
  5614. applyMatrix4: function ( m ) {
  5615. for ( var i = 0, l = this.count; i < l; i ++ ) {
  5616. _vector$3.x = this.getX( i );
  5617. _vector$3.y = this.getY( i );
  5618. _vector$3.z = this.getZ( i );
  5619. _vector$3.applyMatrix4( m );
  5620. this.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );
  5621. }
  5622. return this;
  5623. },
  5624. applyNormalMatrix: function ( m ) {
  5625. for ( var i = 0, l = this.count; i < l; i ++ ) {
  5626. _vector$3.x = this.getX( i );
  5627. _vector$3.y = this.getY( i );
  5628. _vector$3.z = this.getZ( i );
  5629. _vector$3.applyNormalMatrix( m );
  5630. this.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );
  5631. }
  5632. return this;
  5633. },
  5634. transformDirection: function ( m ) {
  5635. for ( var i = 0, l = this.count; i < l; i ++ ) {
  5636. _vector$3.x = this.getX( i );
  5637. _vector$3.y = this.getY( i );
  5638. _vector$3.z = this.getZ( i );
  5639. _vector$3.transformDirection( m );
  5640. this.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );
  5641. }
  5642. return this;
  5643. },
  5644. set: function ( value, offset ) {
  5645. if ( offset === undefined ) { offset = 0; }
  5646. this.array.set( value, offset );
  5647. return this;
  5648. },
  5649. getX: function ( index ) {
  5650. return this.array[ index * this.itemSize ];
  5651. },
  5652. setX: function ( index, x ) {
  5653. this.array[ index * this.itemSize ] = x;
  5654. return this;
  5655. },
  5656. getY: function ( index ) {
  5657. return this.array[ index * this.itemSize + 1 ];
  5658. },
  5659. setY: function ( index, y ) {
  5660. this.array[ index * this.itemSize + 1 ] = y;
  5661. return this;
  5662. },
  5663. getZ: function ( index ) {
  5664. return this.array[ index * this.itemSize + 2 ];
  5665. },
  5666. setZ: function ( index, z ) {
  5667. this.array[ index * this.itemSize + 2 ] = z;
  5668. return this;
  5669. },
  5670. getW: function ( index ) {
  5671. return this.array[ index * this.itemSize + 3 ];
  5672. },
  5673. setW: function ( index, w ) {
  5674. this.array[ index * this.itemSize + 3 ] = w;
  5675. return this;
  5676. },
  5677. setXY: function ( index, x, y ) {
  5678. index *= this.itemSize;
  5679. this.array[ index + 0 ] = x;
  5680. this.array[ index + 1 ] = y;
  5681. return this;
  5682. },
  5683. setXYZ: function ( index, x, y, z ) {
  5684. index *= this.itemSize;
  5685. this.array[ index + 0 ] = x;
  5686. this.array[ index + 1 ] = y;
  5687. this.array[ index + 2 ] = z;
  5688. return this;
  5689. },
  5690. setXYZW: function ( index, x, y, z, w ) {
  5691. index *= this.itemSize;
  5692. this.array[ index + 0 ] = x;
  5693. this.array[ index + 1 ] = y;
  5694. this.array[ index + 2 ] = z;
  5695. this.array[ index + 3 ] = w;
  5696. return this;
  5697. },
  5698. onUpload: function ( callback ) {
  5699. this.onUploadCallback = callback;
  5700. return this;
  5701. },
  5702. clone: function () {
  5703. return new this.constructor( this.array, this.itemSize ).copy( this );
  5704. },
  5705. toJSON: function () {
  5706. return {
  5707. itemSize: this.itemSize,
  5708. type: this.array.constructor.name,
  5709. array: Array.prototype.slice.call( this.array ),
  5710. normalized: this.normalized
  5711. };
  5712. }
  5713. } );
  5714. //
  5715. function Int8BufferAttribute( array, itemSize, normalized ) {
  5716. BufferAttribute.call( this, new Int8Array( array ), itemSize, normalized );
  5717. }
  5718. Int8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5719. Int8BufferAttribute.prototype.constructor = Int8BufferAttribute;
  5720. function Uint8BufferAttribute( array, itemSize, normalized ) {
  5721. BufferAttribute.call( this, new Uint8Array( array ), itemSize, normalized );
  5722. }
  5723. Uint8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5724. Uint8BufferAttribute.prototype.constructor = Uint8BufferAttribute;
  5725. function Uint8ClampedBufferAttribute( array, itemSize, normalized ) {
  5726. BufferAttribute.call( this, new Uint8ClampedArray( array ), itemSize, normalized );
  5727. }
  5728. Uint8ClampedBufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5729. Uint8ClampedBufferAttribute.prototype.constructor = Uint8ClampedBufferAttribute;
  5730. function Int16BufferAttribute( array, itemSize, normalized ) {
  5731. BufferAttribute.call( this, new Int16Array( array ), itemSize, normalized );
  5732. }
  5733. Int16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5734. Int16BufferAttribute.prototype.constructor = Int16BufferAttribute;
  5735. function Uint16BufferAttribute( array, itemSize, normalized ) {
  5736. BufferAttribute.call( this, new Uint16Array( array ), itemSize, normalized );
  5737. }
  5738. Uint16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5739. Uint16BufferAttribute.prototype.constructor = Uint16BufferAttribute;
  5740. function Int32BufferAttribute( array, itemSize, normalized ) {
  5741. BufferAttribute.call( this, new Int32Array( array ), itemSize, normalized );
  5742. }
  5743. Int32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5744. Int32BufferAttribute.prototype.constructor = Int32BufferAttribute;
  5745. function Uint32BufferAttribute( array, itemSize, normalized ) {
  5746. BufferAttribute.call( this, new Uint32Array( array ), itemSize, normalized );
  5747. }
  5748. Uint32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5749. Uint32BufferAttribute.prototype.constructor = Uint32BufferAttribute;
  5750. function Float32BufferAttribute( array, itemSize, normalized ) {
  5751. BufferAttribute.call( this, new Float32Array( array ), itemSize, normalized );
  5752. }
  5753. Float32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5754. Float32BufferAttribute.prototype.constructor = Float32BufferAttribute;
  5755. function Float64BufferAttribute( array, itemSize, normalized ) {
  5756. BufferAttribute.call( this, new Float64Array( array ), itemSize, normalized );
  5757. }
  5758. Float64BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5759. Float64BufferAttribute.prototype.constructor = Float64BufferAttribute;
  5760. var DirectGeometry = function DirectGeometry() {
  5761. this.vertices = [];
  5762. this.normals = [];
  5763. this.colors = [];
  5764. this.uvs = [];
  5765. this.uvs2 = [];
  5766. this.groups = [];
  5767. this.morphTargets = {};
  5768. this.skinWeights = [];
  5769. this.skinIndices = [];
  5770. // this.lineDistances = [];
  5771. this.boundingBox = null;
  5772. this.boundingSphere = null;
  5773. // update flags
  5774. this.verticesNeedUpdate = false;
  5775. this.normalsNeedUpdate = false;
  5776. this.colorsNeedUpdate = false;
  5777. this.uvsNeedUpdate = false;
  5778. this.groupsNeedUpdate = false;
  5779. };
  5780. DirectGeometry.prototype.computeGroups = function computeGroups ( geometry ) {
  5781. var groups = [];
  5782. var group, i;
  5783. var materialIndex = undefined;
  5784. var faces = geometry.faces;
  5785. for ( i = 0; i < faces.length; i ++ ) {
  5786. var face = faces[ i ];
  5787. // materials
  5788. if ( face.materialIndex !== materialIndex ) {
  5789. materialIndex = face.materialIndex;
  5790. if ( group !== undefined ) {
  5791. group.count = ( i * 3 ) - group.start;
  5792. groups.push( group );
  5793. }
  5794. group = {
  5795. start: i * 3,
  5796. materialIndex: materialIndex
  5797. };
  5798. }
  5799. }
  5800. if ( group !== undefined ) {
  5801. group.count = ( i * 3 ) - group.start;
  5802. groups.push( group );
  5803. }
  5804. this.groups = groups;
  5805. };
  5806. DirectGeometry.prototype.fromGeometry = function fromGeometry ( geometry ) {
  5807. var faces = geometry.faces;
  5808. var vertices = geometry.vertices;
  5809. var faceVertexUvs = geometry.faceVertexUvs;
  5810. var hasFaceVertexUv = faceVertexUvs[ 0 ] && faceVertexUvs[ 0 ].length > 0;
  5811. var hasFaceVertexUv2 = faceVertexUvs[ 1 ] && faceVertexUvs[ 1 ].length > 0;
  5812. // morphs
  5813. var morphTargets = geometry.morphTargets;
  5814. var morphTargetsLength = morphTargets.length;
  5815. var morphTargetsPosition;
  5816. if ( morphTargetsLength > 0 ) {
  5817. morphTargetsPosition = [];
  5818. for ( var i = 0; i < morphTargetsLength; i ++ ) {
  5819. morphTargetsPosition[ i ] = {
  5820. name: morphTargets[ i ].name,
  5821. data: []
  5822. };
  5823. }
  5824. this.morphTargets.position = morphTargetsPosition;
  5825. }
  5826. var morphNormals = geometry.morphNormals;
  5827. var morphNormalsLength = morphNormals.length;
  5828. var morphTargetsNormal;
  5829. if ( morphNormalsLength > 0 ) {
  5830. morphTargetsNormal = [];
  5831. for ( var i$1 = 0; i$1 < morphNormalsLength; i$1 ++ ) {
  5832. morphTargetsNormal[ i$1 ] = {
  5833. name: morphNormals[ i$1 ].name,
  5834. data: []
  5835. };
  5836. }
  5837. this.morphTargets.normal = morphTargetsNormal;
  5838. }
  5839. // skins
  5840. var skinIndices = geometry.skinIndices;
  5841. var skinWeights = geometry.skinWeights;
  5842. var hasSkinIndices = skinIndices.length === vertices.length;
  5843. var hasSkinWeights = skinWeights.length === vertices.length;
  5844. //
  5845. if ( vertices.length > 0 && faces.length === 0 ) {
  5846. console.error( 'THREE.DirectGeometry: Faceless geometries are not supported.' );
  5847. }
  5848. for ( var i$2 = 0; i$2 < faces.length; i$2 ++ ) {
  5849. var face = faces[ i$2 ];
  5850. this.vertices.push( vertices[ face.a ], vertices[ face.b ], vertices[ face.c ] );
  5851. var vertexNormals = face.vertexNormals;
  5852. if ( vertexNormals.length === 3 ) {
  5853. this.normals.push( vertexNormals[ 0 ], vertexNormals[ 1 ], vertexNormals[ 2 ] );
  5854. } else {
  5855. var normal = face.normal;
  5856. this.normals.push( normal, normal, normal );
  5857. }
  5858. var vertexColors = face.vertexColors;
  5859. if ( vertexColors.length === 3 ) {
  5860. this.colors.push( vertexColors[ 0 ], vertexColors[ 1 ], vertexColors[ 2 ] );
  5861. } else {
  5862. var color = face.color;
  5863. this.colors.push( color, color, color );
  5864. }
  5865. if ( hasFaceVertexUv === true ) {
  5866. var vertexUvs = faceVertexUvs[ 0 ][ i$2 ];
  5867. if ( vertexUvs !== undefined ) {
  5868. this.uvs.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
  5869. } else {
  5870. console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv ', i$2 );
  5871. this.uvs.push( new Vector2(), new Vector2(), new Vector2() );
  5872. }
  5873. }
  5874. if ( hasFaceVertexUv2 === true ) {
  5875. var vertexUvs$1 = faceVertexUvs[ 1 ][ i$2 ];
  5876. if ( vertexUvs$1 !== undefined ) {
  5877. this.uvs2.push( vertexUvs$1[ 0 ], vertexUvs$1[ 1 ], vertexUvs$1[ 2 ] );
  5878. } else {
  5879. console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv2 ', i$2 );
  5880. this.uvs2.push( new Vector2(), new Vector2(), new Vector2() );
  5881. }
  5882. }
  5883. // morphs
  5884. for ( var j = 0; j < morphTargetsLength; j ++ ) {
  5885. var morphTarget = morphTargets[ j ].vertices;
  5886. morphTargetsPosition[ j ].data.push( morphTarget[ face.a ], morphTarget[ face.b ], morphTarget[ face.c ] );
  5887. }
  5888. for ( var j$1 = 0; j$1 < morphNormalsLength; j$1 ++ ) {
  5889. var morphNormal = morphNormals[ j$1 ].vertexNormals[ i$2 ];
  5890. morphTargetsNormal[ j$1 ].data.push( morphNormal.a, morphNormal.b, morphNormal.c );
  5891. }
  5892. // skins
  5893. if ( hasSkinIndices ) {
  5894. this.skinIndices.push( skinIndices[ face.a ], skinIndices[ face.b ], skinIndices[ face.c ] );
  5895. }
  5896. if ( hasSkinWeights ) {
  5897. this.skinWeights.push( skinWeights[ face.a ], skinWeights[ face.b ], skinWeights[ face.c ] );
  5898. }
  5899. }
  5900. this.computeGroups( geometry );
  5901. this.verticesNeedUpdate = geometry.verticesNeedUpdate;
  5902. this.normalsNeedUpdate = geometry.normalsNeedUpdate;
  5903. this.colorsNeedUpdate = geometry.colorsNeedUpdate;
  5904. this.uvsNeedUpdate = geometry.uvsNeedUpdate;
  5905. this.groupsNeedUpdate = geometry.groupsNeedUpdate;
  5906. if ( geometry.boundingSphere !== null ) {
  5907. this.boundingSphere = geometry.boundingSphere.clone();
  5908. }
  5909. if ( geometry.boundingBox !== null ) {
  5910. this.boundingBox = geometry.boundingBox.clone();
  5911. }
  5912. return this;
  5913. };
  5914. function arrayMax( array ) {
  5915. if ( array.length === 0 ) { return - Infinity; }
  5916. var max = array[ 0 ];
  5917. for ( var i = 1, l = array.length; i < l; ++ i ) {
  5918. if ( array[ i ] > max ) { max = array[ i ]; }
  5919. }
  5920. return max;
  5921. }
  5922. var _bufferGeometryId = 1; // BufferGeometry uses odd numbers as Id
  5923. var _m1$2 = new Matrix4();
  5924. var _obj = new Object3D();
  5925. var _offset = new Vector3();
  5926. var _box$2 = new Box3();
  5927. var _boxMorphTargets = new Box3();
  5928. var _vector$4 = new Vector3();
  5929. function BufferGeometry() {
  5930. Object.defineProperty( this, 'id', { value: _bufferGeometryId += 2 } );
  5931. this.uuid = MathUtils.generateUUID();
  5932. this.name = '';
  5933. this.type = 'BufferGeometry';
  5934. this.index = null;
  5935. this.attributes = {};
  5936. this.morphAttributes = {};
  5937. this.morphTargetsRelative = false;
  5938. this.groups = [];
  5939. this.boundingBox = null;
  5940. this.boundingSphere = null;
  5941. this.drawRange = { start: 0, count: Infinity };
  5942. this.userData = {};
  5943. }
  5944. BufferGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  5945. constructor: BufferGeometry,
  5946. isBufferGeometry: true,
  5947. getIndex: function () {
  5948. return this.index;
  5949. },
  5950. setIndex: function ( index ) {
  5951. if ( Array.isArray( index ) ) {
  5952. this.index = new ( arrayMax( index ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );
  5953. } else {
  5954. this.index = index;
  5955. }
  5956. },
  5957. getAttribute: function ( name ) {
  5958. return this.attributes[ name ];
  5959. },
  5960. setAttribute: function ( name, attribute ) {
  5961. this.attributes[ name ] = attribute;
  5962. return this;
  5963. },
  5964. deleteAttribute: function ( name ) {
  5965. delete this.attributes[ name ];
  5966. return this;
  5967. },
  5968. addGroup: function ( start, count, materialIndex ) {
  5969. this.groups.push( {
  5970. start: start,
  5971. count: count,
  5972. materialIndex: materialIndex !== undefined ? materialIndex : 0
  5973. } );
  5974. },
  5975. clearGroups: function () {
  5976. this.groups = [];
  5977. },
  5978. setDrawRange: function ( start, count ) {
  5979. this.drawRange.start = start;
  5980. this.drawRange.count = count;
  5981. },
  5982. applyMatrix4: function ( matrix ) {
  5983. var position = this.attributes.position;
  5984. if ( position !== undefined ) {
  5985. position.applyMatrix4( matrix );
  5986. position.needsUpdate = true;
  5987. }
  5988. var normal = this.attributes.normal;
  5989. if ( normal !== undefined ) {
  5990. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  5991. normal.applyNormalMatrix( normalMatrix );
  5992. normal.needsUpdate = true;
  5993. }
  5994. var tangent = this.attributes.tangent;
  5995. if ( tangent !== undefined ) {
  5996. tangent.transformDirection( matrix );
  5997. tangent.needsUpdate = true;
  5998. }
  5999. if ( this.boundingBox !== null ) {
  6000. this.computeBoundingBox();
  6001. }
  6002. if ( this.boundingSphere !== null ) {
  6003. this.computeBoundingSphere();
  6004. }
  6005. return this;
  6006. },
  6007. rotateX: function ( angle ) {
  6008. // rotate geometry around world x-axis
  6009. _m1$2.makeRotationX( angle );
  6010. this.applyMatrix4( _m1$2 );
  6011. return this;
  6012. },
  6013. rotateY: function ( angle ) {
  6014. // rotate geometry around world y-axis
  6015. _m1$2.makeRotationY( angle );
  6016. this.applyMatrix4( _m1$2 );
  6017. return this;
  6018. },
  6019. rotateZ: function ( angle ) {
  6020. // rotate geometry around world z-axis
  6021. _m1$2.makeRotationZ( angle );
  6022. this.applyMatrix4( _m1$2 );
  6023. return this;
  6024. },
  6025. translate: function ( x, y, z ) {
  6026. // translate geometry
  6027. _m1$2.makeTranslation( x, y, z );
  6028. this.applyMatrix4( _m1$2 );
  6029. return this;
  6030. },
  6031. scale: function ( x, y, z ) {
  6032. // scale geometry
  6033. _m1$2.makeScale( x, y, z );
  6034. this.applyMatrix4( _m1$2 );
  6035. return this;
  6036. },
  6037. lookAt: function ( vector ) {
  6038. _obj.lookAt( vector );
  6039. _obj.updateMatrix();
  6040. this.applyMatrix4( _obj.matrix );
  6041. return this;
  6042. },
  6043. center: function () {
  6044. this.computeBoundingBox();
  6045. this.boundingBox.getCenter( _offset ).negate();
  6046. this.translate( _offset.x, _offset.y, _offset.z );
  6047. return this;
  6048. },
  6049. setFromObject: function ( object ) {
  6050. // console.log( 'THREE.BufferGeometry.setFromObject(). Converting', object, this );
  6051. var geometry = object.geometry;
  6052. if ( object.isPoints || object.isLine ) {
  6053. var positions = new Float32BufferAttribute( geometry.vertices.length * 3, 3 );
  6054. var colors = new Float32BufferAttribute( geometry.colors.length * 3, 3 );
  6055. this.setAttribute( 'position', positions.copyVector3sArray( geometry.vertices ) );
  6056. this.setAttribute( 'color', colors.copyColorsArray( geometry.colors ) );
  6057. if ( geometry.lineDistances && geometry.lineDistances.length === geometry.vertices.length ) {
  6058. var lineDistances = new Float32BufferAttribute( geometry.lineDistances.length, 1 );
  6059. this.setAttribute( 'lineDistance', lineDistances.copyArray( geometry.lineDistances ) );
  6060. }
  6061. if ( geometry.boundingSphere !== null ) {
  6062. this.boundingSphere = geometry.boundingSphere.clone();
  6063. }
  6064. if ( geometry.boundingBox !== null ) {
  6065. this.boundingBox = geometry.boundingBox.clone();
  6066. }
  6067. } else if ( object.isMesh ) {
  6068. if ( geometry && geometry.isGeometry ) {
  6069. this.fromGeometry( geometry );
  6070. }
  6071. }
  6072. return this;
  6073. },
  6074. setFromPoints: function ( points ) {
  6075. var position = [];
  6076. for ( var i = 0, l = points.length; i < l; i ++ ) {
  6077. var point = points[ i ];
  6078. position.push( point.x, point.y, point.z || 0 );
  6079. }
  6080. this.setAttribute( 'position', new Float32BufferAttribute( position, 3 ) );
  6081. return this;
  6082. },
  6083. updateFromObject: function ( object ) {
  6084. var geometry = object.geometry;
  6085. if ( object.isMesh ) {
  6086. var direct = geometry.__directGeometry;
  6087. if ( geometry.elementsNeedUpdate === true ) {
  6088. direct = undefined;
  6089. geometry.elementsNeedUpdate = false;
  6090. }
  6091. if ( direct === undefined ) {
  6092. return this.fromGeometry( geometry );
  6093. }
  6094. direct.verticesNeedUpdate = geometry.verticesNeedUpdate;
  6095. direct.normalsNeedUpdate = geometry.normalsNeedUpdate;
  6096. direct.colorsNeedUpdate = geometry.colorsNeedUpdate;
  6097. direct.uvsNeedUpdate = geometry.uvsNeedUpdate;
  6098. direct.groupsNeedUpdate = geometry.groupsNeedUpdate;
  6099. geometry.verticesNeedUpdate = false;
  6100. geometry.normalsNeedUpdate = false;
  6101. geometry.colorsNeedUpdate = false;
  6102. geometry.uvsNeedUpdate = false;
  6103. geometry.groupsNeedUpdate = false;
  6104. geometry = direct;
  6105. }
  6106. if ( geometry.verticesNeedUpdate === true ) {
  6107. var attribute = this.attributes.position;
  6108. if ( attribute !== undefined ) {
  6109. attribute.copyVector3sArray( geometry.vertices );
  6110. attribute.needsUpdate = true;
  6111. }
  6112. geometry.verticesNeedUpdate = false;
  6113. }
  6114. if ( geometry.normalsNeedUpdate === true ) {
  6115. var attribute$1 = this.attributes.normal;
  6116. if ( attribute$1 !== undefined ) {
  6117. attribute$1.copyVector3sArray( geometry.normals );
  6118. attribute$1.needsUpdate = true;
  6119. }
  6120. geometry.normalsNeedUpdate = false;
  6121. }
  6122. if ( geometry.colorsNeedUpdate === true ) {
  6123. var attribute$2 = this.attributes.color;
  6124. if ( attribute$2 !== undefined ) {
  6125. attribute$2.copyColorsArray( geometry.colors );
  6126. attribute$2.needsUpdate = true;
  6127. }
  6128. geometry.colorsNeedUpdate = false;
  6129. }
  6130. if ( geometry.uvsNeedUpdate ) {
  6131. var attribute$3 = this.attributes.uv;
  6132. if ( attribute$3 !== undefined ) {
  6133. attribute$3.copyVector2sArray( geometry.uvs );
  6134. attribute$3.needsUpdate = true;
  6135. }
  6136. geometry.uvsNeedUpdate = false;
  6137. }
  6138. if ( geometry.lineDistancesNeedUpdate ) {
  6139. var attribute$4 = this.attributes.lineDistance;
  6140. if ( attribute$4 !== undefined ) {
  6141. attribute$4.copyArray( geometry.lineDistances );
  6142. attribute$4.needsUpdate = true;
  6143. }
  6144. geometry.lineDistancesNeedUpdate = false;
  6145. }
  6146. if ( geometry.groupsNeedUpdate ) {
  6147. geometry.computeGroups( object.geometry );
  6148. this.groups = geometry.groups;
  6149. geometry.groupsNeedUpdate = false;
  6150. }
  6151. return this;
  6152. },
  6153. fromGeometry: function ( geometry ) {
  6154. geometry.__directGeometry = new DirectGeometry().fromGeometry( geometry );
  6155. return this.fromDirectGeometry( geometry.__directGeometry );
  6156. },
  6157. fromDirectGeometry: function ( geometry ) {
  6158. var positions = new Float32Array( geometry.vertices.length * 3 );
  6159. this.setAttribute( 'position', new BufferAttribute( positions, 3 ).copyVector3sArray( geometry.vertices ) );
  6160. if ( geometry.normals.length > 0 ) {
  6161. var normals = new Float32Array( geometry.normals.length * 3 );
  6162. this.setAttribute( 'normal', new BufferAttribute( normals, 3 ).copyVector3sArray( geometry.normals ) );
  6163. }
  6164. if ( geometry.colors.length > 0 ) {
  6165. var colors = new Float32Array( geometry.colors.length * 3 );
  6166. this.setAttribute( 'color', new BufferAttribute( colors, 3 ).copyColorsArray( geometry.colors ) );
  6167. }
  6168. if ( geometry.uvs.length > 0 ) {
  6169. var uvs = new Float32Array( geometry.uvs.length * 2 );
  6170. this.setAttribute( 'uv', new BufferAttribute( uvs, 2 ).copyVector2sArray( geometry.uvs ) );
  6171. }
  6172. if ( geometry.uvs2.length > 0 ) {
  6173. var uvs2 = new Float32Array( geometry.uvs2.length * 2 );
  6174. this.setAttribute( 'uv2', new BufferAttribute( uvs2, 2 ).copyVector2sArray( geometry.uvs2 ) );
  6175. }
  6176. // groups
  6177. this.groups = geometry.groups;
  6178. // morphs
  6179. for ( var name in geometry.morphTargets ) {
  6180. var array = [];
  6181. var morphTargets = geometry.morphTargets[ name ];
  6182. for ( var i = 0, l = morphTargets.length; i < l; i ++ ) {
  6183. var morphTarget = morphTargets[ i ];
  6184. var attribute = new Float32BufferAttribute( morphTarget.data.length * 3, 3 );
  6185. attribute.name = morphTarget.name;
  6186. array.push( attribute.copyVector3sArray( morphTarget.data ) );
  6187. }
  6188. this.morphAttributes[ name ] = array;
  6189. }
  6190. // skinning
  6191. if ( geometry.skinIndices.length > 0 ) {
  6192. var skinIndices = new Float32BufferAttribute( geometry.skinIndices.length * 4, 4 );
  6193. this.setAttribute( 'skinIndex', skinIndices.copyVector4sArray( geometry.skinIndices ) );
  6194. }
  6195. if ( geometry.skinWeights.length > 0 ) {
  6196. var skinWeights = new Float32BufferAttribute( geometry.skinWeights.length * 4, 4 );
  6197. this.setAttribute( 'skinWeight', skinWeights.copyVector4sArray( geometry.skinWeights ) );
  6198. }
  6199. //
  6200. if ( geometry.boundingSphere !== null ) {
  6201. this.boundingSphere = geometry.boundingSphere.clone();
  6202. }
  6203. if ( geometry.boundingBox !== null ) {
  6204. this.boundingBox = geometry.boundingBox.clone();
  6205. }
  6206. return this;
  6207. },
  6208. computeBoundingBox: function () {
  6209. if ( this.boundingBox === null ) {
  6210. this.boundingBox = new Box3();
  6211. }
  6212. var position = this.attributes.position;
  6213. var morphAttributesPosition = this.morphAttributes.position;
  6214. if ( position !== undefined ) {
  6215. this.boundingBox.setFromBufferAttribute( position );
  6216. // process morph attributes if present
  6217. if ( morphAttributesPosition ) {
  6218. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6219. var morphAttribute = morphAttributesPosition[ i ];
  6220. _box$2.setFromBufferAttribute( morphAttribute );
  6221. if ( this.morphTargetsRelative ) {
  6222. _vector$4.addVectors( this.boundingBox.min, _box$2.min );
  6223. this.boundingBox.expandByPoint( _vector$4 );
  6224. _vector$4.addVectors( this.boundingBox.max, _box$2.max );
  6225. this.boundingBox.expandByPoint( _vector$4 );
  6226. } else {
  6227. this.boundingBox.expandByPoint( _box$2.min );
  6228. this.boundingBox.expandByPoint( _box$2.max );
  6229. }
  6230. }
  6231. }
  6232. } else {
  6233. this.boundingBox.makeEmpty();
  6234. }
  6235. if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
  6236. console.error( 'THREE.BufferGeometry.computeBoundingBox: Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this );
  6237. }
  6238. },
  6239. computeBoundingSphere: function () {
  6240. if ( this.boundingSphere === null ) {
  6241. this.boundingSphere = new Sphere();
  6242. }
  6243. var position = this.attributes.position;
  6244. var morphAttributesPosition = this.morphAttributes.position;
  6245. if ( position ) {
  6246. // first, find the center of the bounding sphere
  6247. var center = this.boundingSphere.center;
  6248. _box$2.setFromBufferAttribute( position );
  6249. // process morph attributes if present
  6250. if ( morphAttributesPosition ) {
  6251. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6252. var morphAttribute = morphAttributesPosition[ i ];
  6253. _boxMorphTargets.setFromBufferAttribute( morphAttribute );
  6254. if ( this.morphTargetsRelative ) {
  6255. _vector$4.addVectors( _box$2.min, _boxMorphTargets.min );
  6256. _box$2.expandByPoint( _vector$4 );
  6257. _vector$4.addVectors( _box$2.max, _boxMorphTargets.max );
  6258. _box$2.expandByPoint( _vector$4 );
  6259. } else {
  6260. _box$2.expandByPoint( _boxMorphTargets.min );
  6261. _box$2.expandByPoint( _boxMorphTargets.max );
  6262. }
  6263. }
  6264. }
  6265. _box$2.getCenter( center );
  6266. // second, try to find a boundingSphere with a radius smaller than the
  6267. // boundingSphere of the boundingBox: sqrt(3) smaller in the best case
  6268. var maxRadiusSq = 0;
  6269. for ( var i$1 = 0, il$1 = position.count; i$1 < il$1; i$1 ++ ) {
  6270. _vector$4.fromBufferAttribute( position, i$1 );
  6271. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$4 ) );
  6272. }
  6273. // process morph attributes if present
  6274. if ( morphAttributesPosition ) {
  6275. for ( var i$2 = 0, il$2 = morphAttributesPosition.length; i$2 < il$2; i$2 ++ ) {
  6276. var morphAttribute$1 = morphAttributesPosition[ i$2 ];
  6277. var morphTargetsRelative = this.morphTargetsRelative;
  6278. for ( var j = 0, jl = morphAttribute$1.count; j < jl; j ++ ) {
  6279. _vector$4.fromBufferAttribute( morphAttribute$1, j );
  6280. if ( morphTargetsRelative ) {
  6281. _offset.fromBufferAttribute( position, j );
  6282. _vector$4.add( _offset );
  6283. }
  6284. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$4 ) );
  6285. }
  6286. }
  6287. }
  6288. this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
  6289. if ( isNaN( this.boundingSphere.radius ) ) {
  6290. console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this );
  6291. }
  6292. }
  6293. },
  6294. computeFaceNormals: function () {
  6295. // backwards compatibility
  6296. },
  6297. computeVertexNormals: function () {
  6298. var index = this.index;
  6299. var positionAttribute = this.getAttribute( 'position' );
  6300. if ( positionAttribute !== undefined ) {
  6301. var normalAttribute = this.getAttribute( 'normal' );
  6302. if ( normalAttribute === undefined ) {
  6303. normalAttribute = new BufferAttribute( new Float32Array( positionAttribute.count * 3 ), 3 );
  6304. this.setAttribute( 'normal', normalAttribute );
  6305. } else {
  6306. // reset existing normals to zero
  6307. for ( var i = 0, il = normalAttribute.count; i < il; i ++ ) {
  6308. normalAttribute.setXYZ( i, 0, 0, 0 );
  6309. }
  6310. }
  6311. var pA = new Vector3(), pB = new Vector3(), pC = new Vector3();
  6312. var nA = new Vector3(), nB = new Vector3(), nC = new Vector3();
  6313. var cb = new Vector3(), ab = new Vector3();
  6314. // indexed elements
  6315. if ( index ) {
  6316. for ( var i$1 = 0, il$1 = index.count; i$1 < il$1; i$1 += 3 ) {
  6317. var vA = index.getX( i$1 + 0 );
  6318. var vB = index.getX( i$1 + 1 );
  6319. var vC = index.getX( i$1 + 2 );
  6320. pA.fromBufferAttribute( positionAttribute, vA );
  6321. pB.fromBufferAttribute( positionAttribute, vB );
  6322. pC.fromBufferAttribute( positionAttribute, vC );
  6323. cb.subVectors( pC, pB );
  6324. ab.subVectors( pA, pB );
  6325. cb.cross( ab );
  6326. nA.fromBufferAttribute( normalAttribute, vA );
  6327. nB.fromBufferAttribute( normalAttribute, vB );
  6328. nC.fromBufferAttribute( normalAttribute, vC );
  6329. nA.add( cb );
  6330. nB.add( cb );
  6331. nC.add( cb );
  6332. normalAttribute.setXYZ( vA, nA.x, nA.y, nA.z );
  6333. normalAttribute.setXYZ( vB, nB.x, nB.y, nB.z );
  6334. normalAttribute.setXYZ( vC, nC.x, nC.y, nC.z );
  6335. }
  6336. } else {
  6337. // non-indexed elements (unconnected triangle soup)
  6338. for ( var i$2 = 0, il$2 = positionAttribute.count; i$2 < il$2; i$2 += 3 ) {
  6339. pA.fromBufferAttribute( positionAttribute, i$2 + 0 );
  6340. pB.fromBufferAttribute( positionAttribute, i$2 + 1 );
  6341. pC.fromBufferAttribute( positionAttribute, i$2 + 2 );
  6342. cb.subVectors( pC, pB );
  6343. ab.subVectors( pA, pB );
  6344. cb.cross( ab );
  6345. normalAttribute.setXYZ( i$2 + 0, cb.x, cb.y, cb.z );
  6346. normalAttribute.setXYZ( i$2 + 1, cb.x, cb.y, cb.z );
  6347. normalAttribute.setXYZ( i$2 + 2, cb.x, cb.y, cb.z );
  6348. }
  6349. }
  6350. this.normalizeNormals();
  6351. normalAttribute.needsUpdate = true;
  6352. }
  6353. },
  6354. merge: function ( geometry, offset ) {
  6355. if ( ! ( geometry && geometry.isBufferGeometry ) ) {
  6356. console.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry );
  6357. return;
  6358. }
  6359. if ( offset === undefined ) {
  6360. offset = 0;
  6361. console.warn(
  6362. 'THREE.BufferGeometry.merge(): Overwriting original geometry, starting at offset=0. '
  6363. + 'Use BufferGeometryUtils.mergeBufferGeometries() for lossless merge.'
  6364. );
  6365. }
  6366. var attributes = this.attributes;
  6367. for ( var key in attributes ) {
  6368. if ( geometry.attributes[ key ] === undefined ) { continue; }
  6369. var attribute1 = attributes[ key ];
  6370. var attributeArray1 = attribute1.array;
  6371. var attribute2 = geometry.attributes[ key ];
  6372. var attributeArray2 = attribute2.array;
  6373. var attributeOffset = attribute2.itemSize * offset;
  6374. var length = Math.min( attributeArray2.length, attributeArray1.length - attributeOffset );
  6375. for ( var i = 0, j = attributeOffset; i < length; i ++, j ++ ) {
  6376. attributeArray1[ j ] = attributeArray2[ i ];
  6377. }
  6378. }
  6379. return this;
  6380. },
  6381. normalizeNormals: function () {
  6382. var normals = this.attributes.normal;
  6383. for ( var i = 0, il = normals.count; i < il; i ++ ) {
  6384. _vector$4.fromBufferAttribute( normals, i );
  6385. _vector$4.normalize();
  6386. normals.setXYZ( i, _vector$4.x, _vector$4.y, _vector$4.z );
  6387. }
  6388. },
  6389. toNonIndexed: function () {
  6390. function convertBufferAttribute( attribute, indices ) {
  6391. var array = attribute.array;
  6392. var itemSize = attribute.itemSize;
  6393. var normalized = attribute.normalized;
  6394. var array2 = new array.constructor( indices.length * itemSize );
  6395. var index = 0, index2 = 0;
  6396. for ( var i = 0, l = indices.length; i < l; i ++ ) {
  6397. index = indices[ i ] * itemSize;
  6398. for ( var j = 0; j < itemSize; j ++ ) {
  6399. array2[ index2 ++ ] = array[ index ++ ];
  6400. }
  6401. }
  6402. return new BufferAttribute( array2, itemSize, normalized );
  6403. }
  6404. //
  6405. if ( this.index === null ) {
  6406. console.warn( 'THREE.BufferGeometry.toNonIndexed(): Geometry is already non-indexed.' );
  6407. return this;
  6408. }
  6409. var geometry2 = new BufferGeometry();
  6410. var indices = this.index.array;
  6411. var attributes = this.attributes;
  6412. // attributes
  6413. for ( var name in attributes ) {
  6414. var attribute = attributes[ name ];
  6415. var newAttribute = convertBufferAttribute( attribute, indices );
  6416. geometry2.setAttribute( name, newAttribute );
  6417. }
  6418. // morph attributes
  6419. var morphAttributes = this.morphAttributes;
  6420. for ( var name$1 in morphAttributes ) {
  6421. var morphArray = [];
  6422. var morphAttribute = morphAttributes[ name$1 ]; // morphAttribute: array of Float32BufferAttributes
  6423. for ( var i = 0, il = morphAttribute.length; i < il; i ++ ) {
  6424. var attribute$1 = morphAttribute[ i ];
  6425. var newAttribute$1 = convertBufferAttribute( attribute$1, indices );
  6426. morphArray.push( newAttribute$1 );
  6427. }
  6428. geometry2.morphAttributes[ name$1 ] = morphArray;
  6429. }
  6430. geometry2.morphTargetsRelative = this.morphTargetsRelative;
  6431. // groups
  6432. var groups = this.groups;
  6433. for ( var i$1 = 0, l = groups.length; i$1 < l; i$1 ++ ) {
  6434. var group = groups[ i$1 ];
  6435. geometry2.addGroup( group.start, group.count, group.materialIndex );
  6436. }
  6437. return geometry2;
  6438. },
  6439. toJSON: function () {
  6440. var data = {
  6441. metadata: {
  6442. version: 4.5,
  6443. type: 'BufferGeometry',
  6444. generator: 'BufferGeometry.toJSON'
  6445. }
  6446. };
  6447. // standard BufferGeometry serialization
  6448. data.uuid = this.uuid;
  6449. data.type = this.type;
  6450. if ( this.name !== '' ) { data.name = this.name; }
  6451. if ( Object.keys( this.userData ).length > 0 ) { data.userData = this.userData; }
  6452. if ( this.parameters !== undefined ) {
  6453. var parameters = this.parameters;
  6454. for ( var key in parameters ) {
  6455. if ( parameters[ key ] !== undefined ) { data[ key ] = parameters[ key ]; }
  6456. }
  6457. return data;
  6458. }
  6459. data.data = { attributes: {} };
  6460. var index = this.index;
  6461. if ( index !== null ) {
  6462. data.data.index = {
  6463. type: index.array.constructor.name,
  6464. array: Array.prototype.slice.call( index.array )
  6465. };
  6466. }
  6467. var attributes = this.attributes;
  6468. for ( var key$1 in attributes ) {
  6469. var attribute = attributes[ key$1 ];
  6470. var attributeData = attribute.toJSON( data.data );
  6471. if ( attribute.name !== '' ) { attributeData.name = attribute.name; }
  6472. data.data.attributes[ key$1 ] = attributeData;
  6473. }
  6474. var morphAttributes = {};
  6475. var hasMorphAttributes = false;
  6476. for ( var key$2 in this.morphAttributes ) {
  6477. var attributeArray = this.morphAttributes[ key$2 ];
  6478. var array = [];
  6479. for ( var i = 0, il = attributeArray.length; i < il; i ++ ) {
  6480. var attribute$1 = attributeArray[ i ];
  6481. var attributeData$1 = attribute$1.toJSON( data.data );
  6482. if ( attribute$1.name !== '' ) { attributeData$1.name = attribute$1.name; }
  6483. array.push( attributeData$1 );
  6484. }
  6485. if ( array.length > 0 ) {
  6486. morphAttributes[ key$2 ] = array;
  6487. hasMorphAttributes = true;
  6488. }
  6489. }
  6490. if ( hasMorphAttributes ) {
  6491. data.data.morphAttributes = morphAttributes;
  6492. data.data.morphTargetsRelative = this.morphTargetsRelative;
  6493. }
  6494. var groups = this.groups;
  6495. if ( groups.length > 0 ) {
  6496. data.data.groups = JSON.parse( JSON.stringify( groups ) );
  6497. }
  6498. var boundingSphere = this.boundingSphere;
  6499. if ( boundingSphere !== null ) {
  6500. data.data.boundingSphere = {
  6501. center: boundingSphere.center.toArray(),
  6502. radius: boundingSphere.radius
  6503. };
  6504. }
  6505. return data;
  6506. },
  6507. clone: function () {
  6508. /*
  6509. // Handle primitives
  6510. const parameters = this.parameters;
  6511. if ( parameters !== undefined ) {
  6512. const values = [];
  6513. for ( const key in parameters ) {
  6514. values.push( parameters[ key ] );
  6515. }
  6516. const geometry = Object.create( this.constructor.prototype );
  6517. this.constructor.apply( geometry, values );
  6518. return geometry;
  6519. }
  6520. return new this.constructor().copy( this );
  6521. */
  6522. return new BufferGeometry().copy( this );
  6523. },
  6524. copy: function ( source ) {
  6525. // reset
  6526. this.index = null;
  6527. this.attributes = {};
  6528. this.morphAttributes = {};
  6529. this.groups = [];
  6530. this.boundingBox = null;
  6531. this.boundingSphere = null;
  6532. // used for storing cloned, shared data
  6533. var data = {};
  6534. // name
  6535. this.name = source.name;
  6536. // index
  6537. var index = source.index;
  6538. if ( index !== null ) {
  6539. this.setIndex( index.clone( data ) );
  6540. }
  6541. // attributes
  6542. var attributes = source.attributes;
  6543. for ( var name in attributes ) {
  6544. var attribute = attributes[ name ];
  6545. this.setAttribute( name, attribute.clone( data ) );
  6546. }
  6547. // morph attributes
  6548. var morphAttributes = source.morphAttributes;
  6549. for ( var name$1 in morphAttributes ) {
  6550. var array = [];
  6551. var morphAttribute = morphAttributes[ name$1 ]; // morphAttribute: array of Float32BufferAttributes
  6552. for ( var i = 0, l = morphAttribute.length; i < l; i ++ ) {
  6553. array.push( morphAttribute[ i ].clone( data ) );
  6554. }
  6555. this.morphAttributes[ name$1 ] = array;
  6556. }
  6557. this.morphTargetsRelative = source.morphTargetsRelative;
  6558. // groups
  6559. var groups = source.groups;
  6560. for ( var i$1 = 0, l$1 = groups.length; i$1 < l$1; i$1 ++ ) {
  6561. var group = groups[ i$1 ];
  6562. this.addGroup( group.start, group.count, group.materialIndex );
  6563. }
  6564. // bounding box
  6565. var boundingBox = source.boundingBox;
  6566. if ( boundingBox !== null ) {
  6567. this.boundingBox = boundingBox.clone();
  6568. }
  6569. // bounding sphere
  6570. var boundingSphere = source.boundingSphere;
  6571. if ( boundingSphere !== null ) {
  6572. this.boundingSphere = boundingSphere.clone();
  6573. }
  6574. // draw range
  6575. this.drawRange.start = source.drawRange.start;
  6576. this.drawRange.count = source.drawRange.count;
  6577. // user data
  6578. this.userData = source.userData;
  6579. return this;
  6580. },
  6581. dispose: function () {
  6582. this.dispatchEvent( { type: 'dispose' } );
  6583. }
  6584. } );
  6585. var _inverseMatrix = new Matrix4();
  6586. var _ray = new Ray();
  6587. var _sphere = new Sphere();
  6588. var _vA = new Vector3();
  6589. var _vB = new Vector3();
  6590. var _vC = new Vector3();
  6591. var _tempA = new Vector3();
  6592. var _tempB = new Vector3();
  6593. var _tempC = new Vector3();
  6594. var _morphA = new Vector3();
  6595. var _morphB = new Vector3();
  6596. var _morphC = new Vector3();
  6597. var _uvA = new Vector2();
  6598. var _uvB = new Vector2();
  6599. var _uvC = new Vector2();
  6600. var _intersectionPoint = new Vector3();
  6601. var _intersectionPointWorld = new Vector3();
  6602. function Mesh( geometry, material ) {
  6603. Object3D.call( this );
  6604. this.type = 'Mesh';
  6605. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  6606. this.material = material !== undefined ? material : new MeshBasicMaterial();
  6607. this.updateMorphTargets();
  6608. }
  6609. Mesh.prototype = Object.assign( Object.create( Object3D.prototype ), {
  6610. constructor: Mesh,
  6611. isMesh: true,
  6612. copy: function ( source ) {
  6613. Object3D.prototype.copy.call( this, source );
  6614. if ( source.morphTargetInfluences !== undefined ) {
  6615. this.morphTargetInfluences = source.morphTargetInfluences.slice();
  6616. }
  6617. if ( source.morphTargetDictionary !== undefined ) {
  6618. this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );
  6619. }
  6620. this.material = source.material;
  6621. this.geometry = source.geometry;
  6622. return this;
  6623. },
  6624. updateMorphTargets: function () {
  6625. var geometry = this.geometry;
  6626. if ( geometry.isBufferGeometry ) {
  6627. var morphAttributes = geometry.morphAttributes;
  6628. var keys = Object.keys( morphAttributes );
  6629. if ( keys.length > 0 ) {
  6630. var morphAttribute = morphAttributes[ keys[ 0 ] ];
  6631. if ( morphAttribute !== undefined ) {
  6632. this.morphTargetInfluences = [];
  6633. this.morphTargetDictionary = {};
  6634. for ( var m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  6635. var name = morphAttribute[ m ].name || String( m );
  6636. this.morphTargetInfluences.push( 0 );
  6637. this.morphTargetDictionary[ name ] = m;
  6638. }
  6639. }
  6640. }
  6641. } else {
  6642. var morphTargets = geometry.morphTargets;
  6643. if ( morphTargets !== undefined && morphTargets.length > 0 ) {
  6644. console.error( 'THREE.Mesh.updateMorphTargets() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
  6645. }
  6646. }
  6647. },
  6648. raycast: function ( raycaster, intersects ) {
  6649. var geometry = this.geometry;
  6650. var material = this.material;
  6651. var matrixWorld = this.matrixWorld;
  6652. if ( material === undefined ) { return; }
  6653. // Checking boundingSphere distance to ray
  6654. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  6655. _sphere.copy( geometry.boundingSphere );
  6656. _sphere.applyMatrix4( matrixWorld );
  6657. if ( raycaster.ray.intersectsSphere( _sphere ) === false ) { return; }
  6658. //
  6659. _inverseMatrix.getInverse( matrixWorld );
  6660. _ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix );
  6661. // Check boundingBox before continuing
  6662. if ( geometry.boundingBox !== null ) {
  6663. if ( _ray.intersectsBox( geometry.boundingBox ) === false ) { return; }
  6664. }
  6665. var intersection;
  6666. if ( geometry.isBufferGeometry ) {
  6667. var index = geometry.index;
  6668. var position = geometry.attributes.position;
  6669. var morphPosition = geometry.morphAttributes.position;
  6670. var morphTargetsRelative = geometry.morphTargetsRelative;
  6671. var uv = geometry.attributes.uv;
  6672. var uv2 = geometry.attributes.uv2;
  6673. var groups = geometry.groups;
  6674. var drawRange = geometry.drawRange;
  6675. if ( index !== null ) {
  6676. // indexed buffer geometry
  6677. if ( Array.isArray( material ) ) {
  6678. for ( var i = 0, il = groups.length; i < il; i ++ ) {
  6679. var group = groups[ i ];
  6680. var groupMaterial = material[ group.materialIndex ];
  6681. var start = Math.max( group.start, drawRange.start );
  6682. var end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );
  6683. for ( var j = start, jl = end; j < jl; j += 3 ) {
  6684. var a = index.getX( j );
  6685. var b = index.getX( j + 1 );
  6686. var c = index.getX( j + 2 );
  6687. intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );
  6688. if ( intersection ) {
  6689. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics
  6690. intersection.face.materialIndex = group.materialIndex;
  6691. intersects.push( intersection );
  6692. }
  6693. }
  6694. }
  6695. } else {
  6696. var start$1 = Math.max( 0, drawRange.start );
  6697. var end$1 = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  6698. for ( var i$1 = start$1, il$1 = end$1; i$1 < il$1; i$1 += 3 ) {
  6699. var a$1 = index.getX( i$1 );
  6700. var b$1 = index.getX( i$1 + 1 );
  6701. var c$1 = index.getX( i$1 + 2 );
  6702. intersection = checkBufferGeometryIntersection( this, material, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a$1, b$1, c$1 );
  6703. if ( intersection ) {
  6704. intersection.faceIndex = Math.floor( i$1 / 3 ); // triangle number in indexed buffer semantics
  6705. intersects.push( intersection );
  6706. }
  6707. }
  6708. }
  6709. } else if ( position !== undefined ) {
  6710. // non-indexed buffer geometry
  6711. if ( Array.isArray( material ) ) {
  6712. for ( var i$2 = 0, il$2 = groups.length; i$2 < il$2; i$2 ++ ) {
  6713. var group$1 = groups[ i$2 ];
  6714. var groupMaterial$1 = material[ group$1.materialIndex ];
  6715. var start$2 = Math.max( group$1.start, drawRange.start );
  6716. var end$2 = Math.min( ( group$1.start + group$1.count ), ( drawRange.start + drawRange.count ) );
  6717. for ( var j$1 = start$2, jl$1 = end$2; j$1 < jl$1; j$1 += 3 ) {
  6718. var a$2 = j$1;
  6719. var b$2 = j$1 + 1;
  6720. var c$2 = j$1 + 2;
  6721. intersection = checkBufferGeometryIntersection( this, groupMaterial$1, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a$2, b$2, c$2 );
  6722. if ( intersection ) {
  6723. intersection.faceIndex = Math.floor( j$1 / 3 ); // triangle number in non-indexed buffer semantics
  6724. intersection.face.materialIndex = group$1.materialIndex;
  6725. intersects.push( intersection );
  6726. }
  6727. }
  6728. }
  6729. } else {
  6730. var start$3 = Math.max( 0, drawRange.start );
  6731. var end$3 = Math.min( position.count, ( drawRange.start + drawRange.count ) );
  6732. for ( var i$3 = start$3, il$3 = end$3; i$3 < il$3; i$3 += 3 ) {
  6733. var a$3 = i$3;
  6734. var b$3 = i$3 + 1;
  6735. var c$3 = i$3 + 2;
  6736. intersection = checkBufferGeometryIntersection( this, material, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a$3, b$3, c$3 );
  6737. if ( intersection ) {
  6738. intersection.faceIndex = Math.floor( i$3 / 3 ); // triangle number in non-indexed buffer semantics
  6739. intersects.push( intersection );
  6740. }
  6741. }
  6742. }
  6743. }
  6744. } else if ( geometry.isGeometry ) {
  6745. var isMultiMaterial = Array.isArray( material );
  6746. var vertices = geometry.vertices;
  6747. var faces = geometry.faces;
  6748. var uvs;
  6749. var faceVertexUvs = geometry.faceVertexUvs[ 0 ];
  6750. if ( faceVertexUvs.length > 0 ) { uvs = faceVertexUvs; }
  6751. for ( var f = 0, fl = faces.length; f < fl; f ++ ) {
  6752. var face = faces[ f ];
  6753. var faceMaterial = isMultiMaterial ? material[ face.materialIndex ] : material;
  6754. if ( faceMaterial === undefined ) { continue; }
  6755. var fvA = vertices[ face.a ];
  6756. var fvB = vertices[ face.b ];
  6757. var fvC = vertices[ face.c ];
  6758. intersection = checkIntersection( this, faceMaterial, raycaster, _ray, fvA, fvB, fvC, _intersectionPoint );
  6759. if ( intersection ) {
  6760. if ( uvs && uvs[ f ] ) {
  6761. var uvs_f = uvs[ f ];
  6762. _uvA.copy( uvs_f[ 0 ] );
  6763. _uvB.copy( uvs_f[ 1 ] );
  6764. _uvC.copy( uvs_f[ 2 ] );
  6765. intersection.uv = Triangle.getUV( _intersectionPoint, fvA, fvB, fvC, _uvA, _uvB, _uvC, new Vector2() );
  6766. }
  6767. intersection.face = face;
  6768. intersection.faceIndex = f;
  6769. intersects.push( intersection );
  6770. }
  6771. }
  6772. }
  6773. }
  6774. } );
  6775. function checkIntersection( object, material, raycaster, ray, pA, pB, pC, point ) {
  6776. var intersect;
  6777. if ( material.side === BackSide ) {
  6778. intersect = ray.intersectTriangle( pC, pB, pA, true, point );
  6779. } else {
  6780. intersect = ray.intersectTriangle( pA, pB, pC, material.side !== DoubleSide, point );
  6781. }
  6782. if ( intersect === null ) { return null; }
  6783. _intersectionPointWorld.copy( point );
  6784. _intersectionPointWorld.applyMatrix4( object.matrixWorld );
  6785. var distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld );
  6786. if ( distance < raycaster.near || distance > raycaster.far ) { return null; }
  6787. return {
  6788. distance: distance,
  6789. point: _intersectionPointWorld.clone(),
  6790. object: object
  6791. };
  6792. }
  6793. function checkBufferGeometryIntersection( object, material, raycaster, ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c ) {
  6794. _vA.fromBufferAttribute( position, a );
  6795. _vB.fromBufferAttribute( position, b );
  6796. _vC.fromBufferAttribute( position, c );
  6797. var morphInfluences = object.morphTargetInfluences;
  6798. if ( material.morphTargets && morphPosition && morphInfluences ) {
  6799. _morphA.set( 0, 0, 0 );
  6800. _morphB.set( 0, 0, 0 );
  6801. _morphC.set( 0, 0, 0 );
  6802. for ( var i = 0, il = morphPosition.length; i < il; i ++ ) {
  6803. var influence = morphInfluences[ i ];
  6804. var morphAttribute = morphPosition[ i ];
  6805. if ( influence === 0 ) { continue; }
  6806. _tempA.fromBufferAttribute( morphAttribute, a );
  6807. _tempB.fromBufferAttribute( morphAttribute, b );
  6808. _tempC.fromBufferAttribute( morphAttribute, c );
  6809. if ( morphTargetsRelative ) {
  6810. _morphA.addScaledVector( _tempA, influence );
  6811. _morphB.addScaledVector( _tempB, influence );
  6812. _morphC.addScaledVector( _tempC, influence );
  6813. } else {
  6814. _morphA.addScaledVector( _tempA.sub( _vA ), influence );
  6815. _morphB.addScaledVector( _tempB.sub( _vB ), influence );
  6816. _morphC.addScaledVector( _tempC.sub( _vC ), influence );
  6817. }
  6818. }
  6819. _vA.add( _morphA );
  6820. _vB.add( _morphB );
  6821. _vC.add( _morphC );
  6822. }
  6823. if ( object.isSkinnedMesh ) {
  6824. object.boneTransform( a, _vA );
  6825. object.boneTransform( b, _vB );
  6826. object.boneTransform( c, _vC );
  6827. }
  6828. var intersection = checkIntersection( object, material, raycaster, ray, _vA, _vB, _vC, _intersectionPoint );
  6829. if ( intersection ) {
  6830. if ( uv ) {
  6831. _uvA.fromBufferAttribute( uv, a );
  6832. _uvB.fromBufferAttribute( uv, b );
  6833. _uvC.fromBufferAttribute( uv, c );
  6834. intersection.uv = Triangle.getUV( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() );
  6835. }
  6836. if ( uv2 ) {
  6837. _uvA.fromBufferAttribute( uv2, a );
  6838. _uvB.fromBufferAttribute( uv2, b );
  6839. _uvC.fromBufferAttribute( uv2, c );
  6840. intersection.uv2 = Triangle.getUV( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() );
  6841. }
  6842. var face = new Face3( a, b, c );
  6843. Triangle.getNormal( _vA, _vB, _vC, face.normal );
  6844. intersection.face = face;
  6845. }
  6846. return intersection;
  6847. }
  6848. var _geometryId = 0; // Geometry uses even numbers as Id
  6849. var _m1$3 = new Matrix4();
  6850. var _obj$1 = new Object3D();
  6851. var _offset$1 = new Vector3();
  6852. function Geometry() {
  6853. Object.defineProperty( this, 'id', { value: _geometryId += 2 } );
  6854. this.uuid = MathUtils.generateUUID();
  6855. this.name = '';
  6856. this.type = 'Geometry';
  6857. this.vertices = [];
  6858. this.colors = [];
  6859. this.faces = [];
  6860. this.faceVertexUvs = [[]];
  6861. this.morphTargets = [];
  6862. this.morphNormals = [];
  6863. this.skinWeights = [];
  6864. this.skinIndices = [];
  6865. this.lineDistances = [];
  6866. this.boundingBox = null;
  6867. this.boundingSphere = null;
  6868. // update flags
  6869. this.elementsNeedUpdate = false;
  6870. this.verticesNeedUpdate = false;
  6871. this.uvsNeedUpdate = false;
  6872. this.normalsNeedUpdate = false;
  6873. this.colorsNeedUpdate = false;
  6874. this.lineDistancesNeedUpdate = false;
  6875. this.groupsNeedUpdate = false;
  6876. }
  6877. Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  6878. constructor: Geometry,
  6879. isGeometry: true,
  6880. applyMatrix4: function ( matrix ) {
  6881. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  6882. for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {
  6883. var vertex = this.vertices[ i ];
  6884. vertex.applyMatrix4( matrix );
  6885. }
  6886. for ( var i$1 = 0, il$1 = this.faces.length; i$1 < il$1; i$1 ++ ) {
  6887. var face = this.faces[ i$1 ];
  6888. face.normal.applyMatrix3( normalMatrix ).normalize();
  6889. for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
  6890. face.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize();
  6891. }
  6892. }
  6893. if ( this.boundingBox !== null ) {
  6894. this.computeBoundingBox();
  6895. }
  6896. if ( this.boundingSphere !== null ) {
  6897. this.computeBoundingSphere();
  6898. }
  6899. this.verticesNeedUpdate = true;
  6900. this.normalsNeedUpdate = true;
  6901. return this;
  6902. },
  6903. rotateX: function ( angle ) {
  6904. // rotate geometry around world x-axis
  6905. _m1$3.makeRotationX( angle );
  6906. this.applyMatrix4( _m1$3 );
  6907. return this;
  6908. },
  6909. rotateY: function ( angle ) {
  6910. // rotate geometry around world y-axis
  6911. _m1$3.makeRotationY( angle );
  6912. this.applyMatrix4( _m1$3 );
  6913. return this;
  6914. },
  6915. rotateZ: function ( angle ) {
  6916. // rotate geometry around world z-axis
  6917. _m1$3.makeRotationZ( angle );
  6918. this.applyMatrix4( _m1$3 );
  6919. return this;
  6920. },
  6921. translate: function ( x, y, z ) {
  6922. // translate geometry
  6923. _m1$3.makeTranslation( x, y, z );
  6924. this.applyMatrix4( _m1$3 );
  6925. return this;
  6926. },
  6927. scale: function ( x, y, z ) {
  6928. // scale geometry
  6929. _m1$3.makeScale( x, y, z );
  6930. this.applyMatrix4( _m1$3 );
  6931. return this;
  6932. },
  6933. lookAt: function ( vector ) {
  6934. _obj$1.lookAt( vector );
  6935. _obj$1.updateMatrix();
  6936. this.applyMatrix4( _obj$1.matrix );
  6937. return this;
  6938. },
  6939. fromBufferGeometry: function ( geometry ) {
  6940. var scope = this;
  6941. var index = geometry.index !== null ? geometry.index : undefined;
  6942. var attributes = geometry.attributes;
  6943. if ( attributes.position === undefined ) {
  6944. console.error( 'THREE.Geometry.fromBufferGeometry(): Position attribute required for conversion.' );
  6945. return this;
  6946. }
  6947. var position = attributes.position;
  6948. var normal = attributes.normal;
  6949. var color = attributes.color;
  6950. var uv = attributes.uv;
  6951. var uv2 = attributes.uv2;
  6952. if ( uv2 !== undefined ) { this.faceVertexUvs[ 1 ] = []; }
  6953. for ( var i = 0; i < position.count; i ++ ) {
  6954. scope.vertices.push( new Vector3().fromBufferAttribute( position, i ) );
  6955. if ( color !== undefined ) {
  6956. scope.colors.push( new Color().fromBufferAttribute( color, i ) );
  6957. }
  6958. }
  6959. function addFace( a, b, c, materialIndex ) {
  6960. var vertexColors = ( color === undefined ) ? [] : [
  6961. scope.colors[ a ].clone(),
  6962. scope.colors[ b ].clone(),
  6963. scope.colors[ c ].clone()
  6964. ];
  6965. var vertexNormals = ( normal === undefined ) ? [] : [
  6966. new Vector3().fromBufferAttribute( normal, a ),
  6967. new Vector3().fromBufferAttribute( normal, b ),
  6968. new Vector3().fromBufferAttribute( normal, c )
  6969. ];
  6970. var face = new Face3( a, b, c, vertexNormals, vertexColors, materialIndex );
  6971. scope.faces.push( face );
  6972. if ( uv !== undefined ) {
  6973. scope.faceVertexUvs[ 0 ].push( [
  6974. new Vector2().fromBufferAttribute( uv, a ),
  6975. new Vector2().fromBufferAttribute( uv, b ),
  6976. new Vector2().fromBufferAttribute( uv, c )
  6977. ] );
  6978. }
  6979. if ( uv2 !== undefined ) {
  6980. scope.faceVertexUvs[ 1 ].push( [
  6981. new Vector2().fromBufferAttribute( uv2, a ),
  6982. new Vector2().fromBufferAttribute( uv2, b ),
  6983. new Vector2().fromBufferAttribute( uv2, c )
  6984. ] );
  6985. }
  6986. }
  6987. var groups = geometry.groups;
  6988. if ( groups.length > 0 ) {
  6989. for ( var i$1 = 0; i$1 < groups.length; i$1 ++ ) {
  6990. var group = groups[ i$1 ];
  6991. var start = group.start;
  6992. var count = group.count;
  6993. for ( var j = start, jl = start + count; j < jl; j += 3 ) {
  6994. if ( index !== undefined ) {
  6995. addFace( index.getX( j ), index.getX( j + 1 ), index.getX( j + 2 ), group.materialIndex );
  6996. } else {
  6997. addFace( j, j + 1, j + 2, group.materialIndex );
  6998. }
  6999. }
  7000. }
  7001. } else {
  7002. if ( index !== undefined ) {
  7003. for ( var i$2 = 0; i$2 < index.count; i$2 += 3 ) {
  7004. addFace( index.getX( i$2 ), index.getX( i$2 + 1 ), index.getX( i$2 + 2 ) );
  7005. }
  7006. } else {
  7007. for ( var i$3 = 0; i$3 < position.count; i$3 += 3 ) {
  7008. addFace( i$3, i$3 + 1, i$3 + 2 );
  7009. }
  7010. }
  7011. }
  7012. this.computeFaceNormals();
  7013. if ( geometry.boundingBox !== null ) {
  7014. this.boundingBox = geometry.boundingBox.clone();
  7015. }
  7016. if ( geometry.boundingSphere !== null ) {
  7017. this.boundingSphere = geometry.boundingSphere.clone();
  7018. }
  7019. return this;
  7020. },
  7021. center: function () {
  7022. this.computeBoundingBox();
  7023. this.boundingBox.getCenter( _offset$1 ).negate();
  7024. this.translate( _offset$1.x, _offset$1.y, _offset$1.z );
  7025. return this;
  7026. },
  7027. normalize: function () {
  7028. this.computeBoundingSphere();
  7029. var center = this.boundingSphere.center;
  7030. var radius = this.boundingSphere.radius;
  7031. var s = radius === 0 ? 1 : 1.0 / radius;
  7032. var matrix = new Matrix4();
  7033. matrix.set(
  7034. s, 0, 0, - s * center.x,
  7035. 0, s, 0, - s * center.y,
  7036. 0, 0, s, - s * center.z,
  7037. 0, 0, 0, 1
  7038. );
  7039. this.applyMatrix4( matrix );
  7040. return this;
  7041. },
  7042. computeFaceNormals: function () {
  7043. var cb = new Vector3(), ab = new Vector3();
  7044. for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7045. var face = this.faces[ f ];
  7046. var vA = this.vertices[ face.a ];
  7047. var vB = this.vertices[ face.b ];
  7048. var vC = this.vertices[ face.c ];
  7049. cb.subVectors( vC, vB );
  7050. ab.subVectors( vA, vB );
  7051. cb.cross( ab );
  7052. cb.normalize();
  7053. face.normal.copy( cb );
  7054. }
  7055. },
  7056. computeVertexNormals: function ( areaWeighted ) {
  7057. if ( areaWeighted === undefined ) { areaWeighted = true; }
  7058. var vertices = new Array( this.vertices.length );
  7059. for ( var v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  7060. vertices[ v ] = new Vector3();
  7061. }
  7062. if ( areaWeighted ) {
  7063. // vertex normals weighted by triangle areas
  7064. // http://www.iquilezles.org/www/articles/normals/normals.htm
  7065. var cb = new Vector3(), ab = new Vector3();
  7066. for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7067. var face = this.faces[ f ];
  7068. var vA = this.vertices[ face.a ];
  7069. var vB = this.vertices[ face.b ];
  7070. var vC = this.vertices[ face.c ];
  7071. cb.subVectors( vC, vB );
  7072. ab.subVectors( vA, vB );
  7073. cb.cross( ab );
  7074. vertices[ face.a ].add( cb );
  7075. vertices[ face.b ].add( cb );
  7076. vertices[ face.c ].add( cb );
  7077. }
  7078. } else {
  7079. this.computeFaceNormals();
  7080. for ( var f$1 = 0, fl$1 = this.faces.length; f$1 < fl$1; f$1 ++ ) {
  7081. var face$1 = this.faces[ f$1 ];
  7082. vertices[ face$1.a ].add( face$1.normal );
  7083. vertices[ face$1.b ].add( face$1.normal );
  7084. vertices[ face$1.c ].add( face$1.normal );
  7085. }
  7086. }
  7087. for ( var v$1 = 0, vl$1 = this.vertices.length; v$1 < vl$1; v$1 ++ ) {
  7088. vertices[ v$1 ].normalize();
  7089. }
  7090. for ( var f$2 = 0, fl$2 = this.faces.length; f$2 < fl$2; f$2 ++ ) {
  7091. var face$2 = this.faces[ f$2 ];
  7092. var vertexNormals = face$2.vertexNormals;
  7093. if ( vertexNormals.length === 3 ) {
  7094. vertexNormals[ 0 ].copy( vertices[ face$2.a ] );
  7095. vertexNormals[ 1 ].copy( vertices[ face$2.b ] );
  7096. vertexNormals[ 2 ].copy( vertices[ face$2.c ] );
  7097. } else {
  7098. vertexNormals[ 0 ] = vertices[ face$2.a ].clone();
  7099. vertexNormals[ 1 ] = vertices[ face$2.b ].clone();
  7100. vertexNormals[ 2 ] = vertices[ face$2.c ].clone();
  7101. }
  7102. }
  7103. if ( this.faces.length > 0 ) {
  7104. this.normalsNeedUpdate = true;
  7105. }
  7106. },
  7107. computeFlatVertexNormals: function () {
  7108. this.computeFaceNormals();
  7109. for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7110. var face = this.faces[ f ];
  7111. var vertexNormals = face.vertexNormals;
  7112. if ( vertexNormals.length === 3 ) {
  7113. vertexNormals[ 0 ].copy( face.normal );
  7114. vertexNormals[ 1 ].copy( face.normal );
  7115. vertexNormals[ 2 ].copy( face.normal );
  7116. } else {
  7117. vertexNormals[ 0 ] = face.normal.clone();
  7118. vertexNormals[ 1 ] = face.normal.clone();
  7119. vertexNormals[ 2 ] = face.normal.clone();
  7120. }
  7121. }
  7122. if ( this.faces.length > 0 ) {
  7123. this.normalsNeedUpdate = true;
  7124. }
  7125. },
  7126. computeMorphNormals: function () {
  7127. // save original normals
  7128. // - create temp variables on first access
  7129. // otherwise just copy (for faster repeated calls)
  7130. for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7131. var face = this.faces[ f ];
  7132. if ( ! face.__originalFaceNormal ) {
  7133. face.__originalFaceNormal = face.normal.clone();
  7134. } else {
  7135. face.__originalFaceNormal.copy( face.normal );
  7136. }
  7137. if ( ! face.__originalVertexNormals ) { face.__originalVertexNormals = []; }
  7138. for ( var i = 0, il = face.vertexNormals.length; i < il; i ++ ) {
  7139. if ( ! face.__originalVertexNormals[ i ] ) {
  7140. face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone();
  7141. } else {
  7142. face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] );
  7143. }
  7144. }
  7145. }
  7146. // use temp geometry to compute face and vertex normals for each morph
  7147. var tmpGeo = new Geometry();
  7148. tmpGeo.faces = this.faces;
  7149. for ( var i$1 = 0, il$1 = this.morphTargets.length; i$1 < il$1; i$1 ++ ) {
  7150. // create on first access
  7151. if ( ! this.morphNormals[ i$1 ] ) {
  7152. this.morphNormals[ i$1 ] = {};
  7153. this.morphNormals[ i$1 ].faceNormals = [];
  7154. this.morphNormals[ i$1 ].vertexNormals = [];
  7155. var dstNormalsFace = this.morphNormals[ i$1 ].faceNormals;
  7156. var dstNormalsVertex = this.morphNormals[ i$1 ].vertexNormals;
  7157. for ( var f$1 = 0, fl$1 = this.faces.length; f$1 < fl$1; f$1 ++ ) {
  7158. var faceNormal = new Vector3();
  7159. var vertexNormals = { a: new Vector3(), b: new Vector3(), c: new Vector3() };
  7160. dstNormalsFace.push( faceNormal );
  7161. dstNormalsVertex.push( vertexNormals );
  7162. }
  7163. }
  7164. var morphNormals = this.morphNormals[ i$1 ];
  7165. // set vertices to morph target
  7166. tmpGeo.vertices = this.morphTargets[ i$1 ].vertices;
  7167. // compute morph normals
  7168. tmpGeo.computeFaceNormals();
  7169. tmpGeo.computeVertexNormals();
  7170. // store morph normals
  7171. for ( var f$2 = 0, fl$2 = this.faces.length; f$2 < fl$2; f$2 ++ ) {
  7172. var face$1 = this.faces[ f$2 ];
  7173. var faceNormal$1 = morphNormals.faceNormals[ f$2 ];
  7174. var vertexNormals$1 = morphNormals.vertexNormals[ f$2 ];
  7175. faceNormal$1.copy( face$1.normal );
  7176. vertexNormals$1.a.copy( face$1.vertexNormals[ 0 ] );
  7177. vertexNormals$1.b.copy( face$1.vertexNormals[ 1 ] );
  7178. vertexNormals$1.c.copy( face$1.vertexNormals[ 2 ] );
  7179. }
  7180. }
  7181. // restore original normals
  7182. for ( var f$3 = 0, fl$3 = this.faces.length; f$3 < fl$3; f$3 ++ ) {
  7183. var face$2 = this.faces[ f$3 ];
  7184. face$2.normal = face$2.__originalFaceNormal;
  7185. face$2.vertexNormals = face$2.__originalVertexNormals;
  7186. }
  7187. },
  7188. computeBoundingBox: function () {
  7189. if ( this.boundingBox === null ) {
  7190. this.boundingBox = new Box3();
  7191. }
  7192. this.boundingBox.setFromPoints( this.vertices );
  7193. },
  7194. computeBoundingSphere: function () {
  7195. if ( this.boundingSphere === null ) {
  7196. this.boundingSphere = new Sphere();
  7197. }
  7198. this.boundingSphere.setFromPoints( this.vertices );
  7199. },
  7200. merge: function ( geometry, matrix, materialIndexOffset ) {
  7201. if ( ! ( geometry && geometry.isGeometry ) ) {
  7202. console.error( 'THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.', geometry );
  7203. return;
  7204. }
  7205. var normalMatrix;
  7206. var vertexOffset = this.vertices.length,
  7207. vertices1 = this.vertices,
  7208. vertices2 = geometry.vertices,
  7209. faces1 = this.faces,
  7210. faces2 = geometry.faces,
  7211. colors1 = this.colors,
  7212. colors2 = geometry.colors;
  7213. if ( materialIndexOffset === undefined ) { materialIndexOffset = 0; }
  7214. if ( matrix !== undefined ) {
  7215. normalMatrix = new Matrix3().getNormalMatrix( matrix );
  7216. }
  7217. // vertices
  7218. for ( var i = 0, il = vertices2.length; i < il; i ++ ) {
  7219. var vertex = vertices2[ i ];
  7220. var vertexCopy = vertex.clone();
  7221. if ( matrix !== undefined ) { vertexCopy.applyMatrix4( matrix ); }
  7222. vertices1.push( vertexCopy );
  7223. }
  7224. // colors
  7225. for ( var i$1 = 0, il$1 = colors2.length; i$1 < il$1; i$1 ++ ) {
  7226. colors1.push( colors2[ i$1 ].clone() );
  7227. }
  7228. // faces
  7229. for ( var i$2 = 0, il$2 = faces2.length; i$2 < il$2; i$2 ++ ) {
  7230. var face = faces2[ i$2 ];
  7231. var normal = (void 0), color = (void 0);
  7232. var faceVertexNormals = face.vertexNormals,
  7233. faceVertexColors = face.vertexColors;
  7234. var faceCopy = new Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset );
  7235. faceCopy.normal.copy( face.normal );
  7236. if ( normalMatrix !== undefined ) {
  7237. faceCopy.normal.applyMatrix3( normalMatrix ).normalize();
  7238. }
  7239. for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) {
  7240. normal = faceVertexNormals[ j ].clone();
  7241. if ( normalMatrix !== undefined ) {
  7242. normal.applyMatrix3( normalMatrix ).normalize();
  7243. }
  7244. faceCopy.vertexNormals.push( normal );
  7245. }
  7246. faceCopy.color.copy( face.color );
  7247. for ( var j$1 = 0, jl$1 = faceVertexColors.length; j$1 < jl$1; j$1 ++ ) {
  7248. color = faceVertexColors[ j$1 ];
  7249. faceCopy.vertexColors.push( color.clone() );
  7250. }
  7251. faceCopy.materialIndex = face.materialIndex + materialIndexOffset;
  7252. faces1.push( faceCopy );
  7253. }
  7254. // uvs
  7255. for ( var i$3 = 0, il$3 = geometry.faceVertexUvs.length; i$3 < il$3; i$3 ++ ) {
  7256. var faceVertexUvs2 = geometry.faceVertexUvs[ i$3 ];
  7257. if ( this.faceVertexUvs[ i$3 ] === undefined ) { this.faceVertexUvs[ i$3 ] = []; }
  7258. for ( var j$2 = 0, jl$2 = faceVertexUvs2.length; j$2 < jl$2; j$2 ++ ) {
  7259. var uvs2 = faceVertexUvs2[ j$2 ], uvsCopy = [];
  7260. for ( var k = 0, kl = uvs2.length; k < kl; k ++ ) {
  7261. uvsCopy.push( uvs2[ k ].clone() );
  7262. }
  7263. this.faceVertexUvs[ i$3 ].push( uvsCopy );
  7264. }
  7265. }
  7266. },
  7267. mergeMesh: function ( mesh ) {
  7268. if ( ! ( mesh && mesh.isMesh ) ) {
  7269. console.error( 'THREE.Geometry.mergeMesh(): mesh not an instance of THREE.Mesh.', mesh );
  7270. return;
  7271. }
  7272. if ( mesh.matrixAutoUpdate ) { mesh.updateMatrix(); }
  7273. this.merge( mesh.geometry, mesh.matrix );
  7274. },
  7275. /*
  7276. * Checks for duplicate vertices with hashmap.
  7277. * Duplicated vertices are removed
  7278. * and faces' vertices are updated.
  7279. */
  7280. mergeVertices: function () {
  7281. var verticesMap = {}; // Hashmap for looking up vertices by position coordinates (and making sure they are unique)
  7282. var unique = [], changes = [];
  7283. var precisionPoints = 4; // number of decimal points, e.g. 4 for epsilon of 0.0001
  7284. var precision = Math.pow( 10, precisionPoints );
  7285. for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {
  7286. var v = this.vertices[ i ];
  7287. var key = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision );
  7288. if ( verticesMap[ key ] === undefined ) {
  7289. verticesMap[ key ] = i;
  7290. unique.push( this.vertices[ i ] );
  7291. changes[ i ] = unique.length - 1;
  7292. } else {
  7293. //console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);
  7294. changes[ i ] = changes[ verticesMap[ key ] ];
  7295. }
  7296. }
  7297. // if faces are completely degenerate after merging vertices, we
  7298. // have to remove them from the geometry.
  7299. var faceIndicesToRemove = [];
  7300. for ( var i$1 = 0, il$1 = this.faces.length; i$1 < il$1; i$1 ++ ) {
  7301. var face = this.faces[ i$1 ];
  7302. face.a = changes[ face.a ];
  7303. face.b = changes[ face.b ];
  7304. face.c = changes[ face.c ];
  7305. var indices = [ face.a, face.b, face.c ];
  7306. // if any duplicate vertices are found in a Face3
  7307. // we have to remove the face as nothing can be saved
  7308. for ( var n = 0; n < 3; n ++ ) {
  7309. if ( indices[ n ] === indices[ ( n + 1 ) % 3 ] ) {
  7310. faceIndicesToRemove.push( i$1 );
  7311. break;
  7312. }
  7313. }
  7314. }
  7315. for ( var i$2 = faceIndicesToRemove.length - 1; i$2 >= 0; i$2 -- ) {
  7316. var idx = faceIndicesToRemove[ i$2 ];
  7317. this.faces.splice( idx, 1 );
  7318. for ( var j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {
  7319. this.faceVertexUvs[ j ].splice( idx, 1 );
  7320. }
  7321. }
  7322. // Use unique set of vertices
  7323. var diff = this.vertices.length - unique.length;
  7324. this.vertices = unique;
  7325. return diff;
  7326. },
  7327. setFromPoints: function ( points ) {
  7328. this.vertices = [];
  7329. for ( var i = 0, l = points.length; i < l; i ++ ) {
  7330. var point = points[ i ];
  7331. this.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );
  7332. }
  7333. return this;
  7334. },
  7335. sortFacesByMaterialIndex: function () {
  7336. var faces = this.faces;
  7337. var length = faces.length;
  7338. // tag faces
  7339. for ( var i = 0; i < length; i ++ ) {
  7340. faces[ i ]._id = i;
  7341. }
  7342. // sort faces
  7343. function materialIndexSort( a, b ) {
  7344. return a.materialIndex - b.materialIndex;
  7345. }
  7346. faces.sort( materialIndexSort );
  7347. // sort uvs
  7348. var uvs1 = this.faceVertexUvs[ 0 ];
  7349. var uvs2 = this.faceVertexUvs[ 1 ];
  7350. var newUvs1, newUvs2;
  7351. if ( uvs1 && uvs1.length === length ) { newUvs1 = []; }
  7352. if ( uvs2 && uvs2.length === length ) { newUvs2 = []; }
  7353. for ( var i$1 = 0; i$1 < length; i$1 ++ ) {
  7354. var id = faces[ i$1 ]._id;
  7355. if ( newUvs1 ) { newUvs1.push( uvs1[ id ] ); }
  7356. if ( newUvs2 ) { newUvs2.push( uvs2[ id ] ); }
  7357. }
  7358. if ( newUvs1 ) { this.faceVertexUvs[ 0 ] = newUvs1; }
  7359. if ( newUvs2 ) { this.faceVertexUvs[ 1 ] = newUvs2; }
  7360. },
  7361. toJSON: function () {
  7362. var data = {
  7363. metadata: {
  7364. version: 4.5,
  7365. type: 'Geometry',
  7366. generator: 'Geometry.toJSON'
  7367. }
  7368. };
  7369. // standard Geometry serialization
  7370. data.uuid = this.uuid;
  7371. data.type = this.type;
  7372. if ( this.name !== '' ) { data.name = this.name; }
  7373. if ( this.parameters !== undefined ) {
  7374. var parameters = this.parameters;
  7375. for ( var key in parameters ) {
  7376. if ( parameters[ key ] !== undefined ) { data[ key ] = parameters[ key ]; }
  7377. }
  7378. return data;
  7379. }
  7380. var vertices = [];
  7381. for ( var i = 0; i < this.vertices.length; i ++ ) {
  7382. var vertex = this.vertices[ i ];
  7383. vertices.push( vertex.x, vertex.y, vertex.z );
  7384. }
  7385. var faces = [];
  7386. var normals = [];
  7387. var normalsHash = {};
  7388. var colors = [];
  7389. var colorsHash = {};
  7390. var uvs = [];
  7391. var uvsHash = {};
  7392. for ( var i$1 = 0; i$1 < this.faces.length; i$1 ++ ) {
  7393. var face = this.faces[ i$1 ];
  7394. var hasMaterial = true;
  7395. var hasFaceUv = false; // deprecated
  7396. var hasFaceVertexUv = this.faceVertexUvs[ 0 ][ i$1 ] !== undefined;
  7397. var hasFaceNormal = face.normal.length() > 0;
  7398. var hasFaceVertexNormal = face.vertexNormals.length > 0;
  7399. var hasFaceColor = face.color.r !== 1 || face.color.g !== 1 || face.color.b !== 1;
  7400. var hasFaceVertexColor = face.vertexColors.length > 0;
  7401. var faceType = 0;
  7402. faceType = setBit( faceType, 0, 0 ); // isQuad
  7403. faceType = setBit( faceType, 1, hasMaterial );
  7404. faceType = setBit( faceType, 2, hasFaceUv );
  7405. faceType = setBit( faceType, 3, hasFaceVertexUv );
  7406. faceType = setBit( faceType, 4, hasFaceNormal );
  7407. faceType = setBit( faceType, 5, hasFaceVertexNormal );
  7408. faceType = setBit( faceType, 6, hasFaceColor );
  7409. faceType = setBit( faceType, 7, hasFaceVertexColor );
  7410. faces.push( faceType );
  7411. faces.push( face.a, face.b, face.c );
  7412. faces.push( face.materialIndex );
  7413. if ( hasFaceVertexUv ) {
  7414. var faceVertexUvs = this.faceVertexUvs[ 0 ][ i$1 ];
  7415. faces.push(
  7416. getUvIndex( faceVertexUvs[ 0 ] ),
  7417. getUvIndex( faceVertexUvs[ 1 ] ),
  7418. getUvIndex( faceVertexUvs[ 2 ] )
  7419. );
  7420. }
  7421. if ( hasFaceNormal ) {
  7422. faces.push( getNormalIndex( face.normal ) );
  7423. }
  7424. if ( hasFaceVertexNormal ) {
  7425. var vertexNormals = face.vertexNormals;
  7426. faces.push(
  7427. getNormalIndex( vertexNormals[ 0 ] ),
  7428. getNormalIndex( vertexNormals[ 1 ] ),
  7429. getNormalIndex( vertexNormals[ 2 ] )
  7430. );
  7431. }
  7432. if ( hasFaceColor ) {
  7433. faces.push( getColorIndex( face.color ) );
  7434. }
  7435. if ( hasFaceVertexColor ) {
  7436. var vertexColors = face.vertexColors;
  7437. faces.push(
  7438. getColorIndex( vertexColors[ 0 ] ),
  7439. getColorIndex( vertexColors[ 1 ] ),
  7440. getColorIndex( vertexColors[ 2 ] )
  7441. );
  7442. }
  7443. }
  7444. function setBit( value, position, enabled ) {
  7445. return enabled ? value | ( 1 << position ) : value & ( ~ ( 1 << position ) );
  7446. }
  7447. function getNormalIndex( normal ) {
  7448. var hash = normal.x.toString() + normal.y.toString() + normal.z.toString();
  7449. if ( normalsHash[ hash ] !== undefined ) {
  7450. return normalsHash[ hash ];
  7451. }
  7452. normalsHash[ hash ] = normals.length / 3;
  7453. normals.push( normal.x, normal.y, normal.z );
  7454. return normalsHash[ hash ];
  7455. }
  7456. function getColorIndex( color ) {
  7457. var hash = color.r.toString() + color.g.toString() + color.b.toString();
  7458. if ( colorsHash[ hash ] !== undefined ) {
  7459. return colorsHash[ hash ];
  7460. }
  7461. colorsHash[ hash ] = colors.length;
  7462. colors.push( color.getHex() );
  7463. return colorsHash[ hash ];
  7464. }
  7465. function getUvIndex( uv ) {
  7466. var hash = uv.x.toString() + uv.y.toString();
  7467. if ( uvsHash[ hash ] !== undefined ) {
  7468. return uvsHash[ hash ];
  7469. }
  7470. uvsHash[ hash ] = uvs.length / 2;
  7471. uvs.push( uv.x, uv.y );
  7472. return uvsHash[ hash ];
  7473. }
  7474. data.data = {};
  7475. data.data.vertices = vertices;
  7476. data.data.normals = normals;
  7477. if ( colors.length > 0 ) { data.data.colors = colors; }
  7478. if ( uvs.length > 0 ) { data.data.uvs = [ uvs ]; } // temporal backward compatibility
  7479. data.data.faces = faces;
  7480. return data;
  7481. },
  7482. clone: function () {
  7483. /*
  7484. // Handle primitives
  7485. const parameters = this.parameters;
  7486. if ( parameters !== undefined ) {
  7487. const values = [];
  7488. for ( const key in parameters ) {
  7489. values.push( parameters[ key ] );
  7490. }
  7491. const geometry = Object.create( this.constructor.prototype );
  7492. this.constructor.apply( geometry, values );
  7493. return geometry;
  7494. }
  7495. return new this.constructor().copy( this );
  7496. */
  7497. return new Geometry().copy( this );
  7498. },
  7499. copy: function ( source ) {
  7500. // reset
  7501. this.vertices = [];
  7502. this.colors = [];
  7503. this.faces = [];
  7504. this.faceVertexUvs = [[]];
  7505. this.morphTargets = [];
  7506. this.morphNormals = [];
  7507. this.skinWeights = [];
  7508. this.skinIndices = [];
  7509. this.lineDistances = [];
  7510. this.boundingBox = null;
  7511. this.boundingSphere = null;
  7512. // name
  7513. this.name = source.name;
  7514. // vertices
  7515. var vertices = source.vertices;
  7516. for ( var i = 0, il = vertices.length; i < il; i ++ ) {
  7517. this.vertices.push( vertices[ i ].clone() );
  7518. }
  7519. // colors
  7520. var colors = source.colors;
  7521. for ( var i$1 = 0, il$1 = colors.length; i$1 < il$1; i$1 ++ ) {
  7522. this.colors.push( colors[ i$1 ].clone() );
  7523. }
  7524. // faces
  7525. var faces = source.faces;
  7526. for ( var i$2 = 0, il$2 = faces.length; i$2 < il$2; i$2 ++ ) {
  7527. this.faces.push( faces[ i$2 ].clone() );
  7528. }
  7529. // face vertex uvs
  7530. for ( var i$3 = 0, il$3 = source.faceVertexUvs.length; i$3 < il$3; i$3 ++ ) {
  7531. var faceVertexUvs = source.faceVertexUvs[ i$3 ];
  7532. if ( this.faceVertexUvs[ i$3 ] === undefined ) {
  7533. this.faceVertexUvs[ i$3 ] = [];
  7534. }
  7535. for ( var j = 0, jl = faceVertexUvs.length; j < jl; j ++ ) {
  7536. var uvs = faceVertexUvs[ j ], uvsCopy = [];
  7537. for ( var k = 0, kl = uvs.length; k < kl; k ++ ) {
  7538. var uv = uvs[ k ];
  7539. uvsCopy.push( uv.clone() );
  7540. }
  7541. this.faceVertexUvs[ i$3 ].push( uvsCopy );
  7542. }
  7543. }
  7544. // morph targets
  7545. var morphTargets = source.morphTargets;
  7546. for ( var i$4 = 0, il$4 = morphTargets.length; i$4 < il$4; i$4 ++ ) {
  7547. var morphTarget = {};
  7548. morphTarget.name = morphTargets[ i$4 ].name;
  7549. // vertices
  7550. if ( morphTargets[ i$4 ].vertices !== undefined ) {
  7551. morphTarget.vertices = [];
  7552. for ( var j$1 = 0, jl$1 = morphTargets[ i$4 ].vertices.length; j$1 < jl$1; j$1 ++ ) {
  7553. morphTarget.vertices.push( morphTargets[ i$4 ].vertices[ j$1 ].clone() );
  7554. }
  7555. }
  7556. // normals
  7557. if ( morphTargets[ i$4 ].normals !== undefined ) {
  7558. morphTarget.normals = [];
  7559. for ( var j$2 = 0, jl$2 = morphTargets[ i$4 ].normals.length; j$2 < jl$2; j$2 ++ ) {
  7560. morphTarget.normals.push( morphTargets[ i$4 ].normals[ j$2 ].clone() );
  7561. }
  7562. }
  7563. this.morphTargets.push( morphTarget );
  7564. }
  7565. // morph normals
  7566. var morphNormals = source.morphNormals;
  7567. for ( var i$5 = 0, il$5 = morphNormals.length; i$5 < il$5; i$5 ++ ) {
  7568. var morphNormal = {};
  7569. // vertex normals
  7570. if ( morphNormals[ i$5 ].vertexNormals !== undefined ) {
  7571. morphNormal.vertexNormals = [];
  7572. for ( var j$3 = 0, jl$3 = morphNormals[ i$5 ].vertexNormals.length; j$3 < jl$3; j$3 ++ ) {
  7573. var srcVertexNormal = morphNormals[ i$5 ].vertexNormals[ j$3 ];
  7574. var destVertexNormal = {};
  7575. destVertexNormal.a = srcVertexNormal.a.clone();
  7576. destVertexNormal.b = srcVertexNormal.b.clone();
  7577. destVertexNormal.c = srcVertexNormal.c.clone();
  7578. morphNormal.vertexNormals.push( destVertexNormal );
  7579. }
  7580. }
  7581. // face normals
  7582. if ( morphNormals[ i$5 ].faceNormals !== undefined ) {
  7583. morphNormal.faceNormals = [];
  7584. for ( var j$4 = 0, jl$4 = morphNormals[ i$5 ].faceNormals.length; j$4 < jl$4; j$4 ++ ) {
  7585. morphNormal.faceNormals.push( morphNormals[ i$5 ].faceNormals[ j$4 ].clone() );
  7586. }
  7587. }
  7588. this.morphNormals.push( morphNormal );
  7589. }
  7590. // skin weights
  7591. var skinWeights = source.skinWeights;
  7592. for ( var i$6 = 0, il$6 = skinWeights.length; i$6 < il$6; i$6 ++ ) {
  7593. this.skinWeights.push( skinWeights[ i$6 ].clone() );
  7594. }
  7595. // skin indices
  7596. var skinIndices = source.skinIndices;
  7597. for ( var i$7 = 0, il$7 = skinIndices.length; i$7 < il$7; i$7 ++ ) {
  7598. this.skinIndices.push( skinIndices[ i$7 ].clone() );
  7599. }
  7600. // line distances
  7601. var lineDistances = source.lineDistances;
  7602. for ( var i$8 = 0, il$8 = lineDistances.length; i$8 < il$8; i$8 ++ ) {
  7603. this.lineDistances.push( lineDistances[ i$8 ] );
  7604. }
  7605. // bounding box
  7606. var boundingBox = source.boundingBox;
  7607. if ( boundingBox !== null ) {
  7608. this.boundingBox = boundingBox.clone();
  7609. }
  7610. // bounding sphere
  7611. var boundingSphere = source.boundingSphere;
  7612. if ( boundingSphere !== null ) {
  7613. this.boundingSphere = boundingSphere.clone();
  7614. }
  7615. // update flags
  7616. this.elementsNeedUpdate = source.elementsNeedUpdate;
  7617. this.verticesNeedUpdate = source.verticesNeedUpdate;
  7618. this.uvsNeedUpdate = source.uvsNeedUpdate;
  7619. this.normalsNeedUpdate = source.normalsNeedUpdate;
  7620. this.colorsNeedUpdate = source.colorsNeedUpdate;
  7621. this.lineDistancesNeedUpdate = source.lineDistancesNeedUpdate;
  7622. this.groupsNeedUpdate = source.groupsNeedUpdate;
  7623. return this;
  7624. },
  7625. dispose: function () {
  7626. this.dispatchEvent( { type: 'dispose' } );
  7627. }
  7628. } );
  7629. // BoxGeometry
  7630. function BoxGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  7631. Geometry.call(this);
  7632. this.type = 'BoxGeometry';
  7633. this.parameters = {
  7634. width: width,
  7635. height: height,
  7636. depth: depth,
  7637. widthSegments: widthSegments,
  7638. heightSegments: heightSegments,
  7639. depthSegments: depthSegments
  7640. };
  7641. this.fromBufferGeometry( new BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) );
  7642. this.mergeVertices();
  7643. }
  7644. BoxGeometry.prototype = Object.create( Geometry.prototype );
  7645. BoxGeometry.prototype.constructor = BoxGeometry;
  7646. // BoxBufferGeometry
  7647. function BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  7648. if ( width === void 0 ) width = 1;
  7649. if ( height === void 0 ) height = 1;
  7650. if ( depth === void 0 ) depth = 1;
  7651. if ( widthSegments === void 0 ) widthSegments = 1;
  7652. if ( heightSegments === void 0 ) heightSegments = 1;
  7653. if ( depthSegments === void 0 ) depthSegments = 1;
  7654. BufferGeometry.call(this);
  7655. this.type = 'BoxBufferGeometry';
  7656. this.parameters = {
  7657. width: width,
  7658. height: height,
  7659. depth: depth,
  7660. widthSegments: widthSegments,
  7661. heightSegments: heightSegments,
  7662. depthSegments: depthSegments
  7663. };
  7664. var scope = this;
  7665. // segments
  7666. widthSegments = Math.floor( widthSegments );
  7667. heightSegments = Math.floor( heightSegments );
  7668. depthSegments = Math.floor( depthSegments );
  7669. // buffers
  7670. var indices = [];
  7671. var vertices = [];
  7672. var normals = [];
  7673. var uvs = [];
  7674. // helper variables
  7675. var numberOfVertices = 0;
  7676. var groupStart = 0;
  7677. // build each side of the box geometry
  7678. buildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px
  7679. buildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx
  7680. buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py
  7681. buildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny
  7682. buildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz
  7683. buildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz
  7684. // build geometry
  7685. this.setIndex( indices );
  7686. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  7687. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  7688. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  7689. function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {
  7690. var segmentWidth = width / gridX;
  7691. var segmentHeight = height / gridY;
  7692. var widthHalf = width / 2;
  7693. var heightHalf = height / 2;
  7694. var depthHalf = depth / 2;
  7695. var gridX1 = gridX + 1;
  7696. var gridY1 = gridY + 1;
  7697. var vertexCounter = 0;
  7698. var groupCount = 0;
  7699. var vector = new Vector3();
  7700. // generate vertices, normals and uvs
  7701. for ( var iy = 0; iy < gridY1; iy ++ ) {
  7702. var y = iy * segmentHeight - heightHalf;
  7703. for ( var ix = 0; ix < gridX1; ix ++ ) {
  7704. var x = ix * segmentWidth - widthHalf;
  7705. // set values to correct vector component
  7706. vector[ u ] = x * udir;
  7707. vector[ v ] = y * vdir;
  7708. vector[ w ] = depthHalf;
  7709. // now apply vector to vertex buffer
  7710. vertices.push( vector.x, vector.y, vector.z );
  7711. // set values to correct vector component
  7712. vector[ u ] = 0;
  7713. vector[ v ] = 0;
  7714. vector[ w ] = depth > 0 ? 1 : - 1;
  7715. // now apply vector to normal buffer
  7716. normals.push( vector.x, vector.y, vector.z );
  7717. // uvs
  7718. uvs.push( ix / gridX );
  7719. uvs.push( 1 - ( iy / gridY ) );
  7720. // counters
  7721. vertexCounter += 1;
  7722. }
  7723. }
  7724. // indices
  7725. // 1. you need three indices to draw a single face
  7726. // 2. a single segment consists of two faces
  7727. // 3. so we need to generate six (2*3) indices per segment
  7728. for ( var iy$1 = 0; iy$1 < gridY; iy$1 ++ ) {
  7729. for ( var ix$1 = 0; ix$1 < gridX; ix$1 ++ ) {
  7730. var a = numberOfVertices + ix$1 + gridX1 * iy$1;
  7731. var b = numberOfVertices + ix$1 + gridX1 * ( iy$1 + 1 );
  7732. var c = numberOfVertices + ( ix$1 + 1 ) + gridX1 * ( iy$1 + 1 );
  7733. var d = numberOfVertices + ( ix$1 + 1 ) + gridX1 * iy$1;
  7734. // faces
  7735. indices.push( a, b, d );
  7736. indices.push( b, c, d );
  7737. // increase counter
  7738. groupCount += 6;
  7739. }
  7740. }
  7741. // add a group to the geometry. this will ensure multi material support
  7742. scope.addGroup( groupStart, groupCount, materialIndex );
  7743. // calculate new start value for groups
  7744. groupStart += groupCount;
  7745. // update total number of vertices
  7746. numberOfVertices += vertexCounter;
  7747. }
  7748. }
  7749. BoxBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  7750. BoxBufferGeometry.prototype.constructor = BoxBufferGeometry;
  7751. /**
  7752. * Uniform Utilities
  7753. */
  7754. function cloneUniforms( src ) {
  7755. var dst = {};
  7756. for ( var u in src ) {
  7757. dst[ u ] = {};
  7758. for ( var p in src[ u ] ) {
  7759. var property = src[ u ][ p ];
  7760. if ( property && ( property.isColor ||
  7761. property.isMatrix3 || property.isMatrix4 ||
  7762. property.isVector2 || property.isVector3 || property.isVector4 ||
  7763. property.isTexture ) ) {
  7764. dst[ u ][ p ] = property.clone();
  7765. } else if ( Array.isArray( property ) ) {
  7766. dst[ u ][ p ] = property.slice();
  7767. } else {
  7768. dst[ u ][ p ] = property;
  7769. }
  7770. }
  7771. }
  7772. return dst;
  7773. }
  7774. function mergeUniforms( uniforms ) {
  7775. var merged = {};
  7776. for ( var u = 0; u < uniforms.length; u ++ ) {
  7777. var tmp = cloneUniforms( uniforms[ u ] );
  7778. for ( var p in tmp ) {
  7779. merged[ p ] = tmp[ p ];
  7780. }
  7781. }
  7782. return merged;
  7783. }
  7784. // Legacy
  7785. var UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms };
  7786. var default_vertex = "void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}";
  7787. var default_fragment = "void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}";
  7788. /**
  7789. * parameters = {
  7790. * defines: { "label" : "value" },
  7791. * uniforms: { "parameter1": { value: 1.0 }, "parameter2": { value2: 2 } },
  7792. *
  7793. * fragmentShader: <string>,
  7794. * vertexShader: <string>,
  7795. *
  7796. * wireframe: <boolean>,
  7797. * wireframeLinewidth: <float>,
  7798. *
  7799. * lights: <bool>,
  7800. *
  7801. * skinning: <bool>,
  7802. * morphTargets: <bool>,
  7803. * morphNormals: <bool>
  7804. * }
  7805. */
  7806. function ShaderMaterial( parameters ) {
  7807. Material.call( this );
  7808. this.type = 'ShaderMaterial';
  7809. this.defines = {};
  7810. this.uniforms = {};
  7811. this.vertexShader = default_vertex;
  7812. this.fragmentShader = default_fragment;
  7813. this.linewidth = 1;
  7814. this.wireframe = false;
  7815. this.wireframeLinewidth = 1;
  7816. this.fog = false; // set to use scene fog
  7817. this.lights = false; // set to use scene lights
  7818. this.clipping = false; // set to use user-defined clipping planes
  7819. this.skinning = false; // set to use skinning attribute streams
  7820. this.morphTargets = false; // set to use morph targets
  7821. this.morphNormals = false; // set to use morph normals
  7822. this.extensions = {
  7823. derivatives: false, // set to use derivatives
  7824. fragDepth: false, // set to use fragment depth values
  7825. drawBuffers: false, // set to use draw buffers
  7826. shaderTextureLOD: false // set to use shader texture LOD
  7827. };
  7828. // When rendered geometry doesn't include these attributes but the material does,
  7829. // use these default values in WebGL. This avoids errors when buffer data is missing.
  7830. this.defaultAttributeValues = {
  7831. 'color': [ 1, 1, 1 ],
  7832. 'uv': [ 0, 0 ],
  7833. 'uv2': [ 0, 0 ]
  7834. };
  7835. this.index0AttributeName = undefined;
  7836. this.uniformsNeedUpdate = false;
  7837. if ( parameters !== undefined ) {
  7838. if ( parameters.attributes !== undefined ) {
  7839. console.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' );
  7840. }
  7841. this.setValues( parameters );
  7842. }
  7843. }
  7844. ShaderMaterial.prototype = Object.create( Material.prototype );
  7845. ShaderMaterial.prototype.constructor = ShaderMaterial;
  7846. ShaderMaterial.prototype.isShaderMaterial = true;
  7847. ShaderMaterial.prototype.copy = function ( source ) {
  7848. Material.prototype.copy.call( this, source );
  7849. this.fragmentShader = source.fragmentShader;
  7850. this.vertexShader = source.vertexShader;
  7851. this.uniforms = cloneUniforms( source.uniforms );
  7852. this.defines = Object.assign( {}, source.defines );
  7853. this.wireframe = source.wireframe;
  7854. this.wireframeLinewidth = source.wireframeLinewidth;
  7855. this.lights = source.lights;
  7856. this.clipping = source.clipping;
  7857. this.skinning = source.skinning;
  7858. this.morphTargets = source.morphTargets;
  7859. this.morphNormals = source.morphNormals;
  7860. this.extensions = Object.assign( {}, source.extensions );
  7861. return this;
  7862. };
  7863. ShaderMaterial.prototype.toJSON = function ( meta ) {
  7864. var data = Material.prototype.toJSON.call( this, meta );
  7865. data.uniforms = {};
  7866. for ( var name in this.uniforms ) {
  7867. var uniform = this.uniforms[ name ];
  7868. var value = uniform.value;
  7869. if ( value && value.isTexture ) {
  7870. data.uniforms[ name ] = {
  7871. type: 't',
  7872. value: value.toJSON( meta ).uuid
  7873. };
  7874. } else if ( value && value.isColor ) {
  7875. data.uniforms[ name ] = {
  7876. type: 'c',
  7877. value: value.getHex()
  7878. };
  7879. } else if ( value && value.isVector2 ) {
  7880. data.uniforms[ name ] = {
  7881. type: 'v2',
  7882. value: value.toArray()
  7883. };
  7884. } else if ( value && value.isVector3 ) {
  7885. data.uniforms[ name ] = {
  7886. type: 'v3',
  7887. value: value.toArray()
  7888. };
  7889. } else if ( value && value.isVector4 ) {
  7890. data.uniforms[ name ] = {
  7891. type: 'v4',
  7892. value: value.toArray()
  7893. };
  7894. } else if ( value && value.isMatrix3 ) {
  7895. data.uniforms[ name ] = {
  7896. type: 'm3',
  7897. value: value.toArray()
  7898. };
  7899. } else if ( value && value.isMatrix4 ) {
  7900. data.uniforms[ name ] = {
  7901. type: 'm4',
  7902. value: value.toArray()
  7903. };
  7904. } else {
  7905. data.uniforms[ name ] = {
  7906. value: value
  7907. };
  7908. // note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far
  7909. }
  7910. }
  7911. if ( Object.keys( this.defines ).length > 0 ) { data.defines = this.defines; }
  7912. data.vertexShader = this.vertexShader;
  7913. data.fragmentShader = this.fragmentShader;
  7914. var extensions = {};
  7915. for ( var key in this.extensions ) {
  7916. if ( this.extensions[ key ] === true ) { extensions[ key ] = true; }
  7917. }
  7918. if ( Object.keys( extensions ).length > 0 ) { data.extensions = extensions; }
  7919. return data;
  7920. };
  7921. function Camera() {
  7922. Object3D.call( this );
  7923. this.type = 'Camera';
  7924. this.matrixWorldInverse = new Matrix4();
  7925. this.projectionMatrix = new Matrix4();
  7926. this.projectionMatrixInverse = new Matrix4();
  7927. }
  7928. Camera.prototype = Object.assign( Object.create( Object3D.prototype ), {
  7929. constructor: Camera,
  7930. isCamera: true,
  7931. copy: function ( source, recursive ) {
  7932. Object3D.prototype.copy.call( this, source, recursive );
  7933. this.matrixWorldInverse.copy( source.matrixWorldInverse );
  7934. this.projectionMatrix.copy( source.projectionMatrix );
  7935. this.projectionMatrixInverse.copy( source.projectionMatrixInverse );
  7936. return this;
  7937. },
  7938. getWorldDirection: function ( target ) {
  7939. if ( target === undefined ) {
  7940. console.warn( 'THREE.Camera: .getWorldDirection() target is now required' );
  7941. target = new Vector3();
  7942. }
  7943. this.updateMatrixWorld( true );
  7944. var e = this.matrixWorld.elements;
  7945. return target.set( - e[ 8 ], - e[ 9 ], - e[ 10 ] ).normalize();
  7946. },
  7947. updateMatrixWorld: function ( force ) {
  7948. Object3D.prototype.updateMatrixWorld.call( this, force );
  7949. this.matrixWorldInverse.getInverse( this.matrixWorld );
  7950. },
  7951. updateWorldMatrix: function ( updateParents, updateChildren ) {
  7952. Object3D.prototype.updateWorldMatrix.call( this, updateParents, updateChildren );
  7953. this.matrixWorldInverse.getInverse( this.matrixWorld );
  7954. },
  7955. clone: function () {
  7956. return new this.constructor().copy( this );
  7957. }
  7958. } );
  7959. function PerspectiveCamera( fov, aspect, near, far ) {
  7960. Camera.call( this );
  7961. this.type = 'PerspectiveCamera';
  7962. this.fov = fov !== undefined ? fov : 50;
  7963. this.zoom = 1;
  7964. this.near = near !== undefined ? near : 0.1;
  7965. this.far = far !== undefined ? far : 2000;
  7966. this.focus = 10;
  7967. this.aspect = aspect !== undefined ? aspect : 1;
  7968. this.view = null;
  7969. this.filmGauge = 35; // width of the film (default in millimeters)
  7970. this.filmOffset = 0; // horizontal film offset (same unit as gauge)
  7971. this.updateProjectionMatrix();
  7972. }
  7973. PerspectiveCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
  7974. constructor: PerspectiveCamera,
  7975. isPerspectiveCamera: true,
  7976. copy: function ( source, recursive ) {
  7977. Camera.prototype.copy.call( this, source, recursive );
  7978. this.fov = source.fov;
  7979. this.zoom = source.zoom;
  7980. this.near = source.near;
  7981. this.far = source.far;
  7982. this.focus = source.focus;
  7983. this.aspect = source.aspect;
  7984. this.view = source.view === null ? null : Object.assign( {}, source.view );
  7985. this.filmGauge = source.filmGauge;
  7986. this.filmOffset = source.filmOffset;
  7987. return this;
  7988. },
  7989. /**
  7990. * Sets the FOV by focal length in respect to the current .filmGauge.
  7991. *
  7992. * The default film gauge is 35, so that the focal length can be specified for
  7993. * a 35mm (full frame) camera.
  7994. *
  7995. * Values for focal length and film gauge must have the same unit.
  7996. */
  7997. setFocalLength: function ( focalLength ) {
  7998. // see http://www.bobatkins.com/photography/technical/field_of_view.html
  7999. var vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;
  8000. this.fov = MathUtils.RAD2DEG * 2 * Math.atan( vExtentSlope );
  8001. this.updateProjectionMatrix();
  8002. },
  8003. /**
  8004. * Calculates the focal length from the current .fov and .filmGauge.
  8005. */
  8006. getFocalLength: function () {
  8007. var vExtentSlope = Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov );
  8008. return 0.5 * this.getFilmHeight() / vExtentSlope;
  8009. },
  8010. getEffectiveFOV: function () {
  8011. return MathUtils.RAD2DEG * 2 * Math.atan(
  8012. Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov ) / this.zoom );
  8013. },
  8014. getFilmWidth: function () {
  8015. // film not completely covered in portrait format (aspect < 1)
  8016. return this.filmGauge * Math.min( this.aspect, 1 );
  8017. },
  8018. getFilmHeight: function () {
  8019. // film not completely covered in landscape format (aspect > 1)
  8020. return this.filmGauge / Math.max( this.aspect, 1 );
  8021. },
  8022. /**
  8023. * Sets an offset in a larger frustum. This is useful for multi-window or
  8024. * multi-monitor/multi-machine setups.
  8025. *
  8026. * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
  8027. * the monitors are in grid like this
  8028. *
  8029. * +---+---+---+
  8030. * | A | B | C |
  8031. * +---+---+---+
  8032. * | D | E | F |
  8033. * +---+---+---+
  8034. *
  8035. * then for each monitor you would call it like this
  8036. *
  8037. * const w = 1920;
  8038. * const h = 1080;
  8039. * const fullWidth = w * 3;
  8040. * const fullHeight = h * 2;
  8041. *
  8042. * --A--
  8043. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
  8044. * --B--
  8045. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
  8046. * --C--
  8047. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
  8048. * --D--
  8049. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
  8050. * --E--
  8051. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
  8052. * --F--
  8053. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
  8054. *
  8055. * Note there is no reason monitors have to be the same size or in a grid.
  8056. */
  8057. setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
  8058. this.aspect = fullWidth / fullHeight;
  8059. if ( this.view === null ) {
  8060. this.view = {
  8061. enabled: true,
  8062. fullWidth: 1,
  8063. fullHeight: 1,
  8064. offsetX: 0,
  8065. offsetY: 0,
  8066. width: 1,
  8067. height: 1
  8068. };
  8069. }
  8070. this.view.enabled = true;
  8071. this.view.fullWidth = fullWidth;
  8072. this.view.fullHeight = fullHeight;
  8073. this.view.offsetX = x;
  8074. this.view.offsetY = y;
  8075. this.view.width = width;
  8076. this.view.height = height;
  8077. this.updateProjectionMatrix();
  8078. },
  8079. clearViewOffset: function () {
  8080. if ( this.view !== null ) {
  8081. this.view.enabled = false;
  8082. }
  8083. this.updateProjectionMatrix();
  8084. },
  8085. updateProjectionMatrix: function () {
  8086. var near = this.near;
  8087. var top = near * Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov ) / this.zoom;
  8088. var height = 2 * top;
  8089. var width = this.aspect * height;
  8090. var left = - 0.5 * width;
  8091. var view = this.view;
  8092. if ( this.view !== null && this.view.enabled ) {
  8093. var fullWidth = view.fullWidth,
  8094. fullHeight = view.fullHeight;
  8095. left += view.offsetX * width / fullWidth;
  8096. top -= view.offsetY * height / fullHeight;
  8097. width *= view.width / fullWidth;
  8098. height *= view.height / fullHeight;
  8099. }
  8100. var skew = this.filmOffset;
  8101. if ( skew !== 0 ) { left += near * skew / this.getFilmWidth(); }
  8102. this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far );
  8103. this.projectionMatrixInverse.getInverse( this.projectionMatrix );
  8104. },
  8105. toJSON: function ( meta ) {
  8106. var data = Object3D.prototype.toJSON.call( this, meta );
  8107. data.object.fov = this.fov;
  8108. data.object.zoom = this.zoom;
  8109. data.object.near = this.near;
  8110. data.object.far = this.far;
  8111. data.object.focus = this.focus;
  8112. data.object.aspect = this.aspect;
  8113. if ( this.view !== null ) { data.object.view = Object.assign( {}, this.view ); }
  8114. data.object.filmGauge = this.filmGauge;
  8115. data.object.filmOffset = this.filmOffset;
  8116. return data;
  8117. }
  8118. } );
  8119. var fov = 90, aspect = 1;
  8120. function CubeCamera( near, far, renderTarget ) {
  8121. Object3D.call( this );
  8122. this.type = 'CubeCamera';
  8123. if ( renderTarget.isWebGLCubeRenderTarget !== true ) {
  8124. console.error( 'THREE.CubeCamera: The constructor now expects an instance of WebGLCubeRenderTarget as third parameter.' );
  8125. return;
  8126. }
  8127. this.renderTarget = renderTarget;
  8128. var cameraPX = new PerspectiveCamera( fov, aspect, near, far );
  8129. cameraPX.layers = this.layers;
  8130. cameraPX.up.set( 0, - 1, 0 );
  8131. cameraPX.lookAt( new Vector3( 1, 0, 0 ) );
  8132. this.add( cameraPX );
  8133. var cameraNX = new PerspectiveCamera( fov, aspect, near, far );
  8134. cameraNX.layers = this.layers;
  8135. cameraNX.up.set( 0, - 1, 0 );
  8136. cameraNX.lookAt( new Vector3( - 1, 0, 0 ) );
  8137. this.add( cameraNX );
  8138. var cameraPY = new PerspectiveCamera( fov, aspect, near, far );
  8139. cameraPY.layers = this.layers;
  8140. cameraPY.up.set( 0, 0, 1 );
  8141. cameraPY.lookAt( new Vector3( 0, 1, 0 ) );
  8142. this.add( cameraPY );
  8143. var cameraNY = new PerspectiveCamera( fov, aspect, near, far );
  8144. cameraNY.layers = this.layers;
  8145. cameraNY.up.set( 0, 0, - 1 );
  8146. cameraNY.lookAt( new Vector3( 0, - 1, 0 ) );
  8147. this.add( cameraNY );
  8148. var cameraPZ = new PerspectiveCamera( fov, aspect, near, far );
  8149. cameraPZ.layers = this.layers;
  8150. cameraPZ.up.set( 0, - 1, 0 );
  8151. cameraPZ.lookAt( new Vector3( 0, 0, 1 ) );
  8152. this.add( cameraPZ );
  8153. var cameraNZ = new PerspectiveCamera( fov, aspect, near, far );
  8154. cameraNZ.layers = this.layers;
  8155. cameraNZ.up.set( 0, - 1, 0 );
  8156. cameraNZ.lookAt( new Vector3( 0, 0, - 1 ) );
  8157. this.add( cameraNZ );
  8158. this.update = function ( renderer, scene ) {
  8159. if ( this.parent === null ) { this.updateMatrixWorld(); }
  8160. var currentXrEnabled = renderer.xr.enabled;
  8161. var currentRenderTarget = renderer.getRenderTarget();
  8162. renderer.xr.enabled = false;
  8163. var generateMipmaps = renderTarget.texture.generateMipmaps;
  8164. renderTarget.texture.generateMipmaps = false;
  8165. renderer.setRenderTarget( renderTarget, 0 );
  8166. renderer.render( scene, cameraPX );
  8167. renderer.setRenderTarget( renderTarget, 1 );
  8168. renderer.render( scene, cameraNX );
  8169. renderer.setRenderTarget( renderTarget, 2 );
  8170. renderer.render( scene, cameraPY );
  8171. renderer.setRenderTarget( renderTarget, 3 );
  8172. renderer.render( scene, cameraNY );
  8173. renderer.setRenderTarget( renderTarget, 4 );
  8174. renderer.render( scene, cameraPZ );
  8175. renderTarget.texture.generateMipmaps = generateMipmaps;
  8176. renderer.setRenderTarget( renderTarget, 5 );
  8177. renderer.render( scene, cameraNZ );
  8178. renderer.setRenderTarget( currentRenderTarget );
  8179. renderer.xr.enabled = currentXrEnabled;
  8180. };
  8181. this.clear = function ( renderer, color, depth, stencil ) {
  8182. var currentRenderTarget = renderer.getRenderTarget();
  8183. for ( var i = 0; i < 6; i ++ ) {
  8184. renderer.setRenderTarget( renderTarget, i );
  8185. renderer.clear( color, depth, stencil );
  8186. }
  8187. renderer.setRenderTarget( currentRenderTarget );
  8188. };
  8189. }
  8190. CubeCamera.prototype = Object.create( Object3D.prototype );
  8191. CubeCamera.prototype.constructor = CubeCamera;
  8192. function WebGLCubeRenderTarget( size, options, dummy ) {
  8193. if ( Number.isInteger( options ) ) {
  8194. console.warn( 'THREE.WebGLCubeRenderTarget: constructor signature is now WebGLCubeRenderTarget( size, options )' );
  8195. options = dummy;
  8196. }
  8197. WebGLRenderTarget.call( this, size, size, options );
  8198. }
  8199. WebGLCubeRenderTarget.prototype = Object.create( WebGLRenderTarget.prototype );
  8200. WebGLCubeRenderTarget.prototype.constructor = WebGLCubeRenderTarget;
  8201. WebGLCubeRenderTarget.prototype.isWebGLCubeRenderTarget = true;
  8202. WebGLCubeRenderTarget.prototype.fromEquirectangularTexture = function ( renderer, texture ) {
  8203. this.texture.type = texture.type;
  8204. this.texture.format = RGBAFormat; // see #18859
  8205. this.texture.encoding = texture.encoding;
  8206. this.texture.generateMipmaps = texture.generateMipmaps;
  8207. this.texture.minFilter = texture.minFilter;
  8208. this.texture.magFilter = texture.magFilter;
  8209. var scene = new Scene();
  8210. var shader = {
  8211. uniforms: {
  8212. tEquirect: { value: null },
  8213. },
  8214. vertexShader: /* glsl */"\n\n\t\t\tvarying vec3 vWorldDirection;\n\n\t\t\tvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\n\t\t\t\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n\n\t\t\t}\n\n\t\t\tvoid main() {\n\n\t\t\t\tvWorldDirection = transformDirection( position, modelMatrix );\n\n\t\t\t\t#include <begin_vertex>\n\t\t\t\t#include <project_vertex>\n\n\t\t\t}\n\t\t",
  8215. fragmentShader: /* glsl */"\n\n\t\t\tuniform sampler2D tEquirect;\n\n\t\t\tvarying vec3 vWorldDirection;\n\n\t\t\t#include <common>\n\n\t\t\tvoid main() {\n\n\t\t\t\tvec3 direction = normalize( vWorldDirection );\n\n\t\t\t\tvec2 sampleUV = equirectUv( direction );\n\n\t\t\t\tgl_FragColor = texture2D( tEquirect, sampleUV );\n\n\t\t\t}\n\t\t"
  8216. };
  8217. var material = new ShaderMaterial( {
  8218. name: 'CubemapFromEquirect',
  8219. uniforms: cloneUniforms( shader.uniforms ),
  8220. vertexShader: shader.vertexShader,
  8221. fragmentShader: shader.fragmentShader,
  8222. side: BackSide,
  8223. blending: NoBlending
  8224. } );
  8225. material.uniforms.tEquirect.value = texture;
  8226. var mesh = new Mesh( new BoxBufferGeometry( 5, 5, 5 ), material );
  8227. scene.add( mesh );
  8228. var camera = new CubeCamera( 1, 10, this );
  8229. camera.update( renderer, scene );
  8230. mesh.geometry.dispose();
  8231. mesh.material.dispose();
  8232. return this;
  8233. };
  8234. function DataTexture( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
  8235. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  8236. this.image = { data: data || null, width: width || 1, height: height || 1 };
  8237. this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
  8238. this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
  8239. this.generateMipmaps = false;
  8240. this.flipY = false;
  8241. this.unpackAlignment = 1;
  8242. this.needsUpdate = true;
  8243. }
  8244. DataTexture.prototype = Object.create( Texture.prototype );
  8245. DataTexture.prototype.constructor = DataTexture;
  8246. DataTexture.prototype.isDataTexture = true;
  8247. var _sphere$1 = new Sphere();
  8248. var _vector$5 = new Vector3();
  8249. function Frustum( p0, p1, p2, p3, p4, p5 ) {
  8250. this.planes = [
  8251. ( p0 !== undefined ) ? p0 : new Plane(),
  8252. ( p1 !== undefined ) ? p1 : new Plane(),
  8253. ( p2 !== undefined ) ? p2 : new Plane(),
  8254. ( p3 !== undefined ) ? p3 : new Plane(),
  8255. ( p4 !== undefined ) ? p4 : new Plane(),
  8256. ( p5 !== undefined ) ? p5 : new Plane()
  8257. ];
  8258. }
  8259. Object.assign( Frustum.prototype, {
  8260. set: function ( p0, p1, p2, p3, p4, p5 ) {
  8261. var planes = this.planes;
  8262. planes[ 0 ].copy( p0 );
  8263. planes[ 1 ].copy( p1 );
  8264. planes[ 2 ].copy( p2 );
  8265. planes[ 3 ].copy( p3 );
  8266. planes[ 4 ].copy( p4 );
  8267. planes[ 5 ].copy( p5 );
  8268. return this;
  8269. },
  8270. clone: function () {
  8271. return new this.constructor().copy( this );
  8272. },
  8273. copy: function ( frustum ) {
  8274. var planes = this.planes;
  8275. for ( var i = 0; i < 6; i ++ ) {
  8276. planes[ i ].copy( frustum.planes[ i ] );
  8277. }
  8278. return this;
  8279. },
  8280. setFromProjectionMatrix: function ( m ) {
  8281. var planes = this.planes;
  8282. var me = m.elements;
  8283. var me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
  8284. var me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
  8285. var me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
  8286. var me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];
  8287. planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
  8288. planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
  8289. planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
  8290. planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
  8291. planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();
  8292. planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();
  8293. return this;
  8294. },
  8295. intersectsObject: function ( object ) {
  8296. var geometry = object.geometry;
  8297. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  8298. _sphere$1.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld );
  8299. return this.intersectsSphere( _sphere$1 );
  8300. },
  8301. intersectsSprite: function ( sprite ) {
  8302. _sphere$1.center.set( 0, 0, 0 );
  8303. _sphere$1.radius = 0.7071067811865476;
  8304. _sphere$1.applyMatrix4( sprite.matrixWorld );
  8305. return this.intersectsSphere( _sphere$1 );
  8306. },
  8307. intersectsSphere: function ( sphere ) {
  8308. var planes = this.planes;
  8309. var center = sphere.center;
  8310. var negRadius = - sphere.radius;
  8311. for ( var i = 0; i < 6; i ++ ) {
  8312. var distance = planes[ i ].distanceToPoint( center );
  8313. if ( distance < negRadius ) {
  8314. return false;
  8315. }
  8316. }
  8317. return true;
  8318. },
  8319. intersectsBox: function ( box ) {
  8320. var planes = this.planes;
  8321. for ( var i = 0; i < 6; i ++ ) {
  8322. var plane = planes[ i ];
  8323. // corner at max distance
  8324. _vector$5.x = plane.normal.x > 0 ? box.max.x : box.min.x;
  8325. _vector$5.y = plane.normal.y > 0 ? box.max.y : box.min.y;
  8326. _vector$5.z = plane.normal.z > 0 ? box.max.z : box.min.z;
  8327. if ( plane.distanceToPoint( _vector$5 ) < 0 ) {
  8328. return false;
  8329. }
  8330. }
  8331. return true;
  8332. },
  8333. containsPoint: function ( point ) {
  8334. var planes = this.planes;
  8335. for ( var i = 0; i < 6; i ++ ) {
  8336. if ( planes[ i ].distanceToPoint( point ) < 0 ) {
  8337. return false;
  8338. }
  8339. }
  8340. return true;
  8341. }
  8342. } );
  8343. /**
  8344. * Uniforms library for shared webgl shaders
  8345. */
  8346. var UniformsLib = {
  8347. common: {
  8348. diffuse: { value: new Color( 0xeeeeee ) },
  8349. opacity: { value: 1.0 },
  8350. map: { value: null },
  8351. uvTransform: { value: new Matrix3() },
  8352. uv2Transform: { value: new Matrix3() },
  8353. alphaMap: { value: null },
  8354. },
  8355. specularmap: {
  8356. specularMap: { value: null },
  8357. },
  8358. envmap: {
  8359. envMap: { value: null },
  8360. flipEnvMap: { value: - 1 },
  8361. reflectivity: { value: 1.0 },
  8362. refractionRatio: { value: 0.98 },
  8363. maxMipLevel: { value: 0 }
  8364. },
  8365. aomap: {
  8366. aoMap: { value: null },
  8367. aoMapIntensity: { value: 1 }
  8368. },
  8369. lightmap: {
  8370. lightMap: { value: null },
  8371. lightMapIntensity: { value: 1 }
  8372. },
  8373. emissivemap: {
  8374. emissiveMap: { value: null }
  8375. },
  8376. bumpmap: {
  8377. bumpMap: { value: null },
  8378. bumpScale: { value: 1 }
  8379. },
  8380. normalmap: {
  8381. normalMap: { value: null },
  8382. normalScale: { value: new Vector2( 1, 1 ) }
  8383. },
  8384. displacementmap: {
  8385. displacementMap: { value: null },
  8386. displacementScale: { value: 1 },
  8387. displacementBias: { value: 0 }
  8388. },
  8389. roughnessmap: {
  8390. roughnessMap: { value: null }
  8391. },
  8392. metalnessmap: {
  8393. metalnessMap: { value: null }
  8394. },
  8395. gradientmap: {
  8396. gradientMap: { value: null }
  8397. },
  8398. fog: {
  8399. fogDensity: { value: 0.00025 },
  8400. fogNear: { value: 1 },
  8401. fogFar: { value: 2000 },
  8402. fogColor: { value: new Color( 0xffffff ) }
  8403. },
  8404. lights: {
  8405. ambientLightColor: { value: [] },
  8406. lightProbe: { value: [] },
  8407. directionalLights: { value: [], properties: {
  8408. direction: {},
  8409. color: {}
  8410. } },
  8411. directionalLightShadows: { value: [], properties: {
  8412. shadowBias: {},
  8413. shadowNormalBias: {},
  8414. shadowRadius: {},
  8415. shadowMapSize: {}
  8416. } },
  8417. directionalShadowMap: { value: [] },
  8418. directionalShadowMatrix: { value: [] },
  8419. spotLights: { value: [], properties: {
  8420. color: {},
  8421. position: {},
  8422. direction: {},
  8423. distance: {},
  8424. coneCos: {},
  8425. penumbraCos: {},
  8426. decay: {}
  8427. } },
  8428. spotLightShadows: { value: [], properties: {
  8429. shadowBias: {},
  8430. shadowNormalBias: {},
  8431. shadowRadius: {},
  8432. shadowMapSize: {}
  8433. } },
  8434. spotShadowMap: { value: [] },
  8435. spotShadowMatrix: { value: [] },
  8436. pointLights: { value: [], properties: {
  8437. color: {},
  8438. position: {},
  8439. decay: {},
  8440. distance: {}
  8441. } },
  8442. pointLightShadows: { value: [], properties: {
  8443. shadowBias: {},
  8444. shadowNormalBias: {},
  8445. shadowRadius: {},
  8446. shadowMapSize: {},
  8447. shadowCameraNear: {},
  8448. shadowCameraFar: {}
  8449. } },
  8450. pointShadowMap: { value: [] },
  8451. pointShadowMatrix: { value: [] },
  8452. hemisphereLights: { value: [], properties: {
  8453. direction: {},
  8454. skyColor: {},
  8455. groundColor: {}
  8456. } },
  8457. // TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src
  8458. rectAreaLights: { value: [], properties: {
  8459. color: {},
  8460. position: {},
  8461. width: {},
  8462. height: {}
  8463. } }
  8464. },
  8465. points: {
  8466. diffuse: { value: new Color( 0xeeeeee ) },
  8467. opacity: { value: 1.0 },
  8468. size: { value: 1.0 },
  8469. scale: { value: 1.0 },
  8470. map: { value: null },
  8471. alphaMap: { value: null },
  8472. uvTransform: { value: new Matrix3() }
  8473. },
  8474. sprite: {
  8475. diffuse: { value: new Color( 0xeeeeee ) },
  8476. opacity: { value: 1.0 },
  8477. center: { value: new Vector2( 0.5, 0.5 ) },
  8478. rotation: { value: 0.0 },
  8479. map: { value: null },
  8480. alphaMap: { value: null },
  8481. uvTransform: { value: new Matrix3() }
  8482. }
  8483. };
  8484. function WebGLAnimation() {
  8485. var context = null;
  8486. var isAnimating = false;
  8487. var animationLoop = null;
  8488. var requestId = null;
  8489. function onAnimationFrame( time, frame ) {
  8490. animationLoop( time, frame );
  8491. requestId = context.requestAnimationFrame( onAnimationFrame );
  8492. }
  8493. return {
  8494. start: function () {
  8495. if ( isAnimating === true ) { return; }
  8496. if ( animationLoop === null ) { return; }
  8497. requestId = context.requestAnimationFrame( onAnimationFrame );
  8498. isAnimating = true;
  8499. },
  8500. stop: function () {
  8501. context.cancelAnimationFrame( requestId );
  8502. isAnimating = false;
  8503. },
  8504. setAnimationLoop: function ( callback ) {
  8505. animationLoop = callback;
  8506. },
  8507. setContext: function ( value ) {
  8508. context = value;
  8509. }
  8510. };
  8511. }
  8512. function WebGLAttributes( gl, capabilities ) {
  8513. var isWebGL2 = capabilities.isWebGL2;
  8514. var buffers = new WeakMap();
  8515. function createBuffer( attribute, bufferType ) {
  8516. var array = attribute.array;
  8517. var usage = attribute.usage;
  8518. var buffer = gl.createBuffer();
  8519. gl.bindBuffer( bufferType, buffer );
  8520. gl.bufferData( bufferType, array, usage );
  8521. attribute.onUploadCallback();
  8522. var type = 5126;
  8523. if ( array instanceof Float32Array ) {
  8524. type = 5126;
  8525. } else if ( array instanceof Float64Array ) {
  8526. console.warn( 'THREE.WebGLAttributes: Unsupported data buffer format: Float64Array.' );
  8527. } else if ( array instanceof Uint16Array ) {
  8528. type = 5123;
  8529. } else if ( array instanceof Int16Array ) {
  8530. type = 5122;
  8531. } else if ( array instanceof Uint32Array ) {
  8532. type = 5125;
  8533. } else if ( array instanceof Int32Array ) {
  8534. type = 5124;
  8535. } else if ( array instanceof Int8Array ) {
  8536. type = 5120;
  8537. } else if ( array instanceof Uint8Array ) {
  8538. type = 5121;
  8539. }
  8540. return {
  8541. buffer: buffer,
  8542. type: type,
  8543. bytesPerElement: array.BYTES_PER_ELEMENT,
  8544. version: attribute.version
  8545. };
  8546. }
  8547. function updateBuffer( buffer, attribute, bufferType ) {
  8548. var array = attribute.array;
  8549. var updateRange = attribute.updateRange;
  8550. gl.bindBuffer( bufferType, buffer );
  8551. if ( updateRange.count === - 1 ) {
  8552. // Not using update ranges
  8553. gl.bufferSubData( bufferType, 0, array );
  8554. } else {
  8555. if ( isWebGL2 ) {
  8556. gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,
  8557. array, updateRange.offset, updateRange.count );
  8558. } else {
  8559. gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,
  8560. array.subarray( updateRange.offset, updateRange.offset + updateRange.count ) );
  8561. }
  8562. updateRange.count = - 1; // reset range
  8563. }
  8564. }
  8565. //
  8566. function get( attribute ) {
  8567. if ( attribute.isInterleavedBufferAttribute ) { attribute = attribute.data; }
  8568. return buffers.get( attribute );
  8569. }
  8570. function remove( attribute ) {
  8571. if ( attribute.isInterleavedBufferAttribute ) { attribute = attribute.data; }
  8572. var data = buffers.get( attribute );
  8573. if ( data ) {
  8574. gl.deleteBuffer( data.buffer );
  8575. buffers.delete( attribute );
  8576. }
  8577. }
  8578. function update( attribute, bufferType ) {
  8579. if ( attribute.isInterleavedBufferAttribute ) { attribute = attribute.data; }
  8580. var data = buffers.get( attribute );
  8581. if ( data === undefined ) {
  8582. buffers.set( attribute, createBuffer( attribute, bufferType ) );
  8583. } else if ( data.version < attribute.version ) {
  8584. updateBuffer( data.buffer, attribute, bufferType );
  8585. data.version = attribute.version;
  8586. }
  8587. }
  8588. return {
  8589. get: get,
  8590. remove: remove,
  8591. update: update
  8592. };
  8593. }
  8594. // PlaneGeometry
  8595. function PlaneGeometry( width, height, widthSegments, heightSegments ) {
  8596. Geometry.call(this);
  8597. this.type = 'PlaneGeometry';
  8598. this.parameters = {
  8599. width: width,
  8600. height: height,
  8601. widthSegments: widthSegments,
  8602. heightSegments: heightSegments
  8603. };
  8604. this.fromBufferGeometry( new PlaneBufferGeometry( width, height, widthSegments, heightSegments ) );
  8605. this.mergeVertices();
  8606. }
  8607. PlaneGeometry.prototype = Object.create( Geometry.prototype );
  8608. PlaneGeometry.prototype.constructor = PlaneGeometry;
  8609. // PlaneBufferGeometry
  8610. function PlaneBufferGeometry( width, height, widthSegments, heightSegments ) {
  8611. BufferGeometry.call(this);
  8612. this.type = 'PlaneBufferGeometry';
  8613. this.parameters = {
  8614. width: width,
  8615. height: height,
  8616. widthSegments: widthSegments,
  8617. heightSegments: heightSegments
  8618. };
  8619. width = width || 1;
  8620. height = height || 1;
  8621. var width_half = width / 2;
  8622. var height_half = height / 2;
  8623. var gridX = Math.floor( widthSegments ) || 1;
  8624. var gridY = Math.floor( heightSegments ) || 1;
  8625. var gridX1 = gridX + 1;
  8626. var gridY1 = gridY + 1;
  8627. var segment_width = width / gridX;
  8628. var segment_height = height / gridY;
  8629. // buffers
  8630. var indices = [];
  8631. var vertices = [];
  8632. var normals = [];
  8633. var uvs = [];
  8634. // generate vertices, normals and uvs
  8635. for ( var iy = 0; iy < gridY1; iy ++ ) {
  8636. var y = iy * segment_height - height_half;
  8637. for ( var ix = 0; ix < gridX1; ix ++ ) {
  8638. var x = ix * segment_width - width_half;
  8639. vertices.push( x, - y, 0 );
  8640. normals.push( 0, 0, 1 );
  8641. uvs.push( ix / gridX );
  8642. uvs.push( 1 - ( iy / gridY ) );
  8643. }
  8644. }
  8645. // indices
  8646. for ( var iy$1 = 0; iy$1 < gridY; iy$1 ++ ) {
  8647. for ( var ix$1 = 0; ix$1 < gridX; ix$1 ++ ) {
  8648. var a = ix$1 + gridX1 * iy$1;
  8649. var b = ix$1 + gridX1 * ( iy$1 + 1 );
  8650. var c = ( ix$1 + 1 ) + gridX1 * ( iy$1 + 1 );
  8651. var d = ( ix$1 + 1 ) + gridX1 * iy$1;
  8652. // faces
  8653. indices.push( a, b, d );
  8654. indices.push( b, c, d );
  8655. }
  8656. }
  8657. // build geometry
  8658. this.setIndex( indices );
  8659. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  8660. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  8661. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  8662. }
  8663. PlaneBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  8664. PlaneBufferGeometry.prototype.constructor = PlaneBufferGeometry;
  8665. var alphamap_fragment = "#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif";
  8666. var alphamap_pars_fragment = "#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif";
  8667. var alphatest_fragment = "#ifdef ALPHATEST\n\tif ( diffuseColor.a < ALPHATEST ) discard;\n#endif";
  8668. 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";
  8669. var aomap_pars_fragment = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif";
  8670. var begin_vertex = "vec3 transformed = vec3( position );";
  8671. var beginnormal_vertex = "vec3 objectNormal = vec3( normal );\n#ifdef USE_TANGENT\n\tvec3 objectTangent = vec3( tangent.xyz );\n#endif";
  8672. 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";
  8673. 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";
  8674. var clipping_planes_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tvec4 plane;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\n\t\tplane = clippingPlanes[ i ];\n\t\tif ( dot( vClipPosition, plane.xyz ) > plane.w ) discard;\n\t}\n\t#pragma unroll_loop_end\n\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\t\tbool clipped = true;\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\n\t\t\tplane = clippingPlanes[ i ];\n\t\t\tclipped = ( dot( vClipPosition, plane.xyz ) > plane.w ) && clipped;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t\tif ( clipped ) discard;\n\t#endif\n#endif";
  8675. var clipping_planes_pars_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif";
  8676. var clipping_planes_pars_vertex = "#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n#endif";
  8677. var clipping_planes_vertex = "#if NUM_CLIPPING_PLANES > 0\n\tvClipPosition = - mvPosition.xyz;\n#endif";
  8678. var color_fragment = "#ifdef USE_COLOR\n\tdiffuseColor.rgb *= vColor;\n#endif";
  8679. var color_pars_fragment = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";
  8680. var color_pars_vertex = "#if defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\n\tvarying vec3 vColor;\n#endif";
  8681. var color_vertex = "#if defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\n\tvColor = vec3( 1.0 );\n#endif\n#ifdef USE_COLOR\n\tvColor.xyz *= color.xyz;\n#endif\n#ifdef USE_INSTANCING_COLOR\n\tvColor.xyz *= instanceColor.xyz;\n#endif";
  8682. var common = "#define PI 3.141592653589793\n#define PI2 6.283185307179586\n#define PI_HALF 1.5707963267948966\n#define RECIPROCAL_PI 0.3183098861837907\n#define RECIPROCAL_PI2 0.15915494309189535\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\treturn m[ 2 ][ 3 ] == - 1.0;\n}\nvec2 equirectUv( in vec3 dir ) {\n\tfloat u = atan( dir.z, dir.x ) * RECIPROCAL_PI2 + 0.5;\n\tfloat v = asin( clamp( dir.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\treturn vec2( u, v );\n}";
  8683. var cube_uv_reflection_fragment = "#ifdef ENVMAP_TYPE_CUBE_UV\n\t#define cubeUV_maxMipLevel 8.0\n\t#define cubeUV_minMipLevel 4.0\n\t#define cubeUV_maxTileSize 256.0\n\t#define cubeUV_minTileSize 16.0\n\tfloat getFace( vec3 direction ) {\n\t\tvec3 absDirection = abs( direction );\n\t\tfloat face = - 1.0;\n\t\tif ( absDirection.x > absDirection.z ) {\n\t\t\tif ( absDirection.x > absDirection.y )\n\t\t\t\tface = direction.x > 0.0 ? 0.0 : 3.0;\n\t\t\telse\n\t\t\t\tface = direction.y > 0.0 ? 1.0 : 4.0;\n\t\t} else {\n\t\t\tif ( absDirection.z > absDirection.y )\n\t\t\t\tface = direction.z > 0.0 ? 2.0 : 5.0;\n\t\t\telse\n\t\t\t\tface = direction.y > 0.0 ? 1.0 : 4.0;\n\t\t}\n\t\treturn face;\n\t}\n\tvec2 getUV( vec3 direction, float face ) {\n\t\tvec2 uv;\n\t\tif ( face == 0.0 ) {\n\t\t\tuv = vec2( direction.z, direction.y ) / abs( direction.x );\n\t\t} else if ( face == 1.0 ) {\n\t\t\tuv = vec2( - direction.x, - direction.z ) / abs( direction.y );\n\t\t} else if ( face == 2.0 ) {\n\t\t\tuv = vec2( - direction.x, direction.y ) / abs( direction.z );\n\t\t} else if ( face == 3.0 ) {\n\t\t\tuv = vec2( - direction.z, direction.y ) / abs( direction.x );\n\t\t} else if ( face == 4.0 ) {\n\t\t\tuv = vec2( - direction.x, direction.z ) / abs( direction.y );\n\t\t} else {\n\t\t\tuv = vec2( direction.x, direction.y ) / abs( direction.z );\n\t\t}\n\t\treturn 0.5 * ( uv + 1.0 );\n\t}\n\tvec3 bilinearCubeUV( sampler2D envMap, vec3 direction, float mipInt ) {\n\t\tfloat face = getFace( direction );\n\t\tfloat filterInt = max( cubeUV_minMipLevel - mipInt, 0.0 );\n\t\tmipInt = max( mipInt, cubeUV_minMipLevel );\n\t\tfloat faceSize = exp2( mipInt );\n\t\tfloat texelSize = 1.0 / ( 3.0 * cubeUV_maxTileSize );\n\t\tvec2 uv = getUV( direction, face ) * ( faceSize - 1.0 );\n\t\tvec2 f = fract( uv );\n\t\tuv += 0.5 - f;\n\t\tif ( face > 2.0 ) {\n\t\t\tuv.y += faceSize;\n\t\t\tface -= 3.0;\n\t\t}\n\t\tuv.x += face * faceSize;\n\t\tif ( mipInt < cubeUV_maxMipLevel ) {\n\t\t\tuv.y += 2.0 * cubeUV_maxTileSize;\n\t\t}\n\t\tuv.y += filterInt * 2.0 * cubeUV_minTileSize;\n\t\tuv.x += 3.0 * max( 0.0, cubeUV_maxTileSize - 2.0 * faceSize );\n\t\tuv *= texelSize;\n\t\tvec3 tl = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\n\t\tuv.x += texelSize;\n\t\tvec3 tr = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\n\t\tuv.y += texelSize;\n\t\tvec3 br = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\n\t\tuv.x -= texelSize;\n\t\tvec3 bl = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\n\t\tvec3 tm = mix( tl, tr, f.x );\n\t\tvec3 bm = mix( bl, br, f.x );\n\t\treturn mix( tm, bm, f.y );\n\t}\n\t#define r0 1.0\n\t#define v0 0.339\n\t#define m0 - 2.0\n\t#define r1 0.8\n\t#define v1 0.276\n\t#define m1 - 1.0\n\t#define r4 0.4\n\t#define v4 0.046\n\t#define m4 2.0\n\t#define r5 0.305\n\t#define v5 0.016\n\t#define m5 3.0\n\t#define r6 0.21\n\t#define v6 0.0038\n\t#define m6 4.0\n\tfloat roughnessToMip( float roughness ) {\n\t\tfloat mip = 0.0;\n\t\tif ( roughness >= r1 ) {\n\t\t\tmip = ( r0 - roughness ) * ( m1 - m0 ) / ( r0 - r1 ) + m0;\n\t\t} else if ( roughness >= r4 ) {\n\t\t\tmip = ( r1 - roughness ) * ( m4 - m1 ) / ( r1 - r4 ) + m1;\n\t\t} else if ( roughness >= r5 ) {\n\t\t\tmip = ( r4 - roughness ) * ( m5 - m4 ) / ( r4 - r5 ) + m4;\n\t\t} else if ( roughness >= r6 ) {\n\t\t\tmip = ( r5 - roughness ) * ( m6 - m5 ) / ( r5 - r6 ) + m5;\n\t\t} else {\n\t\t\tmip = - 2.0 * log2( 1.16 * roughness );\t\t}\n\t\treturn mip;\n\t}\n\tvec4 textureCubeUV( sampler2D envMap, vec3 sampleDir, float roughness ) {\n\t\tfloat mip = clamp( roughnessToMip( roughness ), m0, cubeUV_maxMipLevel );\n\t\tfloat mipF = fract( mip );\n\t\tfloat mipInt = floor( mip );\n\t\tvec3 color0 = bilinearCubeUV( envMap, sampleDir, mipInt );\n\t\tif ( mipF == 0.0 ) {\n\t\t\treturn vec4( color0, 1.0 );\n\t\t} else {\n\t\t\tvec3 color1 = bilinearCubeUV( envMap, sampleDir, mipInt + 1.0 );\n\t\t\treturn vec4( mix( color0, color1, mipF ), 1.0 );\n\t\t}\n\t}\n#endif";
  8684. var defaultnormal_vertex = "vec3 transformedNormal = objectNormal;\n#ifdef USE_INSTANCING\n\tmat3 m = mat3( instanceMatrix );\n\ttransformedNormal /= vec3( dot( m[ 0 ], m[ 0 ] ), dot( m[ 1 ], m[ 1 ] ), dot( m[ 2 ], m[ 2 ] ) );\n\ttransformedNormal = m * 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";
  8685. var displacementmap_pars_vertex = "#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif";
  8686. var displacementmap_vertex = "#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vUv ).x * displacementScale + displacementBias );\n#endif";
  8687. var emissivemap_fragment = "#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif";
  8688. var emissivemap_pars_fragment = "#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif";
  8689. var encodings_fragment = "gl_FragColor = linearToOutputTexel( gl_FragColor );";
  8690. var encodings_pars_fragment = "\nvec4 LinearToLinear( in vec4 value ) {\n\treturn value;\n}\nvec4 GammaToLinear( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.rgb, vec3( gammaFactor ) ), value.a );\n}\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.rgb, vec3( 1.0 / gammaFactor ) ), value.a );\n}\nvec4 sRGBToLinear( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.a );\n}\nvec4 LinearTosRGB( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );\n}\nvec4 RGBEToLinear( in vec4 value ) {\n\treturn vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 );\n}\nvec4 LinearToRGBE( in vec4 value ) {\n\tfloat maxComponent = max( max( value.r, value.g ), value.b );\n\tfloat fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 );\n\treturn vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 );\n}\nvec4 RGBMToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * value.a * maxRange, 1.0 );\n}\nvec4 LinearToRGBM( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\n\tfloat M = clamp( maxRGB / maxRange, 0.0, 1.0 );\n\tM = ceil( M * 255.0 ) / 255.0;\n\treturn vec4( value.rgb / ( M * maxRange ), M );\n}\nvec4 RGBDToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 );\n}\nvec4 LinearToRGBD( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\n\tfloat D = max( maxRange / maxRGB, 1.0 );\n\tD = clamp( floor( D ) / 255.0, 0.0, 1.0 );\n\treturn vec4( value.rgb * ( D * ( 255.0 / maxRange ) ), D );\n}\nconst mat3 cLogLuvM = mat3( 0.2209, 0.3390, 0.4184, 0.1138, 0.6780, 0.7319, 0.0102, 0.1130, 0.2969 );\nvec4 LinearToLogLuv( in vec4 value ) {\n\tvec3 Xp_Y_XYZp = cLogLuvM * value.rgb;\n\tXp_Y_XYZp = max( Xp_Y_XYZp, vec3( 1e-6, 1e-6, 1e-6 ) );\n\tvec4 vResult;\n\tvResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;\n\tfloat Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;\n\tvResult.w = fract( Le );\n\tvResult.z = ( Le - ( floor( vResult.w * 255.0 ) ) / 255.0 ) / 255.0;\n\treturn vResult;\n}\nconst mat3 cLogLuvInverseM = mat3( 6.0014, -2.7008, -1.7996, -1.3320, 3.1029, -5.7721, 0.3008, -1.0882, 5.6268 );\nvec4 LogLuvToLinear( in vec4 value ) {\n\tfloat Le = value.z * 255.0 + value.w;\n\tvec3 Xp_Y_XYZp;\n\tXp_Y_XYZp.y = exp2( ( Le - 127.0 ) / 2.0 );\n\tXp_Y_XYZp.z = Xp_Y_XYZp.y / value.y;\n\tXp_Y_XYZp.x = value.x * Xp_Y_XYZp.z;\n\tvec3 vRGB = cLogLuvInverseM * Xp_Y_XYZp.rgb;\n\treturn vec4( max( vRGB, 0.0 ), 1.0 );\n}";
  8691. var envmap_fragment = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvec3 cameraToFrag;\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToFrag = normalize( vWorldPosition - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToFrag, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\tvec4 envColor = textureCubeUV( envMap, reflectVec, 0.0 );\n\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\treflectVec = normalize( reflectVec );\n\t\tvec2 sampleUV = equirectUv( reflectVec );\n\t\tvec4 envColor = texture2D( envMap, sampleUV );\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";
  8692. 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";
  8693. 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";
  8694. 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";
  8695. 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";
  8696. var fog_vertex = "#ifdef USE_FOG\n\tfogDepth = - mvPosition.z;\n#endif";
  8697. var fog_pars_vertex = "#ifdef USE_FOG\n\tvarying float fogDepth;\n#endif";
  8698. 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";
  8699. 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";
  8700. 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}";
  8701. var lightmap_fragment = "#ifdef USE_LIGHTMAP\n\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\treflectedLight.indirectDiffuse += PI * lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n#endif";
  8702. var lightmap_pars_fragment = "#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif";
  8703. 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;\nvIndirectFront += getAmbientLightIrradiance( ambientLightColor );\nvIndirectFront += getLightProbeIrradiance( lightProbe, geometry );\n#ifdef DOUBLE_SIDED\n\tvIndirectBack += getAmbientLightIrradiance( ambientLightColor );\n\tvIndirectBack += getLightProbeIrradiance( lightProbe, backGeometry );\n#endif\n#if NUM_POINT_LIGHTS > 0\n\t#pragma unroll_loop_start\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\t#pragma unroll_loop_end\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\t#pragma unroll_loop_start\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\t#pragma unroll_loop_end\n#endif\n#if NUM_DIR_LIGHTS > 0\n\t#pragma unroll_loop_start\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\t#pragma unroll_loop_end\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\t#pragma unroll_loop_start\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\t#pragma unroll_loop_end\n#endif";
  8704. 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};\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};\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};\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";
  8705. var envmap_physical_pars_fragment = "#if defined( USE_ENVMAP )\n\t#ifdef ENVMAP_MODE_REFRACTION\n\t\tuniform float refractionRatio;\n\t#endif\n\tvec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {\n\t\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, worldNormal, 1.0 );\n\t\t#else\n\t\t\tvec4 envMapColor = vec4( 0.0 );\n\t\t#endif\n\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t}\n\tfloat getSpecularMIPLevel( const in float roughness, const in int maxMIPLevel ) {\n\t\tfloat maxMIPLevelScalar = float( maxMIPLevel );\n\t\tfloat sigma = PI * roughness * roughness / ( 1.0 + roughness );\n\t\tfloat desiredMIPLevel = maxMIPLevelScalar + log2( sigma );\n\t\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\n\t}\n\tvec3 getLightProbeIndirectRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness, const in int maxMIPLevel ) {\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( -viewDir, normal );\n\t\t\treflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( -viewDir, normal, refractionRatio );\n\t\t#endif\n\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\tfloat specularMIPLevel = getSpecularMIPLevel( roughness, maxMIPLevel );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, reflectVec, roughness );\n\t\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\t\tvec2 sampleUV = equirectUv( reflectVec );\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#endif\n\t\treturn envMapColor.rgb * envMapIntensity;\n\t}\n#endif";
  8706. var lights_toon_fragment = "ToonMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;";
  8707. var lights_toon_pars_fragment = "varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct ToonMaterial {\n\tvec3 diffuseColor;\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}\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)";
  8708. var lights_phong_fragment = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;";
  8709. var lights_phong_pars_fragment = "varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct BlinnPhongMaterial {\n\tvec3 diffuseColor;\n\tvec3 specularColor;\n\tfloat specularShininess;\n\tfloat specularStrength;\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)";
  8710. 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 = clearcoat;\n\tmaterial.clearcoatRoughness = clearcoatRoughness;\n\t#ifdef USE_CLEARCOATMAP\n\t\tmaterial.clearcoat *= texture2D( clearcoatMap, vUv ).x;\n\t#endif\n\t#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\t\tmaterial.clearcoatRoughness *= texture2D( clearcoatRoughnessMap, vUv ).y;\n\t#endif\n\tmaterial.clearcoat = saturate( material.clearcoat );\tmaterial.clearcoatRoughness = max( material.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";
  8711. var lights_physical_pars_fragment = "struct PhysicalMaterial {\n\tvec3 diffuseColor;\n\tfloat specularRoughness;\n\tvec3 specularColor;\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}";
  8712. 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#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\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\tpointLightShadow = pointLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\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\tspotLightShadow = spotLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\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\tdirectionalLightShadow = directionalLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\tRectAreaLight rectAreaLight;\n\t#pragma unroll_loop_start\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\t#pragma unroll_loop_end\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_start\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n#endif\n#if defined( RE_IndirectSpecular )\n\tvec3 radiance = vec3( 0.0 );\n\tvec3 clearcoatRadiance = vec3( 0.0 );\n#endif";
  8713. 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";
  8714. 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";
  8715. 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";
  8716. 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";
  8717. 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";
  8718. 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";
  8719. var map_fragment = "#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif";
  8720. var map_pars_fragment = "#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif";
  8721. 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";
  8722. 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";
  8723. var metalnessmap_fragment = "float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif";
  8724. var metalnessmap_pars_fragment = "#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif";
  8725. 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";
  8726. var morphtarget_pars_vertex = "#ifdef USE_MORPHTARGETS\n\tuniform float morphTargetBaseInfluence;\n\t#ifndef USE_MORPHNORMALS\n\t\tuniform float morphTargetInfluences[ 8 ];\n\t#else\n\t\tuniform float morphTargetInfluences[ 4 ];\n\t#endif\n#endif";
  8727. 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\t\ttransformed += morphTarget4 * morphTargetInfluences[ 4 ];\n\t\ttransformed += morphTarget5 * morphTargetInfluences[ 5 ];\n\t\ttransformed += morphTarget6 * morphTargetInfluences[ 6 ];\n\t\ttransformed += morphTarget7 * morphTargetInfluences[ 7 ];\n\t#endif\n#endif";
  8728. 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;";
  8729. 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";
  8730. 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";
  8731. var clearcoat_normal_fragment_begin = "#ifdef CLEARCOAT\n\tvec3 clearcoatNormal = geometryNormal;\n#endif";
  8732. 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";
  8733. var clearcoat_pars_fragment = "#ifdef USE_CLEARCOATMAP\n\tuniform sampler2D clearcoatMap;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\tuniform sampler2D clearcoatRoughnessMap;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tuniform sampler2D clearcoatNormalMap;\n\tuniform vec2 clearcoatNormalScale;\n#endif";
  8734. 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}";
  8735. var premultiplied_alpha_fragment = "#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif";
  8736. 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;";
  8737. var dithering_fragment = "#ifdef DITHERING\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif";
  8738. 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";
  8739. var roughnessmap_fragment = "float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif";
  8740. var roughnessmap_pars_fragment = "#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif";
  8741. 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\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ 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\tstruct SpotLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ 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\tstruct PointLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n\t}\n\tvec2 texture2DDistribution( sampler2D shadow, vec2 uv ) {\n\t\treturn unpackRGBATo2Half( texture2D( shadow, uv ) );\n\t}\n\tfloat VSMShadow (sampler2D shadow, vec2 uv, float compare ){\n\t\tfloat occlusion = 1.0;\n\t\tvec2 distribution = texture2DDistribution( shadow, uv );\n\t\tfloat hard_shadow = step( compare , distribution.x );\n\t\tif (hard_shadow != 1.0 ) {\n\t\t\tfloat distance = compare - distribution.x ;\n\t\t\tfloat variance = max( 0.00000, distribution.y * distribution.y );\n\t\t\tfloat softness_probability = variance / (variance + distance * distance );\t\t\tsoftness_probability = clamp( ( softness_probability - 0.3 ) / ( 0.95 - 0.3 ), 0.0, 1.0 );\t\t\tocclusion = clamp( max( hard_shadow, softness_probability ), 0.0, 1.0 );\n\t\t}\n\t\treturn occlusion;\n\t}\n\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\tfloat shadow = 1.0;\n\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\tshadowCoord.z += shadowBias;\n\t\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\n\t\tbool inFrustum = all( inFrustumVec );\n\t\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n\t\tbool frustumTest = all( frustumTestVec );\n\t\tif ( frustumTest ) {\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tfloat dx2 = dx0 / 2.0;\n\t\t\tfloat dy2 = dy0 / 2.0;\n\t\t\tfloat dx3 = dx1 / 2.0;\n\t\t\tfloat dy3 = dy1 / 2.0;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 17.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx = texelSize.x;\n\t\t\tfloat dy = texelSize.y;\n\t\t\tvec2 uv = shadowCoord.xy;\n\t\t\tvec2 f = fract( uv * shadowMapSize + 0.5 );\n\t\t\tuv -= f * texelSize;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, uv, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( dx, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( 0.0, dy ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + texelSize, shadowCoord.z ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, 0.0 ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 0.0 ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, dy ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( 0.0, -dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 0.0, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( dx, -dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( mix( texture2DCompare( shadowMap, uv + vec2( -dx, -dy ), shadowCoord.z ), \n\t\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, -dy ), shadowCoord.z ),\n\t\t\t\t\t\t f.x ),\n\t\t\t\t\t mix( texture2DCompare( shadowMap, uv + vec2( -dx, 2.0 * dy ), shadowCoord.z ), \n\t\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t\t f.x ),\n\t\t\t\t\t f.y )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_VSM )\n\t\t\tshadow = VSMShadow( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#else\n\t\t\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#endif\n\t\t}\n\t\treturn shadow;\n\t}\n\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\n\t\tvec3 absV = abs( v );\n\t\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n\t\tabsV *= scaleToCube;\n\t\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n\t\tvec2 planar = v.xy;\n\t\tfloat almostATexel = 1.5 * texelSizeY;\n\t\tfloat almostOne = 1.0 - almostATexel;\n\t\tif ( absV.z >= almostOne ) {\n\t\t\tif ( v.z > 0.0 )\n\t\t\t\tplanar.x = 4.0 - v.x;\n\t\t} else if ( absV.x >= almostOne ) {\n\t\t\tfloat signX = sign( v.x );\n\t\t\tplanar.x = v.z * signX + 2.0 * signX;\n\t\t} else if ( absV.y >= almostOne ) {\n\t\t\tfloat signY = sign( v.y );\n\t\t\tplanar.x = v.x + 2.0 * signY + 2.0;\n\t\t\tplanar.y = v.z * signY - 2.0;\n\t\t}\n\t\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n\t}\n\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tfloat dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\t\tdp += shadowBias;\n\t\tvec3 bd3D = normalize( lightToPosition );\n\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM )\n\t\t\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n\t\t\treturn (\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n\t\t#endif\n\t}\n#endif";
  8742. 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\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ 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\tstruct SpotLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ 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\tstruct PointLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n#endif";
  8743. var shadowmap_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0 || NUM_SPOT_LIGHT_SHADOWS > 0 || NUM_POINT_LIGHT_SHADOWS > 0\n\t\tvec3 shadowWorldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\tvec4 shadowWorldPosition;\n\t#endif\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * directionalLightShadows[ i ].shadowNormalBias, 0 );\n\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * shadowWorldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * spotLightShadows[ i ].shadowNormalBias, 0 );\n\t\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * shadowWorldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * pointLightShadows[ i ].shadowNormalBias, 0 );\n\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * shadowWorldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n#endif";
  8744. 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\tDirectionalLightShadow directionalLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tdirectionalLight = directionalLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tspotLight = spotLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tpointLight = pointLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#endif\n\treturn shadow;\n}";
  8745. 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";
  8746. 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";
  8747. 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";
  8748. 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";
  8749. 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";
  8750. var specularmap_pars_fragment = "#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif";
  8751. var tonemapping_fragment = "#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif";
  8752. var tonemapping_pars_fragment = "#ifndef saturate\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\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}\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 RRTAndODTFit( vec3 v ) {\n\tvec3 a = v * ( v + 0.0245786 ) - 0.000090537;\n\tvec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;\n\treturn a / b;\n}\nvec3 ACESFilmicToneMapping( vec3 color ) {\n\tconst mat3 ACESInputMat = mat3(\n\t\tvec3( 0.59719, 0.07600, 0.02840 ),\t\tvec3( 0.35458, 0.90834, 0.13383 ),\n\t\tvec3( 0.04823, 0.01566, 0.83777 )\n\t);\n\tconst mat3 ACESOutputMat = mat3(\n\t\tvec3( 1.60475, -0.10208, -0.00327 ),\t\tvec3( -0.53108, 1.10813, -0.07276 ),\n\t\tvec3( -0.07367, -0.00605, 1.07602 )\n\t);\n\tcolor *= toneMappingExposure / 0.6;\n\tcolor = ACESInputMat * color;\n\tcolor = RRTAndODTFit( color );\n\tcolor = ACESOutputMat * color;\n\treturn saturate( color );\n}\nvec3 CustomToneMapping( vec3 color ) { return color; }";
  8753. var transmissionmap_fragment = "#ifdef USE_TRANSMISSIONMAP\n\ttotalTransmission *= texture2D( transmissionMap, vUv ).r;\n#endif";
  8754. var transmissionmap_pars_fragment = "#ifdef USE_TRANSMISSIONMAP\n\tuniform sampler2D transmissionMap;\n#endif";
  8755. var uv_pars_fragment = "#if ( defined( USE_UV ) && ! defined( UVS_VERTEX_ONLY ) )\n\tvarying vec2 vUv;\n#endif";
  8756. 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";
  8757. var uv_vertex = "#ifdef USE_UV\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n#endif";
  8758. var uv2_pars_fragment = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif";
  8759. 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";
  8760. var uv2_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = ( uv2Transform * vec3( uv2, 1 ) ).xy;\n#endif";
  8761. 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";
  8762. 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}";
  8763. 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}";
  8764. 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}";
  8765. 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}";
  8766. 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>\nvarying vec2 vHighPrecisionZW;\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\tfloat fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5;\n\t#if DEPTH_PACKING == 3200\n\t\tgl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity );\n\t#elif DEPTH_PACKING == 3201\n\t\tgl_FragColor = packDepthToRGBA( fragCoordZ );\n\t#endif\n}";
  8767. 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>\nvarying vec2 vHighPrecisionZW;\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\tvHighPrecisionZW = gl_Position.zw;\n}";
  8768. 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}";
  8769. 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}";
  8770. var equirect_frag = "uniform sampler2D tEquirect;\nvarying vec3 vWorldDirection;\n#include <common>\nvoid main() {\n\tvec3 direction = normalize( vWorldDirection );\n\tvec2 sampleUV = equirectUv( direction );\n\tvec4 texColor = texture2D( tEquirect, sampleUV );\n\tgl_FragColor = mapTexelToLinear( texColor );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n}";
  8771. 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}";
  8772. var linedashed_frag = "uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\n\t\tdiscard;\n\t}\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <color_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n}";
  8773. 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 <morphtarget_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\tvLineDistance = scale * lineDistance;\n\t#include <color_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n}";
  8774. var meshbasic_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\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 <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <cube_uv_reflection_fragment>\n#include <fog_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\t#ifdef USE_LIGHTMAP\n\t\n\t\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\t\treflectedLight.indirectDiffuse += lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n\t#else\n\t\treflectedLight.indirectDiffuse += vec3( 1.0 );\n\t#endif\n\t#include <aomap_fragment>\n\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  8775. 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}";
  8776. 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\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}";
  8777. 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}";
  8778. 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 <dithering_pars_fragment>\n#include <color_pars_fragment>\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 <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\tvec3 viewDir = normalize( vViewPosition );\n\tvec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) );\n\tvec3 y = cross( viewDir, x );\n\tvec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5;\n\t#ifdef USE_MATCAP\n\t\tvec4 matcapColor = texture2D( matcap, uv );\n\t\tmatcapColor = matcapTexelToLinear( matcapColor );\n\t#else\n\t\tvec4 matcapColor = vec4( 1.0 );\n\t#endif\n\tvec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  8779. 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 <color_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 <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#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}";
  8780. var meshtoon_frag = "#define TOON\nuniform vec3 diffuse;\nuniform vec3 emissive;\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 <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 <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 + 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}";
  8781. 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}";
  8782. 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}";
  8783. 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}";
  8784. var meshphysical_frag = "#define STANDARD\n#ifdef PHYSICAL\n\t#define REFLECTIVITY\n\t#define CLEARCOAT\n\t#define TRANSMISSION\n#endif\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifdef TRANSMISSION\n\tuniform float transmission;\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 <transmissionmap_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_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#ifdef TRANSMISSION\n\t\tfloat totalTransmission = transmission;\n\t#endif\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 <transmissionmap_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 TRANSMISSION\n\t\tdiffuseColor.a *= saturate( 1. - totalTransmission + 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}";
  8785. 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}";
  8786. 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}";
  8787. 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}";
  8788. var points_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#include <common>\n#include <color_pars_fragment>\n#include <map_particle_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_particle_fragment>\n\t#include <color_fragment>\n\t#include <alphatest_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n}";
  8789. 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}";
  8790. var shadow_frag = "uniform vec3 color;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\nvoid main() {\n\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
  8791. var shadow_vert = "#include <common>\n#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 <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 <shadowmap_vertex>\n\t#include <fog_vertex>\n}";
  8792. 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}";
  8793. 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}";
  8794. var ShaderChunk = {
  8795. alphamap_fragment: alphamap_fragment,
  8796. alphamap_pars_fragment: alphamap_pars_fragment,
  8797. alphatest_fragment: alphatest_fragment,
  8798. aomap_fragment: aomap_fragment,
  8799. aomap_pars_fragment: aomap_pars_fragment,
  8800. begin_vertex: begin_vertex,
  8801. beginnormal_vertex: beginnormal_vertex,
  8802. bsdfs: bsdfs,
  8803. bumpmap_pars_fragment: bumpmap_pars_fragment,
  8804. clipping_planes_fragment: clipping_planes_fragment,
  8805. clipping_planes_pars_fragment: clipping_planes_pars_fragment,
  8806. clipping_planes_pars_vertex: clipping_planes_pars_vertex,
  8807. clipping_planes_vertex: clipping_planes_vertex,
  8808. color_fragment: color_fragment,
  8809. color_pars_fragment: color_pars_fragment,
  8810. color_pars_vertex: color_pars_vertex,
  8811. color_vertex: color_vertex,
  8812. common: common,
  8813. cube_uv_reflection_fragment: cube_uv_reflection_fragment,
  8814. defaultnormal_vertex: defaultnormal_vertex,
  8815. displacementmap_pars_vertex: displacementmap_pars_vertex,
  8816. displacementmap_vertex: displacementmap_vertex,
  8817. emissivemap_fragment: emissivemap_fragment,
  8818. emissivemap_pars_fragment: emissivemap_pars_fragment,
  8819. encodings_fragment: encodings_fragment,
  8820. encodings_pars_fragment: encodings_pars_fragment,
  8821. envmap_fragment: envmap_fragment,
  8822. envmap_common_pars_fragment: envmap_common_pars_fragment,
  8823. envmap_pars_fragment: envmap_pars_fragment,
  8824. envmap_pars_vertex: envmap_pars_vertex,
  8825. envmap_physical_pars_fragment: envmap_physical_pars_fragment,
  8826. envmap_vertex: envmap_vertex,
  8827. fog_vertex: fog_vertex,
  8828. fog_pars_vertex: fog_pars_vertex,
  8829. fog_fragment: fog_fragment,
  8830. fog_pars_fragment: fog_pars_fragment,
  8831. gradientmap_pars_fragment: gradientmap_pars_fragment,
  8832. lightmap_fragment: lightmap_fragment,
  8833. lightmap_pars_fragment: lightmap_pars_fragment,
  8834. lights_lambert_vertex: lights_lambert_vertex,
  8835. lights_pars_begin: lights_pars_begin,
  8836. lights_toon_fragment: lights_toon_fragment,
  8837. lights_toon_pars_fragment: lights_toon_pars_fragment,
  8838. lights_phong_fragment: lights_phong_fragment,
  8839. lights_phong_pars_fragment: lights_phong_pars_fragment,
  8840. lights_physical_fragment: lights_physical_fragment,
  8841. lights_physical_pars_fragment: lights_physical_pars_fragment,
  8842. lights_fragment_begin: lights_fragment_begin,
  8843. lights_fragment_maps: lights_fragment_maps,
  8844. lights_fragment_end: lights_fragment_end,
  8845. logdepthbuf_fragment: logdepthbuf_fragment,
  8846. logdepthbuf_pars_fragment: logdepthbuf_pars_fragment,
  8847. logdepthbuf_pars_vertex: logdepthbuf_pars_vertex,
  8848. logdepthbuf_vertex: logdepthbuf_vertex,
  8849. map_fragment: map_fragment,
  8850. map_pars_fragment: map_pars_fragment,
  8851. map_particle_fragment: map_particle_fragment,
  8852. map_particle_pars_fragment: map_particle_pars_fragment,
  8853. metalnessmap_fragment: metalnessmap_fragment,
  8854. metalnessmap_pars_fragment: metalnessmap_pars_fragment,
  8855. morphnormal_vertex: morphnormal_vertex,
  8856. morphtarget_pars_vertex: morphtarget_pars_vertex,
  8857. morphtarget_vertex: morphtarget_vertex,
  8858. normal_fragment_begin: normal_fragment_begin,
  8859. normal_fragment_maps: normal_fragment_maps,
  8860. normalmap_pars_fragment: normalmap_pars_fragment,
  8861. clearcoat_normal_fragment_begin: clearcoat_normal_fragment_begin,
  8862. clearcoat_normal_fragment_maps: clearcoat_normal_fragment_maps,
  8863. clearcoat_pars_fragment: clearcoat_pars_fragment,
  8864. packing: packing,
  8865. premultiplied_alpha_fragment: premultiplied_alpha_fragment,
  8866. project_vertex: project_vertex,
  8867. dithering_fragment: dithering_fragment,
  8868. dithering_pars_fragment: dithering_pars_fragment,
  8869. roughnessmap_fragment: roughnessmap_fragment,
  8870. roughnessmap_pars_fragment: roughnessmap_pars_fragment,
  8871. shadowmap_pars_fragment: shadowmap_pars_fragment,
  8872. shadowmap_pars_vertex: shadowmap_pars_vertex,
  8873. shadowmap_vertex: shadowmap_vertex,
  8874. shadowmask_pars_fragment: shadowmask_pars_fragment,
  8875. skinbase_vertex: skinbase_vertex,
  8876. skinning_pars_vertex: skinning_pars_vertex,
  8877. skinning_vertex: skinning_vertex,
  8878. skinnormal_vertex: skinnormal_vertex,
  8879. specularmap_fragment: specularmap_fragment,
  8880. specularmap_pars_fragment: specularmap_pars_fragment,
  8881. tonemapping_fragment: tonemapping_fragment,
  8882. tonemapping_pars_fragment: tonemapping_pars_fragment,
  8883. transmissionmap_fragment: transmissionmap_fragment,
  8884. transmissionmap_pars_fragment: transmissionmap_pars_fragment,
  8885. uv_pars_fragment: uv_pars_fragment,
  8886. uv_pars_vertex: uv_pars_vertex,
  8887. uv_vertex: uv_vertex,
  8888. uv2_pars_fragment: uv2_pars_fragment,
  8889. uv2_pars_vertex: uv2_pars_vertex,
  8890. uv2_vertex: uv2_vertex,
  8891. worldpos_vertex: worldpos_vertex,
  8892. background_frag: background_frag,
  8893. background_vert: background_vert,
  8894. cube_frag: cube_frag,
  8895. cube_vert: cube_vert,
  8896. depth_frag: depth_frag,
  8897. depth_vert: depth_vert,
  8898. distanceRGBA_frag: distanceRGBA_frag,
  8899. distanceRGBA_vert: distanceRGBA_vert,
  8900. equirect_frag: equirect_frag,
  8901. equirect_vert: equirect_vert,
  8902. linedashed_frag: linedashed_frag,
  8903. linedashed_vert: linedashed_vert,
  8904. meshbasic_frag: meshbasic_frag,
  8905. meshbasic_vert: meshbasic_vert,
  8906. meshlambert_frag: meshlambert_frag,
  8907. meshlambert_vert: meshlambert_vert,
  8908. meshmatcap_frag: meshmatcap_frag,
  8909. meshmatcap_vert: meshmatcap_vert,
  8910. meshtoon_frag: meshtoon_frag,
  8911. meshtoon_vert: meshtoon_vert,
  8912. meshphong_frag: meshphong_frag,
  8913. meshphong_vert: meshphong_vert,
  8914. meshphysical_frag: meshphysical_frag,
  8915. meshphysical_vert: meshphysical_vert,
  8916. normal_frag: normal_frag,
  8917. normal_vert: normal_vert,
  8918. points_frag: points_frag,
  8919. points_vert: points_vert,
  8920. shadow_frag: shadow_frag,
  8921. shadow_vert: shadow_vert,
  8922. sprite_frag: sprite_frag,
  8923. sprite_vert: sprite_vert
  8924. };
  8925. var ShaderLib = {
  8926. basic: {
  8927. uniforms: mergeUniforms( [
  8928. UniformsLib.common,
  8929. UniformsLib.specularmap,
  8930. UniformsLib.envmap,
  8931. UniformsLib.aomap,
  8932. UniformsLib.lightmap,
  8933. UniformsLib.fog
  8934. ] ),
  8935. vertexShader: ShaderChunk.meshbasic_vert,
  8936. fragmentShader: ShaderChunk.meshbasic_frag
  8937. },
  8938. lambert: {
  8939. uniforms: mergeUniforms( [
  8940. UniformsLib.common,
  8941. UniformsLib.specularmap,
  8942. UniformsLib.envmap,
  8943. UniformsLib.aomap,
  8944. UniformsLib.lightmap,
  8945. UniformsLib.emissivemap,
  8946. UniformsLib.fog,
  8947. UniformsLib.lights,
  8948. {
  8949. emissive: { value: new Color( 0x000000 ) }
  8950. }
  8951. ] ),
  8952. vertexShader: ShaderChunk.meshlambert_vert,
  8953. fragmentShader: ShaderChunk.meshlambert_frag
  8954. },
  8955. phong: {
  8956. uniforms: mergeUniforms( [
  8957. UniformsLib.common,
  8958. UniformsLib.specularmap,
  8959. UniformsLib.envmap,
  8960. UniformsLib.aomap,
  8961. UniformsLib.lightmap,
  8962. UniformsLib.emissivemap,
  8963. UniformsLib.bumpmap,
  8964. UniformsLib.normalmap,
  8965. UniformsLib.displacementmap,
  8966. UniformsLib.fog,
  8967. UniformsLib.lights,
  8968. {
  8969. emissive: { value: new Color( 0x000000 ) },
  8970. specular: { value: new Color( 0x111111 ) },
  8971. shininess: { value: 30 }
  8972. }
  8973. ] ),
  8974. vertexShader: ShaderChunk.meshphong_vert,
  8975. fragmentShader: ShaderChunk.meshphong_frag
  8976. },
  8977. standard: {
  8978. uniforms: mergeUniforms( [
  8979. UniformsLib.common,
  8980. UniformsLib.envmap,
  8981. UniformsLib.aomap,
  8982. UniformsLib.lightmap,
  8983. UniformsLib.emissivemap,
  8984. UniformsLib.bumpmap,
  8985. UniformsLib.normalmap,
  8986. UniformsLib.displacementmap,
  8987. UniformsLib.roughnessmap,
  8988. UniformsLib.metalnessmap,
  8989. UniformsLib.fog,
  8990. UniformsLib.lights,
  8991. {
  8992. emissive: { value: new Color( 0x000000 ) },
  8993. roughness: { value: 1.0 },
  8994. metalness: { value: 0.0 },
  8995. envMapIntensity: { value: 1 } // temporary
  8996. }
  8997. ] ),
  8998. vertexShader: ShaderChunk.meshphysical_vert,
  8999. fragmentShader: ShaderChunk.meshphysical_frag
  9000. },
  9001. toon: {
  9002. uniforms: mergeUniforms( [
  9003. UniformsLib.common,
  9004. UniformsLib.aomap,
  9005. UniformsLib.lightmap,
  9006. UniformsLib.emissivemap,
  9007. UniformsLib.bumpmap,
  9008. UniformsLib.normalmap,
  9009. UniformsLib.displacementmap,
  9010. UniformsLib.gradientmap,
  9011. UniformsLib.fog,
  9012. UniformsLib.lights,
  9013. {
  9014. emissive: { value: new Color( 0x000000 ) }
  9015. }
  9016. ] ),
  9017. vertexShader: ShaderChunk.meshtoon_vert,
  9018. fragmentShader: ShaderChunk.meshtoon_frag
  9019. },
  9020. matcap: {
  9021. uniforms: mergeUniforms( [
  9022. UniformsLib.common,
  9023. UniformsLib.bumpmap,
  9024. UniformsLib.normalmap,
  9025. UniformsLib.displacementmap,
  9026. UniformsLib.fog,
  9027. {
  9028. matcap: { value: null }
  9029. }
  9030. ] ),
  9031. vertexShader: ShaderChunk.meshmatcap_vert,
  9032. fragmentShader: ShaderChunk.meshmatcap_frag
  9033. },
  9034. points: {
  9035. uniforms: mergeUniforms( [
  9036. UniformsLib.points,
  9037. UniformsLib.fog
  9038. ] ),
  9039. vertexShader: ShaderChunk.points_vert,
  9040. fragmentShader: ShaderChunk.points_frag
  9041. },
  9042. dashed: {
  9043. uniforms: mergeUniforms( [
  9044. UniformsLib.common,
  9045. UniformsLib.fog,
  9046. {
  9047. scale: { value: 1 },
  9048. dashSize: { value: 1 },
  9049. totalSize: { value: 2 }
  9050. }
  9051. ] ),
  9052. vertexShader: ShaderChunk.linedashed_vert,
  9053. fragmentShader: ShaderChunk.linedashed_frag
  9054. },
  9055. depth: {
  9056. uniforms: mergeUniforms( [
  9057. UniformsLib.common,
  9058. UniformsLib.displacementmap
  9059. ] ),
  9060. vertexShader: ShaderChunk.depth_vert,
  9061. fragmentShader: ShaderChunk.depth_frag
  9062. },
  9063. normal: {
  9064. uniforms: mergeUniforms( [
  9065. UniformsLib.common,
  9066. UniformsLib.bumpmap,
  9067. UniformsLib.normalmap,
  9068. UniformsLib.displacementmap,
  9069. {
  9070. opacity: { value: 1.0 }
  9071. }
  9072. ] ),
  9073. vertexShader: ShaderChunk.normal_vert,
  9074. fragmentShader: ShaderChunk.normal_frag
  9075. },
  9076. sprite: {
  9077. uniforms: mergeUniforms( [
  9078. UniformsLib.sprite,
  9079. UniformsLib.fog
  9080. ] ),
  9081. vertexShader: ShaderChunk.sprite_vert,
  9082. fragmentShader: ShaderChunk.sprite_frag
  9083. },
  9084. background: {
  9085. uniforms: {
  9086. uvTransform: { value: new Matrix3() },
  9087. t2D: { value: null },
  9088. },
  9089. vertexShader: ShaderChunk.background_vert,
  9090. fragmentShader: ShaderChunk.background_frag
  9091. },
  9092. /* -------------------------------------------------------------------------
  9093. // Cube map shader
  9094. ------------------------------------------------------------------------- */
  9095. cube: {
  9096. uniforms: mergeUniforms( [
  9097. UniformsLib.envmap,
  9098. {
  9099. opacity: { value: 1.0 }
  9100. }
  9101. ] ),
  9102. vertexShader: ShaderChunk.cube_vert,
  9103. fragmentShader: ShaderChunk.cube_frag
  9104. },
  9105. equirect: {
  9106. uniforms: {
  9107. tEquirect: { value: null },
  9108. },
  9109. vertexShader: ShaderChunk.equirect_vert,
  9110. fragmentShader: ShaderChunk.equirect_frag
  9111. },
  9112. distanceRGBA: {
  9113. uniforms: mergeUniforms( [
  9114. UniformsLib.common,
  9115. UniformsLib.displacementmap,
  9116. {
  9117. referencePosition: { value: new Vector3() },
  9118. nearDistance: { value: 1 },
  9119. farDistance: { value: 1000 }
  9120. }
  9121. ] ),
  9122. vertexShader: ShaderChunk.distanceRGBA_vert,
  9123. fragmentShader: ShaderChunk.distanceRGBA_frag
  9124. },
  9125. shadow: {
  9126. uniforms: mergeUniforms( [
  9127. UniformsLib.lights,
  9128. UniformsLib.fog,
  9129. {
  9130. color: { value: new Color( 0x00000 ) },
  9131. opacity: { value: 1.0 }
  9132. } ] ),
  9133. vertexShader: ShaderChunk.shadow_vert,
  9134. fragmentShader: ShaderChunk.shadow_frag
  9135. }
  9136. };
  9137. ShaderLib.physical = {
  9138. uniforms: mergeUniforms( [
  9139. ShaderLib.standard.uniforms,
  9140. {
  9141. clearcoat: { value: 0 },
  9142. clearcoatMap: { value: null },
  9143. clearcoatRoughness: { value: 0 },
  9144. clearcoatRoughnessMap: { value: null },
  9145. clearcoatNormalScale: { value: new Vector2( 1, 1 ) },
  9146. clearcoatNormalMap: { value: null },
  9147. sheen: { value: new Color( 0x000000 ) },
  9148. transmission: { value: 0 },
  9149. transmissionMap: { value: null },
  9150. }
  9151. ] ),
  9152. vertexShader: ShaderChunk.meshphysical_vert,
  9153. fragmentShader: ShaderChunk.meshphysical_frag
  9154. };
  9155. function WebGLBackground( renderer, state, objects, premultipliedAlpha ) {
  9156. var clearColor = new Color( 0x000000 );
  9157. var clearAlpha = 0;
  9158. var planeMesh;
  9159. var boxMesh;
  9160. var currentBackground = null;
  9161. var currentBackgroundVersion = 0;
  9162. var currentTonemapping = null;
  9163. function render( renderList, scene, camera, forceClear ) {
  9164. var background = scene.isScene === true ? scene.background : null;
  9165. // Ignore background in AR
  9166. // TODO: Reconsider this.
  9167. var xr = renderer.xr;
  9168. var session = xr.getSession && xr.getSession();
  9169. if ( session && session.environmentBlendMode === 'additive' ) {
  9170. background = null;
  9171. }
  9172. if ( background === null ) {
  9173. setClear( clearColor, clearAlpha );
  9174. } else if ( background && background.isColor ) {
  9175. setClear( background, 1 );
  9176. forceClear = true;
  9177. }
  9178. if ( renderer.autoClear || forceClear ) {
  9179. renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
  9180. }
  9181. if ( background && ( background.isCubeTexture || background.isWebGLCubeRenderTarget || background.mapping === CubeUVReflectionMapping ) ) {
  9182. if ( boxMesh === undefined ) {
  9183. boxMesh = new Mesh(
  9184. new BoxBufferGeometry( 1, 1, 1 ),
  9185. new ShaderMaterial( {
  9186. name: 'BackgroundCubeMaterial',
  9187. uniforms: cloneUniforms( ShaderLib.cube.uniforms ),
  9188. vertexShader: ShaderLib.cube.vertexShader,
  9189. fragmentShader: ShaderLib.cube.fragmentShader,
  9190. side: BackSide,
  9191. depthTest: false,
  9192. depthWrite: false,
  9193. fog: false
  9194. } )
  9195. );
  9196. boxMesh.geometry.deleteAttribute( 'normal' );
  9197. boxMesh.geometry.deleteAttribute( 'uv' );
  9198. boxMesh.onBeforeRender = function ( renderer, scene, camera ) {
  9199. this.matrixWorld.copyPosition( camera.matrixWorld );
  9200. };
  9201. // enable code injection for non-built-in material
  9202. Object.defineProperty( boxMesh.material, 'envMap', {
  9203. get: function () {
  9204. return this.uniforms.envMap.value;
  9205. }
  9206. } );
  9207. objects.update( boxMesh );
  9208. }
  9209. var texture = background.isWebGLCubeRenderTarget ? background.texture : background;
  9210. boxMesh.material.uniforms.envMap.value = texture;
  9211. boxMesh.material.uniforms.flipEnvMap.value = texture.isCubeTexture ? - 1 : 1;
  9212. if ( currentBackground !== background ||
  9213. currentBackgroundVersion !== texture.version ||
  9214. currentTonemapping !== renderer.toneMapping ) {
  9215. boxMesh.material.needsUpdate = true;
  9216. currentBackground = background;
  9217. currentBackgroundVersion = texture.version;
  9218. currentTonemapping = renderer.toneMapping;
  9219. }
  9220. // push to the pre-sorted opaque render list
  9221. renderList.unshift( boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null );
  9222. } else if ( background && background.isTexture ) {
  9223. if ( planeMesh === undefined ) {
  9224. planeMesh = new Mesh(
  9225. new PlaneBufferGeometry( 2, 2 ),
  9226. new ShaderMaterial( {
  9227. name: 'BackgroundMaterial',
  9228. uniforms: cloneUniforms( ShaderLib.background.uniforms ),
  9229. vertexShader: ShaderLib.background.vertexShader,
  9230. fragmentShader: ShaderLib.background.fragmentShader,
  9231. side: FrontSide,
  9232. depthTest: false,
  9233. depthWrite: false,
  9234. fog: false
  9235. } )
  9236. );
  9237. planeMesh.geometry.deleteAttribute( 'normal' );
  9238. // enable code injection for non-built-in material
  9239. Object.defineProperty( planeMesh.material, 'map', {
  9240. get: function () {
  9241. return this.uniforms.t2D.value;
  9242. }
  9243. } );
  9244. objects.update( planeMesh );
  9245. }
  9246. planeMesh.material.uniforms.t2D.value = background;
  9247. if ( background.matrixAutoUpdate === true ) {
  9248. background.updateMatrix();
  9249. }
  9250. planeMesh.material.uniforms.uvTransform.value.copy( background.matrix );
  9251. if ( currentBackground !== background ||
  9252. currentBackgroundVersion !== background.version ||
  9253. currentTonemapping !== renderer.toneMapping ) {
  9254. planeMesh.material.needsUpdate = true;
  9255. currentBackground = background;
  9256. currentBackgroundVersion = background.version;
  9257. currentTonemapping = renderer.toneMapping;
  9258. }
  9259. // push to the pre-sorted opaque render list
  9260. renderList.unshift( planeMesh, planeMesh.geometry, planeMesh.material, 0, 0, null );
  9261. }
  9262. }
  9263. function setClear( color, alpha ) {
  9264. state.buffers.color.setClear( color.r, color.g, color.b, alpha, premultipliedAlpha );
  9265. }
  9266. return {
  9267. getClearColor: function () {
  9268. return clearColor;
  9269. },
  9270. setClearColor: function ( color, alpha ) {
  9271. clearColor.set( color );
  9272. clearAlpha = alpha !== undefined ? alpha : 1;
  9273. setClear( clearColor, clearAlpha );
  9274. },
  9275. getClearAlpha: function () {
  9276. return clearAlpha;
  9277. },
  9278. setClearAlpha: function ( alpha ) {
  9279. clearAlpha = alpha;
  9280. setClear( clearColor, clearAlpha );
  9281. },
  9282. render: render
  9283. };
  9284. }
  9285. function WebGLBindingStates( gl, extensions, attributes, capabilities ) {
  9286. var maxVertexAttributes = gl.getParameter( 34921 );
  9287. var extension = capabilities.isWebGL2 ? null : extensions.get( 'OES_vertex_array_object' );
  9288. var vaoAvailable = capabilities.isWebGL2 || extension !== null;
  9289. var bindingStates = {};
  9290. var defaultState = createBindingState( null );
  9291. var currentState = defaultState;
  9292. function setup( object, material, program, geometry, index ) {
  9293. var updateBuffers = false;
  9294. if ( vaoAvailable ) {
  9295. var state = getBindingState( geometry, program, material );
  9296. if ( currentState !== state ) {
  9297. currentState = state;
  9298. bindVertexArrayObject( currentState.object );
  9299. }
  9300. updateBuffers = needsUpdate( geometry );
  9301. if ( updateBuffers ) { saveCache( geometry ); }
  9302. } else {
  9303. var wireframe = ( material.wireframe === true );
  9304. if ( currentState.geometry !== geometry.id ||
  9305. currentState.program !== program.id ||
  9306. currentState.wireframe !== wireframe ) {
  9307. currentState.geometry = geometry.id;
  9308. currentState.program = program.id;
  9309. currentState.wireframe = wireframe;
  9310. updateBuffers = true;
  9311. }
  9312. }
  9313. if ( object.isInstancedMesh === true ) {
  9314. updateBuffers = true;
  9315. }
  9316. if ( index !== null ) {
  9317. attributes.update( index, 34963 );
  9318. }
  9319. if ( updateBuffers ) {
  9320. setupVertexAttributes( object, material, program, geometry );
  9321. if ( index !== null ) {
  9322. gl.bindBuffer( 34963, attributes.get( index ).buffer );
  9323. }
  9324. }
  9325. }
  9326. function createVertexArrayObject() {
  9327. if ( capabilities.isWebGL2 ) { return gl.createVertexArray(); }
  9328. return extension.createVertexArrayOES();
  9329. }
  9330. function bindVertexArrayObject( vao ) {
  9331. if ( capabilities.isWebGL2 ) { return gl.bindVertexArray( vao ); }
  9332. return extension.bindVertexArrayOES( vao );
  9333. }
  9334. function deleteVertexArrayObject( vao ) {
  9335. if ( capabilities.isWebGL2 ) { return gl.deleteVertexArray( vao ); }
  9336. return extension.deleteVertexArrayOES( vao );
  9337. }
  9338. function getBindingState( geometry, program, material ) {
  9339. var wireframe = ( material.wireframe === true );
  9340. var programMap = bindingStates[ geometry.id ];
  9341. if ( programMap === undefined ) {
  9342. programMap = {};
  9343. bindingStates[ geometry.id ] = programMap;
  9344. }
  9345. var stateMap = programMap[ program.id ];
  9346. if ( stateMap === undefined ) {
  9347. stateMap = {};
  9348. programMap[ program.id ] = stateMap;
  9349. }
  9350. var state = stateMap[ wireframe ];
  9351. if ( state === undefined ) {
  9352. state = createBindingState( createVertexArrayObject() );
  9353. stateMap[ wireframe ] = state;
  9354. }
  9355. return state;
  9356. }
  9357. function createBindingState( vao ) {
  9358. var newAttributes = [];
  9359. var enabledAttributes = [];
  9360. var attributeDivisors = [];
  9361. for ( var i = 0; i < maxVertexAttributes; i ++ ) {
  9362. newAttributes[ i ] = 0;
  9363. enabledAttributes[ i ] = 0;
  9364. attributeDivisors[ i ] = 0;
  9365. }
  9366. return {
  9367. // for backward compatibility on non-VAO support browser
  9368. geometry: null,
  9369. program: null,
  9370. wireframe: false,
  9371. newAttributes: newAttributes,
  9372. enabledAttributes: enabledAttributes,
  9373. attributeDivisors: attributeDivisors,
  9374. object: vao,
  9375. attributes: {}
  9376. };
  9377. }
  9378. function needsUpdate( geometry ) {
  9379. var cachedAttributes = currentState.attributes;
  9380. var geometryAttributes = geometry.attributes;
  9381. if ( Object.keys( cachedAttributes ).length !== Object.keys( geometryAttributes ).length ) { return true; }
  9382. for ( var key in geometryAttributes ) {
  9383. var cachedAttribute = cachedAttributes[ key ];
  9384. var geometryAttribute = geometryAttributes[ key ];
  9385. if ( cachedAttribute.attribute !== geometryAttribute ) { return true; }
  9386. if ( cachedAttribute.data !== geometryAttribute.data ) { return true; }
  9387. }
  9388. return false;
  9389. }
  9390. function saveCache( geometry ) {
  9391. var cache = {};
  9392. var attributes = geometry.attributes;
  9393. for ( var key in attributes ) {
  9394. var attribute = attributes[ key ];
  9395. var data = {};
  9396. data.attribute = attribute;
  9397. if ( attribute.data ) {
  9398. data.data = attribute.data;
  9399. }
  9400. cache[ key ] = data;
  9401. }
  9402. currentState.attributes = cache;
  9403. }
  9404. function initAttributes() {
  9405. var newAttributes = currentState.newAttributes;
  9406. for ( var i = 0, il = newAttributes.length; i < il; i ++ ) {
  9407. newAttributes[ i ] = 0;
  9408. }
  9409. }
  9410. function enableAttribute( attribute ) {
  9411. enableAttributeAndDivisor( attribute, 0 );
  9412. }
  9413. function enableAttributeAndDivisor( attribute, meshPerAttribute ) {
  9414. var newAttributes = currentState.newAttributes;
  9415. var enabledAttributes = currentState.enabledAttributes;
  9416. var attributeDivisors = currentState.attributeDivisors;
  9417. newAttributes[ attribute ] = 1;
  9418. if ( enabledAttributes[ attribute ] === 0 ) {
  9419. gl.enableVertexAttribArray( attribute );
  9420. enabledAttributes[ attribute ] = 1;
  9421. }
  9422. if ( attributeDivisors[ attribute ] !== meshPerAttribute ) {
  9423. var extension = capabilities.isWebGL2 ? gl : extensions.get( 'ANGLE_instanced_arrays' );
  9424. extension[ capabilities.isWebGL2 ? 'vertexAttribDivisor' : 'vertexAttribDivisorANGLE' ]( attribute, meshPerAttribute );
  9425. attributeDivisors[ attribute ] = meshPerAttribute;
  9426. }
  9427. }
  9428. function disableUnusedAttributes() {
  9429. var newAttributes = currentState.newAttributes;
  9430. var enabledAttributes = currentState.enabledAttributes;
  9431. for ( var i = 0, il = enabledAttributes.length; i < il; i ++ ) {
  9432. if ( enabledAttributes[ i ] !== newAttributes[ i ] ) {
  9433. gl.disableVertexAttribArray( i );
  9434. enabledAttributes[ i ] = 0;
  9435. }
  9436. }
  9437. }
  9438. function vertexAttribPointer( index, size, type, normalized, stride, offset ) {
  9439. if ( capabilities.isWebGL2 === true && ( type === 5124 || type === 5125 ) ) {
  9440. gl.vertexAttribIPointer( index, size, type, stride, offset );
  9441. } else {
  9442. gl.vertexAttribPointer( index, size, type, normalized, stride, offset );
  9443. }
  9444. }
  9445. function setupVertexAttributes( object, material, program, geometry ) {
  9446. if ( capabilities.isWebGL2 === false && ( object.isInstancedMesh || geometry.isInstancedBufferGeometry ) ) {
  9447. if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) { return; }
  9448. }
  9449. initAttributes();
  9450. var geometryAttributes = geometry.attributes;
  9451. var programAttributes = program.getAttributes();
  9452. var materialDefaultAttributeValues = material.defaultAttributeValues;
  9453. for ( var name in programAttributes ) {
  9454. var programAttribute = programAttributes[ name ];
  9455. if ( programAttribute >= 0 ) {
  9456. var geometryAttribute = geometryAttributes[ name ];
  9457. if ( geometryAttribute !== undefined ) {
  9458. var normalized = geometryAttribute.normalized;
  9459. var size = geometryAttribute.itemSize;
  9460. var attribute = attributes.get( geometryAttribute );
  9461. // TODO Attribute may not be available on context restore
  9462. if ( attribute === undefined ) { continue; }
  9463. var buffer = attribute.buffer;
  9464. var type = attribute.type;
  9465. var bytesPerElement = attribute.bytesPerElement;
  9466. if ( geometryAttribute.isInterleavedBufferAttribute ) {
  9467. var data = geometryAttribute.data;
  9468. var stride = data.stride;
  9469. var offset = geometryAttribute.offset;
  9470. if ( data && data.isInstancedInterleavedBuffer ) {
  9471. enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );
  9472. if ( geometry._maxInstanceCount === undefined ) {
  9473. geometry._maxInstanceCount = data.meshPerAttribute * data.count;
  9474. }
  9475. } else {
  9476. enableAttribute( programAttribute );
  9477. }
  9478. gl.bindBuffer( 34962, buffer );
  9479. vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement );
  9480. } else {
  9481. if ( geometryAttribute.isInstancedBufferAttribute ) {
  9482. enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );
  9483. if ( geometry._maxInstanceCount === undefined ) {
  9484. geometry._maxInstanceCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
  9485. }
  9486. } else {
  9487. enableAttribute( programAttribute );
  9488. }
  9489. gl.bindBuffer( 34962, buffer );
  9490. vertexAttribPointer( programAttribute, size, type, normalized, 0, 0 );
  9491. }
  9492. } else if ( name === 'instanceMatrix' ) {
  9493. var attribute$1 = attributes.get( object.instanceMatrix );
  9494. // TODO Attribute may not be available on context restore
  9495. if ( attribute$1 === undefined ) { continue; }
  9496. var buffer$1 = attribute$1.buffer;
  9497. var type$1 = attribute$1.type;
  9498. enableAttributeAndDivisor( programAttribute + 0, 1 );
  9499. enableAttributeAndDivisor( programAttribute + 1, 1 );
  9500. enableAttributeAndDivisor( programAttribute + 2, 1 );
  9501. enableAttributeAndDivisor( programAttribute + 3, 1 );
  9502. gl.bindBuffer( 34962, buffer$1 );
  9503. gl.vertexAttribPointer( programAttribute + 0, 4, type$1, false, 64, 0 );
  9504. gl.vertexAttribPointer( programAttribute + 1, 4, type$1, false, 64, 16 );
  9505. gl.vertexAttribPointer( programAttribute + 2, 4, type$1, false, 64, 32 );
  9506. gl.vertexAttribPointer( programAttribute + 3, 4, type$1, false, 64, 48 );
  9507. } else if ( name === 'instanceColor' ) {
  9508. var attribute$2 = attributes.get( object.instanceColor );
  9509. // TODO Attribute may not be available on context restore
  9510. if ( attribute$2 === undefined ) { continue; }
  9511. var buffer$2 = attribute$2.buffer;
  9512. var type$2 = attribute$2.type;
  9513. enableAttributeAndDivisor( programAttribute, 1 );
  9514. gl.bindBuffer( 34962, buffer$2 );
  9515. gl.vertexAttribPointer( programAttribute, 3, type$2, false, 12, 0 );
  9516. } else if ( materialDefaultAttributeValues !== undefined ) {
  9517. var value = materialDefaultAttributeValues[ name ];
  9518. if ( value !== undefined ) {
  9519. switch ( value.length ) {
  9520. case 2:
  9521. gl.vertexAttrib2fv( programAttribute, value );
  9522. break;
  9523. case 3:
  9524. gl.vertexAttrib3fv( programAttribute, value );
  9525. break;
  9526. case 4:
  9527. gl.vertexAttrib4fv( programAttribute, value );
  9528. break;
  9529. default:
  9530. gl.vertexAttrib1fv( programAttribute, value );
  9531. }
  9532. }
  9533. }
  9534. }
  9535. }
  9536. disableUnusedAttributes();
  9537. }
  9538. function dispose() {
  9539. reset();
  9540. for ( var geometryId in bindingStates ) {
  9541. var programMap = bindingStates[ geometryId ];
  9542. for ( var programId in programMap ) {
  9543. var stateMap = programMap[ programId ];
  9544. for ( var wireframe in stateMap ) {
  9545. deleteVertexArrayObject( stateMap[ wireframe ].object );
  9546. delete stateMap[ wireframe ];
  9547. }
  9548. delete programMap[ programId ];
  9549. }
  9550. delete bindingStates[ geometryId ];
  9551. }
  9552. }
  9553. function releaseStatesOfGeometry( geometry ) {
  9554. if ( bindingStates[ geometry.id ] === undefined ) { return; }
  9555. var programMap = bindingStates[ geometry.id ];
  9556. for ( var programId in programMap ) {
  9557. var stateMap = programMap[ programId ];
  9558. for ( var wireframe in stateMap ) {
  9559. deleteVertexArrayObject( stateMap[ wireframe ].object );
  9560. delete stateMap[ wireframe ];
  9561. }
  9562. delete programMap[ programId ];
  9563. }
  9564. delete bindingStates[ geometry.id ];
  9565. }
  9566. function releaseStatesOfProgram( program ) {
  9567. for ( var geometryId in bindingStates ) {
  9568. var programMap = bindingStates[ geometryId ];
  9569. if ( programMap[ program.id ] === undefined ) { continue; }
  9570. var stateMap = programMap[ program.id ];
  9571. for ( var wireframe in stateMap ) {
  9572. deleteVertexArrayObject( stateMap[ wireframe ].object );
  9573. delete stateMap[ wireframe ];
  9574. }
  9575. delete programMap[ program.id ];
  9576. }
  9577. }
  9578. function reset() {
  9579. resetDefaultState();
  9580. if ( currentState === defaultState ) { return; }
  9581. currentState = defaultState;
  9582. bindVertexArrayObject( currentState.object );
  9583. }
  9584. // for backward-compatilibity
  9585. function resetDefaultState() {
  9586. defaultState.geometry = null;
  9587. defaultState.program = null;
  9588. defaultState.wireframe = false;
  9589. }
  9590. return {
  9591. setup: setup,
  9592. reset: reset,
  9593. resetDefaultState: resetDefaultState,
  9594. dispose: dispose,
  9595. releaseStatesOfGeometry: releaseStatesOfGeometry,
  9596. releaseStatesOfProgram: releaseStatesOfProgram,
  9597. initAttributes: initAttributes,
  9598. enableAttribute: enableAttribute,
  9599. disableUnusedAttributes: disableUnusedAttributes
  9600. };
  9601. }
  9602. function WebGLBufferRenderer( gl, extensions, info, capabilities ) {
  9603. var isWebGL2 = capabilities.isWebGL2;
  9604. var mode;
  9605. function setMode( value ) {
  9606. mode = value;
  9607. }
  9608. function render( start, count ) {
  9609. gl.drawArrays( mode, start, count );
  9610. info.update( count, mode, 1 );
  9611. }
  9612. function renderInstances( start, count, primcount ) {
  9613. if ( primcount === 0 ) { return; }
  9614. var extension, methodName;
  9615. if ( isWebGL2 ) {
  9616. extension = gl;
  9617. methodName = 'drawArraysInstanced';
  9618. } else {
  9619. extension = extensions.get( 'ANGLE_instanced_arrays' );
  9620. methodName = 'drawArraysInstancedANGLE';
  9621. if ( extension === null ) {
  9622. console.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  9623. return;
  9624. }
  9625. }
  9626. extension[ methodName ]( mode, start, count, primcount );
  9627. info.update( count, mode, primcount );
  9628. }
  9629. //
  9630. this.setMode = setMode;
  9631. this.render = render;
  9632. this.renderInstances = renderInstances;
  9633. }
  9634. function WebGLCapabilities( gl, extensions, parameters ) {
  9635. var maxAnisotropy;
  9636. function getMaxAnisotropy() {
  9637. if ( maxAnisotropy !== undefined ) { return maxAnisotropy; }
  9638. var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  9639. if ( extension !== null ) {
  9640. maxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );
  9641. } else {
  9642. maxAnisotropy = 0;
  9643. }
  9644. return maxAnisotropy;
  9645. }
  9646. function getMaxPrecision( precision ) {
  9647. if ( precision === 'highp' ) {
  9648. if ( gl.getShaderPrecisionFormat( 35633, 36338 ).precision > 0 &&
  9649. gl.getShaderPrecisionFormat( 35632, 36338 ).precision > 0 ) {
  9650. return 'highp';
  9651. }
  9652. precision = 'mediump';
  9653. }
  9654. if ( precision === 'mediump' ) {
  9655. if ( gl.getShaderPrecisionFormat( 35633, 36337 ).precision > 0 &&
  9656. gl.getShaderPrecisionFormat( 35632, 36337 ).precision > 0 ) {
  9657. return 'mediump';
  9658. }
  9659. }
  9660. return 'lowp';
  9661. }
  9662. /* eslint-disable no-undef */
  9663. var isWebGL2 = ( typeof WebGL2RenderingContext !== 'undefined' && gl instanceof WebGL2RenderingContext ) ||
  9664. ( typeof WebGL2ComputeRenderingContext !== 'undefined' && gl instanceof WebGL2ComputeRenderingContext );
  9665. /* eslint-enable no-undef */
  9666. var precision = parameters.precision !== undefined ? parameters.precision : 'highp';
  9667. var maxPrecision = getMaxPrecision( precision );
  9668. if ( maxPrecision !== precision ) {
  9669. console.warn( 'THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' );
  9670. precision = maxPrecision;
  9671. }
  9672. var logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true;
  9673. var maxTextures = gl.getParameter( 34930 );
  9674. var maxVertexTextures = gl.getParameter( 35660 );
  9675. var maxTextureSize = gl.getParameter( 3379 );
  9676. var maxCubemapSize = gl.getParameter( 34076 );
  9677. var maxAttributes = gl.getParameter( 34921 );
  9678. var maxVertexUniforms = gl.getParameter( 36347 );
  9679. var maxVaryings = gl.getParameter( 36348 );
  9680. var maxFragmentUniforms = gl.getParameter( 36349 );
  9681. var vertexTextures = maxVertexTextures > 0;
  9682. var floatFragmentTextures = isWebGL2 || !! extensions.get( 'OES_texture_float' );
  9683. var floatVertexTextures = vertexTextures && floatFragmentTextures;
  9684. var maxSamples = isWebGL2 ? gl.getParameter( 36183 ) : 0;
  9685. return {
  9686. isWebGL2: isWebGL2,
  9687. getMaxAnisotropy: getMaxAnisotropy,
  9688. getMaxPrecision: getMaxPrecision,
  9689. precision: precision,
  9690. logarithmicDepthBuffer: logarithmicDepthBuffer,
  9691. maxTextures: maxTextures,
  9692. maxVertexTextures: maxVertexTextures,
  9693. maxTextureSize: maxTextureSize,
  9694. maxCubemapSize: maxCubemapSize,
  9695. maxAttributes: maxAttributes,
  9696. maxVertexUniforms: maxVertexUniforms,
  9697. maxVaryings: maxVaryings,
  9698. maxFragmentUniforms: maxFragmentUniforms,
  9699. vertexTextures: vertexTextures,
  9700. floatFragmentTextures: floatFragmentTextures,
  9701. floatVertexTextures: floatVertexTextures,
  9702. maxSamples: maxSamples
  9703. };
  9704. }
  9705. function WebGLClipping() {
  9706. var scope = this;
  9707. var globalState = null,
  9708. numGlobalPlanes = 0,
  9709. localClippingEnabled = false,
  9710. renderingShadows = false;
  9711. var plane = new Plane(),
  9712. viewNormalMatrix = new Matrix3(),
  9713. uniform = { value: null, needsUpdate: false };
  9714. this.uniform = uniform;
  9715. this.numPlanes = 0;
  9716. this.numIntersection = 0;
  9717. this.init = function ( planes, enableLocalClipping, camera ) {
  9718. var enabled =
  9719. planes.length !== 0 ||
  9720. enableLocalClipping ||
  9721. // enable state of previous frame - the clipping code has to
  9722. // run another frame in order to reset the state:
  9723. numGlobalPlanes !== 0 ||
  9724. localClippingEnabled;
  9725. localClippingEnabled = enableLocalClipping;
  9726. globalState = projectPlanes( planes, camera, 0 );
  9727. numGlobalPlanes = planes.length;
  9728. return enabled;
  9729. };
  9730. this.beginShadows = function () {
  9731. renderingShadows = true;
  9732. projectPlanes( null );
  9733. };
  9734. this.endShadows = function () {
  9735. renderingShadows = false;
  9736. resetGlobalState();
  9737. };
  9738. this.setState = function ( planes, clipIntersection, clipShadows, camera, cache, fromCache ) {
  9739. if ( ! localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && ! clipShadows ) {
  9740. // there's no local clipping
  9741. if ( renderingShadows ) {
  9742. // there's no global clipping
  9743. projectPlanes( null );
  9744. } else {
  9745. resetGlobalState();
  9746. }
  9747. } else {
  9748. var nGlobal = renderingShadows ? 0 : numGlobalPlanes,
  9749. lGlobal = nGlobal * 4;
  9750. var dstArray = cache.clippingState || null;
  9751. uniform.value = dstArray; // ensure unique state
  9752. dstArray = projectPlanes( planes, camera, lGlobal, fromCache );
  9753. for ( var i = 0; i !== lGlobal; ++ i ) {
  9754. dstArray[ i ] = globalState[ i ];
  9755. }
  9756. cache.clippingState = dstArray;
  9757. this.numIntersection = clipIntersection ? this.numPlanes : 0;
  9758. this.numPlanes += nGlobal;
  9759. }
  9760. };
  9761. function resetGlobalState() {
  9762. if ( uniform.value !== globalState ) {
  9763. uniform.value = globalState;
  9764. uniform.needsUpdate = numGlobalPlanes > 0;
  9765. }
  9766. scope.numPlanes = numGlobalPlanes;
  9767. scope.numIntersection = 0;
  9768. }
  9769. function projectPlanes( planes, camera, dstOffset, skipTransform ) {
  9770. var nPlanes = planes !== null ? planes.length : 0;
  9771. var dstArray = null;
  9772. if ( nPlanes !== 0 ) {
  9773. dstArray = uniform.value;
  9774. if ( skipTransform !== true || dstArray === null ) {
  9775. var flatSize = dstOffset + nPlanes * 4,
  9776. viewMatrix = camera.matrixWorldInverse;
  9777. viewNormalMatrix.getNormalMatrix( viewMatrix );
  9778. if ( dstArray === null || dstArray.length < flatSize ) {
  9779. dstArray = new Float32Array( flatSize );
  9780. }
  9781. for ( var i = 0, i4 = dstOffset; i !== nPlanes; ++ i, i4 += 4 ) {
  9782. plane.copy( planes[ i ] ).applyMatrix4( viewMatrix, viewNormalMatrix );
  9783. plane.normal.toArray( dstArray, i4 );
  9784. dstArray[ i4 + 3 ] = plane.constant;
  9785. }
  9786. }
  9787. uniform.value = dstArray;
  9788. uniform.needsUpdate = true;
  9789. }
  9790. scope.numPlanes = nPlanes;
  9791. scope.numIntersection = 0;
  9792. return dstArray;
  9793. }
  9794. }
  9795. function WebGLExtensions( gl ) {
  9796. var extensions = {};
  9797. return {
  9798. has: function ( name ) {
  9799. if ( extensions[ name ] !== undefined ) {
  9800. return extensions[ name ];
  9801. }
  9802. var extension;
  9803. switch ( name ) {
  9804. case 'WEBGL_depth_texture':
  9805. extension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' );
  9806. break;
  9807. case 'EXT_texture_filter_anisotropic':
  9808. extension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
  9809. break;
  9810. case 'WEBGL_compressed_texture_s3tc':
  9811. extension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
  9812. break;
  9813. case 'WEBGL_compressed_texture_pvrtc':
  9814. extension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' );
  9815. break;
  9816. default:
  9817. extension = gl.getExtension( name );
  9818. }
  9819. extensions[ name ] = extension;
  9820. return !! extension;
  9821. },
  9822. get: function ( name ) {
  9823. if ( ! this.has( name ) ) {
  9824. console.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' );
  9825. }
  9826. return extensions[ name ];
  9827. }
  9828. };
  9829. }
  9830. function WebGLGeometries( gl, attributes, info, bindingStates ) {
  9831. var geometries = new WeakMap();
  9832. var wireframeAttributes = new WeakMap();
  9833. function onGeometryDispose( event ) {
  9834. var geometry = event.target;
  9835. var buffergeometry = geometries.get( geometry );
  9836. if ( buffergeometry.index !== null ) {
  9837. attributes.remove( buffergeometry.index );
  9838. }
  9839. for ( var name in buffergeometry.attributes ) {
  9840. attributes.remove( buffergeometry.attributes[ name ] );
  9841. }
  9842. geometry.removeEventListener( 'dispose', onGeometryDispose );
  9843. geometries.delete( geometry );
  9844. var attribute = wireframeAttributes.get( buffergeometry );
  9845. if ( attribute ) {
  9846. attributes.remove( attribute );
  9847. wireframeAttributes.delete( buffergeometry );
  9848. }
  9849. bindingStates.releaseStatesOfGeometry( geometry );
  9850. if ( geometry.isInstancedBufferGeometry === true ) {
  9851. delete geometry._maxInstanceCount;
  9852. }
  9853. //
  9854. info.memory.geometries --;
  9855. }
  9856. function get( object, geometry ) {
  9857. var buffergeometry = geometries.get( geometry );
  9858. if ( buffergeometry ) { return buffergeometry; }
  9859. geometry.addEventListener( 'dispose', onGeometryDispose );
  9860. if ( geometry.isBufferGeometry ) {
  9861. buffergeometry = geometry;
  9862. } else if ( geometry.isGeometry ) {
  9863. if ( geometry._bufferGeometry === undefined ) {
  9864. geometry._bufferGeometry = new BufferGeometry().setFromObject( object );
  9865. }
  9866. buffergeometry = geometry._bufferGeometry;
  9867. }
  9868. geometries.set( geometry, buffergeometry );
  9869. info.memory.geometries ++;
  9870. return buffergeometry;
  9871. }
  9872. function update( geometry ) {
  9873. var geometryAttributes = geometry.attributes;
  9874. // Updating index buffer in VAO now. See WebGLBindingStates.
  9875. for ( var name in geometryAttributes ) {
  9876. attributes.update( geometryAttributes[ name ], 34962 );
  9877. }
  9878. // morph targets
  9879. var morphAttributes = geometry.morphAttributes;
  9880. for ( var name$1 in morphAttributes ) {
  9881. var array = morphAttributes[ name$1 ];
  9882. for ( var i = 0, l = array.length; i < l; i ++ ) {
  9883. attributes.update( array[ i ], 34962 );
  9884. }
  9885. }
  9886. }
  9887. function updateWireframeAttribute( geometry ) {
  9888. var indices = [];
  9889. var geometryIndex = geometry.index;
  9890. var geometryPosition = geometry.attributes.position;
  9891. var version = 0;
  9892. if ( geometryIndex !== null ) {
  9893. var array = geometryIndex.array;
  9894. version = geometryIndex.version;
  9895. for ( var i = 0, l = array.length; i < l; i += 3 ) {
  9896. var a = array[ i + 0 ];
  9897. var b = array[ i + 1 ];
  9898. var c = array[ i + 2 ];
  9899. indices.push( a, b, b, c, c, a );
  9900. }
  9901. } else {
  9902. var array$1 = geometryPosition.array;
  9903. version = geometryPosition.version;
  9904. for ( var i$1 = 0, l$1 = ( array$1.length / 3 ) - 1; i$1 < l$1; i$1 += 3 ) {
  9905. var a$1 = i$1 + 0;
  9906. var b$1 = i$1 + 1;
  9907. var c$1 = i$1 + 2;
  9908. indices.push( a$1, b$1, b$1, c$1, c$1, a$1 );
  9909. }
  9910. }
  9911. var attribute = new ( arrayMax( indices ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 );
  9912. attribute.version = version;
  9913. // Updating index buffer in VAO now. See WebGLBindingStates
  9914. //
  9915. var previousAttribute = wireframeAttributes.get( geometry );
  9916. if ( previousAttribute ) { attributes.remove( previousAttribute ); }
  9917. //
  9918. wireframeAttributes.set( geometry, attribute );
  9919. }
  9920. function getWireframeAttribute( geometry ) {
  9921. var currentAttribute = wireframeAttributes.get( geometry );
  9922. if ( currentAttribute ) {
  9923. var geometryIndex = geometry.index;
  9924. if ( geometryIndex !== null ) {
  9925. // if the attribute is obsolete, create a new one
  9926. if ( currentAttribute.version < geometryIndex.version ) {
  9927. updateWireframeAttribute( geometry );
  9928. }
  9929. }
  9930. } else {
  9931. updateWireframeAttribute( geometry );
  9932. }
  9933. return wireframeAttributes.get( geometry );
  9934. }
  9935. return {
  9936. get: get,
  9937. update: update,
  9938. getWireframeAttribute: getWireframeAttribute
  9939. };
  9940. }
  9941. function WebGLIndexedBufferRenderer( gl, extensions, info, capabilities ) {
  9942. var isWebGL2 = capabilities.isWebGL2;
  9943. var mode;
  9944. function setMode( value ) {
  9945. mode = value;
  9946. }
  9947. var type, bytesPerElement;
  9948. function setIndex( value ) {
  9949. type = value.type;
  9950. bytesPerElement = value.bytesPerElement;
  9951. }
  9952. function render( start, count ) {
  9953. gl.drawElements( mode, count, type, start * bytesPerElement );
  9954. info.update( count, mode, 1 );
  9955. }
  9956. function renderInstances( start, count, primcount ) {
  9957. if ( primcount === 0 ) { return; }
  9958. var extension, methodName;
  9959. if ( isWebGL2 ) {
  9960. extension = gl;
  9961. methodName = 'drawElementsInstanced';
  9962. } else {
  9963. extension = extensions.get( 'ANGLE_instanced_arrays' );
  9964. methodName = 'drawElementsInstancedANGLE';
  9965. if ( extension === null ) {
  9966. console.error( 'THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  9967. return;
  9968. }
  9969. }
  9970. extension[ methodName ]( mode, count, type, start * bytesPerElement, primcount );
  9971. info.update( count, mode, primcount );
  9972. }
  9973. //
  9974. this.setMode = setMode;
  9975. this.setIndex = setIndex;
  9976. this.render = render;
  9977. this.renderInstances = renderInstances;
  9978. }
  9979. function WebGLInfo( gl ) {
  9980. var memory = {
  9981. geometries: 0,
  9982. textures: 0
  9983. };
  9984. var render = {
  9985. frame: 0,
  9986. calls: 0,
  9987. triangles: 0,
  9988. points: 0,
  9989. lines: 0
  9990. };
  9991. function update( count, mode, instanceCount ) {
  9992. render.calls ++;
  9993. switch ( mode ) {
  9994. case 4:
  9995. render.triangles += instanceCount * ( count / 3 );
  9996. break;
  9997. case 1:
  9998. render.lines += instanceCount * ( count / 2 );
  9999. break;
  10000. case 3:
  10001. render.lines += instanceCount * ( count - 1 );
  10002. break;
  10003. case 2:
  10004. render.lines += instanceCount * count;
  10005. break;
  10006. case 0:
  10007. render.points += instanceCount * count;
  10008. break;
  10009. default:
  10010. console.error( 'THREE.WebGLInfo: Unknown draw mode:', mode );
  10011. break;
  10012. }
  10013. }
  10014. function reset() {
  10015. render.frame ++;
  10016. render.calls = 0;
  10017. render.triangles = 0;
  10018. render.points = 0;
  10019. render.lines = 0;
  10020. }
  10021. return {
  10022. memory: memory,
  10023. render: render,
  10024. programs: null,
  10025. autoReset: true,
  10026. reset: reset,
  10027. update: update
  10028. };
  10029. }
  10030. function numericalSort( a, b ) {
  10031. return a[ 0 ] - b[ 0 ];
  10032. }
  10033. function absNumericalSort( a, b ) {
  10034. return Math.abs( b[ 1 ] ) - Math.abs( a[ 1 ] );
  10035. }
  10036. function WebGLMorphtargets( gl ) {
  10037. var influencesList = {};
  10038. var morphInfluences = new Float32Array( 8 );
  10039. var workInfluences = [];
  10040. for ( var i = 0; i < 8; i ++ ) {
  10041. workInfluences[ i ] = [ i, 0 ];
  10042. }
  10043. function update( object, geometry, material, program ) {
  10044. var objectInfluences = object.morphTargetInfluences;
  10045. // When object doesn't have morph target influences defined, we treat it as a 0-length array
  10046. // This is important to make sure we set up morphTargetBaseInfluence / morphTargetInfluences
  10047. var length = objectInfluences === undefined ? 0 : objectInfluences.length;
  10048. var influences = influencesList[ geometry.id ];
  10049. if ( influences === undefined ) {
  10050. // initialise list
  10051. influences = [];
  10052. for ( var i = 0; i < length; i ++ ) {
  10053. influences[ i ] = [ i, 0 ];
  10054. }
  10055. influencesList[ geometry.id ] = influences;
  10056. }
  10057. // Collect influences
  10058. for ( var i$1 = 0; i$1 < length; i$1 ++ ) {
  10059. var influence = influences[ i$1 ];
  10060. influence[ 0 ] = i$1;
  10061. influence[ 1 ] = objectInfluences[ i$1 ];
  10062. }
  10063. influences.sort( absNumericalSort );
  10064. for ( var i$2 = 0; i$2 < 8; i$2 ++ ) {
  10065. if ( i$2 < length && influences[ i$2 ][ 1 ] ) {
  10066. workInfluences[ i$2 ][ 0 ] = influences[ i$2 ][ 0 ];
  10067. workInfluences[ i$2 ][ 1 ] = influences[ i$2 ][ 1 ];
  10068. } else {
  10069. workInfluences[ i$2 ][ 0 ] = Number.MAX_SAFE_INTEGER;
  10070. workInfluences[ i$2 ][ 1 ] = 0;
  10071. }
  10072. }
  10073. workInfluences.sort( numericalSort );
  10074. var morphTargets = material.morphTargets && geometry.morphAttributes.position;
  10075. var morphNormals = material.morphNormals && geometry.morphAttributes.normal;
  10076. var morphInfluencesSum = 0;
  10077. for ( var i$3 = 0; i$3 < 8; i$3 ++ ) {
  10078. var influence$1 = workInfluences[ i$3 ];
  10079. var index = influence$1[ 0 ];
  10080. var value = influence$1[ 1 ];
  10081. if ( index !== Number.MAX_SAFE_INTEGER && value ) {
  10082. if ( morphTargets && geometry.getAttribute( 'morphTarget' + i$3 ) !== morphTargets[ index ] ) {
  10083. geometry.setAttribute( 'morphTarget' + i$3, morphTargets[ index ] );
  10084. }
  10085. if ( morphNormals && geometry.getAttribute( 'morphNormal' + i$3 ) !== morphNormals[ index ] ) {
  10086. geometry.setAttribute( 'morphNormal' + i$3, morphNormals[ index ] );
  10087. }
  10088. morphInfluences[ i$3 ] = value;
  10089. morphInfluencesSum += value;
  10090. } else {
  10091. if ( morphTargets && geometry.getAttribute( 'morphTarget' + i$3 ) !== undefined ) {
  10092. geometry.deleteAttribute( 'morphTarget' + i$3 );
  10093. }
  10094. if ( morphNormals && geometry.getAttribute( 'morphNormal' + i$3 ) !== undefined ) {
  10095. geometry.deleteAttribute( 'morphNormal' + i$3 );
  10096. }
  10097. morphInfluences[ i$3 ] = 0;
  10098. }
  10099. }
  10100. // GLSL shader uses formula baseinfluence * base + sum(target * influence)
  10101. // This allows us to switch between absolute morphs and relative morphs without changing shader code
  10102. // When baseinfluence = 1 - sum(influence), the above is equivalent to sum((target - base) * influence)
  10103. var morphBaseInfluence = geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;
  10104. program.getUniforms().setValue( gl, 'morphTargetBaseInfluence', morphBaseInfluence );
  10105. program.getUniforms().setValue( gl, 'morphTargetInfluences', morphInfluences );
  10106. }
  10107. return {
  10108. update: update
  10109. };
  10110. }
  10111. function WebGLObjects( gl, geometries, attributes, info ) {
  10112. var updateMap = new WeakMap();
  10113. function update( object ) {
  10114. var frame = info.render.frame;
  10115. var geometry = object.geometry;
  10116. var buffergeometry = geometries.get( object, geometry );
  10117. // Update once per frame
  10118. if ( updateMap.get( buffergeometry ) !== frame ) {
  10119. if ( geometry.isGeometry ) {
  10120. buffergeometry.updateFromObject( object );
  10121. }
  10122. geometries.update( buffergeometry );
  10123. updateMap.set( buffergeometry, frame );
  10124. }
  10125. if ( object.isInstancedMesh ) {
  10126. attributes.update( object.instanceMatrix, 34962 );
  10127. if ( object.instanceColor !== null ) {
  10128. attributes.update( object.instanceColor, 34962 );
  10129. }
  10130. }
  10131. return buffergeometry;
  10132. }
  10133. function dispose() {
  10134. updateMap = new WeakMap();
  10135. }
  10136. return {
  10137. update: update,
  10138. dispose: dispose
  10139. };
  10140. }
  10141. function CubeTexture( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
  10142. images = images !== undefined ? images : [];
  10143. mapping = mapping !== undefined ? mapping : CubeReflectionMapping;
  10144. format = format !== undefined ? format : RGBFormat;
  10145. Texture.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  10146. this.flipY = false;
  10147. }
  10148. CubeTexture.prototype = Object.create( Texture.prototype );
  10149. CubeTexture.prototype.constructor = CubeTexture;
  10150. CubeTexture.prototype.isCubeTexture = true;
  10151. Object.defineProperty( CubeTexture.prototype, 'images', {
  10152. get: function () {
  10153. return this.image;
  10154. },
  10155. set: function ( value ) {
  10156. this.image = value;
  10157. }
  10158. } );
  10159. function DataTexture2DArray( data, width, height, depth ) {
  10160. Texture.call( this, null );
  10161. this.image = { data: data || null, width: width || 1, height: height || 1, depth: depth || 1 };
  10162. this.magFilter = NearestFilter;
  10163. this.minFilter = NearestFilter;
  10164. this.wrapR = ClampToEdgeWrapping;
  10165. this.generateMipmaps = false;
  10166. this.flipY = false;
  10167. this.needsUpdate = true;
  10168. }
  10169. DataTexture2DArray.prototype = Object.create( Texture.prototype );
  10170. DataTexture2DArray.prototype.constructor = DataTexture2DArray;
  10171. DataTexture2DArray.prototype.isDataTexture2DArray = true;
  10172. function DataTexture3D( data, width, height, depth ) {
  10173. // We're going to add .setXXX() methods for setting properties later.
  10174. // Users can still set in DataTexture3D directly.
  10175. //
  10176. // const texture = new THREE.DataTexture3D( data, width, height, depth );
  10177. // texture.anisotropy = 16;
  10178. //
  10179. // See #14839
  10180. Texture.call( this, null );
  10181. this.image = { data: data || null, width: width || 1, height: height || 1, depth: depth || 1 };
  10182. this.magFilter = NearestFilter;
  10183. this.minFilter = NearestFilter;
  10184. this.wrapR = ClampToEdgeWrapping;
  10185. this.generateMipmaps = false;
  10186. this.flipY = false;
  10187. this.needsUpdate = true;
  10188. }
  10189. DataTexture3D.prototype = Object.create( Texture.prototype );
  10190. DataTexture3D.prototype.constructor = DataTexture3D;
  10191. DataTexture3D.prototype.isDataTexture3D = true;
  10192. /**
  10193. * Uniforms of a program.
  10194. * Those form a tree structure with a special top-level container for the root,
  10195. * which you get by calling 'new WebGLUniforms( gl, program )'.
  10196. *
  10197. *
  10198. * Properties of inner nodes including the top-level container:
  10199. *
  10200. * .seq - array of nested uniforms
  10201. * .map - nested uniforms by name
  10202. *
  10203. *
  10204. * Methods of all nodes except the top-level container:
  10205. *
  10206. * .setValue( gl, value, [textures] )
  10207. *
  10208. * uploads a uniform value(s)
  10209. * the 'textures' parameter is needed for sampler uniforms
  10210. *
  10211. *
  10212. * Static methods of the top-level container (textures factorizations):
  10213. *
  10214. * .upload( gl, seq, values, textures )
  10215. *
  10216. * sets uniforms in 'seq' to 'values[id].value'
  10217. *
  10218. * .seqWithValue( seq, values ) : filteredSeq
  10219. *
  10220. * filters 'seq' entries with corresponding entry in values
  10221. *
  10222. *
  10223. * Methods of the top-level container (textures factorizations):
  10224. *
  10225. * .setValue( gl, name, value, textures )
  10226. *
  10227. * sets uniform with name 'name' to 'value'
  10228. *
  10229. * .setOptional( gl, obj, prop )
  10230. *
  10231. * like .set for an optional property of the object
  10232. *
  10233. */
  10234. var emptyTexture = new Texture();
  10235. var emptyTexture2dArray = new DataTexture2DArray();
  10236. var emptyTexture3d = new DataTexture3D();
  10237. var emptyCubeTexture = new CubeTexture();
  10238. // --- Utilities ---
  10239. // Array Caches (provide typed arrays for temporary by size)
  10240. var arrayCacheF32 = [];
  10241. var arrayCacheI32 = [];
  10242. // Float32Array caches used for uploading Matrix uniforms
  10243. var mat4array = new Float32Array( 16 );
  10244. var mat3array = new Float32Array( 9 );
  10245. var mat2array = new Float32Array( 4 );
  10246. // Flattening for arrays of vectors and matrices
  10247. function flatten( array, nBlocks, blockSize ) {
  10248. var firstElem = array[ 0 ];
  10249. if ( firstElem <= 0 || firstElem > 0 ) { return array; }
  10250. // unoptimized: ! isNaN( firstElem )
  10251. // see http://jacksondunstan.com/articles/983
  10252. var n = nBlocks * blockSize;
  10253. var r = arrayCacheF32[ n ];
  10254. if ( r === undefined ) {
  10255. r = new Float32Array( n );
  10256. arrayCacheF32[ n ] = r;
  10257. }
  10258. if ( nBlocks !== 0 ) {
  10259. firstElem.toArray( r, 0 );
  10260. for ( var i = 1, offset = 0; i !== nBlocks; ++ i ) {
  10261. offset += blockSize;
  10262. array[ i ].toArray( r, offset );
  10263. }
  10264. }
  10265. return r;
  10266. }
  10267. function arraysEqual( a, b ) {
  10268. if ( a.length !== b.length ) { return false; }
  10269. for ( var i = 0, l = a.length; i < l; i ++ ) {
  10270. if ( a[ i ] !== b[ i ] ) { return false; }
  10271. }
  10272. return true;
  10273. }
  10274. function copyArray( a, b ) {
  10275. for ( var i = 0, l = b.length; i < l; i ++ ) {
  10276. a[ i ] = b[ i ];
  10277. }
  10278. }
  10279. // Texture unit allocation
  10280. function allocTexUnits( textures, n ) {
  10281. var r = arrayCacheI32[ n ];
  10282. if ( r === undefined ) {
  10283. r = new Int32Array( n );
  10284. arrayCacheI32[ n ] = r;
  10285. }
  10286. for ( var i = 0; i !== n; ++ i ) {
  10287. r[ i ] = textures.allocateTextureUnit();
  10288. }
  10289. return r;
  10290. }
  10291. // --- Setters ---
  10292. // Note: Defining these methods externally, because they come in a bunch
  10293. // and this way their names minify.
  10294. // Single scalar
  10295. function setValueV1f( gl, v ) {
  10296. var cache = this.cache;
  10297. if ( cache[ 0 ] === v ) { return; }
  10298. gl.uniform1f( this.addr, v );
  10299. cache[ 0 ] = v;
  10300. }
  10301. // Single float vector (from flat array or THREE.VectorN)
  10302. function setValueV2f( gl, v ) {
  10303. var cache = this.cache;
  10304. if ( v.x !== undefined ) {
  10305. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) {
  10306. gl.uniform2f( this.addr, v.x, v.y );
  10307. cache[ 0 ] = v.x;
  10308. cache[ 1 ] = v.y;
  10309. }
  10310. } else {
  10311. if ( arraysEqual( cache, v ) ) { return; }
  10312. gl.uniform2fv( this.addr, v );
  10313. copyArray( cache, v );
  10314. }
  10315. }
  10316. function setValueV3f( gl, v ) {
  10317. var cache = this.cache;
  10318. if ( v.x !== undefined ) {
  10319. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) {
  10320. gl.uniform3f( this.addr, v.x, v.y, v.z );
  10321. cache[ 0 ] = v.x;
  10322. cache[ 1 ] = v.y;
  10323. cache[ 2 ] = v.z;
  10324. }
  10325. } else if ( v.r !== undefined ) {
  10326. if ( cache[ 0 ] !== v.r || cache[ 1 ] !== v.g || cache[ 2 ] !== v.b ) {
  10327. gl.uniform3f( this.addr, v.r, v.g, v.b );
  10328. cache[ 0 ] = v.r;
  10329. cache[ 1 ] = v.g;
  10330. cache[ 2 ] = v.b;
  10331. }
  10332. } else {
  10333. if ( arraysEqual( cache, v ) ) { return; }
  10334. gl.uniform3fv( this.addr, v );
  10335. copyArray( cache, v );
  10336. }
  10337. }
  10338. function setValueV4f( gl, v ) {
  10339. var cache = this.cache;
  10340. if ( v.x !== undefined ) {
  10341. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) {
  10342. gl.uniform4f( this.addr, v.x, v.y, v.z, v.w );
  10343. cache[ 0 ] = v.x;
  10344. cache[ 1 ] = v.y;
  10345. cache[ 2 ] = v.z;
  10346. cache[ 3 ] = v.w;
  10347. }
  10348. } else {
  10349. if ( arraysEqual( cache, v ) ) { return; }
  10350. gl.uniform4fv( this.addr, v );
  10351. copyArray( cache, v );
  10352. }
  10353. }
  10354. // Single matrix (from flat array or MatrixN)
  10355. function setValueM2( gl, v ) {
  10356. var cache = this.cache;
  10357. var elements = v.elements;
  10358. if ( elements === undefined ) {
  10359. if ( arraysEqual( cache, v ) ) { return; }
  10360. gl.uniformMatrix2fv( this.addr, false, v );
  10361. copyArray( cache, v );
  10362. } else {
  10363. if ( arraysEqual( cache, elements ) ) { return; }
  10364. mat2array.set( elements );
  10365. gl.uniformMatrix2fv( this.addr, false, mat2array );
  10366. copyArray( cache, elements );
  10367. }
  10368. }
  10369. function setValueM3( gl, v ) {
  10370. var cache = this.cache;
  10371. var elements = v.elements;
  10372. if ( elements === undefined ) {
  10373. if ( arraysEqual( cache, v ) ) { return; }
  10374. gl.uniformMatrix3fv( this.addr, false, v );
  10375. copyArray( cache, v );
  10376. } else {
  10377. if ( arraysEqual( cache, elements ) ) { return; }
  10378. mat3array.set( elements );
  10379. gl.uniformMatrix3fv( this.addr, false, mat3array );
  10380. copyArray( cache, elements );
  10381. }
  10382. }
  10383. function setValueM4( gl, v ) {
  10384. var cache = this.cache;
  10385. var elements = v.elements;
  10386. if ( elements === undefined ) {
  10387. if ( arraysEqual( cache, v ) ) { return; }
  10388. gl.uniformMatrix4fv( this.addr, false, v );
  10389. copyArray( cache, v );
  10390. } else {
  10391. if ( arraysEqual( cache, elements ) ) { return; }
  10392. mat4array.set( elements );
  10393. gl.uniformMatrix4fv( this.addr, false, mat4array );
  10394. copyArray( cache, elements );
  10395. }
  10396. }
  10397. // Single texture (2D / Cube)
  10398. function setValueT1( gl, v, textures ) {
  10399. var cache = this.cache;
  10400. var unit = textures.allocateTextureUnit();
  10401. if ( cache[ 0 ] !== unit ) {
  10402. gl.uniform1i( this.addr, unit );
  10403. cache[ 0 ] = unit;
  10404. }
  10405. textures.safeSetTexture2D( v || emptyTexture, unit );
  10406. }
  10407. function setValueT2DArray1( gl, v, textures ) {
  10408. var cache = this.cache;
  10409. var unit = textures.allocateTextureUnit();
  10410. if ( cache[ 0 ] !== unit ) {
  10411. gl.uniform1i( this.addr, unit );
  10412. cache[ 0 ] = unit;
  10413. }
  10414. textures.setTexture2DArray( v || emptyTexture2dArray, unit );
  10415. }
  10416. function setValueT3D1( gl, v, textures ) {
  10417. var cache = this.cache;
  10418. var unit = textures.allocateTextureUnit();
  10419. if ( cache[ 0 ] !== unit ) {
  10420. gl.uniform1i( this.addr, unit );
  10421. cache[ 0 ] = unit;
  10422. }
  10423. textures.setTexture3D( v || emptyTexture3d, unit );
  10424. }
  10425. function setValueT6( gl, v, textures ) {
  10426. var cache = this.cache;
  10427. var unit = textures.allocateTextureUnit();
  10428. if ( cache[ 0 ] !== unit ) {
  10429. gl.uniform1i( this.addr, unit );
  10430. cache[ 0 ] = unit;
  10431. }
  10432. textures.safeSetTextureCube( v || emptyCubeTexture, unit );
  10433. }
  10434. // Integer / Boolean vectors or arrays thereof (always flat arrays)
  10435. function setValueV1i( gl, v ) {
  10436. var cache = this.cache;
  10437. if ( cache[ 0 ] === v ) { return; }
  10438. gl.uniform1i( this.addr, v );
  10439. cache[ 0 ] = v;
  10440. }
  10441. function setValueV2i( gl, v ) {
  10442. var cache = this.cache;
  10443. if ( arraysEqual( cache, v ) ) { return; }
  10444. gl.uniform2iv( this.addr, v );
  10445. copyArray( cache, v );
  10446. }
  10447. function setValueV3i( gl, v ) {
  10448. var cache = this.cache;
  10449. if ( arraysEqual( cache, v ) ) { return; }
  10450. gl.uniform3iv( this.addr, v );
  10451. copyArray( cache, v );
  10452. }
  10453. function setValueV4i( gl, v ) {
  10454. var cache = this.cache;
  10455. if ( arraysEqual( cache, v ) ) { return; }
  10456. gl.uniform4iv( this.addr, v );
  10457. copyArray( cache, v );
  10458. }
  10459. // uint
  10460. function setValueV1ui( gl, v ) {
  10461. var cache = this.cache;
  10462. if ( cache[ 0 ] === v ) { return; }
  10463. gl.uniform1ui( this.addr, v );
  10464. cache[ 0 ] = v;
  10465. }
  10466. // Helper to pick the right setter for the singular case
  10467. function getSingularSetter( type ) {
  10468. switch ( type ) {
  10469. case 0x1406: return setValueV1f; // FLOAT
  10470. case 0x8b50: return setValueV2f; // _VEC2
  10471. case 0x8b51: return setValueV3f; // _VEC3
  10472. case 0x8b52: return setValueV4f; // _VEC4
  10473. case 0x8b5a: return setValueM2; // _MAT2
  10474. case 0x8b5b: return setValueM3; // _MAT3
  10475. case 0x8b5c: return setValueM4; // _MAT4
  10476. case 0x1404: case 0x8b56: return setValueV1i; // INT, BOOL
  10477. case 0x8b53: case 0x8b57: return setValueV2i; // _VEC2
  10478. case 0x8b54: case 0x8b58: return setValueV3i; // _VEC3
  10479. case 0x8b55: case 0x8b59: return setValueV4i; // _VEC4
  10480. case 0x1405: return setValueV1ui; // UINT
  10481. case 0x8b5e: // SAMPLER_2D
  10482. case 0x8d66: // SAMPLER_EXTERNAL_OES
  10483. case 0x8dca: // INT_SAMPLER_2D
  10484. case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D
  10485. case 0x8b62: // SAMPLER_2D_SHADOW
  10486. return setValueT1;
  10487. case 0x8b5f: // SAMPLER_3D
  10488. case 0x8dcb: // INT_SAMPLER_3D
  10489. case 0x8dd3: // UNSIGNED_INT_SAMPLER_3D
  10490. return setValueT3D1;
  10491. case 0x8b60: // SAMPLER_CUBE
  10492. case 0x8dcc: // INT_SAMPLER_CUBE
  10493. case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE
  10494. case 0x8dc5: // SAMPLER_CUBE_SHADOW
  10495. return setValueT6;
  10496. case 0x8dc1: // SAMPLER_2D_ARRAY
  10497. case 0x8dcf: // INT_SAMPLER_2D_ARRAY
  10498. case 0x8dd7: // UNSIGNED_INT_SAMPLER_2D_ARRAY
  10499. case 0x8dc4: // SAMPLER_2D_ARRAY_SHADOW
  10500. return setValueT2DArray1;
  10501. }
  10502. }
  10503. // Array of scalars
  10504. function setValueV1fArray( gl, v ) {
  10505. gl.uniform1fv( this.addr, v );
  10506. }
  10507. // Integer / Boolean vectors or arrays thereof (always flat arrays)
  10508. function setValueV1iArray( gl, v ) {
  10509. gl.uniform1iv( this.addr, v );
  10510. }
  10511. function setValueV2iArray( gl, v ) {
  10512. gl.uniform2iv( this.addr, v );
  10513. }
  10514. function setValueV3iArray( gl, v ) {
  10515. gl.uniform3iv( this.addr, v );
  10516. }
  10517. function setValueV4iArray( gl, v ) {
  10518. gl.uniform4iv( this.addr, v );
  10519. }
  10520. // Array of vectors (flat or from THREE classes)
  10521. function setValueV2fArray( gl, v ) {
  10522. var data = flatten( v, this.size, 2 );
  10523. gl.uniform2fv( this.addr, data );
  10524. }
  10525. function setValueV3fArray( gl, v ) {
  10526. var data = flatten( v, this.size, 3 );
  10527. gl.uniform3fv( this.addr, data );
  10528. }
  10529. function setValueV4fArray( gl, v ) {
  10530. var data = flatten( v, this.size, 4 );
  10531. gl.uniform4fv( this.addr, data );
  10532. }
  10533. // Array of matrices (flat or from THREE clases)
  10534. function setValueM2Array( gl, v ) {
  10535. var data = flatten( v, this.size, 4 );
  10536. gl.uniformMatrix2fv( this.addr, false, data );
  10537. }
  10538. function setValueM3Array( gl, v ) {
  10539. var data = flatten( v, this.size, 9 );
  10540. gl.uniformMatrix3fv( this.addr, false, data );
  10541. }
  10542. function setValueM4Array( gl, v ) {
  10543. var data = flatten( v, this.size, 16 );
  10544. gl.uniformMatrix4fv( this.addr, false, data );
  10545. }
  10546. // Array of textures (2D / Cube)
  10547. function setValueT1Array( gl, v, textures ) {
  10548. var n = v.length;
  10549. var units = allocTexUnits( textures, n );
  10550. gl.uniform1iv( this.addr, units );
  10551. for ( var i = 0; i !== n; ++ i ) {
  10552. textures.safeSetTexture2D( v[ i ] || emptyTexture, units[ i ] );
  10553. }
  10554. }
  10555. function setValueT6Array( gl, v, textures ) {
  10556. var n = v.length;
  10557. var units = allocTexUnits( textures, n );
  10558. gl.uniform1iv( this.addr, units );
  10559. for ( var i = 0; i !== n; ++ i ) {
  10560. textures.safeSetTextureCube( v[ i ] || emptyCubeTexture, units[ i ] );
  10561. }
  10562. }
  10563. // Helper to pick the right setter for a pure (bottom-level) array
  10564. function getPureArraySetter( type ) {
  10565. switch ( type ) {
  10566. case 0x1406: return setValueV1fArray; // FLOAT
  10567. case 0x8b50: return setValueV2fArray; // _VEC2
  10568. case 0x8b51: return setValueV3fArray; // _VEC3
  10569. case 0x8b52: return setValueV4fArray; // _VEC4
  10570. case 0x8b5a: return setValueM2Array; // _MAT2
  10571. case 0x8b5b: return setValueM3Array; // _MAT3
  10572. case 0x8b5c: return setValueM4Array; // _MAT4
  10573. case 0x1404: case 0x8b56: return setValueV1iArray; // INT, BOOL
  10574. case 0x8b53: case 0x8b57: return setValueV2iArray; // _VEC2
  10575. case 0x8b54: case 0x8b58: return setValueV3iArray; // _VEC3
  10576. case 0x8b55: case 0x8b59: return setValueV4iArray; // _VEC4
  10577. case 0x8b5e: // SAMPLER_2D
  10578. case 0x8d66: // SAMPLER_EXTERNAL_OES
  10579. case 0x8dca: // INT_SAMPLER_2D
  10580. case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D
  10581. case 0x8b62: // SAMPLER_2D_SHADOW
  10582. return setValueT1Array;
  10583. case 0x8b60: // SAMPLER_CUBE
  10584. case 0x8dcc: // INT_SAMPLER_CUBE
  10585. case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE
  10586. case 0x8dc5: // SAMPLER_CUBE_SHADOW
  10587. return setValueT6Array;
  10588. }
  10589. }
  10590. // --- Uniform Classes ---
  10591. function SingleUniform( id, activeInfo, addr ) {
  10592. this.id = id;
  10593. this.addr = addr;
  10594. this.cache = [];
  10595. this.setValue = getSingularSetter( activeInfo.type );
  10596. // this.path = activeInfo.name; // DEBUG
  10597. }
  10598. function PureArrayUniform( id, activeInfo, addr ) {
  10599. this.id = id;
  10600. this.addr = addr;
  10601. this.cache = [];
  10602. this.size = activeInfo.size;
  10603. this.setValue = getPureArraySetter( activeInfo.type );
  10604. // this.path = activeInfo.name; // DEBUG
  10605. }
  10606. PureArrayUniform.prototype.updateCache = function ( data ) {
  10607. var cache = this.cache;
  10608. if ( data instanceof Float32Array && cache.length !== data.length ) {
  10609. this.cache = new Float32Array( data.length );
  10610. }
  10611. copyArray( cache, data );
  10612. };
  10613. function StructuredUniform( id ) {
  10614. this.id = id;
  10615. this.seq = [];
  10616. this.map = {};
  10617. }
  10618. StructuredUniform.prototype.setValue = function ( gl, value, textures ) {
  10619. var seq = this.seq;
  10620. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10621. var u = seq[ i ];
  10622. u.setValue( gl, value[ u.id ], textures );
  10623. }
  10624. };
  10625. // --- Top-level ---
  10626. // Parser - builds up the property tree from the path strings
  10627. var RePathPart = /([\w\d_]+)(\])?(\[|\.)?/g;
  10628. // extracts
  10629. // - the identifier (member name or array index)
  10630. // - followed by an optional right bracket (found when array index)
  10631. // - followed by an optional left bracket or dot (type of subscript)
  10632. //
  10633. // Note: These portions can be read in a non-overlapping fashion and
  10634. // allow straightforward parsing of the hierarchy that WebGL encodes
  10635. // in the uniform names.
  10636. function addUniform( container, uniformObject ) {
  10637. container.seq.push( uniformObject );
  10638. container.map[ uniformObject.id ] = uniformObject;
  10639. }
  10640. function parseUniform( activeInfo, addr, container ) {
  10641. var path = activeInfo.name,
  10642. pathLength = path.length;
  10643. // reset RegExp object, because of the early exit of a previous run
  10644. RePathPart.lastIndex = 0;
  10645. while ( true ) {
  10646. var match = RePathPart.exec( path ),
  10647. matchEnd = RePathPart.lastIndex;
  10648. var id = match[ 1 ];
  10649. var idIsIndex = match[ 2 ] === ']',
  10650. subscript = match[ 3 ];
  10651. if ( idIsIndex ) { id = id | 0; } // convert to integer
  10652. if ( subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength ) {
  10653. // bare name or "pure" bottom-level array "[0]" suffix
  10654. addUniform( container, subscript === undefined ?
  10655. new SingleUniform( id, activeInfo, addr ) :
  10656. new PureArrayUniform( id, activeInfo, addr ) );
  10657. break;
  10658. } else {
  10659. // step into inner node / create it in case it doesn't exist
  10660. var map = container.map;
  10661. var next = map[ id ];
  10662. if ( next === undefined ) {
  10663. next = new StructuredUniform( id );
  10664. addUniform( container, next );
  10665. }
  10666. container = next;
  10667. }
  10668. }
  10669. }
  10670. // Root Container
  10671. function WebGLUniforms( gl, program ) {
  10672. this.seq = [];
  10673. this.map = {};
  10674. var n = gl.getProgramParameter( program, 35718 );
  10675. for ( var i = 0; i < n; ++ i ) {
  10676. var info = gl.getActiveUniform( program, i ),
  10677. addr = gl.getUniformLocation( program, info.name );
  10678. parseUniform( info, addr, this );
  10679. }
  10680. }
  10681. WebGLUniforms.prototype.setValue = function ( gl, name, value, textures ) {
  10682. var u = this.map[ name ];
  10683. if ( u !== undefined ) { u.setValue( gl, value, textures ); }
  10684. };
  10685. WebGLUniforms.prototype.setOptional = function ( gl, object, name ) {
  10686. var v = object[ name ];
  10687. if ( v !== undefined ) { this.setValue( gl, name, v ); }
  10688. };
  10689. // Static interface
  10690. WebGLUniforms.upload = function ( gl, seq, values, textures ) {
  10691. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10692. var u = seq[ i ],
  10693. v = values[ u.id ];
  10694. if ( v.needsUpdate !== false ) {
  10695. // note: always updating when .needsUpdate is undefined
  10696. u.setValue( gl, v.value, textures );
  10697. }
  10698. }
  10699. };
  10700. WebGLUniforms.seqWithValue = function ( seq, values ) {
  10701. var r = [];
  10702. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10703. var u = seq[ i ];
  10704. if ( u.id in values ) { r.push( u ); }
  10705. }
  10706. return r;
  10707. };
  10708. function WebGLShader( gl, type, string ) {
  10709. var shader = gl.createShader( type );
  10710. gl.shaderSource( shader, string );
  10711. gl.compileShader( shader );
  10712. return shader;
  10713. }
  10714. var programIdCount = 0;
  10715. function addLineNumbers( string ) {
  10716. var lines = string.split( '\n' );
  10717. for ( var i = 0; i < lines.length; i ++ ) {
  10718. lines[ i ] = ( i + 1 ) + ': ' + lines[ i ];
  10719. }
  10720. return lines.join( '\n' );
  10721. }
  10722. function getEncodingComponents( encoding ) {
  10723. switch ( encoding ) {
  10724. case LinearEncoding:
  10725. return [ 'Linear', '( value )' ];
  10726. case sRGBEncoding:
  10727. return [ 'sRGB', '( value )' ];
  10728. case RGBEEncoding:
  10729. return [ 'RGBE', '( value )' ];
  10730. case RGBM7Encoding:
  10731. return [ 'RGBM', '( value, 7.0 )' ];
  10732. case RGBM16Encoding:
  10733. return [ 'RGBM', '( value, 16.0 )' ];
  10734. case RGBDEncoding:
  10735. return [ 'RGBD', '( value, 256.0 )' ];
  10736. case GammaEncoding:
  10737. return [ 'Gamma', '( value, float( GAMMA_FACTOR ) )' ];
  10738. case LogLuvEncoding:
  10739. return [ 'LogLuv', '( value )' ];
  10740. default:
  10741. console.warn( 'THREE.WebGLProgram: Unsupported encoding:', encoding );
  10742. return [ 'Linear', '( value )' ];
  10743. }
  10744. }
  10745. function getShaderErrors( gl, shader, type ) {
  10746. var status = gl.getShaderParameter( shader, 35713 );
  10747. var log = gl.getShaderInfoLog( shader ).trim();
  10748. if ( status && log === '' ) { return ''; }
  10749. // --enable-privileged-webgl-extension
  10750. // console.log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );
  10751. var source = gl.getShaderSource( shader );
  10752. return 'THREE.WebGLShader: gl.getShaderInfoLog() ' + type + '\n' + log + addLineNumbers( source );
  10753. }
  10754. function getTexelDecodingFunction( functionName, encoding ) {
  10755. var components = getEncodingComponents( encoding );
  10756. return 'vec4 ' + functionName + '( vec4 value ) { return ' + components[ 0 ] + 'ToLinear' + components[ 1 ] + '; }';
  10757. }
  10758. function getTexelEncodingFunction( functionName, encoding ) {
  10759. var components = getEncodingComponents( encoding );
  10760. return 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[ 0 ] + components[ 1 ] + '; }';
  10761. }
  10762. function getToneMappingFunction( functionName, toneMapping ) {
  10763. var toneMappingName;
  10764. switch ( toneMapping ) {
  10765. case LinearToneMapping:
  10766. toneMappingName = 'Linear';
  10767. break;
  10768. case ReinhardToneMapping:
  10769. toneMappingName = 'Reinhard';
  10770. break;
  10771. case CineonToneMapping:
  10772. toneMappingName = 'OptimizedCineon';
  10773. break;
  10774. case ACESFilmicToneMapping:
  10775. toneMappingName = 'ACESFilmic';
  10776. break;
  10777. case CustomToneMapping:
  10778. toneMappingName = 'Custom';
  10779. break;
  10780. default:
  10781. console.warn( 'THREE.WebGLProgram: Unsupported toneMapping:', toneMapping );
  10782. toneMappingName = 'Linear';
  10783. }
  10784. return 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }';
  10785. }
  10786. function generateExtensions( parameters ) {
  10787. var chunks = [
  10788. ( parameters.extensionDerivatives || parameters.envMapCubeUV || parameters.bumpMap || parameters.tangentSpaceNormalMap || parameters.clearcoatNormalMap || parameters.flatShading || parameters.shaderID === 'physical' ) ? '#extension GL_OES_standard_derivatives : enable' : '',
  10789. ( parameters.extensionFragDepth || parameters.logarithmicDepthBuffer ) && parameters.rendererExtensionFragDepth ? '#extension GL_EXT_frag_depth : enable' : '',
  10790. ( parameters.extensionDrawBuffers && parameters.rendererExtensionDrawBuffers ) ? '#extension GL_EXT_draw_buffers : require' : '',
  10791. ( parameters.extensionShaderTextureLOD || parameters.envMap ) && parameters.rendererExtensionShaderTextureLod ? '#extension GL_EXT_shader_texture_lod : enable' : ''
  10792. ];
  10793. return chunks.filter( filterEmptyLine ).join( '\n' );
  10794. }
  10795. function generateDefines( defines ) {
  10796. var chunks = [];
  10797. for ( var name in defines ) {
  10798. var value = defines[ name ];
  10799. if ( value === false ) { continue; }
  10800. chunks.push( '#define ' + name + ' ' + value );
  10801. }
  10802. return chunks.join( '\n' );
  10803. }
  10804. function fetchAttributeLocations( gl, program ) {
  10805. var attributes = {};
  10806. var n = gl.getProgramParameter( program, 35721 );
  10807. for ( var i = 0; i < n; i ++ ) {
  10808. var info = gl.getActiveAttrib( program, i );
  10809. var name = info.name;
  10810. // console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i );
  10811. attributes[ name ] = gl.getAttribLocation( program, name );
  10812. }
  10813. return attributes;
  10814. }
  10815. function filterEmptyLine( string ) {
  10816. return string !== '';
  10817. }
  10818. function replaceLightNums( string, parameters ) {
  10819. return string
  10820. .replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights )
  10821. .replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights )
  10822. .replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights )
  10823. .replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights )
  10824. .replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights )
  10825. .replace( /NUM_DIR_LIGHT_SHADOWS/g, parameters.numDirLightShadows )
  10826. .replace( /NUM_SPOT_LIGHT_SHADOWS/g, parameters.numSpotLightShadows )
  10827. .replace( /NUM_POINT_LIGHT_SHADOWS/g, parameters.numPointLightShadows );
  10828. }
  10829. function replaceClippingPlaneNums( string, parameters ) {
  10830. return string
  10831. .replace( /NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes )
  10832. .replace( /UNION_CLIPPING_PLANES/g, ( parameters.numClippingPlanes - parameters.numClipIntersection ) );
  10833. }
  10834. // Resolve Includes
  10835. var includePattern = /^[ \t]*#include +<([\w\d./]+)>/gm;
  10836. function resolveIncludes( string ) {
  10837. return string.replace( includePattern, includeReplacer );
  10838. }
  10839. function includeReplacer( match, include ) {
  10840. var string = ShaderChunk[ include ];
  10841. if ( string === undefined ) {
  10842. throw new Error( 'Can not resolve #include <' + include + '>' );
  10843. }
  10844. return resolveIncludes( string );
  10845. }
  10846. // Unroll Loops
  10847. var deprecatedUnrollLoopPattern = /#pragma unroll_loop[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g;
  10848. var unrollLoopPattern = /#pragma unroll_loop_start[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}[\s]+?#pragma unroll_loop_end/g;
  10849. function unrollLoops( string ) {
  10850. return string
  10851. .replace( unrollLoopPattern, loopReplacer )
  10852. .replace( deprecatedUnrollLoopPattern, deprecatedLoopReplacer );
  10853. }
  10854. function deprecatedLoopReplacer( match, start, end, snippet ) {
  10855. console.warn( 'WebGLProgram: #pragma unroll_loop shader syntax is deprecated. Please use #pragma unroll_loop_start syntax instead.' );
  10856. return loopReplacer( match, start, end, snippet );
  10857. }
  10858. function loopReplacer( match, start, end, snippet ) {
  10859. var string = '';
  10860. for ( var i = parseInt( start ); i < parseInt( end ); i ++ ) {
  10861. string += snippet
  10862. .replace( /\[ i \]/g, '[ ' + i + ' ]' )
  10863. .replace( /UNROLLED_LOOP_INDEX/g, i );
  10864. }
  10865. return string;
  10866. }
  10867. //
  10868. function generatePrecision( parameters ) {
  10869. var precisionstring = "precision " + parameters.precision + " float;\nprecision " + parameters.precision + " int;";
  10870. if ( parameters.precision === "highp" ) {
  10871. precisionstring += "\n#define HIGH_PRECISION";
  10872. } else if ( parameters.precision === "mediump" ) {
  10873. precisionstring += "\n#define MEDIUM_PRECISION";
  10874. } else if ( parameters.precision === "lowp" ) {
  10875. precisionstring += "\n#define LOW_PRECISION";
  10876. }
  10877. return precisionstring;
  10878. }
  10879. function generateShadowMapTypeDefine( parameters ) {
  10880. var shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';
  10881. if ( parameters.shadowMapType === PCFShadowMap ) {
  10882. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';
  10883. } else if ( parameters.shadowMapType === PCFSoftShadowMap ) {
  10884. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';
  10885. } else if ( parameters.shadowMapType === VSMShadowMap ) {
  10886. shadowMapTypeDefine = 'SHADOWMAP_TYPE_VSM';
  10887. }
  10888. return shadowMapTypeDefine;
  10889. }
  10890. function generateEnvMapTypeDefine( parameters ) {
  10891. var envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  10892. if ( parameters.envMap ) {
  10893. switch ( parameters.envMapMode ) {
  10894. case CubeReflectionMapping:
  10895. case CubeRefractionMapping:
  10896. envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  10897. break;
  10898. case CubeUVReflectionMapping:
  10899. case CubeUVRefractionMapping:
  10900. envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';
  10901. break;
  10902. case EquirectangularReflectionMapping:
  10903. case EquirectangularRefractionMapping:
  10904. envMapTypeDefine = 'ENVMAP_TYPE_EQUIREC';
  10905. break;
  10906. }
  10907. }
  10908. return envMapTypeDefine;
  10909. }
  10910. function generateEnvMapModeDefine( parameters ) {
  10911. var envMapModeDefine = 'ENVMAP_MODE_REFLECTION';
  10912. if ( parameters.envMap ) {
  10913. switch ( parameters.envMapMode ) {
  10914. case CubeRefractionMapping:
  10915. case EquirectangularRefractionMapping:
  10916. case CubeUVRefractionMapping:
  10917. envMapModeDefine = 'ENVMAP_MODE_REFRACTION';
  10918. break;
  10919. }
  10920. }
  10921. return envMapModeDefine;
  10922. }
  10923. function generateEnvMapBlendingDefine( parameters ) {
  10924. var envMapBlendingDefine = 'ENVMAP_BLENDING_NONE';
  10925. if ( parameters.envMap ) {
  10926. switch ( parameters.combine ) {
  10927. case MultiplyOperation:
  10928. envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  10929. break;
  10930. case MixOperation:
  10931. envMapBlendingDefine = 'ENVMAP_BLENDING_MIX';
  10932. break;
  10933. case AddOperation:
  10934. envMapBlendingDefine = 'ENVMAP_BLENDING_ADD';
  10935. break;
  10936. }
  10937. }
  10938. return envMapBlendingDefine;
  10939. }
  10940. function WebGLProgram( renderer, cacheKey, parameters, bindingStates ) {
  10941. var gl = renderer.getContext();
  10942. var defines = parameters.defines;
  10943. var vertexShader = parameters.vertexShader;
  10944. var fragmentShader = parameters.fragmentShader;
  10945. var shadowMapTypeDefine = generateShadowMapTypeDefine( parameters );
  10946. var envMapTypeDefine = generateEnvMapTypeDefine( parameters );
  10947. var envMapModeDefine = generateEnvMapModeDefine( parameters );
  10948. var envMapBlendingDefine = generateEnvMapBlendingDefine( parameters );
  10949. var gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0;
  10950. var customExtensions = parameters.isWebGL2 ? '' : generateExtensions( parameters );
  10951. var customDefines = generateDefines( defines );
  10952. var program = gl.createProgram();
  10953. var prefixVertex, prefixFragment;
  10954. if ( parameters.isRawShaderMaterial ) {
  10955. prefixVertex = [
  10956. customDefines
  10957. ].filter( filterEmptyLine ).join( '\n' );
  10958. if ( prefixVertex.length > 0 ) {
  10959. prefixVertex += '\n';
  10960. }
  10961. prefixFragment = [
  10962. customExtensions,
  10963. customDefines
  10964. ].filter( filterEmptyLine ).join( '\n' );
  10965. if ( prefixFragment.length > 0 ) {
  10966. prefixFragment += '\n';
  10967. }
  10968. } else {
  10969. prefixVertex = [
  10970. generatePrecision( parameters ),
  10971. '#define SHADER_NAME ' + parameters.shaderName,
  10972. customDefines,
  10973. parameters.instancing ? '#define USE_INSTANCING' : '',
  10974. parameters.instancingColor ? '#define USE_INSTANCING_COLOR' : '',
  10975. parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',
  10976. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  10977. '#define MAX_BONES ' + parameters.maxBones,
  10978. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  10979. ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',
  10980. parameters.map ? '#define USE_MAP' : '',
  10981. parameters.envMap ? '#define USE_ENVMAP' : '',
  10982. parameters.envMap ? '#define ' + envMapModeDefine : '',
  10983. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  10984. parameters.aoMap ? '#define USE_AOMAP' : '',
  10985. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  10986. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  10987. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  10988. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  10989. ( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',
  10990. parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',
  10991. parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',
  10992. parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
  10993. parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '',
  10994. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  10995. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  10996. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  10997. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  10998. parameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '',
  10999. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  11000. parameters.vertexColors ? '#define USE_COLOR' : '',
  11001. parameters.vertexUvs ? '#define USE_UV' : '',
  11002. parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',
  11003. parameters.flatShading ? '#define FLAT_SHADED' : '',
  11004. parameters.skinning ? '#define USE_SKINNING' : '',
  11005. parameters.useVertexTexture ? '#define BONE_TEXTURE' : '',
  11006. parameters.morphTargets ? '#define USE_MORPHTARGETS' : '',
  11007. parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',
  11008. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  11009. parameters.flipSided ? '#define FLIP_SIDED' : '',
  11010. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  11011. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  11012. parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',
  11013. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  11014. ( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  11015. 'uniform mat4 modelMatrix;',
  11016. 'uniform mat4 modelViewMatrix;',
  11017. 'uniform mat4 projectionMatrix;',
  11018. 'uniform mat4 viewMatrix;',
  11019. 'uniform mat3 normalMatrix;',
  11020. 'uniform vec3 cameraPosition;',
  11021. 'uniform bool isOrthographic;',
  11022. '#ifdef USE_INSTANCING',
  11023. ' attribute mat4 instanceMatrix;',
  11024. '#endif',
  11025. '#ifdef USE_INSTANCING_COLOR',
  11026. ' attribute vec3 instanceColor;',
  11027. '#endif',
  11028. 'attribute vec3 position;',
  11029. 'attribute vec3 normal;',
  11030. 'attribute vec2 uv;',
  11031. '#ifdef USE_TANGENT',
  11032. ' attribute vec4 tangent;',
  11033. '#endif',
  11034. '#ifdef USE_COLOR',
  11035. ' attribute vec3 color;',
  11036. '#endif',
  11037. '#ifdef USE_MORPHTARGETS',
  11038. ' attribute vec3 morphTarget0;',
  11039. ' attribute vec3 morphTarget1;',
  11040. ' attribute vec3 morphTarget2;',
  11041. ' attribute vec3 morphTarget3;',
  11042. ' #ifdef USE_MORPHNORMALS',
  11043. ' attribute vec3 morphNormal0;',
  11044. ' attribute vec3 morphNormal1;',
  11045. ' attribute vec3 morphNormal2;',
  11046. ' attribute vec3 morphNormal3;',
  11047. ' #else',
  11048. ' attribute vec3 morphTarget4;',
  11049. ' attribute vec3 morphTarget5;',
  11050. ' attribute vec3 morphTarget6;',
  11051. ' attribute vec3 morphTarget7;',
  11052. ' #endif',
  11053. '#endif',
  11054. '#ifdef USE_SKINNING',
  11055. ' attribute vec4 skinIndex;',
  11056. ' attribute vec4 skinWeight;',
  11057. '#endif',
  11058. '\n'
  11059. ].filter( filterEmptyLine ).join( '\n' );
  11060. prefixFragment = [
  11061. customExtensions,
  11062. generatePrecision( parameters ),
  11063. '#define SHADER_NAME ' + parameters.shaderName,
  11064. customDefines,
  11065. parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest + ( parameters.alphaTest % 1 ? '' : '.0' ) : '', // add '.0' if integer
  11066. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  11067. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  11068. ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',
  11069. parameters.map ? '#define USE_MAP' : '',
  11070. parameters.matcap ? '#define USE_MATCAP' : '',
  11071. parameters.envMap ? '#define USE_ENVMAP' : '',
  11072. parameters.envMap ? '#define ' + envMapTypeDefine : '',
  11073. parameters.envMap ? '#define ' + envMapModeDefine : '',
  11074. parameters.envMap ? '#define ' + envMapBlendingDefine : '',
  11075. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  11076. parameters.aoMap ? '#define USE_AOMAP' : '',
  11077. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  11078. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  11079. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  11080. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  11081. ( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',
  11082. parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',
  11083. parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',
  11084. parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
  11085. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  11086. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  11087. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  11088. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  11089. parameters.sheen ? '#define USE_SHEEN' : '',
  11090. parameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '',
  11091. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  11092. parameters.vertexColors || parameters.instancingColor ? '#define USE_COLOR' : '',
  11093. parameters.vertexUvs ? '#define USE_UV' : '',
  11094. parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',
  11095. parameters.gradientMap ? '#define USE_GRADIENTMAP' : '',
  11096. parameters.flatShading ? '#define FLAT_SHADED' : '',
  11097. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  11098. parameters.flipSided ? '#define FLIP_SIDED' : '',
  11099. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  11100. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  11101. parameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '',
  11102. parameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '',
  11103. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  11104. ( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  11105. ( ( parameters.extensionShaderTextureLOD || parameters.envMap ) && parameters.rendererExtensionShaderTextureLod ) ? '#define TEXTURE_LOD_EXT' : '',
  11106. 'uniform mat4 viewMatrix;',
  11107. 'uniform vec3 cameraPosition;',
  11108. 'uniform bool isOrthographic;',
  11109. ( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '',
  11110. ( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below
  11111. ( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '',
  11112. parameters.dithering ? '#define DITHERING' : '',
  11113. ShaderChunk[ 'encodings_pars_fragment' ], // this code is required here because it is used by the various encoding/decoding function defined below
  11114. parameters.map ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '',
  11115. parameters.matcap ? getTexelDecodingFunction( 'matcapTexelToLinear', parameters.matcapEncoding ) : '',
  11116. parameters.envMap ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '',
  11117. parameters.emissiveMap ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '',
  11118. parameters.lightMap ? getTexelDecodingFunction( 'lightMapTexelToLinear', parameters.lightMapEncoding ) : '',
  11119. getTexelEncodingFunction( 'linearToOutputTexel', parameters.outputEncoding ),
  11120. parameters.depthPacking ? '#define DEPTH_PACKING ' + parameters.depthPacking : '',
  11121. '\n'
  11122. ].filter( filterEmptyLine ).join( '\n' );
  11123. }
  11124. vertexShader = resolveIncludes( vertexShader );
  11125. vertexShader = replaceLightNums( vertexShader, parameters );
  11126. vertexShader = replaceClippingPlaneNums( vertexShader, parameters );
  11127. fragmentShader = resolveIncludes( fragmentShader );
  11128. fragmentShader = replaceLightNums( fragmentShader, parameters );
  11129. fragmentShader = replaceClippingPlaneNums( fragmentShader, parameters );
  11130. vertexShader = unrollLoops( vertexShader );
  11131. fragmentShader = unrollLoops( fragmentShader );
  11132. if ( parameters.isWebGL2 && ! parameters.isRawShaderMaterial ) {
  11133. // GLSL 3.0 conversion
  11134. prefixVertex = [
  11135. '#version 300 es\n',
  11136. '#define attribute in',
  11137. '#define varying out',
  11138. '#define texture2D texture'
  11139. ].join( '\n' ) + '\n' + prefixVertex;
  11140. prefixFragment = [
  11141. '#version 300 es\n',
  11142. '#define varying in',
  11143. 'out highp vec4 pc_fragColor;',
  11144. '#define gl_FragColor pc_fragColor',
  11145. '#define gl_FragDepthEXT gl_FragDepth',
  11146. '#define texture2D texture',
  11147. '#define textureCube texture',
  11148. '#define texture2DProj textureProj',
  11149. '#define texture2DLodEXT textureLod',
  11150. '#define texture2DProjLodEXT textureProjLod',
  11151. '#define textureCubeLodEXT textureLod',
  11152. '#define texture2DGradEXT textureGrad',
  11153. '#define texture2DProjGradEXT textureProjGrad',
  11154. '#define textureCubeGradEXT textureGrad'
  11155. ].join( '\n' ) + '\n' + prefixFragment;
  11156. }
  11157. var vertexGlsl = prefixVertex + vertexShader;
  11158. var fragmentGlsl = prefixFragment + fragmentShader;
  11159. // console.log( '*VERTEX*', vertexGlsl );
  11160. // console.log( '*FRAGMENT*', fragmentGlsl );
  11161. var glVertexShader = WebGLShader( gl, 35633, vertexGlsl );
  11162. var glFragmentShader = WebGLShader( gl, 35632, fragmentGlsl );
  11163. gl.attachShader( program, glVertexShader );
  11164. gl.attachShader( program, glFragmentShader );
  11165. // Force a particular attribute to index 0.
  11166. if ( parameters.index0AttributeName !== undefined ) {
  11167. gl.bindAttribLocation( program, 0, parameters.index0AttributeName );
  11168. } else if ( parameters.morphTargets === true ) {
  11169. // programs with morphTargets displace position out of attribute 0
  11170. gl.bindAttribLocation( program, 0, 'position' );
  11171. }
  11172. gl.linkProgram( program );
  11173. // check for link errors
  11174. if ( renderer.debug.checkShaderErrors ) {
  11175. var programLog = gl.getProgramInfoLog( program ).trim();
  11176. var vertexLog = gl.getShaderInfoLog( glVertexShader ).trim();
  11177. var fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim();
  11178. var runnable = true;
  11179. var haveDiagnostics = true;
  11180. if ( gl.getProgramParameter( program, 35714 ) === false ) {
  11181. runnable = false;
  11182. var vertexErrors = getShaderErrors( gl, glVertexShader, 'vertex' );
  11183. var fragmentErrors = getShaderErrors( gl, glFragmentShader, 'fragment' );
  11184. console.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), '35715', gl.getProgramParameter( program, 35715 ), 'gl.getProgramInfoLog', programLog, vertexErrors, fragmentErrors );
  11185. } else if ( programLog !== '' ) {
  11186. console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog );
  11187. } else if ( vertexLog === '' || fragmentLog === '' ) {
  11188. haveDiagnostics = false;
  11189. }
  11190. if ( haveDiagnostics ) {
  11191. this.diagnostics = {
  11192. runnable: runnable,
  11193. programLog: programLog,
  11194. vertexShader: {
  11195. log: vertexLog,
  11196. prefix: prefixVertex
  11197. },
  11198. fragmentShader: {
  11199. log: fragmentLog,
  11200. prefix: prefixFragment
  11201. }
  11202. };
  11203. }
  11204. }
  11205. // Clean up
  11206. // Crashes in iOS9 and iOS10. #18402
  11207. // gl.detachShader( program, glVertexShader );
  11208. // gl.detachShader( program, glFragmentShader );
  11209. gl.deleteShader( glVertexShader );
  11210. gl.deleteShader( glFragmentShader );
  11211. // set up caching for uniform locations
  11212. var cachedUniforms;
  11213. this.getUniforms = function () {
  11214. if ( cachedUniforms === undefined ) {
  11215. cachedUniforms = new WebGLUniforms( gl, program );
  11216. }
  11217. return cachedUniforms;
  11218. };
  11219. // set up caching for attribute locations
  11220. var cachedAttributes;
  11221. this.getAttributes = function () {
  11222. if ( cachedAttributes === undefined ) {
  11223. cachedAttributes = fetchAttributeLocations( gl, program );
  11224. }
  11225. return cachedAttributes;
  11226. };
  11227. // free resource
  11228. this.destroy = function () {
  11229. bindingStates.releaseStatesOfProgram( this );
  11230. gl.deleteProgram( program );
  11231. this.program = undefined;
  11232. };
  11233. //
  11234. this.name = parameters.shaderName;
  11235. this.id = programIdCount ++;
  11236. this.cacheKey = cacheKey;
  11237. this.usedTimes = 1;
  11238. this.program = program;
  11239. this.vertexShader = glVertexShader;
  11240. this.fragmentShader = glFragmentShader;
  11241. return this;
  11242. }
  11243. function WebGLPrograms( renderer, extensions, capabilities, bindingStates ) {
  11244. var programs = [];
  11245. var isWebGL2 = capabilities.isWebGL2;
  11246. var logarithmicDepthBuffer = capabilities.logarithmicDepthBuffer;
  11247. var floatVertexTextures = capabilities.floatVertexTextures;
  11248. var maxVertexUniforms = capabilities.maxVertexUniforms;
  11249. var vertexTextures = capabilities.vertexTextures;
  11250. var precision = capabilities.precision;
  11251. var shaderIDs = {
  11252. MeshDepthMaterial: 'depth',
  11253. MeshDistanceMaterial: 'distanceRGBA',
  11254. MeshNormalMaterial: 'normal',
  11255. MeshBasicMaterial: 'basic',
  11256. MeshLambertMaterial: 'lambert',
  11257. MeshPhongMaterial: 'phong',
  11258. MeshToonMaterial: 'toon',
  11259. MeshStandardMaterial: 'physical',
  11260. MeshPhysicalMaterial: 'physical',
  11261. MeshMatcapMaterial: 'matcap',
  11262. LineBasicMaterial: 'basic',
  11263. LineDashedMaterial: 'dashed',
  11264. PointsMaterial: 'points',
  11265. ShadowMaterial: 'shadow',
  11266. SpriteMaterial: 'sprite'
  11267. };
  11268. var parameterNames = [
  11269. "precision", "isWebGL2", "supportsVertexTextures", "outputEncoding", "instancing", "instancingColor",
  11270. "map", "mapEncoding", "matcap", "matcapEncoding", "envMap", "envMapMode", "envMapEncoding", "envMapCubeUV",
  11271. "lightMap", "lightMapEncoding", "aoMap", "emissiveMap", "emissiveMapEncoding", "bumpMap", "normalMap", "objectSpaceNormalMap", "tangentSpaceNormalMap", "clearcoatMap", "clearcoatRoughnessMap", "clearcoatNormalMap", "displacementMap", "specularMap",
  11272. "roughnessMap", "metalnessMap", "gradientMap",
  11273. "alphaMap", "combine", "vertexColors", "vertexTangents", "vertexUvs", "uvsVertexOnly", "fog", "useFog", "fogExp2",
  11274. "flatShading", "sizeAttenuation", "logarithmicDepthBuffer", "skinning",
  11275. "maxBones", "useVertexTexture", "morphTargets", "morphNormals",
  11276. "maxMorphTargets", "maxMorphNormals", "premultipliedAlpha",
  11277. "numDirLights", "numPointLights", "numSpotLights", "numHemiLights", "numRectAreaLights",
  11278. "numDirLightShadows", "numPointLightShadows", "numSpotLightShadows",
  11279. "shadowMapEnabled", "shadowMapType", "toneMapping", 'physicallyCorrectLights',
  11280. "alphaTest", "doubleSided", "flipSided", "numClippingPlanes", "numClipIntersection", "depthPacking", "dithering",
  11281. "sheen", "transmissionMap"
  11282. ];
  11283. function allocateBones( object ) {
  11284. var skeleton = object.skeleton;
  11285. var bones = skeleton.bones;
  11286. if ( floatVertexTextures ) {
  11287. return 1024;
  11288. } else {
  11289. // default for when object is not specified
  11290. // ( for example when prebuilding shader to be used with multiple objects )
  11291. //
  11292. // - leave some extra space for other uniforms
  11293. // - limit here is ANGLE's 254 max uniform vectors
  11294. // (up to 54 should be safe)
  11295. var nVertexUniforms = maxVertexUniforms;
  11296. var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
  11297. var maxBones = Math.min( nVertexMatrices, bones.length );
  11298. if ( maxBones < bones.length ) {
  11299. console.warn( 'THREE.WebGLRenderer: Skeleton has ' + bones.length + ' bones. This GPU supports ' + maxBones + '.' );
  11300. return 0;
  11301. }
  11302. return maxBones;
  11303. }
  11304. }
  11305. function getTextureEncodingFromMap( map ) {
  11306. var encoding;
  11307. if ( ! map ) {
  11308. encoding = LinearEncoding;
  11309. } else if ( map.isTexture ) {
  11310. encoding = map.encoding;
  11311. } else if ( map.isWebGLRenderTarget ) {
  11312. console.warn( "THREE.WebGLPrograms.getTextureEncodingFromMap: don't use render targets as textures. Use their .texture property instead." );
  11313. encoding = map.texture.encoding;
  11314. }
  11315. return encoding;
  11316. }
  11317. function getParameters( material, lights, shadows, scene, nClipPlanes, nClipIntersection, object ) {
  11318. var fog = scene.fog;
  11319. var environment = material.isMeshStandardMaterial ? scene.environment : null;
  11320. var envMap = material.envMap || environment;
  11321. var shaderID = shaderIDs[ material.type ];
  11322. // heuristics to create shader parameters according to lights in the scene
  11323. // (not to blow over maxLights budget)
  11324. var maxBones = object.isSkinnedMesh ? allocateBones( object ) : 0;
  11325. if ( material.precision !== null ) {
  11326. precision = capabilities.getMaxPrecision( material.precision );
  11327. if ( precision !== material.precision ) {
  11328. console.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' );
  11329. }
  11330. }
  11331. var vertexShader, fragmentShader;
  11332. if ( shaderID ) {
  11333. var shader = ShaderLib[ shaderID ];
  11334. vertexShader = shader.vertexShader;
  11335. fragmentShader = shader.fragmentShader;
  11336. } else {
  11337. vertexShader = material.vertexShader;
  11338. fragmentShader = material.fragmentShader;
  11339. }
  11340. var currentRenderTarget = renderer.getRenderTarget();
  11341. var parameters = {
  11342. isWebGL2: isWebGL2,
  11343. shaderID: shaderID,
  11344. shaderName: material.type,
  11345. vertexShader: vertexShader,
  11346. fragmentShader: fragmentShader,
  11347. defines: material.defines,
  11348. isRawShaderMaterial: material.isRawShaderMaterial,
  11349. isShaderMaterial: material.isShaderMaterial,
  11350. precision: precision,
  11351. instancing: object.isInstancedMesh === true,
  11352. instancingColor: object.isInstancedMesh === true && object.instanceColor !== null,
  11353. supportsVertexTextures: vertexTextures,
  11354. outputEncoding: ( currentRenderTarget !== null ) ? getTextureEncodingFromMap( currentRenderTarget.texture ) : renderer.outputEncoding,
  11355. map: !! material.map,
  11356. mapEncoding: getTextureEncodingFromMap( material.map ),
  11357. matcap: !! material.matcap,
  11358. matcapEncoding: getTextureEncodingFromMap( material.matcap ),
  11359. envMap: !! envMap,
  11360. envMapMode: envMap && envMap.mapping,
  11361. envMapEncoding: getTextureEncodingFromMap( envMap ),
  11362. envMapCubeUV: ( !! envMap ) && ( ( envMap.mapping === CubeUVReflectionMapping ) || ( envMap.mapping === CubeUVRefractionMapping ) ),
  11363. lightMap: !! material.lightMap,
  11364. lightMapEncoding: getTextureEncodingFromMap( material.lightMap ),
  11365. aoMap: !! material.aoMap,
  11366. emissiveMap: !! material.emissiveMap,
  11367. emissiveMapEncoding: getTextureEncodingFromMap( material.emissiveMap ),
  11368. bumpMap: !! material.bumpMap,
  11369. normalMap: !! material.normalMap,
  11370. objectSpaceNormalMap: material.normalMapType === ObjectSpaceNormalMap,
  11371. tangentSpaceNormalMap: material.normalMapType === TangentSpaceNormalMap,
  11372. clearcoatMap: !! material.clearcoatMap,
  11373. clearcoatRoughnessMap: !! material.clearcoatRoughnessMap,
  11374. clearcoatNormalMap: !! material.clearcoatNormalMap,
  11375. displacementMap: !! material.displacementMap,
  11376. roughnessMap: !! material.roughnessMap,
  11377. metalnessMap: !! material.metalnessMap,
  11378. specularMap: !! material.specularMap,
  11379. alphaMap: !! material.alphaMap,
  11380. gradientMap: !! material.gradientMap,
  11381. sheen: !! material.sheen,
  11382. transmissionMap: !! material.transmissionMap,
  11383. combine: material.combine,
  11384. vertexTangents: ( material.normalMap && material.vertexTangents ),
  11385. vertexColors: material.vertexColors,
  11386. vertexUvs: !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatMap || !! material.clearcoatRoughnessMap || !! material.clearcoatNormalMap || !! material.displacementMap || !! material.transmissionMap,
  11387. uvsVertexOnly: ! ( !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatNormalMap || !! material.transmissionMap ) && !! material.displacementMap,
  11388. fog: !! fog,
  11389. useFog: material.fog,
  11390. fogExp2: ( fog && fog.isFogExp2 ),
  11391. flatShading: material.flatShading,
  11392. sizeAttenuation: material.sizeAttenuation,
  11393. logarithmicDepthBuffer: logarithmicDepthBuffer,
  11394. skinning: material.skinning && maxBones > 0,
  11395. maxBones: maxBones,
  11396. useVertexTexture: floatVertexTextures,
  11397. morphTargets: material.morphTargets,
  11398. morphNormals: material.morphNormals,
  11399. maxMorphTargets: renderer.maxMorphTargets,
  11400. maxMorphNormals: renderer.maxMorphNormals,
  11401. numDirLights: lights.directional.length,
  11402. numPointLights: lights.point.length,
  11403. numSpotLights: lights.spot.length,
  11404. numRectAreaLights: lights.rectArea.length,
  11405. numHemiLights: lights.hemi.length,
  11406. numDirLightShadows: lights.directionalShadowMap.length,
  11407. numPointLightShadows: lights.pointShadowMap.length,
  11408. numSpotLightShadows: lights.spotShadowMap.length,
  11409. numClippingPlanes: nClipPlanes,
  11410. numClipIntersection: nClipIntersection,
  11411. dithering: material.dithering,
  11412. shadowMapEnabled: renderer.shadowMap.enabled && shadows.length > 0,
  11413. shadowMapType: renderer.shadowMap.type,
  11414. toneMapping: material.toneMapped ? renderer.toneMapping : NoToneMapping,
  11415. physicallyCorrectLights: renderer.physicallyCorrectLights,
  11416. premultipliedAlpha: material.premultipliedAlpha,
  11417. alphaTest: material.alphaTest,
  11418. doubleSided: material.side === DoubleSide,
  11419. flipSided: material.side === BackSide,
  11420. depthPacking: ( material.depthPacking !== undefined ) ? material.depthPacking : false,
  11421. index0AttributeName: material.index0AttributeName,
  11422. extensionDerivatives: material.extensions && material.extensions.derivatives,
  11423. extensionFragDepth: material.extensions && material.extensions.fragDepth,
  11424. extensionDrawBuffers: material.extensions && material.extensions.drawBuffers,
  11425. extensionShaderTextureLOD: material.extensions && material.extensions.shaderTextureLOD,
  11426. rendererExtensionFragDepth: isWebGL2 || extensions.get( 'EXT_frag_depth' ) !== null,
  11427. rendererExtensionDrawBuffers: isWebGL2 || extensions.get( 'WEBGL_draw_buffers' ) !== null,
  11428. rendererExtensionShaderTextureLod: isWebGL2 || extensions.get( 'EXT_shader_texture_lod' ) !== null,
  11429. customProgramCacheKey: material.customProgramCacheKey()
  11430. };
  11431. return parameters;
  11432. }
  11433. function getProgramCacheKey( parameters ) {
  11434. var array = [];
  11435. if ( parameters.shaderID ) {
  11436. array.push( parameters.shaderID );
  11437. } else {
  11438. array.push( parameters.fragmentShader );
  11439. array.push( parameters.vertexShader );
  11440. }
  11441. if ( parameters.defines !== undefined ) {
  11442. for ( var name in parameters.defines ) {
  11443. array.push( name );
  11444. array.push( parameters.defines[ name ] );
  11445. }
  11446. }
  11447. if ( parameters.isRawShaderMaterial === undefined ) {
  11448. for ( var i = 0; i < parameterNames.length; i ++ ) {
  11449. array.push( parameters[ parameterNames[ i ] ] );
  11450. }
  11451. array.push( renderer.outputEncoding );
  11452. array.push( renderer.gammaFactor );
  11453. }
  11454. array.push( parameters.customProgramCacheKey );
  11455. return array.join();
  11456. }
  11457. function getUniforms( material ) {
  11458. var shaderID = shaderIDs[ material.type ];
  11459. var uniforms;
  11460. if ( shaderID ) {
  11461. var shader = ShaderLib[ shaderID ];
  11462. uniforms = UniformsUtils.clone( shader.uniforms );
  11463. } else {
  11464. uniforms = material.uniforms;
  11465. }
  11466. return uniforms;
  11467. }
  11468. function acquireProgram( parameters, cacheKey ) {
  11469. var program;
  11470. // Check if code has been already compiled
  11471. for ( var p = 0, pl = programs.length; p < pl; p ++ ) {
  11472. var preexistingProgram = programs[ p ];
  11473. if ( preexistingProgram.cacheKey === cacheKey ) {
  11474. program = preexistingProgram;
  11475. ++ program.usedTimes;
  11476. break;
  11477. }
  11478. }
  11479. if ( program === undefined ) {
  11480. program = new WebGLProgram( renderer, cacheKey, parameters, bindingStates );
  11481. programs.push( program );
  11482. }
  11483. return program;
  11484. }
  11485. function releaseProgram( program ) {
  11486. if ( -- program.usedTimes === 0 ) {
  11487. // Remove from unordered set
  11488. var i = programs.indexOf( program );
  11489. programs[ i ] = programs[ programs.length - 1 ];
  11490. programs.pop();
  11491. // Free WebGL resources
  11492. program.destroy();
  11493. }
  11494. }
  11495. return {
  11496. getParameters: getParameters,
  11497. getProgramCacheKey: getProgramCacheKey,
  11498. getUniforms: getUniforms,
  11499. acquireProgram: acquireProgram,
  11500. releaseProgram: releaseProgram,
  11501. // Exposed for resource monitoring & error feedback via renderer.info:
  11502. programs: programs
  11503. };
  11504. }
  11505. function WebGLProperties() {
  11506. var properties = new WeakMap();
  11507. function get( object ) {
  11508. var map = properties.get( object );
  11509. if ( map === undefined ) {
  11510. map = {};
  11511. properties.set( object, map );
  11512. }
  11513. return map;
  11514. }
  11515. function remove( object ) {
  11516. properties.delete( object );
  11517. }
  11518. function update( object, key, value ) {
  11519. properties.get( object )[ key ] = value;
  11520. }
  11521. function dispose() {
  11522. properties = new WeakMap();
  11523. }
  11524. return {
  11525. get: get,
  11526. remove: remove,
  11527. update: update,
  11528. dispose: dispose
  11529. };
  11530. }
  11531. function painterSortStable( a, b ) {
  11532. if ( a.groupOrder !== b.groupOrder ) {
  11533. return a.groupOrder - b.groupOrder;
  11534. } else if ( a.renderOrder !== b.renderOrder ) {
  11535. return a.renderOrder - b.renderOrder;
  11536. } else if ( a.program !== b.program ) {
  11537. return a.program.id - b.program.id;
  11538. } else if ( a.material.id !== b.material.id ) {
  11539. return a.material.id - b.material.id;
  11540. } else if ( a.z !== b.z ) {
  11541. return a.z - b.z;
  11542. } else {
  11543. return a.id - b.id;
  11544. }
  11545. }
  11546. function reversePainterSortStable( a, b ) {
  11547. if ( a.groupOrder !== b.groupOrder ) {
  11548. return a.groupOrder - b.groupOrder;
  11549. } else if ( a.renderOrder !== b.renderOrder ) {
  11550. return a.renderOrder - b.renderOrder;
  11551. } else if ( a.z !== b.z ) {
  11552. return b.z - a.z;
  11553. } else {
  11554. return a.id - b.id;
  11555. }
  11556. }
  11557. function WebGLRenderList( properties ) {
  11558. var renderItems = [];
  11559. var renderItemsIndex = 0;
  11560. var opaque = [];
  11561. var transparent = [];
  11562. var defaultProgram = { id: - 1 };
  11563. function init() {
  11564. renderItemsIndex = 0;
  11565. opaque.length = 0;
  11566. transparent.length = 0;
  11567. }
  11568. function getNextRenderItem( object, geometry, material, groupOrder, z, group ) {
  11569. var renderItem = renderItems[ renderItemsIndex ];
  11570. var materialProperties = properties.get( material );
  11571. if ( renderItem === undefined ) {
  11572. renderItem = {
  11573. id: object.id,
  11574. object: object,
  11575. geometry: geometry,
  11576. material: material,
  11577. program: materialProperties.program || defaultProgram,
  11578. groupOrder: groupOrder,
  11579. renderOrder: object.renderOrder,
  11580. z: z,
  11581. group: group
  11582. };
  11583. renderItems[ renderItemsIndex ] = renderItem;
  11584. } else {
  11585. renderItem.id = object.id;
  11586. renderItem.object = object;
  11587. renderItem.geometry = geometry;
  11588. renderItem.material = material;
  11589. renderItem.program = materialProperties.program || defaultProgram;
  11590. renderItem.groupOrder = groupOrder;
  11591. renderItem.renderOrder = object.renderOrder;
  11592. renderItem.z = z;
  11593. renderItem.group = group;
  11594. }
  11595. renderItemsIndex ++;
  11596. return renderItem;
  11597. }
  11598. function push( object, geometry, material, groupOrder, z, group ) {
  11599. var renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );
  11600. ( material.transparent === true ? transparent : opaque ).push( renderItem );
  11601. }
  11602. function unshift( object, geometry, material, groupOrder, z, group ) {
  11603. var renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );
  11604. ( material.transparent === true ? transparent : opaque ).unshift( renderItem );
  11605. }
  11606. function sort( customOpaqueSort, customTransparentSort ) {
  11607. if ( opaque.length > 1 ) { opaque.sort( customOpaqueSort || painterSortStable ); }
  11608. if ( transparent.length > 1 ) { transparent.sort( customTransparentSort || reversePainterSortStable ); }
  11609. }
  11610. function finish() {
  11611. // Clear references from inactive renderItems in the list
  11612. for ( var i = renderItemsIndex, il = renderItems.length; i < il; i ++ ) {
  11613. var renderItem = renderItems[ i ];
  11614. if ( renderItem.id === null ) { break; }
  11615. renderItem.id = null;
  11616. renderItem.object = null;
  11617. renderItem.geometry = null;
  11618. renderItem.material = null;
  11619. renderItem.program = null;
  11620. renderItem.group = null;
  11621. }
  11622. }
  11623. return {
  11624. opaque: opaque,
  11625. transparent: transparent,
  11626. init: init,
  11627. push: push,
  11628. unshift: unshift,
  11629. finish: finish,
  11630. sort: sort
  11631. };
  11632. }
  11633. function WebGLRenderLists( properties ) {
  11634. var lists = new WeakMap();
  11635. function get( scene, camera ) {
  11636. var cameras = lists.get( scene );
  11637. var list;
  11638. if ( cameras === undefined ) {
  11639. list = new WebGLRenderList( properties );
  11640. lists.set( scene, new WeakMap() );
  11641. lists.get( scene ).set( camera, list );
  11642. } else {
  11643. list = cameras.get( camera );
  11644. if ( list === undefined ) {
  11645. list = new WebGLRenderList( properties );
  11646. cameras.set( camera, list );
  11647. }
  11648. }
  11649. return list;
  11650. }
  11651. function dispose() {
  11652. lists = new WeakMap();
  11653. }
  11654. return {
  11655. get: get,
  11656. dispose: dispose
  11657. };
  11658. }
  11659. function UniformsCache() {
  11660. var lights = {};
  11661. return {
  11662. get: function ( light ) {
  11663. if ( lights[ light.id ] !== undefined ) {
  11664. return lights[ light.id ];
  11665. }
  11666. var uniforms;
  11667. switch ( light.type ) {
  11668. case 'DirectionalLight':
  11669. uniforms = {
  11670. direction: new Vector3(),
  11671. color: new Color()
  11672. };
  11673. break;
  11674. case 'SpotLight':
  11675. uniforms = {
  11676. position: new Vector3(),
  11677. direction: new Vector3(),
  11678. color: new Color(),
  11679. distance: 0,
  11680. coneCos: 0,
  11681. penumbraCos: 0,
  11682. decay: 0
  11683. };
  11684. break;
  11685. case 'PointLight':
  11686. uniforms = {
  11687. position: new Vector3(),
  11688. color: new Color(),
  11689. distance: 0,
  11690. decay: 0
  11691. };
  11692. break;
  11693. case 'HemisphereLight':
  11694. uniforms = {
  11695. direction: new Vector3(),
  11696. skyColor: new Color(),
  11697. groundColor: new Color()
  11698. };
  11699. break;
  11700. case 'RectAreaLight':
  11701. uniforms = {
  11702. color: new Color(),
  11703. position: new Vector3(),
  11704. halfWidth: new Vector3(),
  11705. halfHeight: new Vector3()
  11706. };
  11707. break;
  11708. }
  11709. lights[ light.id ] = uniforms;
  11710. return uniforms;
  11711. }
  11712. };
  11713. }
  11714. function ShadowUniformsCache() {
  11715. var lights = {};
  11716. return {
  11717. get: function ( light ) {
  11718. if ( lights[ light.id ] !== undefined ) {
  11719. return lights[ light.id ];
  11720. }
  11721. var uniforms;
  11722. switch ( light.type ) {
  11723. case 'DirectionalLight':
  11724. uniforms = {
  11725. shadowBias: 0,
  11726. shadowNormalBias: 0,
  11727. shadowRadius: 1,
  11728. shadowMapSize: new Vector2()
  11729. };
  11730. break;
  11731. case 'SpotLight':
  11732. uniforms = {
  11733. shadowBias: 0,
  11734. shadowNormalBias: 0,
  11735. shadowRadius: 1,
  11736. shadowMapSize: new Vector2()
  11737. };
  11738. break;
  11739. case 'PointLight':
  11740. uniforms = {
  11741. shadowBias: 0,
  11742. shadowNormalBias: 0,
  11743. shadowRadius: 1,
  11744. shadowMapSize: new Vector2(),
  11745. shadowCameraNear: 1,
  11746. shadowCameraFar: 1000
  11747. };
  11748. break;
  11749. // TODO (abelnation): set RectAreaLight shadow uniforms
  11750. }
  11751. lights[ light.id ] = uniforms;
  11752. return uniforms;
  11753. }
  11754. };
  11755. }
  11756. var nextVersion = 0;
  11757. function shadowCastingLightsFirst( lightA, lightB ) {
  11758. return ( lightB.castShadow ? 1 : 0 ) - ( lightA.castShadow ? 1 : 0 );
  11759. }
  11760. function WebGLLights() {
  11761. var cache = new UniformsCache();
  11762. var shadowCache = ShadowUniformsCache();
  11763. var state = {
  11764. version: 0,
  11765. hash: {
  11766. directionalLength: - 1,
  11767. pointLength: - 1,
  11768. spotLength: - 1,
  11769. rectAreaLength: - 1,
  11770. hemiLength: - 1,
  11771. numDirectionalShadows: - 1,
  11772. numPointShadows: - 1,
  11773. numSpotShadows: - 1
  11774. },
  11775. ambient: [ 0, 0, 0 ],
  11776. probe: [],
  11777. directional: [],
  11778. directionalShadow: [],
  11779. directionalShadowMap: [],
  11780. directionalShadowMatrix: [],
  11781. spot: [],
  11782. spotShadow: [],
  11783. spotShadowMap: [],
  11784. spotShadowMatrix: [],
  11785. rectArea: [],
  11786. point: [],
  11787. pointShadow: [],
  11788. pointShadowMap: [],
  11789. pointShadowMatrix: [],
  11790. hemi: []
  11791. };
  11792. for ( var i = 0; i < 9; i ++ ) { state.probe.push( new Vector3() ); }
  11793. var vector3 = new Vector3();
  11794. var matrix4 = new Matrix4();
  11795. var matrix42 = new Matrix4();
  11796. function setup( lights, shadows, camera ) {
  11797. var r = 0, g = 0, b = 0;
  11798. for ( var i = 0; i < 9; i ++ ) { state.probe[ i ].set( 0, 0, 0 ); }
  11799. var directionalLength = 0;
  11800. var pointLength = 0;
  11801. var spotLength = 0;
  11802. var rectAreaLength = 0;
  11803. var hemiLength = 0;
  11804. var numDirectionalShadows = 0;
  11805. var numPointShadows = 0;
  11806. var numSpotShadows = 0;
  11807. var viewMatrix = camera.matrixWorldInverse;
  11808. lights.sort( shadowCastingLightsFirst );
  11809. for ( var i$1 = 0, l = lights.length; i$1 < l; i$1 ++ ) {
  11810. var light = lights[ i$1 ];
  11811. var color = light.color;
  11812. var intensity = light.intensity;
  11813. var distance = light.distance;
  11814. var shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;
  11815. if ( light.isAmbientLight ) {
  11816. r += color.r * intensity;
  11817. g += color.g * intensity;
  11818. b += color.b * intensity;
  11819. } else if ( light.isLightProbe ) {
  11820. for ( var j = 0; j < 9; j ++ ) {
  11821. state.probe[ j ].addScaledVector( light.sh.coefficients[ j ], intensity );
  11822. }
  11823. } else if ( light.isDirectionalLight ) {
  11824. var uniforms = cache.get( light );
  11825. uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
  11826. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  11827. vector3.setFromMatrixPosition( light.target.matrixWorld );
  11828. uniforms.direction.sub( vector3 );
  11829. uniforms.direction.transformDirection( viewMatrix );
  11830. if ( light.castShadow ) {
  11831. var shadow = light.shadow;
  11832. var shadowUniforms = shadowCache.get( light );
  11833. shadowUniforms.shadowBias = shadow.bias;
  11834. shadowUniforms.shadowNormalBias = shadow.normalBias;
  11835. shadowUniforms.shadowRadius = shadow.radius;
  11836. shadowUniforms.shadowMapSize = shadow.mapSize;
  11837. state.directionalShadow[ directionalLength ] = shadowUniforms;
  11838. state.directionalShadowMap[ directionalLength ] = shadowMap;
  11839. state.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;
  11840. numDirectionalShadows ++;
  11841. }
  11842. state.directional[ directionalLength ] = uniforms;
  11843. directionalLength ++;
  11844. } else if ( light.isSpotLight ) {
  11845. var uniforms$1 = cache.get( light );
  11846. uniforms$1.position.setFromMatrixPosition( light.matrixWorld );
  11847. uniforms$1.position.applyMatrix4( viewMatrix );
  11848. uniforms$1.color.copy( color ).multiplyScalar( intensity );
  11849. uniforms$1.distance = distance;
  11850. uniforms$1.direction.setFromMatrixPosition( light.matrixWorld );
  11851. vector3.setFromMatrixPosition( light.target.matrixWorld );
  11852. uniforms$1.direction.sub( vector3 );
  11853. uniforms$1.direction.transformDirection( viewMatrix );
  11854. uniforms$1.coneCos = Math.cos( light.angle );
  11855. uniforms$1.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );
  11856. uniforms$1.decay = light.decay;
  11857. if ( light.castShadow ) {
  11858. var shadow$1 = light.shadow;
  11859. var shadowUniforms$1 = shadowCache.get( light );
  11860. shadowUniforms$1.shadowBias = shadow$1.bias;
  11861. shadowUniforms$1.shadowNormalBias = shadow$1.normalBias;
  11862. shadowUniforms$1.shadowRadius = shadow$1.radius;
  11863. shadowUniforms$1.shadowMapSize = shadow$1.mapSize;
  11864. state.spotShadow[ spotLength ] = shadowUniforms$1;
  11865. state.spotShadowMap[ spotLength ] = shadowMap;
  11866. state.spotShadowMatrix[ spotLength ] = light.shadow.matrix;
  11867. numSpotShadows ++;
  11868. }
  11869. state.spot[ spotLength ] = uniforms$1;
  11870. spotLength ++;
  11871. } else if ( light.isRectAreaLight ) {
  11872. var uniforms$2 = cache.get( light );
  11873. // (a) intensity is the total visible light emitted
  11874. //uniforms.color.copy( color ).multiplyScalar( intensity / ( light.width * light.height * Math.PI ) );
  11875. // (b) intensity is the brightness of the light
  11876. uniforms$2.color.copy( color ).multiplyScalar( intensity );
  11877. uniforms$2.position.setFromMatrixPosition( light.matrixWorld );
  11878. uniforms$2.position.applyMatrix4( viewMatrix );
  11879. // extract local rotation of light to derive width/height half vectors
  11880. matrix42.identity();
  11881. matrix4.copy( light.matrixWorld );
  11882. matrix4.premultiply( viewMatrix );
  11883. matrix42.extractRotation( matrix4 );
  11884. uniforms$2.halfWidth.set( light.width * 0.5, 0.0, 0.0 );
  11885. uniforms$2.halfHeight.set( 0.0, light.height * 0.5, 0.0 );
  11886. uniforms$2.halfWidth.applyMatrix4( matrix42 );
  11887. uniforms$2.halfHeight.applyMatrix4( matrix42 );
  11888. // TODO (abelnation): RectAreaLight distance?
  11889. // uniforms.distance = distance;
  11890. state.rectArea[ rectAreaLength ] = uniforms$2;
  11891. rectAreaLength ++;
  11892. } else if ( light.isPointLight ) {
  11893. var uniforms$3 = cache.get( light );
  11894. uniforms$3.position.setFromMatrixPosition( light.matrixWorld );
  11895. uniforms$3.position.applyMatrix4( viewMatrix );
  11896. uniforms$3.color.copy( light.color ).multiplyScalar( light.intensity );
  11897. uniforms$3.distance = light.distance;
  11898. uniforms$3.decay = light.decay;
  11899. if ( light.castShadow ) {
  11900. var shadow$2 = light.shadow;
  11901. var shadowUniforms$2 = shadowCache.get( light );
  11902. shadowUniforms$2.shadowBias = shadow$2.bias;
  11903. shadowUniforms$2.shadowNormalBias = shadow$2.normalBias;
  11904. shadowUniforms$2.shadowRadius = shadow$2.radius;
  11905. shadowUniforms$2.shadowMapSize = shadow$2.mapSize;
  11906. shadowUniforms$2.shadowCameraNear = shadow$2.camera.near;
  11907. shadowUniforms$2.shadowCameraFar = shadow$2.camera.far;
  11908. state.pointShadow[ pointLength ] = shadowUniforms$2;
  11909. state.pointShadowMap[ pointLength ] = shadowMap;
  11910. state.pointShadowMatrix[ pointLength ] = light.shadow.matrix;
  11911. numPointShadows ++;
  11912. }
  11913. state.point[ pointLength ] = uniforms$3;
  11914. pointLength ++;
  11915. } else if ( light.isHemisphereLight ) {
  11916. var uniforms$4 = cache.get( light );
  11917. uniforms$4.direction.setFromMatrixPosition( light.matrixWorld );
  11918. uniforms$4.direction.transformDirection( viewMatrix );
  11919. uniforms$4.direction.normalize();
  11920. uniforms$4.skyColor.copy( light.color ).multiplyScalar( intensity );
  11921. uniforms$4.groundColor.copy( light.groundColor ).multiplyScalar( intensity );
  11922. state.hemi[ hemiLength ] = uniforms$4;
  11923. hemiLength ++;
  11924. }
  11925. }
  11926. state.ambient[ 0 ] = r;
  11927. state.ambient[ 1 ] = g;
  11928. state.ambient[ 2 ] = b;
  11929. var hash = state.hash;
  11930. if ( hash.directionalLength !== directionalLength ||
  11931. hash.pointLength !== pointLength ||
  11932. hash.spotLength !== spotLength ||
  11933. hash.rectAreaLength !== rectAreaLength ||
  11934. hash.hemiLength !== hemiLength ||
  11935. hash.numDirectionalShadows !== numDirectionalShadows ||
  11936. hash.numPointShadows !== numPointShadows ||
  11937. hash.numSpotShadows !== numSpotShadows ) {
  11938. state.directional.length = directionalLength;
  11939. state.spot.length = spotLength;
  11940. state.rectArea.length = rectAreaLength;
  11941. state.point.length = pointLength;
  11942. state.hemi.length = hemiLength;
  11943. state.directionalShadow.length = numDirectionalShadows;
  11944. state.directionalShadowMap.length = numDirectionalShadows;
  11945. state.pointShadow.length = numPointShadows;
  11946. state.pointShadowMap.length = numPointShadows;
  11947. state.spotShadow.length = numSpotShadows;
  11948. state.spotShadowMap.length = numSpotShadows;
  11949. state.directionalShadowMatrix.length = numDirectionalShadows;
  11950. state.pointShadowMatrix.length = numPointShadows;
  11951. state.spotShadowMatrix.length = numSpotShadows;
  11952. hash.directionalLength = directionalLength;
  11953. hash.pointLength = pointLength;
  11954. hash.spotLength = spotLength;
  11955. hash.rectAreaLength = rectAreaLength;
  11956. hash.hemiLength = hemiLength;
  11957. hash.numDirectionalShadows = numDirectionalShadows;
  11958. hash.numPointShadows = numPointShadows;
  11959. hash.numSpotShadows = numSpotShadows;
  11960. state.version = nextVersion ++;
  11961. }
  11962. }
  11963. return {
  11964. setup: setup,
  11965. state: state
  11966. };
  11967. }
  11968. function WebGLRenderState() {
  11969. var lights = new WebGLLights();
  11970. var lightsArray = [];
  11971. var shadowsArray = [];
  11972. function init() {
  11973. lightsArray.length = 0;
  11974. shadowsArray.length = 0;
  11975. }
  11976. function pushLight( light ) {
  11977. lightsArray.push( light );
  11978. }
  11979. function pushShadow( shadowLight ) {
  11980. shadowsArray.push( shadowLight );
  11981. }
  11982. function setupLights( camera ) {
  11983. lights.setup( lightsArray, shadowsArray, camera );
  11984. }
  11985. var state = {
  11986. lightsArray: lightsArray,
  11987. shadowsArray: shadowsArray,
  11988. lights: lights
  11989. };
  11990. return {
  11991. init: init,
  11992. state: state,
  11993. setupLights: setupLights,
  11994. pushLight: pushLight,
  11995. pushShadow: pushShadow
  11996. };
  11997. }
  11998. function WebGLRenderStates() {
  11999. var renderStates = new WeakMap();
  12000. function get( scene, camera ) {
  12001. var renderState;
  12002. if ( renderStates.has( scene ) === false ) {
  12003. renderState = new WebGLRenderState();
  12004. renderStates.set( scene, new WeakMap() );
  12005. renderStates.get( scene ).set( camera, renderState );
  12006. } else {
  12007. if ( renderStates.get( scene ).has( camera ) === false ) {
  12008. renderState = new WebGLRenderState();
  12009. renderStates.get( scene ).set( camera, renderState );
  12010. } else {
  12011. renderState = renderStates.get( scene ).get( camera );
  12012. }
  12013. }
  12014. return renderState;
  12015. }
  12016. function dispose() {
  12017. renderStates = new WeakMap();
  12018. }
  12019. return {
  12020. get: get,
  12021. dispose: dispose
  12022. };
  12023. }
  12024. /**
  12025. * parameters = {
  12026. *
  12027. * opacity: <float>,
  12028. *
  12029. * map: new THREE.Texture( <Image> ),
  12030. *
  12031. * alphaMap: new THREE.Texture( <Image> ),
  12032. *
  12033. * displacementMap: new THREE.Texture( <Image> ),
  12034. * displacementScale: <float>,
  12035. * displacementBias: <float>,
  12036. *
  12037. * wireframe: <boolean>,
  12038. * wireframeLinewidth: <float>
  12039. * }
  12040. */
  12041. function MeshDepthMaterial( parameters ) {
  12042. Material.call( this );
  12043. this.type = 'MeshDepthMaterial';
  12044. this.depthPacking = BasicDepthPacking;
  12045. this.skinning = false;
  12046. this.morphTargets = false;
  12047. this.map = null;
  12048. this.alphaMap = null;
  12049. this.displacementMap = null;
  12050. this.displacementScale = 1;
  12051. this.displacementBias = 0;
  12052. this.wireframe = false;
  12053. this.wireframeLinewidth = 1;
  12054. this.fog = false;
  12055. this.setValues( parameters );
  12056. }
  12057. MeshDepthMaterial.prototype = Object.create( Material.prototype );
  12058. MeshDepthMaterial.prototype.constructor = MeshDepthMaterial;
  12059. MeshDepthMaterial.prototype.isMeshDepthMaterial = true;
  12060. MeshDepthMaterial.prototype.copy = function ( source ) {
  12061. Material.prototype.copy.call( this, source );
  12062. this.depthPacking = source.depthPacking;
  12063. this.skinning = source.skinning;
  12064. this.morphTargets = source.morphTargets;
  12065. this.map = source.map;
  12066. this.alphaMap = source.alphaMap;
  12067. this.displacementMap = source.displacementMap;
  12068. this.displacementScale = source.displacementScale;
  12069. this.displacementBias = source.displacementBias;
  12070. this.wireframe = source.wireframe;
  12071. this.wireframeLinewidth = source.wireframeLinewidth;
  12072. return this;
  12073. };
  12074. /**
  12075. * parameters = {
  12076. *
  12077. * referencePosition: <float>,
  12078. * nearDistance: <float>,
  12079. * farDistance: <float>,
  12080. *
  12081. * skinning: <bool>,
  12082. * morphTargets: <bool>,
  12083. *
  12084. * map: new THREE.Texture( <Image> ),
  12085. *
  12086. * alphaMap: new THREE.Texture( <Image> ),
  12087. *
  12088. * displacementMap: new THREE.Texture( <Image> ),
  12089. * displacementScale: <float>,
  12090. * displacementBias: <float>
  12091. *
  12092. * }
  12093. */
  12094. function MeshDistanceMaterial( parameters ) {
  12095. Material.call( this );
  12096. this.type = 'MeshDistanceMaterial';
  12097. this.referencePosition = new Vector3();
  12098. this.nearDistance = 1;
  12099. this.farDistance = 1000;
  12100. this.skinning = false;
  12101. this.morphTargets = false;
  12102. this.map = null;
  12103. this.alphaMap = null;
  12104. this.displacementMap = null;
  12105. this.displacementScale = 1;
  12106. this.displacementBias = 0;
  12107. this.fog = false;
  12108. this.setValues( parameters );
  12109. }
  12110. MeshDistanceMaterial.prototype = Object.create( Material.prototype );
  12111. MeshDistanceMaterial.prototype.constructor = MeshDistanceMaterial;
  12112. MeshDistanceMaterial.prototype.isMeshDistanceMaterial = true;
  12113. MeshDistanceMaterial.prototype.copy = function ( source ) {
  12114. Material.prototype.copy.call( this, source );
  12115. this.referencePosition.copy( source.referencePosition );
  12116. this.nearDistance = source.nearDistance;
  12117. this.farDistance = source.farDistance;
  12118. this.skinning = source.skinning;
  12119. this.morphTargets = source.morphTargets;
  12120. this.map = source.map;
  12121. this.alphaMap = source.alphaMap;
  12122. this.displacementMap = source.displacementMap;
  12123. this.displacementScale = source.displacementScale;
  12124. this.displacementBias = source.displacementBias;
  12125. return this;
  12126. };
  12127. var vsm_frag = "uniform sampler2D shadow_pass;\nuniform vec2 resolution;\nuniform float radius;\n#include <packing>\nvoid main() {\n\tfloat mean = 0.0;\n\tfloat squared_mean = 0.0;\n\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy ) / resolution ) );\n\tfor ( float i = -1.0; i < 1.0 ; i += SAMPLE_RATE) {\n\t\t#ifdef HORIZONAL_PASS\n\t\t\tvec2 distribution = unpackRGBATo2Half( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( i, 0.0 ) * radius ) / resolution ) );\n\t\t\tmean += distribution.x;\n\t\t\tsquared_mean += distribution.y * distribution.y + distribution.x * distribution.x;\n\t\t#else\n\t\t\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( 0.0, i ) * radius ) / resolution ) );\n\t\t\tmean += depth;\n\t\t\tsquared_mean += depth * depth;\n\t\t#endif\n\t}\n\tmean = mean * HALF_SAMPLE_RATE;\n\tsquared_mean = squared_mean * HALF_SAMPLE_RATE;\n\tfloat std_dev = sqrt( squared_mean - mean * mean );\n\tgl_FragColor = pack2HalfToRGBA( vec2( mean, std_dev ) );\n}";
  12128. var vsm_vert = "void main() {\n\tgl_Position = vec4( position, 1.0 );\n}";
  12129. function WebGLShadowMap( _renderer, _objects, maxTextureSize ) {
  12130. var _frustum = new Frustum();
  12131. var _shadowMapSize = new Vector2(),
  12132. _viewportSize = new Vector2(),
  12133. _viewport = new Vector4(),
  12134. _depthMaterials = [],
  12135. _distanceMaterials = [],
  12136. _materialCache = {};
  12137. var shadowSide = { 0: BackSide, 1: FrontSide, 2: DoubleSide };
  12138. var shadowMaterialVertical = new ShaderMaterial( {
  12139. defines: {
  12140. SAMPLE_RATE: 2.0 / 8.0,
  12141. HALF_SAMPLE_RATE: 1.0 / 8.0
  12142. },
  12143. uniforms: {
  12144. shadow_pass: { value: null },
  12145. resolution: { value: new Vector2() },
  12146. radius: { value: 4.0 }
  12147. },
  12148. vertexShader: vsm_vert,
  12149. fragmentShader: vsm_frag
  12150. } );
  12151. var shadowMaterialHorizonal = shadowMaterialVertical.clone();
  12152. shadowMaterialHorizonal.defines.HORIZONAL_PASS = 1;
  12153. var fullScreenTri = new BufferGeometry();
  12154. fullScreenTri.setAttribute(
  12155. "position",
  12156. new BufferAttribute(
  12157. new Float32Array( [ - 1, - 1, 0.5, 3, - 1, 0.5, - 1, 3, 0.5 ] ),
  12158. 3
  12159. )
  12160. );
  12161. var fullScreenMesh = new Mesh( fullScreenTri, shadowMaterialVertical );
  12162. var scope = this;
  12163. this.enabled = false;
  12164. this.autoUpdate = true;
  12165. this.needsUpdate = false;
  12166. this.type = PCFShadowMap;
  12167. this.render = function ( lights, scene, camera ) {
  12168. if ( scope.enabled === false ) { return; }
  12169. if ( scope.autoUpdate === false && scope.needsUpdate === false ) { return; }
  12170. if ( lights.length === 0 ) { return; }
  12171. var currentRenderTarget = _renderer.getRenderTarget();
  12172. var activeCubeFace = _renderer.getActiveCubeFace();
  12173. var activeMipmapLevel = _renderer.getActiveMipmapLevel();
  12174. var _state = _renderer.state;
  12175. // Set GL state for depth map.
  12176. _state.setBlending( NoBlending );
  12177. _state.buffers.color.setClear( 1, 1, 1, 1 );
  12178. _state.buffers.depth.setTest( true );
  12179. _state.setScissorTest( false );
  12180. // render depth map
  12181. for ( var i = 0, il = lights.length; i < il; i ++ ) {
  12182. var light = lights[ i ];
  12183. var shadow = light.shadow;
  12184. if ( shadow.autoUpdate === false && shadow.needsUpdate === false ) { continue; }
  12185. if ( shadow === undefined ) {
  12186. console.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' );
  12187. continue;
  12188. }
  12189. _shadowMapSize.copy( shadow.mapSize );
  12190. var shadowFrameExtents = shadow.getFrameExtents();
  12191. _shadowMapSize.multiply( shadowFrameExtents );
  12192. _viewportSize.copy( shadow.mapSize );
  12193. if ( _shadowMapSize.x > maxTextureSize || _shadowMapSize.y > maxTextureSize ) {
  12194. if ( _shadowMapSize.x > maxTextureSize ) {
  12195. _viewportSize.x = Math.floor( maxTextureSize / shadowFrameExtents.x );
  12196. _shadowMapSize.x = _viewportSize.x * shadowFrameExtents.x;
  12197. shadow.mapSize.x = _viewportSize.x;
  12198. }
  12199. if ( _shadowMapSize.y > maxTextureSize ) {
  12200. _viewportSize.y = Math.floor( maxTextureSize / shadowFrameExtents.y );
  12201. _shadowMapSize.y = _viewportSize.y * shadowFrameExtents.y;
  12202. shadow.mapSize.y = _viewportSize.y;
  12203. }
  12204. }
  12205. if ( shadow.map === null && ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {
  12206. var pars = { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat, stencilBuffer: false };
  12207. shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  12208. shadow.map.texture.name = light.name + ".shadowMap";
  12209. shadow.mapPass = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  12210. shadow.camera.updateProjectionMatrix();
  12211. }
  12212. if ( shadow.map === null ) {
  12213. var pars$1 = { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat, stencilBuffer: false };
  12214. shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars$1 );
  12215. shadow.map.texture.name = light.name + ".shadowMap";
  12216. shadow.camera.updateProjectionMatrix();
  12217. }
  12218. _renderer.setRenderTarget( shadow.map );
  12219. _renderer.clear();
  12220. var viewportCount = shadow.getViewportCount();
  12221. for ( var vp = 0; vp < viewportCount; vp ++ ) {
  12222. var viewport = shadow.getViewport( vp );
  12223. _viewport.set(
  12224. _viewportSize.x * viewport.x,
  12225. _viewportSize.y * viewport.y,
  12226. _viewportSize.x * viewport.z,
  12227. _viewportSize.y * viewport.w
  12228. );
  12229. _state.viewport( _viewport );
  12230. shadow.updateMatrices( light, vp );
  12231. _frustum = shadow.getFrustum();
  12232. renderObject( scene, camera, shadow.camera, light, this.type );
  12233. }
  12234. // do blur pass for VSM
  12235. if ( ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {
  12236. VSMPass( shadow, camera );
  12237. }
  12238. shadow.needsUpdate = false;
  12239. }
  12240. scope.needsUpdate = false;
  12241. _renderer.setRenderTarget( currentRenderTarget, activeCubeFace, activeMipmapLevel );
  12242. };
  12243. function VSMPass( shadow, camera ) {
  12244. var geometry = _objects.update( fullScreenMesh );
  12245. // vertical pass
  12246. shadowMaterialVertical.uniforms.shadow_pass.value = shadow.map.texture;
  12247. shadowMaterialVertical.uniforms.resolution.value = shadow.mapSize;
  12248. shadowMaterialVertical.uniforms.radius.value = shadow.radius;
  12249. _renderer.setRenderTarget( shadow.mapPass );
  12250. _renderer.clear();
  12251. _renderer.renderBufferDirect( camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null );
  12252. // horizonal pass
  12253. shadowMaterialHorizonal.uniforms.shadow_pass.value = shadow.mapPass.texture;
  12254. shadowMaterialHorizonal.uniforms.resolution.value = shadow.mapSize;
  12255. shadowMaterialHorizonal.uniforms.radius.value = shadow.radius;
  12256. _renderer.setRenderTarget( shadow.map );
  12257. _renderer.clear();
  12258. _renderer.renderBufferDirect( camera, null, geometry, shadowMaterialHorizonal, fullScreenMesh, null );
  12259. }
  12260. function getDepthMaterialVariant( useMorphing, useSkinning, useInstancing ) {
  12261. var index = useMorphing << 0 | useSkinning << 1 | useInstancing << 2;
  12262. var material = _depthMaterials[ index ];
  12263. if ( material === undefined ) {
  12264. material = new MeshDepthMaterial( {
  12265. depthPacking: RGBADepthPacking,
  12266. morphTargets: useMorphing,
  12267. skinning: useSkinning
  12268. } );
  12269. _depthMaterials[ index ] = material;
  12270. }
  12271. return material;
  12272. }
  12273. function getDistanceMaterialVariant( useMorphing, useSkinning, useInstancing ) {
  12274. var index = useMorphing << 0 | useSkinning << 1 | useInstancing << 2;
  12275. var material = _distanceMaterials[ index ];
  12276. if ( material === undefined ) {
  12277. material = new MeshDistanceMaterial( {
  12278. morphTargets: useMorphing,
  12279. skinning: useSkinning
  12280. } );
  12281. _distanceMaterials[ index ] = material;
  12282. }
  12283. return material;
  12284. }
  12285. function getDepthMaterial( object, geometry, material, light, shadowCameraNear, shadowCameraFar, type ) {
  12286. var result = null;
  12287. var getMaterialVariant = getDepthMaterialVariant;
  12288. var customMaterial = object.customDepthMaterial;
  12289. if ( light.isPointLight === true ) {
  12290. getMaterialVariant = getDistanceMaterialVariant;
  12291. customMaterial = object.customDistanceMaterial;
  12292. }
  12293. if ( customMaterial === undefined ) {
  12294. var useMorphing = false;
  12295. if ( material.morphTargets === true ) {
  12296. useMorphing = geometry.morphAttributes && geometry.morphAttributes.position && geometry.morphAttributes.position.length > 0;
  12297. }
  12298. var useSkinning = false;
  12299. if ( object.isSkinnedMesh === true ) {
  12300. if ( material.skinning === true ) {
  12301. useSkinning = true;
  12302. } else {
  12303. console.warn( 'THREE.WebGLShadowMap: THREE.SkinnedMesh with material.skinning set to false:', object );
  12304. }
  12305. }
  12306. var useInstancing = object.isInstancedMesh === true;
  12307. result = getMaterialVariant( useMorphing, useSkinning, useInstancing );
  12308. } else {
  12309. result = customMaterial;
  12310. }
  12311. if ( _renderer.localClippingEnabled &&
  12312. material.clipShadows === true &&
  12313. material.clippingPlanes.length !== 0 ) {
  12314. // in this case we need a unique material instance reflecting the
  12315. // appropriate state
  12316. var keyA = result.uuid, keyB = material.uuid;
  12317. var materialsForVariant = _materialCache[ keyA ];
  12318. if ( materialsForVariant === undefined ) {
  12319. materialsForVariant = {};
  12320. _materialCache[ keyA ] = materialsForVariant;
  12321. }
  12322. var cachedMaterial = materialsForVariant[ keyB ];
  12323. if ( cachedMaterial === undefined ) {
  12324. cachedMaterial = result.clone();
  12325. materialsForVariant[ keyB ] = cachedMaterial;
  12326. }
  12327. result = cachedMaterial;
  12328. }
  12329. result.visible = material.visible;
  12330. result.wireframe = material.wireframe;
  12331. if ( type === VSMShadowMap ) {
  12332. result.side = ( material.shadowSide !== null ) ? material.shadowSide : material.side;
  12333. } else {
  12334. result.side = ( material.shadowSide !== null ) ? material.shadowSide : shadowSide[ material.side ];
  12335. }
  12336. result.clipShadows = material.clipShadows;
  12337. result.clippingPlanes = material.clippingPlanes;
  12338. result.clipIntersection = material.clipIntersection;
  12339. result.wireframeLinewidth = material.wireframeLinewidth;
  12340. result.linewidth = material.linewidth;
  12341. if ( light.isPointLight === true && result.isMeshDistanceMaterial === true ) {
  12342. result.referencePosition.setFromMatrixPosition( light.matrixWorld );
  12343. result.nearDistance = shadowCameraNear;
  12344. result.farDistance = shadowCameraFar;
  12345. }
  12346. return result;
  12347. }
  12348. function renderObject( object, camera, shadowCamera, light, type ) {
  12349. if ( object.visible === false ) { return; }
  12350. var visible = object.layers.test( camera.layers );
  12351. if ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) {
  12352. if ( ( object.castShadow || ( object.receiveShadow && type === VSMShadowMap ) ) && ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) ) {
  12353. object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
  12354. var geometry = _objects.update( object );
  12355. var material = object.material;
  12356. if ( Array.isArray( material ) ) {
  12357. var groups = geometry.groups;
  12358. for ( var k = 0, kl = groups.length; k < kl; k ++ ) {
  12359. var group = groups[ k ];
  12360. var groupMaterial = material[ group.materialIndex ];
  12361. if ( groupMaterial && groupMaterial.visible ) {
  12362. var depthMaterial = getDepthMaterial( object, geometry, groupMaterial, light, shadowCamera.near, shadowCamera.far, type );
  12363. _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group );
  12364. }
  12365. }
  12366. } else if ( material.visible ) {
  12367. var depthMaterial$1 = getDepthMaterial( object, geometry, material, light, shadowCamera.near, shadowCamera.far, type );
  12368. _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial$1, object, null );
  12369. }
  12370. }
  12371. }
  12372. var children = object.children;
  12373. for ( var i = 0, l = children.length; i < l; i ++ ) {
  12374. renderObject( children[ i ], camera, shadowCamera, light, type );
  12375. }
  12376. }
  12377. }
  12378. function WebGLState( gl, extensions, capabilities ) {
  12379. var isWebGL2 = capabilities.isWebGL2;
  12380. function ColorBuffer() {
  12381. var locked = false;
  12382. var color = new Vector4();
  12383. var currentColorMask = null;
  12384. var currentColorClear = new Vector4( 0, 0, 0, 0 );
  12385. return {
  12386. setMask: function ( colorMask ) {
  12387. if ( currentColorMask !== colorMask && ! locked ) {
  12388. gl.colorMask( colorMask, colorMask, colorMask, colorMask );
  12389. currentColorMask = colorMask;
  12390. }
  12391. },
  12392. setLocked: function ( lock ) {
  12393. locked = lock;
  12394. },
  12395. setClear: function ( r, g, b, a, premultipliedAlpha ) {
  12396. if ( premultipliedAlpha === true ) {
  12397. r *= a; g *= a; b *= a;
  12398. }
  12399. color.set( r, g, b, a );
  12400. if ( currentColorClear.equals( color ) === false ) {
  12401. gl.clearColor( r, g, b, a );
  12402. currentColorClear.copy( color );
  12403. }
  12404. },
  12405. reset: function () {
  12406. locked = false;
  12407. currentColorMask = null;
  12408. currentColorClear.set( - 1, 0, 0, 0 ); // set to invalid state
  12409. }
  12410. };
  12411. }
  12412. function DepthBuffer() {
  12413. var locked = false;
  12414. var currentDepthMask = null;
  12415. var currentDepthFunc = null;
  12416. var currentDepthClear = null;
  12417. return {
  12418. setTest: function ( depthTest ) {
  12419. if ( depthTest ) {
  12420. enable( 2929 );
  12421. } else {
  12422. disable( 2929 );
  12423. }
  12424. },
  12425. setMask: function ( depthMask ) {
  12426. if ( currentDepthMask !== depthMask && ! locked ) {
  12427. gl.depthMask( depthMask );
  12428. currentDepthMask = depthMask;
  12429. }
  12430. },
  12431. setFunc: function ( depthFunc ) {
  12432. if ( currentDepthFunc !== depthFunc ) {
  12433. if ( depthFunc ) {
  12434. switch ( depthFunc ) {
  12435. case NeverDepth:
  12436. gl.depthFunc( 512 );
  12437. break;
  12438. case AlwaysDepth:
  12439. gl.depthFunc( 519 );
  12440. break;
  12441. case LessDepth:
  12442. gl.depthFunc( 513 );
  12443. break;
  12444. case LessEqualDepth:
  12445. gl.depthFunc( 515 );
  12446. break;
  12447. case EqualDepth:
  12448. gl.depthFunc( 514 );
  12449. break;
  12450. case GreaterEqualDepth:
  12451. gl.depthFunc( 518 );
  12452. break;
  12453. case GreaterDepth:
  12454. gl.depthFunc( 516 );
  12455. break;
  12456. case NotEqualDepth:
  12457. gl.depthFunc( 517 );
  12458. break;
  12459. default:
  12460. gl.depthFunc( 515 );
  12461. }
  12462. } else {
  12463. gl.depthFunc( 515 );
  12464. }
  12465. currentDepthFunc = depthFunc;
  12466. }
  12467. },
  12468. setLocked: function ( lock ) {
  12469. locked = lock;
  12470. },
  12471. setClear: function ( depth ) {
  12472. if ( currentDepthClear !== depth ) {
  12473. gl.clearDepth( depth );
  12474. currentDepthClear = depth;
  12475. }
  12476. },
  12477. reset: function () {
  12478. locked = false;
  12479. currentDepthMask = null;
  12480. currentDepthFunc = null;
  12481. currentDepthClear = null;
  12482. }
  12483. };
  12484. }
  12485. function StencilBuffer() {
  12486. var locked = false;
  12487. var currentStencilMask = null;
  12488. var currentStencilFunc = null;
  12489. var currentStencilRef = null;
  12490. var currentStencilFuncMask = null;
  12491. var currentStencilFail = null;
  12492. var currentStencilZFail = null;
  12493. var currentStencilZPass = null;
  12494. var currentStencilClear = null;
  12495. return {
  12496. setTest: function ( stencilTest ) {
  12497. if ( ! locked ) {
  12498. if ( stencilTest ) {
  12499. enable( 2960 );
  12500. } else {
  12501. disable( 2960 );
  12502. }
  12503. }
  12504. },
  12505. setMask: function ( stencilMask ) {
  12506. if ( currentStencilMask !== stencilMask && ! locked ) {
  12507. gl.stencilMask( stencilMask );
  12508. currentStencilMask = stencilMask;
  12509. }
  12510. },
  12511. setFunc: function ( stencilFunc, stencilRef, stencilMask ) {
  12512. if ( currentStencilFunc !== stencilFunc ||
  12513. currentStencilRef !== stencilRef ||
  12514. currentStencilFuncMask !== stencilMask ) {
  12515. gl.stencilFunc( stencilFunc, stencilRef, stencilMask );
  12516. currentStencilFunc = stencilFunc;
  12517. currentStencilRef = stencilRef;
  12518. currentStencilFuncMask = stencilMask;
  12519. }
  12520. },
  12521. setOp: function ( stencilFail, stencilZFail, stencilZPass ) {
  12522. if ( currentStencilFail !== stencilFail ||
  12523. currentStencilZFail !== stencilZFail ||
  12524. currentStencilZPass !== stencilZPass ) {
  12525. gl.stencilOp( stencilFail, stencilZFail, stencilZPass );
  12526. currentStencilFail = stencilFail;
  12527. currentStencilZFail = stencilZFail;
  12528. currentStencilZPass = stencilZPass;
  12529. }
  12530. },
  12531. setLocked: function ( lock ) {
  12532. locked = lock;
  12533. },
  12534. setClear: function ( stencil ) {
  12535. if ( currentStencilClear !== stencil ) {
  12536. gl.clearStencil( stencil );
  12537. currentStencilClear = stencil;
  12538. }
  12539. },
  12540. reset: function () {
  12541. locked = false;
  12542. currentStencilMask = null;
  12543. currentStencilFunc = null;
  12544. currentStencilRef = null;
  12545. currentStencilFuncMask = null;
  12546. currentStencilFail = null;
  12547. currentStencilZFail = null;
  12548. currentStencilZPass = null;
  12549. currentStencilClear = null;
  12550. }
  12551. };
  12552. }
  12553. //
  12554. var colorBuffer = new ColorBuffer();
  12555. var depthBuffer = new DepthBuffer();
  12556. var stencilBuffer = new StencilBuffer();
  12557. var enabledCapabilities = {};
  12558. var currentProgram = null;
  12559. var currentBlendingEnabled = null;
  12560. var currentBlending = null;
  12561. var currentBlendEquation = null;
  12562. var currentBlendSrc = null;
  12563. var currentBlendDst = null;
  12564. var currentBlendEquationAlpha = null;
  12565. var currentBlendSrcAlpha = null;
  12566. var currentBlendDstAlpha = null;
  12567. var currentPremultipledAlpha = false;
  12568. var currentFlipSided = null;
  12569. var currentCullFace = null;
  12570. var currentLineWidth = null;
  12571. var currentPolygonOffsetFactor = null;
  12572. var currentPolygonOffsetUnits = null;
  12573. var maxTextures = gl.getParameter( 35661 );
  12574. var lineWidthAvailable = false;
  12575. var version = 0;
  12576. var glVersion = gl.getParameter( 7938 );
  12577. if ( glVersion.indexOf( 'WebGL' ) !== - 1 ) {
  12578. version = parseFloat( /^WebGL\ ([0-9])/.exec( glVersion )[ 1 ] );
  12579. lineWidthAvailable = ( version >= 1.0 );
  12580. } else if ( glVersion.indexOf( 'OpenGL ES' ) !== - 1 ) {
  12581. version = parseFloat( /^OpenGL\ ES\ ([0-9])/.exec( glVersion )[ 1 ] );
  12582. lineWidthAvailable = ( version >= 2.0 );
  12583. }
  12584. var currentTextureSlot = null;
  12585. var currentBoundTextures = {};
  12586. var currentScissor = new Vector4();
  12587. var currentViewport = new Vector4();
  12588. function createTexture( type, target, count ) {
  12589. var data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4.
  12590. var texture = gl.createTexture();
  12591. gl.bindTexture( type, texture );
  12592. gl.texParameteri( type, 10241, 9728 );
  12593. gl.texParameteri( type, 10240, 9728 );
  12594. for ( var i = 0; i < count; i ++ ) {
  12595. gl.texImage2D( target + i, 0, 6408, 1, 1, 0, 6408, 5121, data );
  12596. }
  12597. return texture;
  12598. }
  12599. var emptyTextures = {};
  12600. emptyTextures[ 3553 ] = createTexture( 3553, 3553, 1 );
  12601. emptyTextures[ 34067 ] = createTexture( 34067, 34069, 6 );
  12602. // init
  12603. colorBuffer.setClear( 0, 0, 0, 1 );
  12604. depthBuffer.setClear( 1 );
  12605. stencilBuffer.setClear( 0 );
  12606. enable( 2929 );
  12607. depthBuffer.setFunc( LessEqualDepth );
  12608. setFlipSided( false );
  12609. setCullFace( CullFaceBack );
  12610. enable( 2884 );
  12611. setBlending( NoBlending );
  12612. //
  12613. function enable( id ) {
  12614. if ( enabledCapabilities[ id ] !== true ) {
  12615. gl.enable( id );
  12616. enabledCapabilities[ id ] = true;
  12617. }
  12618. }
  12619. function disable( id ) {
  12620. if ( enabledCapabilities[ id ] !== false ) {
  12621. gl.disable( id );
  12622. enabledCapabilities[ id ] = false;
  12623. }
  12624. }
  12625. function useProgram( program ) {
  12626. if ( currentProgram !== program ) {
  12627. gl.useProgram( program );
  12628. currentProgram = program;
  12629. return true;
  12630. }
  12631. return false;
  12632. }
  12633. var equationToGL = {};
  12634. equationToGL[ AddEquation ] = 32774;
  12635. equationToGL[ SubtractEquation ] = 32778;
  12636. equationToGL[ ReverseSubtractEquation ] = 32779;
  12637. if ( isWebGL2 ) {
  12638. equationToGL[ MinEquation ] = 32775;
  12639. equationToGL[ MaxEquation ] = 32776;
  12640. } else {
  12641. var extension = extensions.get( 'EXT_blend_minmax' );
  12642. if ( extension !== null ) {
  12643. equationToGL[ MinEquation ] = extension.MIN_EXT;
  12644. equationToGL[ MaxEquation ] = extension.MAX_EXT;
  12645. }
  12646. }
  12647. var factorToGL = {};
  12648. factorToGL[ ZeroFactor ] = 0;
  12649. factorToGL[ OneFactor ] = 1;
  12650. factorToGL[ SrcColorFactor ] = 768;
  12651. factorToGL[ SrcAlphaFactor ] = 770;
  12652. factorToGL[ SrcAlphaSaturateFactor ] = 776;
  12653. factorToGL[ DstColorFactor ] = 774;
  12654. factorToGL[ DstAlphaFactor ] = 772;
  12655. factorToGL[ OneMinusSrcColorFactor ] = 769;
  12656. factorToGL[ OneMinusSrcAlphaFactor ] = 771;
  12657. factorToGL[ OneMinusDstColorFactor ] = 775;
  12658. factorToGL[ OneMinusDstAlphaFactor ] = 773;
  12659. function setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) {
  12660. if ( blending === NoBlending ) {
  12661. if ( currentBlendingEnabled ) {
  12662. disable( 3042 );
  12663. currentBlendingEnabled = false;
  12664. }
  12665. return;
  12666. }
  12667. if ( ! currentBlendingEnabled ) {
  12668. enable( 3042 );
  12669. currentBlendingEnabled = true;
  12670. }
  12671. if ( blending !== CustomBlending ) {
  12672. if ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) {
  12673. if ( currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation ) {
  12674. gl.blendEquation( 32774 );
  12675. currentBlendEquation = AddEquation;
  12676. currentBlendEquationAlpha = AddEquation;
  12677. }
  12678. if ( premultipliedAlpha ) {
  12679. switch ( blending ) {
  12680. case NormalBlending:
  12681. gl.blendFuncSeparate( 1, 771, 1, 771 );
  12682. break;
  12683. case AdditiveBlending:
  12684. gl.blendFunc( 1, 1 );
  12685. break;
  12686. case SubtractiveBlending:
  12687. gl.blendFuncSeparate( 0, 0, 769, 771 );
  12688. break;
  12689. case MultiplyBlending:
  12690. gl.blendFuncSeparate( 0, 768, 0, 770 );
  12691. break;
  12692. default:
  12693. console.error( 'THREE.WebGLState: Invalid blending: ', blending );
  12694. break;
  12695. }
  12696. } else {
  12697. switch ( blending ) {
  12698. case NormalBlending:
  12699. gl.blendFuncSeparate( 770, 771, 1, 771 );
  12700. break;
  12701. case AdditiveBlending:
  12702. gl.blendFunc( 770, 1 );
  12703. break;
  12704. case SubtractiveBlending:
  12705. gl.blendFunc( 0, 769 );
  12706. break;
  12707. case MultiplyBlending:
  12708. gl.blendFunc( 0, 768 );
  12709. break;
  12710. default:
  12711. console.error( 'THREE.WebGLState: Invalid blending: ', blending );
  12712. break;
  12713. }
  12714. }
  12715. currentBlendSrc = null;
  12716. currentBlendDst = null;
  12717. currentBlendSrcAlpha = null;
  12718. currentBlendDstAlpha = null;
  12719. currentBlending = blending;
  12720. currentPremultipledAlpha = premultipliedAlpha;
  12721. }
  12722. return;
  12723. }
  12724. // custom blending
  12725. blendEquationAlpha = blendEquationAlpha || blendEquation;
  12726. blendSrcAlpha = blendSrcAlpha || blendSrc;
  12727. blendDstAlpha = blendDstAlpha || blendDst;
  12728. if ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) {
  12729. gl.blendEquationSeparate( equationToGL[ blendEquation ], equationToGL[ blendEquationAlpha ] );
  12730. currentBlendEquation = blendEquation;
  12731. currentBlendEquationAlpha = blendEquationAlpha;
  12732. }
  12733. if ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) {
  12734. gl.blendFuncSeparate( factorToGL[ blendSrc ], factorToGL[ blendDst ], factorToGL[ blendSrcAlpha ], factorToGL[ blendDstAlpha ] );
  12735. currentBlendSrc = blendSrc;
  12736. currentBlendDst = blendDst;
  12737. currentBlendSrcAlpha = blendSrcAlpha;
  12738. currentBlendDstAlpha = blendDstAlpha;
  12739. }
  12740. currentBlending = blending;
  12741. currentPremultipledAlpha = null;
  12742. }
  12743. function setMaterial( material, frontFaceCW ) {
  12744. material.side === DoubleSide
  12745. ? disable( 2884 )
  12746. : enable( 2884 );
  12747. var flipSided = ( material.side === BackSide );
  12748. if ( frontFaceCW ) { flipSided = ! flipSided; }
  12749. setFlipSided( flipSided );
  12750. ( material.blending === NormalBlending && material.transparent === false )
  12751. ? setBlending( NoBlending )
  12752. : setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha );
  12753. depthBuffer.setFunc( material.depthFunc );
  12754. depthBuffer.setTest( material.depthTest );
  12755. depthBuffer.setMask( material.depthWrite );
  12756. colorBuffer.setMask( material.colorWrite );
  12757. var stencilWrite = material.stencilWrite;
  12758. stencilBuffer.setTest( stencilWrite );
  12759. if ( stencilWrite ) {
  12760. stencilBuffer.setMask( material.stencilWriteMask );
  12761. stencilBuffer.setFunc( material.stencilFunc, material.stencilRef, material.stencilFuncMask );
  12762. stencilBuffer.setOp( material.stencilFail, material.stencilZFail, material.stencilZPass );
  12763. }
  12764. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  12765. }
  12766. //
  12767. function setFlipSided( flipSided ) {
  12768. if ( currentFlipSided !== flipSided ) {
  12769. if ( flipSided ) {
  12770. gl.frontFace( 2304 );
  12771. } else {
  12772. gl.frontFace( 2305 );
  12773. }
  12774. currentFlipSided = flipSided;
  12775. }
  12776. }
  12777. function setCullFace( cullFace ) {
  12778. if ( cullFace !== CullFaceNone ) {
  12779. enable( 2884 );
  12780. if ( cullFace !== currentCullFace ) {
  12781. if ( cullFace === CullFaceBack ) {
  12782. gl.cullFace( 1029 );
  12783. } else if ( cullFace === CullFaceFront ) {
  12784. gl.cullFace( 1028 );
  12785. } else {
  12786. gl.cullFace( 1032 );
  12787. }
  12788. }
  12789. } else {
  12790. disable( 2884 );
  12791. }
  12792. currentCullFace = cullFace;
  12793. }
  12794. function setLineWidth( width ) {
  12795. if ( width !== currentLineWidth ) {
  12796. if ( lineWidthAvailable ) { gl.lineWidth( width ); }
  12797. currentLineWidth = width;
  12798. }
  12799. }
  12800. function setPolygonOffset( polygonOffset, factor, units ) {
  12801. if ( polygonOffset ) {
  12802. enable( 32823 );
  12803. if ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) {
  12804. gl.polygonOffset( factor, units );
  12805. currentPolygonOffsetFactor = factor;
  12806. currentPolygonOffsetUnits = units;
  12807. }
  12808. } else {
  12809. disable( 32823 );
  12810. }
  12811. }
  12812. function setScissorTest( scissorTest ) {
  12813. if ( scissorTest ) {
  12814. enable( 3089 );
  12815. } else {
  12816. disable( 3089 );
  12817. }
  12818. }
  12819. // texture
  12820. function activeTexture( webglSlot ) {
  12821. if ( webglSlot === undefined ) { webglSlot = 33984 + maxTextures - 1; }
  12822. if ( currentTextureSlot !== webglSlot ) {
  12823. gl.activeTexture( webglSlot );
  12824. currentTextureSlot = webglSlot;
  12825. }
  12826. }
  12827. function bindTexture( webglType, webglTexture ) {
  12828. if ( currentTextureSlot === null ) {
  12829. activeTexture();
  12830. }
  12831. var boundTexture = currentBoundTextures[ currentTextureSlot ];
  12832. if ( boundTexture === undefined ) {
  12833. boundTexture = { type: undefined, texture: undefined };
  12834. currentBoundTextures[ currentTextureSlot ] = boundTexture;
  12835. }
  12836. if ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) {
  12837. gl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] );
  12838. boundTexture.type = webglType;
  12839. boundTexture.texture = webglTexture;
  12840. }
  12841. }
  12842. function unbindTexture() {
  12843. var boundTexture = currentBoundTextures[ currentTextureSlot ];
  12844. if ( boundTexture !== undefined && boundTexture.type !== undefined ) {
  12845. gl.bindTexture( boundTexture.type, null );
  12846. boundTexture.type = undefined;
  12847. boundTexture.texture = undefined;
  12848. }
  12849. }
  12850. function compressedTexImage2D() {
  12851. try {
  12852. gl.compressedTexImage2D.apply( gl, arguments );
  12853. } catch ( error ) {
  12854. console.error( 'THREE.WebGLState:', error );
  12855. }
  12856. }
  12857. function texImage2D() {
  12858. try {
  12859. gl.texImage2D.apply( gl, arguments );
  12860. } catch ( error ) {
  12861. console.error( 'THREE.WebGLState:', error );
  12862. }
  12863. }
  12864. function texImage3D() {
  12865. try {
  12866. gl.texImage3D.apply( gl, arguments );
  12867. } catch ( error ) {
  12868. console.error( 'THREE.WebGLState:', error );
  12869. }
  12870. }
  12871. //
  12872. function scissor( scissor ) {
  12873. if ( currentScissor.equals( scissor ) === false ) {
  12874. gl.scissor( scissor.x, scissor.y, scissor.z, scissor.w );
  12875. currentScissor.copy( scissor );
  12876. }
  12877. }
  12878. function viewport( viewport ) {
  12879. if ( currentViewport.equals( viewport ) === false ) {
  12880. gl.viewport( viewport.x, viewport.y, viewport.z, viewport.w );
  12881. currentViewport.copy( viewport );
  12882. }
  12883. }
  12884. //
  12885. function reset() {
  12886. enabledCapabilities = {};
  12887. currentTextureSlot = null;
  12888. currentBoundTextures = {};
  12889. currentProgram = null;
  12890. currentBlending = null;
  12891. currentFlipSided = null;
  12892. currentCullFace = null;
  12893. colorBuffer.reset();
  12894. depthBuffer.reset();
  12895. stencilBuffer.reset();
  12896. }
  12897. return {
  12898. buffers: {
  12899. color: colorBuffer,
  12900. depth: depthBuffer,
  12901. stencil: stencilBuffer
  12902. },
  12903. enable: enable,
  12904. disable: disable,
  12905. useProgram: useProgram,
  12906. setBlending: setBlending,
  12907. setMaterial: setMaterial,
  12908. setFlipSided: setFlipSided,
  12909. setCullFace: setCullFace,
  12910. setLineWidth: setLineWidth,
  12911. setPolygonOffset: setPolygonOffset,
  12912. setScissorTest: setScissorTest,
  12913. activeTexture: activeTexture,
  12914. bindTexture: bindTexture,
  12915. unbindTexture: unbindTexture,
  12916. compressedTexImage2D: compressedTexImage2D,
  12917. texImage2D: texImage2D,
  12918. texImage3D: texImage3D,
  12919. scissor: scissor,
  12920. viewport: viewport,
  12921. reset: reset
  12922. };
  12923. }
  12924. function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ) {
  12925. var isWebGL2 = capabilities.isWebGL2;
  12926. var maxTextures = capabilities.maxTextures;
  12927. var maxCubemapSize = capabilities.maxCubemapSize;
  12928. var maxTextureSize = capabilities.maxTextureSize;
  12929. var maxSamples = capabilities.maxSamples;
  12930. var _videoTextures = new WeakMap();
  12931. var _canvas;
  12932. // cordova iOS (as of 5.0) still uses UIWebView, which provides OffscreenCanvas,
  12933. // also OffscreenCanvas.getContext("webgl"), but not OffscreenCanvas.getContext("2d")!
  12934. // Some implementations may only implement OffscreenCanvas partially (e.g. lacking 2d).
  12935. var useOffscreenCanvas = false;
  12936. try {
  12937. useOffscreenCanvas = typeof OffscreenCanvas !== 'undefined'
  12938. && ( new OffscreenCanvas( 1, 1 ).getContext( "2d" ) ) !== null;
  12939. } catch ( err ) {
  12940. // Ignore any errors
  12941. }
  12942. function createCanvas( width, height ) {
  12943. // Use OffscreenCanvas when available. Specially needed in web workers
  12944. return useOffscreenCanvas ?
  12945. new OffscreenCanvas( width, height ) :
  12946. document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
  12947. }
  12948. function resizeImage( image, needsPowerOfTwo, needsNewCanvas, maxSize ) {
  12949. var scale = 1;
  12950. // handle case if texture exceeds max size
  12951. if ( image.width > maxSize || image.height > maxSize ) {
  12952. scale = maxSize / Math.max( image.width, image.height );
  12953. }
  12954. // only perform resize if necessary
  12955. if ( scale < 1 || needsPowerOfTwo === true ) {
  12956. // only perform resize for certain image types
  12957. if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
  12958. ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
  12959. ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
  12960. var floor = needsPowerOfTwo ? MathUtils.floorPowerOfTwo : Math.floor;
  12961. var width = floor( scale * image.width );
  12962. var height = floor( scale * image.height );
  12963. if ( _canvas === undefined ) { _canvas = createCanvas( width, height ); }
  12964. // cube textures can't reuse the same canvas
  12965. var canvas = needsNewCanvas ? createCanvas( width, height ) : _canvas;
  12966. canvas.width = width;
  12967. canvas.height = height;
  12968. var context = canvas.getContext( '2d' );
  12969. context.drawImage( image, 0, 0, width, height );
  12970. console.warn( 'THREE.WebGLRenderer: Texture has been resized from (' + image.width + 'x' + image.height + ') to (' + width + 'x' + height + ').' );
  12971. return canvas;
  12972. } else {
  12973. if ( 'data' in image ) {
  12974. console.warn( 'THREE.WebGLRenderer: Image in DataTexture is too big (' + image.width + 'x' + image.height + ').' );
  12975. }
  12976. return image;
  12977. }
  12978. }
  12979. return image;
  12980. }
  12981. function isPowerOfTwo( image ) {
  12982. return MathUtils.isPowerOfTwo( image.width ) && MathUtils.isPowerOfTwo( image.height );
  12983. }
  12984. function textureNeedsPowerOfTwo( texture ) {
  12985. if ( isWebGL2 ) { return false; }
  12986. return ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) ||
  12987. ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter );
  12988. }
  12989. function textureNeedsGenerateMipmaps( texture, supportsMips ) {
  12990. return texture.generateMipmaps && supportsMips &&
  12991. texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter;
  12992. }
  12993. function generateMipmap( target, texture, width, height ) {
  12994. _gl.generateMipmap( target );
  12995. var textureProperties = properties.get( texture );
  12996. // Note: Math.log( x ) * Math.LOG2E used instead of Math.log2( x ) which is not supported by IE11
  12997. textureProperties.__maxMipLevel = Math.log( Math.max( width, height ) ) * Math.LOG2E;
  12998. }
  12999. function getInternalFormat( internalFormatName, glFormat, glType ) {
  13000. if ( isWebGL2 === false ) { return glFormat; }
  13001. if ( internalFormatName !== null ) {
  13002. if ( _gl[ internalFormatName ] !== undefined ) { return _gl[ internalFormatName ]; }
  13003. console.warn( 'THREE.WebGLRenderer: Attempt to use non-existing WebGL internal format \'' + internalFormatName + '\'' );
  13004. }
  13005. var internalFormat = glFormat;
  13006. if ( glFormat === 6403 ) {
  13007. if ( glType === 5126 ) { internalFormat = 33326; }
  13008. if ( glType === 5131 ) { internalFormat = 33325; }
  13009. if ( glType === 5121 ) { internalFormat = 33321; }
  13010. }
  13011. if ( glFormat === 6407 ) {
  13012. if ( glType === 5126 ) { internalFormat = 34837; }
  13013. if ( glType === 5131 ) { internalFormat = 34843; }
  13014. if ( glType === 5121 ) { internalFormat = 32849; }
  13015. }
  13016. if ( glFormat === 6408 ) {
  13017. if ( glType === 5126 ) { internalFormat = 34836; }
  13018. if ( glType === 5131 ) { internalFormat = 34842; }
  13019. if ( glType === 5121 ) { internalFormat = 32856; }
  13020. }
  13021. if ( internalFormat === 33325 || internalFormat === 33326 ||
  13022. internalFormat === 34842 || internalFormat === 34836 ) {
  13023. extensions.get( 'EXT_color_buffer_float' );
  13024. }
  13025. return internalFormat;
  13026. }
  13027. // Fallback filters for non-power-of-2 textures
  13028. function filterFallback( f ) {
  13029. if ( f === NearestFilter || f === NearestMipmapNearestFilter || f === NearestMipmapLinearFilter ) {
  13030. return 9728;
  13031. }
  13032. return 9729;
  13033. }
  13034. //
  13035. function onTextureDispose( event ) {
  13036. var texture = event.target;
  13037. texture.removeEventListener( 'dispose', onTextureDispose );
  13038. deallocateTexture( texture );
  13039. if ( texture.isVideoTexture ) {
  13040. _videoTextures.delete( texture );
  13041. }
  13042. info.memory.textures --;
  13043. }
  13044. function onRenderTargetDispose( event ) {
  13045. var renderTarget = event.target;
  13046. renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
  13047. deallocateRenderTarget( renderTarget );
  13048. info.memory.textures --;
  13049. }
  13050. //
  13051. function deallocateTexture( texture ) {
  13052. var textureProperties = properties.get( texture );
  13053. if ( textureProperties.__webglInit === undefined ) { return; }
  13054. _gl.deleteTexture( textureProperties.__webglTexture );
  13055. properties.remove( texture );
  13056. }
  13057. function deallocateRenderTarget( renderTarget ) {
  13058. var renderTargetProperties = properties.get( renderTarget );
  13059. var textureProperties = properties.get( renderTarget.texture );
  13060. if ( ! renderTarget ) { return; }
  13061. if ( textureProperties.__webglTexture !== undefined ) {
  13062. _gl.deleteTexture( textureProperties.__webglTexture );
  13063. }
  13064. if ( renderTarget.depthTexture ) {
  13065. renderTarget.depthTexture.dispose();
  13066. }
  13067. if ( renderTarget.isWebGLCubeRenderTarget ) {
  13068. for ( var i = 0; i < 6; i ++ ) {
  13069. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );
  13070. if ( renderTargetProperties.__webglDepthbuffer ) { _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] ); }
  13071. }
  13072. } else {
  13073. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );
  13074. if ( renderTargetProperties.__webglDepthbuffer ) { _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer ); }
  13075. if ( renderTargetProperties.__webglMultisampledFramebuffer ) { _gl.deleteFramebuffer( renderTargetProperties.__webglMultisampledFramebuffer ); }
  13076. if ( renderTargetProperties.__webglColorRenderbuffer ) { _gl.deleteRenderbuffer( renderTargetProperties.__webglColorRenderbuffer ); }
  13077. if ( renderTargetProperties.__webglDepthRenderbuffer ) { _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthRenderbuffer ); }
  13078. }
  13079. properties.remove( renderTarget.texture );
  13080. properties.remove( renderTarget );
  13081. }
  13082. //
  13083. var textureUnits = 0;
  13084. function resetTextureUnits() {
  13085. textureUnits = 0;
  13086. }
  13087. function allocateTextureUnit() {
  13088. var textureUnit = textureUnits;
  13089. if ( textureUnit >= maxTextures ) {
  13090. console.warn( 'THREE.WebGLTextures: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + maxTextures );
  13091. }
  13092. textureUnits += 1;
  13093. return textureUnit;
  13094. }
  13095. //
  13096. function setTexture2D( texture, slot ) {
  13097. var textureProperties = properties.get( texture );
  13098. if ( texture.isVideoTexture ) { updateVideoTexture( texture ); }
  13099. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  13100. var image = texture.image;
  13101. if ( image === undefined ) {
  13102. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined' );
  13103. } else if ( image.complete === false ) {
  13104. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete' );
  13105. } else {
  13106. uploadTexture( textureProperties, texture, slot );
  13107. return;
  13108. }
  13109. }
  13110. state.activeTexture( 33984 + slot );
  13111. state.bindTexture( 3553, textureProperties.__webglTexture );
  13112. }
  13113. function setTexture2DArray( texture, slot ) {
  13114. var textureProperties = properties.get( texture );
  13115. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  13116. uploadTexture( textureProperties, texture, slot );
  13117. return;
  13118. }
  13119. state.activeTexture( 33984 + slot );
  13120. state.bindTexture( 35866, textureProperties.__webglTexture );
  13121. }
  13122. function setTexture3D( texture, slot ) {
  13123. var textureProperties = properties.get( texture );
  13124. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  13125. uploadTexture( textureProperties, texture, slot );
  13126. return;
  13127. }
  13128. state.activeTexture( 33984 + slot );
  13129. state.bindTexture( 32879, textureProperties.__webglTexture );
  13130. }
  13131. function setTextureCube( texture, slot ) {
  13132. if ( texture.image.length !== 6 ) { return; }
  13133. var textureProperties = properties.get( texture );
  13134. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  13135. initTexture( textureProperties, texture );
  13136. state.activeTexture( 33984 + slot );
  13137. state.bindTexture( 34067, textureProperties.__webglTexture );
  13138. _gl.pixelStorei( 37440, texture.flipY );
  13139. var isCompressed = ( texture && ( texture.isCompressedTexture || texture.image[ 0 ].isCompressedTexture ) );
  13140. var isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture );
  13141. var cubeImage = [];
  13142. for ( var i = 0; i < 6; i ++ ) {
  13143. if ( ! isCompressed && ! isDataTexture ) {
  13144. cubeImage[ i ] = resizeImage( texture.image[ i ], false, true, maxCubemapSize );
  13145. } else {
  13146. cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
  13147. }
  13148. }
  13149. var image = cubeImage[ 0 ],
  13150. supportsMips = isPowerOfTwo( image ) || isWebGL2,
  13151. glFormat = utils.convert( texture.format ),
  13152. glType = utils.convert( texture.type ),
  13153. glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );
  13154. setTextureParameters( 34067, texture, supportsMips );
  13155. var mipmaps;
  13156. if ( isCompressed ) {
  13157. for ( var i$1 = 0; i$1 < 6; i$1 ++ ) {
  13158. mipmaps = cubeImage[ i$1 ].mipmaps;
  13159. for ( var j = 0; j < mipmaps.length; j ++ ) {
  13160. var mipmap = mipmaps[ j ];
  13161. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  13162. if ( glFormat !== null ) {
  13163. state.compressedTexImage2D( 34069 + i$1, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  13164. } else {
  13165. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()' );
  13166. }
  13167. } else {
  13168. state.texImage2D( 34069 + i$1, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  13169. }
  13170. }
  13171. }
  13172. textureProperties.__maxMipLevel = mipmaps.length - 1;
  13173. } else {
  13174. mipmaps = texture.mipmaps;
  13175. for ( var i$2 = 0; i$2 < 6; i$2 ++ ) {
  13176. if ( isDataTexture ) {
  13177. state.texImage2D( 34069 + i$2, 0, glInternalFormat, cubeImage[ i$2 ].width, cubeImage[ i$2 ].height, 0, glFormat, glType, cubeImage[ i$2 ].data );
  13178. for ( var j$1 = 0; j$1 < mipmaps.length; j$1 ++ ) {
  13179. var mipmap$1 = mipmaps[ j$1 ];
  13180. var mipmapImage = mipmap$1.image[ i$2 ].image;
  13181. state.texImage2D( 34069 + i$2, j$1 + 1, glInternalFormat, mipmapImage.width, mipmapImage.height, 0, glFormat, glType, mipmapImage.data );
  13182. }
  13183. } else {
  13184. state.texImage2D( 34069 + i$2, 0, glInternalFormat, glFormat, glType, cubeImage[ i$2 ] );
  13185. for ( var j$2 = 0; j$2 < mipmaps.length; j$2 ++ ) {
  13186. var mipmap$2 = mipmaps[ j$2 ];
  13187. state.texImage2D( 34069 + i$2, j$2 + 1, glInternalFormat, glFormat, glType, mipmap$2.image[ i$2 ] );
  13188. }
  13189. }
  13190. }
  13191. textureProperties.__maxMipLevel = mipmaps.length;
  13192. }
  13193. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  13194. // We assume images for cube map have the same size.
  13195. generateMipmap( 34067, texture, image.width, image.height );
  13196. }
  13197. textureProperties.__version = texture.version;
  13198. if ( texture.onUpdate ) { texture.onUpdate( texture ); }
  13199. } else {
  13200. state.activeTexture( 33984 + slot );
  13201. state.bindTexture( 34067, textureProperties.__webglTexture );
  13202. }
  13203. }
  13204. function setTextureCubeDynamic( texture, slot ) {
  13205. state.activeTexture( 33984 + slot );
  13206. state.bindTexture( 34067, properties.get( texture ).__webglTexture );
  13207. }
  13208. var wrappingToGL = {};
  13209. wrappingToGL[ RepeatWrapping ] = 10497;
  13210. wrappingToGL[ ClampToEdgeWrapping ] = 33071;
  13211. wrappingToGL[ MirroredRepeatWrapping ] = 33648;
  13212. var filterToGL = {};
  13213. filterToGL[ NearestFilter ] = 9728;
  13214. filterToGL[ NearestMipmapNearestFilter ] = 9984;
  13215. filterToGL[ NearestMipmapLinearFilter ] = 9986;
  13216. filterToGL[ LinearFilter ] = 9729;
  13217. filterToGL[ LinearMipmapNearestFilter ] = 9985;
  13218. filterToGL[ LinearMipmapLinearFilter ] = 9987;
  13219. function setTextureParameters( textureType, texture, supportsMips ) {
  13220. if ( supportsMips ) {
  13221. _gl.texParameteri( textureType, 10242, wrappingToGL[ texture.wrapS ] );
  13222. _gl.texParameteri( textureType, 10243, wrappingToGL[ texture.wrapT ] );
  13223. if ( textureType === 32879 || textureType === 35866 ) {
  13224. _gl.texParameteri( textureType, 32882, wrappingToGL[ texture.wrapR ] );
  13225. }
  13226. _gl.texParameteri( textureType, 10240, filterToGL[ texture.magFilter ] );
  13227. _gl.texParameteri( textureType, 10241, filterToGL[ texture.minFilter ] );
  13228. } else {
  13229. _gl.texParameteri( textureType, 10242, 33071 );
  13230. _gl.texParameteri( textureType, 10243, 33071 );
  13231. if ( textureType === 32879 || textureType === 35866 ) {
  13232. _gl.texParameteri( textureType, 32882, 33071 );
  13233. }
  13234. if ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) {
  13235. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.' );
  13236. }
  13237. _gl.texParameteri( textureType, 10240, filterFallback( texture.magFilter ) );
  13238. _gl.texParameteri( textureType, 10241, filterFallback( texture.minFilter ) );
  13239. if ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) {
  13240. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.' );
  13241. }
  13242. }
  13243. var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  13244. if ( extension ) {
  13245. if ( texture.type === FloatType && extensions.get( 'OES_texture_float_linear' ) === null ) { return; }
  13246. if ( texture.type === HalfFloatType && ( isWebGL2 || extensions.get( 'OES_texture_half_float_linear' ) ) === null ) { return; }
  13247. if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {
  13248. _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) );
  13249. properties.get( texture ).__currentAnisotropy = texture.anisotropy;
  13250. }
  13251. }
  13252. }
  13253. function initTexture( textureProperties, texture ) {
  13254. if ( textureProperties.__webglInit === undefined ) {
  13255. textureProperties.__webglInit = true;
  13256. texture.addEventListener( 'dispose', onTextureDispose );
  13257. textureProperties.__webglTexture = _gl.createTexture();
  13258. info.memory.textures ++;
  13259. }
  13260. }
  13261. function uploadTexture( textureProperties, texture, slot ) {
  13262. var textureType = 3553;
  13263. if ( texture.isDataTexture2DArray ) { textureType = 35866; }
  13264. if ( texture.isDataTexture3D ) { textureType = 32879; }
  13265. initTexture( textureProperties, texture );
  13266. state.activeTexture( 33984 + slot );
  13267. state.bindTexture( textureType, textureProperties.__webglTexture );
  13268. _gl.pixelStorei( 37440, texture.flipY );
  13269. _gl.pixelStorei( 37441, texture.premultiplyAlpha );
  13270. _gl.pixelStorei( 3317, texture.unpackAlignment );
  13271. var needsPowerOfTwo = textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( texture.image ) === false;
  13272. var image = resizeImage( texture.image, needsPowerOfTwo, false, maxTextureSize );
  13273. var supportsMips = isPowerOfTwo( image ) || isWebGL2,
  13274. glFormat = utils.convert( texture.format );
  13275. var glType = utils.convert( texture.type ),
  13276. glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );
  13277. setTextureParameters( textureType, texture, supportsMips );
  13278. var mipmap;
  13279. var mipmaps = texture.mipmaps;
  13280. if ( texture.isDepthTexture ) {
  13281. // populate depth texture with dummy data
  13282. glInternalFormat = 6402;
  13283. if ( isWebGL2 ) {
  13284. if ( texture.type === FloatType ) {
  13285. glInternalFormat = 36012;
  13286. } else if ( texture.type === UnsignedIntType ) {
  13287. glInternalFormat = 33190;
  13288. } else if ( texture.type === UnsignedInt248Type ) {
  13289. glInternalFormat = 35056;
  13290. } else {
  13291. glInternalFormat = 33189; // WebGL2 requires sized internalformat for glTexImage2D
  13292. }
  13293. } else {
  13294. if ( texture.type === FloatType ) {
  13295. console.error( 'WebGLRenderer: Floating point depth texture requires WebGL2.' );
  13296. }
  13297. }
  13298. // validation checks for WebGL 1
  13299. if ( texture.format === DepthFormat && glInternalFormat === 6402 ) {
  13300. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  13301. // DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT
  13302. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  13303. if ( texture.type !== UnsignedShortType && texture.type !== UnsignedIntType ) {
  13304. console.warn( 'THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.' );
  13305. texture.type = UnsignedShortType;
  13306. glType = utils.convert( texture.type );
  13307. }
  13308. }
  13309. if ( texture.format === DepthStencilFormat && glInternalFormat === 6402 ) {
  13310. // Depth stencil textures need the DEPTH_STENCIL internal format
  13311. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  13312. glInternalFormat = 34041;
  13313. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  13314. // DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL.
  13315. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  13316. if ( texture.type !== UnsignedInt248Type ) {
  13317. console.warn( 'THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.' );
  13318. texture.type = UnsignedInt248Type;
  13319. glType = utils.convert( texture.type );
  13320. }
  13321. }
  13322. //
  13323. state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null );
  13324. } else if ( texture.isDataTexture ) {
  13325. // use manually created mipmaps if available
  13326. // if there are no manual mipmaps
  13327. // set 0 level mipmap and then use GL to generate other mipmap levels
  13328. if ( mipmaps.length > 0 && supportsMips ) {
  13329. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  13330. mipmap = mipmaps[ i ];
  13331. state.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  13332. }
  13333. texture.generateMipmaps = false;
  13334. textureProperties.__maxMipLevel = mipmaps.length - 1;
  13335. } else {
  13336. state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data );
  13337. textureProperties.__maxMipLevel = 0;
  13338. }
  13339. } else if ( texture.isCompressedTexture ) {
  13340. for ( var i$1 = 0, il$1 = mipmaps.length; i$1 < il$1; i$1 ++ ) {
  13341. mipmap = mipmaps[ i$1 ];
  13342. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  13343. if ( glFormat !== null ) {
  13344. state.compressedTexImage2D( 3553, i$1, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  13345. } else {
  13346. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' );
  13347. }
  13348. } else {
  13349. state.texImage2D( 3553, i$1, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  13350. }
  13351. }
  13352. textureProperties.__maxMipLevel = mipmaps.length - 1;
  13353. } else if ( texture.isDataTexture2DArray ) {
  13354. state.texImage3D( 35866, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
  13355. textureProperties.__maxMipLevel = 0;
  13356. } else if ( texture.isDataTexture3D ) {
  13357. state.texImage3D( 32879, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
  13358. textureProperties.__maxMipLevel = 0;
  13359. } else {
  13360. // regular Texture (image, video, canvas)
  13361. // use manually created mipmaps if available
  13362. // if there are no manual mipmaps
  13363. // set 0 level mipmap and then use GL to generate other mipmap levels
  13364. if ( mipmaps.length > 0 && supportsMips ) {
  13365. for ( var i$2 = 0, il$2 = mipmaps.length; i$2 < il$2; i$2 ++ ) {
  13366. mipmap = mipmaps[ i$2 ];
  13367. state.texImage2D( 3553, i$2, glInternalFormat, glFormat, glType, mipmap );
  13368. }
  13369. texture.generateMipmaps = false;
  13370. textureProperties.__maxMipLevel = mipmaps.length - 1;
  13371. } else {
  13372. state.texImage2D( 3553, 0, glInternalFormat, glFormat, glType, image );
  13373. textureProperties.__maxMipLevel = 0;
  13374. }
  13375. }
  13376. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  13377. generateMipmap( textureType, texture, image.width, image.height );
  13378. }
  13379. textureProperties.__version = texture.version;
  13380. if ( texture.onUpdate ) { texture.onUpdate( texture ); }
  13381. }
  13382. // Render targets
  13383. // Setup storage for target texture and bind it to correct framebuffer
  13384. function setupFrameBufferTexture( framebuffer, renderTarget, attachment, textureTarget ) {
  13385. var glFormat = utils.convert( renderTarget.texture.format );
  13386. var glType = utils.convert( renderTarget.texture.type );
  13387. var glInternalFormat = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType );
  13388. state.texImage2D( textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  13389. _gl.bindFramebuffer( 36160, framebuffer );
  13390. _gl.framebufferTexture2D( 36160, attachment, textureTarget, properties.get( renderTarget.texture ).__webglTexture, 0 );
  13391. _gl.bindFramebuffer( 36160, null );
  13392. }
  13393. // Setup storage for internal depth/stencil buffers and bind to correct framebuffer
  13394. function setupRenderBufferStorage( renderbuffer, renderTarget, isMultisample ) {
  13395. _gl.bindRenderbuffer( 36161, renderbuffer );
  13396. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  13397. var glInternalFormat = 33189;
  13398. if ( isMultisample ) {
  13399. var depthTexture = renderTarget.depthTexture;
  13400. if ( depthTexture && depthTexture.isDepthTexture ) {
  13401. if ( depthTexture.type === FloatType ) {
  13402. glInternalFormat = 36012;
  13403. } else if ( depthTexture.type === UnsignedIntType ) {
  13404. glInternalFormat = 33190;
  13405. }
  13406. }
  13407. var samples = getRenderTargetSamples( renderTarget );
  13408. _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  13409. } else {
  13410. _gl.renderbufferStorage( 36161, glInternalFormat, renderTarget.width, renderTarget.height );
  13411. }
  13412. _gl.framebufferRenderbuffer( 36160, 36096, 36161, renderbuffer );
  13413. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  13414. if ( isMultisample ) {
  13415. var samples$1 = getRenderTargetSamples( renderTarget );
  13416. _gl.renderbufferStorageMultisample( 36161, samples$1, 35056, renderTarget.width, renderTarget.height );
  13417. } else {
  13418. _gl.renderbufferStorage( 36161, 34041, renderTarget.width, renderTarget.height );
  13419. }
  13420. _gl.framebufferRenderbuffer( 36160, 33306, 36161, renderbuffer );
  13421. } else {
  13422. var glFormat = utils.convert( renderTarget.texture.format );
  13423. var glType = utils.convert( renderTarget.texture.type );
  13424. var glInternalFormat$1 = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType );
  13425. if ( isMultisample ) {
  13426. var samples$2 = getRenderTargetSamples( renderTarget );
  13427. _gl.renderbufferStorageMultisample( 36161, samples$2, glInternalFormat$1, renderTarget.width, renderTarget.height );
  13428. } else {
  13429. _gl.renderbufferStorage( 36161, glInternalFormat$1, renderTarget.width, renderTarget.height );
  13430. }
  13431. }
  13432. _gl.bindRenderbuffer( 36161, null );
  13433. }
  13434. // Setup resources for a Depth Texture for a FBO (needs an extension)
  13435. function setupDepthTexture( framebuffer, renderTarget ) {
  13436. var isCube = ( renderTarget && renderTarget.isWebGLCubeRenderTarget );
  13437. if ( isCube ) { throw new Error( 'Depth Texture with cube render targets is not supported' ); }
  13438. _gl.bindFramebuffer( 36160, framebuffer );
  13439. if ( ! ( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) {
  13440. throw new Error( 'renderTarget.depthTexture must be an instance of THREE.DepthTexture' );
  13441. }
  13442. // upload an empty depth texture with framebuffer size
  13443. if ( ! properties.get( renderTarget.depthTexture ).__webglTexture ||
  13444. renderTarget.depthTexture.image.width !== renderTarget.width ||
  13445. renderTarget.depthTexture.image.height !== renderTarget.height ) {
  13446. renderTarget.depthTexture.image.width = renderTarget.width;
  13447. renderTarget.depthTexture.image.height = renderTarget.height;
  13448. renderTarget.depthTexture.needsUpdate = true;
  13449. }
  13450. setTexture2D( renderTarget.depthTexture, 0 );
  13451. var webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture;
  13452. if ( renderTarget.depthTexture.format === DepthFormat ) {
  13453. _gl.framebufferTexture2D( 36160, 36096, 3553, webglDepthTexture, 0 );
  13454. } else if ( renderTarget.depthTexture.format === DepthStencilFormat ) {
  13455. _gl.framebufferTexture2D( 36160, 33306, 3553, webglDepthTexture, 0 );
  13456. } else {
  13457. throw new Error( 'Unknown depthTexture format' );
  13458. }
  13459. }
  13460. // Setup GL resources for a non-texture depth buffer
  13461. function setupDepthRenderbuffer( renderTarget ) {
  13462. var renderTargetProperties = properties.get( renderTarget );
  13463. var isCube = ( renderTarget.isWebGLCubeRenderTarget === true );
  13464. if ( renderTarget.depthTexture ) {
  13465. if ( isCube ) { throw new Error( 'target.depthTexture not supported in Cube render targets' ); }
  13466. setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget );
  13467. } else {
  13468. if ( isCube ) {
  13469. renderTargetProperties.__webglDepthbuffer = [];
  13470. for ( var i = 0; i < 6; i ++ ) {
  13471. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer[ i ] );
  13472. renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();
  13473. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget, false );
  13474. }
  13475. } else {
  13476. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer );
  13477. renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();
  13478. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget, false );
  13479. }
  13480. }
  13481. _gl.bindFramebuffer( 36160, null );
  13482. }
  13483. // Set up GL resources for the render target
  13484. function setupRenderTarget( renderTarget ) {
  13485. var renderTargetProperties = properties.get( renderTarget );
  13486. var textureProperties = properties.get( renderTarget.texture );
  13487. renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
  13488. textureProperties.__webglTexture = _gl.createTexture();
  13489. info.memory.textures ++;
  13490. var isCube = ( renderTarget.isWebGLCubeRenderTarget === true );
  13491. var isMultisample = ( renderTarget.isWebGLMultisampleRenderTarget === true );
  13492. var supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2;
  13493. // Handles WebGL2 RGBFormat fallback - #18858
  13494. if ( isWebGL2 && renderTarget.texture.format === RGBFormat && ( renderTarget.texture.type === FloatType || renderTarget.texture.type === HalfFloatType ) ) {
  13495. renderTarget.texture.format = RGBAFormat;
  13496. console.warn( 'THREE.WebGLRenderer: Rendering to textures with RGB format is not supported. Using RGBA format instead.' );
  13497. }
  13498. // Setup framebuffer
  13499. if ( isCube ) {
  13500. renderTargetProperties.__webglFramebuffer = [];
  13501. for ( var i = 0; i < 6; i ++ ) {
  13502. renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  13503. }
  13504. } else {
  13505. renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();
  13506. if ( isMultisample ) {
  13507. if ( isWebGL2 ) {
  13508. renderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer();
  13509. renderTargetProperties.__webglColorRenderbuffer = _gl.createRenderbuffer();
  13510. _gl.bindRenderbuffer( 36161, renderTargetProperties.__webglColorRenderbuffer );
  13511. var glFormat = utils.convert( renderTarget.texture.format );
  13512. var glType = utils.convert( renderTarget.texture.type );
  13513. var glInternalFormat = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType );
  13514. var samples = getRenderTargetSamples( renderTarget );
  13515. _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  13516. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer );
  13517. _gl.framebufferRenderbuffer( 36160, 36064, 36161, renderTargetProperties.__webglColorRenderbuffer );
  13518. _gl.bindRenderbuffer( 36161, null );
  13519. if ( renderTarget.depthBuffer ) {
  13520. renderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer();
  13521. setupRenderBufferStorage( renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true );
  13522. }
  13523. _gl.bindFramebuffer( 36160, null );
  13524. } else {
  13525. console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
  13526. }
  13527. }
  13528. }
  13529. // Setup color buffer
  13530. if ( isCube ) {
  13531. state.bindTexture( 34067, textureProperties.__webglTexture );
  13532. setTextureParameters( 34067, renderTarget.texture, supportsMips );
  13533. for ( var i$1 = 0; i$1 < 6; i$1 ++ ) {
  13534. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i$1 ], renderTarget, 36064, 34069 + i$1 );
  13535. }
  13536. if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {
  13537. generateMipmap( 34067, renderTarget.texture, renderTarget.width, renderTarget.height );
  13538. }
  13539. state.bindTexture( 34067, null );
  13540. } else {
  13541. state.bindTexture( 3553, textureProperties.__webglTexture );
  13542. setTextureParameters( 3553, renderTarget.texture, supportsMips );
  13543. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, 36064, 3553 );
  13544. if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {
  13545. generateMipmap( 3553, renderTarget.texture, renderTarget.width, renderTarget.height );
  13546. }
  13547. state.bindTexture( 3553, null );
  13548. }
  13549. // Setup depth and stencil buffers
  13550. if ( renderTarget.depthBuffer ) {
  13551. setupDepthRenderbuffer( renderTarget );
  13552. }
  13553. }
  13554. function updateRenderTargetMipmap( renderTarget ) {
  13555. var texture = renderTarget.texture;
  13556. var supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2;
  13557. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  13558. var target = renderTarget.isWebGLCubeRenderTarget ? 34067 : 3553;
  13559. var webglTexture = properties.get( texture ).__webglTexture;
  13560. state.bindTexture( target, webglTexture );
  13561. generateMipmap( target, texture, renderTarget.width, renderTarget.height );
  13562. state.bindTexture( target, null );
  13563. }
  13564. }
  13565. function updateMultisampleRenderTarget( renderTarget ) {
  13566. if ( renderTarget.isWebGLMultisampleRenderTarget ) {
  13567. if ( isWebGL2 ) {
  13568. var renderTargetProperties = properties.get( renderTarget );
  13569. _gl.bindFramebuffer( 36008, renderTargetProperties.__webglMultisampledFramebuffer );
  13570. _gl.bindFramebuffer( 36009, renderTargetProperties.__webglFramebuffer );
  13571. var width = renderTarget.width;
  13572. var height = renderTarget.height;
  13573. var mask = 16384;
  13574. if ( renderTarget.depthBuffer ) { mask |= 256; }
  13575. if ( renderTarget.stencilBuffer ) { mask |= 1024; }
  13576. _gl.blitFramebuffer( 0, 0, width, height, 0, 0, width, height, mask, 9728 );
  13577. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer ); // see #18905
  13578. } else {
  13579. console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
  13580. }
  13581. }
  13582. }
  13583. function getRenderTargetSamples( renderTarget ) {
  13584. return ( isWebGL2 && renderTarget.isWebGLMultisampleRenderTarget ) ?
  13585. Math.min( maxSamples, renderTarget.samples ) : 0;
  13586. }
  13587. function updateVideoTexture( texture ) {
  13588. var frame = info.render.frame;
  13589. // Check the last frame we updated the VideoTexture
  13590. if ( _videoTextures.get( texture ) !== frame ) {
  13591. _videoTextures.set( texture, frame );
  13592. texture.update();
  13593. }
  13594. }
  13595. // backwards compatibility
  13596. var warnedTexture2D = false;
  13597. var warnedTextureCube = false;
  13598. function safeSetTexture2D( texture, slot ) {
  13599. if ( texture && texture.isWebGLRenderTarget ) {
  13600. if ( warnedTexture2D === false ) {
  13601. console.warn( "THREE.WebGLTextures.safeSetTexture2D: don't use render targets as textures. Use their .texture property instead." );
  13602. warnedTexture2D = true;
  13603. }
  13604. texture = texture.texture;
  13605. }
  13606. setTexture2D( texture, slot );
  13607. }
  13608. function safeSetTextureCube( texture, slot ) {
  13609. if ( texture && texture.isWebGLCubeRenderTarget ) {
  13610. if ( warnedTextureCube === false ) {
  13611. console.warn( "THREE.WebGLTextures.safeSetTextureCube: don't use cube render targets as textures. Use their .texture property instead." );
  13612. warnedTextureCube = true;
  13613. }
  13614. texture = texture.texture;
  13615. }
  13616. // currently relying on the fact that WebGLCubeRenderTarget.texture is a Texture and NOT a CubeTexture
  13617. // TODO: unify these code paths
  13618. if ( ( texture && texture.isCubeTexture ) ||
  13619. ( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
  13620. // CompressedTexture can have Array in image :/
  13621. // this function alone should take care of cube textures
  13622. setTextureCube( texture, slot );
  13623. } else {
  13624. // assumed: texture property of THREE.WebGLCubeRenderTarget
  13625. setTextureCubeDynamic( texture, slot );
  13626. }
  13627. }
  13628. //
  13629. this.allocateTextureUnit = allocateTextureUnit;
  13630. this.resetTextureUnits = resetTextureUnits;
  13631. this.setTexture2D = setTexture2D;
  13632. this.setTexture2DArray = setTexture2DArray;
  13633. this.setTexture3D = setTexture3D;
  13634. this.setTextureCube = setTextureCube;
  13635. this.setTextureCubeDynamic = setTextureCubeDynamic;
  13636. this.setupRenderTarget = setupRenderTarget;
  13637. this.updateRenderTargetMipmap = updateRenderTargetMipmap;
  13638. this.updateMultisampleRenderTarget = updateMultisampleRenderTarget;
  13639. this.safeSetTexture2D = safeSetTexture2D;
  13640. this.safeSetTextureCube = safeSetTextureCube;
  13641. }
  13642. function WebGLUtils( gl, extensions, capabilities ) {
  13643. var isWebGL2 = capabilities.isWebGL2;
  13644. function convert( p ) {
  13645. var extension;
  13646. if ( p === UnsignedByteType ) { return 5121; }
  13647. if ( p === UnsignedShort4444Type ) { return 32819; }
  13648. if ( p === UnsignedShort5551Type ) { return 32820; }
  13649. if ( p === UnsignedShort565Type ) { return 33635; }
  13650. if ( p === ByteType ) { return 5120; }
  13651. if ( p === ShortType ) { return 5122; }
  13652. if ( p === UnsignedShortType ) { return 5123; }
  13653. if ( p === IntType ) { return 5124; }
  13654. if ( p === UnsignedIntType ) { return 5125; }
  13655. if ( p === FloatType ) { return 5126; }
  13656. if ( p === HalfFloatType ) {
  13657. if ( isWebGL2 ) { return 5131; }
  13658. extension = extensions.get( 'OES_texture_half_float' );
  13659. if ( extension !== null ) {
  13660. return extension.HALF_FLOAT_OES;
  13661. } else {
  13662. return null;
  13663. }
  13664. }
  13665. if ( p === AlphaFormat ) { return 6406; }
  13666. if ( p === RGBFormat ) { return 6407; }
  13667. if ( p === RGBAFormat ) { return 6408; }
  13668. if ( p === LuminanceFormat ) { return 6409; }
  13669. if ( p === LuminanceAlphaFormat ) { return 6410; }
  13670. if ( p === DepthFormat ) { return 6402; }
  13671. if ( p === DepthStencilFormat ) { return 34041; }
  13672. if ( p === RedFormat ) { return 6403; }
  13673. // WebGL2 formats.
  13674. if ( p === RedIntegerFormat ) { return 36244; }
  13675. if ( p === RGFormat ) { return 33319; }
  13676. if ( p === RGIntegerFormat ) { return 33320; }
  13677. if ( p === RGBIntegerFormat ) { return 36248; }
  13678. if ( p === RGBAIntegerFormat ) { return 36249; }
  13679. if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format ||
  13680. p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {
  13681. extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
  13682. if ( extension !== null ) {
  13683. if ( p === RGB_S3TC_DXT1_Format ) { return extension.COMPRESSED_RGB_S3TC_DXT1_EXT; }
  13684. if ( p === RGBA_S3TC_DXT1_Format ) { return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT; }
  13685. if ( p === RGBA_S3TC_DXT3_Format ) { return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT; }
  13686. if ( p === RGBA_S3TC_DXT5_Format ) { return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT; }
  13687. } else {
  13688. return null;
  13689. }
  13690. }
  13691. if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format ||
  13692. p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {
  13693. extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  13694. if ( extension !== null ) {
  13695. if ( p === RGB_PVRTC_4BPPV1_Format ) { return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG; }
  13696. if ( p === RGB_PVRTC_2BPPV1_Format ) { return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG; }
  13697. if ( p === RGBA_PVRTC_4BPPV1_Format ) { return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; }
  13698. if ( p === RGBA_PVRTC_2BPPV1_Format ) { return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG; }
  13699. } else {
  13700. return null;
  13701. }
  13702. }
  13703. if ( p === RGB_ETC1_Format ) {
  13704. extension = extensions.get( 'WEBGL_compressed_texture_etc1' );
  13705. if ( extension !== null ) {
  13706. return extension.COMPRESSED_RGB_ETC1_WEBGL;
  13707. } else {
  13708. return null;
  13709. }
  13710. }
  13711. if ( p === RGB_ETC2_Format || p === RGBA_ETC2_EAC_Format ) {
  13712. extension = extensions.get( 'WEBGL_compressed_texture_etc' );
  13713. if ( extension !== null ) {
  13714. if ( p === RGB_ETC2_Format ) { return extension.COMPRESSED_RGB8_ETC2; }
  13715. if ( p === RGBA_ETC2_EAC_Format ) { return extension.COMPRESSED_RGBA8_ETC2_EAC; }
  13716. }
  13717. }
  13718. if ( p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format ||
  13719. p === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format ||
  13720. p === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format ||
  13721. p === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format ||
  13722. p === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format ||
  13723. p === SRGB8_ALPHA8_ASTC_4x4_Format || p === SRGB8_ALPHA8_ASTC_5x4_Format || p === SRGB8_ALPHA8_ASTC_5x5_Format ||
  13724. p === SRGB8_ALPHA8_ASTC_6x5_Format || p === SRGB8_ALPHA8_ASTC_6x6_Format || p === SRGB8_ALPHA8_ASTC_8x5_Format ||
  13725. p === SRGB8_ALPHA8_ASTC_8x6_Format || p === SRGB8_ALPHA8_ASTC_8x8_Format || p === SRGB8_ALPHA8_ASTC_10x5_Format ||
  13726. p === SRGB8_ALPHA8_ASTC_10x6_Format || p === SRGB8_ALPHA8_ASTC_10x8_Format || p === SRGB8_ALPHA8_ASTC_10x10_Format ||
  13727. p === SRGB8_ALPHA8_ASTC_12x10_Format || p === SRGB8_ALPHA8_ASTC_12x12_Format ) {
  13728. extension = extensions.get( 'WEBGL_compressed_texture_astc' );
  13729. if ( extension !== null ) {
  13730. // TODO Complete?
  13731. return p;
  13732. } else {
  13733. return null;
  13734. }
  13735. }
  13736. if ( p === RGBA_BPTC_Format ) {
  13737. extension = extensions.get( 'EXT_texture_compression_bptc' );
  13738. if ( extension !== null ) {
  13739. // TODO Complete?
  13740. return p;
  13741. } else {
  13742. return null;
  13743. }
  13744. }
  13745. if ( p === UnsignedInt248Type ) {
  13746. if ( isWebGL2 ) { return 34042; }
  13747. extension = extensions.get( 'WEBGL_depth_texture' );
  13748. if ( extension !== null ) {
  13749. return extension.UNSIGNED_INT_24_8_WEBGL;
  13750. } else {
  13751. return null;
  13752. }
  13753. }
  13754. }
  13755. return { convert: convert };
  13756. }
  13757. function ArrayCamera( array ) {
  13758. PerspectiveCamera.call( this );
  13759. this.cameras = array || [];
  13760. }
  13761. ArrayCamera.prototype = Object.assign( Object.create( PerspectiveCamera.prototype ), {
  13762. constructor: ArrayCamera,
  13763. isArrayCamera: true
  13764. } );
  13765. function Group() {
  13766. Object3D.call( this );
  13767. this.type = 'Group';
  13768. }
  13769. Group.prototype = Object.assign( Object.create( Object3D.prototype ), {
  13770. constructor: Group,
  13771. isGroup: true
  13772. } );
  13773. function WebXRController() {
  13774. this._targetRay = null;
  13775. this._grip = null;
  13776. this._hand = null;
  13777. }
  13778. Object.assign( WebXRController.prototype, {
  13779. constructor: WebXRController,
  13780. getHandSpace: function () {
  13781. if ( this._hand === null ) {
  13782. this._hand = new Group();
  13783. this._hand.matrixAutoUpdate = false;
  13784. this._hand.visible = false;
  13785. this._hand.joints = [];
  13786. this._hand.inputState = { pinching: false };
  13787. if ( window.XRHand ) {
  13788. for ( var i = 0; i <= window.XRHand.LITTLE_PHALANX_TIP; i ++ ) {
  13789. // The transform of this joint will be updated with the joint pose on each frame
  13790. var joint = new Group();
  13791. joint.matrixAutoUpdate = false;
  13792. joint.visible = false;
  13793. this._hand.joints.push( joint );
  13794. // ??
  13795. this._hand.add( joint );
  13796. }
  13797. }
  13798. }
  13799. return this._hand;
  13800. },
  13801. getTargetRaySpace: function () {
  13802. if ( this._targetRay === null ) {
  13803. this._targetRay = new Group();
  13804. this._targetRay.matrixAutoUpdate = false;
  13805. this._targetRay.visible = false;
  13806. }
  13807. return this._targetRay;
  13808. },
  13809. getGripSpace: function () {
  13810. if ( this._grip === null ) {
  13811. this._grip = new Group();
  13812. this._grip.matrixAutoUpdate = false;
  13813. this._grip.visible = false;
  13814. }
  13815. return this._grip;
  13816. },
  13817. dispatchEvent: function ( event ) {
  13818. if ( this._targetRay !== null ) {
  13819. this._targetRay.dispatchEvent( event );
  13820. }
  13821. if ( this._grip !== null ) {
  13822. this._grip.dispatchEvent( event );
  13823. }
  13824. if ( this._hand !== null ) {
  13825. this._hand.dispatchEvent( event );
  13826. }
  13827. return this;
  13828. },
  13829. disconnect: function ( inputSource ) {
  13830. this.dispatchEvent( { type: 'disconnected', data: inputSource } );
  13831. if ( this._targetRay !== null ) {
  13832. this._targetRay.visible = false;
  13833. }
  13834. if ( this._grip !== null ) {
  13835. this._grip.visible = false;
  13836. }
  13837. if ( this._hand !== null ) {
  13838. this._hand.visible = false;
  13839. }
  13840. return this;
  13841. },
  13842. update: function ( inputSource, frame, referenceSpace ) {
  13843. var inputPose = null;
  13844. var gripPose = null;
  13845. var handPose = null;
  13846. var targetRay = this._targetRay;
  13847. var grip = this._grip;
  13848. var hand = this._hand;
  13849. if ( inputSource ) {
  13850. if ( hand && inputSource.hand ) {
  13851. handPose = true;
  13852. for ( var i = 0; i <= window.XRHand.LITTLE_PHALANX_TIP; i ++ ) {
  13853. if ( inputSource.hand[ i ] ) {
  13854. // Update the joints groups with the XRJoint poses
  13855. var jointPose = frame.getJointPose( inputSource.hand[ i ], referenceSpace );
  13856. var joint = hand.joints[ i ];
  13857. if ( jointPose !== null ) {
  13858. joint.matrix.fromArray( jointPose.transform.matrix );
  13859. joint.matrix.decompose( joint.position, joint.rotation, joint.scale );
  13860. joint.jointRadius = jointPose.radius;
  13861. }
  13862. joint.visible = jointPose !== null;
  13863. // Custom events
  13864. // Check pinch
  13865. var indexTip = hand.joints[ window.XRHand.INDEX_PHALANX_TIP ];
  13866. var thumbTip = hand.joints[ window.XRHand.THUMB_PHALANX_TIP ];
  13867. var distance = indexTip.position.distanceTo( thumbTip.position );
  13868. var distanceToPinch = 0.02;
  13869. var threshold = 0.005;
  13870. if ( hand.inputState.pinching && distance > distanceToPinch + threshold ) {
  13871. hand.inputState.pinching = false;
  13872. this.dispatchEvent( {
  13873. type: "pinchend",
  13874. handedness: inputSource.handedness,
  13875. target: this
  13876. } );
  13877. } else if ( ! hand.inputState.pinching && distance <= distanceToPinch - threshold ) {
  13878. hand.inputState.pinching = true;
  13879. this.dispatchEvent( {
  13880. type: "pinchstart",
  13881. handedness: inputSource.handedness,
  13882. target: this
  13883. } );
  13884. }
  13885. }
  13886. }
  13887. } else {
  13888. if ( targetRay !== null ) {
  13889. inputPose = frame.getPose( inputSource.targetRaySpace, referenceSpace );
  13890. if ( inputPose !== null ) {
  13891. targetRay.matrix.fromArray( inputPose.transform.matrix );
  13892. targetRay.matrix.decompose( targetRay.position, targetRay.rotation, targetRay.scale );
  13893. }
  13894. }
  13895. if ( grip !== null && inputSource.gripSpace ) {
  13896. gripPose = frame.getPose( inputSource.gripSpace, referenceSpace );
  13897. if ( gripPose !== null ) {
  13898. grip.matrix.fromArray( gripPose.transform.matrix );
  13899. grip.matrix.decompose( grip.position, grip.rotation, grip.scale );
  13900. }
  13901. }
  13902. }
  13903. }
  13904. if ( targetRay !== null ) {
  13905. targetRay.visible = ( inputPose !== null );
  13906. }
  13907. if ( grip !== null ) {
  13908. grip.visible = ( gripPose !== null );
  13909. }
  13910. if ( hand !== null ) {
  13911. hand.visible = ( handPose !== null );
  13912. }
  13913. return this;
  13914. }
  13915. } );
  13916. function WebXRManager( renderer, gl ) {
  13917. var scope = this;
  13918. var session = null;
  13919. var framebufferScaleFactor = 1.0;
  13920. var referenceSpace = null;
  13921. var referenceSpaceType = 'local-floor';
  13922. var pose = null;
  13923. var controllers = [];
  13924. var inputSourcesMap = new Map();
  13925. //
  13926. var cameraL = new PerspectiveCamera();
  13927. cameraL.layers.enable( 1 );
  13928. cameraL.viewport = new Vector4();
  13929. var cameraR = new PerspectiveCamera();
  13930. cameraR.layers.enable( 2 );
  13931. cameraR.viewport = new Vector4();
  13932. var cameras = [ cameraL, cameraR ];
  13933. var cameraVR = new ArrayCamera();
  13934. cameraVR.layers.enable( 1 );
  13935. cameraVR.layers.enable( 2 );
  13936. var _currentDepthNear = null;
  13937. var _currentDepthFar = null;
  13938. //
  13939. this.enabled = false;
  13940. this.isPresenting = false;
  13941. this.getController = function ( index ) {
  13942. var controller = controllers[ index ];
  13943. if ( controller === undefined ) {
  13944. controller = new WebXRController();
  13945. controllers[ index ] = controller;
  13946. }
  13947. return controller.getTargetRaySpace();
  13948. };
  13949. this.getControllerGrip = function ( index ) {
  13950. var controller = controllers[ index ];
  13951. if ( controller === undefined ) {
  13952. controller = new WebXRController();
  13953. controllers[ index ] = controller;
  13954. }
  13955. return controller.getGripSpace();
  13956. };
  13957. this.getHand = function ( index ) {
  13958. var controller = controllers[ index ];
  13959. if ( controller === undefined ) {
  13960. controller = new WebXRController();
  13961. controllers[ index ] = controller;
  13962. }
  13963. return controller.getHandSpace();
  13964. };
  13965. //
  13966. function onSessionEvent( event ) {
  13967. var controller = inputSourcesMap.get( event.inputSource );
  13968. if ( controller ) {
  13969. controller.dispatchEvent( { type: event.type } );
  13970. }
  13971. }
  13972. function onSessionEnd() {
  13973. inputSourcesMap.forEach( function ( controller, inputSource ) {
  13974. controller.disconnect( inputSource );
  13975. } );
  13976. inputSourcesMap.clear();
  13977. //
  13978. renderer.setFramebuffer( null );
  13979. renderer.setRenderTarget( renderer.getRenderTarget() ); // Hack #15830
  13980. animation.stop();
  13981. scope.isPresenting = false;
  13982. scope.dispatchEvent( { type: 'sessionend' } );
  13983. }
  13984. function onRequestReferenceSpace( value ) {
  13985. referenceSpace = value;
  13986. animation.setContext( session );
  13987. animation.start();
  13988. scope.isPresenting = true;
  13989. scope.dispatchEvent( { type: 'sessionstart' } );
  13990. }
  13991. this.setFramebufferScaleFactor = function ( value ) {
  13992. framebufferScaleFactor = value;
  13993. if ( scope.isPresenting === true ) {
  13994. console.warn( 'THREE.WebXRManager: Cannot change framebuffer scale while presenting.' );
  13995. }
  13996. };
  13997. this.setReferenceSpaceType = function ( value ) {
  13998. referenceSpaceType = value;
  13999. if ( scope.isPresenting === true ) {
  14000. console.warn( 'THREE.WebXRManager: Cannot change reference space type while presenting.' );
  14001. }
  14002. };
  14003. this.getReferenceSpace = function () {
  14004. return referenceSpace;
  14005. };
  14006. this.getSession = function () {
  14007. return session;
  14008. };
  14009. this.setSession = function ( value ) {
  14010. session = value;
  14011. if ( session !== null ) {
  14012. session.addEventListener( 'select', onSessionEvent );
  14013. session.addEventListener( 'selectstart', onSessionEvent );
  14014. session.addEventListener( 'selectend', onSessionEvent );
  14015. session.addEventListener( 'squeeze', onSessionEvent );
  14016. session.addEventListener( 'squeezestart', onSessionEvent );
  14017. session.addEventListener( 'squeezeend', onSessionEvent );
  14018. session.addEventListener( 'end', onSessionEnd );
  14019. var attributes = gl.getContextAttributes();
  14020. if ( attributes.xrCompatible !== true ) {
  14021. gl.makeXRCompatible();
  14022. }
  14023. var layerInit = {
  14024. antialias: attributes.antialias,
  14025. alpha: attributes.alpha,
  14026. depth: attributes.depth,
  14027. stencil: attributes.stencil,
  14028. framebufferScaleFactor: framebufferScaleFactor
  14029. };
  14030. // eslint-disable-next-line no-undef
  14031. var baseLayer = new XRWebGLLayer( session, gl, layerInit );
  14032. session.updateRenderState( { baseLayer: baseLayer } );
  14033. session.requestReferenceSpace( referenceSpaceType ).then( onRequestReferenceSpace );
  14034. //
  14035. session.addEventListener( 'inputsourceschange', updateInputSources );
  14036. }
  14037. };
  14038. function updateInputSources( event ) {
  14039. var inputSources = session.inputSources;
  14040. // Assign inputSources to available controllers
  14041. for ( var i = 0; i < controllers.length; i ++ ) {
  14042. inputSourcesMap.set( inputSources[ i ], controllers[ i ] );
  14043. }
  14044. // Notify disconnected
  14045. for ( var i$1 = 0; i$1 < event.removed.length; i$1 ++ ) {
  14046. var inputSource = event.removed[ i$1 ];
  14047. var controller = inputSourcesMap.get( inputSource );
  14048. if ( controller ) {
  14049. controller.dispatchEvent( { type: 'disconnected', data: inputSource } );
  14050. inputSourcesMap.delete( inputSource );
  14051. }
  14052. }
  14053. // Notify connected
  14054. for ( var i$2 = 0; i$2 < event.added.length; i$2 ++ ) {
  14055. var inputSource$1 = event.added[ i$2 ];
  14056. var controller$1 = inputSourcesMap.get( inputSource$1 );
  14057. if ( controller$1 ) {
  14058. controller$1.dispatchEvent( { type: 'connected', data: inputSource$1 } );
  14059. }
  14060. }
  14061. }
  14062. //
  14063. var cameraLPos = new Vector3();
  14064. var cameraRPos = new Vector3();
  14065. /**
  14066. * Assumes 2 cameras that are parallel and share an X-axis, and that
  14067. * the cameras' projection and world matrices have already been set.
  14068. * And that near and far planes are identical for both cameras.
  14069. * Visualization of this technique: https://computergraphics.stackexchange.com/a/4765
  14070. */
  14071. function setProjectionFromUnion( camera, cameraL, cameraR ) {
  14072. cameraLPos.setFromMatrixPosition( cameraL.matrixWorld );
  14073. cameraRPos.setFromMatrixPosition( cameraR.matrixWorld );
  14074. var ipd = cameraLPos.distanceTo( cameraRPos );
  14075. var projL = cameraL.projectionMatrix.elements;
  14076. var projR = cameraR.projectionMatrix.elements;
  14077. // VR systems will have identical far and near planes, and
  14078. // most likely identical top and bottom frustum extents.
  14079. // Use the left camera for these values.
  14080. var near = projL[ 14 ] / ( projL[ 10 ] - 1 );
  14081. var far = projL[ 14 ] / ( projL[ 10 ] + 1 );
  14082. var topFov = ( projL[ 9 ] + 1 ) / projL[ 5 ];
  14083. var bottomFov = ( projL[ 9 ] - 1 ) / projL[ 5 ];
  14084. var leftFov = ( projL[ 8 ] - 1 ) / projL[ 0 ];
  14085. var rightFov = ( projR[ 8 ] + 1 ) / projR[ 0 ];
  14086. var left = near * leftFov;
  14087. var right = near * rightFov;
  14088. // Calculate the new camera's position offset from the
  14089. // left camera. xOffset should be roughly half `ipd`.
  14090. var zOffset = ipd / ( - leftFov + rightFov );
  14091. var xOffset = zOffset * - leftFov;
  14092. // TODO: Better way to apply this offset?
  14093. cameraL.matrixWorld.decompose( camera.position, camera.quaternion, camera.scale );
  14094. camera.translateX( xOffset );
  14095. camera.translateZ( zOffset );
  14096. camera.matrixWorld.compose( camera.position, camera.quaternion, camera.scale );
  14097. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  14098. // Find the union of the frustum values of the cameras and scale
  14099. // the values so that the near plane's position does not change in world space,
  14100. // although must now be relative to the new union camera.
  14101. var near2 = near + zOffset;
  14102. var far2 = far + zOffset;
  14103. var left2 = left - xOffset;
  14104. var right2 = right + ( ipd - xOffset );
  14105. var top2 = topFov * far / far2 * near2;
  14106. var bottom2 = bottomFov * far / far2 * near2;
  14107. camera.projectionMatrix.makePerspective( left2, right2, top2, bottom2, near2, far2 );
  14108. }
  14109. function updateCamera( camera, parent ) {
  14110. if ( parent === null ) {
  14111. camera.matrixWorld.copy( camera.matrix );
  14112. } else {
  14113. camera.matrixWorld.multiplyMatrices( parent.matrixWorld, camera.matrix );
  14114. }
  14115. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  14116. }
  14117. this.getCamera = function ( camera ) {
  14118. cameraVR.near = cameraR.near = cameraL.near = camera.near;
  14119. cameraVR.far = cameraR.far = cameraL.far = camera.far;
  14120. if ( _currentDepthNear !== cameraVR.near || _currentDepthFar !== cameraVR.far ) {
  14121. // Note that the new renderState won't apply until the next frame. See #18320
  14122. session.updateRenderState( {
  14123. depthNear: cameraVR.near,
  14124. depthFar: cameraVR.far
  14125. } );
  14126. _currentDepthNear = cameraVR.near;
  14127. _currentDepthFar = cameraVR.far;
  14128. }
  14129. var parent = camera.parent;
  14130. var cameras = cameraVR.cameras;
  14131. updateCamera( cameraVR, parent );
  14132. for ( var i = 0; i < cameras.length; i ++ ) {
  14133. updateCamera( cameras[ i ], parent );
  14134. }
  14135. // update camera and its children
  14136. camera.matrixWorld.copy( cameraVR.matrixWorld );
  14137. var children = camera.children;
  14138. for ( var i$1 = 0, l = children.length; i$1 < l; i$1 ++ ) {
  14139. children[ i$1 ].updateMatrixWorld( true );
  14140. }
  14141. // update projection matrix for proper view frustum culling
  14142. if ( cameras.length === 2 ) {
  14143. setProjectionFromUnion( cameraVR, cameraL, cameraR );
  14144. } else {
  14145. // assume single camera setup (AR)
  14146. cameraVR.projectionMatrix.copy( cameraL.projectionMatrix );
  14147. }
  14148. return cameraVR;
  14149. };
  14150. // Animation Loop
  14151. var onAnimationFrameCallback = null;
  14152. function onAnimationFrame( time, frame ) {
  14153. pose = frame.getViewerPose( referenceSpace );
  14154. if ( pose !== null ) {
  14155. var views = pose.views;
  14156. var baseLayer = session.renderState.baseLayer;
  14157. renderer.setFramebuffer( baseLayer.framebuffer );
  14158. var cameraVRNeedsUpdate = false;
  14159. // check if it's necessary to rebuild cameraVR's camera list
  14160. if ( views.length !== cameraVR.cameras.length ) {
  14161. cameraVR.cameras.length = 0;
  14162. cameraVRNeedsUpdate = true;
  14163. }
  14164. for ( var i = 0; i < views.length; i ++ ) {
  14165. var view = views[ i ];
  14166. var viewport = baseLayer.getViewport( view );
  14167. var camera = cameras[ i ];
  14168. camera.matrix.fromArray( view.transform.matrix );
  14169. camera.projectionMatrix.fromArray( view.projectionMatrix );
  14170. camera.viewport.set( viewport.x, viewport.y, viewport.width, viewport.height );
  14171. if ( i === 0 ) {
  14172. cameraVR.matrix.copy( camera.matrix );
  14173. }
  14174. if ( cameraVRNeedsUpdate === true ) {
  14175. cameraVR.cameras.push( camera );
  14176. }
  14177. }
  14178. }
  14179. //
  14180. var inputSources = session.inputSources;
  14181. for ( var i$1 = 0; i$1 < controllers.length; i$1 ++ ) {
  14182. var controller = controllers[ i$1 ];
  14183. var inputSource = inputSources[ i$1 ];
  14184. controller.update( inputSource, frame, referenceSpace );
  14185. }
  14186. if ( onAnimationFrameCallback ) { onAnimationFrameCallback( time, frame ); }
  14187. }
  14188. var animation = new WebGLAnimation();
  14189. animation.setAnimationLoop( onAnimationFrame );
  14190. this.setAnimationLoop = function ( callback ) {
  14191. onAnimationFrameCallback = callback;
  14192. };
  14193. this.dispose = function () {};
  14194. }
  14195. Object.assign( WebXRManager.prototype, EventDispatcher.prototype );
  14196. function WebGLMaterials( properties ) {
  14197. function refreshFogUniforms( uniforms, fog ) {
  14198. uniforms.fogColor.value.copy( fog.color );
  14199. if ( fog.isFog ) {
  14200. uniforms.fogNear.value = fog.near;
  14201. uniforms.fogFar.value = fog.far;
  14202. } else if ( fog.isFogExp2 ) {
  14203. uniforms.fogDensity.value = fog.density;
  14204. }
  14205. }
  14206. function refreshMaterialUniforms( uniforms, material, environment, pixelRatio, height ) {
  14207. if ( material.isMeshBasicMaterial ) {
  14208. refreshUniformsCommon( uniforms, material );
  14209. } else if ( material.isMeshLambertMaterial ) {
  14210. refreshUniformsCommon( uniforms, material );
  14211. refreshUniformsLambert( uniforms, material );
  14212. } else if ( material.isMeshToonMaterial ) {
  14213. refreshUniformsCommon( uniforms, material );
  14214. refreshUniformsToon( uniforms, material );
  14215. } else if ( material.isMeshPhongMaterial ) {
  14216. refreshUniformsCommon( uniforms, material );
  14217. refreshUniformsPhong( uniforms, material );
  14218. } else if ( material.isMeshStandardMaterial ) {
  14219. refreshUniformsCommon( uniforms, material, environment );
  14220. if ( material.isMeshPhysicalMaterial ) {
  14221. refreshUniformsPhysical( uniforms, material, environment );
  14222. } else {
  14223. refreshUniformsStandard( uniforms, material, environment );
  14224. }
  14225. } else if ( material.isMeshMatcapMaterial ) {
  14226. refreshUniformsCommon( uniforms, material );
  14227. refreshUniformsMatcap( uniforms, material );
  14228. } else if ( material.isMeshDepthMaterial ) {
  14229. refreshUniformsCommon( uniforms, material );
  14230. refreshUniformsDepth( uniforms, material );
  14231. } else if ( material.isMeshDistanceMaterial ) {
  14232. refreshUniformsCommon( uniforms, material );
  14233. refreshUniformsDistance( uniforms, material );
  14234. } else if ( material.isMeshNormalMaterial ) {
  14235. refreshUniformsCommon( uniforms, material );
  14236. refreshUniformsNormal( uniforms, material );
  14237. } else if ( material.isLineBasicMaterial ) {
  14238. refreshUniformsLine( uniforms, material );
  14239. if ( material.isLineDashedMaterial ) {
  14240. refreshUniformsDash( uniforms, material );
  14241. }
  14242. } else if ( material.isPointsMaterial ) {
  14243. refreshUniformsPoints( uniforms, material, pixelRatio, height );
  14244. } else if ( material.isSpriteMaterial ) {
  14245. refreshUniformsSprites( uniforms, material );
  14246. } else if ( material.isShadowMaterial ) {
  14247. uniforms.color.value.copy( material.color );
  14248. uniforms.opacity.value = material.opacity;
  14249. } else if ( material.isShaderMaterial ) {
  14250. material.uniformsNeedUpdate = false; // #15581
  14251. }
  14252. }
  14253. function refreshUniformsCommon( uniforms, material, environment ) {
  14254. uniforms.opacity.value = material.opacity;
  14255. if ( material.color ) {
  14256. uniforms.diffuse.value.copy( material.color );
  14257. }
  14258. if ( material.emissive ) {
  14259. uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
  14260. }
  14261. if ( material.map ) {
  14262. uniforms.map.value = material.map;
  14263. }
  14264. if ( material.alphaMap ) {
  14265. uniforms.alphaMap.value = material.alphaMap;
  14266. }
  14267. if ( material.specularMap ) {
  14268. uniforms.specularMap.value = material.specularMap;
  14269. }
  14270. var envMap = material.envMap || environment;
  14271. if ( envMap ) {
  14272. uniforms.envMap.value = envMap;
  14273. uniforms.flipEnvMap.value = envMap.isCubeTexture ? - 1 : 1;
  14274. uniforms.reflectivity.value = material.reflectivity;
  14275. uniforms.refractionRatio.value = material.refractionRatio;
  14276. var maxMipLevel = properties.get( envMap ).__maxMipLevel;
  14277. if ( maxMipLevel !== undefined ) {
  14278. uniforms.maxMipLevel.value = maxMipLevel;
  14279. }
  14280. }
  14281. if ( material.lightMap ) {
  14282. uniforms.lightMap.value = material.lightMap;
  14283. uniforms.lightMapIntensity.value = material.lightMapIntensity;
  14284. }
  14285. if ( material.aoMap ) {
  14286. uniforms.aoMap.value = material.aoMap;
  14287. uniforms.aoMapIntensity.value = material.aoMapIntensity;
  14288. }
  14289. // uv repeat and offset setting priorities
  14290. // 1. color map
  14291. // 2. specular map
  14292. // 3. normal map
  14293. // 4. bump map
  14294. // 5. alpha map
  14295. // 6. emissive map
  14296. var uvScaleMap;
  14297. if ( material.map ) {
  14298. uvScaleMap = material.map;
  14299. } else if ( material.specularMap ) {
  14300. uvScaleMap = material.specularMap;
  14301. } else if ( material.displacementMap ) {
  14302. uvScaleMap = material.displacementMap;
  14303. } else if ( material.normalMap ) {
  14304. uvScaleMap = material.normalMap;
  14305. } else if ( material.bumpMap ) {
  14306. uvScaleMap = material.bumpMap;
  14307. } else if ( material.roughnessMap ) {
  14308. uvScaleMap = material.roughnessMap;
  14309. } else if ( material.metalnessMap ) {
  14310. uvScaleMap = material.metalnessMap;
  14311. } else if ( material.alphaMap ) {
  14312. uvScaleMap = material.alphaMap;
  14313. } else if ( material.emissiveMap ) {
  14314. uvScaleMap = material.emissiveMap;
  14315. }
  14316. if ( uvScaleMap !== undefined ) {
  14317. // backwards compatibility
  14318. if ( uvScaleMap.isWebGLRenderTarget ) {
  14319. uvScaleMap = uvScaleMap.texture;
  14320. }
  14321. if ( uvScaleMap.matrixAutoUpdate === true ) {
  14322. uvScaleMap.updateMatrix();
  14323. }
  14324. uniforms.uvTransform.value.copy( uvScaleMap.matrix );
  14325. }
  14326. // uv repeat and offset setting priorities for uv2
  14327. // 1. ao map
  14328. // 2. light map
  14329. var uv2ScaleMap;
  14330. if ( material.aoMap ) {
  14331. uv2ScaleMap = material.aoMap;
  14332. } else if ( material.lightMap ) {
  14333. uv2ScaleMap = material.lightMap;
  14334. }
  14335. if ( uv2ScaleMap !== undefined ) {
  14336. // backwards compatibility
  14337. if ( uv2ScaleMap.isWebGLRenderTarget ) {
  14338. uv2ScaleMap = uv2ScaleMap.texture;
  14339. }
  14340. if ( uv2ScaleMap.matrixAutoUpdate === true ) {
  14341. uv2ScaleMap.updateMatrix();
  14342. }
  14343. uniforms.uv2Transform.value.copy( uv2ScaleMap.matrix );
  14344. }
  14345. }
  14346. function refreshUniformsLine( uniforms, material ) {
  14347. uniforms.diffuse.value.copy( material.color );
  14348. uniforms.opacity.value = material.opacity;
  14349. }
  14350. function refreshUniformsDash( uniforms, material ) {
  14351. uniforms.dashSize.value = material.dashSize;
  14352. uniforms.totalSize.value = material.dashSize + material.gapSize;
  14353. uniforms.scale.value = material.scale;
  14354. }
  14355. function refreshUniformsPoints( uniforms, material, pixelRatio, height ) {
  14356. uniforms.diffuse.value.copy( material.color );
  14357. uniforms.opacity.value = material.opacity;
  14358. uniforms.size.value = material.size * pixelRatio;
  14359. uniforms.scale.value = height * 0.5;
  14360. if ( material.map ) {
  14361. uniforms.map.value = material.map;
  14362. }
  14363. if ( material.alphaMap ) {
  14364. uniforms.alphaMap.value = material.alphaMap;
  14365. }
  14366. // uv repeat and offset setting priorities
  14367. // 1. color map
  14368. // 2. alpha map
  14369. var uvScaleMap;
  14370. if ( material.map ) {
  14371. uvScaleMap = material.map;
  14372. } else if ( material.alphaMap ) {
  14373. uvScaleMap = material.alphaMap;
  14374. }
  14375. if ( uvScaleMap !== undefined ) {
  14376. if ( uvScaleMap.matrixAutoUpdate === true ) {
  14377. uvScaleMap.updateMatrix();
  14378. }
  14379. uniforms.uvTransform.value.copy( uvScaleMap.matrix );
  14380. }
  14381. }
  14382. function refreshUniformsSprites( uniforms, material ) {
  14383. uniforms.diffuse.value.copy( material.color );
  14384. uniforms.opacity.value = material.opacity;
  14385. uniforms.rotation.value = material.rotation;
  14386. if ( material.map ) {
  14387. uniforms.map.value = material.map;
  14388. }
  14389. if ( material.alphaMap ) {
  14390. uniforms.alphaMap.value = material.alphaMap;
  14391. }
  14392. // uv repeat and offset setting priorities
  14393. // 1. color map
  14394. // 2. alpha map
  14395. var uvScaleMap;
  14396. if ( material.map ) {
  14397. uvScaleMap = material.map;
  14398. } else if ( material.alphaMap ) {
  14399. uvScaleMap = material.alphaMap;
  14400. }
  14401. if ( uvScaleMap !== undefined ) {
  14402. if ( uvScaleMap.matrixAutoUpdate === true ) {
  14403. uvScaleMap.updateMatrix();
  14404. }
  14405. uniforms.uvTransform.value.copy( uvScaleMap.matrix );
  14406. }
  14407. }
  14408. function refreshUniformsLambert( uniforms, material ) {
  14409. if ( material.emissiveMap ) {
  14410. uniforms.emissiveMap.value = material.emissiveMap;
  14411. }
  14412. }
  14413. function refreshUniformsPhong( uniforms, material ) {
  14414. uniforms.specular.value.copy( material.specular );
  14415. uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
  14416. if ( material.emissiveMap ) {
  14417. uniforms.emissiveMap.value = material.emissiveMap;
  14418. }
  14419. if ( material.bumpMap ) {
  14420. uniforms.bumpMap.value = material.bumpMap;
  14421. uniforms.bumpScale.value = material.bumpScale;
  14422. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  14423. }
  14424. if ( material.normalMap ) {
  14425. uniforms.normalMap.value = material.normalMap;
  14426. uniforms.normalScale.value.copy( material.normalScale );
  14427. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  14428. }
  14429. if ( material.displacementMap ) {
  14430. uniforms.displacementMap.value = material.displacementMap;
  14431. uniforms.displacementScale.value = material.displacementScale;
  14432. uniforms.displacementBias.value = material.displacementBias;
  14433. }
  14434. }
  14435. function refreshUniformsToon( uniforms, material ) {
  14436. if ( material.gradientMap ) {
  14437. uniforms.gradientMap.value = material.gradientMap;
  14438. }
  14439. if ( material.emissiveMap ) {
  14440. uniforms.emissiveMap.value = material.emissiveMap;
  14441. }
  14442. if ( material.bumpMap ) {
  14443. uniforms.bumpMap.value = material.bumpMap;
  14444. uniforms.bumpScale.value = material.bumpScale;
  14445. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  14446. }
  14447. if ( material.normalMap ) {
  14448. uniforms.normalMap.value = material.normalMap;
  14449. uniforms.normalScale.value.copy( material.normalScale );
  14450. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  14451. }
  14452. if ( material.displacementMap ) {
  14453. uniforms.displacementMap.value = material.displacementMap;
  14454. uniforms.displacementScale.value = material.displacementScale;
  14455. uniforms.displacementBias.value = material.displacementBias;
  14456. }
  14457. }
  14458. function refreshUniformsStandard( uniforms, material, environment ) {
  14459. uniforms.roughness.value = material.roughness;
  14460. uniforms.metalness.value = material.metalness;
  14461. if ( material.roughnessMap ) {
  14462. uniforms.roughnessMap.value = material.roughnessMap;
  14463. }
  14464. if ( material.metalnessMap ) {
  14465. uniforms.metalnessMap.value = material.metalnessMap;
  14466. }
  14467. if ( material.emissiveMap ) {
  14468. uniforms.emissiveMap.value = material.emissiveMap;
  14469. }
  14470. if ( material.bumpMap ) {
  14471. uniforms.bumpMap.value = material.bumpMap;
  14472. uniforms.bumpScale.value = material.bumpScale;
  14473. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  14474. }
  14475. if ( material.normalMap ) {
  14476. uniforms.normalMap.value = material.normalMap;
  14477. uniforms.normalScale.value.copy( material.normalScale );
  14478. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  14479. }
  14480. if ( material.displacementMap ) {
  14481. uniforms.displacementMap.value = material.displacementMap;
  14482. uniforms.displacementScale.value = material.displacementScale;
  14483. uniforms.displacementBias.value = material.displacementBias;
  14484. }
  14485. if ( material.envMap || environment ) {
  14486. //uniforms.envMap.value = material.envMap; // part of uniforms common
  14487. uniforms.envMapIntensity.value = material.envMapIntensity;
  14488. }
  14489. }
  14490. function refreshUniformsPhysical( uniforms, material, environment ) {
  14491. refreshUniformsStandard( uniforms, material, environment );
  14492. uniforms.reflectivity.value = material.reflectivity; // also part of uniforms common
  14493. uniforms.clearcoat.value = material.clearcoat;
  14494. uniforms.clearcoatRoughness.value = material.clearcoatRoughness;
  14495. if ( material.sheen ) { uniforms.sheen.value.copy( material.sheen ); }
  14496. if ( material.clearcoatMap ) {
  14497. uniforms.clearcoatMap.value = material.clearcoatMap;
  14498. }
  14499. if ( material.clearcoatRoughnessMap ) {
  14500. uniforms.clearcoatRoughnessMap.value = material.clearcoatRoughnessMap;
  14501. }
  14502. if ( material.clearcoatNormalMap ) {
  14503. uniforms.clearcoatNormalScale.value.copy( material.clearcoatNormalScale );
  14504. uniforms.clearcoatNormalMap.value = material.clearcoatNormalMap;
  14505. if ( material.side === BackSide ) {
  14506. uniforms.clearcoatNormalScale.value.negate();
  14507. }
  14508. }
  14509. uniforms.transmission.value = material.transmission;
  14510. if ( material.transmissionMap ) {
  14511. uniforms.transmissionMap.value = material.transmissionMap;
  14512. }
  14513. }
  14514. function refreshUniformsMatcap( uniforms, material ) {
  14515. if ( material.matcap ) {
  14516. uniforms.matcap.value = material.matcap;
  14517. }
  14518. if ( material.bumpMap ) {
  14519. uniforms.bumpMap.value = material.bumpMap;
  14520. uniforms.bumpScale.value = material.bumpScale;
  14521. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  14522. }
  14523. if ( material.normalMap ) {
  14524. uniforms.normalMap.value = material.normalMap;
  14525. uniforms.normalScale.value.copy( material.normalScale );
  14526. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  14527. }
  14528. if ( material.displacementMap ) {
  14529. uniforms.displacementMap.value = material.displacementMap;
  14530. uniforms.displacementScale.value = material.displacementScale;
  14531. uniforms.displacementBias.value = material.displacementBias;
  14532. }
  14533. }
  14534. function refreshUniformsDepth( uniforms, material ) {
  14535. if ( material.displacementMap ) {
  14536. uniforms.displacementMap.value = material.displacementMap;
  14537. uniforms.displacementScale.value = material.displacementScale;
  14538. uniforms.displacementBias.value = material.displacementBias;
  14539. }
  14540. }
  14541. function refreshUniformsDistance( uniforms, material ) {
  14542. if ( material.displacementMap ) {
  14543. uniforms.displacementMap.value = material.displacementMap;
  14544. uniforms.displacementScale.value = material.displacementScale;
  14545. uniforms.displacementBias.value = material.displacementBias;
  14546. }
  14547. uniforms.referencePosition.value.copy( material.referencePosition );
  14548. uniforms.nearDistance.value = material.nearDistance;
  14549. uniforms.farDistance.value = material.farDistance;
  14550. }
  14551. function refreshUniformsNormal( uniforms, material ) {
  14552. if ( material.bumpMap ) {
  14553. uniforms.bumpMap.value = material.bumpMap;
  14554. uniforms.bumpScale.value = material.bumpScale;
  14555. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  14556. }
  14557. if ( material.normalMap ) {
  14558. uniforms.normalMap.value = material.normalMap;
  14559. uniforms.normalScale.value.copy( material.normalScale );
  14560. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  14561. }
  14562. if ( material.displacementMap ) {
  14563. uniforms.displacementMap.value = material.displacementMap;
  14564. uniforms.displacementScale.value = material.displacementScale;
  14565. uniforms.displacementBias.value = material.displacementBias;
  14566. }
  14567. }
  14568. return {
  14569. refreshFogUniforms: refreshFogUniforms,
  14570. refreshMaterialUniforms: refreshMaterialUniforms
  14571. };
  14572. }
  14573. function WebGLRenderer( parameters ) {
  14574. parameters = parameters || {};
  14575. var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ),
  14576. _context = parameters.context !== undefined ? parameters.context : null,
  14577. _alpha = parameters.alpha !== undefined ? parameters.alpha : false,
  14578. _depth = parameters.depth !== undefined ? parameters.depth : true,
  14579. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  14580. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  14581. _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
  14582. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  14583. _powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default',
  14584. _failIfMajorPerformanceCaveat = parameters.failIfMajorPerformanceCaveat !== undefined ? parameters.failIfMajorPerformanceCaveat : false;
  14585. var currentRenderList = null;
  14586. var currentRenderState = null;
  14587. // public properties
  14588. this.domElement = _canvas;
  14589. // Debug configuration container
  14590. this.debug = {
  14591. /**
  14592. * Enables error checking and reporting when shader programs are being compiled
  14593. * @type {boolean}
  14594. */
  14595. checkShaderErrors: true
  14596. };
  14597. // clearing
  14598. this.autoClear = true;
  14599. this.autoClearColor = true;
  14600. this.autoClearDepth = true;
  14601. this.autoClearStencil = true;
  14602. // scene graph
  14603. this.sortObjects = true;
  14604. // user-defined clipping
  14605. this.clippingPlanes = [];
  14606. this.localClippingEnabled = false;
  14607. // physically based shading
  14608. this.gammaFactor = 2.0; // for backwards compatibility
  14609. this.outputEncoding = LinearEncoding;
  14610. // physical lights
  14611. this.physicallyCorrectLights = false;
  14612. // tone mapping
  14613. this.toneMapping = NoToneMapping;
  14614. this.toneMappingExposure = 1.0;
  14615. // morphs
  14616. this.maxMorphTargets = 8;
  14617. this.maxMorphNormals = 4;
  14618. // internal properties
  14619. var _this = this;
  14620. var _isContextLost = false;
  14621. // internal state cache
  14622. var _framebuffer = null;
  14623. var _currentActiveCubeFace = 0;
  14624. var _currentActiveMipmapLevel = 0;
  14625. var _currentRenderTarget = null;
  14626. var _currentFramebuffer = null;
  14627. var _currentMaterialId = - 1;
  14628. var _currentCamera = null;
  14629. var _currentArrayCamera = null;
  14630. var _currentViewport = new Vector4();
  14631. var _currentScissor = new Vector4();
  14632. var _currentScissorTest = null;
  14633. //
  14634. var _width = _canvas.width;
  14635. var _height = _canvas.height;
  14636. var _pixelRatio = 1;
  14637. var _opaqueSort = null;
  14638. var _transparentSort = null;
  14639. var _viewport = new Vector4( 0, 0, _width, _height );
  14640. var _scissor = new Vector4( 0, 0, _width, _height );
  14641. var _scissorTest = false;
  14642. // frustum
  14643. var _frustum = new Frustum();
  14644. // clipping
  14645. var _clipping = new WebGLClipping();
  14646. var _clippingEnabled = false;
  14647. var _localClippingEnabled = false;
  14648. // camera matrices cache
  14649. var _projScreenMatrix = new Matrix4();
  14650. var _vector3 = new Vector3();
  14651. var _emptyScene = { background: null, fog: null, environment: null, overrideMaterial: null, isScene: true };
  14652. function getTargetPixelRatio() {
  14653. return _currentRenderTarget === null ? _pixelRatio : 1;
  14654. }
  14655. // initialize
  14656. var _gl = _context;
  14657. function getContext( contextNames, contextAttributes ) {
  14658. for ( var i = 0; i < contextNames.length; i ++ ) {
  14659. var contextName = contextNames[ i ];
  14660. var context = _canvas.getContext( contextName, contextAttributes );
  14661. if ( context !== null ) { return context; }
  14662. }
  14663. return null;
  14664. }
  14665. try {
  14666. var contextAttributes = {
  14667. alpha: _alpha,
  14668. depth: _depth,
  14669. stencil: _stencil,
  14670. antialias: _antialias,
  14671. premultipliedAlpha: _premultipliedAlpha,
  14672. preserveDrawingBuffer: _preserveDrawingBuffer,
  14673. powerPreference: _powerPreference,
  14674. failIfMajorPerformanceCaveat: _failIfMajorPerformanceCaveat
  14675. };
  14676. // event listeners must be registered before WebGL context is created, see #12753
  14677. _canvas.addEventListener( 'webglcontextlost', onContextLost, false );
  14678. _canvas.addEventListener( 'webglcontextrestored', onContextRestore, false );
  14679. if ( _gl === null ) {
  14680. var contextNames = [ 'webgl2', 'webgl', 'experimental-webgl' ];
  14681. if ( _this.isWebGL1Renderer === true ) {
  14682. contextNames.shift();
  14683. }
  14684. _gl = getContext( contextNames, contextAttributes );
  14685. if ( _gl === null ) {
  14686. if ( getContext( contextNames ) ) {
  14687. throw new Error( 'Error creating WebGL context with your selected attributes.' );
  14688. } else {
  14689. throw new Error( 'Error creating WebGL context.' );
  14690. }
  14691. }
  14692. }
  14693. // Some experimental-webgl implementations do not have getShaderPrecisionFormat
  14694. if ( _gl.getShaderPrecisionFormat === undefined ) {
  14695. _gl.getShaderPrecisionFormat = function () {
  14696. return { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 };
  14697. };
  14698. }
  14699. } catch ( error ) {
  14700. console.error( 'THREE.WebGLRenderer: ' + error.message );
  14701. throw error;
  14702. }
  14703. var extensions, capabilities, state, info;
  14704. var properties, textures, attributes, geometries, objects;
  14705. var programCache, materials, renderLists, renderStates;
  14706. var background, morphtargets, bufferRenderer, indexedBufferRenderer;
  14707. var utils, bindingStates;
  14708. function initGLContext() {
  14709. extensions = new WebGLExtensions( _gl );
  14710. capabilities = new WebGLCapabilities( _gl, extensions, parameters );
  14711. if ( capabilities.isWebGL2 === false ) {
  14712. extensions.get( 'WEBGL_depth_texture' );
  14713. extensions.get( 'OES_texture_float' );
  14714. extensions.get( 'OES_texture_half_float' );
  14715. extensions.get( 'OES_texture_half_float_linear' );
  14716. extensions.get( 'OES_standard_derivatives' );
  14717. extensions.get( 'OES_element_index_uint' );
  14718. extensions.get( 'OES_vertex_array_object' );
  14719. extensions.get( 'ANGLE_instanced_arrays' );
  14720. }
  14721. extensions.get( 'OES_texture_float_linear' );
  14722. utils = new WebGLUtils( _gl, extensions, capabilities );
  14723. state = new WebGLState( _gl, extensions, capabilities );
  14724. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
  14725. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
  14726. info = new WebGLInfo( _gl );
  14727. properties = new WebGLProperties();
  14728. textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );
  14729. attributes = new WebGLAttributes( _gl, capabilities );
  14730. bindingStates = new WebGLBindingStates( _gl, extensions, attributes, capabilities );
  14731. geometries = new WebGLGeometries( _gl, attributes, info, bindingStates );
  14732. objects = new WebGLObjects( _gl, geometries, attributes, info );
  14733. morphtargets = new WebGLMorphtargets( _gl );
  14734. programCache = new WebGLPrograms( _this, extensions, capabilities, bindingStates );
  14735. materials = new WebGLMaterials( properties );
  14736. renderLists = new WebGLRenderLists( properties );
  14737. renderStates = new WebGLRenderStates();
  14738. background = new WebGLBackground( _this, state, objects, _premultipliedAlpha );
  14739. bufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities );
  14740. indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities );
  14741. info.programs = programCache.programs;
  14742. _this.capabilities = capabilities;
  14743. _this.extensions = extensions;
  14744. _this.properties = properties;
  14745. _this.renderLists = renderLists;
  14746. _this.state = state;
  14747. _this.info = info;
  14748. }
  14749. initGLContext();
  14750. // xr
  14751. var xr = new WebXRManager( _this, _gl );
  14752. this.xr = xr;
  14753. // shadow map
  14754. var shadowMap = new WebGLShadowMap( _this, objects, capabilities.maxTextureSize );
  14755. this.shadowMap = shadowMap;
  14756. // API
  14757. this.getContext = function () {
  14758. return _gl;
  14759. };
  14760. this.getContextAttributes = function () {
  14761. return _gl.getContextAttributes();
  14762. };
  14763. this.forceContextLoss = function () {
  14764. var extension = extensions.get( 'WEBGL_lose_context' );
  14765. if ( extension ) { extension.loseContext(); }
  14766. };
  14767. this.forceContextRestore = function () {
  14768. var extension = extensions.get( 'WEBGL_lose_context' );
  14769. if ( extension ) { extension.restoreContext(); }
  14770. };
  14771. this.getPixelRatio = function () {
  14772. return _pixelRatio;
  14773. };
  14774. this.setPixelRatio = function ( value ) {
  14775. if ( value === undefined ) { return; }
  14776. _pixelRatio = value;
  14777. this.setSize( _width, _height, false );
  14778. };
  14779. this.getSize = function ( target ) {
  14780. if ( target === undefined ) {
  14781. console.warn( 'WebGLRenderer: .getsize() now requires a Vector2 as an argument' );
  14782. target = new Vector2();
  14783. }
  14784. return target.set( _width, _height );
  14785. };
  14786. this.setSize = function ( width, height, updateStyle ) {
  14787. if ( xr.isPresenting ) {
  14788. console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' );
  14789. return;
  14790. }
  14791. _width = width;
  14792. _height = height;
  14793. _canvas.width = Math.floor( width * _pixelRatio );
  14794. _canvas.height = Math.floor( height * _pixelRatio );
  14795. if ( updateStyle !== false ) {
  14796. _canvas.style.width = width + 'px';
  14797. _canvas.style.height = height + 'px';
  14798. }
  14799. this.setViewport( 0, 0, width, height );
  14800. };
  14801. this.getDrawingBufferSize = function ( target ) {
  14802. if ( target === undefined ) {
  14803. console.warn( 'WebGLRenderer: .getdrawingBufferSize() now requires a Vector2 as an argument' );
  14804. target = new Vector2();
  14805. }
  14806. return target.set( _width * _pixelRatio, _height * _pixelRatio ).floor();
  14807. };
  14808. this.setDrawingBufferSize = function ( width, height, pixelRatio ) {
  14809. _width = width;
  14810. _height = height;
  14811. _pixelRatio = pixelRatio;
  14812. _canvas.width = Math.floor( width * pixelRatio );
  14813. _canvas.height = Math.floor( height * pixelRatio );
  14814. this.setViewport( 0, 0, width, height );
  14815. };
  14816. this.getCurrentViewport = function ( target ) {
  14817. if ( target === undefined ) {
  14818. console.warn( 'WebGLRenderer: .getCurrentViewport() now requires a Vector4 as an argument' );
  14819. target = new Vector4();
  14820. }
  14821. return target.copy( _currentViewport );
  14822. };
  14823. this.getViewport = function ( target ) {
  14824. return target.copy( _viewport );
  14825. };
  14826. this.setViewport = function ( x, y, width, height ) {
  14827. if ( x.isVector4 ) {
  14828. _viewport.set( x.x, x.y, x.z, x.w );
  14829. } else {
  14830. _viewport.set( x, y, width, height );
  14831. }
  14832. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
  14833. };
  14834. this.getScissor = function ( target ) {
  14835. return target.copy( _scissor );
  14836. };
  14837. this.setScissor = function ( x, y, width, height ) {
  14838. if ( x.isVector4 ) {
  14839. _scissor.set( x.x, x.y, x.z, x.w );
  14840. } else {
  14841. _scissor.set( x, y, width, height );
  14842. }
  14843. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
  14844. };
  14845. this.getScissorTest = function () {
  14846. return _scissorTest;
  14847. };
  14848. this.setScissorTest = function ( boolean ) {
  14849. state.setScissorTest( _scissorTest = boolean );
  14850. };
  14851. this.setOpaqueSort = function ( method ) {
  14852. _opaqueSort = method;
  14853. };
  14854. this.setTransparentSort = function ( method ) {
  14855. _transparentSort = method;
  14856. };
  14857. // Clearing
  14858. this.getClearColor = function () {
  14859. return background.getClearColor();
  14860. };
  14861. this.setClearColor = function () {
  14862. background.setClearColor.apply( background, arguments );
  14863. };
  14864. this.getClearAlpha = function () {
  14865. return background.getClearAlpha();
  14866. };
  14867. this.setClearAlpha = function () {
  14868. background.setClearAlpha.apply( background, arguments );
  14869. };
  14870. this.clear = function ( color, depth, stencil ) {
  14871. var bits = 0;
  14872. if ( color === undefined || color ) { bits |= 16384; }
  14873. if ( depth === undefined || depth ) { bits |= 256; }
  14874. if ( stencil === undefined || stencil ) { bits |= 1024; }
  14875. _gl.clear( bits );
  14876. };
  14877. this.clearColor = function () {
  14878. this.clear( true, false, false );
  14879. };
  14880. this.clearDepth = function () {
  14881. this.clear( false, true, false );
  14882. };
  14883. this.clearStencil = function () {
  14884. this.clear( false, false, true );
  14885. };
  14886. //
  14887. this.dispose = function () {
  14888. _canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
  14889. _canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );
  14890. renderLists.dispose();
  14891. renderStates.dispose();
  14892. properties.dispose();
  14893. objects.dispose();
  14894. bindingStates.dispose();
  14895. xr.dispose();
  14896. animation.stop();
  14897. };
  14898. // Events
  14899. function onContextLost( event ) {
  14900. event.preventDefault();
  14901. console.log( 'THREE.WebGLRenderer: Context Lost.' );
  14902. _isContextLost = true;
  14903. }
  14904. function onContextRestore( /* event */ ) {
  14905. console.log( 'THREE.WebGLRenderer: Context Restored.' );
  14906. _isContextLost = false;
  14907. initGLContext();
  14908. }
  14909. function onMaterialDispose( event ) {
  14910. var material = event.target;
  14911. material.removeEventListener( 'dispose', onMaterialDispose );
  14912. deallocateMaterial( material );
  14913. }
  14914. // Buffer deallocation
  14915. function deallocateMaterial( material ) {
  14916. releaseMaterialProgramReference( material );
  14917. properties.remove( material );
  14918. }
  14919. function releaseMaterialProgramReference( material ) {
  14920. var programInfo = properties.get( material ).program;
  14921. if ( programInfo !== undefined ) {
  14922. programCache.releaseProgram( programInfo );
  14923. }
  14924. }
  14925. // Buffer rendering
  14926. function renderObjectImmediate( object, program ) {
  14927. object.render( function ( object ) {
  14928. _this.renderBufferImmediate( object, program );
  14929. } );
  14930. }
  14931. this.renderBufferImmediate = function ( object, program ) {
  14932. bindingStates.initAttributes();
  14933. var buffers = properties.get( object );
  14934. if ( object.hasPositions && ! buffers.position ) { buffers.position = _gl.createBuffer(); }
  14935. if ( object.hasNormals && ! buffers.normal ) { buffers.normal = _gl.createBuffer(); }
  14936. if ( object.hasUvs && ! buffers.uv ) { buffers.uv = _gl.createBuffer(); }
  14937. if ( object.hasColors && ! buffers.color ) { buffers.color = _gl.createBuffer(); }
  14938. var programAttributes = program.getAttributes();
  14939. if ( object.hasPositions ) {
  14940. _gl.bindBuffer( 34962, buffers.position );
  14941. _gl.bufferData( 34962, object.positionArray, 35048 );
  14942. bindingStates.enableAttribute( programAttributes.position );
  14943. _gl.vertexAttribPointer( programAttributes.position, 3, 5126, false, 0, 0 );
  14944. }
  14945. if ( object.hasNormals ) {
  14946. _gl.bindBuffer( 34962, buffers.normal );
  14947. _gl.bufferData( 34962, object.normalArray, 35048 );
  14948. bindingStates.enableAttribute( programAttributes.normal );
  14949. _gl.vertexAttribPointer( programAttributes.normal, 3, 5126, false, 0, 0 );
  14950. }
  14951. if ( object.hasUvs ) {
  14952. _gl.bindBuffer( 34962, buffers.uv );
  14953. _gl.bufferData( 34962, object.uvArray, 35048 );
  14954. bindingStates.enableAttribute( programAttributes.uv );
  14955. _gl.vertexAttribPointer( programAttributes.uv, 2, 5126, false, 0, 0 );
  14956. }
  14957. if ( object.hasColors ) {
  14958. _gl.bindBuffer( 34962, buffers.color );
  14959. _gl.bufferData( 34962, object.colorArray, 35048 );
  14960. bindingStates.enableAttribute( programAttributes.color );
  14961. _gl.vertexAttribPointer( programAttributes.color, 3, 5126, false, 0, 0 );
  14962. }
  14963. bindingStates.disableUnusedAttributes();
  14964. _gl.drawArrays( 4, 0, object.count );
  14965. object.count = 0;
  14966. };
  14967. this.renderBufferDirect = function ( camera, scene, geometry, material, object, group ) {
  14968. if ( scene === null ) { scene = _emptyScene; } // renderBufferDirect second parameter used to be fog (could be null)
  14969. var frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );
  14970. var program = setProgram( camera, scene, material, object );
  14971. state.setMaterial( material, frontFaceCW );
  14972. //
  14973. var index = geometry.index;
  14974. var position = geometry.attributes.position;
  14975. //
  14976. if ( index === null ) {
  14977. if ( position === undefined || position.count === 0 ) { return; }
  14978. } else if ( index.count === 0 ) {
  14979. return;
  14980. }
  14981. //
  14982. var rangeFactor = 1;
  14983. if ( material.wireframe === true ) {
  14984. index = geometries.getWireframeAttribute( geometry );
  14985. rangeFactor = 2;
  14986. }
  14987. if ( material.morphTargets || material.morphNormals ) {
  14988. morphtargets.update( object, geometry, material, program );
  14989. }
  14990. bindingStates.setup( object, material, program, geometry, index );
  14991. var attribute;
  14992. var renderer = bufferRenderer;
  14993. if ( index !== null ) {
  14994. attribute = attributes.get( index );
  14995. renderer = indexedBufferRenderer;
  14996. renderer.setIndex( attribute );
  14997. }
  14998. //
  14999. var dataCount = ( index !== null ) ? index.count : position.count;
  15000. var rangeStart = geometry.drawRange.start * rangeFactor;
  15001. var rangeCount = geometry.drawRange.count * rangeFactor;
  15002. var groupStart = group !== null ? group.start * rangeFactor : 0;
  15003. var groupCount = group !== null ? group.count * rangeFactor : Infinity;
  15004. var drawStart = Math.max( rangeStart, groupStart );
  15005. var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
  15006. var drawCount = Math.max( 0, drawEnd - drawStart + 1 );
  15007. if ( drawCount === 0 ) { return; }
  15008. //
  15009. if ( object.isMesh ) {
  15010. if ( material.wireframe === true ) {
  15011. state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
  15012. renderer.setMode( 1 );
  15013. } else {
  15014. renderer.setMode( 4 );
  15015. }
  15016. } else if ( object.isLine ) {
  15017. var lineWidth = material.linewidth;
  15018. if ( lineWidth === undefined ) { lineWidth = 1; } // Not using Line*Material
  15019. state.setLineWidth( lineWidth * getTargetPixelRatio() );
  15020. if ( object.isLineSegments ) {
  15021. renderer.setMode( 1 );
  15022. } else if ( object.isLineLoop ) {
  15023. renderer.setMode( 2 );
  15024. } else {
  15025. renderer.setMode( 3 );
  15026. }
  15027. } else if ( object.isPoints ) {
  15028. renderer.setMode( 0 );
  15029. } else if ( object.isSprite ) {
  15030. renderer.setMode( 4 );
  15031. }
  15032. if ( object.isInstancedMesh ) {
  15033. renderer.renderInstances( drawStart, drawCount, object.count );
  15034. } else if ( geometry.isInstancedBufferGeometry ) {
  15035. var instanceCount = Math.min( geometry.instanceCount, geometry._maxInstanceCount );
  15036. renderer.renderInstances( drawStart, drawCount, instanceCount );
  15037. } else {
  15038. renderer.render( drawStart, drawCount );
  15039. }
  15040. };
  15041. // Compile
  15042. this.compile = function ( scene, camera ) {
  15043. currentRenderState = renderStates.get( scene, camera );
  15044. currentRenderState.init();
  15045. scene.traverse( function ( object ) {
  15046. if ( object.isLight ) {
  15047. currentRenderState.pushLight( object );
  15048. if ( object.castShadow ) {
  15049. currentRenderState.pushShadow( object );
  15050. }
  15051. }
  15052. } );
  15053. currentRenderState.setupLights( camera );
  15054. var compiled = new WeakMap();
  15055. scene.traverse( function ( object ) {
  15056. var material = object.material;
  15057. if ( material ) {
  15058. if ( Array.isArray( material ) ) {
  15059. for ( var i = 0; i < material.length; i ++ ) {
  15060. var material2 = material[ i ];
  15061. if ( compiled.has( material2 ) === false ) {
  15062. initMaterial( material2, scene, object );
  15063. compiled.set( material2 );
  15064. }
  15065. }
  15066. } else if ( compiled.has( material ) === false ) {
  15067. initMaterial( material, scene, object );
  15068. compiled.set( material );
  15069. }
  15070. }
  15071. } );
  15072. };
  15073. // Animation Loop
  15074. var onAnimationFrameCallback = null;
  15075. function onAnimationFrame( time ) {
  15076. if ( xr.isPresenting ) { return; }
  15077. if ( onAnimationFrameCallback ) { onAnimationFrameCallback( time ); }
  15078. }
  15079. var animation = new WebGLAnimation();
  15080. animation.setAnimationLoop( onAnimationFrame );
  15081. if ( typeof window !== 'undefined' ) { animation.setContext( window ); }
  15082. this.setAnimationLoop = function ( callback ) {
  15083. onAnimationFrameCallback = callback;
  15084. xr.setAnimationLoop( callback );
  15085. ( callback === null ) ? animation.stop() : animation.start();
  15086. };
  15087. // Rendering
  15088. this.render = function ( scene, camera ) {
  15089. var renderTarget, forceClear;
  15090. if ( arguments[ 2 ] !== undefined ) {
  15091. console.warn( 'THREE.WebGLRenderer.render(): the renderTarget argument has been removed. Use .setRenderTarget() instead.' );
  15092. renderTarget = arguments[ 2 ];
  15093. }
  15094. if ( arguments[ 3 ] !== undefined ) {
  15095. console.warn( 'THREE.WebGLRenderer.render(): the forceClear argument has been removed. Use .clear() instead.' );
  15096. forceClear = arguments[ 3 ];
  15097. }
  15098. if ( camera !== undefined && camera.isCamera !== true ) {
  15099. console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
  15100. return;
  15101. }
  15102. if ( _isContextLost === true ) { return; }
  15103. // reset caching for this frame
  15104. bindingStates.resetDefaultState();
  15105. _currentMaterialId = - 1;
  15106. _currentCamera = null;
  15107. // update scene graph
  15108. if ( scene.autoUpdate === true ) { scene.updateMatrixWorld(); }
  15109. // update camera matrices and frustum
  15110. if ( camera.parent === null ) { camera.updateMatrixWorld(); }
  15111. if ( xr.enabled === true && xr.isPresenting === true ) {
  15112. camera = xr.getCamera( camera );
  15113. }
  15114. //
  15115. if ( scene.isScene === true ) { scene.onBeforeRender( _this, scene, camera, renderTarget || _currentRenderTarget ); }
  15116. currentRenderState = renderStates.get( scene, camera );
  15117. currentRenderState.init();
  15118. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  15119. _frustum.setFromProjectionMatrix( _projScreenMatrix );
  15120. _localClippingEnabled = this.localClippingEnabled;
  15121. _clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
  15122. currentRenderList = renderLists.get( scene, camera );
  15123. currentRenderList.init();
  15124. projectObject( scene, camera, 0, _this.sortObjects );
  15125. currentRenderList.finish();
  15126. if ( _this.sortObjects === true ) {
  15127. currentRenderList.sort( _opaqueSort, _transparentSort );
  15128. }
  15129. //
  15130. if ( _clippingEnabled === true ) { _clipping.beginShadows(); }
  15131. var shadowsArray = currentRenderState.state.shadowsArray;
  15132. shadowMap.render( shadowsArray, scene, camera );
  15133. currentRenderState.setupLights( camera );
  15134. if ( _clippingEnabled === true ) { _clipping.endShadows(); }
  15135. //
  15136. if ( this.info.autoReset === true ) { this.info.reset(); }
  15137. if ( renderTarget !== undefined ) {
  15138. this.setRenderTarget( renderTarget );
  15139. }
  15140. //
  15141. background.render( currentRenderList, scene, camera, forceClear );
  15142. // render scene
  15143. var opaqueObjects = currentRenderList.opaque;
  15144. var transparentObjects = currentRenderList.transparent;
  15145. if ( opaqueObjects.length > 0 ) { renderObjects( opaqueObjects, scene, camera ); }
  15146. if ( transparentObjects.length > 0 ) { renderObjects( transparentObjects, scene, camera ); }
  15147. //
  15148. if ( scene.isScene === true ) { scene.onAfterRender( _this, scene, camera ); }
  15149. //
  15150. if ( _currentRenderTarget !== null ) {
  15151. // Generate mipmap if we're using any kind of mipmap filtering
  15152. textures.updateRenderTargetMipmap( _currentRenderTarget );
  15153. // resolve multisample renderbuffers to a single-sample texture if necessary
  15154. textures.updateMultisampleRenderTarget( _currentRenderTarget );
  15155. }
  15156. // Ensure depth buffer writing is enabled so it can be cleared on next render
  15157. state.buffers.depth.setTest( true );
  15158. state.buffers.depth.setMask( true );
  15159. state.buffers.color.setMask( true );
  15160. state.setPolygonOffset( false );
  15161. // _gl.finish();
  15162. currentRenderList = null;
  15163. currentRenderState = null;
  15164. };
  15165. function projectObject( object, camera, groupOrder, sortObjects ) {
  15166. if ( object.visible === false ) { return; }
  15167. var visible = object.layers.test( camera.layers );
  15168. if ( visible ) {
  15169. if ( object.isGroup ) {
  15170. groupOrder = object.renderOrder;
  15171. } else if ( object.isLOD ) {
  15172. if ( object.autoUpdate === true ) { object.update( camera ); }
  15173. } else if ( object.isLight ) {
  15174. currentRenderState.pushLight( object );
  15175. if ( object.castShadow ) {
  15176. currentRenderState.pushShadow( object );
  15177. }
  15178. } else if ( object.isSprite ) {
  15179. if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
  15180. if ( sortObjects ) {
  15181. _vector3.setFromMatrixPosition( object.matrixWorld )
  15182. .applyMatrix4( _projScreenMatrix );
  15183. }
  15184. var geometry = objects.update( object );
  15185. var material = object.material;
  15186. if ( material.visible ) {
  15187. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  15188. }
  15189. }
  15190. } else if ( object.isImmediateRenderObject ) {
  15191. if ( sortObjects ) {
  15192. _vector3.setFromMatrixPosition( object.matrixWorld )
  15193. .applyMatrix4( _projScreenMatrix );
  15194. }
  15195. currentRenderList.push( object, null, object.material, groupOrder, _vector3.z, null );
  15196. } else if ( object.isMesh || object.isLine || object.isPoints ) {
  15197. if ( object.isSkinnedMesh ) {
  15198. // update skeleton only once in a frame
  15199. if ( object.skeleton.frame !== info.render.frame ) {
  15200. object.skeleton.update();
  15201. object.skeleton.frame = info.render.frame;
  15202. }
  15203. }
  15204. if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
  15205. if ( sortObjects ) {
  15206. _vector3.setFromMatrixPosition( object.matrixWorld )
  15207. .applyMatrix4( _projScreenMatrix );
  15208. }
  15209. var geometry$1 = objects.update( object );
  15210. var material$1 = object.material;
  15211. if ( Array.isArray( material$1 ) ) {
  15212. var groups = geometry$1.groups;
  15213. for ( var i = 0, l = groups.length; i < l; i ++ ) {
  15214. var group = groups[ i ];
  15215. var groupMaterial = material$1[ group.materialIndex ];
  15216. if ( groupMaterial && groupMaterial.visible ) {
  15217. currentRenderList.push( object, geometry$1, groupMaterial, groupOrder, _vector3.z, group );
  15218. }
  15219. }
  15220. } else if ( material$1.visible ) {
  15221. currentRenderList.push( object, geometry$1, material$1, groupOrder, _vector3.z, null );
  15222. }
  15223. }
  15224. }
  15225. }
  15226. var children = object.children;
  15227. for ( var i$1 = 0, l$1 = children.length; i$1 < l$1; i$1 ++ ) {
  15228. projectObject( children[ i$1 ], camera, groupOrder, sortObjects );
  15229. }
  15230. }
  15231. function renderObjects( renderList, scene, camera ) {
  15232. var overrideMaterial = scene.isScene === true ? scene.overrideMaterial : null;
  15233. for ( var i = 0, l = renderList.length; i < l; i ++ ) {
  15234. var renderItem = renderList[ i ];
  15235. var object = renderItem.object;
  15236. var geometry = renderItem.geometry;
  15237. var material = overrideMaterial === null ? renderItem.material : overrideMaterial;
  15238. var group = renderItem.group;
  15239. if ( camera.isArrayCamera ) {
  15240. _currentArrayCamera = camera;
  15241. var cameras = camera.cameras;
  15242. for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
  15243. var camera2 = cameras[ j ];
  15244. if ( object.layers.test( camera2.layers ) ) {
  15245. state.viewport( _currentViewport.copy( camera2.viewport ) );
  15246. currentRenderState.setupLights( camera2 );
  15247. renderObject( object, scene, camera2, geometry, material, group );
  15248. }
  15249. }
  15250. } else {
  15251. _currentArrayCamera = null;
  15252. renderObject( object, scene, camera, geometry, material, group );
  15253. }
  15254. }
  15255. }
  15256. function renderObject( object, scene, camera, geometry, material, group ) {
  15257. object.onBeforeRender( _this, scene, camera, geometry, material, group );
  15258. currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
  15259. object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  15260. object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
  15261. if ( object.isImmediateRenderObject ) {
  15262. var program = setProgram( camera, scene, material, object );
  15263. state.setMaterial( material );
  15264. bindingStates.reset();
  15265. renderObjectImmediate( object, program );
  15266. } else {
  15267. _this.renderBufferDirect( camera, scene, geometry, material, object, group );
  15268. }
  15269. object.onAfterRender( _this, scene, camera, geometry, material, group );
  15270. currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
  15271. }
  15272. function initMaterial( material, scene, object ) {
  15273. if ( scene.isScene !== true ) { scene = _emptyScene; } // scene could be a Mesh, Line, Points, ...
  15274. var materialProperties = properties.get( material );
  15275. var lights = currentRenderState.state.lights;
  15276. var shadowsArray = currentRenderState.state.shadowsArray;
  15277. var lightsStateVersion = lights.state.version;
  15278. var parameters = programCache.getParameters( material, lights.state, shadowsArray, scene, _clipping.numPlanes, _clipping.numIntersection, object );
  15279. var programCacheKey = programCache.getProgramCacheKey( parameters );
  15280. var program = materialProperties.program;
  15281. var programChange = true;
  15282. if ( program === undefined ) {
  15283. // new material
  15284. material.addEventListener( 'dispose', onMaterialDispose );
  15285. } else if ( program.cacheKey !== programCacheKey ) {
  15286. // changed glsl or parameters
  15287. releaseMaterialProgramReference( material );
  15288. } else if ( materialProperties.lightsStateVersion !== lightsStateVersion ) {
  15289. materialProperties.lightsStateVersion = lightsStateVersion;
  15290. programChange = false;
  15291. } else if ( parameters.shaderID !== undefined ) {
  15292. // same glsl and uniform list
  15293. return;
  15294. } else {
  15295. // only rebuild uniform list
  15296. programChange = false;
  15297. }
  15298. if ( programChange ) {
  15299. parameters.uniforms = programCache.getUniforms( material, parameters );
  15300. material.onBeforeCompile( parameters, _this );
  15301. program = programCache.acquireProgram( parameters, programCacheKey );
  15302. materialProperties.program = program;
  15303. materialProperties.uniforms = parameters.uniforms;
  15304. materialProperties.outputEncoding = parameters.outputEncoding;
  15305. }
  15306. var programAttributes = program.getAttributes();
  15307. if ( material.morphTargets ) {
  15308. material.numSupportedMorphTargets = 0;
  15309. for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
  15310. if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
  15311. material.numSupportedMorphTargets ++;
  15312. }
  15313. }
  15314. }
  15315. if ( material.morphNormals ) {
  15316. material.numSupportedMorphNormals = 0;
  15317. for ( var i$1 = 0; i$1 < _this.maxMorphNormals; i$1 ++ ) {
  15318. if ( programAttributes[ 'morphNormal' + i$1 ] >= 0 ) {
  15319. material.numSupportedMorphNormals ++;
  15320. }
  15321. }
  15322. }
  15323. var uniforms = materialProperties.uniforms;
  15324. if ( ! material.isShaderMaterial &&
  15325. ! material.isRawShaderMaterial ||
  15326. material.clipping === true ) {
  15327. materialProperties.numClippingPlanes = _clipping.numPlanes;
  15328. materialProperties.numIntersection = _clipping.numIntersection;
  15329. uniforms.clippingPlanes = _clipping.uniform;
  15330. }
  15331. materialProperties.environment = material.isMeshStandardMaterial ? scene.environment : null;
  15332. materialProperties.fog = scene.fog;
  15333. // store the light setup it was created for
  15334. materialProperties.needsLights = materialNeedsLights( material );
  15335. materialProperties.lightsStateVersion = lightsStateVersion;
  15336. if ( materialProperties.needsLights ) {
  15337. // wire up the material to this renderer's lighting state
  15338. uniforms.ambientLightColor.value = lights.state.ambient;
  15339. uniforms.lightProbe.value = lights.state.probe;
  15340. uniforms.directionalLights.value = lights.state.directional;
  15341. uniforms.directionalLightShadows.value = lights.state.directionalShadow;
  15342. uniforms.spotLights.value = lights.state.spot;
  15343. uniforms.spotLightShadows.value = lights.state.spotShadow;
  15344. uniforms.rectAreaLights.value = lights.state.rectArea;
  15345. uniforms.pointLights.value = lights.state.point;
  15346. uniforms.pointLightShadows.value = lights.state.pointShadow;
  15347. uniforms.hemisphereLights.value = lights.state.hemi;
  15348. uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;
  15349. uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
  15350. uniforms.spotShadowMap.value = lights.state.spotShadowMap;
  15351. uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;
  15352. uniforms.pointShadowMap.value = lights.state.pointShadowMap;
  15353. uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;
  15354. // TODO (abelnation): add area lights shadow info to uniforms
  15355. }
  15356. var progUniforms = materialProperties.program.getUniforms(),
  15357. uniformsList =
  15358. WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
  15359. materialProperties.uniformsList = uniformsList;
  15360. }
  15361. function setProgram( camera, scene, material, object ) {
  15362. if ( scene.isScene !== true ) { scene = _emptyScene; } // scene could be a Mesh, Line, Points, ...
  15363. textures.resetTextureUnits();
  15364. var fog = scene.fog;
  15365. var environment = material.isMeshStandardMaterial ? scene.environment : null;
  15366. var encoding = ( _currentRenderTarget === null ) ? _this.outputEncoding : _currentRenderTarget.texture.encoding;
  15367. var materialProperties = properties.get( material );
  15368. var lights = currentRenderState.state.lights;
  15369. if ( _clippingEnabled === true ) {
  15370. if ( _localClippingEnabled === true || camera !== _currentCamera ) {
  15371. var useCache =
  15372. camera === _currentCamera &&
  15373. material.id === _currentMaterialId;
  15374. // we might want to call this function with some ClippingGroup
  15375. // object instead of the material, once it becomes feasible
  15376. // (#8465, #8379)
  15377. _clipping.setState(
  15378. material.clippingPlanes, material.clipIntersection, material.clipShadows,
  15379. camera, materialProperties, useCache );
  15380. }
  15381. }
  15382. if ( material.version === materialProperties.__version ) {
  15383. if ( materialProperties.program === undefined ) {
  15384. initMaterial( material, scene, object );
  15385. } else if ( material.fog && materialProperties.fog !== fog ) {
  15386. initMaterial( material, scene, object );
  15387. } else if ( materialProperties.environment !== environment ) {
  15388. initMaterial( material, scene, object );
  15389. } else if ( materialProperties.needsLights && ( materialProperties.lightsStateVersion !== lights.state.version ) ) {
  15390. initMaterial( material, scene, object );
  15391. } else if ( materialProperties.numClippingPlanes !== undefined &&
  15392. ( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
  15393. materialProperties.numIntersection !== _clipping.numIntersection ) ) {
  15394. initMaterial( material, scene, object );
  15395. } else if ( materialProperties.outputEncoding !== encoding ) {
  15396. initMaterial( material, scene, object );
  15397. }
  15398. } else {
  15399. initMaterial( material, scene, object );
  15400. materialProperties.__version = material.version;
  15401. }
  15402. var refreshProgram = false;
  15403. var refreshMaterial = false;
  15404. var refreshLights = false;
  15405. var program = materialProperties.program,
  15406. p_uniforms = program.getUniforms(),
  15407. m_uniforms = materialProperties.uniforms;
  15408. if ( state.useProgram( program.program ) ) {
  15409. refreshProgram = true;
  15410. refreshMaterial = true;
  15411. refreshLights = true;
  15412. }
  15413. if ( material.id !== _currentMaterialId ) {
  15414. _currentMaterialId = material.id;
  15415. refreshMaterial = true;
  15416. }
  15417. if ( refreshProgram || _currentCamera !== camera ) {
  15418. p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
  15419. if ( capabilities.logarithmicDepthBuffer ) {
  15420. p_uniforms.setValue( _gl, 'logDepthBufFC',
  15421. 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
  15422. }
  15423. if ( _currentCamera !== camera ) {
  15424. _currentCamera = camera;
  15425. // lighting uniforms depend on the camera so enforce an update
  15426. // now, in case this material supports lights - or later, when
  15427. // the next material that does gets activated:
  15428. refreshMaterial = true; // set to true on material change
  15429. refreshLights = true; // remains set until update done
  15430. }
  15431. // load material specific uniforms
  15432. // (shader material also gets them for the sake of genericity)
  15433. if ( material.isShaderMaterial ||
  15434. material.isMeshPhongMaterial ||
  15435. material.isMeshToonMaterial ||
  15436. material.isMeshStandardMaterial ||
  15437. material.envMap ) {
  15438. var uCamPos = p_uniforms.map.cameraPosition;
  15439. if ( uCamPos !== undefined ) {
  15440. uCamPos.setValue( _gl,
  15441. _vector3.setFromMatrixPosition( camera.matrixWorld ) );
  15442. }
  15443. }
  15444. if ( material.isMeshPhongMaterial ||
  15445. material.isMeshToonMaterial ||
  15446. material.isMeshLambertMaterial ||
  15447. material.isMeshBasicMaterial ||
  15448. material.isMeshStandardMaterial ||
  15449. material.isShaderMaterial ) {
  15450. p_uniforms.setValue( _gl, 'isOrthographic', camera.isOrthographicCamera === true );
  15451. }
  15452. if ( material.isMeshPhongMaterial ||
  15453. material.isMeshToonMaterial ||
  15454. material.isMeshLambertMaterial ||
  15455. material.isMeshBasicMaterial ||
  15456. material.isMeshStandardMaterial ||
  15457. material.isShaderMaterial ||
  15458. material.isShadowMaterial ||
  15459. material.skinning ) {
  15460. p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
  15461. }
  15462. }
  15463. // skinning uniforms must be set even if material didn't change
  15464. // auto-setting of texture unit for bone texture must go before other textures
  15465. // otherwise textures used for skinning can take over texture units reserved for other material textures
  15466. if ( material.skinning ) {
  15467. p_uniforms.setOptional( _gl, object, 'bindMatrix' );
  15468. p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
  15469. var skeleton = object.skeleton;
  15470. if ( skeleton ) {
  15471. var bones = skeleton.bones;
  15472. if ( capabilities.floatVertexTextures ) {
  15473. if ( skeleton.boneTexture === undefined ) {
  15474. // layout (1 matrix = 4 pixels)
  15475. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  15476. // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)
  15477. // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)
  15478. // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)
  15479. // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)
  15480. var size = Math.sqrt( bones.length * 4 ); // 4 pixels needed for 1 matrix
  15481. size = MathUtils.ceilPowerOfTwo( size );
  15482. size = Math.max( size, 4 );
  15483. var boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
  15484. boneMatrices.set( skeleton.boneMatrices ); // copy current values
  15485. var boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );
  15486. skeleton.boneMatrices = boneMatrices;
  15487. skeleton.boneTexture = boneTexture;
  15488. skeleton.boneTextureSize = size;
  15489. }
  15490. p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );
  15491. p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
  15492. } else {
  15493. p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
  15494. }
  15495. }
  15496. }
  15497. if ( refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow ) {
  15498. materialProperties.receiveShadow = object.receiveShadow;
  15499. p_uniforms.setValue( _gl, 'receiveShadow', object.receiveShadow );
  15500. }
  15501. if ( refreshMaterial ) {
  15502. p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
  15503. if ( materialProperties.needsLights ) {
  15504. // the current material requires lighting info
  15505. // note: all lighting uniforms are always set correctly
  15506. // they simply reference the renderer's state for their
  15507. // values
  15508. //
  15509. // use the current material's .needsUpdate flags to set
  15510. // the GL state when required
  15511. markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
  15512. }
  15513. // refresh uniforms common to several materials
  15514. if ( fog && material.fog ) {
  15515. materials.refreshFogUniforms( m_uniforms, fog );
  15516. }
  15517. materials.refreshMaterialUniforms( m_uniforms, material, environment, _pixelRatio, _height );
  15518. // RectAreaLight Texture
  15519. // TODO (mrdoob): Find a nicer implementation
  15520. if ( m_uniforms.ltc_1 !== undefined ) { m_uniforms.ltc_1.value = UniformsLib.LTC_1; }
  15521. if ( m_uniforms.ltc_2 !== undefined ) { m_uniforms.ltc_2.value = UniformsLib.LTC_2; }
  15522. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  15523. }
  15524. if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {
  15525. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  15526. material.uniformsNeedUpdate = false;
  15527. }
  15528. if ( material.isSpriteMaterial ) {
  15529. p_uniforms.setValue( _gl, 'center', object.center );
  15530. }
  15531. // common matrices
  15532. p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
  15533. p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
  15534. p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
  15535. return program;
  15536. }
  15537. // If uniforms are marked as clean, they don't need to be loaded to the GPU.
  15538. function markUniformsLightsNeedsUpdate( uniforms, value ) {
  15539. uniforms.ambientLightColor.needsUpdate = value;
  15540. uniforms.lightProbe.needsUpdate = value;
  15541. uniforms.directionalLights.needsUpdate = value;
  15542. uniforms.directionalLightShadows.needsUpdate = value;
  15543. uniforms.pointLights.needsUpdate = value;
  15544. uniforms.pointLightShadows.needsUpdate = value;
  15545. uniforms.spotLights.needsUpdate = value;
  15546. uniforms.spotLightShadows.needsUpdate = value;
  15547. uniforms.rectAreaLights.needsUpdate = value;
  15548. uniforms.hemisphereLights.needsUpdate = value;
  15549. }
  15550. function materialNeedsLights( material ) {
  15551. return material.isMeshLambertMaterial || material.isMeshToonMaterial || material.isMeshPhongMaterial ||
  15552. material.isMeshStandardMaterial || material.isShadowMaterial ||
  15553. ( material.isShaderMaterial && material.lights === true );
  15554. }
  15555. //
  15556. this.setFramebuffer = function ( value ) {
  15557. if ( _framebuffer !== value && _currentRenderTarget === null ) { _gl.bindFramebuffer( 36160, value ); }
  15558. _framebuffer = value;
  15559. };
  15560. this.getActiveCubeFace = function () {
  15561. return _currentActiveCubeFace;
  15562. };
  15563. this.getActiveMipmapLevel = function () {
  15564. return _currentActiveMipmapLevel;
  15565. };
  15566. this.getRenderTarget = function () {
  15567. return _currentRenderTarget;
  15568. };
  15569. this.setRenderTarget = function ( renderTarget, activeCubeFace, activeMipmapLevel ) {
  15570. _currentRenderTarget = renderTarget;
  15571. _currentActiveCubeFace = activeCubeFace;
  15572. _currentActiveMipmapLevel = activeMipmapLevel;
  15573. if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
  15574. textures.setupRenderTarget( renderTarget );
  15575. }
  15576. var framebuffer = _framebuffer;
  15577. var isCube = false;
  15578. if ( renderTarget ) {
  15579. var _webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
  15580. if ( renderTarget.isWebGLCubeRenderTarget ) {
  15581. framebuffer = _webglFramebuffer[ activeCubeFace || 0 ];
  15582. isCube = true;
  15583. } else if ( renderTarget.isWebGLMultisampleRenderTarget ) {
  15584. framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;
  15585. } else {
  15586. framebuffer = _webglFramebuffer;
  15587. }
  15588. _currentViewport.copy( renderTarget.viewport );
  15589. _currentScissor.copy( renderTarget.scissor );
  15590. _currentScissorTest = renderTarget.scissorTest;
  15591. } else {
  15592. _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor();
  15593. _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor();
  15594. _currentScissorTest = _scissorTest;
  15595. }
  15596. if ( _currentFramebuffer !== framebuffer ) {
  15597. _gl.bindFramebuffer( 36160, framebuffer );
  15598. _currentFramebuffer = framebuffer;
  15599. }
  15600. state.viewport( _currentViewport );
  15601. state.scissor( _currentScissor );
  15602. state.setScissorTest( _currentScissorTest );
  15603. if ( isCube ) {
  15604. var textureProperties = properties.get( renderTarget.texture );
  15605. _gl.framebufferTexture2D( 36160, 36064, 34069 + ( activeCubeFace || 0 ), textureProperties.__webglTexture, activeMipmapLevel || 0 );
  15606. }
  15607. };
  15608. this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {
  15609. if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
  15610. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
  15611. return;
  15612. }
  15613. var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
  15614. if ( renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined ) {
  15615. framebuffer = framebuffer[ activeCubeFaceIndex ];
  15616. }
  15617. if ( framebuffer ) {
  15618. var restore = false;
  15619. if ( framebuffer !== _currentFramebuffer ) {
  15620. _gl.bindFramebuffer( 36160, framebuffer );
  15621. restore = true;
  15622. }
  15623. try {
  15624. var texture = renderTarget.texture;
  15625. var textureFormat = texture.format;
  15626. var textureType = texture.type;
  15627. if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( 35739 ) ) {
  15628. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
  15629. return;
  15630. }
  15631. if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( 35738 ) && // IE11, Edge and Chrome Mac < 52 (#9513)
  15632. ! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.get( 'OES_texture_float' ) || extensions.get( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox
  15633. ! ( textureType === HalfFloatType && ( capabilities.isWebGL2 ? extensions.get( 'EXT_color_buffer_float' ) : extensions.get( 'EXT_color_buffer_half_float' ) ) ) ) {
  15634. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
  15635. return;
  15636. }
  15637. if ( _gl.checkFramebufferStatus( 36160 ) === 36053 ) {
  15638. // the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)
  15639. if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
  15640. _gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
  15641. }
  15642. } else {
  15643. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
  15644. }
  15645. } finally {
  15646. if ( restore ) {
  15647. _gl.bindFramebuffer( 36160, _currentFramebuffer );
  15648. }
  15649. }
  15650. }
  15651. };
  15652. this.copyFramebufferToTexture = function ( position, texture, level ) {
  15653. if ( level === undefined ) { level = 0; }
  15654. var levelScale = Math.pow( 2, - level );
  15655. var width = Math.floor( texture.image.width * levelScale );
  15656. var height = Math.floor( texture.image.height * levelScale );
  15657. var glFormat = utils.convert( texture.format );
  15658. textures.setTexture2D( texture, 0 );
  15659. _gl.copyTexImage2D( 3553, level, glFormat, position.x, position.y, width, height, 0 );
  15660. state.unbindTexture();
  15661. };
  15662. this.copyTextureToTexture = function ( position, srcTexture, dstTexture, level ) {
  15663. if ( level === undefined ) { level = 0; }
  15664. var width = srcTexture.image.width;
  15665. var height = srcTexture.image.height;
  15666. var glFormat = utils.convert( dstTexture.format );
  15667. var glType = utils.convert( dstTexture.type );
  15668. textures.setTexture2D( dstTexture, 0 );
  15669. // As another texture upload may have changed pixelStorei
  15670. // parameters, make sure they are correct for the dstTexture
  15671. _gl.pixelStorei( 37440, dstTexture.flipY );
  15672. _gl.pixelStorei( 37441, dstTexture.premultiplyAlpha );
  15673. _gl.pixelStorei( 3317, dstTexture.unpackAlignment );
  15674. if ( srcTexture.isDataTexture ) {
  15675. _gl.texSubImage2D( 3553, level, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data );
  15676. } else {
  15677. if ( srcTexture.isCompressedTexture ) {
  15678. _gl.compressedTexSubImage2D( 3553, level, position.x, position.y, srcTexture.mipmaps[ 0 ].width, srcTexture.mipmaps[ 0 ].height, glFormat, srcTexture.mipmaps[ 0 ].data );
  15679. } else {
  15680. _gl.texSubImage2D( 3553, level, position.x, position.y, glFormat, glType, srcTexture.image );
  15681. }
  15682. }
  15683. // Generate mipmaps only when copying level 0
  15684. if ( level === 0 && dstTexture.generateMipmaps ) { _gl.generateMipmap( 3553 ); }
  15685. state.unbindTexture();
  15686. };
  15687. this.initTexture = function ( texture ) {
  15688. textures.setTexture2D( texture, 0 );
  15689. state.unbindTexture();
  15690. };
  15691. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  15692. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef
  15693. }
  15694. }
  15695. function WebGL1Renderer( parameters ) {
  15696. WebGLRenderer.call( this, parameters );
  15697. }
  15698. WebGL1Renderer.prototype = Object.assign( Object.create( WebGLRenderer.prototype ), {
  15699. constructor: WebGL1Renderer,
  15700. isWebGL1Renderer: true
  15701. } );
  15702. function FogExp2( color, density ) {
  15703. this.name = '';
  15704. this.color = new Color( color );
  15705. this.density = ( density !== undefined ) ? density : 0.00025;
  15706. }
  15707. Object.assign( FogExp2.prototype, {
  15708. isFogExp2: true,
  15709. clone: function () {
  15710. return new FogExp2( this.color, this.density );
  15711. },
  15712. toJSON: function ( /* meta */ ) {
  15713. return {
  15714. type: 'FogExp2',
  15715. color: this.color.getHex(),
  15716. density: this.density
  15717. };
  15718. }
  15719. } );
  15720. function Fog( color, near, far ) {
  15721. this.name = '';
  15722. this.color = new Color( color );
  15723. this.near = ( near !== undefined ) ? near : 1;
  15724. this.far = ( far !== undefined ) ? far : 1000;
  15725. }
  15726. Object.assign( Fog.prototype, {
  15727. isFog: true,
  15728. clone: function () {
  15729. return new Fog( this.color, this.near, this.far );
  15730. },
  15731. toJSON: function ( /* meta */ ) {
  15732. return {
  15733. type: 'Fog',
  15734. color: this.color.getHex(),
  15735. near: this.near,
  15736. far: this.far
  15737. };
  15738. }
  15739. } );
  15740. function InterleavedBuffer( array, stride ) {
  15741. this.array = array;
  15742. this.stride = stride;
  15743. this.count = array !== undefined ? array.length / stride : 0;
  15744. this.usage = StaticDrawUsage;
  15745. this.updateRange = { offset: 0, count: - 1 };
  15746. this.version = 0;
  15747. this.uuid = MathUtils.generateUUID();
  15748. }
  15749. Object.defineProperty( InterleavedBuffer.prototype, 'needsUpdate', {
  15750. set: function ( value ) {
  15751. if ( value === true ) { this.version ++; }
  15752. }
  15753. } );
  15754. Object.assign( InterleavedBuffer.prototype, {
  15755. isInterleavedBuffer: true,
  15756. onUploadCallback: function () {},
  15757. setUsage: function ( value ) {
  15758. this.usage = value;
  15759. return this;
  15760. },
  15761. copy: function ( source ) {
  15762. this.array = new source.array.constructor( source.array );
  15763. this.count = source.count;
  15764. this.stride = source.stride;
  15765. this.usage = source.usage;
  15766. return this;
  15767. },
  15768. copyAt: function ( index1, attribute, index2 ) {
  15769. index1 *= this.stride;
  15770. index2 *= attribute.stride;
  15771. for ( var i = 0, l = this.stride; i < l; i ++ ) {
  15772. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  15773. }
  15774. return this;
  15775. },
  15776. set: function ( value, offset ) {
  15777. if ( offset === undefined ) { offset = 0; }
  15778. this.array.set( value, offset );
  15779. return this;
  15780. },
  15781. clone: function ( data ) {
  15782. if ( data.arrayBuffers === undefined ) {
  15783. data.arrayBuffers = {};
  15784. }
  15785. if ( this.array.buffer._uuid === undefined ) {
  15786. this.array.buffer._uuid = MathUtils.generateUUID();
  15787. }
  15788. if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {
  15789. data.arrayBuffers[ this.array.buffer._uuid ] = this.array.slice( 0 ).buffer;
  15790. }
  15791. var array = new this.array.constructor( data.arrayBuffers[ this.array.buffer._uuid ] );
  15792. var ib = new InterleavedBuffer( array, this.stride );
  15793. ib.setUsage( this.usage );
  15794. return ib;
  15795. },
  15796. onUpload: function ( callback ) {
  15797. this.onUploadCallback = callback;
  15798. return this;
  15799. },
  15800. toJSON: function ( data ) {
  15801. if ( data.arrayBuffers === undefined ) {
  15802. data.arrayBuffers = {};
  15803. }
  15804. // generate UUID for array buffer if necessary
  15805. if ( this.array.buffer._uuid === undefined ) {
  15806. this.array.buffer._uuid = MathUtils.generateUUID();
  15807. }
  15808. if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {
  15809. data.arrayBuffers[ this.array.buffer._uuid ] = Array.prototype.slice.call( new Uint32Array( this.array.buffer ) );
  15810. }
  15811. //
  15812. return {
  15813. uuid: this.uuid,
  15814. buffer: this.array.buffer._uuid,
  15815. type: this.array.constructor.name,
  15816. stride: this.stride
  15817. };
  15818. }
  15819. } );
  15820. var _vector$6 = new Vector3();
  15821. function InterleavedBufferAttribute( interleavedBuffer, itemSize, offset, normalized ) {
  15822. this.name = '';
  15823. this.data = interleavedBuffer;
  15824. this.itemSize = itemSize;
  15825. this.offset = offset;
  15826. this.normalized = normalized === true;
  15827. }
  15828. Object.defineProperties( InterleavedBufferAttribute.prototype, {
  15829. count: {
  15830. get: function () {
  15831. return this.data.count;
  15832. }
  15833. },
  15834. array: {
  15835. get: function () {
  15836. return this.data.array;
  15837. }
  15838. },
  15839. needsUpdate: {
  15840. set: function ( value ) {
  15841. this.data.needsUpdate = value;
  15842. }
  15843. }
  15844. } );
  15845. Object.assign( InterleavedBufferAttribute.prototype, {
  15846. isInterleavedBufferAttribute: true,
  15847. applyMatrix4: function ( m ) {
  15848. for ( var i = 0, l = this.data.count; i < l; i ++ ) {
  15849. _vector$6.x = this.getX( i );
  15850. _vector$6.y = this.getY( i );
  15851. _vector$6.z = this.getZ( i );
  15852. _vector$6.applyMatrix4( m );
  15853. this.setXYZ( i, _vector$6.x, _vector$6.y, _vector$6.z );
  15854. }
  15855. return this;
  15856. },
  15857. setX: function ( index, x ) {
  15858. this.data.array[ index * this.data.stride + this.offset ] = x;
  15859. return this;
  15860. },
  15861. setY: function ( index, y ) {
  15862. this.data.array[ index * this.data.stride + this.offset + 1 ] = y;
  15863. return this;
  15864. },
  15865. setZ: function ( index, z ) {
  15866. this.data.array[ index * this.data.stride + this.offset + 2 ] = z;
  15867. return this;
  15868. },
  15869. setW: function ( index, w ) {
  15870. this.data.array[ index * this.data.stride + this.offset + 3 ] = w;
  15871. return this;
  15872. },
  15873. getX: function ( index ) {
  15874. return this.data.array[ index * this.data.stride + this.offset ];
  15875. },
  15876. getY: function ( index ) {
  15877. return this.data.array[ index * this.data.stride + this.offset + 1 ];
  15878. },
  15879. getZ: function ( index ) {
  15880. return this.data.array[ index * this.data.stride + this.offset + 2 ];
  15881. },
  15882. getW: function ( index ) {
  15883. return this.data.array[ index * this.data.stride + this.offset + 3 ];
  15884. },
  15885. setXY: function ( index, x, y ) {
  15886. index = index * this.data.stride + this.offset;
  15887. this.data.array[ index + 0 ] = x;
  15888. this.data.array[ index + 1 ] = y;
  15889. return this;
  15890. },
  15891. setXYZ: function ( index, x, y, z ) {
  15892. index = index * this.data.stride + this.offset;
  15893. this.data.array[ index + 0 ] = x;
  15894. this.data.array[ index + 1 ] = y;
  15895. this.data.array[ index + 2 ] = z;
  15896. return this;
  15897. },
  15898. setXYZW: function ( index, x, y, z, w ) {
  15899. index = index * this.data.stride + this.offset;
  15900. this.data.array[ index + 0 ] = x;
  15901. this.data.array[ index + 1 ] = y;
  15902. this.data.array[ index + 2 ] = z;
  15903. this.data.array[ index + 3 ] = w;
  15904. return this;
  15905. },
  15906. clone: function ( data ) {
  15907. if ( data === undefined ) {
  15908. console.log( 'THREE.InterleavedBufferAttribute.clone(): Cloning an interlaved buffer attribute will deinterleave buffer data.' );
  15909. var array = [];
  15910. for ( var i = 0; i < this.count; i ++ ) {
  15911. var index = i * this.data.stride + this.offset;
  15912. for ( var j = 0; j < this.itemSize; j ++ ) {
  15913. array.push( this.data.array[ index + j ] );
  15914. }
  15915. }
  15916. return new BufferAttribute( new this.array.constructor( array ), this.itemSize, this.normalized );
  15917. } else {
  15918. if ( data.interleavedBuffers === undefined ) {
  15919. data.interleavedBuffers = {};
  15920. }
  15921. if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {
  15922. data.interleavedBuffers[ this.data.uuid ] = this.data.clone( data );
  15923. }
  15924. return new InterleavedBufferAttribute( data.interleavedBuffers[ this.data.uuid ], this.itemSize, this.offset, this.normalized );
  15925. }
  15926. },
  15927. toJSON: function ( data ) {
  15928. if ( data === undefined ) {
  15929. console.log( 'THREE.InterleavedBufferAttribute.toJSON(): Serializing an interlaved buffer attribute will deinterleave buffer data.' );
  15930. var array = [];
  15931. for ( var i = 0; i < this.count; i ++ ) {
  15932. var index = i * this.data.stride + this.offset;
  15933. for ( var j = 0; j < this.itemSize; j ++ ) {
  15934. array.push( this.data.array[ index + j ] );
  15935. }
  15936. }
  15937. // deinterleave data and save it as an ordinary buffer attribute for now
  15938. return {
  15939. itemSize: this.itemSize,
  15940. type: this.array.constructor.name,
  15941. array: array,
  15942. normalized: this.normalized
  15943. };
  15944. } else {
  15945. // save as true interlaved attribtue
  15946. if ( data.interleavedBuffers === undefined ) {
  15947. data.interleavedBuffers = {};
  15948. }
  15949. if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {
  15950. data.interleavedBuffers[ this.data.uuid ] = this.data.toJSON( data );
  15951. }
  15952. return {
  15953. isInterleavedBufferAttribute: true,
  15954. itemSize: this.itemSize,
  15955. data: this.data.uuid,
  15956. offset: this.offset,
  15957. normalized: this.normalized
  15958. };
  15959. }
  15960. }
  15961. } );
  15962. /**
  15963. * parameters = {
  15964. * color: <hex>,
  15965. * map: new THREE.Texture( <Image> ),
  15966. * alphaMap: new THREE.Texture( <Image> ),
  15967. * rotation: <float>,
  15968. * sizeAttenuation: <bool>
  15969. * }
  15970. */
  15971. function SpriteMaterial( parameters ) {
  15972. Material.call( this );
  15973. this.type = 'SpriteMaterial';
  15974. this.color = new Color( 0xffffff );
  15975. this.map = null;
  15976. this.alphaMap = null;
  15977. this.rotation = 0;
  15978. this.sizeAttenuation = true;
  15979. this.transparent = true;
  15980. this.setValues( parameters );
  15981. }
  15982. SpriteMaterial.prototype = Object.create( Material.prototype );
  15983. SpriteMaterial.prototype.constructor = SpriteMaterial;
  15984. SpriteMaterial.prototype.isSpriteMaterial = true;
  15985. SpriteMaterial.prototype.copy = function ( source ) {
  15986. Material.prototype.copy.call( this, source );
  15987. this.color.copy( source.color );
  15988. this.map = source.map;
  15989. this.alphaMap = source.alphaMap;
  15990. this.rotation = source.rotation;
  15991. this.sizeAttenuation = source.sizeAttenuation;
  15992. return this;
  15993. };
  15994. var _geometry;
  15995. var _intersectPoint = new Vector3();
  15996. var _worldScale = new Vector3();
  15997. var _mvPosition = new Vector3();
  15998. var _alignedPosition = new Vector2();
  15999. var _rotatedPosition = new Vector2();
  16000. var _viewWorldMatrix = new Matrix4();
  16001. var _vA$1 = new Vector3();
  16002. var _vB$1 = new Vector3();
  16003. var _vC$1 = new Vector3();
  16004. var _uvA$1 = new Vector2();
  16005. var _uvB$1 = new Vector2();
  16006. var _uvC$1 = new Vector2();
  16007. function Sprite( material ) {
  16008. Object3D.call( this );
  16009. this.type = 'Sprite';
  16010. if ( _geometry === undefined ) {
  16011. _geometry = new BufferGeometry();
  16012. var float32Array = new Float32Array( [
  16013. - 0.5, - 0.5, 0, 0, 0,
  16014. 0.5, - 0.5, 0, 1, 0,
  16015. 0.5, 0.5, 0, 1, 1,
  16016. - 0.5, 0.5, 0, 0, 1
  16017. ] );
  16018. var interleavedBuffer = new InterleavedBuffer( float32Array, 5 );
  16019. _geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] );
  16020. _geometry.setAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );
  16021. _geometry.setAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );
  16022. }
  16023. this.geometry = _geometry;
  16024. this.material = ( material !== undefined ) ? material : new SpriteMaterial();
  16025. this.center = new Vector2( 0.5, 0.5 );
  16026. }
  16027. Sprite.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16028. constructor: Sprite,
  16029. isSprite: true,
  16030. raycast: function ( raycaster, intersects ) {
  16031. if ( raycaster.camera === null ) {
  16032. console.error( 'THREE.Sprite: "Raycaster.camera" needs to be set in order to raycast against sprites.' );
  16033. }
  16034. _worldScale.setFromMatrixScale( this.matrixWorld );
  16035. _viewWorldMatrix.copy( raycaster.camera.matrixWorld );
  16036. this.modelViewMatrix.multiplyMatrices( raycaster.camera.matrixWorldInverse, this.matrixWorld );
  16037. _mvPosition.setFromMatrixPosition( this.modelViewMatrix );
  16038. if ( raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false ) {
  16039. _worldScale.multiplyScalar( - _mvPosition.z );
  16040. }
  16041. var rotation = this.material.rotation;
  16042. var sin, cos;
  16043. if ( rotation !== 0 ) {
  16044. cos = Math.cos( rotation );
  16045. sin = Math.sin( rotation );
  16046. }
  16047. var center = this.center;
  16048. transformVertex( _vA$1.set( - 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  16049. transformVertex( _vB$1.set( 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  16050. transformVertex( _vC$1.set( 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  16051. _uvA$1.set( 0, 0 );
  16052. _uvB$1.set( 1, 0 );
  16053. _uvC$1.set( 1, 1 );
  16054. // check first triangle
  16055. var intersect = raycaster.ray.intersectTriangle( _vA$1, _vB$1, _vC$1, false, _intersectPoint );
  16056. if ( intersect === null ) {
  16057. // check second triangle
  16058. transformVertex( _vB$1.set( - 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  16059. _uvB$1.set( 0, 1 );
  16060. intersect = raycaster.ray.intersectTriangle( _vA$1, _vC$1, _vB$1, false, _intersectPoint );
  16061. if ( intersect === null ) {
  16062. return;
  16063. }
  16064. }
  16065. var distance = raycaster.ray.origin.distanceTo( _intersectPoint );
  16066. if ( distance < raycaster.near || distance > raycaster.far ) { return; }
  16067. intersects.push( {
  16068. distance: distance,
  16069. point: _intersectPoint.clone(),
  16070. uv: Triangle.getUV( _intersectPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() ),
  16071. face: null,
  16072. object: this
  16073. } );
  16074. },
  16075. copy: function ( source ) {
  16076. Object3D.prototype.copy.call( this, source );
  16077. if ( source.center !== undefined ) { this.center.copy( source.center ); }
  16078. this.material = source.material;
  16079. return this;
  16080. }
  16081. } );
  16082. function transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) {
  16083. // compute position in camera space
  16084. _alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale );
  16085. // to check if rotation is not zero
  16086. if ( sin !== undefined ) {
  16087. _rotatedPosition.x = ( cos * _alignedPosition.x ) - ( sin * _alignedPosition.y );
  16088. _rotatedPosition.y = ( sin * _alignedPosition.x ) + ( cos * _alignedPosition.y );
  16089. } else {
  16090. _rotatedPosition.copy( _alignedPosition );
  16091. }
  16092. vertexPosition.copy( mvPosition );
  16093. vertexPosition.x += _rotatedPosition.x;
  16094. vertexPosition.y += _rotatedPosition.y;
  16095. // transform to world space
  16096. vertexPosition.applyMatrix4( _viewWorldMatrix );
  16097. }
  16098. var _v1$4 = new Vector3();
  16099. var _v2$2 = new Vector3();
  16100. function LOD() {
  16101. Object3D.call( this );
  16102. this._currentLevel = 0;
  16103. this.type = 'LOD';
  16104. Object.defineProperties( this, {
  16105. levels: {
  16106. enumerable: true,
  16107. value: []
  16108. }
  16109. } );
  16110. this.autoUpdate = true;
  16111. }
  16112. LOD.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16113. constructor: LOD,
  16114. isLOD: true,
  16115. copy: function ( source ) {
  16116. Object3D.prototype.copy.call( this, source, false );
  16117. var levels = source.levels;
  16118. for ( var i = 0, l = levels.length; i < l; i ++ ) {
  16119. var level = levels[ i ];
  16120. this.addLevel( level.object.clone(), level.distance );
  16121. }
  16122. this.autoUpdate = source.autoUpdate;
  16123. return this;
  16124. },
  16125. addLevel: function ( object, distance ) {
  16126. if ( distance === undefined ) { distance = 0; }
  16127. distance = Math.abs( distance );
  16128. var levels = this.levels;
  16129. var l;
  16130. for ( l = 0; l < levels.length; l ++ ) {
  16131. if ( distance < levels[ l ].distance ) {
  16132. break;
  16133. }
  16134. }
  16135. levels.splice( l, 0, { distance: distance, object: object } );
  16136. this.add( object );
  16137. return this;
  16138. },
  16139. getCurrentLevel: function () {
  16140. return this._currentLevel;
  16141. },
  16142. getObjectForDistance: function ( distance ) {
  16143. var levels = this.levels;
  16144. if ( levels.length > 0 ) {
  16145. var i, l;
  16146. for ( i = 1, l = levels.length; i < l; i ++ ) {
  16147. if ( distance < levels[ i ].distance ) {
  16148. break;
  16149. }
  16150. }
  16151. return levels[ i - 1 ].object;
  16152. }
  16153. return null;
  16154. },
  16155. raycast: function ( raycaster, intersects ) {
  16156. var levels = this.levels;
  16157. if ( levels.length > 0 ) {
  16158. _v1$4.setFromMatrixPosition( this.matrixWorld );
  16159. var distance = raycaster.ray.origin.distanceTo( _v1$4 );
  16160. this.getObjectForDistance( distance ).raycast( raycaster, intersects );
  16161. }
  16162. },
  16163. update: function ( camera ) {
  16164. var levels = this.levels;
  16165. if ( levels.length > 1 ) {
  16166. _v1$4.setFromMatrixPosition( camera.matrixWorld );
  16167. _v2$2.setFromMatrixPosition( this.matrixWorld );
  16168. var distance = _v1$4.distanceTo( _v2$2 ) / camera.zoom;
  16169. levels[ 0 ].object.visible = true;
  16170. var i, l;
  16171. for ( i = 1, l = levels.length; i < l; i ++ ) {
  16172. if ( distance >= levels[ i ].distance ) {
  16173. levels[ i - 1 ].object.visible = false;
  16174. levels[ i ].object.visible = true;
  16175. } else {
  16176. break;
  16177. }
  16178. }
  16179. this._currentLevel = i - 1;
  16180. for ( ; i < l; i ++ ) {
  16181. levels[ i ].object.visible = false;
  16182. }
  16183. }
  16184. },
  16185. toJSON: function ( meta ) {
  16186. var data = Object3D.prototype.toJSON.call( this, meta );
  16187. if ( this.autoUpdate === false ) { data.object.autoUpdate = false; }
  16188. data.object.levels = [];
  16189. var levels = this.levels;
  16190. for ( var i = 0, l = levels.length; i < l; i ++ ) {
  16191. var level = levels[ i ];
  16192. data.object.levels.push( {
  16193. object: level.object.uuid,
  16194. distance: level.distance
  16195. } );
  16196. }
  16197. return data;
  16198. }
  16199. } );
  16200. function SkinnedMesh( geometry, material ) {
  16201. if ( geometry && geometry.isGeometry ) {
  16202. console.error( 'THREE.SkinnedMesh no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
  16203. }
  16204. Mesh.call( this, geometry, material );
  16205. this.type = 'SkinnedMesh';
  16206. this.bindMode = 'attached';
  16207. this.bindMatrix = new Matrix4();
  16208. this.bindMatrixInverse = new Matrix4();
  16209. }
  16210. SkinnedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {
  16211. constructor: SkinnedMesh,
  16212. isSkinnedMesh: true,
  16213. copy: function ( source ) {
  16214. Mesh.prototype.copy.call( this, source );
  16215. this.bindMode = source.bindMode;
  16216. this.bindMatrix.copy( source.bindMatrix );
  16217. this.bindMatrixInverse.copy( source.bindMatrixInverse );
  16218. this.skeleton = source.skeleton;
  16219. return this;
  16220. },
  16221. bind: function ( skeleton, bindMatrix ) {
  16222. this.skeleton = skeleton;
  16223. if ( bindMatrix === undefined ) {
  16224. this.updateMatrixWorld( true );
  16225. this.skeleton.calculateInverses();
  16226. bindMatrix = this.matrixWorld;
  16227. }
  16228. this.bindMatrix.copy( bindMatrix );
  16229. this.bindMatrixInverse.getInverse( bindMatrix );
  16230. },
  16231. pose: function () {
  16232. this.skeleton.pose();
  16233. },
  16234. normalizeSkinWeights: function () {
  16235. var vector = new Vector4();
  16236. var skinWeight = this.geometry.attributes.skinWeight;
  16237. for ( var i = 0, l = skinWeight.count; i < l; i ++ ) {
  16238. vector.x = skinWeight.getX( i );
  16239. vector.y = skinWeight.getY( i );
  16240. vector.z = skinWeight.getZ( i );
  16241. vector.w = skinWeight.getW( i );
  16242. var scale = 1.0 / vector.manhattanLength();
  16243. if ( scale !== Infinity ) {
  16244. vector.multiplyScalar( scale );
  16245. } else {
  16246. vector.set( 1, 0, 0, 0 ); // do something reasonable
  16247. }
  16248. skinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w );
  16249. }
  16250. },
  16251. updateMatrixWorld: function ( force ) {
  16252. Mesh.prototype.updateMatrixWorld.call( this, force );
  16253. if ( this.bindMode === 'attached' ) {
  16254. this.bindMatrixInverse.getInverse( this.matrixWorld );
  16255. } else if ( this.bindMode === 'detached' ) {
  16256. this.bindMatrixInverse.getInverse( this.bindMatrix );
  16257. } else {
  16258. console.warn( 'THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode );
  16259. }
  16260. },
  16261. boneTransform: ( function () {
  16262. var basePosition = new Vector3();
  16263. var skinIndex = new Vector4();
  16264. var skinWeight = new Vector4();
  16265. var vector = new Vector3();
  16266. var matrix = new Matrix4();
  16267. return function ( index, target ) {
  16268. var skeleton = this.skeleton;
  16269. var geometry = this.geometry;
  16270. skinIndex.fromBufferAttribute( geometry.attributes.skinIndex, index );
  16271. skinWeight.fromBufferAttribute( geometry.attributes.skinWeight, index );
  16272. basePosition.fromBufferAttribute( geometry.attributes.position, index ).applyMatrix4( this.bindMatrix );
  16273. target.set( 0, 0, 0 );
  16274. for ( var i = 0; i < 4; i ++ ) {
  16275. var weight = skinWeight.getComponent( i );
  16276. if ( weight !== 0 ) {
  16277. var boneIndex = skinIndex.getComponent( i );
  16278. matrix.multiplyMatrices( skeleton.bones[ boneIndex ].matrixWorld, skeleton.boneInverses[ boneIndex ] );
  16279. target.addScaledVector( vector.copy( basePosition ).applyMatrix4( matrix ), weight );
  16280. }
  16281. }
  16282. return target.applyMatrix4( this.bindMatrixInverse );
  16283. };
  16284. }() )
  16285. } );
  16286. var _offsetMatrix = new Matrix4();
  16287. var _identityMatrix = new Matrix4();
  16288. function Skeleton( bones, boneInverses ) {
  16289. // copy the bone array
  16290. bones = bones || [];
  16291. this.bones = bones.slice( 0 );
  16292. this.boneMatrices = new Float32Array( this.bones.length * 16 );
  16293. this.frame = - 1;
  16294. // use the supplied bone inverses or calculate the inverses
  16295. if ( boneInverses === undefined ) {
  16296. this.calculateInverses();
  16297. } else {
  16298. if ( this.bones.length === boneInverses.length ) {
  16299. this.boneInverses = boneInverses.slice( 0 );
  16300. } else {
  16301. console.warn( 'THREE.Skeleton boneInverses is the wrong length.' );
  16302. this.boneInverses = [];
  16303. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  16304. this.boneInverses.push( new Matrix4() );
  16305. }
  16306. }
  16307. }
  16308. }
  16309. Object.assign( Skeleton.prototype, {
  16310. calculateInverses: function () {
  16311. this.boneInverses = [];
  16312. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  16313. var inverse = new Matrix4();
  16314. if ( this.bones[ i ] ) {
  16315. inverse.getInverse( this.bones[ i ].matrixWorld );
  16316. }
  16317. this.boneInverses.push( inverse );
  16318. }
  16319. },
  16320. pose: function () {
  16321. // recover the bind-time world matrices
  16322. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  16323. var bone = this.bones[ i ];
  16324. if ( bone ) {
  16325. bone.matrixWorld.getInverse( this.boneInverses[ i ] );
  16326. }
  16327. }
  16328. // compute the local matrices, positions, rotations and scales
  16329. for ( var i$1 = 0, il$1 = this.bones.length; i$1 < il$1; i$1 ++ ) {
  16330. var bone$1 = this.bones[ i$1 ];
  16331. if ( bone$1 ) {
  16332. if ( bone$1.parent && bone$1.parent.isBone ) {
  16333. bone$1.matrix.getInverse( bone$1.parent.matrixWorld );
  16334. bone$1.matrix.multiply( bone$1.matrixWorld );
  16335. } else {
  16336. bone$1.matrix.copy( bone$1.matrixWorld );
  16337. }
  16338. bone$1.matrix.decompose( bone$1.position, bone$1.quaternion, bone$1.scale );
  16339. }
  16340. }
  16341. },
  16342. update: function () {
  16343. var bones = this.bones;
  16344. var boneInverses = this.boneInverses;
  16345. var boneMatrices = this.boneMatrices;
  16346. var boneTexture = this.boneTexture;
  16347. // flatten bone matrices to array
  16348. for ( var i = 0, il = bones.length; i < il; i ++ ) {
  16349. // compute the offset between the current and the original transform
  16350. var matrix = bones[ i ] ? bones[ i ].matrixWorld : _identityMatrix;
  16351. _offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );
  16352. _offsetMatrix.toArray( boneMatrices, i * 16 );
  16353. }
  16354. if ( boneTexture !== undefined ) {
  16355. boneTexture.needsUpdate = true;
  16356. }
  16357. },
  16358. clone: function () {
  16359. return new Skeleton( this.bones, this.boneInverses );
  16360. },
  16361. getBoneByName: function ( name ) {
  16362. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  16363. var bone = this.bones[ i ];
  16364. if ( bone.name === name ) {
  16365. return bone;
  16366. }
  16367. }
  16368. return undefined;
  16369. },
  16370. dispose: function ( ) {
  16371. if ( this.boneTexture ) {
  16372. this.boneTexture.dispose();
  16373. this.boneTexture = undefined;
  16374. }
  16375. }
  16376. } );
  16377. function Bone() {
  16378. Object3D.call( this );
  16379. this.type = 'Bone';
  16380. }
  16381. Bone.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16382. constructor: Bone,
  16383. isBone: true
  16384. } );
  16385. var _instanceLocalMatrix = new Matrix4();
  16386. var _instanceWorldMatrix = new Matrix4();
  16387. var _instanceIntersects = [];
  16388. var _mesh = new Mesh();
  16389. function InstancedMesh( geometry, material, count ) {
  16390. Mesh.call( this, geometry, material );
  16391. this.instanceMatrix = new BufferAttribute( new Float32Array( count * 16 ), 16 );
  16392. this.instanceColor = null;
  16393. this.count = count;
  16394. this.frustumCulled = false;
  16395. }
  16396. InstancedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {
  16397. constructor: InstancedMesh,
  16398. isInstancedMesh: true,
  16399. copy: function ( source ) {
  16400. Mesh.prototype.copy.call( this, source );
  16401. this.instanceMatrix.copy( source.instanceMatrix );
  16402. this.count = source.count;
  16403. return this;
  16404. },
  16405. setColorAt: function ( index, color ) {
  16406. if ( this.instanceColor === null ) {
  16407. this.instanceColor = new BufferAttribute( new Float32Array( this.count * 3 ), 3 );
  16408. }
  16409. color.toArray( this.instanceColor.array, index * 3 );
  16410. },
  16411. getMatrixAt: function ( index, matrix ) {
  16412. matrix.fromArray( this.instanceMatrix.array, index * 16 );
  16413. },
  16414. raycast: function ( raycaster, intersects ) {
  16415. var matrixWorld = this.matrixWorld;
  16416. var raycastTimes = this.count;
  16417. _mesh.geometry = this.geometry;
  16418. _mesh.material = this.material;
  16419. if ( _mesh.material === undefined ) { return; }
  16420. for ( var instanceId = 0; instanceId < raycastTimes; instanceId ++ ) {
  16421. // calculate the world matrix for each instance
  16422. this.getMatrixAt( instanceId, _instanceLocalMatrix );
  16423. _instanceWorldMatrix.multiplyMatrices( matrixWorld, _instanceLocalMatrix );
  16424. // the mesh represents this single instance
  16425. _mesh.matrixWorld = _instanceWorldMatrix;
  16426. _mesh.raycast( raycaster, _instanceIntersects );
  16427. // process the result of raycast
  16428. for ( var i = 0, l = _instanceIntersects.length; i < l; i ++ ) {
  16429. var intersect = _instanceIntersects[ i ];
  16430. intersect.instanceId = instanceId;
  16431. intersect.object = this;
  16432. intersects.push( intersect );
  16433. }
  16434. _instanceIntersects.length = 0;
  16435. }
  16436. },
  16437. setMatrixAt: function ( index, matrix ) {
  16438. matrix.toArray( this.instanceMatrix.array, index * 16 );
  16439. },
  16440. updateMorphTargets: function () {
  16441. }
  16442. } );
  16443. /**
  16444. * parameters = {
  16445. * color: <hex>,
  16446. * opacity: <float>,
  16447. *
  16448. * linewidth: <float>,
  16449. * linecap: "round",
  16450. * linejoin: "round"
  16451. * }
  16452. */
  16453. function LineBasicMaterial( parameters ) {
  16454. Material.call( this );
  16455. this.type = 'LineBasicMaterial';
  16456. this.color = new Color( 0xffffff );
  16457. this.linewidth = 1;
  16458. this.linecap = 'round';
  16459. this.linejoin = 'round';
  16460. this.morphTargets = false;
  16461. this.setValues( parameters );
  16462. }
  16463. LineBasicMaterial.prototype = Object.create( Material.prototype );
  16464. LineBasicMaterial.prototype.constructor = LineBasicMaterial;
  16465. LineBasicMaterial.prototype.isLineBasicMaterial = true;
  16466. LineBasicMaterial.prototype.copy = function ( source ) {
  16467. Material.prototype.copy.call( this, source );
  16468. this.color.copy( source.color );
  16469. this.linewidth = source.linewidth;
  16470. this.linecap = source.linecap;
  16471. this.linejoin = source.linejoin;
  16472. this.morphTargets = source.morphTargets;
  16473. return this;
  16474. };
  16475. var _start = new Vector3();
  16476. var _end = new Vector3();
  16477. var _inverseMatrix$1 = new Matrix4();
  16478. var _ray$1 = new Ray();
  16479. var _sphere$2 = new Sphere();
  16480. function Line( geometry, material, mode ) {
  16481. if ( mode === 1 ) {
  16482. console.error( 'THREE.Line: parameter THREE.LinePieces no longer supported. Use THREE.LineSegments instead.' );
  16483. }
  16484. Object3D.call( this );
  16485. this.type = 'Line';
  16486. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  16487. this.material = material !== undefined ? material : new LineBasicMaterial();
  16488. this.updateMorphTargets();
  16489. }
  16490. Line.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16491. constructor: Line,
  16492. isLine: true,
  16493. copy: function ( source ) {
  16494. Object3D.prototype.copy.call( this, source );
  16495. this.material = source.material;
  16496. this.geometry = source.geometry;
  16497. return this;
  16498. },
  16499. computeLineDistances: function () {
  16500. var geometry = this.geometry;
  16501. if ( geometry.isBufferGeometry ) {
  16502. // we assume non-indexed geometry
  16503. if ( geometry.index === null ) {
  16504. var positionAttribute = geometry.attributes.position;
  16505. var lineDistances = [ 0 ];
  16506. for ( var i = 1, l = positionAttribute.count; i < l; i ++ ) {
  16507. _start.fromBufferAttribute( positionAttribute, i - 1 );
  16508. _end.fromBufferAttribute( positionAttribute, i );
  16509. lineDistances[ i ] = lineDistances[ i - 1 ];
  16510. lineDistances[ i ] += _start.distanceTo( _end );
  16511. }
  16512. geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  16513. } else {
  16514. console.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  16515. }
  16516. } else if ( geometry.isGeometry ) {
  16517. var vertices = geometry.vertices;
  16518. var lineDistances$1 = geometry.lineDistances;
  16519. lineDistances$1[ 0 ] = 0;
  16520. for ( var i$1 = 1, l$1 = vertices.length; i$1 < l$1; i$1 ++ ) {
  16521. lineDistances$1[ i$1 ] = lineDistances$1[ i$1 - 1 ];
  16522. lineDistances$1[ i$1 ] += vertices[ i$1 - 1 ].distanceTo( vertices[ i$1 ] );
  16523. }
  16524. }
  16525. return this;
  16526. },
  16527. raycast: function ( raycaster, intersects ) {
  16528. var geometry = this.geometry;
  16529. var matrixWorld = this.matrixWorld;
  16530. var threshold = raycaster.params.Line.threshold;
  16531. // Checking boundingSphere distance to ray
  16532. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  16533. _sphere$2.copy( geometry.boundingSphere );
  16534. _sphere$2.applyMatrix4( matrixWorld );
  16535. _sphere$2.radius += threshold;
  16536. if ( raycaster.ray.intersectsSphere( _sphere$2 ) === false ) { return; }
  16537. //
  16538. _inverseMatrix$1.getInverse( matrixWorld );
  16539. _ray$1.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$1 );
  16540. var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  16541. var localThresholdSq = localThreshold * localThreshold;
  16542. var vStart = new Vector3();
  16543. var vEnd = new Vector3();
  16544. var interSegment = new Vector3();
  16545. var interRay = new Vector3();
  16546. var step = ( this && this.isLineSegments ) ? 2 : 1;
  16547. if ( geometry.isBufferGeometry ) {
  16548. var index = geometry.index;
  16549. var attributes = geometry.attributes;
  16550. var positions = attributes.position.array;
  16551. if ( index !== null ) {
  16552. var indices = index.array;
  16553. for ( var i = 0, l = indices.length - 1; i < l; i += step ) {
  16554. var a = indices[ i ];
  16555. var b = indices[ i + 1 ];
  16556. vStart.fromArray( positions, a * 3 );
  16557. vEnd.fromArray( positions, b * 3 );
  16558. var distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
  16559. if ( distSq > localThresholdSq ) { continue; }
  16560. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  16561. var distance = raycaster.ray.origin.distanceTo( interRay );
  16562. if ( distance < raycaster.near || distance > raycaster.far ) { continue; }
  16563. intersects.push( {
  16564. distance: distance,
  16565. // What do we want? intersection point on the ray or on the segment??
  16566. // point: raycaster.ray.at( distance ),
  16567. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  16568. index: i,
  16569. face: null,
  16570. faceIndex: null,
  16571. object: this
  16572. } );
  16573. }
  16574. } else {
  16575. for ( var i$1 = 0, l$1 = positions.length / 3 - 1; i$1 < l$1; i$1 += step ) {
  16576. vStart.fromArray( positions, 3 * i$1 );
  16577. vEnd.fromArray( positions, 3 * i$1 + 3 );
  16578. var distSq$1 = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
  16579. if ( distSq$1 > localThresholdSq ) { continue; }
  16580. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  16581. var distance$1 = raycaster.ray.origin.distanceTo( interRay );
  16582. if ( distance$1 < raycaster.near || distance$1 > raycaster.far ) { continue; }
  16583. intersects.push( {
  16584. distance: distance$1,
  16585. // What do we want? intersection point on the ray or on the segment??
  16586. // point: raycaster.ray.at( distance ),
  16587. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  16588. index: i$1,
  16589. face: null,
  16590. faceIndex: null,
  16591. object: this
  16592. } );
  16593. }
  16594. }
  16595. } else if ( geometry.isGeometry ) {
  16596. var vertices = geometry.vertices;
  16597. var nbVertices = vertices.length;
  16598. for ( var i$2 = 0; i$2 < nbVertices - 1; i$2 += step ) {
  16599. var distSq$2 = _ray$1.distanceSqToSegment( vertices[ i$2 ], vertices[ i$2 + 1 ], interRay, interSegment );
  16600. if ( distSq$2 > localThresholdSq ) { continue; }
  16601. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  16602. var distance$2 = raycaster.ray.origin.distanceTo( interRay );
  16603. if ( distance$2 < raycaster.near || distance$2 > raycaster.far ) { continue; }
  16604. intersects.push( {
  16605. distance: distance$2,
  16606. // What do we want? intersection point on the ray or on the segment??
  16607. // point: raycaster.ray.at( distance ),
  16608. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  16609. index: i$2,
  16610. face: null,
  16611. faceIndex: null,
  16612. object: this
  16613. } );
  16614. }
  16615. }
  16616. },
  16617. updateMorphTargets: function () {
  16618. var geometry = this.geometry;
  16619. if ( geometry.isBufferGeometry ) {
  16620. var morphAttributes = geometry.morphAttributes;
  16621. var keys = Object.keys( morphAttributes );
  16622. if ( keys.length > 0 ) {
  16623. var morphAttribute = morphAttributes[ keys[ 0 ] ];
  16624. if ( morphAttribute !== undefined ) {
  16625. this.morphTargetInfluences = [];
  16626. this.morphTargetDictionary = {};
  16627. for ( var m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  16628. var name = morphAttribute[ m ].name || String( m );
  16629. this.morphTargetInfluences.push( 0 );
  16630. this.morphTargetDictionary[ name ] = m;
  16631. }
  16632. }
  16633. }
  16634. } else {
  16635. var morphTargets = geometry.morphTargets;
  16636. if ( morphTargets !== undefined && morphTargets.length > 0 ) {
  16637. console.error( 'THREE.Line.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.' );
  16638. }
  16639. }
  16640. }
  16641. } );
  16642. var _start$1 = new Vector3();
  16643. var _end$1 = new Vector3();
  16644. function LineSegments( geometry, material ) {
  16645. Line.call( this, geometry, material );
  16646. this.type = 'LineSegments';
  16647. }
  16648. LineSegments.prototype = Object.assign( Object.create( Line.prototype ), {
  16649. constructor: LineSegments,
  16650. isLineSegments: true,
  16651. computeLineDistances: function () {
  16652. var geometry = this.geometry;
  16653. if ( geometry.isBufferGeometry ) {
  16654. // we assume non-indexed geometry
  16655. if ( geometry.index === null ) {
  16656. var positionAttribute = geometry.attributes.position;
  16657. var lineDistances = [];
  16658. for ( var i = 0, l = positionAttribute.count; i < l; i += 2 ) {
  16659. _start$1.fromBufferAttribute( positionAttribute, i );
  16660. _end$1.fromBufferAttribute( positionAttribute, i + 1 );
  16661. lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  16662. lineDistances[ i + 1 ] = lineDistances[ i ] + _start$1.distanceTo( _end$1 );
  16663. }
  16664. geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  16665. } else {
  16666. console.warn( 'THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  16667. }
  16668. } else if ( geometry.isGeometry ) {
  16669. var vertices = geometry.vertices;
  16670. var lineDistances$1 = geometry.lineDistances;
  16671. for ( var i$1 = 0, l$1 = vertices.length; i$1 < l$1; i$1 += 2 ) {
  16672. _start$1.copy( vertices[ i$1 ] );
  16673. _end$1.copy( vertices[ i$1 + 1 ] );
  16674. lineDistances$1[ i$1 ] = ( i$1 === 0 ) ? 0 : lineDistances$1[ i$1 - 1 ];
  16675. lineDistances$1[ i$1 + 1 ] = lineDistances$1[ i$1 ] + _start$1.distanceTo( _end$1 );
  16676. }
  16677. }
  16678. return this;
  16679. }
  16680. } );
  16681. function LineLoop( geometry, material ) {
  16682. Line.call( this, geometry, material );
  16683. this.type = 'LineLoop';
  16684. }
  16685. LineLoop.prototype = Object.assign( Object.create( Line.prototype ), {
  16686. constructor: LineLoop,
  16687. isLineLoop: true,
  16688. } );
  16689. /**
  16690. * parameters = {
  16691. * color: <hex>,
  16692. * opacity: <float>,
  16693. * map: new THREE.Texture( <Image> ),
  16694. * alphaMap: new THREE.Texture( <Image> ),
  16695. *
  16696. * size: <float>,
  16697. * sizeAttenuation: <bool>
  16698. *
  16699. * morphTargets: <bool>
  16700. * }
  16701. */
  16702. function PointsMaterial( parameters ) {
  16703. Material.call( this );
  16704. this.type = 'PointsMaterial';
  16705. this.color = new Color( 0xffffff );
  16706. this.map = null;
  16707. this.alphaMap = null;
  16708. this.size = 1;
  16709. this.sizeAttenuation = true;
  16710. this.morphTargets = false;
  16711. this.setValues( parameters );
  16712. }
  16713. PointsMaterial.prototype = Object.create( Material.prototype );
  16714. PointsMaterial.prototype.constructor = PointsMaterial;
  16715. PointsMaterial.prototype.isPointsMaterial = true;
  16716. PointsMaterial.prototype.copy = function ( source ) {
  16717. Material.prototype.copy.call( this, source );
  16718. this.color.copy( source.color );
  16719. this.map = source.map;
  16720. this.alphaMap = source.alphaMap;
  16721. this.size = source.size;
  16722. this.sizeAttenuation = source.sizeAttenuation;
  16723. this.morphTargets = source.morphTargets;
  16724. return this;
  16725. };
  16726. var _inverseMatrix$2 = new Matrix4();
  16727. var _ray$2 = new Ray();
  16728. var _sphere$3 = new Sphere();
  16729. var _position$1 = new Vector3();
  16730. function Points( geometry, material ) {
  16731. Object3D.call( this );
  16732. this.type = 'Points';
  16733. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  16734. this.material = material !== undefined ? material : new PointsMaterial();
  16735. this.updateMorphTargets();
  16736. }
  16737. Points.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16738. constructor: Points,
  16739. isPoints: true,
  16740. copy: function ( source ) {
  16741. Object3D.prototype.copy.call( this, source );
  16742. this.material = source.material;
  16743. this.geometry = source.geometry;
  16744. return this;
  16745. },
  16746. raycast: function ( raycaster, intersects ) {
  16747. var geometry = this.geometry;
  16748. var matrixWorld = this.matrixWorld;
  16749. var threshold = raycaster.params.Points.threshold;
  16750. // Checking boundingSphere distance to ray
  16751. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  16752. _sphere$3.copy( geometry.boundingSphere );
  16753. _sphere$3.applyMatrix4( matrixWorld );
  16754. _sphere$3.radius += threshold;
  16755. if ( raycaster.ray.intersectsSphere( _sphere$3 ) === false ) { return; }
  16756. //
  16757. _inverseMatrix$2.getInverse( matrixWorld );
  16758. _ray$2.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$2 );
  16759. var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  16760. var localThresholdSq = localThreshold * localThreshold;
  16761. if ( geometry.isBufferGeometry ) {
  16762. var index = geometry.index;
  16763. var attributes = geometry.attributes;
  16764. var positions = attributes.position.array;
  16765. if ( index !== null ) {
  16766. var indices = index.array;
  16767. for ( var i = 0, il = indices.length; i < il; i ++ ) {
  16768. var a = indices[ i ];
  16769. _position$1.fromArray( positions, a * 3 );
  16770. testPoint( _position$1, a, localThresholdSq, matrixWorld, raycaster, intersects, this );
  16771. }
  16772. } else {
  16773. for ( var i$1 = 0, l = positions.length / 3; i$1 < l; i$1 ++ ) {
  16774. _position$1.fromArray( positions, i$1 * 3 );
  16775. testPoint( _position$1, i$1, localThresholdSq, matrixWorld, raycaster, intersects, this );
  16776. }
  16777. }
  16778. } else {
  16779. var vertices = geometry.vertices;
  16780. for ( var i$2 = 0, l$1 = vertices.length; i$2 < l$1; i$2 ++ ) {
  16781. testPoint( vertices[ i$2 ], i$2, localThresholdSq, matrixWorld, raycaster, intersects, this );
  16782. }
  16783. }
  16784. },
  16785. updateMorphTargets: function () {
  16786. var geometry = this.geometry;
  16787. if ( geometry.isBufferGeometry ) {
  16788. var morphAttributes = geometry.morphAttributes;
  16789. var keys = Object.keys( morphAttributes );
  16790. if ( keys.length > 0 ) {
  16791. var morphAttribute = morphAttributes[ keys[ 0 ] ];
  16792. if ( morphAttribute !== undefined ) {
  16793. this.morphTargetInfluences = [];
  16794. this.morphTargetDictionary = {};
  16795. for ( var m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  16796. var name = morphAttribute[ m ].name || String( m );
  16797. this.morphTargetInfluences.push( 0 );
  16798. this.morphTargetDictionary[ name ] = m;
  16799. }
  16800. }
  16801. }
  16802. } else {
  16803. var morphTargets = geometry.morphTargets;
  16804. if ( morphTargets !== undefined && morphTargets.length > 0 ) {
  16805. console.error( 'THREE.Points.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.' );
  16806. }
  16807. }
  16808. }
  16809. } );
  16810. function testPoint( point, index, localThresholdSq, matrixWorld, raycaster, intersects, object ) {
  16811. var rayPointDistanceSq = _ray$2.distanceSqToPoint( point );
  16812. if ( rayPointDistanceSq < localThresholdSq ) {
  16813. var intersectPoint = new Vector3();
  16814. _ray$2.closestPointToPoint( point, intersectPoint );
  16815. intersectPoint.applyMatrix4( matrixWorld );
  16816. var distance = raycaster.ray.origin.distanceTo( intersectPoint );
  16817. if ( distance < raycaster.near || distance > raycaster.far ) { return; }
  16818. intersects.push( {
  16819. distance: distance,
  16820. distanceToRay: Math.sqrt( rayPointDistanceSq ),
  16821. point: intersectPoint,
  16822. index: index,
  16823. face: null,
  16824. object: object
  16825. } );
  16826. }
  16827. }
  16828. function VideoTexture( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  16829. Texture.call( this, video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16830. this.format = format !== undefined ? format : RGBFormat;
  16831. this.minFilter = minFilter !== undefined ? minFilter : LinearFilter;
  16832. this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
  16833. this.generateMipmaps = false;
  16834. var scope = this;
  16835. function updateVideo() {
  16836. scope.needsUpdate = true;
  16837. video.requestVideoFrameCallback( updateVideo );
  16838. }
  16839. if ( 'requestVideoFrameCallback' in video ) {
  16840. video.requestVideoFrameCallback( updateVideo );
  16841. }
  16842. }
  16843. VideoTexture.prototype = Object.assign( Object.create( Texture.prototype ), {
  16844. constructor: VideoTexture,
  16845. isVideoTexture: true,
  16846. update: function () {
  16847. var video = this.image;
  16848. var hasVideoFrameCallback = 'requestVideoFrameCallback' in video;
  16849. if ( hasVideoFrameCallback === false && video.readyState >= video.HAVE_CURRENT_DATA ) {
  16850. this.needsUpdate = true;
  16851. }
  16852. }
  16853. } );
  16854. function CompressedTexture( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
  16855. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  16856. this.image = { width: width, height: height };
  16857. this.mipmaps = mipmaps;
  16858. // no flipping for cube textures
  16859. // (also flipping doesn't work for compressed textures )
  16860. this.flipY = false;
  16861. // can't generate mipmaps for compressed textures
  16862. // mips must be embedded in DDS files
  16863. this.generateMipmaps = false;
  16864. }
  16865. CompressedTexture.prototype = Object.create( Texture.prototype );
  16866. CompressedTexture.prototype.constructor = CompressedTexture;
  16867. CompressedTexture.prototype.isCompressedTexture = true;
  16868. function CanvasTexture( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  16869. Texture.call( this, canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16870. this.needsUpdate = true;
  16871. }
  16872. CanvasTexture.prototype = Object.create( Texture.prototype );
  16873. CanvasTexture.prototype.constructor = CanvasTexture;
  16874. CanvasTexture.prototype.isCanvasTexture = true;
  16875. function DepthTexture( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format ) {
  16876. format = format !== undefined ? format : DepthFormat;
  16877. if ( format !== DepthFormat && format !== DepthStencilFormat ) {
  16878. throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );
  16879. }
  16880. if ( type === undefined && format === DepthFormat ) { type = UnsignedShortType; }
  16881. if ( type === undefined && format === DepthStencilFormat ) { type = UnsignedInt248Type; }
  16882. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16883. this.image = { width: width, height: height };
  16884. this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
  16885. this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
  16886. this.flipY = false;
  16887. this.generateMipmaps = false;
  16888. }
  16889. DepthTexture.prototype = Object.create( Texture.prototype );
  16890. DepthTexture.prototype.constructor = DepthTexture;
  16891. DepthTexture.prototype.isDepthTexture = true;
  16892. function WireframeGeometry( geometry ) {
  16893. BufferGeometry.call(this);
  16894. this.type = 'WireframeGeometry';
  16895. // buffer
  16896. var vertices = [];
  16897. // helper variables
  16898. var edge = [ 0, 0 ], edges = {};
  16899. var keys = [ 'a', 'b', 'c' ];
  16900. // different logic for Geometry and BufferGeometry
  16901. if ( geometry && geometry.isGeometry ) {
  16902. // create a data structure that contains all edges without duplicates
  16903. var faces = geometry.faces;
  16904. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  16905. var face = faces[ i ];
  16906. for ( var j = 0; j < 3; j ++ ) {
  16907. var edge1 = face[ keys[ j ] ];
  16908. var edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
  16909. edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates
  16910. edge[ 1 ] = Math.max( edge1, edge2 );
  16911. var key = edge[ 0 ] + ',' + edge[ 1 ];
  16912. if ( edges[ key ] === undefined ) {
  16913. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
  16914. }
  16915. }
  16916. }
  16917. // generate vertices
  16918. for ( var key$1 in edges ) {
  16919. var e = edges[ key$1 ];
  16920. var vertex = geometry.vertices[ e.index1 ];
  16921. vertices.push( vertex.x, vertex.y, vertex.z );
  16922. vertex = geometry.vertices[ e.index2 ];
  16923. vertices.push( vertex.x, vertex.y, vertex.z );
  16924. }
  16925. } else if ( geometry && geometry.isBufferGeometry ) {
  16926. var vertex$1 = new Vector3();
  16927. if ( geometry.index !== null ) {
  16928. // indexed BufferGeometry
  16929. var position = geometry.attributes.position;
  16930. var indices = geometry.index;
  16931. var groups = geometry.groups;
  16932. if ( groups.length === 0 ) {
  16933. groups = [ { start: 0, count: indices.count, materialIndex: 0 } ];
  16934. }
  16935. // create a data structure that contains all eges without duplicates
  16936. for ( var o = 0, ol = groups.length; o < ol; ++ o ) {
  16937. var group = groups[ o ];
  16938. var start = group.start;
  16939. var count = group.count;
  16940. for ( var i$1 = start, l$1 = ( start + count ); i$1 < l$1; i$1 += 3 ) {
  16941. for ( var j$1 = 0; j$1 < 3; j$1 ++ ) {
  16942. var edge1$1 = indices.getX( i$1 + j$1 );
  16943. var edge2$1 = indices.getX( i$1 + ( j$1 + 1 ) % 3 );
  16944. edge[ 0 ] = Math.min( edge1$1, edge2$1 ); // sorting prevents duplicates
  16945. edge[ 1 ] = Math.max( edge1$1, edge2$1 );
  16946. var key$2 = edge[ 0 ] + ',' + edge[ 1 ];
  16947. if ( edges[ key$2 ] === undefined ) {
  16948. edges[ key$2 ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
  16949. }
  16950. }
  16951. }
  16952. }
  16953. // generate vertices
  16954. for ( var key$3 in edges ) {
  16955. var e$1 = edges[ key$3 ];
  16956. vertex$1.fromBufferAttribute( position, e$1.index1 );
  16957. vertices.push( vertex$1.x, vertex$1.y, vertex$1.z );
  16958. vertex$1.fromBufferAttribute( position, e$1.index2 );
  16959. vertices.push( vertex$1.x, vertex$1.y, vertex$1.z );
  16960. }
  16961. } else {
  16962. // non-indexed BufferGeometry
  16963. var position$1 = geometry.attributes.position;
  16964. for ( var i$2 = 0, l$2 = ( position$1.count / 3 ); i$2 < l$2; i$2 ++ ) {
  16965. for ( var j$2 = 0; j$2 < 3; j$2 ++ ) {
  16966. // three edges per triangle, an edge is represented as (index1, index2)
  16967. // e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)
  16968. var index1 = 3 * i$2 + j$2;
  16969. vertex$1.fromBufferAttribute( position$1, index1 );
  16970. vertices.push( vertex$1.x, vertex$1.y, vertex$1.z );
  16971. var index2 = 3 * i$2 + ( ( j$2 + 1 ) % 3 );
  16972. vertex$1.fromBufferAttribute( position$1, index2 );
  16973. vertices.push( vertex$1.x, vertex$1.y, vertex$1.z );
  16974. }
  16975. }
  16976. }
  16977. }
  16978. // build geometry
  16979. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  16980. }
  16981. WireframeGeometry.prototype = Object.create( BufferGeometry.prototype );
  16982. WireframeGeometry.prototype.constructor = WireframeGeometry;
  16983. /**
  16984. * Parametric Surfaces Geometry
  16985. * based on the brilliant article by @prideout https://prideout.net/blog/old/blog/index.html@p=44.html
  16986. */
  16987. // ParametricGeometry
  16988. function ParametricGeometry( func, slices, stacks ) {
  16989. Geometry.call( this );
  16990. this.type = 'ParametricGeometry';
  16991. this.parameters = {
  16992. func: func,
  16993. slices: slices,
  16994. stacks: stacks
  16995. };
  16996. this.fromBufferGeometry( new ParametricBufferGeometry( func, slices, stacks ) );
  16997. this.mergeVertices();
  16998. }
  16999. ParametricGeometry.prototype = Object.create( Geometry.prototype );
  17000. ParametricGeometry.prototype.constructor = ParametricGeometry;
  17001. // ParametricBufferGeometry
  17002. function ParametricBufferGeometry( func, slices, stacks ) {
  17003. BufferGeometry.call( this );
  17004. this.type = 'ParametricBufferGeometry';
  17005. this.parameters = {
  17006. func: func,
  17007. slices: slices,
  17008. stacks: stacks
  17009. };
  17010. // buffers
  17011. var indices = [];
  17012. var vertices = [];
  17013. var normals = [];
  17014. var uvs = [];
  17015. var EPS = 0.00001;
  17016. var normal = new Vector3();
  17017. var p0 = new Vector3(), p1 = new Vector3();
  17018. var pu = new Vector3(), pv = new Vector3();
  17019. if ( func.length < 3 ) {
  17020. console.error( 'THREE.ParametricGeometry: Function must now modify a Vector3 as third parameter.' );
  17021. }
  17022. // generate vertices, normals and uvs
  17023. var sliceCount = slices + 1;
  17024. for ( var i = 0; i <= stacks; i ++ ) {
  17025. var v = i / stacks;
  17026. for ( var j = 0; j <= slices; j ++ ) {
  17027. var u = j / slices;
  17028. // vertex
  17029. func( u, v, p0 );
  17030. vertices.push( p0.x, p0.y, p0.z );
  17031. // normal
  17032. // approximate tangent vectors via finite differences
  17033. if ( u - EPS >= 0 ) {
  17034. func( u - EPS, v, p1 );
  17035. pu.subVectors( p0, p1 );
  17036. } else {
  17037. func( u + EPS, v, p1 );
  17038. pu.subVectors( p1, p0 );
  17039. }
  17040. if ( v - EPS >= 0 ) {
  17041. func( u, v - EPS, p1 );
  17042. pv.subVectors( p0, p1 );
  17043. } else {
  17044. func( u, v + EPS, p1 );
  17045. pv.subVectors( p1, p0 );
  17046. }
  17047. // cross product of tangent vectors returns surface normal
  17048. normal.crossVectors( pu, pv ).normalize();
  17049. normals.push( normal.x, normal.y, normal.z );
  17050. // uv
  17051. uvs.push( u, v );
  17052. }
  17053. }
  17054. // generate indices
  17055. for ( var i$1 = 0; i$1 < stacks; i$1 ++ ) {
  17056. for ( var j$1 = 0; j$1 < slices; j$1 ++ ) {
  17057. var a = i$1 * sliceCount + j$1;
  17058. var b = i$1 * sliceCount + j$1 + 1;
  17059. var c = ( i$1 + 1 ) * sliceCount + j$1 + 1;
  17060. var d = ( i$1 + 1 ) * sliceCount + j$1;
  17061. // faces one and two
  17062. indices.push( a, b, d );
  17063. indices.push( b, c, d );
  17064. }
  17065. }
  17066. // build geometry
  17067. this.setIndex( indices );
  17068. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17069. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17070. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17071. }
  17072. ParametricBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17073. ParametricBufferGeometry.prototype.constructor = ParametricBufferGeometry;
  17074. // PolyhedronGeometry
  17075. function PolyhedronGeometry( vertices, indices, radius, detail ) {
  17076. Geometry.call(this);
  17077. this.type = 'PolyhedronGeometry';
  17078. this.parameters = {
  17079. vertices: vertices,
  17080. indices: indices,
  17081. radius: radius,
  17082. detail: detail
  17083. };
  17084. this.fromBufferGeometry( new PolyhedronBufferGeometry( vertices, indices, radius, detail ) );
  17085. this.mergeVertices();
  17086. }
  17087. PolyhedronGeometry.prototype = Object.create( Geometry.prototype );
  17088. PolyhedronGeometry.prototype.constructor = PolyhedronGeometry;
  17089. // PolyhedronBufferGeometry
  17090. function PolyhedronBufferGeometry( vertices, indices, radius, detail ) {
  17091. BufferGeometry.call(this);
  17092. this.type = 'PolyhedronBufferGeometry';
  17093. this.parameters = {
  17094. vertices: vertices,
  17095. indices: indices,
  17096. radius: radius,
  17097. detail: detail
  17098. };
  17099. radius = radius || 1;
  17100. detail = detail || 0;
  17101. // default buffer data
  17102. var vertexBuffer = [];
  17103. var uvBuffer = [];
  17104. // the subdivision creates the vertex buffer data
  17105. subdivide( detail );
  17106. // all vertices should lie on a conceptual sphere with a given radius
  17107. applyRadius( radius );
  17108. // finally, create the uv data
  17109. generateUVs();
  17110. // build non-indexed geometry
  17111. this.setAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) );
  17112. this.setAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) );
  17113. this.setAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );
  17114. if ( detail === 0 ) {
  17115. this.computeVertexNormals(); // flat normals
  17116. } else {
  17117. this.normalizeNormals(); // smooth normals
  17118. }
  17119. // helper functions
  17120. function subdivide( detail ) {
  17121. var a = new Vector3();
  17122. var b = new Vector3();
  17123. var c = new Vector3();
  17124. // iterate over all faces and apply a subdivison with the given detail value
  17125. for ( var i = 0; i < indices.length; i += 3 ) {
  17126. // get the vertices of the face
  17127. getVertexByIndex( indices[ i + 0 ], a );
  17128. getVertexByIndex( indices[ i + 1 ], b );
  17129. getVertexByIndex( indices[ i + 2 ], c );
  17130. // perform subdivision
  17131. subdivideFace( a, b, c, detail );
  17132. }
  17133. }
  17134. function subdivideFace( a, b, c, detail ) {
  17135. var cols = Math.pow( 2, detail );
  17136. // we use this multidimensional array as a data structure for creating the subdivision
  17137. var v = [];
  17138. // construct all of the vertices for this subdivision
  17139. for ( var i = 0; i <= cols; i ++ ) {
  17140. v[ i ] = [];
  17141. var aj = a.clone().lerp( c, i / cols );
  17142. var bj = b.clone().lerp( c, i / cols );
  17143. var rows = cols - i;
  17144. for ( var j = 0; j <= rows; j ++ ) {
  17145. if ( j === 0 && i === cols ) {
  17146. v[ i ][ j ] = aj;
  17147. } else {
  17148. v[ i ][ j ] = aj.clone().lerp( bj, j / rows );
  17149. }
  17150. }
  17151. }
  17152. // construct all of the faces
  17153. for ( var i$1 = 0; i$1 < cols; i$1 ++ ) {
  17154. for ( var j$1 = 0; j$1 < 2 * ( cols - i$1 ) - 1; j$1 ++ ) {
  17155. var k = Math.floor( j$1 / 2 );
  17156. if ( j$1 % 2 === 0 ) {
  17157. pushVertex( v[ i$1 ][ k + 1 ] );
  17158. pushVertex( v[ i$1 + 1 ][ k ] );
  17159. pushVertex( v[ i$1 ][ k ] );
  17160. } else {
  17161. pushVertex( v[ i$1 ][ k + 1 ] );
  17162. pushVertex( v[ i$1 + 1 ][ k + 1 ] );
  17163. pushVertex( v[ i$1 + 1 ][ k ] );
  17164. }
  17165. }
  17166. }
  17167. }
  17168. function applyRadius( radius ) {
  17169. var vertex = new Vector3();
  17170. // iterate over the entire buffer and apply the radius to each vertex
  17171. for ( var i = 0; i < vertexBuffer.length; i += 3 ) {
  17172. vertex.x = vertexBuffer[ i + 0 ];
  17173. vertex.y = vertexBuffer[ i + 1 ];
  17174. vertex.z = vertexBuffer[ i + 2 ];
  17175. vertex.normalize().multiplyScalar( radius );
  17176. vertexBuffer[ i + 0 ] = vertex.x;
  17177. vertexBuffer[ i + 1 ] = vertex.y;
  17178. vertexBuffer[ i + 2 ] = vertex.z;
  17179. }
  17180. }
  17181. function generateUVs() {
  17182. var vertex = new Vector3();
  17183. for ( var i = 0; i < vertexBuffer.length; i += 3 ) {
  17184. vertex.x = vertexBuffer[ i + 0 ];
  17185. vertex.y = vertexBuffer[ i + 1 ];
  17186. vertex.z = vertexBuffer[ i + 2 ];
  17187. var u = azimuth( vertex ) / 2 / Math.PI + 0.5;
  17188. var v = inclination( vertex ) / Math.PI + 0.5;
  17189. uvBuffer.push( u, 1 - v );
  17190. }
  17191. correctUVs();
  17192. correctSeam();
  17193. }
  17194. function correctSeam() {
  17195. // handle case when face straddles the seam, see #3269
  17196. for ( var i = 0; i < uvBuffer.length; i += 6 ) {
  17197. // uv data of a single face
  17198. var x0 = uvBuffer[ i + 0 ];
  17199. var x1 = uvBuffer[ i + 2 ];
  17200. var x2 = uvBuffer[ i + 4 ];
  17201. var max = Math.max( x0, x1, x2 );
  17202. var min = Math.min( x0, x1, x2 );
  17203. // 0.9 is somewhat arbitrary
  17204. if ( max > 0.9 && min < 0.1 ) {
  17205. if ( x0 < 0.2 ) { uvBuffer[ i + 0 ] += 1; }
  17206. if ( x1 < 0.2 ) { uvBuffer[ i + 2 ] += 1; }
  17207. if ( x2 < 0.2 ) { uvBuffer[ i + 4 ] += 1; }
  17208. }
  17209. }
  17210. }
  17211. function pushVertex( vertex ) {
  17212. vertexBuffer.push( vertex.x, vertex.y, vertex.z );
  17213. }
  17214. function getVertexByIndex( index, vertex ) {
  17215. var stride = index * 3;
  17216. vertex.x = vertices[ stride + 0 ];
  17217. vertex.y = vertices[ stride + 1 ];
  17218. vertex.z = vertices[ stride + 2 ];
  17219. }
  17220. function correctUVs() {
  17221. var a = new Vector3();
  17222. var b = new Vector3();
  17223. var c = new Vector3();
  17224. var centroid = new Vector3();
  17225. var uvA = new Vector2();
  17226. var uvB = new Vector2();
  17227. var uvC = new Vector2();
  17228. for ( var i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {
  17229. a.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );
  17230. b.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );
  17231. c.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );
  17232. uvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );
  17233. uvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );
  17234. uvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );
  17235. centroid.copy( a ).add( b ).add( c ).divideScalar( 3 );
  17236. var azi = azimuth( centroid );
  17237. correctUV( uvA, j + 0, a, azi );
  17238. correctUV( uvB, j + 2, b, azi );
  17239. correctUV( uvC, j + 4, c, azi );
  17240. }
  17241. }
  17242. function correctUV( uv, stride, vector, azimuth ) {
  17243. if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {
  17244. uvBuffer[ stride ] = uv.x - 1;
  17245. }
  17246. if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {
  17247. uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;
  17248. }
  17249. }
  17250. // Angle around the Y axis, counter-clockwise when looking from above.
  17251. function azimuth( vector ) {
  17252. return Math.atan2( vector.z, - vector.x );
  17253. }
  17254. // Angle above the XZ plane.
  17255. function inclination( vector ) {
  17256. return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );
  17257. }
  17258. }
  17259. PolyhedronBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17260. PolyhedronBufferGeometry.prototype.constructor = PolyhedronBufferGeometry;
  17261. // TetrahedronGeometry
  17262. function TetrahedronGeometry( radius, detail ) {
  17263. Geometry.call(this);
  17264. this.type = 'TetrahedronGeometry';
  17265. this.parameters = {
  17266. radius: radius,
  17267. detail: detail
  17268. };
  17269. this.fromBufferGeometry( new TetrahedronBufferGeometry( radius, detail ) );
  17270. this.mergeVertices();
  17271. }
  17272. TetrahedronGeometry.prototype = Object.create( Geometry.prototype );
  17273. TetrahedronGeometry.prototype.constructor = TetrahedronGeometry;
  17274. // TetrahedronBufferGeometry
  17275. function TetrahedronBufferGeometry( radius, detail ) {
  17276. var vertices = [
  17277. 1, 1, 1, - 1, - 1, 1, - 1, 1, - 1, 1, - 1, - 1
  17278. ];
  17279. var indices = [
  17280. 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1
  17281. ];
  17282. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17283. this.type = 'TetrahedronBufferGeometry';
  17284. this.parameters = {
  17285. radius: radius,
  17286. detail: detail
  17287. };
  17288. }
  17289. TetrahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17290. TetrahedronBufferGeometry.prototype.constructor = TetrahedronBufferGeometry;
  17291. // OctahedronGeometry
  17292. function OctahedronGeometry( radius, detail ) {
  17293. Geometry.call(this);
  17294. this.type = 'OctahedronGeometry';
  17295. this.parameters = {
  17296. radius: radius,
  17297. detail: detail
  17298. };
  17299. this.fromBufferGeometry( new OctahedronBufferGeometry( radius, detail ) );
  17300. this.mergeVertices();
  17301. }
  17302. OctahedronGeometry.prototype = Object.create( Geometry.prototype );
  17303. OctahedronGeometry.prototype.constructor = OctahedronGeometry;
  17304. // OctahedronBufferGeometry
  17305. function OctahedronBufferGeometry( radius, detail ) {
  17306. var vertices = [
  17307. 1, 0, 0, - 1, 0, 0, 0, 1, 0,
  17308. 0, - 1, 0, 0, 0, 1, 0, 0, - 1
  17309. ];
  17310. var indices = [
  17311. 0, 2, 4, 0, 4, 3, 0, 3, 5,
  17312. 0, 5, 2, 1, 2, 5, 1, 5, 3,
  17313. 1, 3, 4, 1, 4, 2
  17314. ];
  17315. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17316. this.type = 'OctahedronBufferGeometry';
  17317. this.parameters = {
  17318. radius: radius,
  17319. detail: detail
  17320. };
  17321. }
  17322. OctahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17323. OctahedronBufferGeometry.prototype.constructor = OctahedronBufferGeometry;
  17324. // IcosahedronGeometry
  17325. function IcosahedronGeometry( radius, detail ) {
  17326. Geometry.call(this);
  17327. this.type = 'IcosahedronGeometry';
  17328. this.parameters = {
  17329. radius: radius,
  17330. detail: detail
  17331. };
  17332. this.fromBufferGeometry( new IcosahedronBufferGeometry( radius, detail ) );
  17333. this.mergeVertices();
  17334. }
  17335. IcosahedronGeometry.prototype = Object.create( Geometry.prototype );
  17336. IcosahedronGeometry.prototype.constructor = IcosahedronGeometry;
  17337. // IcosahedronBufferGeometry
  17338. function IcosahedronBufferGeometry( radius, detail ) {
  17339. var t = ( 1 + Math.sqrt( 5 ) ) / 2;
  17340. var vertices = [
  17341. - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, 0,
  17342. 0, - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t,
  17343. t, 0, - 1, t, 0, 1, - t, 0, - 1, - t, 0, 1
  17344. ];
  17345. var indices = [
  17346. 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11,
  17347. 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8,
  17348. 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9,
  17349. 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1
  17350. ];
  17351. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17352. this.type = 'IcosahedronBufferGeometry';
  17353. this.parameters = {
  17354. radius: radius,
  17355. detail: detail
  17356. };
  17357. }
  17358. IcosahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17359. IcosahedronBufferGeometry.prototype.constructor = IcosahedronBufferGeometry;
  17360. // DodecahedronGeometry
  17361. function DodecahedronGeometry( radius, detail ) {
  17362. Geometry.call(this);
  17363. this.type = 'DodecahedronGeometry';
  17364. this.parameters = {
  17365. radius: radius,
  17366. detail: detail
  17367. };
  17368. this.fromBufferGeometry( new DodecahedronBufferGeometry( radius, detail ) );
  17369. this.mergeVertices();
  17370. }
  17371. DodecahedronGeometry.prototype = Object.create( Geometry.prototype );
  17372. DodecahedronGeometry.prototype.constructor = DodecahedronGeometry;
  17373. // DodecahedronBufferGeometry
  17374. function DodecahedronBufferGeometry( radius, detail ) {
  17375. var t = ( 1 + Math.sqrt( 5 ) ) / 2;
  17376. var r = 1 / t;
  17377. var vertices = [
  17378. // (±1, ±1, ±1)
  17379. - 1, - 1, - 1, - 1, - 1, 1,
  17380. - 1, 1, - 1, - 1, 1, 1,
  17381. 1, - 1, - 1, 1, - 1, 1,
  17382. 1, 1, - 1, 1, 1, 1,
  17383. // (0, ±1/φ, ±φ)
  17384. 0, - r, - t, 0, - r, t,
  17385. 0, r, - t, 0, r, t,
  17386. // (±1/φ, ±φ, 0)
  17387. - r, - t, 0, - r, t, 0,
  17388. r, - t, 0, r, t, 0,
  17389. // (±φ, 0, ±1/φ)
  17390. - t, 0, - r, t, 0, - r,
  17391. - t, 0, r, t, 0, r
  17392. ];
  17393. var indices = [
  17394. 3, 11, 7, 3, 7, 15, 3, 15, 13,
  17395. 7, 19, 17, 7, 17, 6, 7, 6, 15,
  17396. 17, 4, 8, 17, 8, 10, 17, 10, 6,
  17397. 8, 0, 16, 8, 16, 2, 8, 2, 10,
  17398. 0, 12, 1, 0, 1, 18, 0, 18, 16,
  17399. 6, 10, 2, 6, 2, 13, 6, 13, 15,
  17400. 2, 16, 18, 2, 18, 3, 2, 3, 13,
  17401. 18, 1, 9, 18, 9, 11, 18, 11, 3,
  17402. 4, 14, 12, 4, 12, 0, 4, 0, 8,
  17403. 11, 9, 5, 11, 5, 19, 11, 19, 7,
  17404. 19, 5, 14, 19, 14, 4, 19, 4, 17,
  17405. 1, 12, 14, 1, 14, 5, 1, 5, 9
  17406. ];
  17407. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17408. this.type = 'DodecahedronBufferGeometry';
  17409. this.parameters = {
  17410. radius: radius,
  17411. detail: detail
  17412. };
  17413. }
  17414. DodecahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17415. DodecahedronBufferGeometry.prototype.constructor = DodecahedronBufferGeometry;
  17416. // TubeGeometry
  17417. function TubeGeometry( path, tubularSegments, radius, radialSegments, closed, taper ) {
  17418. Geometry.call(this);
  17419. this.type = 'TubeGeometry';
  17420. this.parameters = {
  17421. path: path,
  17422. tubularSegments: tubularSegments,
  17423. radius: radius,
  17424. radialSegments: radialSegments,
  17425. closed: closed
  17426. };
  17427. if ( taper !== undefined ) { console.warn( 'THREE.TubeGeometry: taper has been removed.' ); }
  17428. var bufferGeometry = new TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed );
  17429. // expose internals
  17430. this.tangents = bufferGeometry.tangents;
  17431. this.normals = bufferGeometry.normals;
  17432. this.binormals = bufferGeometry.binormals;
  17433. // create geometry
  17434. this.fromBufferGeometry( bufferGeometry );
  17435. this.mergeVertices();
  17436. }
  17437. TubeGeometry.prototype = Object.create( Geometry.prototype );
  17438. TubeGeometry.prototype.constructor = TubeGeometry;
  17439. // TubeBufferGeometry
  17440. function TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed ) {
  17441. BufferGeometry.call(this);
  17442. this.type = 'TubeBufferGeometry';
  17443. this.parameters = {
  17444. path: path,
  17445. tubularSegments: tubularSegments,
  17446. radius: radius,
  17447. radialSegments: radialSegments,
  17448. closed: closed
  17449. };
  17450. tubularSegments = tubularSegments || 64;
  17451. radius = radius || 1;
  17452. radialSegments = radialSegments || 8;
  17453. closed = closed || false;
  17454. var frames = path.computeFrenetFrames( tubularSegments, closed );
  17455. // expose internals
  17456. this.tangents = frames.tangents;
  17457. this.normals = frames.normals;
  17458. this.binormals = frames.binormals;
  17459. // helper variables
  17460. var vertex = new Vector3();
  17461. var normal = new Vector3();
  17462. var uv = new Vector2();
  17463. var P = new Vector3();
  17464. // buffer
  17465. var vertices = [];
  17466. var normals = [];
  17467. var uvs = [];
  17468. var indices = [];
  17469. // create buffer data
  17470. generateBufferData();
  17471. // build geometry
  17472. this.setIndex( indices );
  17473. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17474. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17475. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17476. // functions
  17477. function generateBufferData() {
  17478. for ( var i = 0; i < tubularSegments; i ++ ) {
  17479. generateSegment( i );
  17480. }
  17481. // if the geometry is not closed, generate the last row of vertices and normals
  17482. // at the regular position on the given path
  17483. //
  17484. // if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)
  17485. generateSegment( ( closed === false ) ? tubularSegments : 0 );
  17486. // uvs are generated in a separate function.
  17487. // this makes it easy compute correct values for closed geometries
  17488. generateUVs();
  17489. // finally create faces
  17490. generateIndices();
  17491. }
  17492. function generateSegment( i ) {
  17493. // we use getPointAt to sample evenly distributed points from the given path
  17494. P = path.getPointAt( i / tubularSegments, P );
  17495. // retrieve corresponding normal and binormal
  17496. var N = frames.normals[ i ];
  17497. var B = frames.binormals[ i ];
  17498. // generate normals and vertices for the current segment
  17499. for ( var j = 0; j <= radialSegments; j ++ ) {
  17500. var v = j / radialSegments * Math.PI * 2;
  17501. var sin = Math.sin( v );
  17502. var cos = - Math.cos( v );
  17503. // normal
  17504. normal.x = ( cos * N.x + sin * B.x );
  17505. normal.y = ( cos * N.y + sin * B.y );
  17506. normal.z = ( cos * N.z + sin * B.z );
  17507. normal.normalize();
  17508. normals.push( normal.x, normal.y, normal.z );
  17509. // vertex
  17510. vertex.x = P.x + radius * normal.x;
  17511. vertex.y = P.y + radius * normal.y;
  17512. vertex.z = P.z + radius * normal.z;
  17513. vertices.push( vertex.x, vertex.y, vertex.z );
  17514. }
  17515. }
  17516. function generateIndices() {
  17517. for ( var j = 1; j <= tubularSegments; j ++ ) {
  17518. for ( var i = 1; i <= radialSegments; i ++ ) {
  17519. var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  17520. var b = ( radialSegments + 1 ) * j + ( i - 1 );
  17521. var c = ( radialSegments + 1 ) * j + i;
  17522. var d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  17523. // faces
  17524. indices.push( a, b, d );
  17525. indices.push( b, c, d );
  17526. }
  17527. }
  17528. }
  17529. function generateUVs() {
  17530. for ( var i = 0; i <= tubularSegments; i ++ ) {
  17531. for ( var j = 0; j <= radialSegments; j ++ ) {
  17532. uv.x = i / tubularSegments;
  17533. uv.y = j / radialSegments;
  17534. uvs.push( uv.x, uv.y );
  17535. }
  17536. }
  17537. }
  17538. }
  17539. TubeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17540. TubeBufferGeometry.prototype.constructor = TubeBufferGeometry;
  17541. TubeBufferGeometry.prototype.toJSON = function toJSON () {
  17542. var data = BufferGeometry.prototype.toJSON.call( this );
  17543. data.path = this.parameters.path.toJSON();
  17544. return data;
  17545. };
  17546. // TorusKnotGeometry
  17547. function TorusKnotGeometry( radius, tube, tubularSegments, radialSegments, p, q, heightScale ) {
  17548. Geometry.call(this);
  17549. this.type = 'TorusKnotGeometry';
  17550. this.parameters = {
  17551. radius: radius,
  17552. tube: tube,
  17553. tubularSegments: tubularSegments,
  17554. radialSegments: radialSegments,
  17555. p: p,
  17556. q: q
  17557. };
  17558. if ( heightScale !== undefined ) { console.warn( 'THREE.TorusKnotGeometry: heightScale has been deprecated. Use .scale( x, y, z ) instead.' ); }
  17559. this.fromBufferGeometry( new TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) );
  17560. this.mergeVertices();
  17561. }
  17562. TorusKnotGeometry.prototype = Object.create( Geometry.prototype );
  17563. TorusKnotGeometry.prototype.constructor = TorusKnotGeometry;
  17564. // TorusKnotBufferGeometry
  17565. function TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) {
  17566. BufferGeometry.call(this);
  17567. this.type = 'TorusKnotBufferGeometry';
  17568. this.parameters = {
  17569. radius: radius,
  17570. tube: tube,
  17571. tubularSegments: tubularSegments,
  17572. radialSegments: radialSegments,
  17573. p: p,
  17574. q: q
  17575. };
  17576. radius = radius || 1;
  17577. tube = tube || 0.4;
  17578. tubularSegments = Math.floor( tubularSegments ) || 64;
  17579. radialSegments = Math.floor( radialSegments ) || 8;
  17580. p = p || 2;
  17581. q = q || 3;
  17582. // buffers
  17583. var indices = [];
  17584. var vertices = [];
  17585. var normals = [];
  17586. var uvs = [];
  17587. // helper variables
  17588. var vertex = new Vector3();
  17589. var normal = new Vector3();
  17590. var P1 = new Vector3();
  17591. var P2 = new Vector3();
  17592. var B = new Vector3();
  17593. var T = new Vector3();
  17594. var N = new Vector3();
  17595. // generate vertices, normals and uvs
  17596. for ( var i = 0; i <= tubularSegments; ++ i ) {
  17597. // the radian "u" is used to calculate the position on the torus curve of the current tubular segement
  17598. var u = i / tubularSegments * p * Math.PI * 2;
  17599. // now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.
  17600. // these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions
  17601. calculatePositionOnCurve( u, p, q, radius, P1 );
  17602. calculatePositionOnCurve( u + 0.01, p, q, radius, P2 );
  17603. // calculate orthonormal basis
  17604. T.subVectors( P2, P1 );
  17605. N.addVectors( P2, P1 );
  17606. B.crossVectors( T, N );
  17607. N.crossVectors( B, T );
  17608. // normalize B, N. T can be ignored, we don't use it
  17609. B.normalize();
  17610. N.normalize();
  17611. for ( var j = 0; j <= radialSegments; ++ j ) {
  17612. // now calculate the vertices. they are nothing more than an extrusion of the torus curve.
  17613. // because we extrude a shape in the xy-plane, there is no need to calculate a z-value.
  17614. var v = j / radialSegments * Math.PI * 2;
  17615. var cx = - tube * Math.cos( v );
  17616. var cy = tube * Math.sin( v );
  17617. // now calculate the final vertex position.
  17618. // first we orient the extrusion with our basis vectos, then we add it to the current position on the curve
  17619. vertex.x = P1.x + ( cx * N.x + cy * B.x );
  17620. vertex.y = P1.y + ( cx * N.y + cy * B.y );
  17621. vertex.z = P1.z + ( cx * N.z + cy * B.z );
  17622. vertices.push( vertex.x, vertex.y, vertex.z );
  17623. // normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)
  17624. normal.subVectors( vertex, P1 ).normalize();
  17625. normals.push( normal.x, normal.y, normal.z );
  17626. // uv
  17627. uvs.push( i / tubularSegments );
  17628. uvs.push( j / radialSegments );
  17629. }
  17630. }
  17631. // generate indices
  17632. for ( var j$1 = 1; j$1 <= tubularSegments; j$1 ++ ) {
  17633. for ( var i$1 = 1; i$1 <= radialSegments; i$1 ++ ) {
  17634. // indices
  17635. var a = ( radialSegments + 1 ) * ( j$1 - 1 ) + ( i$1 - 1 );
  17636. var b = ( radialSegments + 1 ) * j$1 + ( i$1 - 1 );
  17637. var c = ( radialSegments + 1 ) * j$1 + i$1;
  17638. var d = ( radialSegments + 1 ) * ( j$1 - 1 ) + i$1;
  17639. // faces
  17640. indices.push( a, b, d );
  17641. indices.push( b, c, d );
  17642. }
  17643. }
  17644. // build geometry
  17645. this.setIndex( indices );
  17646. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17647. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17648. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17649. // this function calculates the current position on the torus curve
  17650. function calculatePositionOnCurve( u, p, q, radius, position ) {
  17651. var cu = Math.cos( u );
  17652. var su = Math.sin( u );
  17653. var quOverP = q / p * u;
  17654. var cs = Math.cos( quOverP );
  17655. position.x = radius * ( 2 + cs ) * 0.5 * cu;
  17656. position.y = radius * ( 2 + cs ) * su * 0.5;
  17657. position.z = radius * Math.sin( quOverP ) * 0.5;
  17658. }
  17659. }
  17660. TorusKnotBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17661. TorusKnotBufferGeometry.prototype.constructor = TorusKnotBufferGeometry;
  17662. // TorusGeometry
  17663. function TorusGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
  17664. Geometry.call(this);
  17665. this.type = 'TorusGeometry';
  17666. this.parameters = {
  17667. radius: radius,
  17668. tube: tube,
  17669. radialSegments: radialSegments,
  17670. tubularSegments: tubularSegments,
  17671. arc: arc
  17672. };
  17673. this.fromBufferGeometry( new TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) );
  17674. this.mergeVertices();
  17675. }
  17676. TorusGeometry.prototype = Object.create( Geometry.prototype );
  17677. TorusGeometry.prototype.constructor = TorusGeometry;
  17678. // TorusBufferGeometry
  17679. function TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
  17680. BufferGeometry.call(this);
  17681. this.type = 'TorusBufferGeometry';
  17682. this.parameters = {
  17683. radius: radius,
  17684. tube: tube,
  17685. radialSegments: radialSegments,
  17686. tubularSegments: tubularSegments,
  17687. arc: arc
  17688. };
  17689. radius = radius || 1;
  17690. tube = tube || 0.4;
  17691. radialSegments = Math.floor( radialSegments ) || 8;
  17692. tubularSegments = Math.floor( tubularSegments ) || 6;
  17693. arc = arc || Math.PI * 2;
  17694. // buffers
  17695. var indices = [];
  17696. var vertices = [];
  17697. var normals = [];
  17698. var uvs = [];
  17699. // helper variables
  17700. var center = new Vector3();
  17701. var vertex = new Vector3();
  17702. var normal = new Vector3();
  17703. // generate vertices, normals and uvs
  17704. for ( var j = 0; j <= radialSegments; j ++ ) {
  17705. for ( var i = 0; i <= tubularSegments; i ++ ) {
  17706. var u = i / tubularSegments * arc;
  17707. var v = j / radialSegments * Math.PI * 2;
  17708. // vertex
  17709. vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
  17710. vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
  17711. vertex.z = tube * Math.sin( v );
  17712. vertices.push( vertex.x, vertex.y, vertex.z );
  17713. // normal
  17714. center.x = radius * Math.cos( u );
  17715. center.y = radius * Math.sin( u );
  17716. normal.subVectors( vertex, center ).normalize();
  17717. normals.push( normal.x, normal.y, normal.z );
  17718. // uv
  17719. uvs.push( i / tubularSegments );
  17720. uvs.push( j / radialSegments );
  17721. }
  17722. }
  17723. // generate indices
  17724. for ( var j$1 = 1; j$1 <= radialSegments; j$1 ++ ) {
  17725. for ( var i$1 = 1; i$1 <= tubularSegments; i$1 ++ ) {
  17726. // indices
  17727. var a = ( tubularSegments + 1 ) * j$1 + i$1 - 1;
  17728. var b = ( tubularSegments + 1 ) * ( j$1 - 1 ) + i$1 - 1;
  17729. var c = ( tubularSegments + 1 ) * ( j$1 - 1 ) + i$1;
  17730. var d = ( tubularSegments + 1 ) * j$1 + i$1;
  17731. // faces
  17732. indices.push( a, b, d );
  17733. indices.push( b, c, d );
  17734. }
  17735. }
  17736. // build geometry
  17737. this.setIndex( indices );
  17738. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17739. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17740. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17741. }
  17742. TorusBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17743. TorusBufferGeometry.prototype.constructor = TorusBufferGeometry;
  17744. /**
  17745. * Port from https://github.com/mapbox/earcut (v2.2.2)
  17746. */
  17747. var Earcut = {
  17748. triangulate: function ( data, holeIndices, dim ) {
  17749. dim = dim || 2;
  17750. var hasHoles = holeIndices && holeIndices.length;
  17751. var outerLen = hasHoles ? holeIndices[ 0 ] * dim : data.length;
  17752. var outerNode = linkedList( data, 0, outerLen, dim, true );
  17753. var triangles = [];
  17754. if ( ! outerNode || outerNode.next === outerNode.prev ) { return triangles; }
  17755. var minX, minY, maxX, maxY, x, y, invSize;
  17756. if ( hasHoles ) { outerNode = eliminateHoles( data, holeIndices, outerNode, dim ); }
  17757. // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
  17758. if ( data.length > 80 * dim ) {
  17759. minX = maxX = data[ 0 ];
  17760. minY = maxY = data[ 1 ];
  17761. for ( var i = dim; i < outerLen; i += dim ) {
  17762. x = data[ i ];
  17763. y = data[ i + 1 ];
  17764. if ( x < minX ) { minX = x; }
  17765. if ( y < minY ) { minY = y; }
  17766. if ( x > maxX ) { maxX = x; }
  17767. if ( y > maxY ) { maxY = y; }
  17768. }
  17769. // minX, minY and invSize are later used to transform coords into integers for z-order calculation
  17770. invSize = Math.max( maxX - minX, maxY - minY );
  17771. invSize = invSize !== 0 ? 1 / invSize : 0;
  17772. }
  17773. earcutLinked( outerNode, triangles, dim, minX, minY, invSize );
  17774. return triangles;
  17775. }
  17776. };
  17777. // create a circular doubly linked list from polygon points in the specified winding order
  17778. function linkedList( data, start, end, dim, clockwise ) {
  17779. var i, last;
  17780. if ( clockwise === ( signedArea( data, start, end, dim ) > 0 ) ) {
  17781. for ( i = start; i < end; i += dim ) { last = insertNode( i, data[ i ], data[ i + 1 ], last ); }
  17782. } else {
  17783. for ( i = end - dim; i >= start; i -= dim ) { last = insertNode( i, data[ i ], data[ i + 1 ], last ); }
  17784. }
  17785. if ( last && equals( last, last.next ) ) {
  17786. removeNode( last );
  17787. last = last.next;
  17788. }
  17789. return last;
  17790. }
  17791. // eliminate colinear or duplicate points
  17792. function filterPoints( start, end ) {
  17793. if ( ! start ) { return start; }
  17794. if ( ! end ) { end = start; }
  17795. var p = start,
  17796. again;
  17797. do {
  17798. again = false;
  17799. if ( ! p.steiner && ( equals( p, p.next ) || area( p.prev, p, p.next ) === 0 ) ) {
  17800. removeNode( p );
  17801. p = end = p.prev;
  17802. if ( p === p.next ) { break; }
  17803. again = true;
  17804. } else {
  17805. p = p.next;
  17806. }
  17807. } while ( again || p !== end );
  17808. return end;
  17809. }
  17810. // main ear slicing loop which triangulates a polygon (given as a linked list)
  17811. function earcutLinked( ear, triangles, dim, minX, minY, invSize, pass ) {
  17812. if ( ! ear ) { return; }
  17813. // interlink polygon nodes in z-order
  17814. if ( ! pass && invSize ) { indexCurve( ear, minX, minY, invSize ); }
  17815. var stop = ear,
  17816. prev, next;
  17817. // iterate through ears, slicing them one by one
  17818. while ( ear.prev !== ear.next ) {
  17819. prev = ear.prev;
  17820. next = ear.next;
  17821. if ( invSize ? isEarHashed( ear, minX, minY, invSize ) : isEar( ear ) ) {
  17822. // cut off the triangle
  17823. triangles.push( prev.i / dim );
  17824. triangles.push( ear.i / dim );
  17825. triangles.push( next.i / dim );
  17826. removeNode( ear );
  17827. // skipping the next vertex leads to less sliver triangles
  17828. ear = next.next;
  17829. stop = next.next;
  17830. continue;
  17831. }
  17832. ear = next;
  17833. // if we looped through the whole remaining polygon and can't find any more ears
  17834. if ( ear === stop ) {
  17835. // try filtering points and slicing again
  17836. if ( ! pass ) {
  17837. earcutLinked( filterPoints( ear ), triangles, dim, minX, minY, invSize, 1 );
  17838. // if this didn't work, try curing all small self-intersections locally
  17839. } else if ( pass === 1 ) {
  17840. ear = cureLocalIntersections( filterPoints( ear ), triangles, dim );
  17841. earcutLinked( ear, triangles, dim, minX, minY, invSize, 2 );
  17842. // as a last resort, try splitting the remaining polygon into two
  17843. } else if ( pass === 2 ) {
  17844. splitEarcut( ear, triangles, dim, minX, minY, invSize );
  17845. }
  17846. break;
  17847. }
  17848. }
  17849. }
  17850. // check whether a polygon node forms a valid ear with adjacent nodes
  17851. function isEar( ear ) {
  17852. var a = ear.prev,
  17853. b = ear,
  17854. c = ear.next;
  17855. if ( area( a, b, c ) >= 0 ) { return false; } // reflex, can't be an ear
  17856. // now make sure we don't have other points inside the potential ear
  17857. var p = ear.next.next;
  17858. while ( p !== ear.prev ) {
  17859. if ( pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17860. area( p.prev, p, p.next ) >= 0 ) { return false; }
  17861. p = p.next;
  17862. }
  17863. return true;
  17864. }
  17865. function isEarHashed( ear, minX, minY, invSize ) {
  17866. var a = ear.prev,
  17867. b = ear,
  17868. c = ear.next;
  17869. if ( area( a, b, c ) >= 0 ) { return false; } // reflex, can't be an ear
  17870. // triangle bbox; min & max are calculated like this for speed
  17871. var minTX = a.x < b.x ? ( a.x < c.x ? a.x : c.x ) : ( b.x < c.x ? b.x : c.x ),
  17872. minTY = a.y < b.y ? ( a.y < c.y ? a.y : c.y ) : ( b.y < c.y ? b.y : c.y ),
  17873. maxTX = a.x > b.x ? ( a.x > c.x ? a.x : c.x ) : ( b.x > c.x ? b.x : c.x ),
  17874. maxTY = a.y > b.y ? ( a.y > c.y ? a.y : c.y ) : ( b.y > c.y ? b.y : c.y );
  17875. // z-order range for the current triangle bbox;
  17876. var minZ = zOrder( minTX, minTY, minX, minY, invSize ),
  17877. maxZ = zOrder( maxTX, maxTY, minX, minY, invSize );
  17878. var p = ear.prevZ,
  17879. n = ear.nextZ;
  17880. // look for points inside the triangle in both directions
  17881. while ( p && p.z >= minZ && n && n.z <= maxZ ) {
  17882. if ( p !== ear.prev && p !== ear.next &&
  17883. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17884. area( p.prev, p, p.next ) >= 0 ) { return false; }
  17885. p = p.prevZ;
  17886. if ( n !== ear.prev && n !== ear.next &&
  17887. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&
  17888. area( n.prev, n, n.next ) >= 0 ) { return false; }
  17889. n = n.nextZ;
  17890. }
  17891. // look for remaining points in decreasing z-order
  17892. while ( p && p.z >= minZ ) {
  17893. if ( p !== ear.prev && p !== ear.next &&
  17894. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17895. area( p.prev, p, p.next ) >= 0 ) { return false; }
  17896. p = p.prevZ;
  17897. }
  17898. // look for remaining points in increasing z-order
  17899. while ( n && n.z <= maxZ ) {
  17900. if ( n !== ear.prev && n !== ear.next &&
  17901. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&
  17902. area( n.prev, n, n.next ) >= 0 ) { return false; }
  17903. n = n.nextZ;
  17904. }
  17905. return true;
  17906. }
  17907. // go through all polygon nodes and cure small local self-intersections
  17908. function cureLocalIntersections( start, triangles, dim ) {
  17909. var p = start;
  17910. do {
  17911. var a = p.prev,
  17912. b = p.next.next;
  17913. if ( ! equals( a, b ) && intersects( a, p, p.next, b ) && locallyInside( a, b ) && locallyInside( b, a ) ) {
  17914. triangles.push( a.i / dim );
  17915. triangles.push( p.i / dim );
  17916. triangles.push( b.i / dim );
  17917. // remove two nodes involved
  17918. removeNode( p );
  17919. removeNode( p.next );
  17920. p = start = b;
  17921. }
  17922. p = p.next;
  17923. } while ( p !== start );
  17924. return filterPoints( p );
  17925. }
  17926. // try splitting polygon into two and triangulate them independently
  17927. function splitEarcut( start, triangles, dim, minX, minY, invSize ) {
  17928. // look for a valid diagonal that divides the polygon into two
  17929. var a = start;
  17930. do {
  17931. var b = a.next.next;
  17932. while ( b !== a.prev ) {
  17933. if ( a.i !== b.i && isValidDiagonal( a, b ) ) {
  17934. // split the polygon in two by the diagonal
  17935. var c = splitPolygon( a, b );
  17936. // filter colinear points around the cuts
  17937. a = filterPoints( a, a.next );
  17938. c = filterPoints( c, c.next );
  17939. // run earcut on each half
  17940. earcutLinked( a, triangles, dim, minX, minY, invSize );
  17941. earcutLinked( c, triangles, dim, minX, minY, invSize );
  17942. return;
  17943. }
  17944. b = b.next;
  17945. }
  17946. a = a.next;
  17947. } while ( a !== start );
  17948. }
  17949. // link every hole into the outer loop, producing a single-ring polygon without holes
  17950. function eliminateHoles( data, holeIndices, outerNode, dim ) {
  17951. var queue = [];
  17952. var i, len, start, end, list;
  17953. for ( i = 0, len = holeIndices.length; i < len; i ++ ) {
  17954. start = holeIndices[ i ] * dim;
  17955. end = i < len - 1 ? holeIndices[ i + 1 ] * dim : data.length;
  17956. list = linkedList( data, start, end, dim, false );
  17957. if ( list === list.next ) { list.steiner = true; }
  17958. queue.push( getLeftmost( list ) );
  17959. }
  17960. queue.sort( compareX );
  17961. // process holes from left to right
  17962. for ( i = 0; i < queue.length; i ++ ) {
  17963. eliminateHole( queue[ i ], outerNode );
  17964. outerNode = filterPoints( outerNode, outerNode.next );
  17965. }
  17966. return outerNode;
  17967. }
  17968. function compareX( a, b ) {
  17969. return a.x - b.x;
  17970. }
  17971. // find a bridge between vertices that connects hole with an outer ring and and link it
  17972. function eliminateHole( hole, outerNode ) {
  17973. outerNode = findHoleBridge( hole, outerNode );
  17974. if ( outerNode ) {
  17975. var b = splitPolygon( outerNode, hole );
  17976. // filter collinear points around the cuts
  17977. filterPoints( outerNode, outerNode.next );
  17978. filterPoints( b, b.next );
  17979. }
  17980. }
  17981. // David Eberly's algorithm for finding a bridge between hole and outer polygon
  17982. function findHoleBridge( hole, outerNode ) {
  17983. var p = outerNode;
  17984. var hx = hole.x;
  17985. var hy = hole.y;
  17986. var qx = - Infinity, m;
  17987. // find a segment intersected by a ray from the hole's leftmost point to the left;
  17988. // segment's endpoint with lesser x will be potential connection point
  17989. do {
  17990. if ( hy <= p.y && hy >= p.next.y && p.next.y !== p.y ) {
  17991. var x = p.x + ( hy - p.y ) * ( p.next.x - p.x ) / ( p.next.y - p.y );
  17992. if ( x <= hx && x > qx ) {
  17993. qx = x;
  17994. if ( x === hx ) {
  17995. if ( hy === p.y ) { return p; }
  17996. if ( hy === p.next.y ) { return p.next; }
  17997. }
  17998. m = p.x < p.next.x ? p : p.next;
  17999. }
  18000. }
  18001. p = p.next;
  18002. } while ( p !== outerNode );
  18003. if ( ! m ) { return null; }
  18004. if ( hx === qx ) { return m; } // hole touches outer segment; pick leftmost endpoint
  18005. // look for points inside the triangle of hole point, segment intersection and endpoint;
  18006. // if there are no points found, we have a valid connection;
  18007. // otherwise choose the point of the minimum angle with the ray as connection point
  18008. var stop = m,
  18009. mx = m.x,
  18010. my = m.y;
  18011. var tanMin = Infinity, tan;
  18012. p = m;
  18013. do {
  18014. if ( hx >= p.x && p.x >= mx && hx !== p.x &&
  18015. pointInTriangle( hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y ) ) {
  18016. tan = Math.abs( hy - p.y ) / ( hx - p.x ); // tangential
  18017. if ( locallyInside( p, hole ) && ( tan < tanMin || ( tan === tanMin && ( p.x > m.x || ( p.x === m.x && sectorContainsSector( m, p ) ) ) ) ) ) {
  18018. m = p;
  18019. tanMin = tan;
  18020. }
  18021. }
  18022. p = p.next;
  18023. } while ( p !== stop );
  18024. return m;
  18025. }
  18026. // whether sector in vertex m contains sector in vertex p in the same coordinates
  18027. function sectorContainsSector( m, p ) {
  18028. return area( m.prev, m, p.prev ) < 0 && area( p.next, m, m.next ) < 0;
  18029. }
  18030. // interlink polygon nodes in z-order
  18031. function indexCurve( start, minX, minY, invSize ) {
  18032. var p = start;
  18033. do {
  18034. if ( p.z === null ) { p.z = zOrder( p.x, p.y, minX, minY, invSize ); }
  18035. p.prevZ = p.prev;
  18036. p.nextZ = p.next;
  18037. p = p.next;
  18038. } while ( p !== start );
  18039. p.prevZ.nextZ = null;
  18040. p.prevZ = null;
  18041. sortLinked( p );
  18042. }
  18043. // Simon Tatham's linked list merge sort algorithm
  18044. // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
  18045. function sortLinked( list ) {
  18046. var i, p, q, e, tail, numMerges, pSize, qSize,
  18047. inSize = 1;
  18048. do {
  18049. p = list;
  18050. list = null;
  18051. tail = null;
  18052. numMerges = 0;
  18053. while ( p ) {
  18054. numMerges ++;
  18055. q = p;
  18056. pSize = 0;
  18057. for ( i = 0; i < inSize; i ++ ) {
  18058. pSize ++;
  18059. q = q.nextZ;
  18060. if ( ! q ) { break; }
  18061. }
  18062. qSize = inSize;
  18063. while ( pSize > 0 || ( qSize > 0 && q ) ) {
  18064. if ( pSize !== 0 && ( qSize === 0 || ! q || p.z <= q.z ) ) {
  18065. e = p;
  18066. p = p.nextZ;
  18067. pSize --;
  18068. } else {
  18069. e = q;
  18070. q = q.nextZ;
  18071. qSize --;
  18072. }
  18073. if ( tail ) { tail.nextZ = e; }
  18074. else { list = e; }
  18075. e.prevZ = tail;
  18076. tail = e;
  18077. }
  18078. p = q;
  18079. }
  18080. tail.nextZ = null;
  18081. inSize *= 2;
  18082. } while ( numMerges > 1 );
  18083. return list;
  18084. }
  18085. // z-order of a point given coords and inverse of the longer side of data bbox
  18086. function zOrder( x, y, minX, minY, invSize ) {
  18087. // coords are transformed into non-negative 15-bit integer range
  18088. x = 32767 * ( x - minX ) * invSize;
  18089. y = 32767 * ( y - minY ) * invSize;
  18090. x = ( x | ( x << 8 ) ) & 0x00FF00FF;
  18091. x = ( x | ( x << 4 ) ) & 0x0F0F0F0F;
  18092. x = ( x | ( x << 2 ) ) & 0x33333333;
  18093. x = ( x | ( x << 1 ) ) & 0x55555555;
  18094. y = ( y | ( y << 8 ) ) & 0x00FF00FF;
  18095. y = ( y | ( y << 4 ) ) & 0x0F0F0F0F;
  18096. y = ( y | ( y << 2 ) ) & 0x33333333;
  18097. y = ( y | ( y << 1 ) ) & 0x55555555;
  18098. return x | ( y << 1 );
  18099. }
  18100. // find the leftmost node of a polygon ring
  18101. function getLeftmost( start ) {
  18102. var p = start,
  18103. leftmost = start;
  18104. do {
  18105. if ( p.x < leftmost.x || ( p.x === leftmost.x && p.y < leftmost.y ) ) { leftmost = p; }
  18106. p = p.next;
  18107. } while ( p !== start );
  18108. return leftmost;
  18109. }
  18110. // check if a point lies within a convex triangle
  18111. function pointInTriangle( ax, ay, bx, by, cx, cy, px, py ) {
  18112. return ( cx - px ) * ( ay - py ) - ( ax - px ) * ( cy - py ) >= 0 &&
  18113. ( ax - px ) * ( by - py ) - ( bx - px ) * ( ay - py ) >= 0 &&
  18114. ( bx - px ) * ( cy - py ) - ( cx - px ) * ( by - py ) >= 0;
  18115. }
  18116. // check if a diagonal between two polygon nodes is valid (lies in polygon interior)
  18117. function isValidDiagonal( a, b ) {
  18118. return a.next.i !== b.i && a.prev.i !== b.i && ! intersectsPolygon( a, b ) && // dones't intersect other edges
  18119. ( locallyInside( a, b ) && locallyInside( b, a ) && middleInside( a, b ) && // locally visible
  18120. ( area( a.prev, a, b.prev ) || area( a, b.prev, b ) ) || // does not create opposite-facing sectors
  18121. equals( a, b ) && area( a.prev, a, a.next ) > 0 && area( b.prev, b, b.next ) > 0 ); // special zero-length case
  18122. }
  18123. // signed area of a triangle
  18124. function area( p, q, r ) {
  18125. return ( q.y - p.y ) * ( r.x - q.x ) - ( q.x - p.x ) * ( r.y - q.y );
  18126. }
  18127. // check if two points are equal
  18128. function equals( p1, p2 ) {
  18129. return p1.x === p2.x && p1.y === p2.y;
  18130. }
  18131. // check if two segments intersect
  18132. function intersects( p1, q1, p2, q2 ) {
  18133. var o1 = sign( area( p1, q1, p2 ) );
  18134. var o2 = sign( area( p1, q1, q2 ) );
  18135. var o3 = sign( area( p2, q2, p1 ) );
  18136. var o4 = sign( area( p2, q2, q1 ) );
  18137. if ( o1 !== o2 && o3 !== o4 ) { return true; } // general case
  18138. if ( o1 === 0 && onSegment( p1, p2, q1 ) ) { return true; } // p1, q1 and p2 are collinear and p2 lies on p1q1
  18139. if ( o2 === 0 && onSegment( p1, q2, q1 ) ) { return true; } // p1, q1 and q2 are collinear and q2 lies on p1q1
  18140. if ( o3 === 0 && onSegment( p2, p1, q2 ) ) { return true; } // p2, q2 and p1 are collinear and p1 lies on p2q2
  18141. if ( o4 === 0 && onSegment( p2, q1, q2 ) ) { return true; } // p2, q2 and q1 are collinear and q1 lies on p2q2
  18142. return false;
  18143. }
  18144. // for collinear points p, q, r, check if point q lies on segment pr
  18145. function onSegment( p, q, r ) {
  18146. return q.x <= Math.max( p.x, r.x ) && q.x >= Math.min( p.x, r.x ) && q.y <= Math.max( p.y, r.y ) && q.y >= Math.min( p.y, r.y );
  18147. }
  18148. function sign( num ) {
  18149. return num > 0 ? 1 : num < 0 ? - 1 : 0;
  18150. }
  18151. // check if a polygon diagonal intersects any polygon segments
  18152. function intersectsPolygon( a, b ) {
  18153. var p = a;
  18154. do {
  18155. if ( p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&
  18156. intersects( p, p.next, a, b ) ) { return true; }
  18157. p = p.next;
  18158. } while ( p !== a );
  18159. return false;
  18160. }
  18161. // check if a polygon diagonal is locally inside the polygon
  18162. function locallyInside( a, b ) {
  18163. return area( a.prev, a, a.next ) < 0 ?
  18164. area( a, b, a.next ) >= 0 && area( a, a.prev, b ) >= 0 :
  18165. area( a, b, a.prev ) < 0 || area( a, a.next, b ) < 0;
  18166. }
  18167. // check if the middle point of a polygon diagonal is inside the polygon
  18168. function middleInside( a, b ) {
  18169. var p = a,
  18170. inside = false;
  18171. var px = ( a.x + b.x ) / 2,
  18172. py = ( a.y + b.y ) / 2;
  18173. do {
  18174. if ( ( ( p.y > py ) !== ( p.next.y > py ) ) && p.next.y !== p.y &&
  18175. ( px < ( p.next.x - p.x ) * ( py - p.y ) / ( p.next.y - p.y ) + p.x ) )
  18176. { inside = ! inside; }
  18177. p = p.next;
  18178. } while ( p !== a );
  18179. return inside;
  18180. }
  18181. // link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
  18182. // if one belongs to the outer ring and another to a hole, it merges it into a single ring
  18183. function splitPolygon( a, b ) {
  18184. var a2 = new Node( a.i, a.x, a.y ),
  18185. b2 = new Node( b.i, b.x, b.y ),
  18186. an = a.next,
  18187. bp = b.prev;
  18188. a.next = b;
  18189. b.prev = a;
  18190. a2.next = an;
  18191. an.prev = a2;
  18192. b2.next = a2;
  18193. a2.prev = b2;
  18194. bp.next = b2;
  18195. b2.prev = bp;
  18196. return b2;
  18197. }
  18198. // create a node and optionally link it with previous one (in a circular doubly linked list)
  18199. function insertNode( i, x, y, last ) {
  18200. var p = new Node( i, x, y );
  18201. if ( ! last ) {
  18202. p.prev = p;
  18203. p.next = p;
  18204. } else {
  18205. p.next = last.next;
  18206. p.prev = last;
  18207. last.next.prev = p;
  18208. last.next = p;
  18209. }
  18210. return p;
  18211. }
  18212. function removeNode( p ) {
  18213. p.next.prev = p.prev;
  18214. p.prev.next = p.next;
  18215. if ( p.prevZ ) { p.prevZ.nextZ = p.nextZ; }
  18216. if ( p.nextZ ) { p.nextZ.prevZ = p.prevZ; }
  18217. }
  18218. function Node( i, x, y ) {
  18219. // vertex index in coordinates array
  18220. this.i = i;
  18221. // vertex coordinates
  18222. this.x = x;
  18223. this.y = y;
  18224. // previous and next vertex nodes in a polygon ring
  18225. this.prev = null;
  18226. this.next = null;
  18227. // z-order curve value
  18228. this.z = null;
  18229. // previous and next nodes in z-order
  18230. this.prevZ = null;
  18231. this.nextZ = null;
  18232. // indicates whether this is a steiner point
  18233. this.steiner = false;
  18234. }
  18235. function signedArea( data, start, end, dim ) {
  18236. var sum = 0;
  18237. for ( var i = start, j = end - dim; i < end; i += dim ) {
  18238. sum += ( data[ j ] - data[ i ] ) * ( data[ i + 1 ] + data[ j + 1 ] );
  18239. j = i;
  18240. }
  18241. return sum;
  18242. }
  18243. var ShapeUtils = {
  18244. // calculate area of the contour polygon
  18245. area: function ( contour ) {
  18246. var n = contour.length;
  18247. var a = 0.0;
  18248. for ( var p = n - 1, q = 0; q < n; p = q ++ ) {
  18249. a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
  18250. }
  18251. return a * 0.5;
  18252. },
  18253. isClockWise: function ( pts ) {
  18254. return ShapeUtils.area( pts ) < 0;
  18255. },
  18256. triangulateShape: function ( contour, holes ) {
  18257. var vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]
  18258. var holeIndices = []; // array of hole indices
  18259. var faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]
  18260. removeDupEndPts( contour );
  18261. addContour( vertices, contour );
  18262. //
  18263. var holeIndex = contour.length;
  18264. holes.forEach( removeDupEndPts );
  18265. for ( var i = 0; i < holes.length; i ++ ) {
  18266. holeIndices.push( holeIndex );
  18267. holeIndex += holes[ i ].length;
  18268. addContour( vertices, holes[ i ] );
  18269. }
  18270. //
  18271. var triangles = Earcut.triangulate( vertices, holeIndices );
  18272. //
  18273. for ( var i$1 = 0; i$1 < triangles.length; i$1 += 3 ) {
  18274. faces.push( triangles.slice( i$1, i$1 + 3 ) );
  18275. }
  18276. return faces;
  18277. }
  18278. };
  18279. function removeDupEndPts( points ) {
  18280. var l = points.length;
  18281. if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {
  18282. points.pop();
  18283. }
  18284. }
  18285. function addContour( vertices, contour ) {
  18286. for ( var i = 0; i < contour.length; i ++ ) {
  18287. vertices.push( contour[ i ].x );
  18288. vertices.push( contour[ i ].y );
  18289. }
  18290. }
  18291. /**
  18292. * Creates extruded geometry from a path shape.
  18293. *
  18294. * parameters = {
  18295. *
  18296. * curveSegments: <int>, // number of points on the curves
  18297. * steps: <int>, // number of points for z-side extrusions / used for subdividing segments of extrude spline too
  18298. * depth: <float>, // Depth to extrude the shape
  18299. *
  18300. * bevelEnabled: <bool>, // turn on bevel
  18301. * bevelThickness: <float>, // how deep into the original shape bevel goes
  18302. * bevelSize: <float>, // how far from shape outline (including bevelOffset) is bevel
  18303. * bevelOffset: <float>, // how far from shape outline does bevel start
  18304. * bevelSegments: <int>, // number of bevel layers
  18305. *
  18306. * extrudePath: <THREE.Curve> // curve to extrude shape along
  18307. *
  18308. * UVGenerator: <Object> // object that provides UV generator functions
  18309. *
  18310. * }
  18311. */
  18312. // ExtrudeGeometry
  18313. function ExtrudeGeometry( shapes, options ) {
  18314. Geometry.call(this);
  18315. this.type = 'ExtrudeGeometry';
  18316. this.parameters = {
  18317. shapes: shapes,
  18318. options: options
  18319. };
  18320. this.fromBufferGeometry( new ExtrudeBufferGeometry( shapes, options ) );
  18321. this.mergeVertices();
  18322. }
  18323. ExtrudeGeometry.prototype = Object.create( Geometry.prototype );
  18324. ExtrudeGeometry.prototype.constructor = ExtrudeGeometry;
  18325. ExtrudeGeometry.prototype.toJSON = function toJSON$1 () {
  18326. var data = Geometry.prototype.toJSON.call(this);
  18327. var shapes = this.parameters.shapes;
  18328. var options = this.parameters.options;
  18329. return toJSON( shapes, options, data );
  18330. };
  18331. // ExtrudeBufferGeometry
  18332. function ExtrudeBufferGeometry( shapes, options ) {
  18333. BufferGeometry.call(this);
  18334. this.type = 'ExtrudeBufferGeometry';
  18335. this.parameters = {
  18336. shapes: shapes,
  18337. options: options
  18338. };
  18339. shapes = Array.isArray( shapes ) ? shapes : [ shapes ];
  18340. var scope = this;
  18341. var verticesArray = [];
  18342. var uvArray = [];
  18343. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  18344. var shape = shapes[ i ];
  18345. addShape( shape );
  18346. }
  18347. // build geometry
  18348. this.setAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );
  18349. this.setAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );
  18350. this.computeVertexNormals();
  18351. // functions
  18352. function addShape( shape ) {
  18353. var placeholder = [];
  18354. // options
  18355. var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
  18356. var steps = options.steps !== undefined ? options.steps : 1;
  18357. var depth = options.depth !== undefined ? options.depth : 100;
  18358. var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;
  18359. var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6;
  18360. var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2;
  18361. var bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0;
  18362. var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
  18363. var extrudePath = options.extrudePath;
  18364. var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;
  18365. // deprecated options
  18366. if ( options.amount !== undefined ) {
  18367. console.warn( 'THREE.ExtrudeBufferGeometry: amount has been renamed to depth.' );
  18368. depth = options.amount;
  18369. }
  18370. //
  18371. var extrudePts, extrudeByPath = false;
  18372. var splineTube, binormal, normal, position2;
  18373. if ( extrudePath ) {
  18374. extrudePts = extrudePath.getSpacedPoints( steps );
  18375. extrudeByPath = true;
  18376. bevelEnabled = false; // bevels not supported for path extrusion
  18377. // SETUP TNB variables
  18378. // TODO1 - have a .isClosed in spline?
  18379. splineTube = extrudePath.computeFrenetFrames( steps, false );
  18380. // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
  18381. binormal = new Vector3();
  18382. normal = new Vector3();
  18383. position2 = new Vector3();
  18384. }
  18385. // Safeguards if bevels are not enabled
  18386. if ( ! bevelEnabled ) {
  18387. bevelSegments = 0;
  18388. bevelThickness = 0;
  18389. bevelSize = 0;
  18390. bevelOffset = 0;
  18391. }
  18392. // Variables initialization
  18393. var shapePoints = shape.extractPoints( curveSegments );
  18394. var vertices = shapePoints.shape;
  18395. var holes = shapePoints.holes;
  18396. var reverse = ! ShapeUtils.isClockWise( vertices );
  18397. if ( reverse ) {
  18398. vertices = vertices.reverse();
  18399. // Maybe we should also check if holes are in the opposite direction, just to be safe ...
  18400. for ( var h = 0, hl = holes.length; h < hl; h ++ ) {
  18401. var ahole = holes[ h ];
  18402. if ( ShapeUtils.isClockWise( ahole ) ) {
  18403. holes[ h ] = ahole.reverse();
  18404. }
  18405. }
  18406. }
  18407. var faces = ShapeUtils.triangulateShape( vertices, holes );
  18408. /* Vertices */
  18409. var contour = vertices; // vertices has all points but contour has only points of circumference
  18410. for ( var h$1 = 0, hl$1 = holes.length; h$1 < hl$1; h$1 ++ ) {
  18411. var ahole$1 = holes[ h$1 ];
  18412. vertices = vertices.concat( ahole$1 );
  18413. }
  18414. function scalePt2( pt, vec, size ) {
  18415. if ( ! vec ) { console.error( "THREE.ExtrudeGeometry: vec does not exist" ); }
  18416. return vec.clone().multiplyScalar( size ).add( pt );
  18417. }
  18418. var vlen = vertices.length, flen = faces.length;
  18419. // Find directions for point movement
  18420. function getBevelVec( inPt, inPrev, inNext ) {
  18421. // computes for inPt the corresponding point inPt' on a new contour
  18422. // shifted by 1 unit (length of normalized vector) to the left
  18423. // if we walk along contour clockwise, this new contour is outside the old one
  18424. //
  18425. // inPt' is the intersection of the two lines parallel to the two
  18426. // adjacent edges of inPt at a distance of 1 unit on the left side.
  18427. var v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt
  18428. // good reading for geometry algorithms (here: line-line intersection)
  18429. // http://geomalgorithms.com/a05-_intersect-1.html
  18430. var v_prev_x = inPt.x - inPrev.x,
  18431. v_prev_y = inPt.y - inPrev.y;
  18432. var v_next_x = inNext.x - inPt.x,
  18433. v_next_y = inNext.y - inPt.y;
  18434. var v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
  18435. // check for collinear edges
  18436. var collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  18437. if ( Math.abs( collinear0 ) > Number.EPSILON ) {
  18438. // not collinear
  18439. // length of vectors for normalizing
  18440. var v_prev_len = Math.sqrt( v_prev_lensq );
  18441. var v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );
  18442. // shift adjacent points by unit vectors to the left
  18443. var ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
  18444. var ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
  18445. var ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
  18446. var ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
  18447. // scaling factor for v_prev to intersection point
  18448. var sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
  18449. ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /
  18450. ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  18451. // vector from inPt to intersection point
  18452. v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
  18453. v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
  18454. // Don't normalize!, otherwise sharp corners become ugly
  18455. // but prevent crazy spikes
  18456. var v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );
  18457. if ( v_trans_lensq <= 2 ) {
  18458. return new Vector2( v_trans_x, v_trans_y );
  18459. } else {
  18460. shrink_by = Math.sqrt( v_trans_lensq / 2 );
  18461. }
  18462. } else {
  18463. // handle special case of collinear edges
  18464. var direction_eq = false; // assumes: opposite
  18465. if ( v_prev_x > Number.EPSILON ) {
  18466. if ( v_next_x > Number.EPSILON ) {
  18467. direction_eq = true;
  18468. }
  18469. } else {
  18470. if ( v_prev_x < - Number.EPSILON ) {
  18471. if ( v_next_x < - Number.EPSILON ) {
  18472. direction_eq = true;
  18473. }
  18474. } else {
  18475. if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {
  18476. direction_eq = true;
  18477. }
  18478. }
  18479. }
  18480. if ( direction_eq ) {
  18481. // console.log("Warning: lines are a straight sequence");
  18482. v_trans_x = - v_prev_y;
  18483. v_trans_y = v_prev_x;
  18484. shrink_by = Math.sqrt( v_prev_lensq );
  18485. } else {
  18486. // console.log("Warning: lines are a straight spike");
  18487. v_trans_x = v_prev_x;
  18488. v_trans_y = v_prev_y;
  18489. shrink_by = Math.sqrt( v_prev_lensq / 2 );
  18490. }
  18491. }
  18492. return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
  18493. }
  18494. var contourMovements = [];
  18495. for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  18496. if ( j === il ) { j = 0; }
  18497. if ( k === il ) { k = 0; }
  18498. // (j)---(i)---(k)
  18499. // console.log('i,j,k', i, j , k)
  18500. contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
  18501. }
  18502. var holesMovements = [];
  18503. var oneHoleMovements, verticesMovements = contourMovements.concat();
  18504. for ( var h$2 = 0, hl$2 = holes.length; h$2 < hl$2; h$2 ++ ) {
  18505. var ahole$2 = holes[ h$2 ];
  18506. oneHoleMovements = [];
  18507. for ( var i$1 = 0, il$1 = ahole$2.length, j$1 = il$1 - 1, k$1 = i$1 + 1; i$1 < il$1; i$1 ++, j$1 ++, k$1 ++ ) {
  18508. if ( j$1 === il$1 ) { j$1 = 0; }
  18509. if ( k$1 === il$1 ) { k$1 = 0; }
  18510. // (j)---(i)---(k)
  18511. oneHoleMovements[ i$1 ] = getBevelVec( ahole$2[ i$1 ], ahole$2[ j$1 ], ahole$2[ k$1 ] );
  18512. }
  18513. holesMovements.push( oneHoleMovements );
  18514. verticesMovements = verticesMovements.concat( oneHoleMovements );
  18515. }
  18516. // Loop bevelSegments, 1 for the front, 1 for the back
  18517. for ( var b = 0; b < bevelSegments; b ++ ) {
  18518. //for ( b = bevelSegments; b > 0; b -- ) {
  18519. var t = b / bevelSegments;
  18520. var z = bevelThickness * Math.cos( t * Math.PI / 2 );
  18521. var bs$1 = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  18522. // contract shape
  18523. for ( var i$2 = 0, il$2 = contour.length; i$2 < il$2; i$2 ++ ) {
  18524. var vert = scalePt2( contour[ i$2 ], contourMovements[ i$2 ], bs$1 );
  18525. v( vert.x, vert.y, - z );
  18526. }
  18527. // expand holes
  18528. for ( var h$3 = 0, hl$3 = holes.length; h$3 < hl$3; h$3 ++ ) {
  18529. var ahole$3 = holes[ h$3 ];
  18530. oneHoleMovements = holesMovements[ h$3 ];
  18531. for ( var i$3 = 0, il$3 = ahole$3.length; i$3 < il$3; i$3 ++ ) {
  18532. var vert$1 = scalePt2( ahole$3[ i$3 ], oneHoleMovements[ i$3 ], bs$1 );
  18533. v( vert$1.x, vert$1.y, - z );
  18534. }
  18535. }
  18536. }
  18537. var bs = bevelSize + bevelOffset;
  18538. // Back facing vertices
  18539. for ( var i$4 = 0; i$4 < vlen; i$4 ++ ) {
  18540. var vert$2 = bevelEnabled ? scalePt2( vertices[ i$4 ], verticesMovements[ i$4 ], bs ) : vertices[ i$4 ];
  18541. if ( ! extrudeByPath ) {
  18542. v( vert$2.x, vert$2.y, 0 );
  18543. } else {
  18544. // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
  18545. normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert$2.x );
  18546. binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert$2.y );
  18547. position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );
  18548. v( position2.x, position2.y, position2.z );
  18549. }
  18550. }
  18551. // Add stepped vertices...
  18552. // Including front facing vertices
  18553. for ( var s = 1; s <= steps; s ++ ) {
  18554. for ( var i$5 = 0; i$5 < vlen; i$5 ++ ) {
  18555. var vert$3 = bevelEnabled ? scalePt2( vertices[ i$5 ], verticesMovements[ i$5 ], bs ) : vertices[ i$5 ];
  18556. if ( ! extrudeByPath ) {
  18557. v( vert$3.x, vert$3.y, depth / steps * s );
  18558. } else {
  18559. // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
  18560. normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert$3.x );
  18561. binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert$3.y );
  18562. position2.copy( extrudePts[ s ] ).add( normal ).add( binormal );
  18563. v( position2.x, position2.y, position2.z );
  18564. }
  18565. }
  18566. }
  18567. // Add bevel segments planes
  18568. //for ( b = 1; b <= bevelSegments; b ++ ) {
  18569. for ( var b$1 = bevelSegments - 1; b$1 >= 0; b$1 -- ) {
  18570. var t$1 = b$1 / bevelSegments;
  18571. var z$1 = bevelThickness * Math.cos( t$1 * Math.PI / 2 );
  18572. var bs$2 = bevelSize * Math.sin( t$1 * Math.PI / 2 ) + bevelOffset;
  18573. // contract shape
  18574. for ( var i$6 = 0, il$4 = contour.length; i$6 < il$4; i$6 ++ ) {
  18575. var vert$4 = scalePt2( contour[ i$6 ], contourMovements[ i$6 ], bs$2 );
  18576. v( vert$4.x, vert$4.y, depth + z$1 );
  18577. }
  18578. // expand holes
  18579. for ( var h$4 = 0, hl$4 = holes.length; h$4 < hl$4; h$4 ++ ) {
  18580. var ahole$4 = holes[ h$4 ];
  18581. oneHoleMovements = holesMovements[ h$4 ];
  18582. for ( var i$7 = 0, il$5 = ahole$4.length; i$7 < il$5; i$7 ++ ) {
  18583. var vert$5 = scalePt2( ahole$4[ i$7 ], oneHoleMovements[ i$7 ], bs$2 );
  18584. if ( ! extrudeByPath ) {
  18585. v( vert$5.x, vert$5.y, depth + z$1 );
  18586. } else {
  18587. v( vert$5.x, vert$5.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z$1 );
  18588. }
  18589. }
  18590. }
  18591. }
  18592. /* Faces */
  18593. // Top and bottom faces
  18594. buildLidFaces();
  18595. // Sides faces
  18596. buildSideFaces();
  18597. ///// Internal functions
  18598. function buildLidFaces() {
  18599. var start = verticesArray.length / 3;
  18600. if ( bevelEnabled ) {
  18601. var layer = 0; // steps + 1
  18602. var offset = vlen * layer;
  18603. // Bottom faces
  18604. for ( var i = 0; i < flen; i ++ ) {
  18605. var face = faces[ i ];
  18606. f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );
  18607. }
  18608. layer = steps + bevelSegments * 2;
  18609. offset = vlen * layer;
  18610. // Top faces
  18611. for ( var i$1 = 0; i$1 < flen; i$1 ++ ) {
  18612. var face$1 = faces[ i$1 ];
  18613. f3( face$1[ 0 ] + offset, face$1[ 1 ] + offset, face$1[ 2 ] + offset );
  18614. }
  18615. } else {
  18616. // Bottom faces
  18617. for ( var i$2 = 0; i$2 < flen; i$2 ++ ) {
  18618. var face$2 = faces[ i$2 ];
  18619. f3( face$2[ 2 ], face$2[ 1 ], face$2[ 0 ] );
  18620. }
  18621. // Top faces
  18622. for ( var i$3 = 0; i$3 < flen; i$3 ++ ) {
  18623. var face$3 = faces[ i$3 ];
  18624. f3( face$3[ 0 ] + vlen * steps, face$3[ 1 ] + vlen * steps, face$3[ 2 ] + vlen * steps );
  18625. }
  18626. }
  18627. scope.addGroup( start, verticesArray.length / 3 - start, 0 );
  18628. }
  18629. // Create faces for the z-sides of the shape
  18630. function buildSideFaces() {
  18631. var start = verticesArray.length / 3;
  18632. var layeroffset = 0;
  18633. sidewalls( contour, layeroffset );
  18634. layeroffset += contour.length;
  18635. for ( var h = 0, hl = holes.length; h < hl; h ++ ) {
  18636. var ahole = holes[ h ];
  18637. sidewalls( ahole, layeroffset );
  18638. //, true
  18639. layeroffset += ahole.length;
  18640. }
  18641. scope.addGroup( start, verticesArray.length / 3 - start, 1 );
  18642. }
  18643. function sidewalls( contour, layeroffset ) {
  18644. var i = contour.length;
  18645. while ( -- i >= 0 ) {
  18646. var j = i;
  18647. var k = i - 1;
  18648. if ( k < 0 ) { k = contour.length - 1; }
  18649. //console.log('b', i,j, i-1, k,vertices.length);
  18650. for ( var s = 0, sl = ( steps + bevelSegments * 2 ); s < sl; s ++ ) {
  18651. var slen1 = vlen * s;
  18652. var slen2 = vlen * ( s + 1 );
  18653. var a = layeroffset + j + slen1,
  18654. b = layeroffset + k + slen1,
  18655. c = layeroffset + k + slen2,
  18656. d = layeroffset + j + slen2;
  18657. f4( a, b, c, d );
  18658. }
  18659. }
  18660. }
  18661. function v( x, y, z ) {
  18662. placeholder.push( x );
  18663. placeholder.push( y );
  18664. placeholder.push( z );
  18665. }
  18666. function f3( a, b, c ) {
  18667. addVertex( a );
  18668. addVertex( b );
  18669. addVertex( c );
  18670. var nextIndex = verticesArray.length / 3;
  18671. var uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  18672. addUV( uvs[ 0 ] );
  18673. addUV( uvs[ 1 ] );
  18674. addUV( uvs[ 2 ] );
  18675. }
  18676. function f4( a, b, c, d ) {
  18677. addVertex( a );
  18678. addVertex( b );
  18679. addVertex( d );
  18680. addVertex( b );
  18681. addVertex( c );
  18682. addVertex( d );
  18683. var nextIndex = verticesArray.length / 3;
  18684. var uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  18685. addUV( uvs[ 0 ] );
  18686. addUV( uvs[ 1 ] );
  18687. addUV( uvs[ 3 ] );
  18688. addUV( uvs[ 1 ] );
  18689. addUV( uvs[ 2 ] );
  18690. addUV( uvs[ 3 ] );
  18691. }
  18692. function addVertex( index ) {
  18693. verticesArray.push( placeholder[ index * 3 + 0 ] );
  18694. verticesArray.push( placeholder[ index * 3 + 1 ] );
  18695. verticesArray.push( placeholder[ index * 3 + 2 ] );
  18696. }
  18697. function addUV( vector2 ) {
  18698. uvArray.push( vector2.x );
  18699. uvArray.push( vector2.y );
  18700. }
  18701. }
  18702. }
  18703. ExtrudeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18704. ExtrudeBufferGeometry.prototype.constructor = ExtrudeBufferGeometry;
  18705. ExtrudeBufferGeometry.prototype.toJSON = function toJSON$2 () {
  18706. var data = BufferGeometry.prototype.toJSON.call( this );
  18707. var shapes = this.parameters.shapes;
  18708. var options = this.parameters.options;
  18709. return toJSON( shapes, options, data );
  18710. };
  18711. var WorldUVGenerator = {
  18712. generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {
  18713. var a_x = vertices[ indexA * 3 ];
  18714. var a_y = vertices[ indexA * 3 + 1 ];
  18715. var b_x = vertices[ indexB * 3 ];
  18716. var b_y = vertices[ indexB * 3 + 1 ];
  18717. var c_x = vertices[ indexC * 3 ];
  18718. var c_y = vertices[ indexC * 3 + 1 ];
  18719. return [
  18720. new Vector2( a_x, a_y ),
  18721. new Vector2( b_x, b_y ),
  18722. new Vector2( c_x, c_y )
  18723. ];
  18724. },
  18725. generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {
  18726. var a_x = vertices[ indexA * 3 ];
  18727. var a_y = vertices[ indexA * 3 + 1 ];
  18728. var a_z = vertices[ indexA * 3 + 2 ];
  18729. var b_x = vertices[ indexB * 3 ];
  18730. var b_y = vertices[ indexB * 3 + 1 ];
  18731. var b_z = vertices[ indexB * 3 + 2 ];
  18732. var c_x = vertices[ indexC * 3 ];
  18733. var c_y = vertices[ indexC * 3 + 1 ];
  18734. var c_z = vertices[ indexC * 3 + 2 ];
  18735. var d_x = vertices[ indexD * 3 ];
  18736. var d_y = vertices[ indexD * 3 + 1 ];
  18737. var d_z = vertices[ indexD * 3 + 2 ];
  18738. if ( Math.abs( a_y - b_y ) < 0.01 ) {
  18739. return [
  18740. new Vector2( a_x, 1 - a_z ),
  18741. new Vector2( b_x, 1 - b_z ),
  18742. new Vector2( c_x, 1 - c_z ),
  18743. new Vector2( d_x, 1 - d_z )
  18744. ];
  18745. } else {
  18746. return [
  18747. new Vector2( a_y, 1 - a_z ),
  18748. new Vector2( b_y, 1 - b_z ),
  18749. new Vector2( c_y, 1 - c_z ),
  18750. new Vector2( d_y, 1 - d_z )
  18751. ];
  18752. }
  18753. }
  18754. };
  18755. function toJSON( shapes, options, data ) {
  18756. data.shapes = [];
  18757. if ( Array.isArray( shapes ) ) {
  18758. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  18759. var shape = shapes[ i ];
  18760. data.shapes.push( shape.uuid );
  18761. }
  18762. } else {
  18763. data.shapes.push( shapes.uuid );
  18764. }
  18765. if ( options.extrudePath !== undefined ) { data.options.extrudePath = options.extrudePath.toJSON(); }
  18766. return data;
  18767. }
  18768. /**
  18769. * Text = 3D Text
  18770. *
  18771. * parameters = {
  18772. * font: <THREE.Font>, // font
  18773. *
  18774. * size: <float>, // size of the text
  18775. * height: <float>, // thickness to extrude text
  18776. * curveSegments: <int>, // number of points on the curves
  18777. *
  18778. * bevelEnabled: <bool>, // turn on bevel
  18779. * bevelThickness: <float>, // how deep into text bevel goes
  18780. * bevelSize: <float>, // how far from text outline (including bevelOffset) is bevel
  18781. * bevelOffset: <float> // how far from text outline does bevel start
  18782. * }
  18783. */
  18784. // TextGeometry
  18785. function TextGeometry( text, parameters ) {
  18786. Geometry.call(this);
  18787. this.type = 'TextGeometry';
  18788. this.parameters = {
  18789. text: text,
  18790. parameters: parameters
  18791. };
  18792. this.fromBufferGeometry( new TextBufferGeometry( text, parameters ) );
  18793. this.mergeVertices();
  18794. }
  18795. TextGeometry.prototype = Object.create( Geometry.prototype );
  18796. TextGeometry.prototype.constructor = TextGeometry;
  18797. // TextBufferGeometry
  18798. function TextBufferGeometry( text, parameters ) {
  18799. parameters = parameters || {};
  18800. var font = parameters.font;
  18801. if ( ! ( font && font.isFont ) ) {
  18802. console.error( 'THREE.TextGeometry: font parameter is not an instance of THREE.Font.' );
  18803. return new Geometry();
  18804. }
  18805. var shapes = font.generateShapes( text, parameters.size );
  18806. // translate parameters to ExtrudeGeometry API
  18807. parameters.depth = parameters.height !== undefined ? parameters.height : 50;
  18808. // defaults
  18809. if ( parameters.bevelThickness === undefined ) { parameters.bevelThickness = 10; }
  18810. if ( parameters.bevelSize === undefined ) { parameters.bevelSize = 8; }
  18811. if ( parameters.bevelEnabled === undefined ) { parameters.bevelEnabled = false; }
  18812. ExtrudeBufferGeometry.call( this, shapes, parameters );
  18813. this.type = 'TextBufferGeometry';
  18814. }
  18815. TextBufferGeometry.prototype = Object.create( ExtrudeBufferGeometry.prototype );
  18816. TextBufferGeometry.prototype.constructor = TextBufferGeometry;
  18817. // SphereGeometry
  18818. function SphereGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
  18819. Geometry.call(this);
  18820. this.type = 'SphereGeometry';
  18821. this.parameters = {
  18822. radius: radius,
  18823. widthSegments: widthSegments,
  18824. heightSegments: heightSegments,
  18825. phiStart: phiStart,
  18826. phiLength: phiLength,
  18827. thetaStart: thetaStart,
  18828. thetaLength: thetaLength
  18829. };
  18830. this.fromBufferGeometry( new SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) );
  18831. this.mergeVertices();
  18832. }
  18833. SphereGeometry.prototype = Object.create( Geometry.prototype );
  18834. SphereGeometry.prototype.constructor = SphereGeometry;
  18835. // SphereBufferGeometry
  18836. function SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
  18837. BufferGeometry.call(this);
  18838. this.type = 'SphereBufferGeometry';
  18839. this.parameters = {
  18840. radius: radius,
  18841. widthSegments: widthSegments,
  18842. heightSegments: heightSegments,
  18843. phiStart: phiStart,
  18844. phiLength: phiLength,
  18845. thetaStart: thetaStart,
  18846. thetaLength: thetaLength
  18847. };
  18848. radius = radius || 1;
  18849. widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 );
  18850. heightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 );
  18851. phiStart = phiStart !== undefined ? phiStart : 0;
  18852. phiLength = phiLength !== undefined ? phiLength : Math.PI * 2;
  18853. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  18854. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI;
  18855. var thetaEnd = Math.min( thetaStart + thetaLength, Math.PI );
  18856. var index = 0;
  18857. var grid = [];
  18858. var vertex = new Vector3();
  18859. var normal = new Vector3();
  18860. // buffers
  18861. var indices = [];
  18862. var vertices = [];
  18863. var normals = [];
  18864. var uvs = [];
  18865. // generate vertices, normals and uvs
  18866. for ( var iy = 0; iy <= heightSegments; iy ++ ) {
  18867. var verticesRow = [];
  18868. var v = iy / heightSegments;
  18869. // special case for the poles
  18870. var uOffset = 0;
  18871. if ( iy == 0 && thetaStart == 0 ) {
  18872. uOffset = 0.5 / widthSegments;
  18873. } else if ( iy == heightSegments && thetaEnd == Math.PI ) {
  18874. uOffset = - 0.5 / widthSegments;
  18875. }
  18876. for ( var ix = 0; ix <= widthSegments; ix ++ ) {
  18877. var u = ix / widthSegments;
  18878. // vertex
  18879. vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  18880. vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
  18881. vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  18882. vertices.push( vertex.x, vertex.y, vertex.z );
  18883. // normal
  18884. normal.copy( vertex ).normalize();
  18885. normals.push( normal.x, normal.y, normal.z );
  18886. // uv
  18887. uvs.push( u + uOffset, 1 - v );
  18888. verticesRow.push( index ++ );
  18889. }
  18890. grid.push( verticesRow );
  18891. }
  18892. // indices
  18893. for ( var iy$1 = 0; iy$1 < heightSegments; iy$1 ++ ) {
  18894. for ( var ix$1 = 0; ix$1 < widthSegments; ix$1 ++ ) {
  18895. var a = grid[ iy$1 ][ ix$1 + 1 ];
  18896. var b = grid[ iy$1 ][ ix$1 ];
  18897. var c = grid[ iy$1 + 1 ][ ix$1 ];
  18898. var d = grid[ iy$1 + 1 ][ ix$1 + 1 ];
  18899. if ( iy$1 !== 0 || thetaStart > 0 ) { indices.push( a, b, d ); }
  18900. if ( iy$1 !== heightSegments - 1 || thetaEnd < Math.PI ) { indices.push( b, c, d ); }
  18901. }
  18902. }
  18903. // build geometry
  18904. this.setIndex( indices );
  18905. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18906. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18907. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18908. }
  18909. SphereBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18910. SphereBufferGeometry.prototype.constructor = SphereBufferGeometry;
  18911. // RingGeometry
  18912. function RingGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
  18913. Geometry.call(this);
  18914. this.type = 'RingGeometry';
  18915. this.parameters = {
  18916. innerRadius: innerRadius,
  18917. outerRadius: outerRadius,
  18918. thetaSegments: thetaSegments,
  18919. phiSegments: phiSegments,
  18920. thetaStart: thetaStart,
  18921. thetaLength: thetaLength
  18922. };
  18923. this.fromBufferGeometry( new RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) );
  18924. this.mergeVertices();
  18925. }
  18926. RingGeometry.prototype = Object.create( Geometry.prototype );
  18927. RingGeometry.prototype.constructor = RingGeometry;
  18928. // RingBufferGeometry
  18929. function RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
  18930. BufferGeometry.call(this);
  18931. this.type = 'RingBufferGeometry';
  18932. this.parameters = {
  18933. innerRadius: innerRadius,
  18934. outerRadius: outerRadius,
  18935. thetaSegments: thetaSegments,
  18936. phiSegments: phiSegments,
  18937. thetaStart: thetaStart,
  18938. thetaLength: thetaLength
  18939. };
  18940. innerRadius = innerRadius || 0.5;
  18941. outerRadius = outerRadius || 1;
  18942. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  18943. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  18944. thetaSegments = thetaSegments !== undefined ? Math.max( 3, thetaSegments ) : 8;
  18945. phiSegments = phiSegments !== undefined ? Math.max( 1, phiSegments ) : 1;
  18946. // buffers
  18947. var indices = [];
  18948. var vertices = [];
  18949. var normals = [];
  18950. var uvs = [];
  18951. // some helper variables
  18952. var radius = innerRadius;
  18953. var radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
  18954. var vertex = new Vector3();
  18955. var uv = new Vector2();
  18956. // generate vertices, normals and uvs
  18957. for ( var j = 0; j <= phiSegments; j ++ ) {
  18958. for ( var i = 0; i <= thetaSegments; i ++ ) {
  18959. // values are generate from the inside of the ring to the outside
  18960. var segment = thetaStart + i / thetaSegments * thetaLength;
  18961. // vertex
  18962. vertex.x = radius * Math.cos( segment );
  18963. vertex.y = radius * Math.sin( segment );
  18964. vertices.push( vertex.x, vertex.y, vertex.z );
  18965. // normal
  18966. normals.push( 0, 0, 1 );
  18967. // uv
  18968. uv.x = ( vertex.x / outerRadius + 1 ) / 2;
  18969. uv.y = ( vertex.y / outerRadius + 1 ) / 2;
  18970. uvs.push( uv.x, uv.y );
  18971. }
  18972. // increase the radius for next row of vertices
  18973. radius += radiusStep;
  18974. }
  18975. // indices
  18976. for ( var j$1 = 0; j$1 < phiSegments; j$1 ++ ) {
  18977. var thetaSegmentLevel = j$1 * ( thetaSegments + 1 );
  18978. for ( var i$1 = 0; i$1 < thetaSegments; i$1 ++ ) {
  18979. var segment$1 = i$1 + thetaSegmentLevel;
  18980. var a = segment$1;
  18981. var b = segment$1 + thetaSegments + 1;
  18982. var c = segment$1 + thetaSegments + 2;
  18983. var d = segment$1 + 1;
  18984. // faces
  18985. indices.push( a, b, d );
  18986. indices.push( b, c, d );
  18987. }
  18988. }
  18989. // build geometry
  18990. this.setIndex( indices );
  18991. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18992. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18993. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18994. }
  18995. RingBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18996. RingBufferGeometry.prototype.constructor = RingBufferGeometry;
  18997. // LatheGeometry
  18998. function LatheGeometry( points, segments, phiStart, phiLength ) {
  18999. Geometry.call(this);
  19000. this.type = 'LatheGeometry';
  19001. this.parameters = {
  19002. points: points,
  19003. segments: segments,
  19004. phiStart: phiStart,
  19005. phiLength: phiLength
  19006. };
  19007. this.fromBufferGeometry( new LatheBufferGeometry( points, segments, phiStart, phiLength ) );
  19008. this.mergeVertices();
  19009. }
  19010. LatheGeometry.prototype = Object.create( Geometry.prototype );
  19011. LatheGeometry.prototype.constructor = LatheGeometry;
  19012. // LatheBufferGeometry
  19013. function LatheBufferGeometry( points, segments, phiStart, phiLength ) {
  19014. BufferGeometry.call(this);
  19015. this.type = 'LatheBufferGeometry';
  19016. this.parameters = {
  19017. points: points,
  19018. segments: segments,
  19019. phiStart: phiStart,
  19020. phiLength: phiLength
  19021. };
  19022. segments = Math.floor( segments ) || 12;
  19023. phiStart = phiStart || 0;
  19024. phiLength = phiLength || Math.PI * 2;
  19025. // clamp phiLength so it's in range of [ 0, 2PI ]
  19026. phiLength = MathUtils.clamp( phiLength, 0, Math.PI * 2 );
  19027. // buffers
  19028. var indices = [];
  19029. var vertices = [];
  19030. var uvs = [];
  19031. // helper variables
  19032. var inverseSegments = 1.0 / segments;
  19033. var vertex = new Vector3();
  19034. var uv = new Vector2();
  19035. // generate vertices and uvs
  19036. for ( var i = 0; i <= segments; i ++ ) {
  19037. var phi = phiStart + i * inverseSegments * phiLength;
  19038. var sin = Math.sin( phi );
  19039. var cos = Math.cos( phi );
  19040. for ( var j = 0; j <= ( points.length - 1 ); j ++ ) {
  19041. // vertex
  19042. vertex.x = points[ j ].x * sin;
  19043. vertex.y = points[ j ].y;
  19044. vertex.z = points[ j ].x * cos;
  19045. vertices.push( vertex.x, vertex.y, vertex.z );
  19046. // uv
  19047. uv.x = i / segments;
  19048. uv.y = j / ( points.length - 1 );
  19049. uvs.push( uv.x, uv.y );
  19050. }
  19051. }
  19052. // indices
  19053. for ( var i$1 = 0; i$1 < segments; i$1 ++ ) {
  19054. for ( var j$1 = 0; j$1 < ( points.length - 1 ); j$1 ++ ) {
  19055. var base = j$1 + i$1 * points.length;
  19056. var a = base;
  19057. var b = base + points.length;
  19058. var c = base + points.length + 1;
  19059. var d = base + 1;
  19060. // faces
  19061. indices.push( a, b, d );
  19062. indices.push( b, c, d );
  19063. }
  19064. }
  19065. // build geometry
  19066. this.setIndex( indices );
  19067. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19068. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19069. // generate normals
  19070. this.computeVertexNormals();
  19071. // if the geometry is closed, we need to average the normals along the seam.
  19072. // because the corresponding vertices are identical (but still have different UVs).
  19073. if ( phiLength === Math.PI * 2 ) {
  19074. var normals = this.attributes.normal.array;
  19075. var n1 = new Vector3();
  19076. var n2 = new Vector3();
  19077. var n = new Vector3();
  19078. // this is the buffer offset for the last line of vertices
  19079. var base$1 = segments * points.length * 3;
  19080. for ( var i$2 = 0, j$2 = 0; i$2 < points.length; i$2 ++, j$2 += 3 ) {
  19081. // select the normal of the vertex in the first line
  19082. n1.x = normals[ j$2 + 0 ];
  19083. n1.y = normals[ j$2 + 1 ];
  19084. n1.z = normals[ j$2 + 2 ];
  19085. // select the normal of the vertex in the last line
  19086. n2.x = normals[ base$1 + j$2 + 0 ];
  19087. n2.y = normals[ base$1 + j$2 + 1 ];
  19088. n2.z = normals[ base$1 + j$2 + 2 ];
  19089. // average normals
  19090. n.addVectors( n1, n2 ).normalize();
  19091. // assign the new values to both normals
  19092. normals[ j$2 + 0 ] = normals[ base$1 + j$2 + 0 ] = n.x;
  19093. normals[ j$2 + 1 ] = normals[ base$1 + j$2 + 1 ] = n.y;
  19094. normals[ j$2 + 2 ] = normals[ base$1 + j$2 + 2 ] = n.z;
  19095. }
  19096. }
  19097. }
  19098. LatheBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19099. LatheBufferGeometry.prototype.constructor = LatheBufferGeometry;
  19100. // ShapeGeometry
  19101. function ShapeGeometry( shapes, curveSegments ) {
  19102. Geometry.call(this);
  19103. this.type = 'ShapeGeometry';
  19104. if ( typeof curveSegments === 'object' ) {
  19105. console.warn( 'THREE.ShapeGeometry: Options parameter has been removed.' );
  19106. curveSegments = curveSegments.curveSegments;
  19107. }
  19108. this.parameters = {
  19109. shapes: shapes,
  19110. curveSegments: curveSegments
  19111. };
  19112. this.fromBufferGeometry( new ShapeBufferGeometry( shapes, curveSegments ) );
  19113. this.mergeVertices();
  19114. }
  19115. ShapeGeometry.prototype = Object.create( Geometry.prototype );
  19116. ShapeGeometry.prototype.constructor = ShapeGeometry;
  19117. ShapeGeometry.prototype.toJSON = function toJSON$1$1 () {
  19118. var data = Geometry.prototype.toJSON.call( this );
  19119. var shapes = this.parameters.shapes;
  19120. return toJSON$1( shapes, data );
  19121. };
  19122. // ShapeBufferGeometry
  19123. function ShapeBufferGeometry( shapes, curveSegments ) {
  19124. BufferGeometry.call(this);
  19125. this.type = 'ShapeBufferGeometry';
  19126. this.parameters = {
  19127. shapes: shapes,
  19128. curveSegments: curveSegments
  19129. };
  19130. curveSegments = curveSegments || 12;
  19131. // buffers
  19132. var indices = [];
  19133. var vertices = [];
  19134. var normals = [];
  19135. var uvs = [];
  19136. // helper variables
  19137. var groupStart = 0;
  19138. var groupCount = 0;
  19139. // allow single and array values for "shapes" parameter
  19140. if ( Array.isArray( shapes ) === false ) {
  19141. addShape( shapes );
  19142. } else {
  19143. for ( var i = 0; i < shapes.length; i ++ ) {
  19144. addShape( shapes[ i ] );
  19145. this.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support
  19146. groupStart += groupCount;
  19147. groupCount = 0;
  19148. }
  19149. }
  19150. // build geometry
  19151. this.setIndex( indices );
  19152. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19153. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19154. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19155. // helper functions
  19156. function addShape( shape ) {
  19157. var indexOffset = vertices.length / 3;
  19158. var points = shape.extractPoints( curveSegments );
  19159. var shapeVertices = points.shape;
  19160. var shapeHoles = points.holes;
  19161. // check direction of vertices
  19162. if ( ShapeUtils.isClockWise( shapeVertices ) === false ) {
  19163. shapeVertices = shapeVertices.reverse();
  19164. }
  19165. for ( var i = 0, l = shapeHoles.length; i < l; i ++ ) {
  19166. var shapeHole = shapeHoles[ i ];
  19167. if ( ShapeUtils.isClockWise( shapeHole ) === true ) {
  19168. shapeHoles[ i ] = shapeHole.reverse();
  19169. }
  19170. }
  19171. var faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );
  19172. // join vertices of inner and outer paths to a single array
  19173. for ( var i$1 = 0, l$1 = shapeHoles.length; i$1 < l$1; i$1 ++ ) {
  19174. var shapeHole$1 = shapeHoles[ i$1 ];
  19175. shapeVertices = shapeVertices.concat( shapeHole$1 );
  19176. }
  19177. // vertices, normals, uvs
  19178. for ( var i$2 = 0, l$2 = shapeVertices.length; i$2 < l$2; i$2 ++ ) {
  19179. var vertex = shapeVertices[ i$2 ];
  19180. vertices.push( vertex.x, vertex.y, 0 );
  19181. normals.push( 0, 0, 1 );
  19182. uvs.push( vertex.x, vertex.y ); // world uvs
  19183. }
  19184. // incides
  19185. for ( var i$3 = 0, l$3 = faces.length; i$3 < l$3; i$3 ++ ) {
  19186. var face = faces[ i$3 ];
  19187. var a = face[ 0 ] + indexOffset;
  19188. var b = face[ 1 ] + indexOffset;
  19189. var c = face[ 2 ] + indexOffset;
  19190. indices.push( a, b, c );
  19191. groupCount += 3;
  19192. }
  19193. }
  19194. }
  19195. ShapeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19196. ShapeBufferGeometry.prototype.constructor = ShapeBufferGeometry;
  19197. ShapeBufferGeometry.prototype.toJSON = function toJSON$2 () {
  19198. var data = BufferGeometry.prototype.toJSON.call( this );
  19199. var shapes = this.parameters.shapes;
  19200. return toJSON$1( shapes, data );
  19201. };
  19202. //
  19203. function toJSON$1( shapes, data ) {
  19204. data.shapes = [];
  19205. if ( Array.isArray( shapes ) ) {
  19206. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  19207. var shape = shapes[ i ];
  19208. data.shapes.push( shape.uuid );
  19209. }
  19210. } else {
  19211. data.shapes.push( shapes.uuid );
  19212. }
  19213. return data;
  19214. }
  19215. function EdgesGeometry( geometry, thresholdAngle ) {
  19216. BufferGeometry.call(this);
  19217. this.type = 'EdgesGeometry';
  19218. this.parameters = {
  19219. thresholdAngle: thresholdAngle
  19220. };
  19221. thresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1;
  19222. // buffer
  19223. var vertices = [];
  19224. // helper variables
  19225. var thresholdDot = Math.cos( MathUtils.DEG2RAD * thresholdAngle );
  19226. var edge = [ 0, 0 ], edges = {};
  19227. var edge1, edge2, key;
  19228. var keys = [ 'a', 'b', 'c' ];
  19229. // prepare source geometry
  19230. var geometry2;
  19231. if ( geometry.isBufferGeometry ) {
  19232. geometry2 = new Geometry();
  19233. geometry2.fromBufferGeometry( geometry );
  19234. } else {
  19235. geometry2 = geometry.clone();
  19236. }
  19237. geometry2.mergeVertices();
  19238. geometry2.computeFaceNormals();
  19239. var sourceVertices = geometry2.vertices;
  19240. var faces = geometry2.faces;
  19241. // now create a data structure where each entry represents an edge with its adjoining faces
  19242. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  19243. var face = faces[ i ];
  19244. for ( var j = 0; j < 3; j ++ ) {
  19245. edge1 = face[ keys[ j ] ];
  19246. edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
  19247. edge[ 0 ] = Math.min( edge1, edge2 );
  19248. edge[ 1 ] = Math.max( edge1, edge2 );
  19249. key = edge[ 0 ] + ',' + edge[ 1 ];
  19250. if ( edges[ key ] === undefined ) {
  19251. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ], face1: i, face2: undefined };
  19252. } else {
  19253. edges[ key ].face2 = i;
  19254. }
  19255. }
  19256. }
  19257. // generate vertices
  19258. for ( key in edges ) {
  19259. var e = edges[ key ];
  19260. // an edge is only rendered if the angle (in degrees) between the face normals of the adjoining faces exceeds this value. default = 1 degree.
  19261. if ( e.face2 === undefined || faces[ e.face1 ].normal.dot( faces[ e.face2 ].normal ) <= thresholdDot ) {
  19262. var vertex = sourceVertices[ e.index1 ];
  19263. vertices.push( vertex.x, vertex.y, vertex.z );
  19264. vertex = sourceVertices[ e.index2 ];
  19265. vertices.push( vertex.x, vertex.y, vertex.z );
  19266. }
  19267. }
  19268. // build geometry
  19269. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19270. }
  19271. EdgesGeometry.prototype = Object.create( BufferGeometry.prototype );
  19272. EdgesGeometry.prototype.constructor = EdgesGeometry;
  19273. // CylinderGeometry
  19274. function CylinderGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19275. Geometry.call(this);
  19276. this.type = 'CylinderGeometry';
  19277. this.parameters = {
  19278. radiusTop: radiusTop,
  19279. radiusBottom: radiusBottom,
  19280. height: height,
  19281. radialSegments: radialSegments,
  19282. heightSegments: heightSegments,
  19283. openEnded: openEnded,
  19284. thetaStart: thetaStart,
  19285. thetaLength: thetaLength
  19286. };
  19287. this.fromBufferGeometry( new CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) );
  19288. this.mergeVertices();
  19289. }
  19290. CylinderGeometry.prototype = Object.create( Geometry.prototype );
  19291. CylinderGeometry.prototype.constructor = CylinderGeometry;
  19292. // CylinderBufferGeometry
  19293. function CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19294. BufferGeometry.call(this);
  19295. this.type = 'CylinderBufferGeometry';
  19296. this.parameters = {
  19297. radiusTop: radiusTop,
  19298. radiusBottom: radiusBottom,
  19299. height: height,
  19300. radialSegments: radialSegments,
  19301. heightSegments: heightSegments,
  19302. openEnded: openEnded,
  19303. thetaStart: thetaStart,
  19304. thetaLength: thetaLength
  19305. };
  19306. var scope = this;
  19307. radiusTop = radiusTop !== undefined ? radiusTop : 1;
  19308. radiusBottom = radiusBottom !== undefined ? radiusBottom : 1;
  19309. height = height || 1;
  19310. radialSegments = Math.floor( radialSegments ) || 8;
  19311. heightSegments = Math.floor( heightSegments ) || 1;
  19312. openEnded = openEnded !== undefined ? openEnded : false;
  19313. thetaStart = thetaStart !== undefined ? thetaStart : 0.0;
  19314. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  19315. // buffers
  19316. var indices = [];
  19317. var vertices = [];
  19318. var normals = [];
  19319. var uvs = [];
  19320. // helper variables
  19321. var index = 0;
  19322. var indexArray = [];
  19323. var halfHeight = height / 2;
  19324. var groupStart = 0;
  19325. // generate geometry
  19326. generateTorso();
  19327. if ( openEnded === false ) {
  19328. if ( radiusTop > 0 ) { generateCap( true ); }
  19329. if ( radiusBottom > 0 ) { generateCap( false ); }
  19330. }
  19331. // build geometry
  19332. this.setIndex( indices );
  19333. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19334. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19335. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19336. function generateTorso() {
  19337. var normal = new Vector3();
  19338. var vertex = new Vector3();
  19339. var groupCount = 0;
  19340. // this will be used to calculate the normal
  19341. var slope = ( radiusBottom - radiusTop ) / height;
  19342. // generate vertices, normals and uvs
  19343. for ( var y = 0; y <= heightSegments; y ++ ) {
  19344. var indexRow = [];
  19345. var v = y / heightSegments;
  19346. // calculate the radius of the current row
  19347. var radius = v * ( radiusBottom - radiusTop ) + radiusTop;
  19348. for ( var x = 0; x <= radialSegments; x ++ ) {
  19349. var u = x / radialSegments;
  19350. var theta = u * thetaLength + thetaStart;
  19351. var sinTheta = Math.sin( theta );
  19352. var cosTheta = Math.cos( theta );
  19353. // vertex
  19354. vertex.x = radius * sinTheta;
  19355. vertex.y = - v * height + halfHeight;
  19356. vertex.z = radius * cosTheta;
  19357. vertices.push( vertex.x, vertex.y, vertex.z );
  19358. // normal
  19359. normal.set( sinTheta, slope, cosTheta ).normalize();
  19360. normals.push( normal.x, normal.y, normal.z );
  19361. // uv
  19362. uvs.push( u, 1 - v );
  19363. // save index of vertex in respective row
  19364. indexRow.push( index ++ );
  19365. }
  19366. // now save vertices of the row in our index array
  19367. indexArray.push( indexRow );
  19368. }
  19369. // generate indices
  19370. for ( var x$1 = 0; x$1 < radialSegments; x$1 ++ ) {
  19371. for ( var y$1 = 0; y$1 < heightSegments; y$1 ++ ) {
  19372. // we use the index array to access the correct indices
  19373. var a = indexArray[ y$1 ][ x$1 ];
  19374. var b = indexArray[ y$1 + 1 ][ x$1 ];
  19375. var c = indexArray[ y$1 + 1 ][ x$1 + 1 ];
  19376. var d = indexArray[ y$1 ][ x$1 + 1 ];
  19377. // faces
  19378. indices.push( a, b, d );
  19379. indices.push( b, c, d );
  19380. // update group counter
  19381. groupCount += 6;
  19382. }
  19383. }
  19384. // add a group to the geometry. this will ensure multi material support
  19385. scope.addGroup( groupStart, groupCount, 0 );
  19386. // calculate new start value for groups
  19387. groupStart += groupCount;
  19388. }
  19389. function generateCap( top ) {
  19390. // save the index of the first center vertex
  19391. var centerIndexStart = index;
  19392. var uv = new Vector2();
  19393. var vertex = new Vector3();
  19394. var groupCount = 0;
  19395. var radius = ( top === true ) ? radiusTop : radiusBottom;
  19396. var sign = ( top === true ) ? 1 : - 1;
  19397. // first we generate the center vertex data of the cap.
  19398. // because the geometry needs one set of uvs per face,
  19399. // we must generate a center vertex per face/segment
  19400. for ( var x = 1; x <= radialSegments; x ++ ) {
  19401. // vertex
  19402. vertices.push( 0, halfHeight * sign, 0 );
  19403. // normal
  19404. normals.push( 0, sign, 0 );
  19405. // uv
  19406. uvs.push( 0.5, 0.5 );
  19407. // increase index
  19408. index ++;
  19409. }
  19410. // save the index of the last center vertex
  19411. var centerIndexEnd = index;
  19412. // now we generate the surrounding vertices, normals and uvs
  19413. for ( var x$1 = 0; x$1 <= radialSegments; x$1 ++ ) {
  19414. var u = x$1 / radialSegments;
  19415. var theta = u * thetaLength + thetaStart;
  19416. var cosTheta = Math.cos( theta );
  19417. var sinTheta = Math.sin( theta );
  19418. // vertex
  19419. vertex.x = radius * sinTheta;
  19420. vertex.y = halfHeight * sign;
  19421. vertex.z = radius * cosTheta;
  19422. vertices.push( vertex.x, vertex.y, vertex.z );
  19423. // normal
  19424. normals.push( 0, sign, 0 );
  19425. // uv
  19426. uv.x = ( cosTheta * 0.5 ) + 0.5;
  19427. uv.y = ( sinTheta * 0.5 * sign ) + 0.5;
  19428. uvs.push( uv.x, uv.y );
  19429. // increase index
  19430. index ++;
  19431. }
  19432. // generate indices
  19433. for ( var x$2 = 0; x$2 < radialSegments; x$2 ++ ) {
  19434. var c = centerIndexStart + x$2;
  19435. var i = centerIndexEnd + x$2;
  19436. if ( top === true ) {
  19437. // face top
  19438. indices.push( i, i + 1, c );
  19439. } else {
  19440. // face bottom
  19441. indices.push( i + 1, i, c );
  19442. }
  19443. groupCount += 3;
  19444. }
  19445. // add a group to the geometry. this will ensure multi material support
  19446. scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );
  19447. // calculate new start value for groups
  19448. groupStart += groupCount;
  19449. }
  19450. }
  19451. CylinderBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19452. CylinderBufferGeometry.prototype.constructor = CylinderBufferGeometry;
  19453. // ConeGeometry
  19454. function ConeGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19455. CylinderGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  19456. this.type = 'ConeGeometry';
  19457. this.parameters = {
  19458. radius: radius,
  19459. height: height,
  19460. radialSegments: radialSegments,
  19461. heightSegments: heightSegments,
  19462. openEnded: openEnded,
  19463. thetaStart: thetaStart,
  19464. thetaLength: thetaLength
  19465. };
  19466. }
  19467. ConeGeometry.prototype = Object.create( CylinderGeometry.prototype );
  19468. ConeGeometry.prototype.constructor = ConeGeometry;
  19469. // ConeBufferGeometry
  19470. function ConeBufferGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19471. CylinderBufferGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  19472. this.type = 'ConeBufferGeometry';
  19473. this.parameters = {
  19474. radius: radius,
  19475. height: height,
  19476. radialSegments: radialSegments,
  19477. heightSegments: heightSegments,
  19478. openEnded: openEnded,
  19479. thetaStart: thetaStart,
  19480. thetaLength: thetaLength
  19481. };
  19482. }
  19483. ConeBufferGeometry.prototype = Object.create( CylinderBufferGeometry.prototype );
  19484. ConeBufferGeometry.prototype.constructor = ConeBufferGeometry;
  19485. // CircleGeometry
  19486. function CircleGeometry( radius, segments, thetaStart, thetaLength ) {
  19487. Geometry.call(this);
  19488. this.type = 'CircleGeometry';
  19489. this.parameters = {
  19490. radius: radius,
  19491. segments: segments,
  19492. thetaStart: thetaStart,
  19493. thetaLength: thetaLength
  19494. };
  19495. this.fromBufferGeometry( new CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) );
  19496. this.mergeVertices();
  19497. }
  19498. CircleGeometry.prototype = Object.create( Geometry.prototype );
  19499. CircleGeometry.prototype.constructor = CircleGeometry;
  19500. // CircleBufferGeometry
  19501. function CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) {
  19502. BufferGeometry.call(this);
  19503. this.type = 'CircleBufferGeometry';
  19504. this.parameters = {
  19505. radius: radius,
  19506. segments: segments,
  19507. thetaStart: thetaStart,
  19508. thetaLength: thetaLength
  19509. };
  19510. radius = radius || 1;
  19511. segments = segments !== undefined ? Math.max( 3, segments ) : 8;
  19512. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  19513. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  19514. // buffers
  19515. var indices = [];
  19516. var vertices = [];
  19517. var normals = [];
  19518. var uvs = [];
  19519. // helper variables
  19520. var vertex = new Vector3();
  19521. var uv = new Vector2();
  19522. // center point
  19523. vertices.push( 0, 0, 0 );
  19524. normals.push( 0, 0, 1 );
  19525. uvs.push( 0.5, 0.5 );
  19526. for ( var s = 0, i = 3; s <= segments; s ++, i += 3 ) {
  19527. var segment = thetaStart + s / segments * thetaLength;
  19528. // vertex
  19529. vertex.x = radius * Math.cos( segment );
  19530. vertex.y = radius * Math.sin( segment );
  19531. vertices.push( vertex.x, vertex.y, vertex.z );
  19532. // normal
  19533. normals.push( 0, 0, 1 );
  19534. // uvs
  19535. uv.x = ( vertices[ i ] / radius + 1 ) / 2;
  19536. uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;
  19537. uvs.push( uv.x, uv.y );
  19538. }
  19539. // indices
  19540. for ( var i$1 = 1; i$1 <= segments; i$1 ++ ) {
  19541. indices.push( i$1, i$1 + 1, 0 );
  19542. }
  19543. // build geometry
  19544. this.setIndex( indices );
  19545. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19546. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19547. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19548. }
  19549. CircleBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19550. CircleBufferGeometry.prototype.constructor = CircleBufferGeometry;
  19551. var Geometries = /*#__PURE__*/Object.freeze({
  19552. __proto__: null,
  19553. WireframeGeometry: WireframeGeometry,
  19554. ParametricGeometry: ParametricGeometry,
  19555. ParametricBufferGeometry: ParametricBufferGeometry,
  19556. TetrahedronGeometry: TetrahedronGeometry,
  19557. TetrahedronBufferGeometry: TetrahedronBufferGeometry,
  19558. OctahedronGeometry: OctahedronGeometry,
  19559. OctahedronBufferGeometry: OctahedronBufferGeometry,
  19560. IcosahedronGeometry: IcosahedronGeometry,
  19561. IcosahedronBufferGeometry: IcosahedronBufferGeometry,
  19562. DodecahedronGeometry: DodecahedronGeometry,
  19563. DodecahedronBufferGeometry: DodecahedronBufferGeometry,
  19564. PolyhedronGeometry: PolyhedronGeometry,
  19565. PolyhedronBufferGeometry: PolyhedronBufferGeometry,
  19566. TubeGeometry: TubeGeometry,
  19567. TubeBufferGeometry: TubeBufferGeometry,
  19568. TorusKnotGeometry: TorusKnotGeometry,
  19569. TorusKnotBufferGeometry: TorusKnotBufferGeometry,
  19570. TorusGeometry: TorusGeometry,
  19571. TorusBufferGeometry: TorusBufferGeometry,
  19572. TextGeometry: TextGeometry,
  19573. TextBufferGeometry: TextBufferGeometry,
  19574. SphereGeometry: SphereGeometry,
  19575. SphereBufferGeometry: SphereBufferGeometry,
  19576. RingGeometry: RingGeometry,
  19577. RingBufferGeometry: RingBufferGeometry,
  19578. PlaneGeometry: PlaneGeometry,
  19579. PlaneBufferGeometry: PlaneBufferGeometry,
  19580. LatheGeometry: LatheGeometry,
  19581. LatheBufferGeometry: LatheBufferGeometry,
  19582. ShapeGeometry: ShapeGeometry,
  19583. ShapeBufferGeometry: ShapeBufferGeometry,
  19584. ExtrudeGeometry: ExtrudeGeometry,
  19585. ExtrudeBufferGeometry: ExtrudeBufferGeometry,
  19586. EdgesGeometry: EdgesGeometry,
  19587. ConeGeometry: ConeGeometry,
  19588. ConeBufferGeometry: ConeBufferGeometry,
  19589. CylinderGeometry: CylinderGeometry,
  19590. CylinderBufferGeometry: CylinderBufferGeometry,
  19591. CircleGeometry: CircleGeometry,
  19592. CircleBufferGeometry: CircleBufferGeometry,
  19593. BoxGeometry: BoxGeometry,
  19594. BoxBufferGeometry: BoxBufferGeometry
  19595. });
  19596. /**
  19597. * parameters = {
  19598. * color: <THREE.Color>
  19599. * }
  19600. */
  19601. function ShadowMaterial( parameters ) {
  19602. Material.call( this );
  19603. this.type = 'ShadowMaterial';
  19604. this.color = new Color( 0x000000 );
  19605. this.transparent = true;
  19606. this.setValues( parameters );
  19607. }
  19608. ShadowMaterial.prototype = Object.create( Material.prototype );
  19609. ShadowMaterial.prototype.constructor = ShadowMaterial;
  19610. ShadowMaterial.prototype.isShadowMaterial = true;
  19611. ShadowMaterial.prototype.copy = function ( source ) {
  19612. Material.prototype.copy.call( this, source );
  19613. this.color.copy( source.color );
  19614. return this;
  19615. };
  19616. function RawShaderMaterial( parameters ) {
  19617. ShaderMaterial.call( this, parameters );
  19618. this.type = 'RawShaderMaterial';
  19619. }
  19620. RawShaderMaterial.prototype = Object.create( ShaderMaterial.prototype );
  19621. RawShaderMaterial.prototype.constructor = RawShaderMaterial;
  19622. RawShaderMaterial.prototype.isRawShaderMaterial = true;
  19623. /**
  19624. * parameters = {
  19625. * color: <hex>,
  19626. * roughness: <float>,
  19627. * metalness: <float>,
  19628. * opacity: <float>,
  19629. *
  19630. * map: new THREE.Texture( <Image> ),
  19631. *
  19632. * lightMap: new THREE.Texture( <Image> ),
  19633. * lightMapIntensity: <float>
  19634. *
  19635. * aoMap: new THREE.Texture( <Image> ),
  19636. * aoMapIntensity: <float>
  19637. *
  19638. * emissive: <hex>,
  19639. * emissiveIntensity: <float>
  19640. * emissiveMap: new THREE.Texture( <Image> ),
  19641. *
  19642. * bumpMap: new THREE.Texture( <Image> ),
  19643. * bumpScale: <float>,
  19644. *
  19645. * normalMap: new THREE.Texture( <Image> ),
  19646. * normalMapType: THREE.TangentSpaceNormalMap,
  19647. * normalScale: <Vector2>,
  19648. *
  19649. * displacementMap: new THREE.Texture( <Image> ),
  19650. * displacementScale: <float>,
  19651. * displacementBias: <float>,
  19652. *
  19653. * roughnessMap: new THREE.Texture( <Image> ),
  19654. *
  19655. * metalnessMap: new THREE.Texture( <Image> ),
  19656. *
  19657. * alphaMap: new THREE.Texture( <Image> ),
  19658. *
  19659. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  19660. * envMapIntensity: <float>
  19661. *
  19662. * refractionRatio: <float>,
  19663. *
  19664. * wireframe: <boolean>,
  19665. * wireframeLinewidth: <float>,
  19666. *
  19667. * skinning: <bool>,
  19668. * morphTargets: <bool>,
  19669. * morphNormals: <bool>
  19670. * }
  19671. */
  19672. function MeshStandardMaterial( parameters ) {
  19673. Material.call( this );
  19674. this.defines = { 'STANDARD': '' };
  19675. this.type = 'MeshStandardMaterial';
  19676. this.color = new Color( 0xffffff ); // diffuse
  19677. this.roughness = 1.0;
  19678. this.metalness = 0.0;
  19679. this.map = null;
  19680. this.lightMap = null;
  19681. this.lightMapIntensity = 1.0;
  19682. this.aoMap = null;
  19683. this.aoMapIntensity = 1.0;
  19684. this.emissive = new Color( 0x000000 );
  19685. this.emissiveIntensity = 1.0;
  19686. this.emissiveMap = null;
  19687. this.bumpMap = null;
  19688. this.bumpScale = 1;
  19689. this.normalMap = null;
  19690. this.normalMapType = TangentSpaceNormalMap;
  19691. this.normalScale = new Vector2( 1, 1 );
  19692. this.displacementMap = null;
  19693. this.displacementScale = 1;
  19694. this.displacementBias = 0;
  19695. this.roughnessMap = null;
  19696. this.metalnessMap = null;
  19697. this.alphaMap = null;
  19698. this.envMap = null;
  19699. this.envMapIntensity = 1.0;
  19700. this.refractionRatio = 0.98;
  19701. this.wireframe = false;
  19702. this.wireframeLinewidth = 1;
  19703. this.wireframeLinecap = 'round';
  19704. this.wireframeLinejoin = 'round';
  19705. this.skinning = false;
  19706. this.morphTargets = false;
  19707. this.morphNormals = false;
  19708. this.vertexTangents = false;
  19709. this.setValues( parameters );
  19710. }
  19711. MeshStandardMaterial.prototype = Object.create( Material.prototype );
  19712. MeshStandardMaterial.prototype.constructor = MeshStandardMaterial;
  19713. MeshStandardMaterial.prototype.isMeshStandardMaterial = true;
  19714. MeshStandardMaterial.prototype.copy = function ( source ) {
  19715. Material.prototype.copy.call( this, source );
  19716. this.defines = { 'STANDARD': '' };
  19717. this.color.copy( source.color );
  19718. this.roughness = source.roughness;
  19719. this.metalness = source.metalness;
  19720. this.map = source.map;
  19721. this.lightMap = source.lightMap;
  19722. this.lightMapIntensity = source.lightMapIntensity;
  19723. this.aoMap = source.aoMap;
  19724. this.aoMapIntensity = source.aoMapIntensity;
  19725. this.emissive.copy( source.emissive );
  19726. this.emissiveMap = source.emissiveMap;
  19727. this.emissiveIntensity = source.emissiveIntensity;
  19728. this.bumpMap = source.bumpMap;
  19729. this.bumpScale = source.bumpScale;
  19730. this.normalMap = source.normalMap;
  19731. this.normalMapType = source.normalMapType;
  19732. this.normalScale.copy( source.normalScale );
  19733. this.displacementMap = source.displacementMap;
  19734. this.displacementScale = source.displacementScale;
  19735. this.displacementBias = source.displacementBias;
  19736. this.roughnessMap = source.roughnessMap;
  19737. this.metalnessMap = source.metalnessMap;
  19738. this.alphaMap = source.alphaMap;
  19739. this.envMap = source.envMap;
  19740. this.envMapIntensity = source.envMapIntensity;
  19741. this.refractionRatio = source.refractionRatio;
  19742. this.wireframe = source.wireframe;
  19743. this.wireframeLinewidth = source.wireframeLinewidth;
  19744. this.wireframeLinecap = source.wireframeLinecap;
  19745. this.wireframeLinejoin = source.wireframeLinejoin;
  19746. this.skinning = source.skinning;
  19747. this.morphTargets = source.morphTargets;
  19748. this.morphNormals = source.morphNormals;
  19749. this.vertexTangents = source.vertexTangents;
  19750. return this;
  19751. };
  19752. /**
  19753. * parameters = {
  19754. * clearcoat: <float>,
  19755. * clearcoatMap: new THREE.Texture( <Image> ),
  19756. * clearcoatRoughness: <float>,
  19757. * clearcoatRoughnessMap: new THREE.Texture( <Image> ),
  19758. * clearcoatNormalScale: <Vector2>,
  19759. * clearcoatNormalMap: new THREE.Texture( <Image> ),
  19760. *
  19761. * reflectivity: <float>,
  19762. *
  19763. * sheen: <Color>,
  19764. *
  19765. * transmission: <float>,
  19766. * transmissionMap: new THREE.Texture( <Image> )
  19767. * }
  19768. */
  19769. function MeshPhysicalMaterial( parameters ) {
  19770. MeshStandardMaterial.call( this );
  19771. this.defines = {
  19772. 'STANDARD': '',
  19773. 'PHYSICAL': ''
  19774. };
  19775. this.type = 'MeshPhysicalMaterial';
  19776. this.clearcoat = 0.0;
  19777. this.clearcoatMap = null;
  19778. this.clearcoatRoughness = 0.0;
  19779. this.clearcoatRoughnessMap = null;
  19780. this.clearcoatNormalScale = new Vector2( 1, 1 );
  19781. this.clearcoatNormalMap = null;
  19782. this.reflectivity = 0.5; // maps to F0 = 0.04
  19783. this.sheen = null; // null will disable sheen bsdf
  19784. this.transmission = 0.0;
  19785. this.transmissionMap = null;
  19786. this.setValues( parameters );
  19787. }
  19788. MeshPhysicalMaterial.prototype = Object.create( MeshStandardMaterial.prototype );
  19789. MeshPhysicalMaterial.prototype.constructor = MeshPhysicalMaterial;
  19790. MeshPhysicalMaterial.prototype.isMeshPhysicalMaterial = true;
  19791. MeshPhysicalMaterial.prototype.copy = function ( source ) {
  19792. MeshStandardMaterial.prototype.copy.call( this, source );
  19793. this.defines = {
  19794. 'STANDARD': '',
  19795. 'PHYSICAL': ''
  19796. };
  19797. this.clearcoat = source.clearcoat;
  19798. this.clearcoatMap = source.clearcoatMap;
  19799. this.clearcoatRoughness = source.clearcoatRoughness;
  19800. this.clearcoatRoughnessMap = source.clearcoatRoughnessMap;
  19801. this.clearcoatNormalMap = source.clearcoatNormalMap;
  19802. this.clearcoatNormalScale.copy( source.clearcoatNormalScale );
  19803. this.reflectivity = source.reflectivity;
  19804. if ( source.sheen ) {
  19805. this.sheen = ( this.sheen || new Color() ).copy( source.sheen );
  19806. } else {
  19807. this.sheen = null;
  19808. }
  19809. this.transmission = source.transmission;
  19810. this.transmissionMap = source.transmissionMap;
  19811. return this;
  19812. };
  19813. /**
  19814. * parameters = {
  19815. * color: <hex>,
  19816. * specular: <hex>,
  19817. * shininess: <float>,
  19818. * opacity: <float>,
  19819. *
  19820. * map: new THREE.Texture( <Image> ),
  19821. *
  19822. * lightMap: new THREE.Texture( <Image> ),
  19823. * lightMapIntensity: <float>
  19824. *
  19825. * aoMap: new THREE.Texture( <Image> ),
  19826. * aoMapIntensity: <float>
  19827. *
  19828. * emissive: <hex>,
  19829. * emissiveIntensity: <float>
  19830. * emissiveMap: new THREE.Texture( <Image> ),
  19831. *
  19832. * bumpMap: new THREE.Texture( <Image> ),
  19833. * bumpScale: <float>,
  19834. *
  19835. * normalMap: new THREE.Texture( <Image> ),
  19836. * normalMapType: THREE.TangentSpaceNormalMap,
  19837. * normalScale: <Vector2>,
  19838. *
  19839. * displacementMap: new THREE.Texture( <Image> ),
  19840. * displacementScale: <float>,
  19841. * displacementBias: <float>,
  19842. *
  19843. * specularMap: new THREE.Texture( <Image> ),
  19844. *
  19845. * alphaMap: new THREE.Texture( <Image> ),
  19846. *
  19847. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  19848. * combine: THREE.MultiplyOperation,
  19849. * reflectivity: <float>,
  19850. * refractionRatio: <float>,
  19851. *
  19852. * wireframe: <boolean>,
  19853. * wireframeLinewidth: <float>,
  19854. *
  19855. * skinning: <bool>,
  19856. * morphTargets: <bool>,
  19857. * morphNormals: <bool>
  19858. * }
  19859. */
  19860. function MeshPhongMaterial( parameters ) {
  19861. Material.call( this );
  19862. this.type = 'MeshPhongMaterial';
  19863. this.color = new Color( 0xffffff ); // diffuse
  19864. this.specular = new Color( 0x111111 );
  19865. this.shininess = 30;
  19866. this.map = null;
  19867. this.lightMap = null;
  19868. this.lightMapIntensity = 1.0;
  19869. this.aoMap = null;
  19870. this.aoMapIntensity = 1.0;
  19871. this.emissive = new Color( 0x000000 );
  19872. this.emissiveIntensity = 1.0;
  19873. this.emissiveMap = null;
  19874. this.bumpMap = null;
  19875. this.bumpScale = 1;
  19876. this.normalMap = null;
  19877. this.normalMapType = TangentSpaceNormalMap;
  19878. this.normalScale = new Vector2( 1, 1 );
  19879. this.displacementMap = null;
  19880. this.displacementScale = 1;
  19881. this.displacementBias = 0;
  19882. this.specularMap = null;
  19883. this.alphaMap = null;
  19884. this.envMap = null;
  19885. this.combine = MultiplyOperation;
  19886. this.reflectivity = 1;
  19887. this.refractionRatio = 0.98;
  19888. this.wireframe = false;
  19889. this.wireframeLinewidth = 1;
  19890. this.wireframeLinecap = 'round';
  19891. this.wireframeLinejoin = 'round';
  19892. this.skinning = false;
  19893. this.morphTargets = false;
  19894. this.morphNormals = false;
  19895. this.setValues( parameters );
  19896. }
  19897. MeshPhongMaterial.prototype = Object.create( Material.prototype );
  19898. MeshPhongMaterial.prototype.constructor = MeshPhongMaterial;
  19899. MeshPhongMaterial.prototype.isMeshPhongMaterial = true;
  19900. MeshPhongMaterial.prototype.copy = function ( source ) {
  19901. Material.prototype.copy.call( this, source );
  19902. this.color.copy( source.color );
  19903. this.specular.copy( source.specular );
  19904. this.shininess = source.shininess;
  19905. this.map = source.map;
  19906. this.lightMap = source.lightMap;
  19907. this.lightMapIntensity = source.lightMapIntensity;
  19908. this.aoMap = source.aoMap;
  19909. this.aoMapIntensity = source.aoMapIntensity;
  19910. this.emissive.copy( source.emissive );
  19911. this.emissiveMap = source.emissiveMap;
  19912. this.emissiveIntensity = source.emissiveIntensity;
  19913. this.bumpMap = source.bumpMap;
  19914. this.bumpScale = source.bumpScale;
  19915. this.normalMap = source.normalMap;
  19916. this.normalMapType = source.normalMapType;
  19917. this.normalScale.copy( source.normalScale );
  19918. this.displacementMap = source.displacementMap;
  19919. this.displacementScale = source.displacementScale;
  19920. this.displacementBias = source.displacementBias;
  19921. this.specularMap = source.specularMap;
  19922. this.alphaMap = source.alphaMap;
  19923. this.envMap = source.envMap;
  19924. this.combine = source.combine;
  19925. this.reflectivity = source.reflectivity;
  19926. this.refractionRatio = source.refractionRatio;
  19927. this.wireframe = source.wireframe;
  19928. this.wireframeLinewidth = source.wireframeLinewidth;
  19929. this.wireframeLinecap = source.wireframeLinecap;
  19930. this.wireframeLinejoin = source.wireframeLinejoin;
  19931. this.skinning = source.skinning;
  19932. this.morphTargets = source.morphTargets;
  19933. this.morphNormals = source.morphNormals;
  19934. return this;
  19935. };
  19936. /**
  19937. * parameters = {
  19938. * color: <hex>,
  19939. *
  19940. * map: new THREE.Texture( <Image> ),
  19941. * gradientMap: new THREE.Texture( <Image> ),
  19942. *
  19943. * lightMap: new THREE.Texture( <Image> ),
  19944. * lightMapIntensity: <float>
  19945. *
  19946. * aoMap: new THREE.Texture( <Image> ),
  19947. * aoMapIntensity: <float>
  19948. *
  19949. * emissive: <hex>,
  19950. * emissiveIntensity: <float>
  19951. * emissiveMap: new THREE.Texture( <Image> ),
  19952. *
  19953. * bumpMap: new THREE.Texture( <Image> ),
  19954. * bumpScale: <float>,
  19955. *
  19956. * normalMap: new THREE.Texture( <Image> ),
  19957. * normalMapType: THREE.TangentSpaceNormalMap,
  19958. * normalScale: <Vector2>,
  19959. *
  19960. * displacementMap: new THREE.Texture( <Image> ),
  19961. * displacementScale: <float>,
  19962. * displacementBias: <float>,
  19963. *
  19964. * alphaMap: new THREE.Texture( <Image> ),
  19965. *
  19966. * wireframe: <boolean>,
  19967. * wireframeLinewidth: <float>,
  19968. *
  19969. * skinning: <bool>,
  19970. * morphTargets: <bool>,
  19971. * morphNormals: <bool>
  19972. * }
  19973. */
  19974. function MeshToonMaterial( parameters ) {
  19975. Material.call( this );
  19976. this.defines = { 'TOON': '' };
  19977. this.type = 'MeshToonMaterial';
  19978. this.color = new Color( 0xffffff );
  19979. this.map = null;
  19980. this.gradientMap = null;
  19981. this.lightMap = null;
  19982. this.lightMapIntensity = 1.0;
  19983. this.aoMap = null;
  19984. this.aoMapIntensity = 1.0;
  19985. this.emissive = new Color( 0x000000 );
  19986. this.emissiveIntensity = 1.0;
  19987. this.emissiveMap = null;
  19988. this.bumpMap = null;
  19989. this.bumpScale = 1;
  19990. this.normalMap = null;
  19991. this.normalMapType = TangentSpaceNormalMap;
  19992. this.normalScale = new Vector2( 1, 1 );
  19993. this.displacementMap = null;
  19994. this.displacementScale = 1;
  19995. this.displacementBias = 0;
  19996. this.alphaMap = null;
  19997. this.wireframe = false;
  19998. this.wireframeLinewidth = 1;
  19999. this.wireframeLinecap = 'round';
  20000. this.wireframeLinejoin = 'round';
  20001. this.skinning = false;
  20002. this.morphTargets = false;
  20003. this.morphNormals = false;
  20004. this.setValues( parameters );
  20005. }
  20006. MeshToonMaterial.prototype = Object.create( Material.prototype );
  20007. MeshToonMaterial.prototype.constructor = MeshToonMaterial;
  20008. MeshToonMaterial.prototype.isMeshToonMaterial = true;
  20009. MeshToonMaterial.prototype.copy = function ( source ) {
  20010. Material.prototype.copy.call( this, source );
  20011. this.color.copy( source.color );
  20012. this.map = source.map;
  20013. this.gradientMap = source.gradientMap;
  20014. this.lightMap = source.lightMap;
  20015. this.lightMapIntensity = source.lightMapIntensity;
  20016. this.aoMap = source.aoMap;
  20017. this.aoMapIntensity = source.aoMapIntensity;
  20018. this.emissive.copy( source.emissive );
  20019. this.emissiveMap = source.emissiveMap;
  20020. this.emissiveIntensity = source.emissiveIntensity;
  20021. this.bumpMap = source.bumpMap;
  20022. this.bumpScale = source.bumpScale;
  20023. this.normalMap = source.normalMap;
  20024. this.normalMapType = source.normalMapType;
  20025. this.normalScale.copy( source.normalScale );
  20026. this.displacementMap = source.displacementMap;
  20027. this.displacementScale = source.displacementScale;
  20028. this.displacementBias = source.displacementBias;
  20029. this.alphaMap = source.alphaMap;
  20030. this.wireframe = source.wireframe;
  20031. this.wireframeLinewidth = source.wireframeLinewidth;
  20032. this.wireframeLinecap = source.wireframeLinecap;
  20033. this.wireframeLinejoin = source.wireframeLinejoin;
  20034. this.skinning = source.skinning;
  20035. this.morphTargets = source.morphTargets;
  20036. this.morphNormals = source.morphNormals;
  20037. return this;
  20038. };
  20039. /**
  20040. * parameters = {
  20041. * opacity: <float>,
  20042. *
  20043. * bumpMap: new THREE.Texture( <Image> ),
  20044. * bumpScale: <float>,
  20045. *
  20046. * normalMap: new THREE.Texture( <Image> ),
  20047. * normalMapType: THREE.TangentSpaceNormalMap,
  20048. * normalScale: <Vector2>,
  20049. *
  20050. * displacementMap: new THREE.Texture( <Image> ),
  20051. * displacementScale: <float>,
  20052. * displacementBias: <float>,
  20053. *
  20054. * wireframe: <boolean>,
  20055. * wireframeLinewidth: <float>
  20056. *
  20057. * skinning: <bool>,
  20058. * morphTargets: <bool>,
  20059. * morphNormals: <bool>
  20060. * }
  20061. */
  20062. function MeshNormalMaterial( parameters ) {
  20063. Material.call( this );
  20064. this.type = 'MeshNormalMaterial';
  20065. this.bumpMap = null;
  20066. this.bumpScale = 1;
  20067. this.normalMap = null;
  20068. this.normalMapType = TangentSpaceNormalMap;
  20069. this.normalScale = new Vector2( 1, 1 );
  20070. this.displacementMap = null;
  20071. this.displacementScale = 1;
  20072. this.displacementBias = 0;
  20073. this.wireframe = false;
  20074. this.wireframeLinewidth = 1;
  20075. this.fog = false;
  20076. this.skinning = false;
  20077. this.morphTargets = false;
  20078. this.morphNormals = false;
  20079. this.setValues( parameters );
  20080. }
  20081. MeshNormalMaterial.prototype = Object.create( Material.prototype );
  20082. MeshNormalMaterial.prototype.constructor = MeshNormalMaterial;
  20083. MeshNormalMaterial.prototype.isMeshNormalMaterial = true;
  20084. MeshNormalMaterial.prototype.copy = function ( source ) {
  20085. Material.prototype.copy.call( this, source );
  20086. this.bumpMap = source.bumpMap;
  20087. this.bumpScale = source.bumpScale;
  20088. this.normalMap = source.normalMap;
  20089. this.normalMapType = source.normalMapType;
  20090. this.normalScale.copy( source.normalScale );
  20091. this.displacementMap = source.displacementMap;
  20092. this.displacementScale = source.displacementScale;
  20093. this.displacementBias = source.displacementBias;
  20094. this.wireframe = source.wireframe;
  20095. this.wireframeLinewidth = source.wireframeLinewidth;
  20096. this.skinning = source.skinning;
  20097. this.morphTargets = source.morphTargets;
  20098. this.morphNormals = source.morphNormals;
  20099. return this;
  20100. };
  20101. /**
  20102. * parameters = {
  20103. * color: <hex>,
  20104. * opacity: <float>,
  20105. *
  20106. * map: new THREE.Texture( <Image> ),
  20107. *
  20108. * lightMap: new THREE.Texture( <Image> ),
  20109. * lightMapIntensity: <float>
  20110. *
  20111. * aoMap: new THREE.Texture( <Image> ),
  20112. * aoMapIntensity: <float>
  20113. *
  20114. * emissive: <hex>,
  20115. * emissiveIntensity: <float>
  20116. * emissiveMap: new THREE.Texture( <Image> ),
  20117. *
  20118. * specularMap: new THREE.Texture( <Image> ),
  20119. *
  20120. * alphaMap: new THREE.Texture( <Image> ),
  20121. *
  20122. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  20123. * combine: THREE.Multiply,
  20124. * reflectivity: <float>,
  20125. * refractionRatio: <float>,
  20126. *
  20127. * wireframe: <boolean>,
  20128. * wireframeLinewidth: <float>,
  20129. *
  20130. * skinning: <bool>,
  20131. * morphTargets: <bool>,
  20132. * morphNormals: <bool>
  20133. * }
  20134. */
  20135. function MeshLambertMaterial( parameters ) {
  20136. Material.call( this );
  20137. this.type = 'MeshLambertMaterial';
  20138. this.color = new Color( 0xffffff ); // diffuse
  20139. this.map = null;
  20140. this.lightMap = null;
  20141. this.lightMapIntensity = 1.0;
  20142. this.aoMap = null;
  20143. this.aoMapIntensity = 1.0;
  20144. this.emissive = new Color( 0x000000 );
  20145. this.emissiveIntensity = 1.0;
  20146. this.emissiveMap = null;
  20147. this.specularMap = null;
  20148. this.alphaMap = null;
  20149. this.envMap = null;
  20150. this.combine = MultiplyOperation;
  20151. this.reflectivity = 1;
  20152. this.refractionRatio = 0.98;
  20153. this.wireframe = false;
  20154. this.wireframeLinewidth = 1;
  20155. this.wireframeLinecap = 'round';
  20156. this.wireframeLinejoin = 'round';
  20157. this.skinning = false;
  20158. this.morphTargets = false;
  20159. this.morphNormals = false;
  20160. this.setValues( parameters );
  20161. }
  20162. MeshLambertMaterial.prototype = Object.create( Material.prototype );
  20163. MeshLambertMaterial.prototype.constructor = MeshLambertMaterial;
  20164. MeshLambertMaterial.prototype.isMeshLambertMaterial = true;
  20165. MeshLambertMaterial.prototype.copy = function ( source ) {
  20166. Material.prototype.copy.call( this, source );
  20167. this.color.copy( source.color );
  20168. this.map = source.map;
  20169. this.lightMap = source.lightMap;
  20170. this.lightMapIntensity = source.lightMapIntensity;
  20171. this.aoMap = source.aoMap;
  20172. this.aoMapIntensity = source.aoMapIntensity;
  20173. this.emissive.copy( source.emissive );
  20174. this.emissiveMap = source.emissiveMap;
  20175. this.emissiveIntensity = source.emissiveIntensity;
  20176. this.specularMap = source.specularMap;
  20177. this.alphaMap = source.alphaMap;
  20178. this.envMap = source.envMap;
  20179. this.combine = source.combine;
  20180. this.reflectivity = source.reflectivity;
  20181. this.refractionRatio = source.refractionRatio;
  20182. this.wireframe = source.wireframe;
  20183. this.wireframeLinewidth = source.wireframeLinewidth;
  20184. this.wireframeLinecap = source.wireframeLinecap;
  20185. this.wireframeLinejoin = source.wireframeLinejoin;
  20186. this.skinning = source.skinning;
  20187. this.morphTargets = source.morphTargets;
  20188. this.morphNormals = source.morphNormals;
  20189. return this;
  20190. };
  20191. /**
  20192. * parameters = {
  20193. * color: <hex>,
  20194. * opacity: <float>,
  20195. *
  20196. * matcap: new THREE.Texture( <Image> ),
  20197. *
  20198. * map: new THREE.Texture( <Image> ),
  20199. *
  20200. * bumpMap: new THREE.Texture( <Image> ),
  20201. * bumpScale: <float>,
  20202. *
  20203. * normalMap: new THREE.Texture( <Image> ),
  20204. * normalMapType: THREE.TangentSpaceNormalMap,
  20205. * normalScale: <Vector2>,
  20206. *
  20207. * displacementMap: new THREE.Texture( <Image> ),
  20208. * displacementScale: <float>,
  20209. * displacementBias: <float>,
  20210. *
  20211. * alphaMap: new THREE.Texture( <Image> ),
  20212. *
  20213. * skinning: <bool>,
  20214. * morphTargets: <bool>,
  20215. * morphNormals: <bool>
  20216. * }
  20217. */
  20218. function MeshMatcapMaterial( parameters ) {
  20219. Material.call( this );
  20220. this.defines = { 'MATCAP': '' };
  20221. this.type = 'MeshMatcapMaterial';
  20222. this.color = new Color( 0xffffff ); // diffuse
  20223. this.matcap = null;
  20224. this.map = null;
  20225. this.bumpMap = null;
  20226. this.bumpScale = 1;
  20227. this.normalMap = null;
  20228. this.normalMapType = TangentSpaceNormalMap;
  20229. this.normalScale = new Vector2( 1, 1 );
  20230. this.displacementMap = null;
  20231. this.displacementScale = 1;
  20232. this.displacementBias = 0;
  20233. this.alphaMap = null;
  20234. this.skinning = false;
  20235. this.morphTargets = false;
  20236. this.morphNormals = false;
  20237. this.setValues( parameters );
  20238. }
  20239. MeshMatcapMaterial.prototype = Object.create( Material.prototype );
  20240. MeshMatcapMaterial.prototype.constructor = MeshMatcapMaterial;
  20241. MeshMatcapMaterial.prototype.isMeshMatcapMaterial = true;
  20242. MeshMatcapMaterial.prototype.copy = function ( source ) {
  20243. Material.prototype.copy.call( this, source );
  20244. this.defines = { 'MATCAP': '' };
  20245. this.color.copy( source.color );
  20246. this.matcap = source.matcap;
  20247. this.map = source.map;
  20248. this.bumpMap = source.bumpMap;
  20249. this.bumpScale = source.bumpScale;
  20250. this.normalMap = source.normalMap;
  20251. this.normalMapType = source.normalMapType;
  20252. this.normalScale.copy( source.normalScale );
  20253. this.displacementMap = source.displacementMap;
  20254. this.displacementScale = source.displacementScale;
  20255. this.displacementBias = source.displacementBias;
  20256. this.alphaMap = source.alphaMap;
  20257. this.skinning = source.skinning;
  20258. this.morphTargets = source.morphTargets;
  20259. this.morphNormals = source.morphNormals;
  20260. return this;
  20261. };
  20262. /**
  20263. * parameters = {
  20264. * color: <hex>,
  20265. * opacity: <float>,
  20266. *
  20267. * linewidth: <float>,
  20268. *
  20269. * scale: <float>,
  20270. * dashSize: <float>,
  20271. * gapSize: <float>
  20272. * }
  20273. */
  20274. function LineDashedMaterial( parameters ) {
  20275. LineBasicMaterial.call( this );
  20276. this.type = 'LineDashedMaterial';
  20277. this.scale = 1;
  20278. this.dashSize = 3;
  20279. this.gapSize = 1;
  20280. this.setValues( parameters );
  20281. }
  20282. LineDashedMaterial.prototype = Object.create( LineBasicMaterial.prototype );
  20283. LineDashedMaterial.prototype.constructor = LineDashedMaterial;
  20284. LineDashedMaterial.prototype.isLineDashedMaterial = true;
  20285. LineDashedMaterial.prototype.copy = function ( source ) {
  20286. LineBasicMaterial.prototype.copy.call( this, source );
  20287. this.scale = source.scale;
  20288. this.dashSize = source.dashSize;
  20289. this.gapSize = source.gapSize;
  20290. return this;
  20291. };
  20292. var Materials = /*#__PURE__*/Object.freeze({
  20293. __proto__: null,
  20294. ShadowMaterial: ShadowMaterial,
  20295. SpriteMaterial: SpriteMaterial,
  20296. RawShaderMaterial: RawShaderMaterial,
  20297. ShaderMaterial: ShaderMaterial,
  20298. PointsMaterial: PointsMaterial,
  20299. MeshPhysicalMaterial: MeshPhysicalMaterial,
  20300. MeshStandardMaterial: MeshStandardMaterial,
  20301. MeshPhongMaterial: MeshPhongMaterial,
  20302. MeshToonMaterial: MeshToonMaterial,
  20303. MeshNormalMaterial: MeshNormalMaterial,
  20304. MeshLambertMaterial: MeshLambertMaterial,
  20305. MeshDepthMaterial: MeshDepthMaterial,
  20306. MeshDistanceMaterial: MeshDistanceMaterial,
  20307. MeshBasicMaterial: MeshBasicMaterial,
  20308. MeshMatcapMaterial: MeshMatcapMaterial,
  20309. LineDashedMaterial: LineDashedMaterial,
  20310. LineBasicMaterial: LineBasicMaterial,
  20311. Material: Material
  20312. });
  20313. var AnimationUtils = {
  20314. // same as Array.prototype.slice, but also works on typed arrays
  20315. arraySlice: function ( array, from, to ) {
  20316. if ( AnimationUtils.isTypedArray( array ) ) {
  20317. // in ios9 array.subarray(from, undefined) will return empty array
  20318. // but array.subarray(from) or array.subarray(from, len) is correct
  20319. return new array.constructor( array.subarray( from, to !== undefined ? to : array.length ) );
  20320. }
  20321. return array.slice( from, to );
  20322. },
  20323. // converts an array to a specific type
  20324. convertArray: function ( array, type, forceClone ) {
  20325. if ( ! array || // let 'undefined' and 'null' pass
  20326. ! forceClone && array.constructor === type ) { return array; }
  20327. if ( typeof type.BYTES_PER_ELEMENT === 'number' ) {
  20328. return new type( array ); // create typed array
  20329. }
  20330. return Array.prototype.slice.call( array ); // create Array
  20331. },
  20332. isTypedArray: function ( object ) {
  20333. return ArrayBuffer.isView( object ) &&
  20334. ! ( object instanceof DataView );
  20335. },
  20336. // returns an array by which times and values can be sorted
  20337. getKeyframeOrder: function ( times ) {
  20338. function compareTime( i, j ) {
  20339. return times[ i ] - times[ j ];
  20340. }
  20341. var n = times.length;
  20342. var result = new Array( n );
  20343. for ( var i = 0; i !== n; ++ i ) { result[ i ] = i; }
  20344. result.sort( compareTime );
  20345. return result;
  20346. },
  20347. // uses the array previously returned by 'getKeyframeOrder' to sort data
  20348. sortedArray: function ( values, stride, order ) {
  20349. var nValues = values.length;
  20350. var result = new values.constructor( nValues );
  20351. for ( var i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {
  20352. var srcOffset = order[ i ] * stride;
  20353. for ( var j = 0; j !== stride; ++ j ) {
  20354. result[ dstOffset ++ ] = values[ srcOffset + j ];
  20355. }
  20356. }
  20357. return result;
  20358. },
  20359. // function for parsing AOS keyframe formats
  20360. flattenJSON: function ( jsonKeys, times, values, valuePropertyName ) {
  20361. var i = 1, key = jsonKeys[ 0 ];
  20362. while ( key !== undefined && key[ valuePropertyName ] === undefined ) {
  20363. key = jsonKeys[ i ++ ];
  20364. }
  20365. if ( key === undefined ) { return; } // no data
  20366. var value = key[ valuePropertyName ];
  20367. if ( value === undefined ) { return; } // no data
  20368. if ( Array.isArray( value ) ) {
  20369. do {
  20370. value = key[ valuePropertyName ];
  20371. if ( value !== undefined ) {
  20372. times.push( key.time );
  20373. values.push.apply( values, value ); // push all elements
  20374. }
  20375. key = jsonKeys[ i ++ ];
  20376. } while ( key !== undefined );
  20377. } else if ( value.toArray !== undefined ) {
  20378. // ...assume THREE.Math-ish
  20379. do {
  20380. value = key[ valuePropertyName ];
  20381. if ( value !== undefined ) {
  20382. times.push( key.time );
  20383. value.toArray( values, values.length );
  20384. }
  20385. key = jsonKeys[ i ++ ];
  20386. } while ( key !== undefined );
  20387. } else {
  20388. // otherwise push as-is
  20389. do {
  20390. value = key[ valuePropertyName ];
  20391. if ( value !== undefined ) {
  20392. times.push( key.time );
  20393. values.push( value );
  20394. }
  20395. key = jsonKeys[ i ++ ];
  20396. } while ( key !== undefined );
  20397. }
  20398. },
  20399. subclip: function ( sourceClip, name, startFrame, endFrame, fps ) {
  20400. fps = fps || 30;
  20401. var clip = sourceClip.clone();
  20402. clip.name = name;
  20403. var tracks = [];
  20404. for ( var i = 0; i < clip.tracks.length; ++ i ) {
  20405. var track = clip.tracks[ i ];
  20406. var valueSize = track.getValueSize();
  20407. var times = [];
  20408. var values = [];
  20409. for ( var j = 0; j < track.times.length; ++ j ) {
  20410. var frame = track.times[ j ] * fps;
  20411. if ( frame < startFrame || frame >= endFrame ) { continue; }
  20412. times.push( track.times[ j ] );
  20413. for ( var k = 0; k < valueSize; ++ k ) {
  20414. values.push( track.values[ j * valueSize + k ] );
  20415. }
  20416. }
  20417. if ( times.length === 0 ) { continue; }
  20418. track.times = AnimationUtils.convertArray( times, track.times.constructor );
  20419. track.values = AnimationUtils.convertArray( values, track.values.constructor );
  20420. tracks.push( track );
  20421. }
  20422. clip.tracks = tracks;
  20423. // find minimum .times value across all tracks in the trimmed clip
  20424. var minStartTime = Infinity;
  20425. for ( var i$1 = 0; i$1 < clip.tracks.length; ++ i$1 ) {
  20426. if ( minStartTime > clip.tracks[ i$1 ].times[ 0 ] ) {
  20427. minStartTime = clip.tracks[ i$1 ].times[ 0 ];
  20428. }
  20429. }
  20430. // shift all tracks such that clip begins at t=0
  20431. for ( var i$2 = 0; i$2 < clip.tracks.length; ++ i$2 ) {
  20432. clip.tracks[ i$2 ].shift( - 1 * minStartTime );
  20433. }
  20434. clip.resetDuration();
  20435. return clip;
  20436. },
  20437. makeClipAdditive: function ( targetClip, referenceFrame, referenceClip, fps ) {
  20438. if ( referenceFrame === undefined ) { referenceFrame = 0; }
  20439. if ( referenceClip === undefined ) { referenceClip = targetClip; }
  20440. if ( fps === undefined || fps <= 0 ) { fps = 30; }
  20441. var numTracks = targetClip.tracks.length;
  20442. var referenceTime = referenceFrame / fps;
  20443. // Make each track's values relative to the values at the reference frame
  20444. var loop = function ( i ) {
  20445. var referenceTrack = referenceClip.tracks[ i ];
  20446. var referenceTrackType = referenceTrack.ValueTypeName;
  20447. // Skip this track if it's non-numeric
  20448. if ( referenceTrackType === 'bool' || referenceTrackType === 'string' ) { return; }
  20449. // Find the track in the target clip whose name and type matches the reference track
  20450. var targetTrack = targetClip.tracks.find( function ( track ) {
  20451. return track.name === referenceTrack.name
  20452. && track.ValueTypeName === referenceTrackType;
  20453. } );
  20454. if ( targetTrack === undefined ) { return; }
  20455. var valueSize = referenceTrack.getValueSize();
  20456. var lastIndex = referenceTrack.times.length - 1;
  20457. var referenceValue = (void 0);
  20458. // Find the value to subtract out of the track
  20459. if ( referenceTime <= referenceTrack.times[ 0 ] ) {
  20460. // Reference frame is earlier than the first keyframe, so just use the first keyframe
  20461. referenceValue = AnimationUtils.arraySlice( referenceTrack.values, 0, referenceTrack.valueSize );
  20462. } else if ( referenceTime >= referenceTrack.times[ lastIndex ] ) {
  20463. // Reference frame is after the last keyframe, so just use the last keyframe
  20464. var startIndex = lastIndex * valueSize;
  20465. referenceValue = AnimationUtils.arraySlice( referenceTrack.values, startIndex );
  20466. } else {
  20467. // Interpolate to the reference value
  20468. var interpolant = referenceTrack.createInterpolant();
  20469. interpolant.evaluate( referenceTime );
  20470. referenceValue = interpolant.resultBuffer;
  20471. }
  20472. // Conjugate the quaternion
  20473. if ( referenceTrackType === 'quaternion' ) {
  20474. var referenceQuat = new Quaternion(
  20475. referenceValue[ 0 ],
  20476. referenceValue[ 1 ],
  20477. referenceValue[ 2 ],
  20478. referenceValue[ 3 ]
  20479. ).normalize().conjugate();
  20480. referenceQuat.toArray( referenceValue );
  20481. }
  20482. // Subtract the reference value from all of the track values
  20483. var numTimes = targetTrack.times.length;
  20484. for ( var j = 0; j < numTimes; ++ j ) {
  20485. var valueStart = j * valueSize;
  20486. if ( referenceTrackType === 'quaternion' ) {
  20487. // Multiply the conjugate for quaternion track types
  20488. Quaternion.multiplyQuaternionsFlat(
  20489. targetTrack.values,
  20490. valueStart,
  20491. referenceValue,
  20492. 0,
  20493. targetTrack.values,
  20494. valueStart
  20495. );
  20496. } else {
  20497. // Subtract each value for all other numeric track types
  20498. for ( var k = 0; k < valueSize; ++ k ) {
  20499. targetTrack.values[ valueStart + k ] -= referenceValue[ k ];
  20500. }
  20501. }
  20502. }
  20503. };
  20504. for ( var i = 0; i < numTracks; ++ i ) loop( i );
  20505. targetClip.blendMode = AdditiveAnimationBlendMode;
  20506. return targetClip;
  20507. }
  20508. };
  20509. /**
  20510. * Abstract base class of interpolants over parametric samples.
  20511. *
  20512. * The parameter domain is one dimensional, typically the time or a path
  20513. * along a curve defined by the data.
  20514. *
  20515. * The sample values can have any dimensionality and derived classes may
  20516. * apply special interpretations to the data.
  20517. *
  20518. * This class provides the interval seek in a Template Method, deferring
  20519. * the actual interpolation to derived classes.
  20520. *
  20521. * Time complexity is O(1) for linear access crossing at most two points
  20522. * and O(log N) for random access, where N is the number of positions.
  20523. *
  20524. * References:
  20525. *
  20526. * http://www.oodesign.com/template-method-pattern.html
  20527. *
  20528. */
  20529. function Interpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20530. this.parameterPositions = parameterPositions;
  20531. this._cachedIndex = 0;
  20532. this.resultBuffer = resultBuffer !== undefined ?
  20533. resultBuffer : new sampleValues.constructor( sampleSize );
  20534. this.sampleValues = sampleValues;
  20535. this.valueSize = sampleSize;
  20536. }
  20537. Object.assign( Interpolant.prototype, {
  20538. evaluate: function ( t ) {
  20539. var pp = this.parameterPositions;
  20540. var i1 = this._cachedIndex,
  20541. t1 = pp[ i1 ],
  20542. t0 = pp[ i1 - 1 ];
  20543. validate_interval: {
  20544. seek: {
  20545. var right;
  20546. linear_scan: {
  20547. //- See http://jsperf.com/comparison-to-undefined/3
  20548. //- slower code:
  20549. //-
  20550. //- if ( t >= t1 || t1 === undefined ) {
  20551. forward_scan: if ( ! ( t < t1 ) ) {
  20552. for ( var giveUpAt = i1 + 2; ; ) {
  20553. if ( t1 === undefined ) {
  20554. if ( t < t0 ) { break forward_scan; }
  20555. // after end
  20556. i1 = pp.length;
  20557. this._cachedIndex = i1;
  20558. return this.afterEnd_( i1 - 1, t, t0 );
  20559. }
  20560. if ( i1 === giveUpAt ) { break; } // this loop
  20561. t0 = t1;
  20562. t1 = pp[ ++ i1 ];
  20563. if ( t < t1 ) {
  20564. // we have arrived at the sought interval
  20565. break seek;
  20566. }
  20567. }
  20568. // prepare binary search on the right side of the index
  20569. right = pp.length;
  20570. break linear_scan;
  20571. }
  20572. //- slower code:
  20573. //- if ( t < t0 || t0 === undefined ) {
  20574. if ( ! ( t >= t0 ) ) {
  20575. // looping?
  20576. var t1global = pp[ 1 ];
  20577. if ( t < t1global ) {
  20578. i1 = 2; // + 1, using the scan for the details
  20579. t0 = t1global;
  20580. }
  20581. // linear reverse scan
  20582. for ( var giveUpAt$1 = i1 - 2; ; ) {
  20583. if ( t0 === undefined ) {
  20584. // before start
  20585. this._cachedIndex = 0;
  20586. return this.beforeStart_( 0, t, t1 );
  20587. }
  20588. if ( i1 === giveUpAt$1 ) { break; } // this loop
  20589. t1 = t0;
  20590. t0 = pp[ -- i1 - 1 ];
  20591. if ( t >= t0 ) {
  20592. // we have arrived at the sought interval
  20593. break seek;
  20594. }
  20595. }
  20596. // prepare binary search on the left side of the index
  20597. right = i1;
  20598. i1 = 0;
  20599. break linear_scan;
  20600. }
  20601. // the interval is valid
  20602. break validate_interval;
  20603. } // linear scan
  20604. // binary search
  20605. while ( i1 < right ) {
  20606. var mid = ( i1 + right ) >>> 1;
  20607. if ( t < pp[ mid ] ) {
  20608. right = mid;
  20609. } else {
  20610. i1 = mid + 1;
  20611. }
  20612. }
  20613. t1 = pp[ i1 ];
  20614. t0 = pp[ i1 - 1 ];
  20615. // check boundary cases, again
  20616. if ( t0 === undefined ) {
  20617. this._cachedIndex = 0;
  20618. return this.beforeStart_( 0, t, t1 );
  20619. }
  20620. if ( t1 === undefined ) {
  20621. i1 = pp.length;
  20622. this._cachedIndex = i1;
  20623. return this.afterEnd_( i1 - 1, t0, t );
  20624. }
  20625. } // seek
  20626. this._cachedIndex = i1;
  20627. this.intervalChanged_( i1, t0, t1 );
  20628. } // validate_interval
  20629. return this.interpolate_( i1, t0, t, t1 );
  20630. },
  20631. settings: null, // optional, subclass-specific settings structure
  20632. // Note: The indirection allows central control of many interpolants.
  20633. // --- Protected interface
  20634. DefaultSettings_: {},
  20635. getSettings_: function () {
  20636. return this.settings || this.DefaultSettings_;
  20637. },
  20638. copySampleValue_: function ( index ) {
  20639. // copies a sample value to the result buffer
  20640. var result = this.resultBuffer,
  20641. values = this.sampleValues,
  20642. stride = this.valueSize,
  20643. offset = index * stride;
  20644. for ( var i = 0; i !== stride; ++ i ) {
  20645. result[ i ] = values[ offset + i ];
  20646. }
  20647. return result;
  20648. },
  20649. // Template methods for derived classes:
  20650. interpolate_: function ( /* i1, t0, t, t1 */ ) {
  20651. throw new Error( 'call to abstract method' );
  20652. // implementations shall return this.resultBuffer
  20653. },
  20654. intervalChanged_: function ( /* i1, t0, t1 */ ) {
  20655. // empty
  20656. }
  20657. } );
  20658. // DECLARE ALIAS AFTER assign prototype
  20659. Object.assign( Interpolant.prototype, {
  20660. //( 0, t, t0 ), returns this.resultBuffer
  20661. beforeStart_: Interpolant.prototype.copySampleValue_,
  20662. //( N-1, tN-1, t ), returns this.resultBuffer
  20663. afterEnd_: Interpolant.prototype.copySampleValue_,
  20664. } );
  20665. /**
  20666. * Fast and simple cubic spline interpolant.
  20667. *
  20668. * It was derived from a Hermitian construction setting the first derivative
  20669. * at each sample position to the linear slope between neighboring positions
  20670. * over their parameter interval.
  20671. */
  20672. function CubicInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20673. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20674. this._weightPrev = - 0;
  20675. this._offsetPrev = - 0;
  20676. this._weightNext = - 0;
  20677. this._offsetNext = - 0;
  20678. }
  20679. CubicInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20680. constructor: CubicInterpolant,
  20681. DefaultSettings_: {
  20682. endingStart: ZeroCurvatureEnding,
  20683. endingEnd: ZeroCurvatureEnding
  20684. },
  20685. intervalChanged_: function ( i1, t0, t1 ) {
  20686. var pp = this.parameterPositions;
  20687. var iPrev = i1 - 2,
  20688. iNext = i1 + 1,
  20689. tPrev = pp[ iPrev ],
  20690. tNext = pp[ iNext ];
  20691. if ( tPrev === undefined ) {
  20692. switch ( this.getSettings_().endingStart ) {
  20693. case ZeroSlopeEnding:
  20694. // f'(t0) = 0
  20695. iPrev = i1;
  20696. tPrev = 2 * t0 - t1;
  20697. break;
  20698. case WrapAroundEnding:
  20699. // use the other end of the curve
  20700. iPrev = pp.length - 2;
  20701. tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];
  20702. break;
  20703. default: // ZeroCurvatureEnding
  20704. // f''(t0) = 0 a.k.a. Natural Spline
  20705. iPrev = i1;
  20706. tPrev = t1;
  20707. }
  20708. }
  20709. if ( tNext === undefined ) {
  20710. switch ( this.getSettings_().endingEnd ) {
  20711. case ZeroSlopeEnding:
  20712. // f'(tN) = 0
  20713. iNext = i1;
  20714. tNext = 2 * t1 - t0;
  20715. break;
  20716. case WrapAroundEnding:
  20717. // use the other end of the curve
  20718. iNext = 1;
  20719. tNext = t1 + pp[ 1 ] - pp[ 0 ];
  20720. break;
  20721. default: // ZeroCurvatureEnding
  20722. // f''(tN) = 0, a.k.a. Natural Spline
  20723. iNext = i1 - 1;
  20724. tNext = t0;
  20725. }
  20726. }
  20727. var halfDt = ( t1 - t0 ) * 0.5,
  20728. stride = this.valueSize;
  20729. this._weightPrev = halfDt / ( t0 - tPrev );
  20730. this._weightNext = halfDt / ( tNext - t1 );
  20731. this._offsetPrev = iPrev * stride;
  20732. this._offsetNext = iNext * stride;
  20733. },
  20734. interpolate_: function ( i1, t0, t, t1 ) {
  20735. var result = this.resultBuffer,
  20736. values = this.sampleValues,
  20737. stride = this.valueSize,
  20738. o1 = i1 * stride, o0 = o1 - stride,
  20739. oP = this._offsetPrev, oN = this._offsetNext,
  20740. wP = this._weightPrev, wN = this._weightNext,
  20741. p = ( t - t0 ) / ( t1 - t0 ),
  20742. pp = p * p,
  20743. ppp = pp * p;
  20744. // evaluate polynomials
  20745. var sP = - wP * ppp + 2 * wP * pp - wP * p;
  20746. var s0 = ( 1 + wP ) * ppp + ( - 1.5 - 2 * wP ) * pp + ( - 0.5 + wP ) * p + 1;
  20747. var s1 = ( - 1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;
  20748. var sN = wN * ppp - wN * pp;
  20749. // combine data linearly
  20750. for ( var i = 0; i !== stride; ++ i ) {
  20751. result[ i ] =
  20752. sP * values[ oP + i ] +
  20753. s0 * values[ o0 + i ] +
  20754. s1 * values[ o1 + i ] +
  20755. sN * values[ oN + i ];
  20756. }
  20757. return result;
  20758. }
  20759. } );
  20760. function LinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20761. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20762. }
  20763. LinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20764. constructor: LinearInterpolant,
  20765. interpolate_: function ( i1, t0, t, t1 ) {
  20766. var result = this.resultBuffer,
  20767. values = this.sampleValues,
  20768. stride = this.valueSize,
  20769. offset1 = i1 * stride,
  20770. offset0 = offset1 - stride,
  20771. weight1 = ( t - t0 ) / ( t1 - t0 ),
  20772. weight0 = 1 - weight1;
  20773. for ( var i = 0; i !== stride; ++ i ) {
  20774. result[ i ] =
  20775. values[ offset0 + i ] * weight0 +
  20776. values[ offset1 + i ] * weight1;
  20777. }
  20778. return result;
  20779. }
  20780. } );
  20781. /**
  20782. *
  20783. * Interpolant that evaluates to the sample value at the position preceeding
  20784. * the parameter.
  20785. */
  20786. function DiscreteInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20787. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20788. }
  20789. DiscreteInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20790. constructor: DiscreteInterpolant,
  20791. interpolate_: function ( i1 /*, t0, t, t1 */ ) {
  20792. return this.copySampleValue_( i1 - 1 );
  20793. }
  20794. } );
  20795. function KeyframeTrack( name, times, values, interpolation ) {
  20796. if ( name === undefined ) { throw new Error( 'THREE.KeyframeTrack: track name is undefined' ); }
  20797. if ( times === undefined || times.length === 0 ) { throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name ); }
  20798. this.name = name;
  20799. this.times = AnimationUtils.convertArray( times, this.TimeBufferType );
  20800. this.values = AnimationUtils.convertArray( values, this.ValueBufferType );
  20801. this.setInterpolation( interpolation || this.DefaultInterpolation );
  20802. }
  20803. // Static methods
  20804. Object.assign( KeyframeTrack, {
  20805. // Serialization (in static context, because of constructor invocation
  20806. // and automatic invocation of .toJSON):
  20807. toJSON: function ( track ) {
  20808. var trackType = track.constructor;
  20809. var json;
  20810. // derived classes can define a static toJSON method
  20811. if ( trackType.toJSON !== undefined ) {
  20812. json = trackType.toJSON( track );
  20813. } else {
  20814. // by default, we assume the data can be serialized as-is
  20815. json = {
  20816. 'name': track.name,
  20817. 'times': AnimationUtils.convertArray( track.times, Array ),
  20818. 'values': AnimationUtils.convertArray( track.values, Array )
  20819. };
  20820. var interpolation = track.getInterpolation();
  20821. if ( interpolation !== track.DefaultInterpolation ) {
  20822. json.interpolation = interpolation;
  20823. }
  20824. }
  20825. json.type = track.ValueTypeName; // mandatory
  20826. return json;
  20827. }
  20828. } );
  20829. Object.assign( KeyframeTrack.prototype, {
  20830. constructor: KeyframeTrack,
  20831. TimeBufferType: Float32Array,
  20832. ValueBufferType: Float32Array,
  20833. DefaultInterpolation: InterpolateLinear,
  20834. InterpolantFactoryMethodDiscrete: function ( result ) {
  20835. return new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result );
  20836. },
  20837. InterpolantFactoryMethodLinear: function ( result ) {
  20838. return new LinearInterpolant( this.times, this.values, this.getValueSize(), result );
  20839. },
  20840. InterpolantFactoryMethodSmooth: function ( result ) {
  20841. return new CubicInterpolant( this.times, this.values, this.getValueSize(), result );
  20842. },
  20843. setInterpolation: function ( interpolation ) {
  20844. var factoryMethod;
  20845. switch ( interpolation ) {
  20846. case InterpolateDiscrete:
  20847. factoryMethod = this.InterpolantFactoryMethodDiscrete;
  20848. break;
  20849. case InterpolateLinear:
  20850. factoryMethod = this.InterpolantFactoryMethodLinear;
  20851. break;
  20852. case InterpolateSmooth:
  20853. factoryMethod = this.InterpolantFactoryMethodSmooth;
  20854. break;
  20855. }
  20856. if ( factoryMethod === undefined ) {
  20857. var message = "unsupported interpolation for " +
  20858. this.ValueTypeName + " keyframe track named " + this.name;
  20859. if ( this.createInterpolant === undefined ) {
  20860. // fall back to default, unless the default itself is messed up
  20861. if ( interpolation !== this.DefaultInterpolation ) {
  20862. this.setInterpolation( this.DefaultInterpolation );
  20863. } else {
  20864. throw new Error( message ); // fatal, in this case
  20865. }
  20866. }
  20867. console.warn( 'THREE.KeyframeTrack:', message );
  20868. return this;
  20869. }
  20870. this.createInterpolant = factoryMethod;
  20871. return this;
  20872. },
  20873. getInterpolation: function () {
  20874. switch ( this.createInterpolant ) {
  20875. case this.InterpolantFactoryMethodDiscrete:
  20876. return InterpolateDiscrete;
  20877. case this.InterpolantFactoryMethodLinear:
  20878. return InterpolateLinear;
  20879. case this.InterpolantFactoryMethodSmooth:
  20880. return InterpolateSmooth;
  20881. }
  20882. },
  20883. getValueSize: function () {
  20884. return this.values.length / this.times.length;
  20885. },
  20886. // move all keyframes either forwards or backwards in time
  20887. shift: function ( timeOffset ) {
  20888. if ( timeOffset !== 0.0 ) {
  20889. var times = this.times;
  20890. for ( var i = 0, n = times.length; i !== n; ++ i ) {
  20891. times[ i ] += timeOffset;
  20892. }
  20893. }
  20894. return this;
  20895. },
  20896. // scale all keyframe times by a factor (useful for frame <-> seconds conversions)
  20897. scale: function ( timeScale ) {
  20898. if ( timeScale !== 1.0 ) {
  20899. var times = this.times;
  20900. for ( var i = 0, n = times.length; i !== n; ++ i ) {
  20901. times[ i ] *= timeScale;
  20902. }
  20903. }
  20904. return this;
  20905. },
  20906. // removes keyframes before and after animation without changing any values within the range [startTime, endTime].
  20907. // IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values
  20908. trim: function ( startTime, endTime ) {
  20909. var times = this.times,
  20910. nKeys = times.length;
  20911. var from = 0,
  20912. to = nKeys - 1;
  20913. while ( from !== nKeys && times[ from ] < startTime ) {
  20914. ++ from;
  20915. }
  20916. while ( to !== - 1 && times[ to ] > endTime ) {
  20917. -- to;
  20918. }
  20919. ++ to; // inclusive -> exclusive bound
  20920. if ( from !== 0 || to !== nKeys ) {
  20921. // empty tracks are forbidden, so keep at least one keyframe
  20922. if ( from >= to ) {
  20923. to = Math.max( to, 1 );
  20924. from = to - 1;
  20925. }
  20926. var stride = this.getValueSize();
  20927. this.times = AnimationUtils.arraySlice( times, from, to );
  20928. this.values = AnimationUtils.arraySlice( this.values, from * stride, to * stride );
  20929. }
  20930. return this;
  20931. },
  20932. // ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable
  20933. validate: function () {
  20934. var valid = true;
  20935. var valueSize = this.getValueSize();
  20936. if ( valueSize - Math.floor( valueSize ) !== 0 ) {
  20937. console.error( 'THREE.KeyframeTrack: Invalid value size in track.', this );
  20938. valid = false;
  20939. }
  20940. var times = this.times,
  20941. values = this.values,
  20942. nKeys = times.length;
  20943. if ( nKeys === 0 ) {
  20944. console.error( 'THREE.KeyframeTrack: Track is empty.', this );
  20945. valid = false;
  20946. }
  20947. var prevTime = null;
  20948. for ( var i = 0; i !== nKeys; i ++ ) {
  20949. var currTime = times[ i ];
  20950. if ( typeof currTime === 'number' && isNaN( currTime ) ) {
  20951. console.error( 'THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime );
  20952. valid = false;
  20953. break;
  20954. }
  20955. if ( prevTime !== null && prevTime > currTime ) {
  20956. console.error( 'THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime );
  20957. valid = false;
  20958. break;
  20959. }
  20960. prevTime = currTime;
  20961. }
  20962. if ( values !== undefined ) {
  20963. if ( AnimationUtils.isTypedArray( values ) ) {
  20964. for ( var i$1 = 0, n = values.length; i$1 !== n; ++ i$1 ) {
  20965. var value = values[ i$1 ];
  20966. if ( isNaN( value ) ) {
  20967. console.error( 'THREE.KeyframeTrack: Value is not a valid number.', this, i$1, value );
  20968. valid = false;
  20969. break;
  20970. }
  20971. }
  20972. }
  20973. }
  20974. return valid;
  20975. },
  20976. // removes equivalent sequential keys as common in morph target sequences
  20977. // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)
  20978. optimize: function () {
  20979. // times or values may be shared with other tracks, so overwriting is unsafe
  20980. var times = AnimationUtils.arraySlice( this.times ),
  20981. values = AnimationUtils.arraySlice( this.values ),
  20982. stride = this.getValueSize(),
  20983. smoothInterpolation = this.getInterpolation() === InterpolateSmooth,
  20984. lastIndex = times.length - 1;
  20985. var writeIndex = 1;
  20986. for ( var i = 1; i < lastIndex; ++ i ) {
  20987. var keep = false;
  20988. var time = times[ i ];
  20989. var timeNext = times[ i + 1 ];
  20990. // remove adjacent keyframes scheduled at the same time
  20991. if ( time !== timeNext && ( i !== 1 || time !== time[ 0 ] ) ) {
  20992. if ( ! smoothInterpolation ) {
  20993. // remove unnecessary keyframes same as their neighbors
  20994. var offset = i * stride,
  20995. offsetP = offset - stride,
  20996. offsetN = offset + stride;
  20997. for ( var j = 0; j !== stride; ++ j ) {
  20998. var value = values[ offset + j ];
  20999. if ( value !== values[ offsetP + j ] ||
  21000. value !== values[ offsetN + j ] ) {
  21001. keep = true;
  21002. break;
  21003. }
  21004. }
  21005. } else {
  21006. keep = true;
  21007. }
  21008. }
  21009. // in-place compaction
  21010. if ( keep ) {
  21011. if ( i !== writeIndex ) {
  21012. times[ writeIndex ] = times[ i ];
  21013. var readOffset = i * stride,
  21014. writeOffset = writeIndex * stride;
  21015. for ( var j$1 = 0; j$1 !== stride; ++ j$1 ) {
  21016. values[ writeOffset + j$1 ] = values[ readOffset + j$1 ];
  21017. }
  21018. }
  21019. ++ writeIndex;
  21020. }
  21021. }
  21022. // flush last keyframe (compaction looks ahead)
  21023. if ( lastIndex > 0 ) {
  21024. times[ writeIndex ] = times[ lastIndex ];
  21025. for ( var readOffset$1 = lastIndex * stride, writeOffset$1 = writeIndex * stride, j$2 = 0; j$2 !== stride; ++ j$2 ) {
  21026. values[ writeOffset$1 + j$2 ] = values[ readOffset$1 + j$2 ];
  21027. }
  21028. ++ writeIndex;
  21029. }
  21030. if ( writeIndex !== times.length ) {
  21031. this.times = AnimationUtils.arraySlice( times, 0, writeIndex );
  21032. this.values = AnimationUtils.arraySlice( values, 0, writeIndex * stride );
  21033. } else {
  21034. this.times = times;
  21035. this.values = values;
  21036. }
  21037. return this;
  21038. },
  21039. clone: function () {
  21040. var times = AnimationUtils.arraySlice( this.times, 0 );
  21041. var values = AnimationUtils.arraySlice( this.values, 0 );
  21042. var TypedKeyframeTrack = this.constructor;
  21043. var track = new TypedKeyframeTrack( this.name, times, values );
  21044. // Interpolant argument to constructor is not saved, so copy the factory method directly.
  21045. track.createInterpolant = this.createInterpolant;
  21046. return track;
  21047. }
  21048. } );
  21049. /**
  21050. * A Track of Boolean keyframe values.
  21051. */
  21052. function BooleanKeyframeTrack( name, times, values ) {
  21053. KeyframeTrack.call( this, name, times, values );
  21054. }
  21055. BooleanKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21056. constructor: BooleanKeyframeTrack,
  21057. ValueTypeName: 'bool',
  21058. ValueBufferType: Array,
  21059. DefaultInterpolation: InterpolateDiscrete,
  21060. InterpolantFactoryMethodLinear: undefined,
  21061. InterpolantFactoryMethodSmooth: undefined
  21062. // Note: Actually this track could have a optimized / compressed
  21063. // representation of a single value and a custom interpolant that
  21064. // computes "firstValue ^ isOdd( index )".
  21065. } );
  21066. /**
  21067. * A Track of keyframe values that represent color.
  21068. */
  21069. function ColorKeyframeTrack( name, times, values, interpolation ) {
  21070. KeyframeTrack.call( this, name, times, values, interpolation );
  21071. }
  21072. ColorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21073. constructor: ColorKeyframeTrack,
  21074. ValueTypeName: 'color'
  21075. // ValueBufferType is inherited
  21076. // DefaultInterpolation is inherited
  21077. // Note: Very basic implementation and nothing special yet.
  21078. // However, this is the place for color space parameterization.
  21079. } );
  21080. /**
  21081. * A Track of numeric keyframe values.
  21082. */
  21083. function NumberKeyframeTrack( name, times, values, interpolation ) {
  21084. KeyframeTrack.call( this, name, times, values, interpolation );
  21085. }
  21086. NumberKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21087. constructor: NumberKeyframeTrack,
  21088. ValueTypeName: 'number'
  21089. // ValueBufferType is inherited
  21090. // DefaultInterpolation is inherited
  21091. } );
  21092. /**
  21093. * Spherical linear unit quaternion interpolant.
  21094. */
  21095. function QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  21096. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  21097. }
  21098. QuaternionLinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  21099. constructor: QuaternionLinearInterpolant,
  21100. interpolate_: function ( i1, t0, t, t1 ) {
  21101. var result = this.resultBuffer,
  21102. values = this.sampleValues,
  21103. stride = this.valueSize,
  21104. alpha = ( t - t0 ) / ( t1 - t0 );
  21105. var offset = i1 * stride;
  21106. for ( var end = offset + stride; offset !== end; offset += 4 ) {
  21107. Quaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha );
  21108. }
  21109. return result;
  21110. }
  21111. } );
  21112. /**
  21113. * A Track of quaternion keyframe values.
  21114. */
  21115. function QuaternionKeyframeTrack( name, times, values, interpolation ) {
  21116. KeyframeTrack.call( this, name, times, values, interpolation );
  21117. }
  21118. QuaternionKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21119. constructor: QuaternionKeyframeTrack,
  21120. ValueTypeName: 'quaternion',
  21121. // ValueBufferType is inherited
  21122. DefaultInterpolation: InterpolateLinear,
  21123. InterpolantFactoryMethodLinear: function ( result ) {
  21124. return new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result );
  21125. },
  21126. InterpolantFactoryMethodSmooth: undefined // not yet implemented
  21127. } );
  21128. /**
  21129. * A Track that interpolates Strings
  21130. */
  21131. function StringKeyframeTrack( name, times, values, interpolation ) {
  21132. KeyframeTrack.call( this, name, times, values, interpolation );
  21133. }
  21134. StringKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21135. constructor: StringKeyframeTrack,
  21136. ValueTypeName: 'string',
  21137. ValueBufferType: Array,
  21138. DefaultInterpolation: InterpolateDiscrete,
  21139. InterpolantFactoryMethodLinear: undefined,
  21140. InterpolantFactoryMethodSmooth: undefined
  21141. } );
  21142. /**
  21143. * A Track of vectored keyframe values.
  21144. */
  21145. function VectorKeyframeTrack( name, times, values, interpolation ) {
  21146. KeyframeTrack.call( this, name, times, values, interpolation );
  21147. }
  21148. VectorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21149. constructor: VectorKeyframeTrack,
  21150. ValueTypeName: 'vector'
  21151. // ValueBufferType is inherited
  21152. // DefaultInterpolation is inherited
  21153. } );
  21154. function AnimationClip( name, duration, tracks, blendMode ) {
  21155. this.name = name;
  21156. this.tracks = tracks;
  21157. this.duration = ( duration !== undefined ) ? duration : - 1;
  21158. this.blendMode = ( blendMode !== undefined ) ? blendMode : NormalAnimationBlendMode;
  21159. this.uuid = MathUtils.generateUUID();
  21160. // this means it should figure out its duration by scanning the tracks
  21161. if ( this.duration < 0 ) {
  21162. this.resetDuration();
  21163. }
  21164. }
  21165. function getTrackTypeForValueTypeName( typeName ) {
  21166. switch ( typeName.toLowerCase() ) {
  21167. case 'scalar':
  21168. case 'double':
  21169. case 'float':
  21170. case 'number':
  21171. case 'integer':
  21172. return NumberKeyframeTrack;
  21173. case 'vector':
  21174. case 'vector2':
  21175. case 'vector3':
  21176. case 'vector4':
  21177. return VectorKeyframeTrack;
  21178. case 'color':
  21179. return ColorKeyframeTrack;
  21180. case 'quaternion':
  21181. return QuaternionKeyframeTrack;
  21182. case 'bool':
  21183. case 'boolean':
  21184. return BooleanKeyframeTrack;
  21185. case 'string':
  21186. return StringKeyframeTrack;
  21187. }
  21188. throw new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName );
  21189. }
  21190. function parseKeyframeTrack( json ) {
  21191. if ( json.type === undefined ) {
  21192. throw new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' );
  21193. }
  21194. var trackType = getTrackTypeForValueTypeName( json.type );
  21195. if ( json.times === undefined ) {
  21196. var times = [], values = [];
  21197. AnimationUtils.flattenJSON( json.keys, times, values, 'value' );
  21198. json.times = times;
  21199. json.values = values;
  21200. }
  21201. // derived classes can define a static parse method
  21202. if ( trackType.parse !== undefined ) {
  21203. return trackType.parse( json );
  21204. } else {
  21205. // by default, we assume a constructor compatible with the base
  21206. return new trackType( json.name, json.times, json.values, json.interpolation );
  21207. }
  21208. }
  21209. Object.assign( AnimationClip, {
  21210. parse: function ( json ) {
  21211. var tracks = [],
  21212. jsonTracks = json.tracks,
  21213. frameTime = 1.0 / ( json.fps || 1.0 );
  21214. for ( var i = 0, n = jsonTracks.length; i !== n; ++ i ) {
  21215. tracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) );
  21216. }
  21217. return new AnimationClip( json.name, json.duration, tracks, json.blendMode );
  21218. },
  21219. toJSON: function ( clip ) {
  21220. var tracks = [],
  21221. clipTracks = clip.tracks;
  21222. var json = {
  21223. 'name': clip.name,
  21224. 'duration': clip.duration,
  21225. 'tracks': tracks,
  21226. 'uuid': clip.uuid,
  21227. 'blendMode': clip.blendMode
  21228. };
  21229. for ( var i = 0, n = clipTracks.length; i !== n; ++ i ) {
  21230. tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );
  21231. }
  21232. return json;
  21233. },
  21234. CreateFromMorphTargetSequence: function ( name, morphTargetSequence, fps, noLoop ) {
  21235. var numMorphTargets = morphTargetSequence.length;
  21236. var tracks = [];
  21237. for ( var i = 0; i < numMorphTargets; i ++ ) {
  21238. var times = [];
  21239. var values = [];
  21240. times.push(
  21241. ( i + numMorphTargets - 1 ) % numMorphTargets,
  21242. i,
  21243. ( i + 1 ) % numMorphTargets );
  21244. values.push( 0, 1, 0 );
  21245. var order = AnimationUtils.getKeyframeOrder( times );
  21246. times = AnimationUtils.sortedArray( times, 1, order );
  21247. values = AnimationUtils.sortedArray( values, 1, order );
  21248. // if there is a key at the first frame, duplicate it as the
  21249. // last frame as well for perfect loop.
  21250. if ( ! noLoop && times[ 0 ] === 0 ) {
  21251. times.push( numMorphTargets );
  21252. values.push( values[ 0 ] );
  21253. }
  21254. tracks.push(
  21255. new NumberKeyframeTrack(
  21256. '.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',
  21257. times, values
  21258. ).scale( 1.0 / fps ) );
  21259. }
  21260. return new AnimationClip( name, - 1, tracks );
  21261. },
  21262. findByName: function ( objectOrClipArray, name ) {
  21263. var clipArray = objectOrClipArray;
  21264. if ( ! Array.isArray( objectOrClipArray ) ) {
  21265. var o = objectOrClipArray;
  21266. clipArray = o.geometry && o.geometry.animations || o.animations;
  21267. }
  21268. for ( var i = 0; i < clipArray.length; i ++ ) {
  21269. if ( clipArray[ i ].name === name ) {
  21270. return clipArray[ i ];
  21271. }
  21272. }
  21273. return null;
  21274. },
  21275. CreateClipsFromMorphTargetSequences: function ( morphTargets, fps, noLoop ) {
  21276. var animationToMorphTargets = {};
  21277. // tested with https://regex101.com/ on trick sequences
  21278. // such flamingo_flyA_003, flamingo_run1_003, crdeath0059
  21279. var pattern = /^([\w-]*?)([\d]+)$/;
  21280. // sort morph target names into animation groups based
  21281. // patterns like Walk_001, Walk_002, Run_001, Run_002
  21282. for ( var i = 0, il = morphTargets.length; i < il; i ++ ) {
  21283. var morphTarget = morphTargets[ i ];
  21284. var parts = morphTarget.name.match( pattern );
  21285. if ( parts && parts.length > 1 ) {
  21286. var name = parts[ 1 ];
  21287. var animationMorphTargets = animationToMorphTargets[ name ];
  21288. if ( ! animationMorphTargets ) {
  21289. animationToMorphTargets[ name ] = animationMorphTargets = [];
  21290. }
  21291. animationMorphTargets.push( morphTarget );
  21292. }
  21293. }
  21294. var clips = [];
  21295. for ( var name$1 in animationToMorphTargets ) {
  21296. clips.push( AnimationClip.CreateFromMorphTargetSequence( name$1, animationToMorphTargets[ name$1 ], fps, noLoop ) );
  21297. }
  21298. return clips;
  21299. },
  21300. // parse the animation.hierarchy format
  21301. parseAnimation: function ( animation, bones ) {
  21302. if ( ! animation ) {
  21303. console.error( 'THREE.AnimationClip: No animation in JSONLoader data.' );
  21304. return null;
  21305. }
  21306. var addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) {
  21307. // only return track if there are actually keys.
  21308. if ( animationKeys.length !== 0 ) {
  21309. var times = [];
  21310. var values = [];
  21311. AnimationUtils.flattenJSON( animationKeys, times, values, propertyName );
  21312. // empty keys are filtered out, so check again
  21313. if ( times.length !== 0 ) {
  21314. destTracks.push( new trackType( trackName, times, values ) );
  21315. }
  21316. }
  21317. };
  21318. var tracks = [];
  21319. var clipName = animation.name || 'default';
  21320. var fps = animation.fps || 30;
  21321. var blendMode = animation.blendMode;
  21322. // automatic length determination in AnimationClip.
  21323. var duration = animation.length || - 1;
  21324. var hierarchyTracks = animation.hierarchy || [];
  21325. for ( var h = 0; h < hierarchyTracks.length; h ++ ) {
  21326. var animationKeys = hierarchyTracks[ h ].keys;
  21327. // skip empty tracks
  21328. if ( ! animationKeys || animationKeys.length === 0 ) { continue; }
  21329. // process morph targets
  21330. if ( animationKeys[ 0 ].morphTargets ) {
  21331. // figure out all morph targets used in this track
  21332. var morphTargetNames = {};
  21333. var k = (void 0);
  21334. for ( k = 0; k < animationKeys.length; k ++ ) {
  21335. if ( animationKeys[ k ].morphTargets ) {
  21336. for ( var m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) {
  21337. morphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = - 1;
  21338. }
  21339. }
  21340. }
  21341. // create a track for each morph target with all zero
  21342. // morphTargetInfluences except for the keys in which
  21343. // the morphTarget is named.
  21344. for ( var morphTargetName in morphTargetNames ) {
  21345. var times = [];
  21346. var values = [];
  21347. for ( var m$1 = 0; m$1 !== animationKeys[ k ].morphTargets.length; ++ m$1 ) {
  21348. var animationKey = animationKeys[ k ];
  21349. times.push( animationKey.time );
  21350. values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );
  21351. }
  21352. tracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) );
  21353. }
  21354. duration = morphTargetNames.length * ( fps || 1.0 );
  21355. } else {
  21356. // ...assume skeletal animation
  21357. var boneName = '.bones[' + bones[ h ].name + ']';
  21358. addNonemptyTrack(
  21359. VectorKeyframeTrack, boneName + '.position',
  21360. animationKeys, 'pos', tracks );
  21361. addNonemptyTrack(
  21362. QuaternionKeyframeTrack, boneName + '.quaternion',
  21363. animationKeys, 'rot', tracks );
  21364. addNonemptyTrack(
  21365. VectorKeyframeTrack, boneName + '.scale',
  21366. animationKeys, 'scl', tracks );
  21367. }
  21368. }
  21369. if ( tracks.length === 0 ) {
  21370. return null;
  21371. }
  21372. var clip = new AnimationClip( clipName, duration, tracks, blendMode );
  21373. return clip;
  21374. }
  21375. } );
  21376. Object.assign( AnimationClip.prototype, {
  21377. resetDuration: function () {
  21378. var tracks = this.tracks;
  21379. var duration = 0;
  21380. for ( var i = 0, n = tracks.length; i !== n; ++ i ) {
  21381. var track = this.tracks[ i ];
  21382. duration = Math.max( duration, track.times[ track.times.length - 1 ] );
  21383. }
  21384. this.duration = duration;
  21385. return this;
  21386. },
  21387. trim: function () {
  21388. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21389. this.tracks[ i ].trim( 0, this.duration );
  21390. }
  21391. return this;
  21392. },
  21393. validate: function () {
  21394. var valid = true;
  21395. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21396. valid = valid && this.tracks[ i ].validate();
  21397. }
  21398. return valid;
  21399. },
  21400. optimize: function () {
  21401. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21402. this.tracks[ i ].optimize();
  21403. }
  21404. return this;
  21405. },
  21406. clone: function () {
  21407. var tracks = [];
  21408. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21409. tracks.push( this.tracks[ i ].clone() );
  21410. }
  21411. return new AnimationClip( this.name, this.duration, tracks, this.blendMode );
  21412. }
  21413. } );
  21414. var Cache = {
  21415. enabled: false,
  21416. files: {},
  21417. add: function ( key, file ) {
  21418. if ( this.enabled === false ) { return; }
  21419. // console.log( 'THREE.Cache', 'Adding key:', key );
  21420. this.files[ key ] = file;
  21421. },
  21422. get: function ( key ) {
  21423. if ( this.enabled === false ) { return; }
  21424. // console.log( 'THREE.Cache', 'Checking key:', key );
  21425. return this.files[ key ];
  21426. },
  21427. remove: function ( key ) {
  21428. delete this.files[ key ];
  21429. },
  21430. clear: function () {
  21431. this.files = {};
  21432. }
  21433. };
  21434. function LoadingManager( onLoad, onProgress, onError ) {
  21435. var scope = this;
  21436. var isLoading = false;
  21437. var itemsLoaded = 0;
  21438. var itemsTotal = 0;
  21439. var urlModifier = undefined;
  21440. var handlers = [];
  21441. // Refer to #5689 for the reason why we don't set .onStart
  21442. // in the constructor
  21443. this.onStart = undefined;
  21444. this.onLoad = onLoad;
  21445. this.onProgress = onProgress;
  21446. this.onError = onError;
  21447. this.itemStart = function ( url ) {
  21448. itemsTotal ++;
  21449. if ( isLoading === false ) {
  21450. if ( scope.onStart !== undefined ) {
  21451. scope.onStart( url, itemsLoaded, itemsTotal );
  21452. }
  21453. }
  21454. isLoading = true;
  21455. };
  21456. this.itemEnd = function ( url ) {
  21457. itemsLoaded ++;
  21458. if ( scope.onProgress !== undefined ) {
  21459. scope.onProgress( url, itemsLoaded, itemsTotal );
  21460. }
  21461. if ( itemsLoaded === itemsTotal ) {
  21462. isLoading = false;
  21463. if ( scope.onLoad !== undefined ) {
  21464. scope.onLoad();
  21465. }
  21466. }
  21467. };
  21468. this.itemError = function ( url ) {
  21469. if ( scope.onError !== undefined ) {
  21470. scope.onError( url );
  21471. }
  21472. };
  21473. this.resolveURL = function ( url ) {
  21474. if ( urlModifier ) {
  21475. return urlModifier( url );
  21476. }
  21477. return url;
  21478. };
  21479. this.setURLModifier = function ( transform ) {
  21480. urlModifier = transform;
  21481. return this;
  21482. };
  21483. this.addHandler = function ( regex, loader ) {
  21484. handlers.push( regex, loader );
  21485. return this;
  21486. };
  21487. this.removeHandler = function ( regex ) {
  21488. var index = handlers.indexOf( regex );
  21489. if ( index !== - 1 ) {
  21490. handlers.splice( index, 2 );
  21491. }
  21492. return this;
  21493. };
  21494. this.getHandler = function ( file ) {
  21495. for ( var i = 0, l = handlers.length; i < l; i += 2 ) {
  21496. var regex = handlers[ i ];
  21497. var loader = handlers[ i + 1 ];
  21498. if ( regex.global ) { regex.lastIndex = 0; } // see #17920
  21499. if ( regex.test( file ) ) {
  21500. return loader;
  21501. }
  21502. }
  21503. return null;
  21504. };
  21505. }
  21506. var DefaultLoadingManager = new LoadingManager();
  21507. function Loader( manager ) {
  21508. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  21509. this.crossOrigin = 'anonymous';
  21510. this.path = '';
  21511. this.resourcePath = '';
  21512. this.requestHeader = {};
  21513. }
  21514. Object.assign( Loader.prototype, {
  21515. load: function ( /* url, onLoad, onProgress, onError */ ) {},
  21516. loadAsync: function ( url, onProgress ) {
  21517. var scope = this;
  21518. return new Promise( function ( resolve, reject ) {
  21519. scope.load( url, resolve, onProgress, reject );
  21520. } );
  21521. },
  21522. parse: function ( /* data */ ) {},
  21523. setCrossOrigin: function ( crossOrigin ) {
  21524. this.crossOrigin = crossOrigin;
  21525. return this;
  21526. },
  21527. setPath: function ( path ) {
  21528. this.path = path;
  21529. return this;
  21530. },
  21531. setResourcePath: function ( resourcePath ) {
  21532. this.resourcePath = resourcePath;
  21533. return this;
  21534. },
  21535. setRequestHeader: function ( requestHeader ) {
  21536. this.requestHeader = requestHeader;
  21537. return this;
  21538. }
  21539. } );
  21540. var loading = {};
  21541. function FileLoader( manager ) {
  21542. Loader.call( this, manager );
  21543. }
  21544. FileLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21545. constructor: FileLoader,
  21546. load: function ( url, onLoad, onProgress, onError ) {
  21547. if ( url === undefined ) { url = ''; }
  21548. if ( this.path !== undefined ) { url = this.path + url; }
  21549. url = this.manager.resolveURL( url );
  21550. var scope = this;
  21551. var cached = Cache.get( url );
  21552. if ( cached !== undefined ) {
  21553. scope.manager.itemStart( url );
  21554. setTimeout( function () {
  21555. if ( onLoad ) { onLoad( cached ); }
  21556. scope.manager.itemEnd( url );
  21557. }, 0 );
  21558. return cached;
  21559. }
  21560. // Check if request is duplicate
  21561. if ( loading[ url ] !== undefined ) {
  21562. loading[ url ].push( {
  21563. onLoad: onLoad,
  21564. onProgress: onProgress,
  21565. onError: onError
  21566. } );
  21567. return;
  21568. }
  21569. // Check for data: URI
  21570. var dataUriRegex = /^data:(.*?)(;base64)?,(.*)$/;
  21571. var dataUriRegexResult = url.match( dataUriRegex );
  21572. var request;
  21573. // Safari can not handle Data URIs through XMLHttpRequest so process manually
  21574. if ( dataUriRegexResult ) {
  21575. var mimeType = dataUriRegexResult[ 1 ];
  21576. var isBase64 = !! dataUriRegexResult[ 2 ];
  21577. var data = dataUriRegexResult[ 3 ];
  21578. data = decodeURIComponent( data );
  21579. if ( isBase64 ) { data = atob( data ); }
  21580. try {
  21581. var response;
  21582. var responseType = ( this.responseType || '' ).toLowerCase();
  21583. switch ( responseType ) {
  21584. case 'arraybuffer':
  21585. case 'blob':
  21586. var view = new Uint8Array( data.length );
  21587. for ( var i = 0; i < data.length; i ++ ) {
  21588. view[ i ] = data.charCodeAt( i );
  21589. }
  21590. if ( responseType === 'blob' ) {
  21591. response = new Blob( [ view.buffer ], { type: mimeType } );
  21592. } else {
  21593. response = view.buffer;
  21594. }
  21595. break;
  21596. case 'document':
  21597. var parser = new DOMParser();
  21598. response = parser.parseFromString( data, mimeType );
  21599. break;
  21600. case 'json':
  21601. response = JSON.parse( data );
  21602. break;
  21603. default: // 'text' or other
  21604. response = data;
  21605. break;
  21606. }
  21607. // Wait for next browser tick like standard XMLHttpRequest event dispatching does
  21608. setTimeout( function () {
  21609. if ( onLoad ) { onLoad( response ); }
  21610. scope.manager.itemEnd( url );
  21611. }, 0 );
  21612. } catch ( error ) {
  21613. // Wait for next browser tick like standard XMLHttpRequest event dispatching does
  21614. setTimeout( function () {
  21615. if ( onError ) { onError( error ); }
  21616. scope.manager.itemError( url );
  21617. scope.manager.itemEnd( url );
  21618. }, 0 );
  21619. }
  21620. } else {
  21621. // Initialise array for duplicate requests
  21622. loading[ url ] = [];
  21623. loading[ url ].push( {
  21624. onLoad: onLoad,
  21625. onProgress: onProgress,
  21626. onError: onError
  21627. } );
  21628. request = new XMLHttpRequest();
  21629. request.open( 'GET', url, true );
  21630. request.addEventListener( 'load', function ( event ) {
  21631. var response = this.response;
  21632. var callbacks = loading[ url ];
  21633. delete loading[ url ];
  21634. if ( this.status === 200 || this.status === 0 ) {
  21635. // Some browsers return HTTP Status 0 when using non-http protocol
  21636. // e.g. 'file://' or 'data://'. Handle as success.
  21637. if ( this.status === 0 ) { console.warn( 'THREE.FileLoader: HTTP Status 0 received.' ); }
  21638. // Add to cache only on HTTP success, so that we do not cache
  21639. // error response bodies as proper responses to requests.
  21640. Cache.add( url, response );
  21641. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21642. var callback = callbacks[ i ];
  21643. if ( callback.onLoad ) { callback.onLoad( response ); }
  21644. }
  21645. scope.manager.itemEnd( url );
  21646. } else {
  21647. for ( var i$1 = 0, il$1 = callbacks.length; i$1 < il$1; i$1 ++ ) {
  21648. var callback$1 = callbacks[ i$1 ];
  21649. if ( callback$1.onError ) { callback$1.onError( event ); }
  21650. }
  21651. scope.manager.itemError( url );
  21652. scope.manager.itemEnd( url );
  21653. }
  21654. }, false );
  21655. request.addEventListener( 'progress', function ( event ) {
  21656. var callbacks = loading[ url ];
  21657. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21658. var callback = callbacks[ i ];
  21659. if ( callback.onProgress ) { callback.onProgress( event ); }
  21660. }
  21661. }, false );
  21662. request.addEventListener( 'error', function ( event ) {
  21663. var callbacks = loading[ url ];
  21664. delete loading[ url ];
  21665. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21666. var callback = callbacks[ i ];
  21667. if ( callback.onError ) { callback.onError( event ); }
  21668. }
  21669. scope.manager.itemError( url );
  21670. scope.manager.itemEnd( url );
  21671. }, false );
  21672. request.addEventListener( 'abort', function ( event ) {
  21673. var callbacks = loading[ url ];
  21674. delete loading[ url ];
  21675. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21676. var callback = callbacks[ i ];
  21677. if ( callback.onError ) { callback.onError( event ); }
  21678. }
  21679. scope.manager.itemError( url );
  21680. scope.manager.itemEnd( url );
  21681. }, false );
  21682. if ( this.responseType !== undefined ) { request.responseType = this.responseType; }
  21683. if ( this.withCredentials !== undefined ) { request.withCredentials = this.withCredentials; }
  21684. if ( request.overrideMimeType ) { request.overrideMimeType( this.mimeType !== undefined ? this.mimeType : 'text/plain' ); }
  21685. for ( var header in this.requestHeader ) {
  21686. request.setRequestHeader( header, this.requestHeader[ header ] );
  21687. }
  21688. request.send( null );
  21689. }
  21690. scope.manager.itemStart( url );
  21691. return request;
  21692. },
  21693. setResponseType: function ( value ) {
  21694. this.responseType = value;
  21695. return this;
  21696. },
  21697. setWithCredentials: function ( value ) {
  21698. this.withCredentials = value;
  21699. return this;
  21700. },
  21701. setMimeType: function ( value ) {
  21702. this.mimeType = value;
  21703. return this;
  21704. }
  21705. } );
  21706. function AnimationLoader( manager ) {
  21707. Loader.call( this, manager );
  21708. }
  21709. AnimationLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21710. constructor: AnimationLoader,
  21711. load: function ( url, onLoad, onProgress, onError ) {
  21712. var scope = this;
  21713. var loader = new FileLoader( scope.manager );
  21714. loader.setPath( scope.path );
  21715. loader.setRequestHeader( scope.requestHeader );
  21716. loader.load( url, function ( text ) {
  21717. try {
  21718. onLoad( scope.parse( JSON.parse( text ) ) );
  21719. } catch ( e ) {
  21720. if ( onError ) {
  21721. onError( e );
  21722. } else {
  21723. console.error( e );
  21724. }
  21725. scope.manager.itemError( url );
  21726. }
  21727. }, onProgress, onError );
  21728. },
  21729. parse: function ( json ) {
  21730. var animations = [];
  21731. for ( var i = 0; i < json.length; i ++ ) {
  21732. var clip = AnimationClip.parse( json[ i ] );
  21733. animations.push( clip );
  21734. }
  21735. return animations;
  21736. }
  21737. } );
  21738. /**
  21739. * Abstract Base class to block based textures loader (dds, pvr, ...)
  21740. *
  21741. * Sub classes have to implement the parse() method which will be used in load().
  21742. */
  21743. function CompressedTextureLoader( manager ) {
  21744. Loader.call( this, manager );
  21745. }
  21746. CompressedTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21747. constructor: CompressedTextureLoader,
  21748. load: function ( url, onLoad, onProgress, onError ) {
  21749. var scope = this;
  21750. var images = [];
  21751. var texture = new CompressedTexture();
  21752. texture.image = images;
  21753. var loader = new FileLoader( this.manager );
  21754. loader.setPath( this.path );
  21755. loader.setResponseType( 'arraybuffer' );
  21756. loader.setRequestHeader( this.requestHeader );
  21757. var loaded = 0;
  21758. function loadTexture( i ) {
  21759. loader.load( url[ i ], function ( buffer ) {
  21760. var texDatas = scope.parse( buffer, true );
  21761. images[ i ] = {
  21762. width: texDatas.width,
  21763. height: texDatas.height,
  21764. format: texDatas.format,
  21765. mipmaps: texDatas.mipmaps
  21766. };
  21767. loaded += 1;
  21768. if ( loaded === 6 ) {
  21769. if ( texDatas.mipmapCount === 1 )
  21770. { texture.minFilter = LinearFilter; }
  21771. texture.format = texDatas.format;
  21772. texture.needsUpdate = true;
  21773. if ( onLoad ) { onLoad( texture ); }
  21774. }
  21775. }, onProgress, onError );
  21776. }
  21777. if ( Array.isArray( url ) ) {
  21778. for ( var i = 0, il = url.length; i < il; ++ i ) {
  21779. loadTexture( i );
  21780. }
  21781. } else {
  21782. // compressed cubemap texture stored in a single DDS file
  21783. loader.load( url, function ( buffer ) {
  21784. var texDatas = scope.parse( buffer, true );
  21785. if ( texDatas.isCubemap ) {
  21786. var faces = texDatas.mipmaps.length / texDatas.mipmapCount;
  21787. for ( var f = 0; f < faces; f ++ ) {
  21788. images[ f ] = { mipmaps: [] };
  21789. for ( var i = 0; i < texDatas.mipmapCount; i ++ ) {
  21790. images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );
  21791. images[ f ].format = texDatas.format;
  21792. images[ f ].width = texDatas.width;
  21793. images[ f ].height = texDatas.height;
  21794. }
  21795. }
  21796. } else {
  21797. texture.image.width = texDatas.width;
  21798. texture.image.height = texDatas.height;
  21799. texture.mipmaps = texDatas.mipmaps;
  21800. }
  21801. if ( texDatas.mipmapCount === 1 ) {
  21802. texture.minFilter = LinearFilter;
  21803. }
  21804. texture.format = texDatas.format;
  21805. texture.needsUpdate = true;
  21806. if ( onLoad ) { onLoad( texture ); }
  21807. }, onProgress, onError );
  21808. }
  21809. return texture;
  21810. }
  21811. } );
  21812. /**
  21813. * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...)
  21814. *
  21815. * Sub classes have to implement the parse() method which will be used in load().
  21816. */
  21817. function DataTextureLoader( manager ) {
  21818. Loader.call( this, manager );
  21819. }
  21820. DataTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21821. constructor: DataTextureLoader,
  21822. load: function ( url, onLoad, onProgress, onError ) {
  21823. var scope = this;
  21824. var texture = new DataTexture();
  21825. var loader = new FileLoader( this.manager );
  21826. loader.setResponseType( 'arraybuffer' );
  21827. loader.setRequestHeader( this.requestHeader );
  21828. loader.setPath( this.path );
  21829. loader.load( url, function ( buffer ) {
  21830. var texData = scope.parse( buffer );
  21831. if ( ! texData ) { return; }
  21832. if ( texData.image !== undefined ) {
  21833. texture.image = texData.image;
  21834. } else if ( texData.data !== undefined ) {
  21835. texture.image.width = texData.width;
  21836. texture.image.height = texData.height;
  21837. texture.image.data = texData.data;
  21838. }
  21839. texture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;
  21840. texture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;
  21841. texture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;
  21842. texture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearFilter;
  21843. texture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;
  21844. if ( texData.format !== undefined ) {
  21845. texture.format = texData.format;
  21846. }
  21847. if ( texData.type !== undefined ) {
  21848. texture.type = texData.type;
  21849. }
  21850. if ( texData.mipmaps !== undefined ) {
  21851. texture.mipmaps = texData.mipmaps;
  21852. texture.minFilter = LinearMipmapLinearFilter; // presumably...
  21853. }
  21854. if ( texData.mipmapCount === 1 ) {
  21855. texture.minFilter = LinearFilter;
  21856. }
  21857. texture.needsUpdate = true;
  21858. if ( onLoad ) { onLoad( texture, texData ); }
  21859. }, onProgress, onError );
  21860. return texture;
  21861. }
  21862. } );
  21863. function ImageLoader( manager ) {
  21864. Loader.call( this, manager );
  21865. }
  21866. ImageLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21867. constructor: ImageLoader,
  21868. load: function ( url, onLoad, onProgress, onError ) {
  21869. if ( this.path !== undefined ) { url = this.path + url; }
  21870. url = this.manager.resolveURL( url );
  21871. var scope = this;
  21872. var cached = Cache.get( url );
  21873. if ( cached !== undefined ) {
  21874. scope.manager.itemStart( url );
  21875. setTimeout( function () {
  21876. if ( onLoad ) { onLoad( cached ); }
  21877. scope.manager.itemEnd( url );
  21878. }, 0 );
  21879. return cached;
  21880. }
  21881. var image = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'img' );
  21882. function onImageLoad() {
  21883. image.removeEventListener( 'load', onImageLoad, false );
  21884. image.removeEventListener( 'error', onImageError, false );
  21885. Cache.add( url, this );
  21886. if ( onLoad ) { onLoad( this ); }
  21887. scope.manager.itemEnd( url );
  21888. }
  21889. function onImageError( event ) {
  21890. image.removeEventListener( 'load', onImageLoad, false );
  21891. image.removeEventListener( 'error', onImageError, false );
  21892. if ( onError ) { onError( event ); }
  21893. scope.manager.itemError( url );
  21894. scope.manager.itemEnd( url );
  21895. }
  21896. image.addEventListener( 'load', onImageLoad, false );
  21897. image.addEventListener( 'error', onImageError, false );
  21898. if ( url.substr( 0, 5 ) !== 'data:' ) {
  21899. if ( this.crossOrigin !== undefined ) { image.crossOrigin = this.crossOrigin; }
  21900. }
  21901. scope.manager.itemStart( url );
  21902. image.src = url;
  21903. return image;
  21904. }
  21905. } );
  21906. function CubeTextureLoader( manager ) {
  21907. Loader.call( this, manager );
  21908. }
  21909. CubeTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21910. constructor: CubeTextureLoader,
  21911. load: function ( urls, onLoad, onProgress, onError ) {
  21912. var texture = new CubeTexture();
  21913. var loader = new ImageLoader( this.manager );
  21914. loader.setCrossOrigin( this.crossOrigin );
  21915. loader.setPath( this.path );
  21916. var loaded = 0;
  21917. function loadTexture( i ) {
  21918. loader.load( urls[ i ], function ( image ) {
  21919. texture.images[ i ] = image;
  21920. loaded ++;
  21921. if ( loaded === 6 ) {
  21922. texture.needsUpdate = true;
  21923. if ( onLoad ) { onLoad( texture ); }
  21924. }
  21925. }, undefined, onError );
  21926. }
  21927. for ( var i = 0; i < urls.length; ++ i ) {
  21928. loadTexture( i );
  21929. }
  21930. return texture;
  21931. }
  21932. } );
  21933. function TextureLoader( manager ) {
  21934. Loader.call( this, manager );
  21935. }
  21936. TextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21937. constructor: TextureLoader,
  21938. load: function ( url, onLoad, onProgress, onError ) {
  21939. var texture = new Texture();
  21940. var loader = new ImageLoader( this.manager );
  21941. loader.setCrossOrigin( this.crossOrigin );
  21942. loader.setPath( this.path );
  21943. loader.load( url, function ( image ) {
  21944. texture.image = image;
  21945. // JPEGs can't have an alpha channel, so memory can be saved by storing them as RGB.
  21946. var isJPEG = url.search( /\.jpe?g($|\?)/i ) > 0 || url.search( /^data\:image\/jpeg/ ) === 0;
  21947. texture.format = isJPEG ? RGBFormat : RGBAFormat;
  21948. texture.needsUpdate = true;
  21949. if ( onLoad !== undefined ) {
  21950. onLoad( texture );
  21951. }
  21952. }, onProgress, onError );
  21953. return texture;
  21954. }
  21955. } );
  21956. /**
  21957. * Extensible curve object.
  21958. *
  21959. * Some common of curve methods:
  21960. * .getPoint( t, optionalTarget ), .getTangent( t, optionalTarget )
  21961. * .getPointAt( u, optionalTarget ), .getTangentAt( u, optionalTarget )
  21962. * .getPoints(), .getSpacedPoints()
  21963. * .getLength()
  21964. * .updateArcLengths()
  21965. *
  21966. * This following curves inherit from THREE.Curve:
  21967. *
  21968. * -- 2D curves --
  21969. * THREE.ArcCurve
  21970. * THREE.CubicBezierCurve
  21971. * THREE.EllipseCurve
  21972. * THREE.LineCurve
  21973. * THREE.QuadraticBezierCurve
  21974. * THREE.SplineCurve
  21975. *
  21976. * -- 3D curves --
  21977. * THREE.CatmullRomCurve3
  21978. * THREE.CubicBezierCurve3
  21979. * THREE.LineCurve3
  21980. * THREE.QuadraticBezierCurve3
  21981. *
  21982. * A series of curves can be represented as a THREE.CurvePath.
  21983. *
  21984. **/
  21985. function Curve() {
  21986. this.type = 'Curve';
  21987. this.arcLengthDivisions = 200;
  21988. }
  21989. Object.assign( Curve.prototype, {
  21990. // Virtual base class method to overwrite and implement in subclasses
  21991. // - t [0 .. 1]
  21992. getPoint: function ( /* t, optionalTarget */ ) {
  21993. console.warn( 'THREE.Curve: .getPoint() not implemented.' );
  21994. return null;
  21995. },
  21996. // Get point at relative position in curve according to arc length
  21997. // - u [0 .. 1]
  21998. getPointAt: function ( u, optionalTarget ) {
  21999. var t = this.getUtoTmapping( u );
  22000. return this.getPoint( t, optionalTarget );
  22001. },
  22002. // Get sequence of points using getPoint( t )
  22003. getPoints: function ( divisions ) {
  22004. if ( divisions === undefined ) { divisions = 5; }
  22005. var points = [];
  22006. for ( var d = 0; d <= divisions; d ++ ) {
  22007. points.push( this.getPoint( d / divisions ) );
  22008. }
  22009. return points;
  22010. },
  22011. // Get sequence of points using getPointAt( u )
  22012. getSpacedPoints: function ( divisions ) {
  22013. if ( divisions === undefined ) { divisions = 5; }
  22014. var points = [];
  22015. for ( var d = 0; d <= divisions; d ++ ) {
  22016. points.push( this.getPointAt( d / divisions ) );
  22017. }
  22018. return points;
  22019. },
  22020. // Get total curve arc length
  22021. getLength: function () {
  22022. var lengths = this.getLengths();
  22023. return lengths[ lengths.length - 1 ];
  22024. },
  22025. // Get list of cumulative segment lengths
  22026. getLengths: function ( divisions ) {
  22027. if ( divisions === undefined ) { divisions = this.arcLengthDivisions; }
  22028. if ( this.cacheArcLengths &&
  22029. ( this.cacheArcLengths.length === divisions + 1 ) &&
  22030. ! this.needsUpdate ) {
  22031. return this.cacheArcLengths;
  22032. }
  22033. this.needsUpdate = false;
  22034. var cache = [];
  22035. var current, last = this.getPoint( 0 );
  22036. var sum = 0;
  22037. cache.push( 0 );
  22038. for ( var p = 1; p <= divisions; p ++ ) {
  22039. current = this.getPoint( p / divisions );
  22040. sum += current.distanceTo( last );
  22041. cache.push( sum );
  22042. last = current;
  22043. }
  22044. this.cacheArcLengths = cache;
  22045. return cache; // { sums: cache, sum: sum }; Sum is in the last element.
  22046. },
  22047. updateArcLengths: function () {
  22048. this.needsUpdate = true;
  22049. this.getLengths();
  22050. },
  22051. // Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant
  22052. getUtoTmapping: function ( u, distance ) {
  22053. var arcLengths = this.getLengths();
  22054. var i = 0;
  22055. var il = arcLengths.length;
  22056. var targetArcLength; // The targeted u distance value to get
  22057. if ( distance ) {
  22058. targetArcLength = distance;
  22059. } else {
  22060. targetArcLength = u * arcLengths[ il - 1 ];
  22061. }
  22062. // binary search for the index with largest value smaller than target u distance
  22063. var low = 0, high = il - 1, comparison;
  22064. while ( low <= high ) {
  22065. 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
  22066. comparison = arcLengths[ i ] - targetArcLength;
  22067. if ( comparison < 0 ) {
  22068. low = i + 1;
  22069. } else if ( comparison > 0 ) {
  22070. high = i - 1;
  22071. } else {
  22072. high = i;
  22073. break;
  22074. // DONE
  22075. }
  22076. }
  22077. i = high;
  22078. if ( arcLengths[ i ] === targetArcLength ) {
  22079. return i / ( il - 1 );
  22080. }
  22081. // we could get finer grain at lengths, or use simple interpolation between two points
  22082. var lengthBefore = arcLengths[ i ];
  22083. var lengthAfter = arcLengths[ i + 1 ];
  22084. var segmentLength = lengthAfter - lengthBefore;
  22085. // determine where we are between the 'before' and 'after' points
  22086. var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
  22087. // add that fractional amount to t
  22088. var t = ( i + segmentFraction ) / ( il - 1 );
  22089. return t;
  22090. },
  22091. // Returns a unit vector tangent at t
  22092. // In case any sub curve does not implement its tangent derivation,
  22093. // 2 points a small delta apart will be used to find its gradient
  22094. // which seems to give a reasonable approximation
  22095. getTangent: function ( t, optionalTarget ) {
  22096. var delta = 0.0001;
  22097. var t1 = t - delta;
  22098. var t2 = t + delta;
  22099. // Capping in case of danger
  22100. if ( t1 < 0 ) { t1 = 0; }
  22101. if ( t2 > 1 ) { t2 = 1; }
  22102. var pt1 = this.getPoint( t1 );
  22103. var pt2 = this.getPoint( t2 );
  22104. var tangent = optionalTarget || ( ( pt1.isVector2 ) ? new Vector2() : new Vector3() );
  22105. tangent.copy( pt2 ).sub( pt1 ).normalize();
  22106. return tangent;
  22107. },
  22108. getTangentAt: function ( u, optionalTarget ) {
  22109. var t = this.getUtoTmapping( u );
  22110. return this.getTangent( t, optionalTarget );
  22111. },
  22112. computeFrenetFrames: function ( segments, closed ) {
  22113. // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf
  22114. var normal = new Vector3();
  22115. var tangents = [];
  22116. var normals = [];
  22117. var binormals = [];
  22118. var vec = new Vector3();
  22119. var mat = new Matrix4();
  22120. // compute the tangent vectors for each segment on the curve
  22121. for ( var i = 0; i <= segments; i ++ ) {
  22122. var u = i / segments;
  22123. tangents[ i ] = this.getTangentAt( u, new Vector3() );
  22124. tangents[ i ].normalize();
  22125. }
  22126. // select an initial normal vector perpendicular to the first tangent vector,
  22127. // and in the direction of the minimum tangent xyz component
  22128. normals[ 0 ] = new Vector3();
  22129. binormals[ 0 ] = new Vector3();
  22130. var min = Number.MAX_VALUE;
  22131. var tx = Math.abs( tangents[ 0 ].x );
  22132. var ty = Math.abs( tangents[ 0 ].y );
  22133. var tz = Math.abs( tangents[ 0 ].z );
  22134. if ( tx <= min ) {
  22135. min = tx;
  22136. normal.set( 1, 0, 0 );
  22137. }
  22138. if ( ty <= min ) {
  22139. min = ty;
  22140. normal.set( 0, 1, 0 );
  22141. }
  22142. if ( tz <= min ) {
  22143. normal.set( 0, 0, 1 );
  22144. }
  22145. vec.crossVectors( tangents[ 0 ], normal ).normalize();
  22146. normals[ 0 ].crossVectors( tangents[ 0 ], vec );
  22147. binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );
  22148. // compute the slowly-varying normal and binormal vectors for each segment on the curve
  22149. for ( var i$1 = 1; i$1 <= segments; i$1 ++ ) {
  22150. normals[ i$1 ] = normals[ i$1 - 1 ].clone();
  22151. binormals[ i$1 ] = binormals[ i$1 - 1 ].clone();
  22152. vec.crossVectors( tangents[ i$1 - 1 ], tangents[ i$1 ] );
  22153. if ( vec.length() > Number.EPSILON ) {
  22154. vec.normalize();
  22155. var theta = Math.acos( MathUtils.clamp( tangents[ i$1 - 1 ].dot( tangents[ i$1 ] ), - 1, 1 ) ); // clamp for floating pt errors
  22156. normals[ i$1 ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );
  22157. }
  22158. binormals[ i$1 ].crossVectors( tangents[ i$1 ], normals[ i$1 ] );
  22159. }
  22160. // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
  22161. if ( closed === true ) {
  22162. var theta$1 = Math.acos( MathUtils.clamp( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) );
  22163. theta$1 /= segments;
  22164. if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {
  22165. theta$1 = - theta$1;
  22166. }
  22167. for ( var i$2 = 1; i$2 <= segments; i$2 ++ ) {
  22168. // twist a little...
  22169. normals[ i$2 ].applyMatrix4( mat.makeRotationAxis( tangents[ i$2 ], theta$1 * i$2 ) );
  22170. binormals[ i$2 ].crossVectors( tangents[ i$2 ], normals[ i$2 ] );
  22171. }
  22172. }
  22173. return {
  22174. tangents: tangents,
  22175. normals: normals,
  22176. binormals: binormals
  22177. };
  22178. },
  22179. clone: function () {
  22180. return new this.constructor().copy( this );
  22181. },
  22182. copy: function ( source ) {
  22183. this.arcLengthDivisions = source.arcLengthDivisions;
  22184. return this;
  22185. },
  22186. toJSON: function () {
  22187. var data = {
  22188. metadata: {
  22189. version: 4.5,
  22190. type: 'Curve',
  22191. generator: 'Curve.toJSON'
  22192. }
  22193. };
  22194. data.arcLengthDivisions = this.arcLengthDivisions;
  22195. data.type = this.type;
  22196. return data;
  22197. },
  22198. fromJSON: function ( json ) {
  22199. this.arcLengthDivisions = json.arcLengthDivisions;
  22200. return this;
  22201. }
  22202. } );
  22203. function EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  22204. Curve.call( this );
  22205. this.type = 'EllipseCurve';
  22206. this.aX = aX || 0;
  22207. this.aY = aY || 0;
  22208. this.xRadius = xRadius || 1;
  22209. this.yRadius = yRadius || 1;
  22210. this.aStartAngle = aStartAngle || 0;
  22211. this.aEndAngle = aEndAngle || 2 * Math.PI;
  22212. this.aClockwise = aClockwise || false;
  22213. this.aRotation = aRotation || 0;
  22214. }
  22215. EllipseCurve.prototype = Object.create( Curve.prototype );
  22216. EllipseCurve.prototype.constructor = EllipseCurve;
  22217. EllipseCurve.prototype.isEllipseCurve = true;
  22218. EllipseCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22219. var point = optionalTarget || new Vector2();
  22220. var twoPi = Math.PI * 2;
  22221. var deltaAngle = this.aEndAngle - this.aStartAngle;
  22222. var samePoints = Math.abs( deltaAngle ) < Number.EPSILON;
  22223. // ensures that deltaAngle is 0 .. 2 PI
  22224. while ( deltaAngle < 0 ) { deltaAngle += twoPi; }
  22225. while ( deltaAngle > twoPi ) { deltaAngle -= twoPi; }
  22226. if ( deltaAngle < Number.EPSILON ) {
  22227. if ( samePoints ) {
  22228. deltaAngle = 0;
  22229. } else {
  22230. deltaAngle = twoPi;
  22231. }
  22232. }
  22233. if ( this.aClockwise === true && ! samePoints ) {
  22234. if ( deltaAngle === twoPi ) {
  22235. deltaAngle = - twoPi;
  22236. } else {
  22237. deltaAngle = deltaAngle - twoPi;
  22238. }
  22239. }
  22240. var angle = this.aStartAngle + t * deltaAngle;
  22241. var x = this.aX + this.xRadius * Math.cos( angle );
  22242. var y = this.aY + this.yRadius * Math.sin( angle );
  22243. if ( this.aRotation !== 0 ) {
  22244. var cos = Math.cos( this.aRotation );
  22245. var sin = Math.sin( this.aRotation );
  22246. var tx = x - this.aX;
  22247. var ty = y - this.aY;
  22248. // Rotate the point about the center of the ellipse.
  22249. x = tx * cos - ty * sin + this.aX;
  22250. y = tx * sin + ty * cos + this.aY;
  22251. }
  22252. return point.set( x, y );
  22253. };
  22254. EllipseCurve.prototype.copy = function ( source ) {
  22255. Curve.prototype.copy.call( this, source );
  22256. this.aX = source.aX;
  22257. this.aY = source.aY;
  22258. this.xRadius = source.xRadius;
  22259. this.yRadius = source.yRadius;
  22260. this.aStartAngle = source.aStartAngle;
  22261. this.aEndAngle = source.aEndAngle;
  22262. this.aClockwise = source.aClockwise;
  22263. this.aRotation = source.aRotation;
  22264. return this;
  22265. };
  22266. EllipseCurve.prototype.toJSON = function () {
  22267. var data = Curve.prototype.toJSON.call( this );
  22268. data.aX = this.aX;
  22269. data.aY = this.aY;
  22270. data.xRadius = this.xRadius;
  22271. data.yRadius = this.yRadius;
  22272. data.aStartAngle = this.aStartAngle;
  22273. data.aEndAngle = this.aEndAngle;
  22274. data.aClockwise = this.aClockwise;
  22275. data.aRotation = this.aRotation;
  22276. return data;
  22277. };
  22278. EllipseCurve.prototype.fromJSON = function ( json ) {
  22279. Curve.prototype.fromJSON.call( this, json );
  22280. this.aX = json.aX;
  22281. this.aY = json.aY;
  22282. this.xRadius = json.xRadius;
  22283. this.yRadius = json.yRadius;
  22284. this.aStartAngle = json.aStartAngle;
  22285. this.aEndAngle = json.aEndAngle;
  22286. this.aClockwise = json.aClockwise;
  22287. this.aRotation = json.aRotation;
  22288. return this;
  22289. };
  22290. function ArcCurve( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  22291. EllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  22292. this.type = 'ArcCurve';
  22293. }
  22294. ArcCurve.prototype = Object.create( EllipseCurve.prototype );
  22295. ArcCurve.prototype.constructor = ArcCurve;
  22296. ArcCurve.prototype.isArcCurve = true;
  22297. /**
  22298. * Centripetal CatmullRom Curve - which is useful for avoiding
  22299. * cusps and self-intersections in non-uniform catmull rom curves.
  22300. * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf
  22301. *
  22302. * curve.type accepts centripetal(default), chordal and catmullrom
  22303. * curve.tension is used for catmullrom which defaults to 0.5
  22304. */
  22305. /*
  22306. Based on an optimized c++ solution in
  22307. - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/
  22308. - http://ideone.com/NoEbVM
  22309. This CubicPoly class could be used for reusing some variables and calculations,
  22310. but for three.js curve use, it could be possible inlined and flatten into a single function call
  22311. which can be placed in CurveUtils.
  22312. */
  22313. function CubicPoly() {
  22314. var c0 = 0, c1 = 0, c2 = 0, c3 = 0;
  22315. /*
  22316. * Compute coefficients for a cubic polynomial
  22317. * p(s) = c0 + c1*s + c2*s^2 + c3*s^3
  22318. * such that
  22319. * p(0) = x0, p(1) = x1
  22320. * and
  22321. * p'(0) = t0, p'(1) = t1.
  22322. */
  22323. function init( x0, x1, t0, t1 ) {
  22324. c0 = x0;
  22325. c1 = t0;
  22326. c2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1;
  22327. c3 = 2 * x0 - 2 * x1 + t0 + t1;
  22328. }
  22329. return {
  22330. initCatmullRom: function ( x0, x1, x2, x3, tension ) {
  22331. init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );
  22332. },
  22333. initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {
  22334. // compute tangents when parameterized in [t1,t2]
  22335. var t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;
  22336. var t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;
  22337. // rescale tangents for parametrization in [0,1]
  22338. t1 *= dt1;
  22339. t2 *= dt1;
  22340. init( x1, x2, t1, t2 );
  22341. },
  22342. calc: function ( t ) {
  22343. var t2 = t * t;
  22344. var t3 = t2 * t;
  22345. return c0 + c1 * t + c2 * t2 + c3 * t3;
  22346. }
  22347. };
  22348. }
  22349. //
  22350. var tmp = new Vector3();
  22351. var px = new CubicPoly(), py = new CubicPoly(), pz = new CubicPoly();
  22352. function CatmullRomCurve3( points, closed, curveType, tension ) {
  22353. Curve.call( this );
  22354. this.type = 'CatmullRomCurve3';
  22355. this.points = points || [];
  22356. this.closed = closed || false;
  22357. this.curveType = curveType || 'centripetal';
  22358. this.tension = ( tension !== undefined ) ? tension : 0.5;
  22359. }
  22360. CatmullRomCurve3.prototype = Object.create( Curve.prototype );
  22361. CatmullRomCurve3.prototype.constructor = CatmullRomCurve3;
  22362. CatmullRomCurve3.prototype.isCatmullRomCurve3 = true;
  22363. CatmullRomCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22364. var point = optionalTarget || new Vector3();
  22365. var points = this.points;
  22366. var l = points.length;
  22367. var p = ( l - ( this.closed ? 0 : 1 ) ) * t;
  22368. var intPoint = Math.floor( p );
  22369. var weight = p - intPoint;
  22370. if ( this.closed ) {
  22371. intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l;
  22372. } else if ( weight === 0 && intPoint === l - 1 ) {
  22373. intPoint = l - 2;
  22374. weight = 1;
  22375. }
  22376. var p0, p3; // 4 points (p1 & p2 defined below)
  22377. if ( this.closed || intPoint > 0 ) {
  22378. p0 = points[ ( intPoint - 1 ) % l ];
  22379. } else {
  22380. // extrapolate first point
  22381. tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );
  22382. p0 = tmp;
  22383. }
  22384. var p1 = points[ intPoint % l ];
  22385. var p2 = points[ ( intPoint + 1 ) % l ];
  22386. if ( this.closed || intPoint + 2 < l ) {
  22387. p3 = points[ ( intPoint + 2 ) % l ];
  22388. } else {
  22389. // extrapolate last point
  22390. tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );
  22391. p3 = tmp;
  22392. }
  22393. if ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) {
  22394. // init Centripetal / Chordal Catmull-Rom
  22395. var pow = this.curveType === 'chordal' ? 0.5 : 0.25;
  22396. var dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );
  22397. var dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );
  22398. var dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );
  22399. // safety check for repeated points
  22400. if ( dt1 < 1e-4 ) { dt1 = 1.0; }
  22401. if ( dt0 < 1e-4 ) { dt0 = dt1; }
  22402. if ( dt2 < 1e-4 ) { dt2 = dt1; }
  22403. px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );
  22404. py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );
  22405. pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );
  22406. } else if ( this.curveType === 'catmullrom' ) {
  22407. px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension );
  22408. py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension );
  22409. pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension );
  22410. }
  22411. point.set(
  22412. px.calc( weight ),
  22413. py.calc( weight ),
  22414. pz.calc( weight )
  22415. );
  22416. return point;
  22417. };
  22418. CatmullRomCurve3.prototype.copy = function ( source ) {
  22419. Curve.prototype.copy.call( this, source );
  22420. this.points = [];
  22421. for ( var i = 0, l = source.points.length; i < l; i ++ ) {
  22422. var point = source.points[ i ];
  22423. this.points.push( point.clone() );
  22424. }
  22425. this.closed = source.closed;
  22426. this.curveType = source.curveType;
  22427. this.tension = source.tension;
  22428. return this;
  22429. };
  22430. CatmullRomCurve3.prototype.toJSON = function () {
  22431. var data = Curve.prototype.toJSON.call( this );
  22432. data.points = [];
  22433. for ( var i = 0, l = this.points.length; i < l; i ++ ) {
  22434. var point = this.points[ i ];
  22435. data.points.push( point.toArray() );
  22436. }
  22437. data.closed = this.closed;
  22438. data.curveType = this.curveType;
  22439. data.tension = this.tension;
  22440. return data;
  22441. };
  22442. CatmullRomCurve3.prototype.fromJSON = function ( json ) {
  22443. Curve.prototype.fromJSON.call( this, json );
  22444. this.points = [];
  22445. for ( var i = 0, l = json.points.length; i < l; i ++ ) {
  22446. var point = json.points[ i ];
  22447. this.points.push( new Vector3().fromArray( point ) );
  22448. }
  22449. this.closed = json.closed;
  22450. this.curveType = json.curveType;
  22451. this.tension = json.tension;
  22452. return this;
  22453. };
  22454. /**
  22455. * Bezier Curves formulas obtained from
  22456. * http://en.wikipedia.org/wiki/Bézier_curve
  22457. */
  22458. function CatmullRom( t, p0, p1, p2, p3 ) {
  22459. var v0 = ( p2 - p0 ) * 0.5;
  22460. var v1 = ( p3 - p1 ) * 0.5;
  22461. var t2 = t * t;
  22462. var t3 = t * t2;
  22463. return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
  22464. }
  22465. //
  22466. function QuadraticBezierP0( t, p ) {
  22467. var k = 1 - t;
  22468. return k * k * p;
  22469. }
  22470. function QuadraticBezierP1( t, p ) {
  22471. return 2 * ( 1 - t ) * t * p;
  22472. }
  22473. function QuadraticBezierP2( t, p ) {
  22474. return t * t * p;
  22475. }
  22476. function QuadraticBezier( t, p0, p1, p2 ) {
  22477. return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +
  22478. QuadraticBezierP2( t, p2 );
  22479. }
  22480. //
  22481. function CubicBezierP0( t, p ) {
  22482. var k = 1 - t;
  22483. return k * k * k * p;
  22484. }
  22485. function CubicBezierP1( t, p ) {
  22486. var k = 1 - t;
  22487. return 3 * k * k * t * p;
  22488. }
  22489. function CubicBezierP2( t, p ) {
  22490. return 3 * ( 1 - t ) * t * t * p;
  22491. }
  22492. function CubicBezierP3( t, p ) {
  22493. return t * t * t * p;
  22494. }
  22495. function CubicBezier( t, p0, p1, p2, p3 ) {
  22496. return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +
  22497. CubicBezierP3( t, p3 );
  22498. }
  22499. function CubicBezierCurve( v0, v1, v2, v3 ) {
  22500. Curve.call( this );
  22501. this.type = 'CubicBezierCurve';
  22502. this.v0 = v0 || new Vector2();
  22503. this.v1 = v1 || new Vector2();
  22504. this.v2 = v2 || new Vector2();
  22505. this.v3 = v3 || new Vector2();
  22506. }
  22507. CubicBezierCurve.prototype = Object.create( Curve.prototype );
  22508. CubicBezierCurve.prototype.constructor = CubicBezierCurve;
  22509. CubicBezierCurve.prototype.isCubicBezierCurve = true;
  22510. CubicBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22511. var point = optionalTarget || new Vector2();
  22512. var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  22513. point.set(
  22514. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  22515. CubicBezier( t, v0.y, v1.y, v2.y, v3.y )
  22516. );
  22517. return point;
  22518. };
  22519. CubicBezierCurve.prototype.copy = function ( source ) {
  22520. Curve.prototype.copy.call( this, source );
  22521. this.v0.copy( source.v0 );
  22522. this.v1.copy( source.v1 );
  22523. this.v2.copy( source.v2 );
  22524. this.v3.copy( source.v3 );
  22525. return this;
  22526. };
  22527. CubicBezierCurve.prototype.toJSON = function () {
  22528. var data = Curve.prototype.toJSON.call( this );
  22529. data.v0 = this.v0.toArray();
  22530. data.v1 = this.v1.toArray();
  22531. data.v2 = this.v2.toArray();
  22532. data.v3 = this.v3.toArray();
  22533. return data;
  22534. };
  22535. CubicBezierCurve.prototype.fromJSON = function ( json ) {
  22536. Curve.prototype.fromJSON.call( this, json );
  22537. this.v0.fromArray( json.v0 );
  22538. this.v1.fromArray( json.v1 );
  22539. this.v2.fromArray( json.v2 );
  22540. this.v3.fromArray( json.v3 );
  22541. return this;
  22542. };
  22543. function CubicBezierCurve3( v0, v1, v2, v3 ) {
  22544. Curve.call( this );
  22545. this.type = 'CubicBezierCurve3';
  22546. this.v0 = v0 || new Vector3();
  22547. this.v1 = v1 || new Vector3();
  22548. this.v2 = v2 || new Vector3();
  22549. this.v3 = v3 || new Vector3();
  22550. }
  22551. CubicBezierCurve3.prototype = Object.create( Curve.prototype );
  22552. CubicBezierCurve3.prototype.constructor = CubicBezierCurve3;
  22553. CubicBezierCurve3.prototype.isCubicBezierCurve3 = true;
  22554. CubicBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22555. var point = optionalTarget || new Vector3();
  22556. var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  22557. point.set(
  22558. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  22559. CubicBezier( t, v0.y, v1.y, v2.y, v3.y ),
  22560. CubicBezier( t, v0.z, v1.z, v2.z, v3.z )
  22561. );
  22562. return point;
  22563. };
  22564. CubicBezierCurve3.prototype.copy = function ( source ) {
  22565. Curve.prototype.copy.call( this, source );
  22566. this.v0.copy( source.v0 );
  22567. this.v1.copy( source.v1 );
  22568. this.v2.copy( source.v2 );
  22569. this.v3.copy( source.v3 );
  22570. return this;
  22571. };
  22572. CubicBezierCurve3.prototype.toJSON = function () {
  22573. var data = Curve.prototype.toJSON.call( this );
  22574. data.v0 = this.v0.toArray();
  22575. data.v1 = this.v1.toArray();
  22576. data.v2 = this.v2.toArray();
  22577. data.v3 = this.v3.toArray();
  22578. return data;
  22579. };
  22580. CubicBezierCurve3.prototype.fromJSON = function ( json ) {
  22581. Curve.prototype.fromJSON.call( this, json );
  22582. this.v0.fromArray( json.v0 );
  22583. this.v1.fromArray( json.v1 );
  22584. this.v2.fromArray( json.v2 );
  22585. this.v3.fromArray( json.v3 );
  22586. return this;
  22587. };
  22588. function LineCurve( v1, v2 ) {
  22589. Curve.call( this );
  22590. this.type = 'LineCurve';
  22591. this.v1 = v1 || new Vector2();
  22592. this.v2 = v2 || new Vector2();
  22593. }
  22594. LineCurve.prototype = Object.create( Curve.prototype );
  22595. LineCurve.prototype.constructor = LineCurve;
  22596. LineCurve.prototype.isLineCurve = true;
  22597. LineCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22598. var point = optionalTarget || new Vector2();
  22599. if ( t === 1 ) {
  22600. point.copy( this.v2 );
  22601. } else {
  22602. point.copy( this.v2 ).sub( this.v1 );
  22603. point.multiplyScalar( t ).add( this.v1 );
  22604. }
  22605. return point;
  22606. };
  22607. // Line curve is linear, so we can overwrite default getPointAt
  22608. LineCurve.prototype.getPointAt = function ( u, optionalTarget ) {
  22609. return this.getPoint( u, optionalTarget );
  22610. };
  22611. LineCurve.prototype.getTangent = function ( t, optionalTarget ) {
  22612. var tangent = optionalTarget || new Vector2();
  22613. tangent.copy( this.v2 ).sub( this.v1 ).normalize();
  22614. return tangent;
  22615. };
  22616. LineCurve.prototype.copy = function ( source ) {
  22617. Curve.prototype.copy.call( this, source );
  22618. this.v1.copy( source.v1 );
  22619. this.v2.copy( source.v2 );
  22620. return this;
  22621. };
  22622. LineCurve.prototype.toJSON = function () {
  22623. var data = Curve.prototype.toJSON.call( this );
  22624. data.v1 = this.v1.toArray();
  22625. data.v2 = this.v2.toArray();
  22626. return data;
  22627. };
  22628. LineCurve.prototype.fromJSON = function ( json ) {
  22629. Curve.prototype.fromJSON.call( this, json );
  22630. this.v1.fromArray( json.v1 );
  22631. this.v2.fromArray( json.v2 );
  22632. return this;
  22633. };
  22634. function LineCurve3( v1, v2 ) {
  22635. Curve.call( this );
  22636. this.type = 'LineCurve3';
  22637. this.v1 = v1 || new Vector3();
  22638. this.v2 = v2 || new Vector3();
  22639. }
  22640. LineCurve3.prototype = Object.create( Curve.prototype );
  22641. LineCurve3.prototype.constructor = LineCurve3;
  22642. LineCurve3.prototype.isLineCurve3 = true;
  22643. LineCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22644. var point = optionalTarget || new Vector3();
  22645. if ( t === 1 ) {
  22646. point.copy( this.v2 );
  22647. } else {
  22648. point.copy( this.v2 ).sub( this.v1 );
  22649. point.multiplyScalar( t ).add( this.v1 );
  22650. }
  22651. return point;
  22652. };
  22653. // Line curve is linear, so we can overwrite default getPointAt
  22654. LineCurve3.prototype.getPointAt = function ( u, optionalTarget ) {
  22655. return this.getPoint( u, optionalTarget );
  22656. };
  22657. LineCurve3.prototype.copy = function ( source ) {
  22658. Curve.prototype.copy.call( this, source );
  22659. this.v1.copy( source.v1 );
  22660. this.v2.copy( source.v2 );
  22661. return this;
  22662. };
  22663. LineCurve3.prototype.toJSON = function () {
  22664. var data = Curve.prototype.toJSON.call( this );
  22665. data.v1 = this.v1.toArray();
  22666. data.v2 = this.v2.toArray();
  22667. return data;
  22668. };
  22669. LineCurve3.prototype.fromJSON = function ( json ) {
  22670. Curve.prototype.fromJSON.call( this, json );
  22671. this.v1.fromArray( json.v1 );
  22672. this.v2.fromArray( json.v2 );
  22673. return this;
  22674. };
  22675. function QuadraticBezierCurve( v0, v1, v2 ) {
  22676. Curve.call( this );
  22677. this.type = 'QuadraticBezierCurve';
  22678. this.v0 = v0 || new Vector2();
  22679. this.v1 = v1 || new Vector2();
  22680. this.v2 = v2 || new Vector2();
  22681. }
  22682. QuadraticBezierCurve.prototype = Object.create( Curve.prototype );
  22683. QuadraticBezierCurve.prototype.constructor = QuadraticBezierCurve;
  22684. QuadraticBezierCurve.prototype.isQuadraticBezierCurve = true;
  22685. QuadraticBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22686. var point = optionalTarget || new Vector2();
  22687. var v0 = this.v0, v1 = this.v1, v2 = this.v2;
  22688. point.set(
  22689. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  22690. QuadraticBezier( t, v0.y, v1.y, v2.y )
  22691. );
  22692. return point;
  22693. };
  22694. QuadraticBezierCurve.prototype.copy = function ( source ) {
  22695. Curve.prototype.copy.call( this, source );
  22696. this.v0.copy( source.v0 );
  22697. this.v1.copy( source.v1 );
  22698. this.v2.copy( source.v2 );
  22699. return this;
  22700. };
  22701. QuadraticBezierCurve.prototype.toJSON = function () {
  22702. var data = Curve.prototype.toJSON.call( this );
  22703. data.v0 = this.v0.toArray();
  22704. data.v1 = this.v1.toArray();
  22705. data.v2 = this.v2.toArray();
  22706. return data;
  22707. };
  22708. QuadraticBezierCurve.prototype.fromJSON = function ( json ) {
  22709. Curve.prototype.fromJSON.call( this, json );
  22710. this.v0.fromArray( json.v0 );
  22711. this.v1.fromArray( json.v1 );
  22712. this.v2.fromArray( json.v2 );
  22713. return this;
  22714. };
  22715. function QuadraticBezierCurve3( v0, v1, v2 ) {
  22716. Curve.call( this );
  22717. this.type = 'QuadraticBezierCurve3';
  22718. this.v0 = v0 || new Vector3();
  22719. this.v1 = v1 || new Vector3();
  22720. this.v2 = v2 || new Vector3();
  22721. }
  22722. QuadraticBezierCurve3.prototype = Object.create( Curve.prototype );
  22723. QuadraticBezierCurve3.prototype.constructor = QuadraticBezierCurve3;
  22724. QuadraticBezierCurve3.prototype.isQuadraticBezierCurve3 = true;
  22725. QuadraticBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22726. var point = optionalTarget || new Vector3();
  22727. var v0 = this.v0, v1 = this.v1, v2 = this.v2;
  22728. point.set(
  22729. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  22730. QuadraticBezier( t, v0.y, v1.y, v2.y ),
  22731. QuadraticBezier( t, v0.z, v1.z, v2.z )
  22732. );
  22733. return point;
  22734. };
  22735. QuadraticBezierCurve3.prototype.copy = function ( source ) {
  22736. Curve.prototype.copy.call( this, source );
  22737. this.v0.copy( source.v0 );
  22738. this.v1.copy( source.v1 );
  22739. this.v2.copy( source.v2 );
  22740. return this;
  22741. };
  22742. QuadraticBezierCurve3.prototype.toJSON = function () {
  22743. var data = Curve.prototype.toJSON.call( this );
  22744. data.v0 = this.v0.toArray();
  22745. data.v1 = this.v1.toArray();
  22746. data.v2 = this.v2.toArray();
  22747. return data;
  22748. };
  22749. QuadraticBezierCurve3.prototype.fromJSON = function ( json ) {
  22750. Curve.prototype.fromJSON.call( this, json );
  22751. this.v0.fromArray( json.v0 );
  22752. this.v1.fromArray( json.v1 );
  22753. this.v2.fromArray( json.v2 );
  22754. return this;
  22755. };
  22756. function SplineCurve( points ) {
  22757. Curve.call( this );
  22758. this.type = 'SplineCurve';
  22759. this.points = points || [];
  22760. }
  22761. SplineCurve.prototype = Object.create( Curve.prototype );
  22762. SplineCurve.prototype.constructor = SplineCurve;
  22763. SplineCurve.prototype.isSplineCurve = true;
  22764. SplineCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22765. var point = optionalTarget || new Vector2();
  22766. var points = this.points;
  22767. var p = ( points.length - 1 ) * t;
  22768. var intPoint = Math.floor( p );
  22769. var weight = p - intPoint;
  22770. var p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];
  22771. var p1 = points[ intPoint ];
  22772. var p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
  22773. var p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];
  22774. point.set(
  22775. CatmullRom( weight, p0.x, p1.x, p2.x, p3.x ),
  22776. CatmullRom( weight, p0.y, p1.y, p2.y, p3.y )
  22777. );
  22778. return point;
  22779. };
  22780. SplineCurve.prototype.copy = function ( source ) {
  22781. Curve.prototype.copy.call( this, source );
  22782. this.points = [];
  22783. for ( var i = 0, l = source.points.length; i < l; i ++ ) {
  22784. var point = source.points[ i ];
  22785. this.points.push( point.clone() );
  22786. }
  22787. return this;
  22788. };
  22789. SplineCurve.prototype.toJSON = function () {
  22790. var data = Curve.prototype.toJSON.call( this );
  22791. data.points = [];
  22792. for ( var i = 0, l = this.points.length; i < l; i ++ ) {
  22793. var point = this.points[ i ];
  22794. data.points.push( point.toArray() );
  22795. }
  22796. return data;
  22797. };
  22798. SplineCurve.prototype.fromJSON = function ( json ) {
  22799. Curve.prototype.fromJSON.call( this, json );
  22800. this.points = [];
  22801. for ( var i = 0, l = json.points.length; i < l; i ++ ) {
  22802. var point = json.points[ i ];
  22803. this.points.push( new Vector2().fromArray( point ) );
  22804. }
  22805. return this;
  22806. };
  22807. var Curves = /*#__PURE__*/Object.freeze({
  22808. __proto__: null,
  22809. ArcCurve: ArcCurve,
  22810. CatmullRomCurve3: CatmullRomCurve3,
  22811. CubicBezierCurve: CubicBezierCurve,
  22812. CubicBezierCurve3: CubicBezierCurve3,
  22813. EllipseCurve: EllipseCurve,
  22814. LineCurve: LineCurve,
  22815. LineCurve3: LineCurve3,
  22816. QuadraticBezierCurve: QuadraticBezierCurve,
  22817. QuadraticBezierCurve3: QuadraticBezierCurve3,
  22818. SplineCurve: SplineCurve
  22819. });
  22820. /**************************************************************
  22821. * Curved Path - a curve path is simply a array of connected
  22822. * curves, but retains the api of a curve
  22823. **************************************************************/
  22824. function CurvePath() {
  22825. Curve.call( this );
  22826. this.type = 'CurvePath';
  22827. this.curves = [];
  22828. this.autoClose = false; // Automatically closes the path
  22829. }
  22830. CurvePath.prototype = Object.assign( Object.create( Curve.prototype ), {
  22831. constructor: CurvePath,
  22832. add: function ( curve ) {
  22833. this.curves.push( curve );
  22834. },
  22835. closePath: function () {
  22836. // Add a line curve if start and end of lines are not connected
  22837. var startPoint = this.curves[ 0 ].getPoint( 0 );
  22838. var endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );
  22839. if ( ! startPoint.equals( endPoint ) ) {
  22840. this.curves.push( new LineCurve( endPoint, startPoint ) );
  22841. }
  22842. },
  22843. // To get accurate point with reference to
  22844. // entire path distance at time t,
  22845. // following has to be done:
  22846. // 1. Length of each sub path have to be known
  22847. // 2. Locate and identify type of curve
  22848. // 3. Get t for the curve
  22849. // 4. Return curve.getPointAt(t')
  22850. getPoint: function ( t ) {
  22851. var d = t * this.getLength();
  22852. var curveLengths = this.getCurveLengths();
  22853. var i = 0;
  22854. // To think about boundaries points.
  22855. while ( i < curveLengths.length ) {
  22856. if ( curveLengths[ i ] >= d ) {
  22857. var diff = curveLengths[ i ] - d;
  22858. var curve = this.curves[ i ];
  22859. var segmentLength = curve.getLength();
  22860. var u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;
  22861. return curve.getPointAt( u );
  22862. }
  22863. i ++;
  22864. }
  22865. return null;
  22866. // loop where sum != 0, sum > d , sum+1 <d
  22867. },
  22868. // We cannot use the default THREE.Curve getPoint() with getLength() because in
  22869. // THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
  22870. // getPoint() depends on getLength
  22871. getLength: function () {
  22872. var lens = this.getCurveLengths();
  22873. return lens[ lens.length - 1 ];
  22874. },
  22875. // cacheLengths must be recalculated.
  22876. updateArcLengths: function () {
  22877. this.needsUpdate = true;
  22878. this.cacheLengths = null;
  22879. this.getCurveLengths();
  22880. },
  22881. // Compute lengths and cache them
  22882. // We cannot overwrite getLengths() because UtoT mapping uses it.
  22883. getCurveLengths: function () {
  22884. // We use cache values if curves and cache array are same length
  22885. if ( this.cacheLengths && this.cacheLengths.length === this.curves.length ) {
  22886. return this.cacheLengths;
  22887. }
  22888. // Get length of sub-curve
  22889. // Push sums into cached array
  22890. var lengths = [];
  22891. var sums = 0;
  22892. for ( var i = 0, l = this.curves.length; i < l; i ++ ) {
  22893. sums += this.curves[ i ].getLength();
  22894. lengths.push( sums );
  22895. }
  22896. this.cacheLengths = lengths;
  22897. return lengths;
  22898. },
  22899. getSpacedPoints: function ( divisions ) {
  22900. if ( divisions === undefined ) { divisions = 40; }
  22901. var points = [];
  22902. for ( var i = 0; i <= divisions; i ++ ) {
  22903. points.push( this.getPoint( i / divisions ) );
  22904. }
  22905. if ( this.autoClose ) {
  22906. points.push( points[ 0 ] );
  22907. }
  22908. return points;
  22909. },
  22910. getPoints: function ( divisions ) {
  22911. divisions = divisions || 12;
  22912. var points = [];
  22913. var last;
  22914. for ( var i = 0, curves = this.curves; i < curves.length; i ++ ) {
  22915. var curve = curves[ i ];
  22916. var resolution = ( curve && curve.isEllipseCurve ) ? divisions * 2
  22917. : ( curve && ( curve.isLineCurve || curve.isLineCurve3 ) ) ? 1
  22918. : ( curve && curve.isSplineCurve ) ? divisions * curve.points.length
  22919. : divisions;
  22920. var pts = curve.getPoints( resolution );
  22921. for ( var j = 0; j < pts.length; j ++ ) {
  22922. var point = pts[ j ];
  22923. if ( last && last.equals( point ) ) { continue; } // ensures no consecutive points are duplicates
  22924. points.push( point );
  22925. last = point;
  22926. }
  22927. }
  22928. if ( this.autoClose && points.length > 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) {
  22929. points.push( points[ 0 ] );
  22930. }
  22931. return points;
  22932. },
  22933. copy: function ( source ) {
  22934. Curve.prototype.copy.call( this, source );
  22935. this.curves = [];
  22936. for ( var i = 0, l = source.curves.length; i < l; i ++ ) {
  22937. var curve = source.curves[ i ];
  22938. this.curves.push( curve.clone() );
  22939. }
  22940. this.autoClose = source.autoClose;
  22941. return this;
  22942. },
  22943. toJSON: function () {
  22944. var data = Curve.prototype.toJSON.call( this );
  22945. data.autoClose = this.autoClose;
  22946. data.curves = [];
  22947. for ( var i = 0, l = this.curves.length; i < l; i ++ ) {
  22948. var curve = this.curves[ i ];
  22949. data.curves.push( curve.toJSON() );
  22950. }
  22951. return data;
  22952. },
  22953. fromJSON: function ( json ) {
  22954. Curve.prototype.fromJSON.call( this, json );
  22955. this.autoClose = json.autoClose;
  22956. this.curves = [];
  22957. for ( var i = 0, l = json.curves.length; i < l; i ++ ) {
  22958. var curve = json.curves[ i ];
  22959. this.curves.push( new Curves[ curve.type ]().fromJSON( curve ) );
  22960. }
  22961. return this;
  22962. }
  22963. } );
  22964. function Path( points ) {
  22965. CurvePath.call( this );
  22966. this.type = 'Path';
  22967. this.currentPoint = new Vector2();
  22968. if ( points ) {
  22969. this.setFromPoints( points );
  22970. }
  22971. }
  22972. Path.prototype = Object.assign( Object.create( CurvePath.prototype ), {
  22973. constructor: Path,
  22974. setFromPoints: function ( points ) {
  22975. this.moveTo( points[ 0 ].x, points[ 0 ].y );
  22976. for ( var i = 1, l = points.length; i < l; i ++ ) {
  22977. this.lineTo( points[ i ].x, points[ i ].y );
  22978. }
  22979. return this;
  22980. },
  22981. moveTo: function ( x, y ) {
  22982. this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?
  22983. return this;
  22984. },
  22985. lineTo: function ( x, y ) {
  22986. var curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );
  22987. this.curves.push( curve );
  22988. this.currentPoint.set( x, y );
  22989. return this;
  22990. },
  22991. quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
  22992. var curve = new QuadraticBezierCurve(
  22993. this.currentPoint.clone(),
  22994. new Vector2( aCPx, aCPy ),
  22995. new Vector2( aX, aY )
  22996. );
  22997. this.curves.push( curve );
  22998. this.currentPoint.set( aX, aY );
  22999. return this;
  23000. },
  23001. bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  23002. var curve = new CubicBezierCurve(
  23003. this.currentPoint.clone(),
  23004. new Vector2( aCP1x, aCP1y ),
  23005. new Vector2( aCP2x, aCP2y ),
  23006. new Vector2( aX, aY )
  23007. );
  23008. this.curves.push( curve );
  23009. this.currentPoint.set( aX, aY );
  23010. return this;
  23011. },
  23012. splineThru: function ( pts /*Array of Vector*/ ) {
  23013. var npts = [ this.currentPoint.clone() ].concat( pts );
  23014. var curve = new SplineCurve( npts );
  23015. this.curves.push( curve );
  23016. this.currentPoint.copy( pts[ pts.length - 1 ] );
  23017. return this;
  23018. },
  23019. arc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  23020. var x0 = this.currentPoint.x;
  23021. var y0 = this.currentPoint.y;
  23022. this.absarc( aX + x0, aY + y0, aRadius,
  23023. aStartAngle, aEndAngle, aClockwise );
  23024. return this;
  23025. },
  23026. absarc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  23027. this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  23028. return this;
  23029. },
  23030. ellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  23031. var x0 = this.currentPoint.x;
  23032. var y0 = this.currentPoint.y;
  23033. this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  23034. return this;
  23035. },
  23036. absellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  23037. var curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  23038. if ( this.curves.length > 0 ) {
  23039. // if a previous curve is present, attempt to join
  23040. var firstPoint = curve.getPoint( 0 );
  23041. if ( ! firstPoint.equals( this.currentPoint ) ) {
  23042. this.lineTo( firstPoint.x, firstPoint.y );
  23043. }
  23044. }
  23045. this.curves.push( curve );
  23046. var lastPoint = curve.getPoint( 1 );
  23047. this.currentPoint.copy( lastPoint );
  23048. return this;
  23049. },
  23050. copy: function ( source ) {
  23051. CurvePath.prototype.copy.call( this, source );
  23052. this.currentPoint.copy( source.currentPoint );
  23053. return this;
  23054. },
  23055. toJSON: function () {
  23056. var data = CurvePath.prototype.toJSON.call( this );
  23057. data.currentPoint = this.currentPoint.toArray();
  23058. return data;
  23059. },
  23060. fromJSON: function ( json ) {
  23061. CurvePath.prototype.fromJSON.call( this, json );
  23062. this.currentPoint.fromArray( json.currentPoint );
  23063. return this;
  23064. }
  23065. } );
  23066. function Shape( points ) {
  23067. Path.call( this, points );
  23068. this.uuid = MathUtils.generateUUID();
  23069. this.type = 'Shape';
  23070. this.holes = [];
  23071. }
  23072. Shape.prototype = Object.assign( Object.create( Path.prototype ), {
  23073. constructor: Shape,
  23074. getPointsHoles: function ( divisions ) {
  23075. var holesPts = [];
  23076. for ( var i = 0, l = this.holes.length; i < l; i ++ ) {
  23077. holesPts[ i ] = this.holes[ i ].getPoints( divisions );
  23078. }
  23079. return holesPts;
  23080. },
  23081. // get points of shape and holes (keypoints based on segments parameter)
  23082. extractPoints: function ( divisions ) {
  23083. return {
  23084. shape: this.getPoints( divisions ),
  23085. holes: this.getPointsHoles( divisions )
  23086. };
  23087. },
  23088. copy: function ( source ) {
  23089. Path.prototype.copy.call( this, source );
  23090. this.holes = [];
  23091. for ( var i = 0, l = source.holes.length; i < l; i ++ ) {
  23092. var hole = source.holes[ i ];
  23093. this.holes.push( hole.clone() );
  23094. }
  23095. return this;
  23096. },
  23097. toJSON: function () {
  23098. var data = Path.prototype.toJSON.call( this );
  23099. data.uuid = this.uuid;
  23100. data.holes = [];
  23101. for ( var i = 0, l = this.holes.length; i < l; i ++ ) {
  23102. var hole = this.holes[ i ];
  23103. data.holes.push( hole.toJSON() );
  23104. }
  23105. return data;
  23106. },
  23107. fromJSON: function ( json ) {
  23108. Path.prototype.fromJSON.call( this, json );
  23109. this.uuid = json.uuid;
  23110. this.holes = [];
  23111. for ( var i = 0, l = json.holes.length; i < l; i ++ ) {
  23112. var hole = json.holes[ i ];
  23113. this.holes.push( new Path().fromJSON( hole ) );
  23114. }
  23115. return this;
  23116. }
  23117. } );
  23118. function Light( color, intensity ) {
  23119. Object3D.call( this );
  23120. this.type = 'Light';
  23121. this.color = new Color( color );
  23122. this.intensity = intensity !== undefined ? intensity : 1;
  23123. this.receiveShadow = undefined;
  23124. }
  23125. Light.prototype = Object.assign( Object.create( Object3D.prototype ), {
  23126. constructor: Light,
  23127. isLight: true,
  23128. copy: function ( source ) {
  23129. Object3D.prototype.copy.call( this, source );
  23130. this.color.copy( source.color );
  23131. this.intensity = source.intensity;
  23132. return this;
  23133. },
  23134. toJSON: function ( meta ) {
  23135. var data = Object3D.prototype.toJSON.call( this, meta );
  23136. data.object.color = this.color.getHex();
  23137. data.object.intensity = this.intensity;
  23138. if ( this.groundColor !== undefined ) { data.object.groundColor = this.groundColor.getHex(); }
  23139. if ( this.distance !== undefined ) { data.object.distance = this.distance; }
  23140. if ( this.angle !== undefined ) { data.object.angle = this.angle; }
  23141. if ( this.decay !== undefined ) { data.object.decay = this.decay; }
  23142. if ( this.penumbra !== undefined ) { data.object.penumbra = this.penumbra; }
  23143. if ( this.shadow !== undefined ) { data.object.shadow = this.shadow.toJSON(); }
  23144. return data;
  23145. }
  23146. } );
  23147. function HemisphereLight( skyColor, groundColor, intensity ) {
  23148. Light.call( this, skyColor, intensity );
  23149. this.type = 'HemisphereLight';
  23150. this.castShadow = undefined;
  23151. this.position.copy( Object3D.DefaultUp );
  23152. this.updateMatrix();
  23153. this.groundColor = new Color( groundColor );
  23154. }
  23155. HemisphereLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23156. constructor: HemisphereLight,
  23157. isHemisphereLight: true,
  23158. copy: function ( source ) {
  23159. Light.prototype.copy.call( this, source );
  23160. this.groundColor.copy( source.groundColor );
  23161. return this;
  23162. }
  23163. } );
  23164. function LightShadow( camera ) {
  23165. this.camera = camera;
  23166. this.bias = 0;
  23167. this.normalBias = 0;
  23168. this.radius = 1;
  23169. this.mapSize = new Vector2( 512, 512 );
  23170. this.map = null;
  23171. this.mapPass = null;
  23172. this.matrix = new Matrix4();
  23173. this.autoUpdate = true;
  23174. this.needsUpdate = false;
  23175. this._frustum = new Frustum();
  23176. this._frameExtents = new Vector2( 1, 1 );
  23177. this._viewportCount = 1;
  23178. this._viewports = [
  23179. new Vector4( 0, 0, 1, 1 )
  23180. ];
  23181. }
  23182. Object.assign( LightShadow.prototype, {
  23183. _projScreenMatrix: new Matrix4(),
  23184. _lightPositionWorld: new Vector3(),
  23185. _lookTarget: new Vector3(),
  23186. getViewportCount: function () {
  23187. return this._viewportCount;
  23188. },
  23189. getFrustum: function () {
  23190. return this._frustum;
  23191. },
  23192. updateMatrices: function ( light ) {
  23193. var shadowCamera = this.camera,
  23194. shadowMatrix = this.matrix,
  23195. projScreenMatrix = this._projScreenMatrix,
  23196. lookTarget = this._lookTarget,
  23197. lightPositionWorld = this._lightPositionWorld;
  23198. lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  23199. shadowCamera.position.copy( lightPositionWorld );
  23200. lookTarget.setFromMatrixPosition( light.target.matrixWorld );
  23201. shadowCamera.lookAt( lookTarget );
  23202. shadowCamera.updateMatrixWorld();
  23203. projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
  23204. this._frustum.setFromProjectionMatrix( projScreenMatrix );
  23205. shadowMatrix.set(
  23206. 0.5, 0.0, 0.0, 0.5,
  23207. 0.0, 0.5, 0.0, 0.5,
  23208. 0.0, 0.0, 0.5, 0.5,
  23209. 0.0, 0.0, 0.0, 1.0
  23210. );
  23211. shadowMatrix.multiply( shadowCamera.projectionMatrix );
  23212. shadowMatrix.multiply( shadowCamera.matrixWorldInverse );
  23213. },
  23214. getViewport: function ( viewportIndex ) {
  23215. return this._viewports[ viewportIndex ];
  23216. },
  23217. getFrameExtents: function () {
  23218. return this._frameExtents;
  23219. },
  23220. copy: function ( source ) {
  23221. this.camera = source.camera.clone();
  23222. this.bias = source.bias;
  23223. this.radius = source.radius;
  23224. this.mapSize.copy( source.mapSize );
  23225. return this;
  23226. },
  23227. clone: function () {
  23228. return new this.constructor().copy( this );
  23229. },
  23230. toJSON: function () {
  23231. var object = {};
  23232. if ( this.bias !== 0 ) { object.bias = this.bias; }
  23233. if ( this.normalBias !== 0 ) { object.normalBias = this.normalBias; }
  23234. if ( this.radius !== 1 ) { object.radius = this.radius; }
  23235. if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) { object.mapSize = this.mapSize.toArray(); }
  23236. object.camera = this.camera.toJSON( false ).object;
  23237. delete object.camera.matrix;
  23238. return object;
  23239. }
  23240. } );
  23241. function SpotLightShadow() {
  23242. LightShadow.call( this, new PerspectiveCamera( 50, 1, 0.5, 500 ) );
  23243. }
  23244. SpotLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  23245. constructor: SpotLightShadow,
  23246. isSpotLightShadow: true,
  23247. updateMatrices: function ( light ) {
  23248. var camera = this.camera;
  23249. var fov = MathUtils.RAD2DEG * 2 * light.angle;
  23250. var aspect = this.mapSize.width / this.mapSize.height;
  23251. var far = light.distance || camera.far;
  23252. if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {
  23253. camera.fov = fov;
  23254. camera.aspect = aspect;
  23255. camera.far = far;
  23256. camera.updateProjectionMatrix();
  23257. }
  23258. LightShadow.prototype.updateMatrices.call( this, light );
  23259. }
  23260. } );
  23261. function SpotLight( color, intensity, distance, angle, penumbra, decay ) {
  23262. Light.call( this, color, intensity );
  23263. this.type = 'SpotLight';
  23264. this.position.copy( Object3D.DefaultUp );
  23265. this.updateMatrix();
  23266. this.target = new Object3D();
  23267. Object.defineProperty( this, 'power', {
  23268. get: function () {
  23269. // intensity = power per solid angle.
  23270. // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23271. return this.intensity * Math.PI;
  23272. },
  23273. set: function ( power ) {
  23274. // intensity = power per solid angle.
  23275. // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23276. this.intensity = power / Math.PI;
  23277. }
  23278. } );
  23279. this.distance = ( distance !== undefined ) ? distance : 0;
  23280. this.angle = ( angle !== undefined ) ? angle : Math.PI / 3;
  23281. this.penumbra = ( penumbra !== undefined ) ? penumbra : 0;
  23282. this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
  23283. this.shadow = new SpotLightShadow();
  23284. }
  23285. SpotLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23286. constructor: SpotLight,
  23287. isSpotLight: true,
  23288. copy: function ( source ) {
  23289. Light.prototype.copy.call( this, source );
  23290. this.distance = source.distance;
  23291. this.angle = source.angle;
  23292. this.penumbra = source.penumbra;
  23293. this.decay = source.decay;
  23294. this.target = source.target.clone();
  23295. this.shadow = source.shadow.clone();
  23296. return this;
  23297. }
  23298. } );
  23299. function PointLightShadow() {
  23300. LightShadow.call( this, new PerspectiveCamera( 90, 1, 0.5, 500 ) );
  23301. this._frameExtents = new Vector2( 4, 2 );
  23302. this._viewportCount = 6;
  23303. this._viewports = [
  23304. // These viewports map a cube-map onto a 2D texture with the
  23305. // following orientation:
  23306. //
  23307. // xzXZ
  23308. // y Y
  23309. //
  23310. // X - Positive x direction
  23311. // x - Negative x direction
  23312. // Y - Positive y direction
  23313. // y - Negative y direction
  23314. // Z - Positive z direction
  23315. // z - Negative z direction
  23316. // positive X
  23317. new Vector4( 2, 1, 1, 1 ),
  23318. // negative X
  23319. new Vector4( 0, 1, 1, 1 ),
  23320. // positive Z
  23321. new Vector4( 3, 1, 1, 1 ),
  23322. // negative Z
  23323. new Vector4( 1, 1, 1, 1 ),
  23324. // positive Y
  23325. new Vector4( 3, 0, 1, 1 ),
  23326. // negative Y
  23327. new Vector4( 1, 0, 1, 1 )
  23328. ];
  23329. this._cubeDirections = [
  23330. new Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ),
  23331. new Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 )
  23332. ];
  23333. this._cubeUps = [
  23334. new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ),
  23335. new Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ), new Vector3( 0, 0, - 1 )
  23336. ];
  23337. }
  23338. PointLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  23339. constructor: PointLightShadow,
  23340. isPointLightShadow: true,
  23341. updateMatrices: function ( light, viewportIndex ) {
  23342. if ( viewportIndex === undefined ) { viewportIndex = 0; }
  23343. var camera = this.camera,
  23344. shadowMatrix = this.matrix,
  23345. lightPositionWorld = this._lightPositionWorld,
  23346. lookTarget = this._lookTarget,
  23347. projScreenMatrix = this._projScreenMatrix;
  23348. lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  23349. camera.position.copy( lightPositionWorld );
  23350. lookTarget.copy( camera.position );
  23351. lookTarget.add( this._cubeDirections[ viewportIndex ] );
  23352. camera.up.copy( this._cubeUps[ viewportIndex ] );
  23353. camera.lookAt( lookTarget );
  23354. camera.updateMatrixWorld();
  23355. shadowMatrix.makeTranslation( - lightPositionWorld.x, - lightPositionWorld.y, - lightPositionWorld.z );
  23356. projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  23357. this._frustum.setFromProjectionMatrix( projScreenMatrix );
  23358. }
  23359. } );
  23360. function PointLight( color, intensity, distance, decay ) {
  23361. Light.call( this, color, intensity );
  23362. this.type = 'PointLight';
  23363. Object.defineProperty( this, 'power', {
  23364. get: function () {
  23365. // intensity = power per solid angle.
  23366. // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23367. return this.intensity * 4 * Math.PI;
  23368. },
  23369. set: function ( power ) {
  23370. // intensity = power per solid angle.
  23371. // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23372. this.intensity = power / ( 4 * Math.PI );
  23373. }
  23374. } );
  23375. this.distance = ( distance !== undefined ) ? distance : 0;
  23376. this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
  23377. this.shadow = new PointLightShadow();
  23378. }
  23379. PointLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23380. constructor: PointLight,
  23381. isPointLight: true,
  23382. copy: function ( source ) {
  23383. Light.prototype.copy.call( this, source );
  23384. this.distance = source.distance;
  23385. this.decay = source.decay;
  23386. this.shadow = source.shadow.clone();
  23387. return this;
  23388. }
  23389. } );
  23390. function OrthographicCamera( left, right, top, bottom, near, far ) {
  23391. Camera.call( this );
  23392. this.type = 'OrthographicCamera';
  23393. this.zoom = 1;
  23394. this.view = null;
  23395. this.left = ( left !== undefined ) ? left : - 1;
  23396. this.right = ( right !== undefined ) ? right : 1;
  23397. this.top = ( top !== undefined ) ? top : 1;
  23398. this.bottom = ( bottom !== undefined ) ? bottom : - 1;
  23399. this.near = ( near !== undefined ) ? near : 0.1;
  23400. this.far = ( far !== undefined ) ? far : 2000;
  23401. this.updateProjectionMatrix();
  23402. }
  23403. OrthographicCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
  23404. constructor: OrthographicCamera,
  23405. isOrthographicCamera: true,
  23406. copy: function ( source, recursive ) {
  23407. Camera.prototype.copy.call( this, source, recursive );
  23408. this.left = source.left;
  23409. this.right = source.right;
  23410. this.top = source.top;
  23411. this.bottom = source.bottom;
  23412. this.near = source.near;
  23413. this.far = source.far;
  23414. this.zoom = source.zoom;
  23415. this.view = source.view === null ? null : Object.assign( {}, source.view );
  23416. return this;
  23417. },
  23418. setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
  23419. if ( this.view === null ) {
  23420. this.view = {
  23421. enabled: true,
  23422. fullWidth: 1,
  23423. fullHeight: 1,
  23424. offsetX: 0,
  23425. offsetY: 0,
  23426. width: 1,
  23427. height: 1
  23428. };
  23429. }
  23430. this.view.enabled = true;
  23431. this.view.fullWidth = fullWidth;
  23432. this.view.fullHeight = fullHeight;
  23433. this.view.offsetX = x;
  23434. this.view.offsetY = y;
  23435. this.view.width = width;
  23436. this.view.height = height;
  23437. this.updateProjectionMatrix();
  23438. },
  23439. clearViewOffset: function () {
  23440. if ( this.view !== null ) {
  23441. this.view.enabled = false;
  23442. }
  23443. this.updateProjectionMatrix();
  23444. },
  23445. updateProjectionMatrix: function () {
  23446. var dx = ( this.right - this.left ) / ( 2 * this.zoom );
  23447. var dy = ( this.top - this.bottom ) / ( 2 * this.zoom );
  23448. var cx = ( this.right + this.left ) / 2;
  23449. var cy = ( this.top + this.bottom ) / 2;
  23450. var left = cx - dx;
  23451. var right = cx + dx;
  23452. var top = cy + dy;
  23453. var bottom = cy - dy;
  23454. if ( this.view !== null && this.view.enabled ) {
  23455. var scaleW = ( this.right - this.left ) / this.view.fullWidth / this.zoom;
  23456. var scaleH = ( this.top - this.bottom ) / this.view.fullHeight / this.zoom;
  23457. left += scaleW * this.view.offsetX;
  23458. right = left + scaleW * this.view.width;
  23459. top -= scaleH * this.view.offsetY;
  23460. bottom = top - scaleH * this.view.height;
  23461. }
  23462. this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far );
  23463. this.projectionMatrixInverse.getInverse( this.projectionMatrix );
  23464. },
  23465. toJSON: function ( meta ) {
  23466. var data = Object3D.prototype.toJSON.call( this, meta );
  23467. data.object.zoom = this.zoom;
  23468. data.object.left = this.left;
  23469. data.object.right = this.right;
  23470. data.object.top = this.top;
  23471. data.object.bottom = this.bottom;
  23472. data.object.near = this.near;
  23473. data.object.far = this.far;
  23474. if ( this.view !== null ) { data.object.view = Object.assign( {}, this.view ); }
  23475. return data;
  23476. }
  23477. } );
  23478. function DirectionalLightShadow() {
  23479. LightShadow.call( this, new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) );
  23480. }
  23481. DirectionalLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  23482. constructor: DirectionalLightShadow,
  23483. isDirectionalLightShadow: true,
  23484. updateMatrices: function ( light ) {
  23485. LightShadow.prototype.updateMatrices.call( this, light );
  23486. }
  23487. } );
  23488. function DirectionalLight( color, intensity ) {
  23489. Light.call( this, color, intensity );
  23490. this.type = 'DirectionalLight';
  23491. this.position.copy( Object3D.DefaultUp );
  23492. this.updateMatrix();
  23493. this.target = new Object3D();
  23494. this.shadow = new DirectionalLightShadow();
  23495. }
  23496. DirectionalLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23497. constructor: DirectionalLight,
  23498. isDirectionalLight: true,
  23499. copy: function ( source ) {
  23500. Light.prototype.copy.call( this, source );
  23501. this.target = source.target.clone();
  23502. this.shadow = source.shadow.clone();
  23503. return this;
  23504. }
  23505. } );
  23506. function AmbientLight( color, intensity ) {
  23507. Light.call( this, color, intensity );
  23508. this.type = 'AmbientLight';
  23509. this.castShadow = undefined;
  23510. }
  23511. AmbientLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23512. constructor: AmbientLight,
  23513. isAmbientLight: true
  23514. } );
  23515. function RectAreaLight( color, intensity, width, height ) {
  23516. Light.call( this, color, intensity );
  23517. this.type = 'RectAreaLight';
  23518. this.width = ( width !== undefined ) ? width : 10;
  23519. this.height = ( height !== undefined ) ? height : 10;
  23520. }
  23521. RectAreaLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23522. constructor: RectAreaLight,
  23523. isRectAreaLight: true,
  23524. copy: function ( source ) {
  23525. Light.prototype.copy.call( this, source );
  23526. this.width = source.width;
  23527. this.height = source.height;
  23528. return this;
  23529. },
  23530. toJSON: function ( meta ) {
  23531. var data = Light.prototype.toJSON.call( this, meta );
  23532. data.object.width = this.width;
  23533. data.object.height = this.height;
  23534. return data;
  23535. }
  23536. } );
  23537. /**
  23538. * Primary reference:
  23539. * https://graphics.stanford.edu/papers/envmap/envmap.pdf
  23540. *
  23541. * Secondary reference:
  23542. * https://www.ppsloan.org/publications/StupidSH36.pdf
  23543. */
  23544. // 3-band SH defined by 9 coefficients
  23545. function SphericalHarmonics3() {
  23546. this.coefficients = [];
  23547. for ( var i = 0; i < 9; i ++ ) {
  23548. this.coefficients.push( new Vector3() );
  23549. }
  23550. }
  23551. Object.assign( SphericalHarmonics3.prototype, {
  23552. isSphericalHarmonics3: true,
  23553. set: function ( coefficients ) {
  23554. for ( var i = 0; i < 9; i ++ ) {
  23555. this.coefficients[ i ].copy( coefficients[ i ] );
  23556. }
  23557. return this;
  23558. },
  23559. zero: function () {
  23560. for ( var i = 0; i < 9; i ++ ) {
  23561. this.coefficients[ i ].set( 0, 0, 0 );
  23562. }
  23563. return this;
  23564. },
  23565. // get the radiance in the direction of the normal
  23566. // target is a Vector3
  23567. getAt: function ( normal, target ) {
  23568. // normal is assumed to be unit length
  23569. var x = normal.x, y = normal.y, z = normal.z;
  23570. var coeff = this.coefficients;
  23571. // band 0
  23572. target.copy( coeff[ 0 ] ).multiplyScalar( 0.282095 );
  23573. // band 1
  23574. target.addScaledVector( coeff[ 1 ], 0.488603 * y );
  23575. target.addScaledVector( coeff[ 2 ], 0.488603 * z );
  23576. target.addScaledVector( coeff[ 3 ], 0.488603 * x );
  23577. // band 2
  23578. target.addScaledVector( coeff[ 4 ], 1.092548 * ( x * y ) );
  23579. target.addScaledVector( coeff[ 5 ], 1.092548 * ( y * z ) );
  23580. target.addScaledVector( coeff[ 6 ], 0.315392 * ( 3.0 * z * z - 1.0 ) );
  23581. target.addScaledVector( coeff[ 7 ], 1.092548 * ( x * z ) );
  23582. target.addScaledVector( coeff[ 8 ], 0.546274 * ( x * x - y * y ) );
  23583. return target;
  23584. },
  23585. // get the irradiance (radiance convolved with cosine lobe) in the direction of the normal
  23586. // target is a Vector3
  23587. // https://graphics.stanford.edu/papers/envmap/envmap.pdf
  23588. getIrradianceAt: function ( normal, target ) {
  23589. // normal is assumed to be unit length
  23590. var x = normal.x, y = normal.y, z = normal.z;
  23591. var coeff = this.coefficients;
  23592. // band 0
  23593. target.copy( coeff[ 0 ] ).multiplyScalar( 0.886227 ); // π * 0.282095
  23594. // band 1
  23595. target.addScaledVector( coeff[ 1 ], 2.0 * 0.511664 * y ); // ( 2 * π / 3 ) * 0.488603
  23596. target.addScaledVector( coeff[ 2 ], 2.0 * 0.511664 * z );
  23597. target.addScaledVector( coeff[ 3 ], 2.0 * 0.511664 * x );
  23598. // band 2
  23599. target.addScaledVector( coeff[ 4 ], 2.0 * 0.429043 * x * y ); // ( π / 4 ) * 1.092548
  23600. target.addScaledVector( coeff[ 5 ], 2.0 * 0.429043 * y * z );
  23601. target.addScaledVector( coeff[ 6 ], 0.743125 * z * z - 0.247708 ); // ( π / 4 ) * 0.315392 * 3
  23602. target.addScaledVector( coeff[ 7 ], 2.0 * 0.429043 * x * z );
  23603. target.addScaledVector( coeff[ 8 ], 0.429043 * ( x * x - y * y ) ); // ( π / 4 ) * 0.546274
  23604. return target;
  23605. },
  23606. add: function ( sh ) {
  23607. for ( var i = 0; i < 9; i ++ ) {
  23608. this.coefficients[ i ].add( sh.coefficients[ i ] );
  23609. }
  23610. return this;
  23611. },
  23612. addScaledSH: function ( sh, s ) {
  23613. for ( var i = 0; i < 9; i ++ ) {
  23614. this.coefficients[ i ].addScaledVector( sh.coefficients[ i ], s );
  23615. }
  23616. return this;
  23617. },
  23618. scale: function ( s ) {
  23619. for ( var i = 0; i < 9; i ++ ) {
  23620. this.coefficients[ i ].multiplyScalar( s );
  23621. }
  23622. return this;
  23623. },
  23624. lerp: function ( sh, alpha ) {
  23625. for ( var i = 0; i < 9; i ++ ) {
  23626. this.coefficients[ i ].lerp( sh.coefficients[ i ], alpha );
  23627. }
  23628. return this;
  23629. },
  23630. equals: function ( sh ) {
  23631. for ( var i = 0; i < 9; i ++ ) {
  23632. if ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) {
  23633. return false;
  23634. }
  23635. }
  23636. return true;
  23637. },
  23638. copy: function ( sh ) {
  23639. return this.set( sh.coefficients );
  23640. },
  23641. clone: function () {
  23642. return new this.constructor().copy( this );
  23643. },
  23644. fromArray: function ( array, offset ) {
  23645. if ( offset === undefined ) { offset = 0; }
  23646. var coefficients = this.coefficients;
  23647. for ( var i = 0; i < 9; i ++ ) {
  23648. coefficients[ i ].fromArray( array, offset + ( i * 3 ) );
  23649. }
  23650. return this;
  23651. },
  23652. toArray: function ( array, offset ) {
  23653. if ( array === undefined ) { array = []; }
  23654. if ( offset === undefined ) { offset = 0; }
  23655. var coefficients = this.coefficients;
  23656. for ( var i = 0; i < 9; i ++ ) {
  23657. coefficients[ i ].toArray( array, offset + ( i * 3 ) );
  23658. }
  23659. return array;
  23660. }
  23661. } );
  23662. Object.assign( SphericalHarmonics3, {
  23663. // evaluate the basis functions
  23664. // shBasis is an Array[ 9 ]
  23665. getBasisAt: function ( normal, shBasis ) {
  23666. // normal is assumed to be unit length
  23667. var x = normal.x, y = normal.y, z = normal.z;
  23668. // band 0
  23669. shBasis[ 0 ] = 0.282095;
  23670. // band 1
  23671. shBasis[ 1 ] = 0.488603 * y;
  23672. shBasis[ 2 ] = 0.488603 * z;
  23673. shBasis[ 3 ] = 0.488603 * x;
  23674. // band 2
  23675. shBasis[ 4 ] = 1.092548 * x * y;
  23676. shBasis[ 5 ] = 1.092548 * y * z;
  23677. shBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 );
  23678. shBasis[ 7 ] = 1.092548 * x * z;
  23679. shBasis[ 8 ] = 0.546274 * ( x * x - y * y );
  23680. }
  23681. } );
  23682. function LightProbe( sh, intensity ) {
  23683. Light.call( this, undefined, intensity );
  23684. this.type = 'LightProbe';
  23685. this.sh = ( sh !== undefined ) ? sh : new SphericalHarmonics3();
  23686. }
  23687. LightProbe.prototype = Object.assign( Object.create( Light.prototype ), {
  23688. constructor: LightProbe,
  23689. isLightProbe: true,
  23690. copy: function ( source ) {
  23691. Light.prototype.copy.call( this, source );
  23692. this.sh.copy( source.sh );
  23693. return this;
  23694. },
  23695. fromJSON: function ( json ) {
  23696. this.intensity = json.intensity; // TODO: Move this bit to Light.fromJSON();
  23697. this.sh.fromArray( json.sh );
  23698. return this;
  23699. },
  23700. toJSON: function ( meta ) {
  23701. var data = Light.prototype.toJSON.call( this, meta );
  23702. data.object.sh = this.sh.toArray();
  23703. return data;
  23704. }
  23705. } );
  23706. function MaterialLoader( manager ) {
  23707. Loader.call( this, manager );
  23708. this.textures = {};
  23709. }
  23710. MaterialLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  23711. constructor: MaterialLoader,
  23712. load: function ( url, onLoad, onProgress, onError ) {
  23713. var scope = this;
  23714. var loader = new FileLoader( scope.manager );
  23715. loader.setPath( scope.path );
  23716. loader.setRequestHeader( scope.requestHeader );
  23717. loader.load( url, function ( text ) {
  23718. try {
  23719. onLoad( scope.parse( JSON.parse( text ) ) );
  23720. } catch ( e ) {
  23721. if ( onError ) {
  23722. onError( e );
  23723. } else {
  23724. console.error( e );
  23725. }
  23726. scope.manager.itemError( url );
  23727. }
  23728. }, onProgress, onError );
  23729. },
  23730. parse: function ( json ) {
  23731. var textures = this.textures;
  23732. function getTexture( name ) {
  23733. if ( textures[ name ] === undefined ) {
  23734. console.warn( 'THREE.MaterialLoader: Undefined texture', name );
  23735. }
  23736. return textures[ name ];
  23737. }
  23738. var material = new Materials[ json.type ]();
  23739. if ( json.uuid !== undefined ) { material.uuid = json.uuid; }
  23740. if ( json.name !== undefined ) { material.name = json.name; }
  23741. if ( json.color !== undefined ) { material.color.setHex( json.color ); }
  23742. if ( json.roughness !== undefined ) { material.roughness = json.roughness; }
  23743. if ( json.metalness !== undefined ) { material.metalness = json.metalness; }
  23744. if ( json.sheen !== undefined ) { material.sheen = new Color().setHex( json.sheen ); }
  23745. if ( json.emissive !== undefined ) { material.emissive.setHex( json.emissive ); }
  23746. if ( json.specular !== undefined ) { material.specular.setHex( json.specular ); }
  23747. if ( json.shininess !== undefined ) { material.shininess = json.shininess; }
  23748. if ( json.clearcoat !== undefined ) { material.clearcoat = json.clearcoat; }
  23749. if ( json.clearcoatRoughness !== undefined ) { material.clearcoatRoughness = json.clearcoatRoughness; }
  23750. if ( json.fog !== undefined ) { material.fog = json.fog; }
  23751. if ( json.flatShading !== undefined ) { material.flatShading = json.flatShading; }
  23752. if ( json.blending !== undefined ) { material.blending = json.blending; }
  23753. if ( json.combine !== undefined ) { material.combine = json.combine; }
  23754. if ( json.side !== undefined ) { material.side = json.side; }
  23755. if ( json.opacity !== undefined ) { material.opacity = json.opacity; }
  23756. if ( json.transparent !== undefined ) { material.transparent = json.transparent; }
  23757. if ( json.alphaTest !== undefined ) { material.alphaTest = json.alphaTest; }
  23758. if ( json.depthTest !== undefined ) { material.depthTest = json.depthTest; }
  23759. if ( json.depthWrite !== undefined ) { material.depthWrite = json.depthWrite; }
  23760. if ( json.colorWrite !== undefined ) { material.colorWrite = json.colorWrite; }
  23761. if ( json.stencilWrite !== undefined ) { material.stencilWrite = json.stencilWrite; }
  23762. if ( json.stencilWriteMask !== undefined ) { material.stencilWriteMask = json.stencilWriteMask; }
  23763. if ( json.stencilFunc !== undefined ) { material.stencilFunc = json.stencilFunc; }
  23764. if ( json.stencilRef !== undefined ) { material.stencilRef = json.stencilRef; }
  23765. if ( json.stencilFuncMask !== undefined ) { material.stencilFuncMask = json.stencilFuncMask; }
  23766. if ( json.stencilFail !== undefined ) { material.stencilFail = json.stencilFail; }
  23767. if ( json.stencilZFail !== undefined ) { material.stencilZFail = json.stencilZFail; }
  23768. if ( json.stencilZPass !== undefined ) { material.stencilZPass = json.stencilZPass; }
  23769. if ( json.wireframe !== undefined ) { material.wireframe = json.wireframe; }
  23770. if ( json.wireframeLinewidth !== undefined ) { material.wireframeLinewidth = json.wireframeLinewidth; }
  23771. if ( json.wireframeLinecap !== undefined ) { material.wireframeLinecap = json.wireframeLinecap; }
  23772. if ( json.wireframeLinejoin !== undefined ) { material.wireframeLinejoin = json.wireframeLinejoin; }
  23773. if ( json.rotation !== undefined ) { material.rotation = json.rotation; }
  23774. if ( json.linewidth !== 1 ) { material.linewidth = json.linewidth; }
  23775. if ( json.dashSize !== undefined ) { material.dashSize = json.dashSize; }
  23776. if ( json.gapSize !== undefined ) { material.gapSize = json.gapSize; }
  23777. if ( json.scale !== undefined ) { material.scale = json.scale; }
  23778. if ( json.polygonOffset !== undefined ) { material.polygonOffset = json.polygonOffset; }
  23779. if ( json.polygonOffsetFactor !== undefined ) { material.polygonOffsetFactor = json.polygonOffsetFactor; }
  23780. if ( json.polygonOffsetUnits !== undefined ) { material.polygonOffsetUnits = json.polygonOffsetUnits; }
  23781. if ( json.skinning !== undefined ) { material.skinning = json.skinning; }
  23782. if ( json.morphTargets !== undefined ) { material.morphTargets = json.morphTargets; }
  23783. if ( json.morphNormals !== undefined ) { material.morphNormals = json.morphNormals; }
  23784. if ( json.dithering !== undefined ) { material.dithering = json.dithering; }
  23785. if ( json.vertexTangents !== undefined ) { material.vertexTangents = json.vertexTangents; }
  23786. if ( json.visible !== undefined ) { material.visible = json.visible; }
  23787. if ( json.toneMapped !== undefined ) { material.toneMapped = json.toneMapped; }
  23788. if ( json.userData !== undefined ) { material.userData = json.userData; }
  23789. if ( json.vertexColors !== undefined ) {
  23790. if ( typeof json.vertexColors === 'number' ) {
  23791. material.vertexColors = ( json.vertexColors > 0 ) ? true : false;
  23792. } else {
  23793. material.vertexColors = json.vertexColors;
  23794. }
  23795. }
  23796. // Shader Material
  23797. if ( json.uniforms !== undefined ) {
  23798. for ( var name in json.uniforms ) {
  23799. var uniform = json.uniforms[ name ];
  23800. material.uniforms[ name ] = {};
  23801. switch ( uniform.type ) {
  23802. case 't':
  23803. material.uniforms[ name ].value = getTexture( uniform.value );
  23804. break;
  23805. case 'c':
  23806. material.uniforms[ name ].value = new Color().setHex( uniform.value );
  23807. break;
  23808. case 'v2':
  23809. material.uniforms[ name ].value = new Vector2().fromArray( uniform.value );
  23810. break;
  23811. case 'v3':
  23812. material.uniforms[ name ].value = new Vector3().fromArray( uniform.value );
  23813. break;
  23814. case 'v4':
  23815. material.uniforms[ name ].value = new Vector4().fromArray( uniform.value );
  23816. break;
  23817. case 'm3':
  23818. material.uniforms[ name ].value = new Matrix3().fromArray( uniform.value );
  23819. case 'm4':
  23820. material.uniforms[ name ].value = new Matrix4().fromArray( uniform.value );
  23821. break;
  23822. default:
  23823. material.uniforms[ name ].value = uniform.value;
  23824. }
  23825. }
  23826. }
  23827. if ( json.defines !== undefined ) { material.defines = json.defines; }
  23828. if ( json.vertexShader !== undefined ) { material.vertexShader = json.vertexShader; }
  23829. if ( json.fragmentShader !== undefined ) { material.fragmentShader = json.fragmentShader; }
  23830. if ( json.extensions !== undefined ) {
  23831. for ( var key in json.extensions ) {
  23832. material.extensions[ key ] = json.extensions[ key ];
  23833. }
  23834. }
  23835. // Deprecated
  23836. if ( json.shading !== undefined ) { material.flatShading = json.shading === 1; } // THREE.FlatShading
  23837. // for PointsMaterial
  23838. if ( json.size !== undefined ) { material.size = json.size; }
  23839. if ( json.sizeAttenuation !== undefined ) { material.sizeAttenuation = json.sizeAttenuation; }
  23840. // maps
  23841. if ( json.map !== undefined ) { material.map = getTexture( json.map ); }
  23842. if ( json.matcap !== undefined ) { material.matcap = getTexture( json.matcap ); }
  23843. if ( json.alphaMap !== undefined ) { material.alphaMap = getTexture( json.alphaMap ); }
  23844. if ( json.bumpMap !== undefined ) { material.bumpMap = getTexture( json.bumpMap ); }
  23845. if ( json.bumpScale !== undefined ) { material.bumpScale = json.bumpScale; }
  23846. if ( json.normalMap !== undefined ) { material.normalMap = getTexture( json.normalMap ); }
  23847. if ( json.normalMapType !== undefined ) { material.normalMapType = json.normalMapType; }
  23848. if ( json.normalScale !== undefined ) {
  23849. var normalScale = json.normalScale;
  23850. if ( Array.isArray( normalScale ) === false ) {
  23851. // Blender exporter used to export a scalar. See #7459
  23852. normalScale = [ normalScale, normalScale ];
  23853. }
  23854. material.normalScale = new Vector2().fromArray( normalScale );
  23855. }
  23856. if ( json.displacementMap !== undefined ) { material.displacementMap = getTexture( json.displacementMap ); }
  23857. if ( json.displacementScale !== undefined ) { material.displacementScale = json.displacementScale; }
  23858. if ( json.displacementBias !== undefined ) { material.displacementBias = json.displacementBias; }
  23859. if ( json.roughnessMap !== undefined ) { material.roughnessMap = getTexture( json.roughnessMap ); }
  23860. if ( json.metalnessMap !== undefined ) { material.metalnessMap = getTexture( json.metalnessMap ); }
  23861. if ( json.emissiveMap !== undefined ) { material.emissiveMap = getTexture( json.emissiveMap ); }
  23862. if ( json.emissiveIntensity !== undefined ) { material.emissiveIntensity = json.emissiveIntensity; }
  23863. if ( json.specularMap !== undefined ) { material.specularMap = getTexture( json.specularMap ); }
  23864. if ( json.envMap !== undefined ) { material.envMap = getTexture( json.envMap ); }
  23865. if ( json.envMapIntensity !== undefined ) { material.envMapIntensity = json.envMapIntensity; }
  23866. if ( json.reflectivity !== undefined ) { material.reflectivity = json.reflectivity; }
  23867. if ( json.refractionRatio !== undefined ) { material.refractionRatio = json.refractionRatio; }
  23868. if ( json.lightMap !== undefined ) { material.lightMap = getTexture( json.lightMap ); }
  23869. if ( json.lightMapIntensity !== undefined ) { material.lightMapIntensity = json.lightMapIntensity; }
  23870. if ( json.aoMap !== undefined ) { material.aoMap = getTexture( json.aoMap ); }
  23871. if ( json.aoMapIntensity !== undefined ) { material.aoMapIntensity = json.aoMapIntensity; }
  23872. if ( json.gradientMap !== undefined ) { material.gradientMap = getTexture( json.gradientMap ); }
  23873. if ( json.clearcoatMap !== undefined ) { material.clearcoatMap = getTexture( json.clearcoatMap ); }
  23874. if ( json.clearcoatRoughnessMap !== undefined ) { material.clearcoatRoughnessMap = getTexture( json.clearcoatRoughnessMap ); }
  23875. if ( json.clearcoatNormalMap !== undefined ) { material.clearcoatNormalMap = getTexture( json.clearcoatNormalMap ); }
  23876. if ( json.clearcoatNormalScale !== undefined ) { material.clearcoatNormalScale = new Vector2().fromArray( json.clearcoatNormalScale ); }
  23877. if ( json.transmission !== undefined ) { material.transmission = json.transmission; }
  23878. if ( json.transmissionMap !== undefined ) { material.transmissionMap = getTexture( json.transmissionMap ); }
  23879. return material;
  23880. },
  23881. setTextures: function ( value ) {
  23882. this.textures = value;
  23883. return this;
  23884. }
  23885. } );
  23886. var LoaderUtils = {
  23887. decodeText: function ( array ) {
  23888. if ( typeof TextDecoder !== 'undefined' ) {
  23889. return new TextDecoder().decode( array );
  23890. }
  23891. // Avoid the String.fromCharCode.apply(null, array) shortcut, which
  23892. // throws a "maximum call stack size exceeded" error for large arrays.
  23893. var s = '';
  23894. for ( var i = 0, il = array.length; i < il; i ++ ) {
  23895. // Implicitly assumes little-endian.
  23896. s += String.fromCharCode( array[ i ] );
  23897. }
  23898. try {
  23899. // merges multi-byte utf-8 characters.
  23900. return decodeURIComponent( escape( s ) );
  23901. } catch ( e ) { // see #16358
  23902. return s;
  23903. }
  23904. },
  23905. extractUrlBase: function ( url ) {
  23906. var index = url.lastIndexOf( '/' );
  23907. if ( index === - 1 ) { return './'; }
  23908. return url.substr( 0, index + 1 );
  23909. }
  23910. };
  23911. function InstancedBufferGeometry() {
  23912. BufferGeometry.call( this );
  23913. this.type = 'InstancedBufferGeometry';
  23914. this.instanceCount = Infinity;
  23915. }
  23916. InstancedBufferGeometry.prototype = Object.assign( Object.create( BufferGeometry.prototype ), {
  23917. constructor: InstancedBufferGeometry,
  23918. isInstancedBufferGeometry: true,
  23919. copy: function ( source ) {
  23920. BufferGeometry.prototype.copy.call( this, source );
  23921. this.instanceCount = source.instanceCount;
  23922. return this;
  23923. },
  23924. clone: function () {
  23925. return new this.constructor().copy( this );
  23926. },
  23927. toJSON: function () {
  23928. var data = BufferGeometry.prototype.toJSON.call( this );
  23929. data.instanceCount = this.instanceCount;
  23930. data.isInstancedBufferGeometry = true;
  23931. return data;
  23932. }
  23933. } );
  23934. function InstancedBufferAttribute( array, itemSize, normalized, meshPerAttribute ) {
  23935. if ( typeof ( normalized ) === 'number' ) {
  23936. meshPerAttribute = normalized;
  23937. normalized = false;
  23938. console.error( 'THREE.InstancedBufferAttribute: The constructor now expects normalized as the third argument.' );
  23939. }
  23940. BufferAttribute.call( this, array, itemSize, normalized );
  23941. this.meshPerAttribute = meshPerAttribute || 1;
  23942. }
  23943. InstancedBufferAttribute.prototype = Object.assign( Object.create( BufferAttribute.prototype ), {
  23944. constructor: InstancedBufferAttribute,
  23945. isInstancedBufferAttribute: true,
  23946. copy: function ( source ) {
  23947. BufferAttribute.prototype.copy.call( this, source );
  23948. this.meshPerAttribute = source.meshPerAttribute;
  23949. return this;
  23950. },
  23951. toJSON: function () {
  23952. var data = BufferAttribute.prototype.toJSON.call( this );
  23953. data.meshPerAttribute = this.meshPerAttribute;
  23954. data.isInstancedBufferAttribute = true;
  23955. return data;
  23956. }
  23957. } );
  23958. function BufferGeometryLoader( manager ) {
  23959. Loader.call( this, manager );
  23960. }
  23961. BufferGeometryLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  23962. constructor: BufferGeometryLoader,
  23963. load: function ( url, onLoad, onProgress, onError ) {
  23964. var scope = this;
  23965. var loader = new FileLoader( scope.manager );
  23966. loader.setPath( scope.path );
  23967. loader.setRequestHeader( scope.requestHeader );
  23968. loader.load( url, function ( text ) {
  23969. try {
  23970. onLoad( scope.parse( JSON.parse( text ) ) );
  23971. } catch ( e ) {
  23972. if ( onError ) {
  23973. onError( e );
  23974. } else {
  23975. console.error( e );
  23976. }
  23977. scope.manager.itemError( url );
  23978. }
  23979. }, onProgress, onError );
  23980. },
  23981. parse: function ( json ) {
  23982. var interleavedBufferMap = {};
  23983. var arrayBufferMap = {};
  23984. function getInterleavedBuffer( json, uuid ) {
  23985. if ( interleavedBufferMap[ uuid ] !== undefined ) { return interleavedBufferMap[ uuid ]; }
  23986. var interleavedBuffers = json.interleavedBuffers;
  23987. var interleavedBuffer = interleavedBuffers[ uuid ];
  23988. var buffer = getArrayBuffer( json, interleavedBuffer.buffer );
  23989. var array = new TYPED_ARRAYS[ interleavedBuffer.type ]( buffer );
  23990. var ib = new InterleavedBuffer( array, interleavedBuffer.stride );
  23991. ib.uuid = interleavedBuffer.uuid;
  23992. interleavedBufferMap[ uuid ] = ib;
  23993. return ib;
  23994. }
  23995. function getArrayBuffer( json, uuid ) {
  23996. if ( arrayBufferMap[ uuid ] !== undefined ) { return arrayBufferMap[ uuid ]; }
  23997. var arrayBuffers = json.arrayBuffers;
  23998. var arrayBuffer = arrayBuffers[ uuid ];
  23999. var ab = new Uint32Array( arrayBuffer ).buffer;
  24000. arrayBufferMap[ uuid ] = ab;
  24001. return ab;
  24002. }
  24003. var geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry();
  24004. var index = json.data.index;
  24005. if ( index !== undefined ) {
  24006. var typedArray = new TYPED_ARRAYS[ index.type ]( index.array );
  24007. geometry.setIndex( new BufferAttribute( typedArray, 1 ) );
  24008. }
  24009. var attributes = json.data.attributes;
  24010. for ( var key in attributes ) {
  24011. var attribute = attributes[ key ];
  24012. var bufferAttribute = (void 0);
  24013. if ( attribute.isInterleavedBufferAttribute ) {
  24014. var interleavedBuffer = getInterleavedBuffer( json.data, attribute.data );
  24015. bufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized );
  24016. } else {
  24017. var typedArray$1 = new TYPED_ARRAYS[ attribute.type ]( attribute.array );
  24018. var bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute;
  24019. bufferAttribute = new bufferAttributeConstr( typedArray$1, attribute.itemSize, attribute.normalized );
  24020. }
  24021. if ( attribute.name !== undefined ) { bufferAttribute.name = attribute.name; }
  24022. geometry.setAttribute( key, bufferAttribute );
  24023. }
  24024. var morphAttributes = json.data.morphAttributes;
  24025. if ( morphAttributes ) {
  24026. for ( var key$1 in morphAttributes ) {
  24027. var attributeArray = morphAttributes[ key$1 ];
  24028. var array = [];
  24029. for ( var i = 0, il = attributeArray.length; i < il; i ++ ) {
  24030. var attribute$1 = attributeArray[ i ];
  24031. var bufferAttribute$1 = (void 0);
  24032. if ( attribute$1.isInterleavedBufferAttribute ) {
  24033. var interleavedBuffer$1 = getInterleavedBuffer( json.data, attribute$1.data );
  24034. bufferAttribute$1 = new InterleavedBufferAttribute( interleavedBuffer$1, attribute$1.itemSize, attribute$1.offset, attribute$1.normalized );
  24035. } else {
  24036. var typedArray$2 = new TYPED_ARRAYS[ attribute$1.type ]( attribute$1.array );
  24037. bufferAttribute$1 = new BufferAttribute( typedArray$2, attribute$1.itemSize, attribute$1.normalized );
  24038. }
  24039. if ( attribute$1.name !== undefined ) { bufferAttribute$1.name = attribute$1.name; }
  24040. array.push( bufferAttribute$1 );
  24041. }
  24042. geometry.morphAttributes[ key$1 ] = array;
  24043. }
  24044. }
  24045. var morphTargetsRelative = json.data.morphTargetsRelative;
  24046. if ( morphTargetsRelative ) {
  24047. geometry.morphTargetsRelative = true;
  24048. }
  24049. var groups = json.data.groups || json.data.drawcalls || json.data.offsets;
  24050. if ( groups !== undefined ) {
  24051. for ( var i$1 = 0, n = groups.length; i$1 !== n; ++ i$1 ) {
  24052. var group = groups[ i$1 ];
  24053. geometry.addGroup( group.start, group.count, group.materialIndex );
  24054. }
  24055. }
  24056. var boundingSphere = json.data.boundingSphere;
  24057. if ( boundingSphere !== undefined ) {
  24058. var center = new Vector3();
  24059. if ( boundingSphere.center !== undefined ) {
  24060. center.fromArray( boundingSphere.center );
  24061. }
  24062. geometry.boundingSphere = new Sphere( center, boundingSphere.radius );
  24063. }
  24064. if ( json.name ) { geometry.name = json.name; }
  24065. if ( json.userData ) { geometry.userData = json.userData; }
  24066. return geometry;
  24067. }
  24068. } );
  24069. var TYPED_ARRAYS = {
  24070. Int8Array: Int8Array,
  24071. Uint8Array: Uint8Array,
  24072. // Workaround for IE11 pre KB2929437. See #11440
  24073. Uint8ClampedArray: typeof Uint8ClampedArray !== 'undefined' ? Uint8ClampedArray : Uint8Array,
  24074. Int16Array: Int16Array,
  24075. Uint16Array: Uint16Array,
  24076. Int32Array: Int32Array,
  24077. Uint32Array: Uint32Array,
  24078. Float32Array: Float32Array,
  24079. Float64Array: Float64Array
  24080. };
  24081. function ObjectLoader( manager ) {
  24082. Loader.call( this, manager );
  24083. }
  24084. ObjectLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  24085. constructor: ObjectLoader,
  24086. load: function ( url, onLoad, onProgress, onError ) {
  24087. var scope = this;
  24088. var path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;
  24089. this.resourcePath = this.resourcePath || path;
  24090. var loader = new FileLoader( scope.manager );
  24091. loader.setPath( this.path );
  24092. loader.setRequestHeader( this.requestHeader );
  24093. loader.load( url, function ( text ) {
  24094. var json = null;
  24095. try {
  24096. json = JSON.parse( text );
  24097. } catch ( error ) {
  24098. if ( onError !== undefined ) { onError( error ); }
  24099. console.error( 'THREE:ObjectLoader: Can\'t parse ' + url + '.', error.message );
  24100. return;
  24101. }
  24102. var metadata = json.metadata;
  24103. if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
  24104. console.error( 'THREE.ObjectLoader: Can\'t load ' + url );
  24105. return;
  24106. }
  24107. scope.parse( json, onLoad );
  24108. }, onProgress, onError );
  24109. },
  24110. parse: function ( json, onLoad ) {
  24111. var shapes = this.parseShape( json.shapes );
  24112. var geometries = this.parseGeometries( json.geometries, shapes );
  24113. var images = this.parseImages( json.images, function () {
  24114. if ( onLoad !== undefined ) { onLoad( object ); }
  24115. } );
  24116. var textures = this.parseTextures( json.textures, images );
  24117. var materials = this.parseMaterials( json.materials, textures );
  24118. var object = this.parseObject( json.object, geometries, materials );
  24119. if ( json.animations ) {
  24120. object.animations = this.parseAnimations( json.animations );
  24121. }
  24122. if ( json.images === undefined || json.images.length === 0 ) {
  24123. if ( onLoad !== undefined ) { onLoad( object ); }
  24124. }
  24125. return object;
  24126. },
  24127. parseShape: function ( json ) {
  24128. var shapes = {};
  24129. if ( json !== undefined ) {
  24130. for ( var i = 0, l = json.length; i < l; i ++ ) {
  24131. var shape = new Shape().fromJSON( json[ i ] );
  24132. shapes[ shape.uuid ] = shape;
  24133. }
  24134. }
  24135. return shapes;
  24136. },
  24137. parseGeometries: function ( json, shapes ) {
  24138. var geometries = {};
  24139. var geometryShapes;
  24140. if ( json !== undefined ) {
  24141. var bufferGeometryLoader = new BufferGeometryLoader();
  24142. for ( var i = 0, l = json.length; i < l; i ++ ) {
  24143. var geometry = (void 0);
  24144. var data = json[ i ];
  24145. switch ( data.type ) {
  24146. case 'PlaneGeometry':
  24147. case 'PlaneBufferGeometry':
  24148. geometry = new Geometries[ data.type ](
  24149. data.width,
  24150. data.height,
  24151. data.widthSegments,
  24152. data.heightSegments
  24153. );
  24154. break;
  24155. case 'BoxGeometry':
  24156. case 'BoxBufferGeometry':
  24157. case 'CubeGeometry': // backwards compatible
  24158. geometry = new Geometries[ data.type ](
  24159. data.width,
  24160. data.height,
  24161. data.depth,
  24162. data.widthSegments,
  24163. data.heightSegments,
  24164. data.depthSegments
  24165. );
  24166. break;
  24167. case 'CircleGeometry':
  24168. case 'CircleBufferGeometry':
  24169. geometry = new Geometries[ data.type ](
  24170. data.radius,
  24171. data.segments,
  24172. data.thetaStart,
  24173. data.thetaLength
  24174. );
  24175. break;
  24176. case 'CylinderGeometry':
  24177. case 'CylinderBufferGeometry':
  24178. geometry = new Geometries[ data.type ](
  24179. data.radiusTop,
  24180. data.radiusBottom,
  24181. data.height,
  24182. data.radialSegments,
  24183. data.heightSegments,
  24184. data.openEnded,
  24185. data.thetaStart,
  24186. data.thetaLength
  24187. );
  24188. break;
  24189. case 'ConeGeometry':
  24190. case 'ConeBufferGeometry':
  24191. geometry = new Geometries[ data.type ](
  24192. data.radius,
  24193. data.height,
  24194. data.radialSegments,
  24195. data.heightSegments,
  24196. data.openEnded,
  24197. data.thetaStart,
  24198. data.thetaLength
  24199. );
  24200. break;
  24201. case 'SphereGeometry':
  24202. case 'SphereBufferGeometry':
  24203. geometry = new Geometries[ data.type ](
  24204. data.radius,
  24205. data.widthSegments,
  24206. data.heightSegments,
  24207. data.phiStart,
  24208. data.phiLength,
  24209. data.thetaStart,
  24210. data.thetaLength
  24211. );
  24212. break;
  24213. case 'DodecahedronGeometry':
  24214. case 'DodecahedronBufferGeometry':
  24215. case 'IcosahedronGeometry':
  24216. case 'IcosahedronBufferGeometry':
  24217. case 'OctahedronGeometry':
  24218. case 'OctahedronBufferGeometry':
  24219. case 'TetrahedronGeometry':
  24220. case 'TetrahedronBufferGeometry':
  24221. geometry = new Geometries[ data.type ](
  24222. data.radius,
  24223. data.detail
  24224. );
  24225. break;
  24226. case 'RingGeometry':
  24227. case 'RingBufferGeometry':
  24228. geometry = new Geometries[ data.type ](
  24229. data.innerRadius,
  24230. data.outerRadius,
  24231. data.thetaSegments,
  24232. data.phiSegments,
  24233. data.thetaStart,
  24234. data.thetaLength
  24235. );
  24236. break;
  24237. case 'TorusGeometry':
  24238. case 'TorusBufferGeometry':
  24239. geometry = new Geometries[ data.type ](
  24240. data.radius,
  24241. data.tube,
  24242. data.radialSegments,
  24243. data.tubularSegments,
  24244. data.arc
  24245. );
  24246. break;
  24247. case 'TorusKnotGeometry':
  24248. case 'TorusKnotBufferGeometry':
  24249. geometry = new Geometries[ data.type ](
  24250. data.radius,
  24251. data.tube,
  24252. data.tubularSegments,
  24253. data.radialSegments,
  24254. data.p,
  24255. data.q
  24256. );
  24257. break;
  24258. case 'TubeGeometry':
  24259. case 'TubeBufferGeometry':
  24260. // This only works for built-in curves (e.g. CatmullRomCurve3).
  24261. // User defined curves or instances of CurvePath will not be deserialized.
  24262. geometry = new Geometries[ data.type ](
  24263. new Curves[ data.path.type ]().fromJSON( data.path ),
  24264. data.tubularSegments,
  24265. data.radius,
  24266. data.radialSegments,
  24267. data.closed
  24268. );
  24269. break;
  24270. case 'LatheGeometry':
  24271. case 'LatheBufferGeometry':
  24272. geometry = new Geometries[ data.type ](
  24273. data.points,
  24274. data.segments,
  24275. data.phiStart,
  24276. data.phiLength
  24277. );
  24278. break;
  24279. case 'PolyhedronGeometry':
  24280. case 'PolyhedronBufferGeometry':
  24281. geometry = new Geometries[ data.type ](
  24282. data.vertices,
  24283. data.indices,
  24284. data.radius,
  24285. data.details
  24286. );
  24287. break;
  24288. case 'ShapeGeometry':
  24289. case 'ShapeBufferGeometry':
  24290. geometryShapes = [];
  24291. for ( var j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  24292. var shape = shapes[ data.shapes[ j ] ];
  24293. geometryShapes.push( shape );
  24294. }
  24295. geometry = new Geometries[ data.type ](
  24296. geometryShapes,
  24297. data.curveSegments
  24298. );
  24299. break;
  24300. case 'ExtrudeGeometry':
  24301. case 'ExtrudeBufferGeometry':
  24302. geometryShapes = [];
  24303. for ( var j$1 = 0, jl$1 = data.shapes.length; j$1 < jl$1; j$1 ++ ) {
  24304. var shape$1 = shapes[ data.shapes[ j$1 ] ];
  24305. geometryShapes.push( shape$1 );
  24306. }
  24307. var extrudePath = data.options.extrudePath;
  24308. if ( extrudePath !== undefined ) {
  24309. data.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath );
  24310. }
  24311. geometry = new Geometries[ data.type ](
  24312. geometryShapes,
  24313. data.options
  24314. );
  24315. break;
  24316. case 'BufferGeometry':
  24317. case 'InstancedBufferGeometry':
  24318. geometry = bufferGeometryLoader.parse( data );
  24319. break;
  24320. case 'Geometry':
  24321. console.error( 'THREE.ObjectLoader: Loading "Geometry" is not supported anymore.' );
  24322. break;
  24323. default:
  24324. console.warn( 'THREE.ObjectLoader: Unsupported geometry type "' + data.type + '"' );
  24325. continue;
  24326. }
  24327. geometry.uuid = data.uuid;
  24328. if ( data.name !== undefined ) { geometry.name = data.name; }
  24329. if ( geometry.isBufferGeometry === true && data.userData !== undefined ) { geometry.userData = data.userData; }
  24330. geometries[ data.uuid ] = geometry;
  24331. }
  24332. }
  24333. return geometries;
  24334. },
  24335. parseMaterials: function ( json, textures ) {
  24336. var cache = {}; // MultiMaterial
  24337. var materials = {};
  24338. if ( json !== undefined ) {
  24339. var loader = new MaterialLoader();
  24340. loader.setTextures( textures );
  24341. for ( var i = 0, l = json.length; i < l; i ++ ) {
  24342. var data = json[ i ];
  24343. if ( data.type === 'MultiMaterial' ) {
  24344. // Deprecated
  24345. var array = [];
  24346. for ( var j = 0; j < data.materials.length; j ++ ) {
  24347. var material = data.materials[ j ];
  24348. if ( cache[ material.uuid ] === undefined ) {
  24349. cache[ material.uuid ] = loader.parse( material );
  24350. }
  24351. array.push( cache[ material.uuid ] );
  24352. }
  24353. materials[ data.uuid ] = array;
  24354. } else {
  24355. if ( cache[ data.uuid ] === undefined ) {
  24356. cache[ data.uuid ] = loader.parse( data );
  24357. }
  24358. materials[ data.uuid ] = cache[ data.uuid ];
  24359. }
  24360. }
  24361. }
  24362. return materials;
  24363. },
  24364. parseAnimations: function ( json ) {
  24365. var animations = [];
  24366. for ( var i = 0; i < json.length; i ++ ) {
  24367. var data = json[ i ];
  24368. var clip = AnimationClip.parse( data );
  24369. if ( data.uuid !== undefined ) { clip.uuid = data.uuid; }
  24370. animations.push( clip );
  24371. }
  24372. return animations;
  24373. },
  24374. parseImages: function ( json, onLoad ) {
  24375. var scope = this;
  24376. var images = {};
  24377. var loader;
  24378. function loadImage( url ) {
  24379. scope.manager.itemStart( url );
  24380. return loader.load( url, function () {
  24381. scope.manager.itemEnd( url );
  24382. }, undefined, function () {
  24383. scope.manager.itemError( url );
  24384. scope.manager.itemEnd( url );
  24385. } );
  24386. }
  24387. if ( json !== undefined && json.length > 0 ) {
  24388. var manager = new LoadingManager( onLoad );
  24389. loader = new ImageLoader( manager );
  24390. loader.setCrossOrigin( this.crossOrigin );
  24391. for ( var i = 0, il = json.length; i < il; i ++ ) {
  24392. var image = json[ i ];
  24393. var url = image.url;
  24394. if ( Array.isArray( url ) ) {
  24395. // load array of images e.g CubeTexture
  24396. images[ image.uuid ] = [];
  24397. for ( var j = 0, jl = url.length; j < jl; j ++ ) {
  24398. var currentUrl = url[ j ];
  24399. var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( currentUrl ) ? currentUrl : scope.resourcePath + currentUrl;
  24400. images[ image.uuid ].push( loadImage( path ) );
  24401. }
  24402. } else {
  24403. // load single image
  24404. var path$1 = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( image.url ) ? image.url : scope.resourcePath + image.url;
  24405. images[ image.uuid ] = loadImage( path$1 );
  24406. }
  24407. }
  24408. }
  24409. return images;
  24410. },
  24411. parseTextures: function ( json, images ) {
  24412. function parseConstant( value, type ) {
  24413. if ( typeof value === 'number' ) { return value; }
  24414. console.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value );
  24415. return type[ value ];
  24416. }
  24417. var textures = {};
  24418. if ( json !== undefined ) {
  24419. for ( var i = 0, l = json.length; i < l; i ++ ) {
  24420. var data = json[ i ];
  24421. if ( data.image === undefined ) {
  24422. console.warn( 'THREE.ObjectLoader: No "image" specified for', data.uuid );
  24423. }
  24424. if ( images[ data.image ] === undefined ) {
  24425. console.warn( 'THREE.ObjectLoader: Undefined image', data.image );
  24426. }
  24427. var texture = (void 0);
  24428. if ( Array.isArray( images[ data.image ] ) ) {
  24429. texture = new CubeTexture( images[ data.image ] );
  24430. } else {
  24431. texture = new Texture( images[ data.image ] );
  24432. }
  24433. texture.needsUpdate = true;
  24434. texture.uuid = data.uuid;
  24435. if ( data.name !== undefined ) { texture.name = data.name; }
  24436. if ( data.mapping !== undefined ) { texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING ); }
  24437. if ( data.offset !== undefined ) { texture.offset.fromArray( data.offset ); }
  24438. if ( data.repeat !== undefined ) { texture.repeat.fromArray( data.repeat ); }
  24439. if ( data.center !== undefined ) { texture.center.fromArray( data.center ); }
  24440. if ( data.rotation !== undefined ) { texture.rotation = data.rotation; }
  24441. if ( data.wrap !== undefined ) {
  24442. texture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING );
  24443. texture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING );
  24444. }
  24445. if ( data.format !== undefined ) { texture.format = data.format; }
  24446. if ( data.type !== undefined ) { texture.type = data.type; }
  24447. if ( data.encoding !== undefined ) { texture.encoding = data.encoding; }
  24448. if ( data.minFilter !== undefined ) { texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER ); }
  24449. if ( data.magFilter !== undefined ) { texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER ); }
  24450. if ( data.anisotropy !== undefined ) { texture.anisotropy = data.anisotropy; }
  24451. if ( data.flipY !== undefined ) { texture.flipY = data.flipY; }
  24452. if ( data.premultiplyAlpha !== undefined ) { texture.premultiplyAlpha = data.premultiplyAlpha; }
  24453. if ( data.unpackAlignment !== undefined ) { texture.unpackAlignment = data.unpackAlignment; }
  24454. textures[ data.uuid ] = texture;
  24455. }
  24456. }
  24457. return textures;
  24458. },
  24459. parseObject: function ( data, geometries, materials ) {
  24460. var object;
  24461. function getGeometry( name ) {
  24462. if ( geometries[ name ] === undefined ) {
  24463. console.warn( 'THREE.ObjectLoader: Undefined geometry', name );
  24464. }
  24465. return geometries[ name ];
  24466. }
  24467. function getMaterial( name ) {
  24468. if ( name === undefined ) { return undefined; }
  24469. if ( Array.isArray( name ) ) {
  24470. var array = [];
  24471. for ( var i = 0, l = name.length; i < l; i ++ ) {
  24472. var uuid = name[ i ];
  24473. if ( materials[ uuid ] === undefined ) {
  24474. console.warn( 'THREE.ObjectLoader: Undefined material', uuid );
  24475. }
  24476. array.push( materials[ uuid ] );
  24477. }
  24478. return array;
  24479. }
  24480. if ( materials[ name ] === undefined ) {
  24481. console.warn( 'THREE.ObjectLoader: Undefined material', name );
  24482. }
  24483. return materials[ name ];
  24484. }
  24485. var geometry, material;
  24486. switch ( data.type ) {
  24487. case 'Scene':
  24488. object = new Scene();
  24489. if ( data.background !== undefined ) {
  24490. if ( Number.isInteger( data.background ) ) {
  24491. object.background = new Color( data.background );
  24492. }
  24493. }
  24494. if ( data.fog !== undefined ) {
  24495. if ( data.fog.type === 'Fog' ) {
  24496. object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );
  24497. } else if ( data.fog.type === 'FogExp2' ) {
  24498. object.fog = new FogExp2( data.fog.color, data.fog.density );
  24499. }
  24500. }
  24501. break;
  24502. case 'PerspectiveCamera':
  24503. object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );
  24504. if ( data.focus !== undefined ) { object.focus = data.focus; }
  24505. if ( data.zoom !== undefined ) { object.zoom = data.zoom; }
  24506. if ( data.filmGauge !== undefined ) { object.filmGauge = data.filmGauge; }
  24507. if ( data.filmOffset !== undefined ) { object.filmOffset = data.filmOffset; }
  24508. if ( data.view !== undefined ) { object.view = Object.assign( {}, data.view ); }
  24509. break;
  24510. case 'OrthographicCamera':
  24511. object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );
  24512. if ( data.zoom !== undefined ) { object.zoom = data.zoom; }
  24513. if ( data.view !== undefined ) { object.view = Object.assign( {}, data.view ); }
  24514. break;
  24515. case 'AmbientLight':
  24516. object = new AmbientLight( data.color, data.intensity );
  24517. break;
  24518. case 'DirectionalLight':
  24519. object = new DirectionalLight( data.color, data.intensity );
  24520. break;
  24521. case 'PointLight':
  24522. object = new PointLight( data.color, data.intensity, data.distance, data.decay );
  24523. break;
  24524. case 'RectAreaLight':
  24525. object = new RectAreaLight( data.color, data.intensity, data.width, data.height );
  24526. break;
  24527. case 'SpotLight':
  24528. object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );
  24529. break;
  24530. case 'HemisphereLight':
  24531. object = new HemisphereLight( data.color, data.groundColor, data.intensity );
  24532. break;
  24533. case 'LightProbe':
  24534. object = new LightProbe().fromJSON( data );
  24535. break;
  24536. case 'SkinnedMesh':
  24537. console.warn( 'THREE.ObjectLoader.parseObject() does not support SkinnedMesh yet.' );
  24538. case 'Mesh':
  24539. geometry = getGeometry( data.geometry );
  24540. material = getMaterial( data.material );
  24541. object = new Mesh( geometry, material );
  24542. break;
  24543. case 'InstancedMesh':
  24544. geometry = getGeometry( data.geometry );
  24545. material = getMaterial( data.material );
  24546. var count = data.count;
  24547. var instanceMatrix = data.instanceMatrix;
  24548. object = new InstancedMesh( geometry, material, count );
  24549. object.instanceMatrix = new BufferAttribute( new Float32Array( instanceMatrix.array ), 16 );
  24550. break;
  24551. case 'LOD':
  24552. object = new LOD();
  24553. break;
  24554. case 'Line':
  24555. object = new Line( getGeometry( data.geometry ), getMaterial( data.material ), data.mode );
  24556. break;
  24557. case 'LineLoop':
  24558. object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) );
  24559. break;
  24560. case 'LineSegments':
  24561. object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );
  24562. break;
  24563. case 'PointCloud':
  24564. case 'Points':
  24565. object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );
  24566. break;
  24567. case 'Sprite':
  24568. object = new Sprite( getMaterial( data.material ) );
  24569. break;
  24570. case 'Group':
  24571. object = new Group();
  24572. break;
  24573. default:
  24574. object = new Object3D();
  24575. }
  24576. object.uuid = data.uuid;
  24577. if ( data.name !== undefined ) { object.name = data.name; }
  24578. if ( data.matrix !== undefined ) {
  24579. object.matrix.fromArray( data.matrix );
  24580. if ( data.matrixAutoUpdate !== undefined ) { object.matrixAutoUpdate = data.matrixAutoUpdate; }
  24581. if ( object.matrixAutoUpdate ) { object.matrix.decompose( object.position, object.quaternion, object.scale ); }
  24582. } else {
  24583. if ( data.position !== undefined ) { object.position.fromArray( data.position ); }
  24584. if ( data.rotation !== undefined ) { object.rotation.fromArray( data.rotation ); }
  24585. if ( data.quaternion !== undefined ) { object.quaternion.fromArray( data.quaternion ); }
  24586. if ( data.scale !== undefined ) { object.scale.fromArray( data.scale ); }
  24587. }
  24588. if ( data.castShadow !== undefined ) { object.castShadow = data.castShadow; }
  24589. if ( data.receiveShadow !== undefined ) { object.receiveShadow = data.receiveShadow; }
  24590. if ( data.shadow ) {
  24591. if ( data.shadow.bias !== undefined ) { object.shadow.bias = data.shadow.bias; }
  24592. if ( data.shadow.normalBias !== undefined ) { object.shadow.normalBias = data.shadow.normalBias; }
  24593. if ( data.shadow.radius !== undefined ) { object.shadow.radius = data.shadow.radius; }
  24594. if ( data.shadow.mapSize !== undefined ) { object.shadow.mapSize.fromArray( data.shadow.mapSize ); }
  24595. if ( data.shadow.camera !== undefined ) { object.shadow.camera = this.parseObject( data.shadow.camera ); }
  24596. }
  24597. if ( data.visible !== undefined ) { object.visible = data.visible; }
  24598. if ( data.frustumCulled !== undefined ) { object.frustumCulled = data.frustumCulled; }
  24599. if ( data.renderOrder !== undefined ) { object.renderOrder = data.renderOrder; }
  24600. if ( data.userData !== undefined ) { object.userData = data.userData; }
  24601. if ( data.layers !== undefined ) { object.layers.mask = data.layers; }
  24602. if ( data.children !== undefined ) {
  24603. var children = data.children;
  24604. for ( var i = 0; i < children.length; i ++ ) {
  24605. object.add( this.parseObject( children[ i ], geometries, materials ) );
  24606. }
  24607. }
  24608. if ( data.type === 'LOD' ) {
  24609. if ( data.autoUpdate !== undefined ) { object.autoUpdate = data.autoUpdate; }
  24610. var levels = data.levels;
  24611. for ( var l = 0; l < levels.length; l ++ ) {
  24612. var level = levels[ l ];
  24613. var child = object.getObjectByProperty( 'uuid', level.object );
  24614. if ( child !== undefined ) {
  24615. object.addLevel( child, level.distance );
  24616. }
  24617. }
  24618. }
  24619. return object;
  24620. }
  24621. } );
  24622. var TEXTURE_MAPPING = {
  24623. UVMapping: UVMapping,
  24624. CubeReflectionMapping: CubeReflectionMapping,
  24625. CubeRefractionMapping: CubeRefractionMapping,
  24626. EquirectangularReflectionMapping: EquirectangularReflectionMapping,
  24627. EquirectangularRefractionMapping: EquirectangularRefractionMapping,
  24628. CubeUVReflectionMapping: CubeUVReflectionMapping,
  24629. CubeUVRefractionMapping: CubeUVRefractionMapping
  24630. };
  24631. var TEXTURE_WRAPPING = {
  24632. RepeatWrapping: RepeatWrapping,
  24633. ClampToEdgeWrapping: ClampToEdgeWrapping,
  24634. MirroredRepeatWrapping: MirroredRepeatWrapping
  24635. };
  24636. var TEXTURE_FILTER = {
  24637. NearestFilter: NearestFilter,
  24638. NearestMipmapNearestFilter: NearestMipmapNearestFilter,
  24639. NearestMipmapLinearFilter: NearestMipmapLinearFilter,
  24640. LinearFilter: LinearFilter,
  24641. LinearMipmapNearestFilter: LinearMipmapNearestFilter,
  24642. LinearMipmapLinearFilter: LinearMipmapLinearFilter
  24643. };
  24644. function ImageBitmapLoader( manager ) {
  24645. if ( typeof createImageBitmap === 'undefined' ) {
  24646. console.warn( 'THREE.ImageBitmapLoader: createImageBitmap() not supported.' );
  24647. }
  24648. if ( typeof fetch === 'undefined' ) {
  24649. console.warn( 'THREE.ImageBitmapLoader: fetch() not supported.' );
  24650. }
  24651. Loader.call( this, manager );
  24652. this.options = { premultiplyAlpha: 'none' };
  24653. }
  24654. ImageBitmapLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  24655. constructor: ImageBitmapLoader,
  24656. isImageBitmapLoader: true,
  24657. setOptions: function setOptions( options ) {
  24658. this.options = options;
  24659. return this;
  24660. },
  24661. load: function ( url, onLoad, onProgress, onError ) {
  24662. if ( url === undefined ) { url = ''; }
  24663. if ( this.path !== undefined ) { url = this.path + url; }
  24664. url = this.manager.resolveURL( url );
  24665. var scope = this;
  24666. var cached = Cache.get( url );
  24667. if ( cached !== undefined ) {
  24668. scope.manager.itemStart( url );
  24669. setTimeout( function () {
  24670. if ( onLoad ) { onLoad( cached ); }
  24671. scope.manager.itemEnd( url );
  24672. }, 0 );
  24673. return cached;
  24674. }
  24675. fetch( url ).then( function ( res ) {
  24676. return res.blob();
  24677. } ).then( function ( blob ) {
  24678. return createImageBitmap( blob, scope.options );
  24679. } ).then( function ( imageBitmap ) {
  24680. Cache.add( url, imageBitmap );
  24681. if ( onLoad ) { onLoad( imageBitmap ); }
  24682. scope.manager.itemEnd( url );
  24683. } ).catch( function ( e ) {
  24684. if ( onError ) { onError( e ); }
  24685. scope.manager.itemError( url );
  24686. scope.manager.itemEnd( url );
  24687. } );
  24688. scope.manager.itemStart( url );
  24689. }
  24690. } );
  24691. function ShapePath() {
  24692. this.type = 'ShapePath';
  24693. this.color = new Color();
  24694. this.subPaths = [];
  24695. this.currentPath = null;
  24696. }
  24697. Object.assign( ShapePath.prototype, {
  24698. moveTo: function ( x, y ) {
  24699. this.currentPath = new Path();
  24700. this.subPaths.push( this.currentPath );
  24701. this.currentPath.moveTo( x, y );
  24702. return this;
  24703. },
  24704. lineTo: function ( x, y ) {
  24705. this.currentPath.lineTo( x, y );
  24706. return this;
  24707. },
  24708. quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
  24709. this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );
  24710. return this;
  24711. },
  24712. bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  24713. this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );
  24714. return this;
  24715. },
  24716. splineThru: function ( pts ) {
  24717. this.currentPath.splineThru( pts );
  24718. return this;
  24719. },
  24720. toShapes: function ( isCCW, noHoles ) {
  24721. function toShapesNoHoles( inSubpaths ) {
  24722. var shapes = [];
  24723. for ( var i = 0, l = inSubpaths.length; i < l; i ++ ) {
  24724. var tmpPath = inSubpaths[ i ];
  24725. var tmpShape = new Shape();
  24726. tmpShape.curves = tmpPath.curves;
  24727. shapes.push( tmpShape );
  24728. }
  24729. return shapes;
  24730. }
  24731. function isPointInsidePolygon( inPt, inPolygon ) {
  24732. var polyLen = inPolygon.length;
  24733. // inPt on polygon contour => immediate success or
  24734. // toggling of inside/outside at every single! intersection point of an edge
  24735. // with the horizontal line through inPt, left of inPt
  24736. // not counting lowerY endpoints of edges and whole edges on that line
  24737. var inside = false;
  24738. for ( var p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {
  24739. var edgeLowPt = inPolygon[ p ];
  24740. var edgeHighPt = inPolygon[ q ];
  24741. var edgeDx = edgeHighPt.x - edgeLowPt.x;
  24742. var edgeDy = edgeHighPt.y - edgeLowPt.y;
  24743. if ( Math.abs( edgeDy ) > Number.EPSILON ) {
  24744. // not parallel
  24745. if ( edgeDy < 0 ) {
  24746. edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;
  24747. edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;
  24748. }
  24749. if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) { continue; }
  24750. if ( inPt.y === edgeLowPt.y ) {
  24751. if ( inPt.x === edgeLowPt.x ) { return true; } // inPt is on contour ?
  24752. // continue; // no intersection or edgeLowPt => doesn't count !!!
  24753. } else {
  24754. var perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );
  24755. if ( perpEdge === 0 ) { return true; } // inPt is on contour ?
  24756. if ( perpEdge < 0 ) { continue; }
  24757. inside = ! inside; // true intersection left of inPt
  24758. }
  24759. } else {
  24760. // parallel or collinear
  24761. if ( inPt.y !== edgeLowPt.y ) { continue; } // parallel
  24762. // edge lies on the same horizontal line as inPt
  24763. if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
  24764. ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) { return true; } // inPt: Point on contour !
  24765. // continue;
  24766. }
  24767. }
  24768. return inside;
  24769. }
  24770. var isClockWise = ShapeUtils.isClockWise;
  24771. var subPaths = this.subPaths;
  24772. if ( subPaths.length === 0 ) { return []; }
  24773. if ( noHoles === true ) { return toShapesNoHoles( subPaths ); }
  24774. var solid, tmpPath, tmpShape;
  24775. var shapes = [];
  24776. if ( subPaths.length === 1 ) {
  24777. tmpPath = subPaths[ 0 ];
  24778. tmpShape = new Shape();
  24779. tmpShape.curves = tmpPath.curves;
  24780. shapes.push( tmpShape );
  24781. return shapes;
  24782. }
  24783. var holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );
  24784. holesFirst = isCCW ? ! holesFirst : holesFirst;
  24785. // console.log("Holes first", holesFirst);
  24786. var betterShapeHoles = [];
  24787. var newShapes = [];
  24788. var newShapeHoles = [];
  24789. var mainIdx = 0;
  24790. var tmpPoints;
  24791. newShapes[ mainIdx ] = undefined;
  24792. newShapeHoles[ mainIdx ] = [];
  24793. for ( var i = 0, l = subPaths.length; i < l; i ++ ) {
  24794. tmpPath = subPaths[ i ];
  24795. tmpPoints = tmpPath.getPoints();
  24796. solid = isClockWise( tmpPoints );
  24797. solid = isCCW ? ! solid : solid;
  24798. if ( solid ) {
  24799. if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ) { mainIdx ++; }
  24800. newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints };
  24801. newShapes[ mainIdx ].s.curves = tmpPath.curves;
  24802. if ( holesFirst ) { mainIdx ++; }
  24803. newShapeHoles[ mainIdx ] = [];
  24804. //console.log('cw', i);
  24805. } else {
  24806. newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );
  24807. //console.log('ccw', i);
  24808. }
  24809. }
  24810. // only Holes? -> probably all Shapes with wrong orientation
  24811. if ( ! newShapes[ 0 ] ) { return toShapesNoHoles( subPaths ); }
  24812. if ( newShapes.length > 1 ) {
  24813. var ambiguous = false;
  24814. var toChange = [];
  24815. for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  24816. betterShapeHoles[ sIdx ] = [];
  24817. }
  24818. for ( var sIdx$1 = 0, sLen$1 = newShapes.length; sIdx$1 < sLen$1; sIdx$1 ++ ) {
  24819. var sho = newShapeHoles[ sIdx$1 ];
  24820. for ( var hIdx = 0; hIdx < sho.length; hIdx ++ ) {
  24821. var ho = sho[ hIdx ];
  24822. var hole_unassigned = true;
  24823. for ( var s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {
  24824. if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {
  24825. if ( sIdx$1 !== s2Idx ) { toChange.push( { froms: sIdx$1, tos: s2Idx, hole: hIdx } ); }
  24826. if ( hole_unassigned ) {
  24827. hole_unassigned = false;
  24828. betterShapeHoles[ s2Idx ].push( ho );
  24829. } else {
  24830. ambiguous = true;
  24831. }
  24832. }
  24833. }
  24834. if ( hole_unassigned ) {
  24835. betterShapeHoles[ sIdx$1 ].push( ho );
  24836. }
  24837. }
  24838. }
  24839. // console.log("ambiguous: ", ambiguous);
  24840. if ( toChange.length > 0 ) {
  24841. // console.log("to change: ", toChange);
  24842. if ( ! ambiguous ) { newShapeHoles = betterShapeHoles; }
  24843. }
  24844. }
  24845. var tmpHoles;
  24846. for ( var i$1 = 0, il = newShapes.length; i$1 < il; i$1 ++ ) {
  24847. tmpShape = newShapes[ i$1 ].s;
  24848. shapes.push( tmpShape );
  24849. tmpHoles = newShapeHoles[ i$1 ];
  24850. for ( var j = 0, jl = tmpHoles.length; j < jl; j ++ ) {
  24851. tmpShape.holes.push( tmpHoles[ j ].h );
  24852. }
  24853. }
  24854. //console.log("shape", shapes);
  24855. return shapes;
  24856. }
  24857. } );
  24858. function Font( data ) {
  24859. this.type = 'Font';
  24860. this.data = data;
  24861. }
  24862. Object.assign( Font.prototype, {
  24863. isFont: true,
  24864. generateShapes: function ( text, size ) {
  24865. if ( size === undefined ) { size = 100; }
  24866. var shapes = [];
  24867. var paths = createPaths( text, size, this.data );
  24868. for ( var p = 0, pl = paths.length; p < pl; p ++ ) {
  24869. Array.prototype.push.apply( shapes, paths[ p ].toShapes() );
  24870. }
  24871. return shapes;
  24872. }
  24873. } );
  24874. function createPaths( text, size, data ) {
  24875. var chars = Array.from ? Array.from( text ) : String( text ).split( '' ); // workaround for IE11, see #13988
  24876. var scale = size / data.resolution;
  24877. var line_height = ( data.boundingBox.yMax - data.boundingBox.yMin + data.underlineThickness ) * scale;
  24878. var paths = [];
  24879. var offsetX = 0, offsetY = 0;
  24880. for ( var i = 0; i < chars.length; i ++ ) {
  24881. var char = chars[ i ];
  24882. if ( char === '\n' ) {
  24883. offsetX = 0;
  24884. offsetY -= line_height;
  24885. } else {
  24886. var ret = createPath( char, scale, offsetX, offsetY, data );
  24887. offsetX += ret.offsetX;
  24888. paths.push( ret.path );
  24889. }
  24890. }
  24891. return paths;
  24892. }
  24893. function createPath( char, scale, offsetX, offsetY, data ) {
  24894. var glyph = data.glyphs[ char ] || data.glyphs[ '?' ];
  24895. if ( ! glyph ) {
  24896. console.error( 'THREE.Font: character "' + char + '" does not exists in font family ' + data.familyName + '.' );
  24897. return;
  24898. }
  24899. var path = new ShapePath();
  24900. var x, y, cpx, cpy, cpx1, cpy1, cpx2, cpy2;
  24901. if ( glyph.o ) {
  24902. var outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) );
  24903. for ( var i = 0, l = outline.length; i < l; ) {
  24904. var action = outline[ i ++ ];
  24905. switch ( action ) {
  24906. case 'm': // moveTo
  24907. x = outline[ i ++ ] * scale + offsetX;
  24908. y = outline[ i ++ ] * scale + offsetY;
  24909. path.moveTo( x, y );
  24910. break;
  24911. case 'l': // lineTo
  24912. x = outline[ i ++ ] * scale + offsetX;
  24913. y = outline[ i ++ ] * scale + offsetY;
  24914. path.lineTo( x, y );
  24915. break;
  24916. case 'q': // quadraticCurveTo
  24917. cpx = outline[ i ++ ] * scale + offsetX;
  24918. cpy = outline[ i ++ ] * scale + offsetY;
  24919. cpx1 = outline[ i ++ ] * scale + offsetX;
  24920. cpy1 = outline[ i ++ ] * scale + offsetY;
  24921. path.quadraticCurveTo( cpx1, cpy1, cpx, cpy );
  24922. break;
  24923. case 'b': // bezierCurveTo
  24924. cpx = outline[ i ++ ] * scale + offsetX;
  24925. cpy = outline[ i ++ ] * scale + offsetY;
  24926. cpx1 = outline[ i ++ ] * scale + offsetX;
  24927. cpy1 = outline[ i ++ ] * scale + offsetY;
  24928. cpx2 = outline[ i ++ ] * scale + offsetX;
  24929. cpy2 = outline[ i ++ ] * scale + offsetY;
  24930. path.bezierCurveTo( cpx1, cpy1, cpx2, cpy2, cpx, cpy );
  24931. break;
  24932. }
  24933. }
  24934. }
  24935. return { offsetX: glyph.ha * scale, path: path };
  24936. }
  24937. function FontLoader( manager ) {
  24938. Loader.call( this, manager );
  24939. }
  24940. FontLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  24941. constructor: FontLoader,
  24942. load: function ( url, onLoad, onProgress, onError ) {
  24943. var scope = this;
  24944. var loader = new FileLoader( this.manager );
  24945. loader.setPath( this.path );
  24946. loader.setRequestHeader( this.requestHeader );
  24947. loader.load( url, function ( text ) {
  24948. var json;
  24949. try {
  24950. json = JSON.parse( text );
  24951. } catch ( e ) {
  24952. console.warn( 'THREE.FontLoader: typeface.js support is being deprecated. Use typeface.json instead.' );
  24953. json = JSON.parse( text.substring( 65, text.length - 2 ) );
  24954. }
  24955. var font = scope.parse( json );
  24956. if ( onLoad ) { onLoad( font ); }
  24957. }, onProgress, onError );
  24958. },
  24959. parse: function ( json ) {
  24960. return new Font( json );
  24961. }
  24962. } );
  24963. var _context;
  24964. var AudioContext = {
  24965. getContext: function () {
  24966. if ( _context === undefined ) {
  24967. _context = new ( window.AudioContext || window.webkitAudioContext )();
  24968. }
  24969. return _context;
  24970. },
  24971. setContext: function ( value ) {
  24972. _context = value;
  24973. }
  24974. };
  24975. function AudioLoader( manager ) {
  24976. Loader.call( this, manager );
  24977. }
  24978. AudioLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  24979. constructor: AudioLoader,
  24980. load: function ( url, onLoad, onProgress, onError ) {
  24981. var scope = this;
  24982. var loader = new FileLoader( scope.manager );
  24983. loader.setResponseType( 'arraybuffer' );
  24984. loader.setPath( scope.path );
  24985. loader.setRequestHeader( scope.requestHeader );
  24986. loader.load( url, function ( buffer ) {
  24987. try {
  24988. // Create a copy of the buffer. The `decodeAudioData` method
  24989. // detaches the buffer when complete, preventing reuse.
  24990. var bufferCopy = buffer.slice( 0 );
  24991. var context = AudioContext.getContext();
  24992. context.decodeAudioData( bufferCopy, function ( audioBuffer ) {
  24993. onLoad( audioBuffer );
  24994. } );
  24995. } catch ( e ) {
  24996. if ( onError ) {
  24997. onError( e );
  24998. } else {
  24999. console.error( e );
  25000. }
  25001. scope.manager.itemError( url );
  25002. }
  25003. }, onProgress, onError );
  25004. }
  25005. } );
  25006. function HemisphereLightProbe( skyColor, groundColor, intensity ) {
  25007. LightProbe.call( this, undefined, intensity );
  25008. var color1 = new Color().set( skyColor );
  25009. var color2 = new Color().set( groundColor );
  25010. var sky = new Vector3( color1.r, color1.g, color1.b );
  25011. var ground = new Vector3( color2.r, color2.g, color2.b );
  25012. // without extra factor of PI in the shader, should = 1 / Math.sqrt( Math.PI );
  25013. var c0 = Math.sqrt( Math.PI );
  25014. var c1 = c0 * Math.sqrt( 0.75 );
  25015. this.sh.coefficients[ 0 ].copy( sky ).add( ground ).multiplyScalar( c0 );
  25016. this.sh.coefficients[ 1 ].copy( sky ).sub( ground ).multiplyScalar( c1 );
  25017. }
  25018. HemisphereLightProbe.prototype = Object.assign( Object.create( LightProbe.prototype ), {
  25019. constructor: HemisphereLightProbe,
  25020. isHemisphereLightProbe: true,
  25021. copy: function ( source ) { // modifying colors not currently supported
  25022. LightProbe.prototype.copy.call( this, source );
  25023. return this;
  25024. },
  25025. toJSON: function ( meta ) {
  25026. var data = LightProbe.prototype.toJSON.call( this, meta );
  25027. // data.sh = this.sh.toArray(); // todo
  25028. return data;
  25029. }
  25030. } );
  25031. function AmbientLightProbe( color, intensity ) {
  25032. LightProbe.call( this, undefined, intensity );
  25033. var color1 = new Color().set( color );
  25034. // without extra factor of PI in the shader, would be 2 / Math.sqrt( Math.PI );
  25035. this.sh.coefficients[ 0 ].set( color1.r, color1.g, color1.b ).multiplyScalar( 2 * Math.sqrt( Math.PI ) );
  25036. }
  25037. AmbientLightProbe.prototype = Object.assign( Object.create( LightProbe.prototype ), {
  25038. constructor: AmbientLightProbe,
  25039. isAmbientLightProbe: true,
  25040. copy: function ( source ) { // modifying color not currently supported
  25041. LightProbe.prototype.copy.call( this, source );
  25042. return this;
  25043. },
  25044. toJSON: function ( meta ) {
  25045. var data = LightProbe.prototype.toJSON.call( this, meta );
  25046. // data.sh = this.sh.toArray(); // todo
  25047. return data;
  25048. }
  25049. } );
  25050. var _eyeRight = new Matrix4();
  25051. var _eyeLeft = new Matrix4();
  25052. function StereoCamera() {
  25053. this.type = 'StereoCamera';
  25054. this.aspect = 1;
  25055. this.eyeSep = 0.064;
  25056. this.cameraL = new PerspectiveCamera();
  25057. this.cameraL.layers.enable( 1 );
  25058. this.cameraL.matrixAutoUpdate = false;
  25059. this.cameraR = new PerspectiveCamera();
  25060. this.cameraR.layers.enable( 2 );
  25061. this.cameraR.matrixAutoUpdate = false;
  25062. this._cache = {
  25063. focus: null,
  25064. fov: null,
  25065. aspect: null,
  25066. near: null,
  25067. far: null,
  25068. zoom: null,
  25069. eyeSep: null
  25070. };
  25071. }
  25072. Object.assign( StereoCamera.prototype, {
  25073. update: function ( camera ) {
  25074. var cache = this._cache;
  25075. var needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov ||
  25076. cache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near ||
  25077. cache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep;
  25078. if ( needsUpdate ) {
  25079. cache.focus = camera.focus;
  25080. cache.fov = camera.fov;
  25081. cache.aspect = camera.aspect * this.aspect;
  25082. cache.near = camera.near;
  25083. cache.far = camera.far;
  25084. cache.zoom = camera.zoom;
  25085. cache.eyeSep = this.eyeSep;
  25086. // Off-axis stereoscopic effect based on
  25087. // http://paulbourke.net/stereographics/stereorender/
  25088. var projectionMatrix = camera.projectionMatrix.clone();
  25089. var eyeSepHalf = cache.eyeSep / 2;
  25090. var eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus;
  25091. var ymax = ( cache.near * Math.tan( MathUtils.DEG2RAD * cache.fov * 0.5 ) ) / cache.zoom;
  25092. var xmin, xmax;
  25093. // translate xOffset
  25094. _eyeLeft.elements[ 12 ] = - eyeSepHalf;
  25095. _eyeRight.elements[ 12 ] = eyeSepHalf;
  25096. // for left eye
  25097. xmin = - ymax * cache.aspect + eyeSepOnProjection;
  25098. xmax = ymax * cache.aspect + eyeSepOnProjection;
  25099. projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  25100. projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  25101. this.cameraL.projectionMatrix.copy( projectionMatrix );
  25102. // for right eye
  25103. xmin = - ymax * cache.aspect - eyeSepOnProjection;
  25104. xmax = ymax * cache.aspect - eyeSepOnProjection;
  25105. projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  25106. projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  25107. this.cameraR.projectionMatrix.copy( projectionMatrix );
  25108. }
  25109. this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeLeft );
  25110. this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeRight );
  25111. }
  25112. } );
  25113. var Clock = function Clock( autoStart ) {
  25114. this.autoStart = ( autoStart !== undefined ) ? autoStart : true;
  25115. this.startTime = 0;
  25116. this.oldTime = 0;
  25117. this.elapsedTime = 0;
  25118. this.running = false;
  25119. };
  25120. Clock.prototype.start = function start () {
  25121. this.startTime = ( typeof performance === 'undefined' ? Date : performance ).now(); // see #10732
  25122. this.oldTime = this.startTime;
  25123. this.elapsedTime = 0;
  25124. this.running = true;
  25125. };
  25126. Clock.prototype.stop = function stop () {
  25127. this.getElapsedTime();
  25128. this.running = false;
  25129. this.autoStart = false;
  25130. };
  25131. Clock.prototype.getElapsedTime = function getElapsedTime () {
  25132. this.getDelta();
  25133. return this.elapsedTime;
  25134. };
  25135. Clock.prototype.getDelta = function getDelta () {
  25136. var diff = 0;
  25137. if ( this.autoStart && ! this.running ) {
  25138. this.start();
  25139. return 0;
  25140. }
  25141. if ( this.running ) {
  25142. var newTime = ( typeof performance === 'undefined' ? Date : performance ).now();
  25143. diff = ( newTime - this.oldTime ) / 1000;
  25144. this.oldTime = newTime;
  25145. this.elapsedTime += diff;
  25146. }
  25147. return diff;
  25148. };
  25149. var _position$2 = new Vector3();
  25150. var _quaternion$3 = new Quaternion();
  25151. var _scale$1 = new Vector3();
  25152. var _orientation = new Vector3();
  25153. function AudioListener() {
  25154. Object3D.call(this);
  25155. this.type = 'AudioListener';
  25156. this.context = AudioContext.getContext();
  25157. this.gain = this.context.createGain();
  25158. this.gain.connect( this.context.destination );
  25159. this.filter = null;
  25160. this.timeDelta = 0;
  25161. // private
  25162. this._clock = new Clock();
  25163. }
  25164. AudioListener.prototype = Object.create( Object3D.prototype );
  25165. AudioListener.prototype.constructor = AudioListener;
  25166. AudioListener.prototype.getInput = function getInput () {
  25167. return this.gain;
  25168. };
  25169. AudioListener.prototype.removeFilter = function removeFilter () {
  25170. if ( this.filter !== null ) {
  25171. this.gain.disconnect( this.filter );
  25172. this.filter.disconnect( this.context.destination );
  25173. this.gain.connect( this.context.destination );
  25174. this.filter = null;
  25175. }
  25176. return this;
  25177. };
  25178. AudioListener.prototype.getFilter = function getFilter () {
  25179. return this.filter;
  25180. };
  25181. AudioListener.prototype.setFilter = function setFilter ( value ) {
  25182. if ( this.filter !== null ) {
  25183. this.gain.disconnect( this.filter );
  25184. this.filter.disconnect( this.context.destination );
  25185. } else {
  25186. this.gain.disconnect( this.context.destination );
  25187. }
  25188. this.filter = value;
  25189. this.gain.connect( this.filter );
  25190. this.filter.connect( this.context.destination );
  25191. return this;
  25192. };
  25193. AudioListener.prototype.getMasterVolume = function getMasterVolume () {
  25194. return this.gain.gain.value;
  25195. };
  25196. AudioListener.prototype.setMasterVolume = function setMasterVolume ( value ) {
  25197. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  25198. return this;
  25199. };
  25200. AudioListener.prototype.updateMatrixWorld = function updateMatrixWorld ( force ) {
  25201. Object3D.prototype.updateMatrixWorld.call( this, force );
  25202. var listener = this.context.listener;
  25203. var up = this.up;
  25204. this.timeDelta = this._clock.getDelta();
  25205. this.matrixWorld.decompose( _position$2, _quaternion$3, _scale$1 );
  25206. _orientation.set( 0, 0, - 1 ).applyQuaternion( _quaternion$3 );
  25207. if ( listener.positionX ) {
  25208. // code path for Chrome (see #14393)
  25209. var endTime = this.context.currentTime + this.timeDelta;
  25210. listener.positionX.linearRampToValueAtTime( _position$2.x, endTime );
  25211. listener.positionY.linearRampToValueAtTime( _position$2.y, endTime );
  25212. listener.positionZ.linearRampToValueAtTime( _position$2.z, endTime );
  25213. listener.forwardX.linearRampToValueAtTime( _orientation.x, endTime );
  25214. listener.forwardY.linearRampToValueAtTime( _orientation.y, endTime );
  25215. listener.forwardZ.linearRampToValueAtTime( _orientation.z, endTime );
  25216. listener.upX.linearRampToValueAtTime( up.x, endTime );
  25217. listener.upY.linearRampToValueAtTime( up.y, endTime );
  25218. listener.upZ.linearRampToValueAtTime( up.z, endTime );
  25219. } else {
  25220. listener.setPosition( _position$2.x, _position$2.y, _position$2.z );
  25221. listener.setOrientation( _orientation.x, _orientation.y, _orientation.z, up.x, up.y, up.z );
  25222. }
  25223. };
  25224. function Audio( listener ) {
  25225. Object3D.call(this);
  25226. this.type = 'Audio';
  25227. this.listener = listener;
  25228. this.context = listener.context;
  25229. this.gain = this.context.createGain();
  25230. this.gain.connect( listener.getInput() );
  25231. this.autoplay = false;
  25232. this.buffer = null;
  25233. this.detune = 0;
  25234. this.loop = false;
  25235. this.loopStart = 0;
  25236. this.loopEnd = 0;
  25237. this.offset = 0;
  25238. this.duration = undefined;
  25239. this.playbackRate = 1;
  25240. this.isPlaying = false;
  25241. this.hasPlaybackControl = true;
  25242. this.sourceType = 'empty';
  25243. this._startedAt = 0;
  25244. this._progress = 0;
  25245. this.filters = [];
  25246. }
  25247. Audio.prototype = Object.create( Object3D.prototype );
  25248. Audio.prototype.constructor = Audio;
  25249. Audio.prototype.getOutput = function getOutput () {
  25250. return this.gain;
  25251. };
  25252. Audio.prototype.setNodeSource = function setNodeSource ( audioNode ) {
  25253. this.hasPlaybackControl = false;
  25254. this.sourceType = 'audioNode';
  25255. this.source = audioNode;
  25256. this.connect();
  25257. return this;
  25258. };
  25259. Audio.prototype.setMediaElementSource = function setMediaElementSource ( mediaElement ) {
  25260. this.hasPlaybackControl = false;
  25261. this.sourceType = 'mediaNode';
  25262. this.source = this.context.createMediaElementSource( mediaElement );
  25263. this.connect();
  25264. return this;
  25265. };
  25266. Audio.prototype.setMediaStreamSource = function setMediaStreamSource ( mediaStream ) {
  25267. this.hasPlaybackControl = false;
  25268. this.sourceType = 'mediaStreamNode';
  25269. this.source = this.context.createMediaStreamSource( mediaStream );
  25270. this.connect();
  25271. return this;
  25272. };
  25273. Audio.prototype.setBuffer = function setBuffer ( audioBuffer ) {
  25274. this.buffer = audioBuffer;
  25275. this.sourceType = 'buffer';
  25276. if ( this.autoplay ) { this.play(); }
  25277. return this;
  25278. };
  25279. Audio.prototype.play = function play ( delay ) {
  25280. if ( delay === undefined ) { delay = 0; }
  25281. if ( this.isPlaying === true ) {
  25282. console.warn( 'THREE.Audio: Audio is already playing.' );
  25283. return;
  25284. }
  25285. if ( this.hasPlaybackControl === false ) {
  25286. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25287. return;
  25288. }
  25289. this._startedAt = this.context.currentTime + delay;
  25290. var source = this.context.createBufferSource();
  25291. source.buffer = this.buffer;
  25292. source.loop = this.loop;
  25293. source.loopStart = this.loopStart;
  25294. source.loopEnd = this.loopEnd;
  25295. source.onended = this.onEnded.bind( this );
  25296. source.start( this._startedAt, this._progress + this.offset, this.duration );
  25297. this.isPlaying = true;
  25298. this.source = source;
  25299. this.setDetune( this.detune );
  25300. this.setPlaybackRate( this.playbackRate );
  25301. return this.connect();
  25302. };
  25303. Audio.prototype.pause = function pause () {
  25304. if ( this.hasPlaybackControl === false ) {
  25305. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25306. return;
  25307. }
  25308. if ( this.isPlaying === true ) {
  25309. // update current progress
  25310. this._progress += Math.max( this.context.currentTime - this._startedAt, 0 ) * this.playbackRate;
  25311. if ( this.loop === true ) {
  25312. // ensure _progress does not exceed duration with looped audios
  25313. this._progress = this._progress % ( this.duration || this.buffer.duration );
  25314. }
  25315. this.source.stop();
  25316. this.source.onended = null;
  25317. this.isPlaying = false;
  25318. }
  25319. return this;
  25320. };
  25321. Audio.prototype.stop = function stop () {
  25322. if ( this.hasPlaybackControl === false ) {
  25323. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25324. return;
  25325. }
  25326. this._progress = 0;
  25327. this.source.stop();
  25328. this.source.onended = null;
  25329. this.isPlaying = false;
  25330. return this;
  25331. };
  25332. Audio.prototype.connect = function connect () {
  25333. if ( this.filters.length > 0 ) {
  25334. this.source.connect( this.filters[ 0 ] );
  25335. for ( var i = 1, l = this.filters.length; i < l; i ++ ) {
  25336. this.filters[ i - 1 ].connect( this.filters[ i ] );
  25337. }
  25338. this.filters[ this.filters.length - 1 ].connect( this.getOutput() );
  25339. } else {
  25340. this.source.connect( this.getOutput() );
  25341. }
  25342. return this;
  25343. };
  25344. Audio.prototype.disconnect = function disconnect () {
  25345. if ( this.filters.length > 0 ) {
  25346. this.source.disconnect( this.filters[ 0 ] );
  25347. for ( var i = 1, l = this.filters.length; i < l; i ++ ) {
  25348. this.filters[ i - 1 ].disconnect( this.filters[ i ] );
  25349. }
  25350. this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );
  25351. } else {
  25352. this.source.disconnect( this.getOutput() );
  25353. }
  25354. return this;
  25355. };
  25356. Audio.prototype.getFilters = function getFilters () {
  25357. return this.filters;
  25358. };
  25359. Audio.prototype.setFilters = function setFilters ( value ) {
  25360. if ( ! value ) { value = []; }
  25361. if ( this.isPlaying === true ) {
  25362. this.disconnect();
  25363. this.filters = value;
  25364. this.connect();
  25365. } else {
  25366. this.filters = value;
  25367. }
  25368. return this;
  25369. };
  25370. Audio.prototype.setDetune = function setDetune ( value ) {
  25371. this.detune = value;
  25372. if ( this.source.detune === undefined ) { return; } // only set detune when available
  25373. if ( this.isPlaying === true ) {
  25374. this.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 );
  25375. }
  25376. return this;
  25377. };
  25378. Audio.prototype.getDetune = function getDetune () {
  25379. return this.detune;
  25380. };
  25381. Audio.prototype.getFilter = function getFilter () {
  25382. return this.getFilters()[ 0 ];
  25383. };
  25384. Audio.prototype.setFilter = function setFilter ( filter ) {
  25385. return this.setFilters( filter ? [ filter ] : [] );
  25386. };
  25387. Audio.prototype.setPlaybackRate = function setPlaybackRate ( value ) {
  25388. if ( this.hasPlaybackControl === false ) {
  25389. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25390. return;
  25391. }
  25392. this.playbackRate = value;
  25393. if ( this.isPlaying === true ) {
  25394. this.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 );
  25395. }
  25396. return this;
  25397. };
  25398. Audio.prototype.getPlaybackRate = function getPlaybackRate () {
  25399. return this.playbackRate;
  25400. };
  25401. Audio.prototype.onEnded = function onEnded () {
  25402. this.isPlaying = false;
  25403. };
  25404. Audio.prototype.getLoop = function getLoop () {
  25405. if ( this.hasPlaybackControl === false ) {
  25406. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25407. return false;
  25408. }
  25409. return this.loop;
  25410. };
  25411. Audio.prototype.setLoop = function setLoop ( value ) {
  25412. if ( this.hasPlaybackControl === false ) {
  25413. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25414. return;
  25415. }
  25416. this.loop = value;
  25417. if ( this.isPlaying === true ) {
  25418. this.source.loop = this.loop;
  25419. }
  25420. return this;
  25421. };
  25422. Audio.prototype.setLoopStart = function setLoopStart ( value ) {
  25423. this.loopStart = value;
  25424. return this;
  25425. };
  25426. Audio.prototype.setLoopEnd = function setLoopEnd ( value ) {
  25427. this.loopEnd = value;
  25428. return this;
  25429. };
  25430. Audio.prototype.getVolume = function getVolume () {
  25431. return this.gain.gain.value;
  25432. };
  25433. Audio.prototype.setVolume = function setVolume ( value ) {
  25434. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  25435. return this;
  25436. };
  25437. var _position$3 = new Vector3();
  25438. var _quaternion$4 = new Quaternion();
  25439. var _scale$2 = new Vector3();
  25440. var _orientation$1 = new Vector3();
  25441. function PositionalAudio( listener ) {
  25442. Audio.call( this, listener );
  25443. this.panner = this.context.createPanner();
  25444. this.panner.panningModel = 'HRTF';
  25445. this.panner.connect( this.gain );
  25446. }
  25447. PositionalAudio.prototype = Object.create( Audio.prototype );
  25448. PositionalAudio.prototype.constructor = PositionalAudio;
  25449. PositionalAudio.prototype.getOutput = function getOutput () {
  25450. return this.panner;
  25451. };
  25452. PositionalAudio.prototype.getRefDistance = function getRefDistance () {
  25453. return this.panner.refDistance;
  25454. };
  25455. PositionalAudio.prototype.setRefDistance = function setRefDistance ( value ) {
  25456. this.panner.refDistance = value;
  25457. return this;
  25458. };
  25459. PositionalAudio.prototype.getRolloffFactor = function getRolloffFactor () {
  25460. return this.panner.rolloffFactor;
  25461. };
  25462. PositionalAudio.prototype.setRolloffFactor = function setRolloffFactor ( value ) {
  25463. this.panner.rolloffFactor = value;
  25464. return this;
  25465. };
  25466. PositionalAudio.prototype.getDistanceModel = function getDistanceModel () {
  25467. return this.panner.distanceModel;
  25468. };
  25469. PositionalAudio.prototype.setDistanceModel = function setDistanceModel ( value ) {
  25470. this.panner.distanceModel = value;
  25471. return this;
  25472. };
  25473. PositionalAudio.prototype.getMaxDistance = function getMaxDistance () {
  25474. return this.panner.maxDistance;
  25475. };
  25476. PositionalAudio.prototype.setMaxDistance = function setMaxDistance ( value ) {
  25477. this.panner.maxDistance = value;
  25478. return this;
  25479. };
  25480. PositionalAudio.prototype.setDirectionalCone = function setDirectionalCone ( coneInnerAngle, coneOuterAngle, coneOuterGain ) {
  25481. this.panner.coneInnerAngle = coneInnerAngle;
  25482. this.panner.coneOuterAngle = coneOuterAngle;
  25483. this.panner.coneOuterGain = coneOuterGain;
  25484. return this;
  25485. };
  25486. PositionalAudio.prototype.updateMatrixWorld = function updateMatrixWorld ( force ) {
  25487. Audio.prototype.updateMatrixWorld.call( this, force );
  25488. if ( this.hasPlaybackControl === true && this.isPlaying === false ) { return; }
  25489. this.matrixWorld.decompose( _position$3, _quaternion$4, _scale$2 );
  25490. _orientation$1.set( 0, 0, 1 ).applyQuaternion( _quaternion$4 );
  25491. var panner = this.panner;
  25492. if ( panner.positionX ) {
  25493. // code path for Chrome and Firefox (see #14393)
  25494. var endTime = this.context.currentTime + this.listener.timeDelta;
  25495. panner.positionX.linearRampToValueAtTime( _position$3.x, endTime );
  25496. panner.positionY.linearRampToValueAtTime( _position$3.y, endTime );
  25497. panner.positionZ.linearRampToValueAtTime( _position$3.z, endTime );
  25498. panner.orientationX.linearRampToValueAtTime( _orientation$1.x, endTime );
  25499. panner.orientationY.linearRampToValueAtTime( _orientation$1.y, endTime );
  25500. panner.orientationZ.linearRampToValueAtTime( _orientation$1.z, endTime );
  25501. } else {
  25502. panner.setPosition( _position$3.x, _position$3.y, _position$3.z );
  25503. panner.setOrientation( _orientation$1.x, _orientation$1.y, _orientation$1.z );
  25504. }
  25505. };
  25506. var AudioAnalyser = function AudioAnalyser( audio, fftSize ) {
  25507. this.analyser = audio.context.createAnalyser();
  25508. this.analyser.fftSize = fftSize !== undefined ? fftSize : 2048;
  25509. this.data = new Uint8Array( this.analyser.frequencyBinCount );
  25510. audio.getOutput().connect( this.analyser );
  25511. };
  25512. AudioAnalyser.prototype.getFrequencyData = function getFrequencyData () {
  25513. this.analyser.getByteFrequencyData( this.data );
  25514. return this.data;
  25515. };
  25516. AudioAnalyser.prototype.getAverageFrequency = function getAverageFrequency () {
  25517. var value = 0;
  25518. var data = this.getFrequencyData();
  25519. for ( var i = 0; i < data.length; i ++ ) {
  25520. value += data[ i ];
  25521. }
  25522. return value / data.length;
  25523. };
  25524. function PropertyMixer( binding, typeName, valueSize ) {
  25525. this.binding = binding;
  25526. this.valueSize = valueSize;
  25527. var mixFunction,
  25528. mixFunctionAdditive,
  25529. setIdentity;
  25530. // buffer layout: [ incoming | accu0 | accu1 | orig | addAccu | (optional work) ]
  25531. //
  25532. // interpolators can use .buffer as their .result
  25533. // the data then goes to 'incoming'
  25534. //
  25535. // 'accu0' and 'accu1' are used frame-interleaved for
  25536. // the cumulative result and are compared to detect
  25537. // changes
  25538. //
  25539. // 'orig' stores the original state of the property
  25540. //
  25541. // 'add' is used for additive cumulative results
  25542. //
  25543. // 'work' is optional and is only present for quaternion types. It is used
  25544. // to store intermediate quaternion multiplication results
  25545. switch ( typeName ) {
  25546. case 'quaternion':
  25547. mixFunction = this._slerp;
  25548. mixFunctionAdditive = this._slerpAdditive;
  25549. setIdentity = this._setAdditiveIdentityQuaternion;
  25550. this.buffer = new Float64Array( valueSize * 6 );
  25551. this._workIndex = 5;
  25552. break;
  25553. case 'string':
  25554. case 'bool':
  25555. mixFunction = this._select;
  25556. // Use the regular mix function and for additive on these types,
  25557. // additive is not relevant for non-numeric types
  25558. mixFunctionAdditive = this._select;
  25559. setIdentity = this._setAdditiveIdentityOther;
  25560. this.buffer = new Array( valueSize * 5 );
  25561. break;
  25562. default:
  25563. mixFunction = this._lerp;
  25564. mixFunctionAdditive = this._lerpAdditive;
  25565. setIdentity = this._setAdditiveIdentityNumeric;
  25566. this.buffer = new Float64Array( valueSize * 5 );
  25567. }
  25568. this._mixBufferRegion = mixFunction;
  25569. this._mixBufferRegionAdditive = mixFunctionAdditive;
  25570. this._setIdentity = setIdentity;
  25571. this._origIndex = 3;
  25572. this._addIndex = 4;
  25573. this.cumulativeWeight = 0;
  25574. this.cumulativeWeightAdditive = 0;
  25575. this.useCount = 0;
  25576. this.referenceCount = 0;
  25577. }
  25578. Object.assign( PropertyMixer.prototype, {
  25579. // accumulate data in the 'incoming' region into 'accu<i>'
  25580. accumulate: function ( accuIndex, weight ) {
  25581. // note: happily accumulating nothing when weight = 0, the caller knows
  25582. // the weight and shouldn't have made the call in the first place
  25583. var buffer = this.buffer,
  25584. stride = this.valueSize,
  25585. offset = accuIndex * stride + stride;
  25586. var currentWeight = this.cumulativeWeight;
  25587. if ( currentWeight === 0 ) {
  25588. // accuN := incoming * weight
  25589. for ( var i = 0; i !== stride; ++ i ) {
  25590. buffer[ offset + i ] = buffer[ i ];
  25591. }
  25592. currentWeight = weight;
  25593. } else {
  25594. // accuN := accuN + incoming * weight
  25595. currentWeight += weight;
  25596. var mix = weight / currentWeight;
  25597. this._mixBufferRegion( buffer, offset, 0, mix, stride );
  25598. }
  25599. this.cumulativeWeight = currentWeight;
  25600. },
  25601. // accumulate data in the 'incoming' region into 'add'
  25602. accumulateAdditive: function ( weight ) {
  25603. var buffer = this.buffer,
  25604. stride = this.valueSize,
  25605. offset = stride * this._addIndex;
  25606. if ( this.cumulativeWeightAdditive === 0 ) {
  25607. // add = identity
  25608. this._setIdentity();
  25609. }
  25610. // add := add + incoming * weight
  25611. this._mixBufferRegionAdditive( buffer, offset, 0, weight, stride );
  25612. this.cumulativeWeightAdditive += weight;
  25613. },
  25614. // apply the state of 'accu<i>' to the binding when accus differ
  25615. apply: function ( accuIndex ) {
  25616. var stride = this.valueSize,
  25617. buffer = this.buffer,
  25618. offset = accuIndex * stride + stride,
  25619. weight = this.cumulativeWeight,
  25620. weightAdditive = this.cumulativeWeightAdditive,
  25621. binding = this.binding;
  25622. this.cumulativeWeight = 0;
  25623. this.cumulativeWeightAdditive = 0;
  25624. if ( weight < 1 ) {
  25625. // accuN := accuN + original * ( 1 - cumulativeWeight )
  25626. var originalValueOffset = stride * this._origIndex;
  25627. this._mixBufferRegion(
  25628. buffer, offset, originalValueOffset, 1 - weight, stride );
  25629. }
  25630. if ( weightAdditive > 0 ) {
  25631. // accuN := accuN + additive accuN
  25632. this._mixBufferRegionAdditive( buffer, offset, this._addIndex * stride, 1, stride );
  25633. }
  25634. for ( var i = stride, e = stride + stride; i !== e; ++ i ) {
  25635. if ( buffer[ i ] !== buffer[ i + stride ] ) {
  25636. // value has changed -> update scene graph
  25637. binding.setValue( buffer, offset );
  25638. break;
  25639. }
  25640. }
  25641. },
  25642. // remember the state of the bound property and copy it to both accus
  25643. saveOriginalState: function () {
  25644. var binding = this.binding;
  25645. var buffer = this.buffer,
  25646. stride = this.valueSize,
  25647. originalValueOffset = stride * this._origIndex;
  25648. binding.getValue( buffer, originalValueOffset );
  25649. // accu[0..1] := orig -- initially detect changes against the original
  25650. for ( var i = stride, e = originalValueOffset; i !== e; ++ i ) {
  25651. buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];
  25652. }
  25653. // Add to identity for additive
  25654. this._setIdentity();
  25655. this.cumulativeWeight = 0;
  25656. this.cumulativeWeightAdditive = 0;
  25657. },
  25658. // apply the state previously taken via 'saveOriginalState' to the binding
  25659. restoreOriginalState: function () {
  25660. var originalValueOffset = this.valueSize * 3;
  25661. this.binding.setValue( this.buffer, originalValueOffset );
  25662. },
  25663. _setAdditiveIdentityNumeric: function () {
  25664. var startIndex = this._addIndex * this.valueSize;
  25665. var endIndex = startIndex + this.valueSize;
  25666. for ( var i = startIndex; i < endIndex; i ++ ) {
  25667. this.buffer[ i ] = 0;
  25668. }
  25669. },
  25670. _setAdditiveIdentityQuaternion: function () {
  25671. this._setAdditiveIdentityNumeric();
  25672. this.buffer[ this._addIndex * 4 + 3 ] = 1;
  25673. },
  25674. _setAdditiveIdentityOther: function () {
  25675. var startIndex = this._origIndex * this.valueSize;
  25676. var targetIndex = this._addIndex * this.valueSize;
  25677. for ( var i = 0; i < this.valueSize; i ++ ) {
  25678. this.buffer[ targetIndex + i ] = this.buffer[ startIndex + i ];
  25679. }
  25680. },
  25681. // mix functions
  25682. _select: function ( buffer, dstOffset, srcOffset, t, stride ) {
  25683. if ( t >= 0.5 ) {
  25684. for ( var i = 0; i !== stride; ++ i ) {
  25685. buffer[ dstOffset + i ] = buffer[ srcOffset + i ];
  25686. }
  25687. }
  25688. },
  25689. _slerp: function ( buffer, dstOffset, srcOffset, t ) {
  25690. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t );
  25691. },
  25692. _slerpAdditive: function ( buffer, dstOffset, srcOffset, t, stride ) {
  25693. var workOffset = this._workIndex * stride;
  25694. // Store result in intermediate buffer offset
  25695. Quaternion.multiplyQuaternionsFlat( buffer, workOffset, buffer, dstOffset, buffer, srcOffset );
  25696. // Slerp to the intermediate result
  25697. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, workOffset, t );
  25698. },
  25699. _lerp: function ( buffer, dstOffset, srcOffset, t, stride ) {
  25700. var s = 1 - t;
  25701. for ( var i = 0; i !== stride; ++ i ) {
  25702. var j = dstOffset + i;
  25703. buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;
  25704. }
  25705. },
  25706. _lerpAdditive: function ( buffer, dstOffset, srcOffset, t, stride ) {
  25707. for ( var i = 0; i !== stride; ++ i ) {
  25708. var j = dstOffset + i;
  25709. buffer[ j ] = buffer[ j ] + buffer[ srcOffset + i ] * t;
  25710. }
  25711. }
  25712. } );
  25713. // Characters [].:/ are reserved for track binding syntax.
  25714. var _RESERVED_CHARS_RE = '\\[\\]\\.:\\/';
  25715. var _reservedRe = new RegExp( '[' + _RESERVED_CHARS_RE + ']', 'g' );
  25716. // Attempts to allow node names from any language. ES5's `\w` regexp matches
  25717. // only latin characters, and the unicode \p{L} is not yet supported. So
  25718. // instead, we exclude reserved characters and match everything else.
  25719. var _wordChar = '[^' + _RESERVED_CHARS_RE + ']';
  25720. var _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace( '\\.', '' ) + ']';
  25721. // Parent directories, delimited by '/' or ':'. Currently unused, but must
  25722. // be matched to parse the rest of the track name.
  25723. var _directoryRe = /((?:WC+[\/:])*)/.source.replace( 'WC', _wordChar );
  25724. // Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.
  25725. var _nodeRe = /(WCOD+)?/.source.replace( 'WCOD', _wordCharOrDot );
  25726. // Object on target node, and accessor. May not contain reserved
  25727. // characters. Accessor may contain any character except closing bracket.
  25728. var _objectRe = /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace( 'WC', _wordChar );
  25729. // Property and accessor. May not contain reserved characters. Accessor may
  25730. // contain any non-bracket characters.
  25731. var _propertyRe = /\.(WC+)(?:\[(.+)\])?/.source.replace( 'WC', _wordChar );
  25732. var _trackRe = new RegExp( ''
  25733. + '^'
  25734. + _directoryRe
  25735. + _nodeRe
  25736. + _objectRe
  25737. + _propertyRe
  25738. + '$'
  25739. );
  25740. var _supportedObjectNames = [ 'material', 'materials', 'bones' ];
  25741. function Composite( targetGroup, path, optionalParsedPath ) {
  25742. var parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );
  25743. this._targetGroup = targetGroup;
  25744. this._bindings = targetGroup.subscribe_( path, parsedPath );
  25745. }
  25746. Object.assign( Composite.prototype, {
  25747. getValue: function ( array, offset ) {
  25748. this.bind(); // bind all binding
  25749. var firstValidIndex = this._targetGroup.nCachedObjects_,
  25750. binding = this._bindings[ firstValidIndex ];
  25751. // and only call .getValue on the first
  25752. if ( binding !== undefined ) { binding.getValue( array, offset ); }
  25753. },
  25754. setValue: function ( array, offset ) {
  25755. var bindings = this._bindings;
  25756. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  25757. bindings[ i ].setValue( array, offset );
  25758. }
  25759. },
  25760. bind: function () {
  25761. var bindings = this._bindings;
  25762. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  25763. bindings[ i ].bind();
  25764. }
  25765. },
  25766. unbind: function () {
  25767. var bindings = this._bindings;
  25768. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  25769. bindings[ i ].unbind();
  25770. }
  25771. }
  25772. } );
  25773. function PropertyBinding( rootNode, path, parsedPath ) {
  25774. this.path = path;
  25775. this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );
  25776. this.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName ) || rootNode;
  25777. this.rootNode = rootNode;
  25778. }
  25779. Object.assign( PropertyBinding, {
  25780. Composite: Composite,
  25781. create: function ( root, path, parsedPath ) {
  25782. if ( ! ( root && root.isAnimationObjectGroup ) ) {
  25783. return new PropertyBinding( root, path, parsedPath );
  25784. } else {
  25785. return new PropertyBinding.Composite( root, path, parsedPath );
  25786. }
  25787. },
  25788. /**
  25789. * Replaces spaces with underscores and removes unsupported characters from
  25790. * node names, to ensure compatibility with parseTrackName().
  25791. *
  25792. * @param {string} name Node name to be sanitized.
  25793. * @return {string}
  25794. */
  25795. sanitizeNodeName: function ( name ) {
  25796. return name.replace( /\s/g, '_' ).replace( _reservedRe, '' );
  25797. },
  25798. parseTrackName: function ( trackName ) {
  25799. var matches = _trackRe.exec( trackName );
  25800. if ( ! matches ) {
  25801. throw new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName );
  25802. }
  25803. var results = {
  25804. // directoryName: matches[ 1 ], // (tschw) currently unused
  25805. nodeName: matches[ 2 ],
  25806. objectName: matches[ 3 ],
  25807. objectIndex: matches[ 4 ],
  25808. propertyName: matches[ 5 ], // required
  25809. propertyIndex: matches[ 6 ]
  25810. };
  25811. var lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );
  25812. if ( lastDot !== undefined && lastDot !== - 1 ) {
  25813. var objectName = results.nodeName.substring( lastDot + 1 );
  25814. // Object names must be checked against an allowlist. Otherwise, there
  25815. // is no way to parse 'foo.bar.baz': 'baz' must be a property, but
  25816. // 'bar' could be the objectName, or part of a nodeName (which can
  25817. // include '.' characters).
  25818. if ( _supportedObjectNames.indexOf( objectName ) !== - 1 ) {
  25819. results.nodeName = results.nodeName.substring( 0, lastDot );
  25820. results.objectName = objectName;
  25821. }
  25822. }
  25823. if ( results.propertyName === null || results.propertyName.length === 0 ) {
  25824. throw new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName );
  25825. }
  25826. return results;
  25827. },
  25828. findNode: function ( root, nodeName ) {
  25829. if ( ! nodeName || nodeName === "" || nodeName === "." || nodeName === - 1 || nodeName === root.name || nodeName === root.uuid ) {
  25830. return root;
  25831. }
  25832. // search into skeleton bones.
  25833. if ( root.skeleton ) {
  25834. var bone = root.skeleton.getBoneByName( nodeName );
  25835. if ( bone !== undefined ) {
  25836. return bone;
  25837. }
  25838. }
  25839. // search into node subtree.
  25840. if ( root.children ) {
  25841. var searchNodeSubtree = function ( children ) {
  25842. for ( var i = 0; i < children.length; i ++ ) {
  25843. var childNode = children[ i ];
  25844. if ( childNode.name === nodeName || childNode.uuid === nodeName ) {
  25845. return childNode;
  25846. }
  25847. var result = searchNodeSubtree( childNode.children );
  25848. if ( result ) { return result; }
  25849. }
  25850. return null;
  25851. };
  25852. var subTreeNode = searchNodeSubtree( root.children );
  25853. if ( subTreeNode ) {
  25854. return subTreeNode;
  25855. }
  25856. }
  25857. return null;
  25858. }
  25859. } );
  25860. Object.assign( PropertyBinding.prototype, { // prototype, continued
  25861. // these are used to "bind" a nonexistent property
  25862. _getValue_unavailable: function () {},
  25863. _setValue_unavailable: function () {},
  25864. BindingType: {
  25865. Direct: 0,
  25866. EntireArray: 1,
  25867. ArrayElement: 2,
  25868. HasFromToArray: 3
  25869. },
  25870. Versioning: {
  25871. None: 0,
  25872. NeedsUpdate: 1,
  25873. MatrixWorldNeedsUpdate: 2
  25874. },
  25875. GetterByBindingType: [
  25876. function getValue_direct( buffer, offset ) {
  25877. buffer[ offset ] = this.node[ this.propertyName ];
  25878. },
  25879. function getValue_array( buffer, offset ) {
  25880. var source = this.resolvedProperty;
  25881. for ( var i = 0, n = source.length; i !== n; ++ i ) {
  25882. buffer[ offset ++ ] = source[ i ];
  25883. }
  25884. },
  25885. function getValue_arrayElement( buffer, offset ) {
  25886. buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];
  25887. },
  25888. function getValue_toArray( buffer, offset ) {
  25889. this.resolvedProperty.toArray( buffer, offset );
  25890. }
  25891. ],
  25892. SetterByBindingTypeAndVersioning: [
  25893. [
  25894. // Direct
  25895. function setValue_direct( buffer, offset ) {
  25896. this.targetObject[ this.propertyName ] = buffer[ offset ];
  25897. },
  25898. function setValue_direct_setNeedsUpdate( buffer, offset ) {
  25899. this.targetObject[ this.propertyName ] = buffer[ offset ];
  25900. this.targetObject.needsUpdate = true;
  25901. },
  25902. function setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25903. this.targetObject[ this.propertyName ] = buffer[ offset ];
  25904. this.targetObject.matrixWorldNeedsUpdate = true;
  25905. }
  25906. ], [
  25907. // EntireArray
  25908. function setValue_array( buffer, offset ) {
  25909. var dest = this.resolvedProperty;
  25910. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  25911. dest[ i ] = buffer[ offset ++ ];
  25912. }
  25913. },
  25914. function setValue_array_setNeedsUpdate( buffer, offset ) {
  25915. var dest = this.resolvedProperty;
  25916. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  25917. dest[ i ] = buffer[ offset ++ ];
  25918. }
  25919. this.targetObject.needsUpdate = true;
  25920. },
  25921. function setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25922. var dest = this.resolvedProperty;
  25923. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  25924. dest[ i ] = buffer[ offset ++ ];
  25925. }
  25926. this.targetObject.matrixWorldNeedsUpdate = true;
  25927. }
  25928. ], [
  25929. // ArrayElement
  25930. function setValue_arrayElement( buffer, offset ) {
  25931. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  25932. },
  25933. function setValue_arrayElement_setNeedsUpdate( buffer, offset ) {
  25934. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  25935. this.targetObject.needsUpdate = true;
  25936. },
  25937. function setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25938. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  25939. this.targetObject.matrixWorldNeedsUpdate = true;
  25940. }
  25941. ], [
  25942. // HasToFromArray
  25943. function setValue_fromArray( buffer, offset ) {
  25944. this.resolvedProperty.fromArray( buffer, offset );
  25945. },
  25946. function setValue_fromArray_setNeedsUpdate( buffer, offset ) {
  25947. this.resolvedProperty.fromArray( buffer, offset );
  25948. this.targetObject.needsUpdate = true;
  25949. },
  25950. function setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25951. this.resolvedProperty.fromArray( buffer, offset );
  25952. this.targetObject.matrixWorldNeedsUpdate = true;
  25953. }
  25954. ]
  25955. ],
  25956. getValue: function getValue_unbound( targetArray, offset ) {
  25957. this.bind();
  25958. this.getValue( targetArray, offset );
  25959. // Note: This class uses a State pattern on a per-method basis:
  25960. // 'bind' sets 'this.getValue' / 'setValue' and shadows the
  25961. // prototype version of these methods with one that represents
  25962. // the bound state. When the property is not found, the methods
  25963. // become no-ops.
  25964. },
  25965. setValue: function getValue_unbound( sourceArray, offset ) {
  25966. this.bind();
  25967. this.setValue( sourceArray, offset );
  25968. },
  25969. // create getter / setter pair for a property in the scene graph
  25970. bind: function () {
  25971. var targetObject = this.node;
  25972. var parsedPath = this.parsedPath;
  25973. var objectName = parsedPath.objectName;
  25974. var propertyName = parsedPath.propertyName;
  25975. var propertyIndex = parsedPath.propertyIndex;
  25976. if ( ! targetObject ) {
  25977. targetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName ) || this.rootNode;
  25978. this.node = targetObject;
  25979. }
  25980. // set fail state so we can just 'return' on error
  25981. this.getValue = this._getValue_unavailable;
  25982. this.setValue = this._setValue_unavailable;
  25983. // ensure there is a value node
  25984. if ( ! targetObject ) {
  25985. console.error( 'THREE.PropertyBinding: Trying to update node for track: ' + this.path + ' but it wasn\'t found.' );
  25986. return;
  25987. }
  25988. if ( objectName ) {
  25989. var objectIndex = parsedPath.objectIndex;
  25990. // special cases were we need to reach deeper into the hierarchy to get the face materials....
  25991. switch ( objectName ) {
  25992. case 'materials':
  25993. if ( ! targetObject.material ) {
  25994. console.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this );
  25995. return;
  25996. }
  25997. if ( ! targetObject.material.materials ) {
  25998. console.error( 'THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this );
  25999. return;
  26000. }
  26001. targetObject = targetObject.material.materials;
  26002. break;
  26003. case 'bones':
  26004. if ( ! targetObject.skeleton ) {
  26005. console.error( 'THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this );
  26006. return;
  26007. }
  26008. // potential future optimization: skip this if propertyIndex is already an integer
  26009. // and convert the integer string to a true integer.
  26010. targetObject = targetObject.skeleton.bones;
  26011. // support resolving morphTarget names into indices.
  26012. for ( var i = 0; i < targetObject.length; i ++ ) {
  26013. if ( targetObject[ i ].name === objectIndex ) {
  26014. objectIndex = i;
  26015. break;
  26016. }
  26017. }
  26018. break;
  26019. default:
  26020. if ( targetObject[ objectName ] === undefined ) {
  26021. console.error( 'THREE.PropertyBinding: Can not bind to objectName of node undefined.', this );
  26022. return;
  26023. }
  26024. targetObject = targetObject[ objectName ];
  26025. }
  26026. if ( objectIndex !== undefined ) {
  26027. if ( targetObject[ objectIndex ] === undefined ) {
  26028. console.error( 'THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject );
  26029. return;
  26030. }
  26031. targetObject = targetObject[ objectIndex ];
  26032. }
  26033. }
  26034. // resolve property
  26035. var nodeProperty = targetObject[ propertyName ];
  26036. if ( nodeProperty === undefined ) {
  26037. var nodeName = parsedPath.nodeName;
  26038. console.error( 'THREE.PropertyBinding: Trying to update property for track: ' + nodeName +
  26039. '.' + propertyName + ' but it wasn\'t found.', targetObject );
  26040. return;
  26041. }
  26042. // determine versioning scheme
  26043. var versioning = this.Versioning.None;
  26044. this.targetObject = targetObject;
  26045. if ( targetObject.needsUpdate !== undefined ) { // material
  26046. versioning = this.Versioning.NeedsUpdate;
  26047. } else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform
  26048. versioning = this.Versioning.MatrixWorldNeedsUpdate;
  26049. }
  26050. // determine how the property gets bound
  26051. var bindingType = this.BindingType.Direct;
  26052. if ( propertyIndex !== undefined ) {
  26053. // access a sub element of the property array (only primitives are supported right now)
  26054. if ( propertyName === "morphTargetInfluences" ) {
  26055. // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.
  26056. // support resolving morphTarget names into indices.
  26057. if ( ! targetObject.geometry ) {
  26058. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );
  26059. return;
  26060. }
  26061. if ( targetObject.geometry.isBufferGeometry ) {
  26062. if ( ! targetObject.geometry.morphAttributes ) {
  26063. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );
  26064. return;
  26065. }
  26066. if ( targetObject.morphTargetDictionary[ propertyIndex ] !== undefined ) {
  26067. propertyIndex = targetObject.morphTargetDictionary[ propertyIndex ];
  26068. }
  26069. } else {
  26070. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences on THREE.Geometry. Use THREE.BufferGeometry instead.', this );
  26071. return;
  26072. }
  26073. }
  26074. bindingType = this.BindingType.ArrayElement;
  26075. this.resolvedProperty = nodeProperty;
  26076. this.propertyIndex = propertyIndex;
  26077. } else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {
  26078. // must use copy for Object3D.Euler/Quaternion
  26079. bindingType = this.BindingType.HasFromToArray;
  26080. this.resolvedProperty = nodeProperty;
  26081. } else if ( Array.isArray( nodeProperty ) ) {
  26082. bindingType = this.BindingType.EntireArray;
  26083. this.resolvedProperty = nodeProperty;
  26084. } else {
  26085. this.propertyName = propertyName;
  26086. }
  26087. // select getter / setter
  26088. this.getValue = this.GetterByBindingType[ bindingType ];
  26089. this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];
  26090. },
  26091. unbind: function () {
  26092. this.node = null;
  26093. // back to the prototype version of getValue / setValue
  26094. // note: avoiding to mutate the shape of 'this' via 'delete'
  26095. this.getValue = this._getValue_unbound;
  26096. this.setValue = this._setValue_unbound;
  26097. }
  26098. } );
  26099. // DECLARE ALIAS AFTER assign prototype
  26100. Object.assign( PropertyBinding.prototype, {
  26101. // initial state of these methods that calls 'bind'
  26102. _getValue_unbound: PropertyBinding.prototype.getValue,
  26103. _setValue_unbound: PropertyBinding.prototype.setValue,
  26104. } );
  26105. /**
  26106. *
  26107. * A group of objects that receives a shared animation state.
  26108. *
  26109. * Usage:
  26110. *
  26111. * - Add objects you would otherwise pass as 'root' to the
  26112. * constructor or the .clipAction method of AnimationMixer.
  26113. *
  26114. * - Instead pass this object as 'root'.
  26115. *
  26116. * - You can also add and remove objects later when the mixer
  26117. * is running.
  26118. *
  26119. * Note:
  26120. *
  26121. * Objects of this class appear as one object to the mixer,
  26122. * so cache control of the individual objects must be done
  26123. * on the group.
  26124. *
  26125. * Limitation:
  26126. *
  26127. * - The animated properties must be compatible among the
  26128. * all objects in the group.
  26129. *
  26130. * - A single property can either be controlled through a
  26131. * target group or directly, but not both.
  26132. */
  26133. function AnimationObjectGroup() {
  26134. this.uuid = MathUtils.generateUUID();
  26135. // cached objects followed by the active ones
  26136. this._objects = Array.prototype.slice.call( arguments );
  26137. this.nCachedObjects_ = 0; // threshold
  26138. // note: read by PropertyBinding.Composite
  26139. var indices = {};
  26140. this._indicesByUUID = indices; // for bookkeeping
  26141. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  26142. indices[ arguments[ i ].uuid ] = i;
  26143. }
  26144. this._paths = []; // inside: string
  26145. this._parsedPaths = []; // inside: { we don't care, here }
  26146. this._bindings = []; // inside: Array< PropertyBinding >
  26147. this._bindingsIndicesByPath = {}; // inside: indices in these arrays
  26148. var scope = this;
  26149. this.stats = {
  26150. objects: {
  26151. get total() {
  26152. return scope._objects.length;
  26153. },
  26154. get inUse() {
  26155. return this.total - scope.nCachedObjects_;
  26156. }
  26157. },
  26158. get bindingsPerObject() {
  26159. return scope._bindings.length;
  26160. }
  26161. };
  26162. }
  26163. Object.assign( AnimationObjectGroup.prototype, {
  26164. isAnimationObjectGroup: true,
  26165. add: function () {
  26166. var objects = this._objects,
  26167. indicesByUUID = this._indicesByUUID,
  26168. paths = this._paths,
  26169. parsedPaths = this._parsedPaths,
  26170. bindings = this._bindings,
  26171. nBindings = bindings.length;
  26172. var knownObject = undefined,
  26173. nObjects = objects.length,
  26174. nCachedObjects = this.nCachedObjects_;
  26175. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  26176. var object = arguments[ i ],
  26177. uuid = object.uuid;
  26178. var index = indicesByUUID[ uuid ];
  26179. if ( index === undefined ) {
  26180. // unknown object -> add it to the ACTIVE region
  26181. index = nObjects ++;
  26182. indicesByUUID[ uuid ] = index;
  26183. objects.push( object );
  26184. // accounting is done, now do the same for all bindings
  26185. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  26186. bindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) );
  26187. }
  26188. } else if ( index < nCachedObjects ) {
  26189. knownObject = objects[ index ];
  26190. // move existing object to the ACTIVE region
  26191. var firstActiveIndex = -- nCachedObjects,
  26192. lastCachedObject = objects[ firstActiveIndex ];
  26193. indicesByUUID[ lastCachedObject.uuid ] = index;
  26194. objects[ index ] = lastCachedObject;
  26195. indicesByUUID[ uuid ] = firstActiveIndex;
  26196. objects[ firstActiveIndex ] = object;
  26197. // accounting is done, now do the same for all bindings
  26198. for ( var j$1 = 0, m$1 = nBindings; j$1 !== m$1; ++ j$1 ) {
  26199. var bindingsForPath = bindings[ j$1 ],
  26200. lastCached = bindingsForPath[ firstActiveIndex ];
  26201. var binding = bindingsForPath[ index ];
  26202. bindingsForPath[ index ] = lastCached;
  26203. if ( binding === undefined ) {
  26204. // since we do not bother to create new bindings
  26205. // for objects that are cached, the binding may
  26206. // or may not exist
  26207. binding = new PropertyBinding( object, paths[ j$1 ], parsedPaths[ j$1 ] );
  26208. }
  26209. bindingsForPath[ firstActiveIndex ] = binding;
  26210. }
  26211. } else if ( objects[ index ] !== knownObject ) {
  26212. console.error( 'THREE.AnimationObjectGroup: Different objects with the same UUID ' +
  26213. 'detected. Clean the caches or recreate your infrastructure when reloading scenes.' );
  26214. } // else the object is already where we want it to be
  26215. } // for arguments
  26216. this.nCachedObjects_ = nCachedObjects;
  26217. },
  26218. remove: function () {
  26219. var objects = this._objects,
  26220. indicesByUUID = this._indicesByUUID,
  26221. bindings = this._bindings,
  26222. nBindings = bindings.length;
  26223. var nCachedObjects = this.nCachedObjects_;
  26224. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  26225. var object = arguments[ i ],
  26226. uuid = object.uuid,
  26227. index = indicesByUUID[ uuid ];
  26228. if ( index !== undefined && index >= nCachedObjects ) {
  26229. // move existing object into the CACHED region
  26230. var lastCachedIndex = nCachedObjects ++,
  26231. firstActiveObject = objects[ lastCachedIndex ];
  26232. indicesByUUID[ firstActiveObject.uuid ] = index;
  26233. objects[ index ] = firstActiveObject;
  26234. indicesByUUID[ uuid ] = lastCachedIndex;
  26235. objects[ lastCachedIndex ] = object;
  26236. // accounting is done, now do the same for all bindings
  26237. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  26238. var bindingsForPath = bindings[ j ],
  26239. firstActive = bindingsForPath[ lastCachedIndex ],
  26240. binding = bindingsForPath[ index ];
  26241. bindingsForPath[ index ] = firstActive;
  26242. bindingsForPath[ lastCachedIndex ] = binding;
  26243. }
  26244. }
  26245. } // for arguments
  26246. this.nCachedObjects_ = nCachedObjects;
  26247. },
  26248. // remove & forget
  26249. uncache: function () {
  26250. var objects = this._objects,
  26251. indicesByUUID = this._indicesByUUID,
  26252. bindings = this._bindings,
  26253. nBindings = bindings.length;
  26254. var nCachedObjects = this.nCachedObjects_,
  26255. nObjects = objects.length;
  26256. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  26257. var object = arguments[ i ],
  26258. uuid = object.uuid,
  26259. index = indicesByUUID[ uuid ];
  26260. if ( index !== undefined ) {
  26261. delete indicesByUUID[ uuid ];
  26262. if ( index < nCachedObjects ) {
  26263. // object is cached, shrink the CACHED region
  26264. var firstActiveIndex = -- nCachedObjects,
  26265. lastCachedObject = objects[ firstActiveIndex ],
  26266. lastIndex = -- nObjects,
  26267. lastObject = objects[ lastIndex ];
  26268. // last cached object takes this object's place
  26269. indicesByUUID[ lastCachedObject.uuid ] = index;
  26270. objects[ index ] = lastCachedObject;
  26271. // last object goes to the activated slot and pop
  26272. indicesByUUID[ lastObject.uuid ] = firstActiveIndex;
  26273. objects[ firstActiveIndex ] = lastObject;
  26274. objects.pop();
  26275. // accounting is done, now do the same for all bindings
  26276. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  26277. var bindingsForPath = bindings[ j ],
  26278. lastCached = bindingsForPath[ firstActiveIndex ],
  26279. last = bindingsForPath[ lastIndex ];
  26280. bindingsForPath[ index ] = lastCached;
  26281. bindingsForPath[ firstActiveIndex ] = last;
  26282. bindingsForPath.pop();
  26283. }
  26284. } else {
  26285. // object is active, just swap with the last and pop
  26286. var lastIndex$1 = -- nObjects,
  26287. lastObject$1 = objects[ lastIndex$1 ];
  26288. indicesByUUID[ lastObject$1.uuid ] = index;
  26289. objects[ index ] = lastObject$1;
  26290. objects.pop();
  26291. // accounting is done, now do the same for all bindings
  26292. for ( var j$1 = 0, m$1 = nBindings; j$1 !== m$1; ++ j$1 ) {
  26293. var bindingsForPath$1 = bindings[ j$1 ];
  26294. bindingsForPath$1[ index ] = bindingsForPath$1[ lastIndex$1 ];
  26295. bindingsForPath$1.pop();
  26296. }
  26297. } // cached or active
  26298. } // if object is known
  26299. } // for arguments
  26300. this.nCachedObjects_ = nCachedObjects;
  26301. },
  26302. // Internal interface used by befriended PropertyBinding.Composite:
  26303. subscribe_: function ( path, parsedPath ) {
  26304. // returns an array of bindings for the given path that is changed
  26305. // according to the contained objects in the group
  26306. var indicesByPath = this._bindingsIndicesByPath;
  26307. var index = indicesByPath[ path ];
  26308. var bindings = this._bindings;
  26309. if ( index !== undefined ) { return bindings[ index ]; }
  26310. var paths = this._paths,
  26311. parsedPaths = this._parsedPaths,
  26312. objects = this._objects,
  26313. nObjects = objects.length,
  26314. nCachedObjects = this.nCachedObjects_,
  26315. bindingsForPath = new Array( nObjects );
  26316. index = bindings.length;
  26317. indicesByPath[ path ] = index;
  26318. paths.push( path );
  26319. parsedPaths.push( parsedPath );
  26320. bindings.push( bindingsForPath );
  26321. for ( var i = nCachedObjects, n = objects.length; i !== n; ++ i ) {
  26322. var object = objects[ i ];
  26323. bindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath );
  26324. }
  26325. return bindingsForPath;
  26326. },
  26327. unsubscribe_: function ( path ) {
  26328. // tells the group to forget about a property path and no longer
  26329. // update the array previously obtained with 'subscribe_'
  26330. var indicesByPath = this._bindingsIndicesByPath,
  26331. index = indicesByPath[ path ];
  26332. if ( index !== undefined ) {
  26333. var paths = this._paths,
  26334. parsedPaths = this._parsedPaths,
  26335. bindings = this._bindings,
  26336. lastBindingsIndex = bindings.length - 1,
  26337. lastBindings = bindings[ lastBindingsIndex ],
  26338. lastBindingsPath = path[ lastBindingsIndex ];
  26339. indicesByPath[ lastBindingsPath ] = index;
  26340. bindings[ index ] = lastBindings;
  26341. bindings.pop();
  26342. parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];
  26343. parsedPaths.pop();
  26344. paths[ index ] = paths[ lastBindingsIndex ];
  26345. paths.pop();
  26346. }
  26347. }
  26348. } );
  26349. var AnimationAction = function AnimationAction( mixer, clip, localRoot, blendMode ) {
  26350. this._mixer = mixer;
  26351. this._clip = clip;
  26352. this._localRoot = localRoot || null;
  26353. this.blendMode = blendMode || clip.blendMode;
  26354. var tracks = clip.tracks,
  26355. nTracks = tracks.length,
  26356. interpolants = new Array( nTracks );
  26357. var interpolantSettings = {
  26358. endingStart: ZeroCurvatureEnding,
  26359. endingEnd: ZeroCurvatureEnding
  26360. };
  26361. for ( var i = 0; i !== nTracks; ++ i ) {
  26362. var interpolant = tracks[ i ].createInterpolant( null );
  26363. interpolants[ i ] = interpolant;
  26364. interpolant.settings = interpolantSettings;
  26365. }
  26366. this._interpolantSettings = interpolantSettings;
  26367. this._interpolants = interpolants; // bound by the mixer
  26368. // inside: PropertyMixer (managed by the mixer)
  26369. this._propertyBindings = new Array( nTracks );
  26370. this._cacheIndex = null; // for the memory manager
  26371. this._byClipCacheIndex = null; // for the memory manager
  26372. this._timeScaleInterpolant = null;
  26373. this._weightInterpolant = null;
  26374. this.loop = LoopRepeat;
  26375. this._loopCount = - 1;
  26376. // global mixer time when the action is to be started
  26377. // it's set back to 'null' upon start of the action
  26378. this._startTime = null;
  26379. // scaled local time of the action
  26380. // gets clamped or wrapped to 0..clip.duration according to loop
  26381. this.time = 0;
  26382. this.timeScale = 1;
  26383. this._effectiveTimeScale = 1;
  26384. this.weight = 1;
  26385. this._effectiveWeight = 1;
  26386. this.repetitions = Infinity; // no. of repetitions when looping
  26387. this.paused = false; // true -> zero effective time scale
  26388. this.enabled = true; // false -> zero effective weight
  26389. this.clampWhenFinished = false;// keep feeding the last frame?
  26390. this.zeroSlopeAtStart = true;// for smooth interpolation w/o separate
  26391. this.zeroSlopeAtEnd = true;// clips for start, loop and end
  26392. };
  26393. // State & Scheduling
  26394. AnimationAction.prototype.play = function play () {
  26395. this._mixer._activateAction( this );
  26396. return this;
  26397. };
  26398. AnimationAction.prototype.stop = function stop () {
  26399. this._mixer._deactivateAction( this );
  26400. return this.reset();
  26401. };
  26402. AnimationAction.prototype.reset = function reset () {
  26403. this.paused = false;
  26404. this.enabled = true;
  26405. this.time = 0; // restart clip
  26406. this._loopCount = - 1;// forget previous loops
  26407. this._startTime = null;// forget scheduling
  26408. return this.stopFading().stopWarping();
  26409. };
  26410. AnimationAction.prototype.isRunning = function isRunning () {
  26411. return this.enabled && ! this.paused && this.timeScale !== 0 &&
  26412. this._startTime === null && this._mixer._isActiveAction( this );
  26413. };
  26414. // return true when play has been called
  26415. AnimationAction.prototype.isScheduled = function isScheduled () {
  26416. return this._mixer._isActiveAction( this );
  26417. };
  26418. AnimationAction.prototype.startAt = function startAt ( time ) {
  26419. this._startTime = time;
  26420. return this;
  26421. };
  26422. AnimationAction.prototype.setLoop = function setLoop ( mode, repetitions ) {
  26423. this.loop = mode;
  26424. this.repetitions = repetitions;
  26425. return this;
  26426. };
  26427. // Weight
  26428. // set the weight stopping any scheduled fading
  26429. // although .enabled = false yields an effective weight of zero, this
  26430. // method does *not* change .enabled, because it would be confusing
  26431. AnimationAction.prototype.setEffectiveWeight = function setEffectiveWeight ( weight ) {
  26432. this.weight = weight;
  26433. // note: same logic as when updated at runtime
  26434. this._effectiveWeight = this.enabled ? weight : 0;
  26435. return this.stopFading();
  26436. };
  26437. // return the weight considering fading and .enabled
  26438. AnimationAction.prototype.getEffectiveWeight = function getEffectiveWeight () {
  26439. return this._effectiveWeight;
  26440. };
  26441. AnimationAction.prototype.fadeIn = function fadeIn ( duration ) {
  26442. return this._scheduleFading( duration, 0, 1 );
  26443. };
  26444. AnimationAction.prototype.fadeOut = function fadeOut ( duration ) {
  26445. return this._scheduleFading( duration, 1, 0 );
  26446. };
  26447. AnimationAction.prototype.crossFadeFrom = function crossFadeFrom ( fadeOutAction, duration, warp ) {
  26448. fadeOutAction.fadeOut( duration );
  26449. this.fadeIn( duration );
  26450. if ( warp ) {
  26451. var fadeInDuration = this._clip.duration,
  26452. fadeOutDuration = fadeOutAction._clip.duration,
  26453. startEndRatio = fadeOutDuration / fadeInDuration,
  26454. endStartRatio = fadeInDuration / fadeOutDuration;
  26455. fadeOutAction.warp( 1.0, startEndRatio, duration );
  26456. this.warp( endStartRatio, 1.0, duration );
  26457. }
  26458. return this;
  26459. };
  26460. AnimationAction.prototype.crossFadeTo = function crossFadeTo ( fadeInAction, duration, warp ) {
  26461. return fadeInAction.crossFadeFrom( this, duration, warp );
  26462. };
  26463. AnimationAction.prototype.stopFading = function stopFading () {
  26464. var weightInterpolant = this._weightInterpolant;
  26465. if ( weightInterpolant !== null ) {
  26466. this._weightInterpolant = null;
  26467. this._mixer._takeBackControlInterpolant( weightInterpolant );
  26468. }
  26469. return this;
  26470. };
  26471. // Time Scale Control
  26472. // set the time scale stopping any scheduled warping
  26473. // although .paused = true yields an effective time scale of zero, this
  26474. // method does *not* change .paused, because it would be confusing
  26475. AnimationAction.prototype.setEffectiveTimeScale = function setEffectiveTimeScale ( timeScale ) {
  26476. this.timeScale = timeScale;
  26477. this._effectiveTimeScale = this.paused ? 0 : timeScale;
  26478. return this.stopWarping();
  26479. };
  26480. // return the time scale considering warping and .paused
  26481. AnimationAction.prototype.getEffectiveTimeScale = function getEffectiveTimeScale () {
  26482. return this._effectiveTimeScale;
  26483. };
  26484. AnimationAction.prototype.setDuration = function setDuration ( duration ) {
  26485. this.timeScale = this._clip.duration / duration;
  26486. return this.stopWarping();
  26487. };
  26488. AnimationAction.prototype.syncWith = function syncWith ( action ) {
  26489. this.time = action.time;
  26490. this.timeScale = action.timeScale;
  26491. return this.stopWarping();
  26492. };
  26493. AnimationAction.prototype.halt = function halt ( duration ) {
  26494. return this.warp( this._effectiveTimeScale, 0, duration );
  26495. };
  26496. AnimationAction.prototype.warp = function warp ( startTimeScale, endTimeScale, duration ) {
  26497. var mixer = this._mixer,
  26498. now = mixer.time,
  26499. timeScale = this.timeScale;
  26500. var interpolant = this._timeScaleInterpolant;
  26501. if ( interpolant === null ) {
  26502. interpolant = mixer._lendControlInterpolant();
  26503. this._timeScaleInterpolant = interpolant;
  26504. }
  26505. var times = interpolant.parameterPositions,
  26506. values = interpolant.sampleValues;
  26507. times[ 0 ] = now;
  26508. times[ 1 ] = now + duration;
  26509. values[ 0 ] = startTimeScale / timeScale;
  26510. values[ 1 ] = endTimeScale / timeScale;
  26511. return this;
  26512. };
  26513. AnimationAction.prototype.stopWarping = function stopWarping () {
  26514. var timeScaleInterpolant = this._timeScaleInterpolant;
  26515. if ( timeScaleInterpolant !== null ) {
  26516. this._timeScaleInterpolant = null;
  26517. this._mixer._takeBackControlInterpolant( timeScaleInterpolant );
  26518. }
  26519. return this;
  26520. };
  26521. // Object Accessors
  26522. AnimationAction.prototype.getMixer = function getMixer () {
  26523. return this._mixer;
  26524. };
  26525. AnimationAction.prototype.getClip = function getClip () {
  26526. return this._clip;
  26527. };
  26528. AnimationAction.prototype.getRoot = function getRoot () {
  26529. return this._localRoot || this._mixer._root;
  26530. };
  26531. // Interna
  26532. AnimationAction.prototype._update = function _update ( time, deltaTime, timeDirection, accuIndex ) {
  26533. // called by the mixer
  26534. if ( ! this.enabled ) {
  26535. // call ._updateWeight() to update ._effectiveWeight
  26536. this._updateWeight( time );
  26537. return;
  26538. }
  26539. var startTime = this._startTime;
  26540. if ( startTime !== null ) {
  26541. // check for scheduled start of action
  26542. var timeRunning = ( time - startTime ) * timeDirection;
  26543. if ( timeRunning < 0 || timeDirection === 0 ) {
  26544. return; // yet to come / don't decide when delta = 0
  26545. }
  26546. // start
  26547. this._startTime = null; // unschedule
  26548. deltaTime = timeDirection * timeRunning;
  26549. }
  26550. // apply time scale and advance time
  26551. deltaTime *= this._updateTimeScale( time );
  26552. var clipTime = this._updateTime( deltaTime );
  26553. // note: _updateTime may disable the action resulting in
  26554. // an effective weight of 0
  26555. var weight = this._updateWeight( time );
  26556. if ( weight > 0 ) {
  26557. var interpolants = this._interpolants;
  26558. var propertyMixers = this._propertyBindings;
  26559. switch ( this.blendMode ) {
  26560. case AdditiveAnimationBlendMode:
  26561. for ( var j = 0, m = interpolants.length; j !== m; ++ j ) {
  26562. interpolants[ j ].evaluate( clipTime );
  26563. propertyMixers[ j ].accumulateAdditive( weight );
  26564. }
  26565. break;
  26566. case NormalAnimationBlendMode:
  26567. default:
  26568. for ( var j$1 = 0, m$1 = interpolants.length; j$1 !== m$1; ++ j$1 ) {
  26569. interpolants[ j$1 ].evaluate( clipTime );
  26570. propertyMixers[ j$1 ].accumulate( accuIndex, weight );
  26571. }
  26572. }
  26573. }
  26574. };
  26575. AnimationAction.prototype._updateWeight = function _updateWeight ( time ) {
  26576. var weight = 0;
  26577. if ( this.enabled ) {
  26578. weight = this.weight;
  26579. var interpolant = this._weightInterpolant;
  26580. if ( interpolant !== null ) {
  26581. var interpolantValue = interpolant.evaluate( time )[ 0 ];
  26582. weight *= interpolantValue;
  26583. if ( time > interpolant.parameterPositions[ 1 ] ) {
  26584. this.stopFading();
  26585. if ( interpolantValue === 0 ) {
  26586. // faded out, disable
  26587. this.enabled = false;
  26588. }
  26589. }
  26590. }
  26591. }
  26592. this._effectiveWeight = weight;
  26593. return weight;
  26594. };
  26595. AnimationAction.prototype._updateTimeScale = function _updateTimeScale ( time ) {
  26596. var timeScale = 0;
  26597. if ( ! this.paused ) {
  26598. timeScale = this.timeScale;
  26599. var interpolant = this._timeScaleInterpolant;
  26600. if ( interpolant !== null ) {
  26601. var interpolantValue = interpolant.evaluate( time )[ 0 ];
  26602. timeScale *= interpolantValue;
  26603. if ( time > interpolant.parameterPositions[ 1 ] ) {
  26604. this.stopWarping();
  26605. if ( timeScale === 0 ) {
  26606. // motion has halted, pause
  26607. this.paused = true;
  26608. } else {
  26609. // warp done - apply final time scale
  26610. this.timeScale = timeScale;
  26611. }
  26612. }
  26613. }
  26614. }
  26615. this._effectiveTimeScale = timeScale;
  26616. return timeScale;
  26617. };
  26618. AnimationAction.prototype._updateTime = function _updateTime ( deltaTime ) {
  26619. var duration = this._clip.duration;
  26620. var loop = this.loop;
  26621. var time = this.time + deltaTime;
  26622. var loopCount = this._loopCount;
  26623. var pingPong = ( loop === LoopPingPong );
  26624. if ( deltaTime === 0 ) {
  26625. if ( loopCount === - 1 ) { return time; }
  26626. return ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time;
  26627. }
  26628. if ( loop === LoopOnce ) {
  26629. if ( loopCount === - 1 ) {
  26630. // just started
  26631. this._loopCount = 0;
  26632. this._setEndings( true, true, false );
  26633. }
  26634. handle_stop: {
  26635. if ( time >= duration ) {
  26636. time = duration;
  26637. } else if ( time < 0 ) {
  26638. time = 0;
  26639. } else {
  26640. this.time = time;
  26641. break handle_stop;
  26642. }
  26643. if ( this.clampWhenFinished ) { this.paused = true; }
  26644. else { this.enabled = false; }
  26645. this.time = time;
  26646. this._mixer.dispatchEvent( {
  26647. type: 'finished', action: this,
  26648. direction: deltaTime < 0 ? - 1 : 1
  26649. } );
  26650. }
  26651. } else { // repetitive Repeat or PingPong
  26652. if ( loopCount === - 1 ) {
  26653. // just started
  26654. if ( deltaTime >= 0 ) {
  26655. loopCount = 0;
  26656. this._setEndings( true, this.repetitions === 0, pingPong );
  26657. } else {
  26658. // when looping in reverse direction, the initial
  26659. // transition through zero counts as a repetition,
  26660. // so leave loopCount at -1
  26661. this._setEndings( this.repetitions === 0, true, pingPong );
  26662. }
  26663. }
  26664. if ( time >= duration || time < 0 ) {
  26665. // wrap around
  26666. var loopDelta = Math.floor( time / duration ); // signed
  26667. time -= duration * loopDelta;
  26668. loopCount += Math.abs( loopDelta );
  26669. var pending = this.repetitions - loopCount;
  26670. if ( pending <= 0 ) {
  26671. // have to stop (switch state, clamp time, fire event)
  26672. if ( this.clampWhenFinished ) { this.paused = true; }
  26673. else { this.enabled = false; }
  26674. time = deltaTime > 0 ? duration : 0;
  26675. this.time = time;
  26676. this._mixer.dispatchEvent( {
  26677. type: 'finished', action: this,
  26678. direction: deltaTime > 0 ? 1 : - 1
  26679. } );
  26680. } else {
  26681. // keep running
  26682. if ( pending === 1 ) {
  26683. // entering the last round
  26684. var atStart = deltaTime < 0;
  26685. this._setEndings( atStart, ! atStart, pingPong );
  26686. } else {
  26687. this._setEndings( false, false, pingPong );
  26688. }
  26689. this._loopCount = loopCount;
  26690. this.time = time;
  26691. this._mixer.dispatchEvent( {
  26692. type: 'loop', action: this, loopDelta: loopDelta
  26693. } );
  26694. }
  26695. } else {
  26696. this.time = time;
  26697. }
  26698. if ( pingPong && ( loopCount & 1 ) === 1 ) {
  26699. // invert time for the "pong round"
  26700. return duration - time;
  26701. }
  26702. }
  26703. return time;
  26704. };
  26705. AnimationAction.prototype._setEndings = function _setEndings ( atStart, atEnd, pingPong ) {
  26706. var settings = this._interpolantSettings;
  26707. if ( pingPong ) {
  26708. settings.endingStart = ZeroSlopeEnding;
  26709. settings.endingEnd = ZeroSlopeEnding;
  26710. } else {
  26711. // assuming for LoopOnce atStart == atEnd == true
  26712. if ( atStart ) {
  26713. settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;
  26714. } else {
  26715. settings.endingStart = WrapAroundEnding;
  26716. }
  26717. if ( atEnd ) {
  26718. settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;
  26719. } else {
  26720. settings.endingEnd = WrapAroundEnding;
  26721. }
  26722. }
  26723. };
  26724. AnimationAction.prototype._scheduleFading = function _scheduleFading ( duration, weightNow, weightThen ) {
  26725. var mixer = this._mixer, now = mixer.time;
  26726. var interpolant = this._weightInterpolant;
  26727. if ( interpolant === null ) {
  26728. interpolant = mixer._lendControlInterpolant();
  26729. this._weightInterpolant = interpolant;
  26730. }
  26731. var times = interpolant.parameterPositions,
  26732. values = interpolant.sampleValues;
  26733. times[ 0 ] = now;
  26734. values[ 0 ] = weightNow;
  26735. times[ 1 ] = now + duration;
  26736. values[ 1 ] = weightThen;
  26737. return this;
  26738. };
  26739. function AnimationMixer( root ) {
  26740. this._root = root;
  26741. this._initMemoryManager();
  26742. this._accuIndex = 0;
  26743. this.time = 0;
  26744. this.timeScale = 1.0;
  26745. }
  26746. AnimationMixer.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  26747. constructor: AnimationMixer,
  26748. _bindAction: function ( action, prototypeAction ) {
  26749. var root = action._localRoot || this._root,
  26750. tracks = action._clip.tracks,
  26751. nTracks = tracks.length,
  26752. bindings = action._propertyBindings,
  26753. interpolants = action._interpolants,
  26754. rootUuid = root.uuid,
  26755. bindingsByRoot = this._bindingsByRootAndName;
  26756. var bindingsByName = bindingsByRoot[ rootUuid ];
  26757. if ( bindingsByName === undefined ) {
  26758. bindingsByName = {};
  26759. bindingsByRoot[ rootUuid ] = bindingsByName;
  26760. }
  26761. for ( var i = 0; i !== nTracks; ++ i ) {
  26762. var track = tracks[ i ],
  26763. trackName = track.name;
  26764. var binding = bindingsByName[ trackName ];
  26765. if ( binding !== undefined ) {
  26766. bindings[ i ] = binding;
  26767. } else {
  26768. binding = bindings[ i ];
  26769. if ( binding !== undefined ) {
  26770. // existing binding, make sure the cache knows
  26771. if ( binding._cacheIndex === null ) {
  26772. ++ binding.referenceCount;
  26773. this._addInactiveBinding( binding, rootUuid, trackName );
  26774. }
  26775. continue;
  26776. }
  26777. var path = prototypeAction && prototypeAction.
  26778. _propertyBindings[ i ].binding.parsedPath;
  26779. binding = new PropertyMixer(
  26780. PropertyBinding.create( root, trackName, path ),
  26781. track.ValueTypeName, track.getValueSize() );
  26782. ++ binding.referenceCount;
  26783. this._addInactiveBinding( binding, rootUuid, trackName );
  26784. bindings[ i ] = binding;
  26785. }
  26786. interpolants[ i ].resultBuffer = binding.buffer;
  26787. }
  26788. },
  26789. _activateAction: function ( action ) {
  26790. if ( ! this._isActiveAction( action ) ) {
  26791. if ( action._cacheIndex === null ) {
  26792. // this action has been forgotten by the cache, but the user
  26793. // appears to be still using it -> rebind
  26794. var rootUuid = ( action._localRoot || this._root ).uuid,
  26795. clipUuid = action._clip.uuid,
  26796. actionsForClip = this._actionsByClip[ clipUuid ];
  26797. this._bindAction( action,
  26798. actionsForClip && actionsForClip.knownActions[ 0 ] );
  26799. this._addInactiveAction( action, clipUuid, rootUuid );
  26800. }
  26801. var bindings = action._propertyBindings;
  26802. // increment reference counts / sort out state
  26803. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  26804. var binding = bindings[ i ];
  26805. if ( binding.useCount ++ === 0 ) {
  26806. this._lendBinding( binding );
  26807. binding.saveOriginalState();
  26808. }
  26809. }
  26810. this._lendAction( action );
  26811. }
  26812. },
  26813. _deactivateAction: function ( action ) {
  26814. if ( this._isActiveAction( action ) ) {
  26815. var bindings = action._propertyBindings;
  26816. // decrement reference counts / sort out state
  26817. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  26818. var binding = bindings[ i ];
  26819. if ( -- binding.useCount === 0 ) {
  26820. binding.restoreOriginalState();
  26821. this._takeBackBinding( binding );
  26822. }
  26823. }
  26824. this._takeBackAction( action );
  26825. }
  26826. },
  26827. // Memory manager
  26828. _initMemoryManager: function () {
  26829. this._actions = []; // 'nActiveActions' followed by inactive ones
  26830. this._nActiveActions = 0;
  26831. this._actionsByClip = {};
  26832. // inside:
  26833. // {
  26834. // knownActions: Array< AnimationAction > - used as prototypes
  26835. // actionByRoot: AnimationAction - lookup
  26836. // }
  26837. this._bindings = []; // 'nActiveBindings' followed by inactive ones
  26838. this._nActiveBindings = 0;
  26839. this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >
  26840. this._controlInterpolants = []; // same game as above
  26841. this._nActiveControlInterpolants = 0;
  26842. var scope = this;
  26843. this.stats = {
  26844. actions: {
  26845. get total() {
  26846. return scope._actions.length;
  26847. },
  26848. get inUse() {
  26849. return scope._nActiveActions;
  26850. }
  26851. },
  26852. bindings: {
  26853. get total() {
  26854. return scope._bindings.length;
  26855. },
  26856. get inUse() {
  26857. return scope._nActiveBindings;
  26858. }
  26859. },
  26860. controlInterpolants: {
  26861. get total() {
  26862. return scope._controlInterpolants.length;
  26863. },
  26864. get inUse() {
  26865. return scope._nActiveControlInterpolants;
  26866. }
  26867. }
  26868. };
  26869. },
  26870. // Memory management for AnimationAction objects
  26871. _isActiveAction: function ( action ) {
  26872. var index = action._cacheIndex;
  26873. return index !== null && index < this._nActiveActions;
  26874. },
  26875. _addInactiveAction: function ( action, clipUuid, rootUuid ) {
  26876. var actions = this._actions,
  26877. actionsByClip = this._actionsByClip;
  26878. var actionsForClip = actionsByClip[ clipUuid ];
  26879. if ( actionsForClip === undefined ) {
  26880. actionsForClip = {
  26881. knownActions: [ action ],
  26882. actionByRoot: {}
  26883. };
  26884. action._byClipCacheIndex = 0;
  26885. actionsByClip[ clipUuid ] = actionsForClip;
  26886. } else {
  26887. var knownActions = actionsForClip.knownActions;
  26888. action._byClipCacheIndex = knownActions.length;
  26889. knownActions.push( action );
  26890. }
  26891. action._cacheIndex = actions.length;
  26892. actions.push( action );
  26893. actionsForClip.actionByRoot[ rootUuid ] = action;
  26894. },
  26895. _removeInactiveAction: function ( action ) {
  26896. var actions = this._actions,
  26897. lastInactiveAction = actions[ actions.length - 1 ],
  26898. cacheIndex = action._cacheIndex;
  26899. lastInactiveAction._cacheIndex = cacheIndex;
  26900. actions[ cacheIndex ] = lastInactiveAction;
  26901. actions.pop();
  26902. action._cacheIndex = null;
  26903. var clipUuid = action._clip.uuid,
  26904. actionsByClip = this._actionsByClip,
  26905. actionsForClip = actionsByClip[ clipUuid ],
  26906. knownActionsForClip = actionsForClip.knownActions,
  26907. lastKnownAction =
  26908. knownActionsForClip[ knownActionsForClip.length - 1 ],
  26909. byClipCacheIndex = action._byClipCacheIndex;
  26910. lastKnownAction._byClipCacheIndex = byClipCacheIndex;
  26911. knownActionsForClip[ byClipCacheIndex ] = lastKnownAction;
  26912. knownActionsForClip.pop();
  26913. action._byClipCacheIndex = null;
  26914. var actionByRoot = actionsForClip.actionByRoot,
  26915. rootUuid = ( action._localRoot || this._root ).uuid;
  26916. delete actionByRoot[ rootUuid ];
  26917. if ( knownActionsForClip.length === 0 ) {
  26918. delete actionsByClip[ clipUuid ];
  26919. }
  26920. this._removeInactiveBindingsForAction( action );
  26921. },
  26922. _removeInactiveBindingsForAction: function ( action ) {
  26923. var bindings = action._propertyBindings;
  26924. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  26925. var binding = bindings[ i ];
  26926. if ( -- binding.referenceCount === 0 ) {
  26927. this._removeInactiveBinding( binding );
  26928. }
  26929. }
  26930. },
  26931. _lendAction: function ( action ) {
  26932. // [ active actions | inactive actions ]
  26933. // [ active actions >| inactive actions ]
  26934. // s a
  26935. // <-swap->
  26936. // a s
  26937. var actions = this._actions,
  26938. prevIndex = action._cacheIndex,
  26939. lastActiveIndex = this._nActiveActions ++,
  26940. firstInactiveAction = actions[ lastActiveIndex ];
  26941. action._cacheIndex = lastActiveIndex;
  26942. actions[ lastActiveIndex ] = action;
  26943. firstInactiveAction._cacheIndex = prevIndex;
  26944. actions[ prevIndex ] = firstInactiveAction;
  26945. },
  26946. _takeBackAction: function ( action ) {
  26947. // [ active actions | inactive actions ]
  26948. // [ active actions |< inactive actions ]
  26949. // a s
  26950. // <-swap->
  26951. // s a
  26952. var actions = this._actions,
  26953. prevIndex = action._cacheIndex,
  26954. firstInactiveIndex = -- this._nActiveActions,
  26955. lastActiveAction = actions[ firstInactiveIndex ];
  26956. action._cacheIndex = firstInactiveIndex;
  26957. actions[ firstInactiveIndex ] = action;
  26958. lastActiveAction._cacheIndex = prevIndex;
  26959. actions[ prevIndex ] = lastActiveAction;
  26960. },
  26961. // Memory management for PropertyMixer objects
  26962. _addInactiveBinding: function ( binding, rootUuid, trackName ) {
  26963. var bindingsByRoot = this._bindingsByRootAndName,
  26964. bindings = this._bindings;
  26965. var bindingByName = bindingsByRoot[ rootUuid ];
  26966. if ( bindingByName === undefined ) {
  26967. bindingByName = {};
  26968. bindingsByRoot[ rootUuid ] = bindingByName;
  26969. }
  26970. bindingByName[ trackName ] = binding;
  26971. binding._cacheIndex = bindings.length;
  26972. bindings.push( binding );
  26973. },
  26974. _removeInactiveBinding: function ( binding ) {
  26975. var bindings = this._bindings,
  26976. propBinding = binding.binding,
  26977. rootUuid = propBinding.rootNode.uuid,
  26978. trackName = propBinding.path,
  26979. bindingsByRoot = this._bindingsByRootAndName,
  26980. bindingByName = bindingsByRoot[ rootUuid ],
  26981. lastInactiveBinding = bindings[ bindings.length - 1 ],
  26982. cacheIndex = binding._cacheIndex;
  26983. lastInactiveBinding._cacheIndex = cacheIndex;
  26984. bindings[ cacheIndex ] = lastInactiveBinding;
  26985. bindings.pop();
  26986. delete bindingByName[ trackName ];
  26987. if ( Object.keys( bindingByName ).length === 0 ) {
  26988. delete bindingsByRoot[ rootUuid ];
  26989. }
  26990. },
  26991. _lendBinding: function ( binding ) {
  26992. var bindings = this._bindings,
  26993. prevIndex = binding._cacheIndex,
  26994. lastActiveIndex = this._nActiveBindings ++,
  26995. firstInactiveBinding = bindings[ lastActiveIndex ];
  26996. binding._cacheIndex = lastActiveIndex;
  26997. bindings[ lastActiveIndex ] = binding;
  26998. firstInactiveBinding._cacheIndex = prevIndex;
  26999. bindings[ prevIndex ] = firstInactiveBinding;
  27000. },
  27001. _takeBackBinding: function ( binding ) {
  27002. var bindings = this._bindings,
  27003. prevIndex = binding._cacheIndex,
  27004. firstInactiveIndex = -- this._nActiveBindings,
  27005. lastActiveBinding = bindings[ firstInactiveIndex ];
  27006. binding._cacheIndex = firstInactiveIndex;
  27007. bindings[ firstInactiveIndex ] = binding;
  27008. lastActiveBinding._cacheIndex = prevIndex;
  27009. bindings[ prevIndex ] = lastActiveBinding;
  27010. },
  27011. // Memory management of Interpolants for weight and time scale
  27012. _lendControlInterpolant: function () {
  27013. var interpolants = this._controlInterpolants,
  27014. lastActiveIndex = this._nActiveControlInterpolants ++;
  27015. var interpolant = interpolants[ lastActiveIndex ];
  27016. if ( interpolant === undefined ) {
  27017. interpolant = new LinearInterpolant(
  27018. new Float32Array( 2 ), new Float32Array( 2 ),
  27019. 1, this._controlInterpolantsResultBuffer );
  27020. interpolant.__cacheIndex = lastActiveIndex;
  27021. interpolants[ lastActiveIndex ] = interpolant;
  27022. }
  27023. return interpolant;
  27024. },
  27025. _takeBackControlInterpolant: function ( interpolant ) {
  27026. var interpolants = this._controlInterpolants,
  27027. prevIndex = interpolant.__cacheIndex,
  27028. firstInactiveIndex = -- this._nActiveControlInterpolants,
  27029. lastActiveInterpolant = interpolants[ firstInactiveIndex ];
  27030. interpolant.__cacheIndex = firstInactiveIndex;
  27031. interpolants[ firstInactiveIndex ] = interpolant;
  27032. lastActiveInterpolant.__cacheIndex = prevIndex;
  27033. interpolants[ prevIndex ] = lastActiveInterpolant;
  27034. },
  27035. _controlInterpolantsResultBuffer: new Float32Array( 1 ),
  27036. // return an action for a clip optionally using a custom root target
  27037. // object (this method allocates a lot of dynamic memory in case a
  27038. // previously unknown clip/root combination is specified)
  27039. clipAction: function ( clip, optionalRoot, blendMode ) {
  27040. var root = optionalRoot || this._root,
  27041. rootUuid = root.uuid;
  27042. var clipObject = typeof clip === 'string' ? AnimationClip.findByName( root, clip ) : clip;
  27043. var clipUuid = clipObject !== null ? clipObject.uuid : clip;
  27044. var actionsForClip = this._actionsByClip[ clipUuid ];
  27045. var prototypeAction = null;
  27046. if ( blendMode === undefined ) {
  27047. if ( clipObject !== null ) {
  27048. blendMode = clipObject.blendMode;
  27049. } else {
  27050. blendMode = NormalAnimationBlendMode;
  27051. }
  27052. }
  27053. if ( actionsForClip !== undefined ) {
  27054. var existingAction = actionsForClip.actionByRoot[ rootUuid ];
  27055. if ( existingAction !== undefined && existingAction.blendMode === blendMode ) {
  27056. return existingAction;
  27057. }
  27058. // we know the clip, so we don't have to parse all
  27059. // the bindings again but can just copy
  27060. prototypeAction = actionsForClip.knownActions[ 0 ];
  27061. // also, take the clip from the prototype action
  27062. if ( clipObject === null )
  27063. { clipObject = prototypeAction._clip; }
  27064. }
  27065. // clip must be known when specified via string
  27066. if ( clipObject === null ) { return null; }
  27067. // allocate all resources required to run it
  27068. var newAction = new AnimationAction( this, clipObject, optionalRoot, blendMode );
  27069. this._bindAction( newAction, prototypeAction );
  27070. // and make the action known to the memory manager
  27071. this._addInactiveAction( newAction, clipUuid, rootUuid );
  27072. return newAction;
  27073. },
  27074. // get an existing action
  27075. existingAction: function ( clip, optionalRoot ) {
  27076. var root = optionalRoot || this._root,
  27077. rootUuid = root.uuid,
  27078. clipObject = typeof clip === 'string' ?
  27079. AnimationClip.findByName( root, clip ) : clip,
  27080. clipUuid = clipObject ? clipObject.uuid : clip,
  27081. actionsForClip = this._actionsByClip[ clipUuid ];
  27082. if ( actionsForClip !== undefined ) {
  27083. return actionsForClip.actionByRoot[ rootUuid ] || null;
  27084. }
  27085. return null;
  27086. },
  27087. // deactivates all previously scheduled actions
  27088. stopAllAction: function () {
  27089. var actions = this._actions,
  27090. nActions = this._nActiveActions;
  27091. for ( var i = nActions - 1; i >= 0; -- i ) {
  27092. actions[ i ].stop();
  27093. }
  27094. return this;
  27095. },
  27096. // advance the time and update apply the animation
  27097. update: function ( deltaTime ) {
  27098. deltaTime *= this.timeScale;
  27099. var actions = this._actions,
  27100. nActions = this._nActiveActions,
  27101. time = this.time += deltaTime,
  27102. timeDirection = Math.sign( deltaTime ),
  27103. accuIndex = this._accuIndex ^= 1;
  27104. // run active actions
  27105. for ( var i = 0; i !== nActions; ++ i ) {
  27106. var action = actions[ i ];
  27107. action._update( time, deltaTime, timeDirection, accuIndex );
  27108. }
  27109. // update scene graph
  27110. var bindings = this._bindings,
  27111. nBindings = this._nActiveBindings;
  27112. for ( var i$1 = 0; i$1 !== nBindings; ++ i$1 ) {
  27113. bindings[ i$1 ].apply( accuIndex );
  27114. }
  27115. return this;
  27116. },
  27117. // Allows you to seek to a specific time in an animation.
  27118. setTime: function ( timeInSeconds ) {
  27119. this.time = 0; // Zero out time attribute for AnimationMixer object;
  27120. for ( var i = 0; i < this._actions.length; i ++ ) {
  27121. this._actions[ i ].time = 0; // Zero out time attribute for all associated AnimationAction objects.
  27122. }
  27123. return this.update( timeInSeconds ); // Update used to set exact time. Returns "this" AnimationMixer object.
  27124. },
  27125. // return this mixer's root target object
  27126. getRoot: function () {
  27127. return this._root;
  27128. },
  27129. // free all resources specific to a particular clip
  27130. uncacheClip: function ( clip ) {
  27131. var actions = this._actions,
  27132. clipUuid = clip.uuid,
  27133. actionsByClip = this._actionsByClip,
  27134. actionsForClip = actionsByClip[ clipUuid ];
  27135. if ( actionsForClip !== undefined ) {
  27136. // note: just calling _removeInactiveAction would mess up the
  27137. // iteration state and also require updating the state we can
  27138. // just throw away
  27139. var actionsToRemove = actionsForClip.knownActions;
  27140. for ( var i = 0, n = actionsToRemove.length; i !== n; ++ i ) {
  27141. var action = actionsToRemove[ i ];
  27142. this._deactivateAction( action );
  27143. var cacheIndex = action._cacheIndex,
  27144. lastInactiveAction = actions[ actions.length - 1 ];
  27145. action._cacheIndex = null;
  27146. action._byClipCacheIndex = null;
  27147. lastInactiveAction._cacheIndex = cacheIndex;
  27148. actions[ cacheIndex ] = lastInactiveAction;
  27149. actions.pop();
  27150. this._removeInactiveBindingsForAction( action );
  27151. }
  27152. delete actionsByClip[ clipUuid ];
  27153. }
  27154. },
  27155. // free all resources specific to a particular root target object
  27156. uncacheRoot: function ( root ) {
  27157. var rootUuid = root.uuid,
  27158. actionsByClip = this._actionsByClip;
  27159. for ( var clipUuid in actionsByClip ) {
  27160. var actionByRoot = actionsByClip[ clipUuid ].actionByRoot,
  27161. action = actionByRoot[ rootUuid ];
  27162. if ( action !== undefined ) {
  27163. this._deactivateAction( action );
  27164. this._removeInactiveAction( action );
  27165. }
  27166. }
  27167. var bindingsByRoot = this._bindingsByRootAndName,
  27168. bindingByName = bindingsByRoot[ rootUuid ];
  27169. if ( bindingByName !== undefined ) {
  27170. for ( var trackName in bindingByName ) {
  27171. var binding = bindingByName[ trackName ];
  27172. binding.restoreOriginalState();
  27173. this._removeInactiveBinding( binding );
  27174. }
  27175. }
  27176. },
  27177. // remove a targeted clip from the cache
  27178. uncacheAction: function ( clip, optionalRoot ) {
  27179. var action = this.existingAction( clip, optionalRoot );
  27180. if ( action !== null ) {
  27181. this._deactivateAction( action );
  27182. this._removeInactiveAction( action );
  27183. }
  27184. }
  27185. } );
  27186. var Uniform = function Uniform( value ) {
  27187. if ( typeof value === 'string' ) {
  27188. console.warn( 'THREE.Uniform: Type parameter is no longer needed.' );
  27189. value = arguments[ 1 ];
  27190. }
  27191. this.value = value;
  27192. };
  27193. Uniform.prototype.clone = function clone () {
  27194. return new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );
  27195. };
  27196. function InstancedInterleavedBuffer( array, stride, meshPerAttribute ) {
  27197. InterleavedBuffer.call( this, array, stride );
  27198. this.meshPerAttribute = meshPerAttribute || 1;
  27199. }
  27200. InstancedInterleavedBuffer.prototype = Object.assign( Object.create( InterleavedBuffer.prototype ), {
  27201. constructor: InstancedInterleavedBuffer,
  27202. isInstancedInterleavedBuffer: true,
  27203. copy: function ( source ) {
  27204. InterleavedBuffer.prototype.copy.call( this, source );
  27205. this.meshPerAttribute = source.meshPerAttribute;
  27206. return this;
  27207. },
  27208. clone: function ( data ) {
  27209. var ib = InterleavedBuffer.prototype.clone.call( this, data );
  27210. ib.meshPerAttribute = this.meshPerAttribute;
  27211. return ib;
  27212. },
  27213. toJSON: function ( data ) {
  27214. var json = InterleavedBuffer.prototype.toJSON.call( this, data );
  27215. json.isInstancedInterleavedBuffer = true;
  27216. json.meshPerAttribute = this.meshPerAttribute;
  27217. return json;
  27218. }
  27219. } );
  27220. function Raycaster( origin, direction, near, far ) {
  27221. this.ray = new Ray( origin, direction );
  27222. // direction is assumed to be normalized (for accurate distance calculations)
  27223. this.near = near || 0;
  27224. this.far = far || Infinity;
  27225. this.camera = null;
  27226. this.layers = new Layers();
  27227. this.params = {
  27228. Mesh: {},
  27229. Line: { threshold: 1 },
  27230. LOD: {},
  27231. Points: { threshold: 1 },
  27232. Sprite: {}
  27233. };
  27234. Object.defineProperties( this.params, {
  27235. PointCloud: {
  27236. get: function () {
  27237. console.warn( 'THREE.Raycaster: params.PointCloud has been renamed to params.Points.' );
  27238. return this.Points;
  27239. }
  27240. }
  27241. } );
  27242. }
  27243. function ascSort( a, b ) {
  27244. return a.distance - b.distance;
  27245. }
  27246. function intersectObject( object, raycaster, intersects, recursive ) {
  27247. if ( object.layers.test( raycaster.layers ) ) {
  27248. object.raycast( raycaster, intersects );
  27249. }
  27250. if ( recursive === true ) {
  27251. var children = object.children;
  27252. for ( var i = 0, l = children.length; i < l; i ++ ) {
  27253. intersectObject( children[ i ], raycaster, intersects, true );
  27254. }
  27255. }
  27256. }
  27257. Object.assign( Raycaster.prototype, {
  27258. set: function ( origin, direction ) {
  27259. // direction is assumed to be normalized (for accurate distance calculations)
  27260. this.ray.set( origin, direction );
  27261. },
  27262. setFromCamera: function ( coords, camera ) {
  27263. if ( ( camera && camera.isPerspectiveCamera ) ) {
  27264. this.ray.origin.setFromMatrixPosition( camera.matrixWorld );
  27265. this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();
  27266. this.camera = camera;
  27267. } else if ( ( camera && camera.isOrthographicCamera ) ) {
  27268. this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera
  27269. this.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld );
  27270. this.camera = camera;
  27271. } else {
  27272. console.error( 'THREE.Raycaster: Unsupported camera type.' );
  27273. }
  27274. },
  27275. intersectObject: function ( object, recursive, optionalTarget ) {
  27276. var intersects = optionalTarget || [];
  27277. intersectObject( object, this, intersects, recursive );
  27278. intersects.sort( ascSort );
  27279. return intersects;
  27280. },
  27281. intersectObjects: function ( objects, recursive, optionalTarget ) {
  27282. var intersects = optionalTarget || [];
  27283. if ( Array.isArray( objects ) === false ) {
  27284. console.warn( 'THREE.Raycaster.intersectObjects: objects is not an Array.' );
  27285. return intersects;
  27286. }
  27287. for ( var i = 0, l = objects.length; i < l; i ++ ) {
  27288. intersectObject( objects[ i ], this, intersects, recursive );
  27289. }
  27290. intersects.sort( ascSort );
  27291. return intersects;
  27292. }
  27293. } );
  27294. /**
  27295. * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system
  27296. *
  27297. * The polar angle (phi) is measured from the positive y-axis. The positive y-axis is up.
  27298. * The azimuthal angle (theta) is measured from the positive z-axis.
  27299. */
  27300. var Spherical = function Spherical( radius, phi, theta ) {
  27301. if ( radius === void 0 ) radius = 1;
  27302. if ( phi === void 0 ) phi = 0;
  27303. if ( theta === void 0 ) theta = 0;
  27304. this.radius = radius;
  27305. this.phi = phi; // polar angle
  27306. this.theta = theta; // azimuthal angle
  27307. return this;
  27308. };
  27309. Spherical.prototype.set = function set ( radius, phi, theta ) {
  27310. this.radius = radius;
  27311. this.phi = phi;
  27312. this.theta = theta;
  27313. return this;
  27314. };
  27315. Spherical.prototype.clone = function clone () {
  27316. return new this.constructor().copy( this );
  27317. };
  27318. Spherical.prototype.copy = function copy ( other ) {
  27319. this.radius = other.radius;
  27320. this.phi = other.phi;
  27321. this.theta = other.theta;
  27322. return this;
  27323. };
  27324. // restrict phi to be betwee EPS and PI-EPS
  27325. Spherical.prototype.makeSafe = function makeSafe () {
  27326. var EPS = 0.000001;
  27327. this.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) );
  27328. return this;
  27329. };
  27330. Spherical.prototype.setFromVector3 = function setFromVector3 ( v ) {
  27331. return this.setFromCartesianCoords( v.x, v.y, v.z );
  27332. };
  27333. Spherical.prototype.setFromCartesianCoords = function setFromCartesianCoords ( x, y, z ) {
  27334. this.radius = Math.sqrt( x * x + y * y + z * z );
  27335. if ( this.radius === 0 ) {
  27336. this.theta = 0;
  27337. this.phi = 0;
  27338. } else {
  27339. this.theta = Math.atan2( x, z );
  27340. this.phi = Math.acos( MathUtils.clamp( y / this.radius, - 1, 1 ) );
  27341. }
  27342. return this;
  27343. };
  27344. /**
  27345. * Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system
  27346. */
  27347. function Cylindrical( radius, theta, y ) {
  27348. this.radius = ( radius !== undefined ) ? radius : 1.0; // distance from the origin to a point in the x-z plane
  27349. this.theta = ( theta !== undefined ) ? theta : 0; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis
  27350. this.y = ( y !== undefined ) ? y : 0; // height above the x-z plane
  27351. return this;
  27352. }
  27353. Object.assign( Cylindrical.prototype, {
  27354. set: function ( radius, theta, y ) {
  27355. this.radius = radius;
  27356. this.theta = theta;
  27357. this.y = y;
  27358. return this;
  27359. },
  27360. clone: function () {
  27361. return new this.constructor().copy( this );
  27362. },
  27363. copy: function ( other ) {
  27364. this.radius = other.radius;
  27365. this.theta = other.theta;
  27366. this.y = other.y;
  27367. return this;
  27368. },
  27369. setFromVector3: function ( v ) {
  27370. return this.setFromCartesianCoords( v.x, v.y, v.z );
  27371. },
  27372. setFromCartesianCoords: function ( x, y, z ) {
  27373. this.radius = Math.sqrt( x * x + z * z );
  27374. this.theta = Math.atan2( x, z );
  27375. this.y = y;
  27376. return this;
  27377. }
  27378. } );
  27379. var _vector$7 = new Vector2();
  27380. function Box2( min, max ) {
  27381. this.min = ( min !== undefined ) ? min : new Vector2( + Infinity, + Infinity );
  27382. this.max = ( max !== undefined ) ? max : new Vector2( - Infinity, - Infinity );
  27383. }
  27384. Object.assign( Box2.prototype, {
  27385. set: function ( min, max ) {
  27386. this.min.copy( min );
  27387. this.max.copy( max );
  27388. return this;
  27389. },
  27390. setFromPoints: function ( points ) {
  27391. this.makeEmpty();
  27392. for ( var i = 0, il = points.length; i < il; i ++ ) {
  27393. this.expandByPoint( points[ i ] );
  27394. }
  27395. return this;
  27396. },
  27397. setFromCenterAndSize: function ( center, size ) {
  27398. var halfSize = _vector$7.copy( size ).multiplyScalar( 0.5 );
  27399. this.min.copy( center ).sub( halfSize );
  27400. this.max.copy( center ).add( halfSize );
  27401. return this;
  27402. },
  27403. clone: function () {
  27404. return new this.constructor().copy( this );
  27405. },
  27406. copy: function ( box ) {
  27407. this.min.copy( box.min );
  27408. this.max.copy( box.max );
  27409. return this;
  27410. },
  27411. makeEmpty: function () {
  27412. this.min.x = this.min.y = + Infinity;
  27413. this.max.x = this.max.y = - Infinity;
  27414. return this;
  27415. },
  27416. isEmpty: function () {
  27417. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  27418. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );
  27419. },
  27420. getCenter: function ( target ) {
  27421. if ( target === undefined ) {
  27422. console.warn( 'THREE.Box2: .getCenter() target is now required' );
  27423. target = new Vector2();
  27424. }
  27425. return this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  27426. },
  27427. getSize: function ( target ) {
  27428. if ( target === undefined ) {
  27429. console.warn( 'THREE.Box2: .getSize() target is now required' );
  27430. target = new Vector2();
  27431. }
  27432. return this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min );
  27433. },
  27434. expandByPoint: function ( point ) {
  27435. this.min.min( point );
  27436. this.max.max( point );
  27437. return this;
  27438. },
  27439. expandByVector: function ( vector ) {
  27440. this.min.sub( vector );
  27441. this.max.add( vector );
  27442. return this;
  27443. },
  27444. expandByScalar: function ( scalar ) {
  27445. this.min.addScalar( - scalar );
  27446. this.max.addScalar( scalar );
  27447. return this;
  27448. },
  27449. containsPoint: function ( point ) {
  27450. return point.x < this.min.x || point.x > this.max.x ||
  27451. point.y < this.min.y || point.y > this.max.y ? false : true;
  27452. },
  27453. containsBox: function ( box ) {
  27454. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  27455. this.min.y <= box.min.y && box.max.y <= this.max.y;
  27456. },
  27457. getParameter: function ( point, target ) {
  27458. // This can potentially have a divide by zero if the box
  27459. // has a size dimension of 0.
  27460. if ( target === undefined ) {
  27461. console.warn( 'THREE.Box2: .getParameter() target is now required' );
  27462. target = new Vector2();
  27463. }
  27464. return target.set(
  27465. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  27466. ( point.y - this.min.y ) / ( this.max.y - this.min.y )
  27467. );
  27468. },
  27469. intersectsBox: function ( box ) {
  27470. // using 4 splitting planes to rule out intersections
  27471. return box.max.x < this.min.x || box.min.x > this.max.x ||
  27472. box.max.y < this.min.y || box.min.y > this.max.y ? false : true;
  27473. },
  27474. clampPoint: function ( point, target ) {
  27475. if ( target === undefined ) {
  27476. console.warn( 'THREE.Box2: .clampPoint() target is now required' );
  27477. target = new Vector2();
  27478. }
  27479. return target.copy( point ).clamp( this.min, this.max );
  27480. },
  27481. distanceToPoint: function ( point ) {
  27482. var clampedPoint = _vector$7.copy( point ).clamp( this.min, this.max );
  27483. return clampedPoint.sub( point ).length();
  27484. },
  27485. intersect: function ( box ) {
  27486. this.min.max( box.min );
  27487. this.max.min( box.max );
  27488. return this;
  27489. },
  27490. union: function ( box ) {
  27491. this.min.min( box.min );
  27492. this.max.max( box.max );
  27493. return this;
  27494. },
  27495. translate: function ( offset ) {
  27496. this.min.add( offset );
  27497. this.max.add( offset );
  27498. return this;
  27499. },
  27500. equals: function ( box ) {
  27501. return box.min.equals( this.min ) && box.max.equals( this.max );
  27502. }
  27503. } );
  27504. var _startP = new Vector3();
  27505. var _startEnd = new Vector3();
  27506. function Line3( start, end ) {
  27507. this.start = ( start !== undefined ) ? start : new Vector3();
  27508. this.end = ( end !== undefined ) ? end : new Vector3();
  27509. }
  27510. Object.assign( Line3.prototype, {
  27511. set: function ( start, end ) {
  27512. this.start.copy( start );
  27513. this.end.copy( end );
  27514. return this;
  27515. },
  27516. clone: function () {
  27517. return new this.constructor().copy( this );
  27518. },
  27519. copy: function ( line ) {
  27520. this.start.copy( line.start );
  27521. this.end.copy( line.end );
  27522. return this;
  27523. },
  27524. getCenter: function ( target ) {
  27525. if ( target === undefined ) {
  27526. console.warn( 'THREE.Line3: .getCenter() target is now required' );
  27527. target = new Vector3();
  27528. }
  27529. return target.addVectors( this.start, this.end ).multiplyScalar( 0.5 );
  27530. },
  27531. delta: function ( target ) {
  27532. if ( target === undefined ) {
  27533. console.warn( 'THREE.Line3: .delta() target is now required' );
  27534. target = new Vector3();
  27535. }
  27536. return target.subVectors( this.end, this.start );
  27537. },
  27538. distanceSq: function () {
  27539. return this.start.distanceToSquared( this.end );
  27540. },
  27541. distance: function () {
  27542. return this.start.distanceTo( this.end );
  27543. },
  27544. at: function ( t, target ) {
  27545. if ( target === undefined ) {
  27546. console.warn( 'THREE.Line3: .at() target is now required' );
  27547. target = new Vector3();
  27548. }
  27549. return this.delta( target ).multiplyScalar( t ).add( this.start );
  27550. },
  27551. closestPointToPointParameter: function ( point, clampToLine ) {
  27552. _startP.subVectors( point, this.start );
  27553. _startEnd.subVectors( this.end, this.start );
  27554. var startEnd2 = _startEnd.dot( _startEnd );
  27555. var startEnd_startP = _startEnd.dot( _startP );
  27556. var t = startEnd_startP / startEnd2;
  27557. if ( clampToLine ) {
  27558. t = MathUtils.clamp( t, 0, 1 );
  27559. }
  27560. return t;
  27561. },
  27562. closestPointToPoint: function ( point, clampToLine, target ) {
  27563. var t = this.closestPointToPointParameter( point, clampToLine );
  27564. if ( target === undefined ) {
  27565. console.warn( 'THREE.Line3: .closestPointToPoint() target is now required' );
  27566. target = new Vector3();
  27567. }
  27568. return this.delta( target ).multiplyScalar( t ).add( this.start );
  27569. },
  27570. applyMatrix4: function ( matrix ) {
  27571. this.start.applyMatrix4( matrix );
  27572. this.end.applyMatrix4( matrix );
  27573. return this;
  27574. },
  27575. equals: function ( line ) {
  27576. return line.start.equals( this.start ) && line.end.equals( this.end );
  27577. }
  27578. } );
  27579. function ImmediateRenderObject( material ) {
  27580. Object3D.call( this );
  27581. this.material = material;
  27582. this.render = function ( /* renderCallback */ ) {};
  27583. this.hasPositions = false;
  27584. this.hasNormals = false;
  27585. this.hasColors = false;
  27586. this.hasUvs = false;
  27587. this.positionArray = null;
  27588. this.normalArray = null;
  27589. this.colorArray = null;
  27590. this.uvArray = null;
  27591. this.count = 0;
  27592. }
  27593. ImmediateRenderObject.prototype = Object.create( Object3D.prototype );
  27594. ImmediateRenderObject.prototype.constructor = ImmediateRenderObject;
  27595. ImmediateRenderObject.prototype.isImmediateRenderObject = true;
  27596. var _vector$8 = new Vector3();
  27597. function SpotLightHelper( light, color ) {
  27598. Object3D.call(this);
  27599. this.light = light;
  27600. this.light.updateMatrixWorld();
  27601. this.matrix = light.matrixWorld;
  27602. this.matrixAutoUpdate = false;
  27603. this.color = color;
  27604. var geometry = new BufferGeometry();
  27605. var positions = [
  27606. 0, 0, 0, 0, 0, 1,
  27607. 0, 0, 0, 1, 0, 1,
  27608. 0, 0, 0, - 1, 0, 1,
  27609. 0, 0, 0, 0, 1, 1,
  27610. 0, 0, 0, 0, - 1, 1
  27611. ];
  27612. for ( var i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {
  27613. var p1 = ( i / l ) * Math.PI * 2;
  27614. var p2 = ( j / l ) * Math.PI * 2;
  27615. positions.push(
  27616. Math.cos( p1 ), Math.sin( p1 ), 1,
  27617. Math.cos( p2 ), Math.sin( p2 ), 1
  27618. );
  27619. }
  27620. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  27621. var material = new LineBasicMaterial( { fog: false, toneMapped: false } );
  27622. this.cone = new LineSegments( geometry, material );
  27623. this.add( this.cone );
  27624. this.update();
  27625. }
  27626. SpotLightHelper.prototype = Object.create( Object3D.prototype );
  27627. SpotLightHelper.prototype.constructor = SpotLightHelper;
  27628. SpotLightHelper.prototype.dispose = function dispose () {
  27629. this.cone.geometry.dispose();
  27630. this.cone.material.dispose();
  27631. };
  27632. SpotLightHelper.prototype.update = function update () {
  27633. this.light.updateMatrixWorld();
  27634. var coneLength = this.light.distance ? this.light.distance : 1000;
  27635. var coneWidth = coneLength * Math.tan( this.light.angle );
  27636. this.cone.scale.set( coneWidth, coneWidth, coneLength );
  27637. _vector$8.setFromMatrixPosition( this.light.target.matrixWorld );
  27638. this.cone.lookAt( _vector$8 );
  27639. if ( this.color !== undefined ) {
  27640. this.cone.material.color.set( this.color );
  27641. } else {
  27642. this.cone.material.color.copy( this.light.color );
  27643. }
  27644. };
  27645. var _vector$9 = new Vector3();
  27646. var _boneMatrix = new Matrix4();
  27647. var _matrixWorldInv = new Matrix4();
  27648. function SkeletonHelper( object ) {
  27649. var bones = getBoneList( object );
  27650. var geometry = new BufferGeometry();
  27651. var vertices = [];
  27652. var colors = [];
  27653. var color1 = new Color( 0, 0, 1 );
  27654. var color2 = new Color( 0, 1, 0 );
  27655. for ( var i = 0; i < bones.length; i ++ ) {
  27656. var bone = bones[ i ];
  27657. if ( bone.parent && bone.parent.isBone ) {
  27658. vertices.push( 0, 0, 0 );
  27659. vertices.push( 0, 0, 0 );
  27660. colors.push( color1.r, color1.g, color1.b );
  27661. colors.push( color2.r, color2.g, color2.b );
  27662. }
  27663. }
  27664. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27665. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27666. var material = new LineBasicMaterial( { vertexColors: true, depthTest: false, depthWrite: false, toneMapped: false, transparent: true } );
  27667. LineSegments.call( this, geometry, material );
  27668. this.type = 'SkeletonHelper';
  27669. this.isSkeletonHelper = true;
  27670. this.root = object;
  27671. this.bones = bones;
  27672. this.matrix = object.matrixWorld;
  27673. this.matrixAutoUpdate = false;
  27674. }
  27675. SkeletonHelper.prototype = Object.create( LineSegments.prototype );
  27676. SkeletonHelper.prototype.constructor = SkeletonHelper;
  27677. SkeletonHelper.prototype.updateMatrixWorld = function updateMatrixWorld ( force ) {
  27678. var bones = this.bones;
  27679. var geometry = this.geometry;
  27680. var position = geometry.getAttribute( 'position' );
  27681. _matrixWorldInv.getInverse( this.root.matrixWorld );
  27682. for ( var i = 0, j = 0; i < bones.length; i ++ ) {
  27683. var bone = bones[ i ];
  27684. if ( bone.parent && bone.parent.isBone ) {
  27685. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.matrixWorld );
  27686. _vector$9.setFromMatrixPosition( _boneMatrix );
  27687. position.setXYZ( j, _vector$9.x, _vector$9.y, _vector$9.z );
  27688. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.parent.matrixWorld );
  27689. _vector$9.setFromMatrixPosition( _boneMatrix );
  27690. position.setXYZ( j + 1, _vector$9.x, _vector$9.y, _vector$9.z );
  27691. j += 2;
  27692. }
  27693. }
  27694. geometry.getAttribute( 'position' ).needsUpdate = true;
  27695. LineSegments.prototype.updateMatrixWorld.call( this, force );
  27696. };
  27697. function getBoneList( object ) {
  27698. var boneList = [];
  27699. if ( object && object.isBone ) {
  27700. boneList.push( object );
  27701. }
  27702. for ( var i = 0; i < object.children.length; i ++ ) {
  27703. boneList.push.apply( boneList, getBoneList( object.children[ i ] ) );
  27704. }
  27705. return boneList;
  27706. }
  27707. function PointLightHelper( light, sphereSize, color ) {
  27708. var geometry = new SphereBufferGeometry( sphereSize, 4, 2 );
  27709. var material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );
  27710. Mesh.call( this, geometry, material );
  27711. this.light = light;
  27712. this.light.updateMatrixWorld();
  27713. this.color = color;
  27714. this.type = 'PointLightHelper';
  27715. this.matrix = this.light.matrixWorld;
  27716. this.matrixAutoUpdate = false;
  27717. this.update();
  27718. /*
  27719. // TODO: delete this comment?
  27720. const distanceGeometry = new THREE.IcosahedronBufferGeometry( 1, 2 );
  27721. const distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
  27722. this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
  27723. this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );
  27724. const d = light.distance;
  27725. if ( d === 0.0 ) {
  27726. this.lightDistance.visible = false;
  27727. } else {
  27728. this.lightDistance.scale.set( d, d, d );
  27729. }
  27730. this.add( this.lightDistance );
  27731. */
  27732. }
  27733. PointLightHelper.prototype = Object.create( Mesh.prototype );
  27734. PointLightHelper.prototype.constructor = PointLightHelper;
  27735. PointLightHelper.prototype.dispose = function dispose () {
  27736. this.geometry.dispose();
  27737. this.material.dispose();
  27738. };
  27739. PointLightHelper.prototype.update = function update () {
  27740. if ( this.color !== undefined ) {
  27741. this.material.color.set( this.color );
  27742. } else {
  27743. this.material.color.copy( this.light.color );
  27744. }
  27745. /*
  27746. const d = this.light.distance;
  27747. if ( d === 0.0 ) {
  27748. this.lightDistance.visible = false;
  27749. } else {
  27750. this.lightDistance.visible = true;
  27751. this.lightDistance.scale.set( d, d, d );
  27752. }
  27753. */
  27754. };
  27755. var _vector$a = new Vector3();
  27756. var _color1 = new Color();
  27757. var _color2 = new Color();
  27758. function HemisphereLightHelper( light, size, color ) {
  27759. Object3D.call(this);
  27760. this.light = light;
  27761. this.light.updateMatrixWorld();
  27762. this.matrix = light.matrixWorld;
  27763. this.matrixAutoUpdate = false;
  27764. this.color = color;
  27765. var geometry = new OctahedronBufferGeometry( size );
  27766. geometry.rotateY( Math.PI * 0.5 );
  27767. this.material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );
  27768. if ( this.color === undefined ) { this.material.vertexColors = true; }
  27769. var position = geometry.getAttribute( 'position' );
  27770. var colors = new Float32Array( position.count * 3 );
  27771. geometry.setAttribute( 'color', new BufferAttribute( colors, 3 ) );
  27772. this.add( new Mesh( geometry, this.material ) );
  27773. this.update();
  27774. }
  27775. HemisphereLightHelper.prototype = Object.create( Object3D.prototype );
  27776. HemisphereLightHelper.prototype.constructor = HemisphereLightHelper;
  27777. HemisphereLightHelper.prototype.dispose = function dispose () {
  27778. this.children[ 0 ].geometry.dispose();
  27779. this.children[ 0 ].material.dispose();
  27780. };
  27781. HemisphereLightHelper.prototype.update = function update () {
  27782. var mesh = this.children[ 0 ];
  27783. if ( this.color !== undefined ) {
  27784. this.material.color.set( this.color );
  27785. } else {
  27786. var colors = mesh.geometry.getAttribute( 'color' );
  27787. _color1.copy( this.light.color );
  27788. _color2.copy( this.light.groundColor );
  27789. for ( var i = 0, l = colors.count; i < l; i ++ ) {
  27790. var color = ( i < ( l / 2 ) ) ? _color1 : _color2;
  27791. colors.setXYZ( i, color.r, color.g, color.b );
  27792. }
  27793. colors.needsUpdate = true;
  27794. }
  27795. mesh.lookAt( _vector$a.setFromMatrixPosition( this.light.matrixWorld ).negate() );
  27796. };
  27797. function GridHelper( size, divisions, color1, color2 ) {
  27798. size = size || 10;
  27799. divisions = divisions || 10;
  27800. color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
  27801. color2 = new Color( color2 !== undefined ? color2 : 0x888888 );
  27802. var center = divisions / 2;
  27803. var step = size / divisions;
  27804. var halfSize = size / 2;
  27805. var vertices = [], colors = [];
  27806. for ( var i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) {
  27807. vertices.push( - halfSize, 0, k, halfSize, 0, k );
  27808. vertices.push( k, 0, - halfSize, k, 0, halfSize );
  27809. var color = i === center ? color1 : color2;
  27810. color.toArray( colors, j ); j += 3;
  27811. color.toArray( colors, j ); j += 3;
  27812. color.toArray( colors, j ); j += 3;
  27813. color.toArray( colors, j ); j += 3;
  27814. }
  27815. var geometry = new BufferGeometry();
  27816. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27817. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27818. var material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  27819. LineSegments.call( this, geometry, material );
  27820. this.type = 'GridHelper';
  27821. }
  27822. GridHelper.prototype = Object.create( LineSegments.prototype );
  27823. GridHelper.prototype.constructor = GridHelper;
  27824. function PolarGridHelper( radius, radials, circles, divisions, color1, color2 ) {
  27825. radius = radius || 10;
  27826. radials = radials || 16;
  27827. circles = circles || 8;
  27828. divisions = divisions || 64;
  27829. color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
  27830. color2 = new Color( color2 !== undefined ? color2 : 0x888888 );
  27831. var vertices = [];
  27832. var colors = [];
  27833. // create the radials
  27834. for ( var i = 0; i <= radials; i ++ ) {
  27835. var v = ( i / radials ) * ( Math.PI * 2 );
  27836. var x = Math.sin( v ) * radius;
  27837. var z = Math.cos( v ) * radius;
  27838. vertices.push( 0, 0, 0 );
  27839. vertices.push( x, 0, z );
  27840. var color = ( i & 1 ) ? color1 : color2;
  27841. colors.push( color.r, color.g, color.b );
  27842. colors.push( color.r, color.g, color.b );
  27843. }
  27844. // create the circles
  27845. for ( var i$1 = 0; i$1 <= circles; i$1 ++ ) {
  27846. var color$1 = ( i$1 & 1 ) ? color1 : color2;
  27847. var r = radius - ( radius / circles * i$1 );
  27848. for ( var j = 0; j < divisions; j ++ ) {
  27849. // first vertex
  27850. var v$1 = ( j / divisions ) * ( Math.PI * 2 );
  27851. var x$1 = Math.sin( v$1 ) * r;
  27852. var z$1 = Math.cos( v$1 ) * r;
  27853. vertices.push( x$1, 0, z$1 );
  27854. colors.push( color$1.r, color$1.g, color$1.b );
  27855. // second vertex
  27856. v$1 = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );
  27857. x$1 = Math.sin( v$1 ) * r;
  27858. z$1 = Math.cos( v$1 ) * r;
  27859. vertices.push( x$1, 0, z$1 );
  27860. colors.push( color$1.r, color$1.g, color$1.b );
  27861. }
  27862. }
  27863. var geometry = new BufferGeometry();
  27864. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27865. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27866. var material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  27867. LineSegments.call( this, geometry, material );
  27868. this.type = 'PolarGridHelper';
  27869. }
  27870. PolarGridHelper.prototype = Object.create( LineSegments.prototype );
  27871. PolarGridHelper.prototype.constructor = PolarGridHelper;
  27872. var _v1$5 = new Vector3();
  27873. var _v2$3 = new Vector3();
  27874. var _v3$1 = new Vector3();
  27875. function DirectionalLightHelper( light, size, color ) {
  27876. Object3D.call(this);
  27877. this.light = light;
  27878. this.light.updateMatrixWorld();
  27879. this.matrix = light.matrixWorld;
  27880. this.matrixAutoUpdate = false;
  27881. this.color = color;
  27882. if ( size === undefined ) { size = 1; }
  27883. var geometry = new BufferGeometry();
  27884. geometry.setAttribute( 'position', new Float32BufferAttribute( [
  27885. - size, size, 0,
  27886. size, size, 0,
  27887. size, - size, 0,
  27888. - size, - size, 0,
  27889. - size, size, 0
  27890. ], 3 ) );
  27891. var material = new LineBasicMaterial( { fog: false, toneMapped: false } );
  27892. this.lightPlane = new Line( geometry, material );
  27893. this.add( this.lightPlane );
  27894. geometry = new BufferGeometry();
  27895. geometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );
  27896. this.targetLine = new Line( geometry, material );
  27897. this.add( this.targetLine );
  27898. this.update();
  27899. }
  27900. DirectionalLightHelper.prototype = Object.create( Object3D.prototype );
  27901. DirectionalLightHelper.prototype.constructor = DirectionalLightHelper;
  27902. DirectionalLightHelper.prototype.dispose = function dispose () {
  27903. this.lightPlane.geometry.dispose();
  27904. this.lightPlane.material.dispose();
  27905. this.targetLine.geometry.dispose();
  27906. this.targetLine.material.dispose();
  27907. };
  27908. DirectionalLightHelper.prototype.update = function update () {
  27909. _v1$5.setFromMatrixPosition( this.light.matrixWorld );
  27910. _v2$3.setFromMatrixPosition( this.light.target.matrixWorld );
  27911. _v3$1.subVectors( _v2$3, _v1$5 );
  27912. this.lightPlane.lookAt( _v2$3 );
  27913. if ( this.color !== undefined ) {
  27914. this.lightPlane.material.color.set( this.color );
  27915. this.targetLine.material.color.set( this.color );
  27916. } else {
  27917. this.lightPlane.material.color.copy( this.light.color );
  27918. this.targetLine.material.color.copy( this.light.color );
  27919. }
  27920. this.targetLine.lookAt( _v2$3 );
  27921. this.targetLine.scale.z = _v3$1.length();
  27922. };
  27923. var _vector$b = new Vector3();
  27924. var _camera = new Camera();
  27925. /**
  27926. * - shows frustum, line of sight and up of the camera
  27927. * - suitable for fast updates
  27928. * - based on frustum visualization in lightgl.js shadowmap example
  27929. * http://evanw.github.com/lightgl.js/tests/shadowmap.html
  27930. */
  27931. function CameraHelper( camera ) {
  27932. var geometry = new BufferGeometry();
  27933. var material = new LineBasicMaterial( { color: 0xffffff, vertexColors: true, toneMapped: false } );
  27934. var vertices = [];
  27935. var colors = [];
  27936. var pointMap = {};
  27937. // colors
  27938. var colorFrustum = new Color( 0xffaa00 );
  27939. var colorCone = new Color( 0xff0000 );
  27940. var colorUp = new Color( 0x00aaff );
  27941. var colorTarget = new Color( 0xffffff );
  27942. var colorCross = new Color( 0x333333 );
  27943. // near
  27944. addLine( 'n1', 'n2', colorFrustum );
  27945. addLine( 'n2', 'n4', colorFrustum );
  27946. addLine( 'n4', 'n3', colorFrustum );
  27947. addLine( 'n3', 'n1', colorFrustum );
  27948. // far
  27949. addLine( 'f1', 'f2', colorFrustum );
  27950. addLine( 'f2', 'f4', colorFrustum );
  27951. addLine( 'f4', 'f3', colorFrustum );
  27952. addLine( 'f3', 'f1', colorFrustum );
  27953. // sides
  27954. addLine( 'n1', 'f1', colorFrustum );
  27955. addLine( 'n2', 'f2', colorFrustum );
  27956. addLine( 'n3', 'f3', colorFrustum );
  27957. addLine( 'n4', 'f4', colorFrustum );
  27958. // cone
  27959. addLine( 'p', 'n1', colorCone );
  27960. addLine( 'p', 'n2', colorCone );
  27961. addLine( 'p', 'n3', colorCone );
  27962. addLine( 'p', 'n4', colorCone );
  27963. // up
  27964. addLine( 'u1', 'u2', colorUp );
  27965. addLine( 'u2', 'u3', colorUp );
  27966. addLine( 'u3', 'u1', colorUp );
  27967. // target
  27968. addLine( 'c', 't', colorTarget );
  27969. addLine( 'p', 'c', colorCross );
  27970. // cross
  27971. addLine( 'cn1', 'cn2', colorCross );
  27972. addLine( 'cn3', 'cn4', colorCross );
  27973. addLine( 'cf1', 'cf2', colorCross );
  27974. addLine( 'cf3', 'cf4', colorCross );
  27975. function addLine( a, b, color ) {
  27976. addPoint( a, color );
  27977. addPoint( b, color );
  27978. }
  27979. function addPoint( id, color ) {
  27980. vertices.push( 0, 0, 0 );
  27981. colors.push( color.r, color.g, color.b );
  27982. if ( pointMap[ id ] === undefined ) {
  27983. pointMap[ id ] = [];
  27984. }
  27985. pointMap[ id ].push( ( vertices.length / 3 ) - 1 );
  27986. }
  27987. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27988. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27989. LineSegments.call( this, geometry, material );
  27990. this.type = 'CameraHelper';
  27991. this.camera = camera;
  27992. if ( this.camera.updateProjectionMatrix ) { this.camera.updateProjectionMatrix(); }
  27993. this.matrix = camera.matrixWorld;
  27994. this.matrixAutoUpdate = false;
  27995. this.pointMap = pointMap;
  27996. this.update();
  27997. }
  27998. CameraHelper.prototype = Object.create( LineSegments.prototype );
  27999. CameraHelper.prototype.constructor = CameraHelper;
  28000. CameraHelper.prototype.update = function update () {
  28001. var geometry = this.geometry;
  28002. var pointMap = this.pointMap;
  28003. var w = 1, h = 1;
  28004. // we need just camera projection matrix inverse
  28005. // world matrix must be identity
  28006. _camera.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse );
  28007. // center / target
  28008. setPoint( 'c', pointMap, geometry, _camera, 0, 0, - 1 );
  28009. setPoint( 't', pointMap, geometry, _camera, 0, 0, 1 );
  28010. // near
  28011. setPoint( 'n1', pointMap, geometry, _camera, - w, - h, - 1 );
  28012. setPoint( 'n2', pointMap, geometry, _camera, w, - h, - 1 );
  28013. setPoint( 'n3', pointMap, geometry, _camera, - w, h, - 1 );
  28014. setPoint( 'n4', pointMap, geometry, _camera, w, h, - 1 );
  28015. // far
  28016. setPoint( 'f1', pointMap, geometry, _camera, - w, - h, 1 );
  28017. setPoint( 'f2', pointMap, geometry, _camera, w, - h, 1 );
  28018. setPoint( 'f3', pointMap, geometry, _camera, - w, h, 1 );
  28019. setPoint( 'f4', pointMap, geometry, _camera, w, h, 1 );
  28020. // up
  28021. setPoint( 'u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, - 1 );
  28022. setPoint( 'u2', pointMap, geometry, _camera, - w * 0.7, h * 1.1, - 1 );
  28023. setPoint( 'u3', pointMap, geometry, _camera, 0, h * 2, - 1 );
  28024. // cross
  28025. setPoint( 'cf1', pointMap, geometry, _camera, - w, 0, 1 );
  28026. setPoint( 'cf2', pointMap, geometry, _camera, w, 0, 1 );
  28027. setPoint( 'cf3', pointMap, geometry, _camera, 0, - h, 1 );
  28028. setPoint( 'cf4', pointMap, geometry, _camera, 0, h, 1 );
  28029. setPoint( 'cn1', pointMap, geometry, _camera, - w, 0, - 1 );
  28030. setPoint( 'cn2', pointMap, geometry, _camera, w, 0, - 1 );
  28031. setPoint( 'cn3', pointMap, geometry, _camera, 0, - h, - 1 );
  28032. setPoint( 'cn4', pointMap, geometry, _camera, 0, h, - 1 );
  28033. geometry.getAttribute( 'position' ).needsUpdate = true;
  28034. };
  28035. function setPoint( point, pointMap, geometry, camera, x, y, z ) {
  28036. _vector$b.set( x, y, z ).unproject( camera );
  28037. var points = pointMap[ point ];
  28038. if ( points !== undefined ) {
  28039. var position = geometry.getAttribute( 'position' );
  28040. for ( var i = 0, l = points.length; i < l; i ++ ) {
  28041. position.setXYZ( points[ i ], _vector$b.x, _vector$b.y, _vector$b.z );
  28042. }
  28043. }
  28044. }
  28045. var _box$3 = new Box3();
  28046. function BoxHelper( object, color ) {
  28047. if ( color === undefined ) { color = 0xffff00; }
  28048. 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 ] );
  28049. var positions = new Float32Array( 8 * 3 );
  28050. var geometry = new BufferGeometry();
  28051. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  28052. geometry.setAttribute( 'position', new BufferAttribute( positions, 3 ) );
  28053. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  28054. this.object = object;
  28055. this.type = 'BoxHelper';
  28056. this.matrixAutoUpdate = false;
  28057. this.update();
  28058. }
  28059. BoxHelper.prototype = Object.create( LineSegments.prototype );
  28060. BoxHelper.prototype.constructor = BoxHelper;
  28061. BoxHelper.prototype.update = function update ( object ) {
  28062. if ( object !== undefined ) {
  28063. console.warn( 'THREE.BoxHelper: .update() has no longer arguments.' );
  28064. }
  28065. if ( this.object !== undefined ) {
  28066. _box$3.setFromObject( this.object );
  28067. }
  28068. if ( _box$3.isEmpty() ) { return; }
  28069. var min = _box$3.min;
  28070. var max = _box$3.max;
  28071. /*
  28072. 5____4
  28073. 1/___0/|
  28074. | 6__|_7
  28075. 2/___3/
  28076. 0: max.x, max.y, max.z
  28077. 1: min.x, max.y, max.z
  28078. 2: min.x, min.y, max.z
  28079. 3: max.x, min.y, max.z
  28080. 4: max.x, max.y, min.z
  28081. 5: min.x, max.y, min.z
  28082. 6: min.x, min.y, min.z
  28083. 7: max.x, min.y, min.z
  28084. */
  28085. var position = this.geometry.attributes.position;
  28086. var array = position.array;
  28087. array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z;
  28088. array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z;
  28089. array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z;
  28090. array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;
  28091. array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;
  28092. array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;
  28093. array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;
  28094. array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;
  28095. position.needsUpdate = true;
  28096. this.geometry.computeBoundingSphere();
  28097. };
  28098. BoxHelper.prototype.setFromObject = function setFromObject ( object ) {
  28099. this.object = object;
  28100. this.update();
  28101. return this;
  28102. };
  28103. BoxHelper.prototype.copy = function copy ( source ) {
  28104. LineSegments.prototype.copy.call( this, source );
  28105. this.object = source.object;
  28106. return this;
  28107. };
  28108. function Box3Helper( box, color ) {
  28109. if ( color === undefined ) { color = 0xffff00; }
  28110. 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 ] );
  28111. 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 ];
  28112. var geometry = new BufferGeometry();
  28113. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  28114. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  28115. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  28116. this.box = box;
  28117. this.type = 'Box3Helper';
  28118. this.geometry.computeBoundingSphere();
  28119. }
  28120. Box3Helper.prototype = Object.create( LineSegments.prototype );
  28121. Box3Helper.prototype.constructor = Box3Helper;
  28122. Box3Helper.prototype.updateMatrixWorld = function updateMatrixWorld ( force ) {
  28123. var box = this.box;
  28124. if ( box.isEmpty() ) { return; }
  28125. box.getCenter( this.position );
  28126. box.getSize( this.scale );
  28127. this.scale.multiplyScalar( 0.5 );
  28128. LineSegments.prototype.updateMatrixWorld.call( this, force );
  28129. };
  28130. function PlaneHelper( plane, size, hex ) {
  28131. var color = ( hex !== undefined ) ? hex : 0xffff00;
  28132. 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 ];
  28133. var geometry = new BufferGeometry();
  28134. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  28135. geometry.computeBoundingSphere();
  28136. Line.call( this, geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  28137. this.type = 'PlaneHelper';
  28138. this.plane = plane;
  28139. this.size = ( size === undefined ) ? 1 : size;
  28140. var positions2 = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, - 1, 1, 1, - 1, 1 ];
  28141. var geometry2 = new BufferGeometry();
  28142. geometry2.setAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
  28143. geometry2.computeBoundingSphere();
  28144. this.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false, toneMapped: false } ) ) );
  28145. }
  28146. PlaneHelper.prototype = Object.create( Line.prototype );
  28147. PlaneHelper.prototype.constructor = PlaneHelper;
  28148. PlaneHelper.prototype.updateMatrixWorld = function updateMatrixWorld ( force ) {
  28149. var scale = - this.plane.constant;
  28150. if ( Math.abs( scale ) < 1e-8 ) { scale = 1e-8; } // sign does not matter
  28151. this.scale.set( 0.5 * this.size, 0.5 * this.size, scale );
  28152. this.children[ 0 ].material.side = ( scale < 0 ) ? BackSide : FrontSide; // renderer flips side when determinant < 0; flipping not wanted here
  28153. this.lookAt( this.plane.normal );
  28154. Line.prototype.updateMatrixWorld.call( this, force );
  28155. };
  28156. var _axis = new Vector3();
  28157. var _lineGeometry, _coneGeometry;
  28158. function ArrowHelper( dir, origin, length, color, headLength, headWidth ) {
  28159. Object3D.call(this);
  28160. // dir is assumed to be normalized
  28161. this.type = 'ArrowHelper';
  28162. if ( dir === undefined ) { dir = new Vector3( 0, 0, 1 ); }
  28163. if ( origin === undefined ) { origin = new Vector3( 0, 0, 0 ); }
  28164. if ( length === undefined ) { length = 1; }
  28165. if ( color === undefined ) { color = 0xffff00; }
  28166. if ( headLength === undefined ) { headLength = 0.2 * length; }
  28167. if ( headWidth === undefined ) { headWidth = 0.2 * headLength; }
  28168. if ( _lineGeometry === undefined ) {
  28169. _lineGeometry = new BufferGeometry();
  28170. _lineGeometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );
  28171. _coneGeometry = new CylinderBufferGeometry( 0, 0.5, 1, 5, 1 );
  28172. _coneGeometry.translate( 0, - 0.5, 0 );
  28173. }
  28174. this.position.copy( origin );
  28175. this.line = new Line( _lineGeometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  28176. this.line.matrixAutoUpdate = false;
  28177. this.add( this.line );
  28178. this.cone = new Mesh( _coneGeometry, new MeshBasicMaterial( { color: color, toneMapped: false } ) );
  28179. this.cone.matrixAutoUpdate = false;
  28180. this.add( this.cone );
  28181. this.setDirection( dir );
  28182. this.setLength( length, headLength, headWidth );
  28183. }
  28184. ArrowHelper.prototype = Object.create( Object3D.prototype );
  28185. ArrowHelper.prototype.constructor = ArrowHelper;
  28186. ArrowHelper.prototype.setDirection = function setDirection ( dir ) {
  28187. // dir is assumed to be normalized
  28188. if ( dir.y > 0.99999 ) {
  28189. this.quaternion.set( 0, 0, 0, 1 );
  28190. } else if ( dir.y < - 0.99999 ) {
  28191. this.quaternion.set( 1, 0, 0, 0 );
  28192. } else {
  28193. _axis.set( dir.z, 0, - dir.x ).normalize();
  28194. var radians = Math.acos( dir.y );
  28195. this.quaternion.setFromAxisAngle( _axis, radians );
  28196. }
  28197. };
  28198. ArrowHelper.prototype.setLength = function setLength ( length, headLength, headWidth ) {
  28199. if ( headLength === undefined ) { headLength = 0.2 * length; }
  28200. if ( headWidth === undefined ) { headWidth = 0.2 * headLength; }
  28201. this.line.scale.set( 1, Math.max( 0.0001, length - headLength ), 1 ); // see #17458
  28202. this.line.updateMatrix();
  28203. this.cone.scale.set( headWidth, headLength, headWidth );
  28204. this.cone.position.y = length;
  28205. this.cone.updateMatrix();
  28206. };
  28207. ArrowHelper.prototype.setColor = function setColor ( color ) {
  28208. this.line.material.color.set( color );
  28209. this.cone.material.color.set( color );
  28210. };
  28211. ArrowHelper.prototype.copy = function copy ( source ) {
  28212. Object3D.prototype.copy.call( this, source, false );
  28213. this.line.copy( source.line );
  28214. this.cone.copy( source.cone );
  28215. return this;
  28216. };
  28217. function AxesHelper( size ) {
  28218. size = size || 1;
  28219. var vertices = [
  28220. 0, 0, 0, size, 0, 0,
  28221. 0, 0, 0, 0, size, 0,
  28222. 0, 0, 0, 0, 0, size
  28223. ];
  28224. var colors = [
  28225. 1, 0, 0, 1, 0.6, 0,
  28226. 0, 1, 0, 0.6, 1, 0,
  28227. 0, 0, 1, 0, 0.6, 1
  28228. ];
  28229. var geometry = new BufferGeometry();
  28230. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  28231. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  28232. var material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  28233. LineSegments.call( this, geometry, material );
  28234. this.type = 'AxesHelper';
  28235. }
  28236. AxesHelper.prototype = Object.create( LineSegments.prototype );
  28237. AxesHelper.prototype.constructor = AxesHelper;
  28238. var LOD_MIN = 4;
  28239. var LOD_MAX = 8;
  28240. var SIZE_MAX = Math.pow( 2, LOD_MAX );
  28241. // The standard deviations (radians) associated with the extra mips. These are
  28242. // chosen to approximate a Trowbridge-Reitz distribution function times the
  28243. // geometric shadowing function. These sigma values squared must match the
  28244. // variance #defines in cube_uv_reflection_fragment.glsl.js.
  28245. var EXTRA_LOD_SIGMA = [ 0.125, 0.215, 0.35, 0.446, 0.526, 0.582 ];
  28246. var TOTAL_LODS = LOD_MAX - LOD_MIN + 1 + EXTRA_LOD_SIGMA.length;
  28247. // The maximum length of the blur for loop. Smaller sigmas will use fewer
  28248. // samples and exit early, but not recompile the shader.
  28249. var MAX_SAMPLES = 20;
  28250. var ENCODINGS = {};
  28251. ENCODINGS[ LinearEncoding ] = 0;
  28252. ENCODINGS[ sRGBEncoding ] = 1;
  28253. ENCODINGS[ RGBEEncoding ] = 2;
  28254. ENCODINGS[ RGBM7Encoding ] = 3;
  28255. ENCODINGS[ RGBM16Encoding ] = 4;
  28256. ENCODINGS[ RGBDEncoding ] = 5;
  28257. ENCODINGS[ GammaEncoding ] = 6;
  28258. var _flatCamera = new OrthographicCamera();
  28259. var ref = _createPlanes();
  28260. var _lodPlanes = ref._lodPlanes;
  28261. var _sizeLods = ref._sizeLods;
  28262. var _sigmas = ref._sigmas;
  28263. var _oldTarget = null;
  28264. // Golden Ratio
  28265. var PHI = ( 1 + Math.sqrt( 5 ) ) / 2;
  28266. var INV_PHI = 1 / PHI;
  28267. // Vertices of a dodecahedron (except the opposites, which represent the
  28268. // same axis), used as axis directions evenly spread on a sphere.
  28269. var _axisDirections = [
  28270. new Vector3( 1, 1, 1 ),
  28271. new Vector3( - 1, 1, 1 ),
  28272. new Vector3( 1, 1, - 1 ),
  28273. new Vector3( - 1, 1, - 1 ),
  28274. new Vector3( 0, PHI, INV_PHI ),
  28275. new Vector3( 0, PHI, - INV_PHI ),
  28276. new Vector3( INV_PHI, 0, PHI ),
  28277. new Vector3( - INV_PHI, 0, PHI ),
  28278. new Vector3( PHI, INV_PHI, 0 ),
  28279. new Vector3( - PHI, INV_PHI, 0 ) ];
  28280. /**
  28281. * This class generates a Prefiltered, Mipmapped Radiance Environment Map
  28282. * (PMREM) from a cubeMap environment texture. This allows different levels of
  28283. * blur to be quickly accessed based on material roughness. It is packed into a
  28284. * special CubeUV format that allows us to perform custom interpolation so that
  28285. * we can support nonlinear formats such as RGBE. Unlike a traditional mipmap
  28286. * chain, it only goes down to the LOD_MIN level (above), and then creates extra
  28287. * even more filtered 'mips' at the same LOD_MIN resolution, associated with
  28288. * higher roughness levels. In this way we maintain resolution to smoothly
  28289. * interpolate diffuse lighting while limiting sampling computation.
  28290. */
  28291. var PMREMGenerator = function PMREMGenerator( renderer ) {
  28292. this._renderer = renderer;
  28293. this._pingPongRenderTarget = null;
  28294. this._blurMaterial = _getBlurShader( MAX_SAMPLES );
  28295. this._equirectShader = null;
  28296. this._cubemapShader = null;
  28297. this._compileMaterial( this._blurMaterial );
  28298. };
  28299. /**
  28300. * Generates a PMREM from a supplied Scene, which can be faster than using an
  28301. * image if networking bandwidth is low. Optional sigma specifies a blur radius
  28302. * in radians to be applied to the scene before PMREM generation. Optional near
  28303. * and far planes ensure the scene is rendered in its entirety (the cubeCamera
  28304. * is placed at the origin).
  28305. */
  28306. PMREMGenerator.prototype.fromScene = function fromScene ( scene, sigma, near, far ) {
  28307. if ( sigma === void 0 ) sigma = 0;
  28308. if ( near === void 0 ) near = 0.1;
  28309. if ( far === void 0 ) far = 100;
  28310. _oldTarget = this._renderer.getRenderTarget();
  28311. var cubeUVRenderTarget = this._allocateTargets();
  28312. this._sceneToCubeUV( scene, near, far, cubeUVRenderTarget );
  28313. if ( sigma > 0 ) {
  28314. this._blur( cubeUVRenderTarget, 0, 0, sigma );
  28315. }
  28316. this._applyPMREM( cubeUVRenderTarget );
  28317. this._cleanup( cubeUVRenderTarget );
  28318. return cubeUVRenderTarget;
  28319. };
  28320. /**
  28321. * Generates a PMREM from an equirectangular texture, which can be either LDR
  28322. * (RGBFormat) or HDR (RGBEFormat). The ideal input image size is 1k (1024 x 512),
  28323. * as this matches best with the 256 x 256 cubemap output.
  28324. */
  28325. PMREMGenerator.prototype.fromEquirectangular = function fromEquirectangular ( equirectangular ) {
  28326. return this._fromTexture( equirectangular );
  28327. };
  28328. /**
  28329. * Generates a PMREM from an cubemap texture, which can be either LDR
  28330. * (RGBFormat) or HDR (RGBEFormat). The ideal input cube size is 256 x 256,
  28331. * as this matches best with the 256 x 256 cubemap output.
  28332. */
  28333. PMREMGenerator.prototype.fromCubemap = function fromCubemap ( cubemap ) {
  28334. return this._fromTexture( cubemap );
  28335. };
  28336. /**
  28337. * Pre-compiles the cubemap shader. You can get faster start-up by invoking this method during
  28338. * your texture's network fetch for increased concurrency.
  28339. */
  28340. PMREMGenerator.prototype.compileCubemapShader = function compileCubemapShader () {
  28341. if ( this._cubemapShader === null ) {
  28342. this._cubemapShader = _getCubemapShader();
  28343. this._compileMaterial( this._cubemapShader );
  28344. }
  28345. };
  28346. /**
  28347. * Pre-compiles the equirectangular shader. You can get faster start-up by invoking this method during
  28348. * your texture's network fetch for increased concurrency.
  28349. */
  28350. PMREMGenerator.prototype.compileEquirectangularShader = function compileEquirectangularShader () {
  28351. if ( this._equirectShader === null ) {
  28352. this._equirectShader = _getEquirectShader();
  28353. this._compileMaterial( this._equirectShader );
  28354. }
  28355. };
  28356. /**
  28357. * Disposes of the PMREMGenerator's internal memory. Note that PMREMGenerator is a static class,
  28358. * so you should not need more than one PMREMGenerator object. If you do, calling dispose() on
  28359. * one of them will cause any others to also become unusable.
  28360. */
  28361. PMREMGenerator.prototype.dispose = function dispose () {
  28362. this._blurMaterial.dispose();
  28363. if ( this._cubemapShader !== null ) { this._cubemapShader.dispose(); }
  28364. if ( this._equirectShader !== null ) { this._equirectShader.dispose(); }
  28365. for ( var i = 0; i < _lodPlanes.length; i ++ ) {
  28366. _lodPlanes[ i ].dispose();
  28367. }
  28368. };
  28369. // private interface
  28370. PMREMGenerator.prototype._cleanup = function _cleanup ( outputTarget ) {
  28371. this._pingPongRenderTarget.dispose();
  28372. this._renderer.setRenderTarget( _oldTarget );
  28373. outputTarget.scissorTest = false;
  28374. _setViewport( outputTarget, 0, 0, outputTarget.width, outputTarget.height );
  28375. };
  28376. PMREMGenerator.prototype._fromTexture = function _fromTexture ( texture ) {
  28377. _oldTarget = this._renderer.getRenderTarget();
  28378. var cubeUVRenderTarget = this._allocateTargets( texture );
  28379. this._textureToCubeUV( texture, cubeUVRenderTarget );
  28380. this._applyPMREM( cubeUVRenderTarget );
  28381. this._cleanup( cubeUVRenderTarget );
  28382. return cubeUVRenderTarget;
  28383. };
  28384. PMREMGenerator.prototype._allocateTargets = function _allocateTargets ( texture ) { // warning: null texture is valid
  28385. var params = {
  28386. magFilter: NearestFilter,
  28387. minFilter: NearestFilter,
  28388. generateMipmaps: false,
  28389. type: UnsignedByteType,
  28390. format: RGBEFormat,
  28391. encoding: _isLDR( texture ) ? texture.encoding : RGBEEncoding,
  28392. depthBuffer: false,
  28393. stencilBuffer: false
  28394. };
  28395. var cubeUVRenderTarget = _createRenderTarget( params );
  28396. cubeUVRenderTarget.depthBuffer = texture ? false : true;
  28397. this._pingPongRenderTarget = _createRenderTarget( params );
  28398. return cubeUVRenderTarget;
  28399. };
  28400. PMREMGenerator.prototype._compileMaterial = function _compileMaterial ( material ) {
  28401. var tmpMesh = new Mesh( _lodPlanes[ 0 ], material );
  28402. this._renderer.compile( tmpMesh, _flatCamera );
  28403. };
  28404. PMREMGenerator.prototype._sceneToCubeUV = function _sceneToCubeUV ( scene, near, far, cubeUVRenderTarget ) {
  28405. var fov = 90;
  28406. var aspect = 1;
  28407. var cubeCamera = new PerspectiveCamera( fov, aspect, near, far );
  28408. var upSign = [ 1, - 1, 1, 1, 1, 1 ];
  28409. var forwardSign = [ 1, 1, 1, - 1, - 1, - 1 ];
  28410. var renderer = this._renderer;
  28411. var outputEncoding = renderer.outputEncoding;
  28412. var toneMapping = renderer.toneMapping;
  28413. var clearColor = renderer.getClearColor();
  28414. var clearAlpha = renderer.getClearAlpha();
  28415. renderer.toneMapping = NoToneMapping;
  28416. renderer.outputEncoding = LinearEncoding;
  28417. var background = scene.background;
  28418. if ( background && background.isColor ) {
  28419. background.convertSRGBToLinear();
  28420. // Convert linear to RGBE
  28421. var maxComponent = Math.max( background.r, background.g, background.b );
  28422. var fExp = Math.min( Math.max( Math.ceil( Math.log2( maxComponent ) ), - 128.0 ), 127.0 );
  28423. background = background.multiplyScalar( Math.pow( 2.0, - fExp ) );
  28424. var alpha = ( fExp + 128.0 ) / 255.0;
  28425. renderer.setClearColor( background, alpha );
  28426. scene.background = null;
  28427. }
  28428. for ( var i = 0; i < 6; i ++ ) {
  28429. var col = i % 3;
  28430. if ( col == 0 ) {
  28431. cubeCamera.up.set( 0, upSign[ i ], 0 );
  28432. cubeCamera.lookAt( forwardSign[ i ], 0, 0 );
  28433. } else if ( col == 1 ) {
  28434. cubeCamera.up.set( 0, 0, upSign[ i ] );
  28435. cubeCamera.lookAt( 0, forwardSign[ i ], 0 );
  28436. } else {
  28437. cubeCamera.up.set( 0, upSign[ i ], 0 );
  28438. cubeCamera.lookAt( 0, 0, forwardSign[ i ] );
  28439. }
  28440. _setViewport( cubeUVRenderTarget,
  28441. col * SIZE_MAX, i > 2 ? SIZE_MAX : 0, SIZE_MAX, SIZE_MAX );
  28442. renderer.setRenderTarget( cubeUVRenderTarget );
  28443. renderer.render( scene, cubeCamera );
  28444. }
  28445. renderer.toneMapping = toneMapping;
  28446. renderer.outputEncoding = outputEncoding;
  28447. renderer.setClearColor( clearColor, clearAlpha );
  28448. };
  28449. PMREMGenerator.prototype._textureToCubeUV = function _textureToCubeUV ( texture, cubeUVRenderTarget ) {
  28450. var renderer = this._renderer;
  28451. if ( texture.isCubeTexture ) {
  28452. if ( this._cubemapShader == null ) {
  28453. this._cubemapShader = _getCubemapShader();
  28454. }
  28455. } else {
  28456. if ( this._equirectShader == null ) {
  28457. this._equirectShader = _getEquirectShader();
  28458. }
  28459. }
  28460. var material = texture.isCubeTexture ? this._cubemapShader : this._equirectShader;
  28461. var mesh = new Mesh( _lodPlanes[ 0 ], material );
  28462. var uniforms = material.uniforms;
  28463. uniforms[ 'envMap' ].value = texture;
  28464. if ( ! texture.isCubeTexture ) {
  28465. uniforms[ 'texelSize' ].value.set( 1.0 / texture.image.width, 1.0 / texture.image.height );
  28466. }
  28467. uniforms[ 'inputEncoding' ].value = ENCODINGS[ texture.encoding ];
  28468. uniforms[ 'outputEncoding' ].value = ENCODINGS[ cubeUVRenderTarget.texture.encoding ];
  28469. _setViewport( cubeUVRenderTarget, 0, 0, 3 * SIZE_MAX, 2 * SIZE_MAX );
  28470. renderer.setRenderTarget( cubeUVRenderTarget );
  28471. renderer.render( mesh, _flatCamera );
  28472. };
  28473. PMREMGenerator.prototype._applyPMREM = function _applyPMREM ( cubeUVRenderTarget ) {
  28474. var renderer = this._renderer;
  28475. var autoClear = renderer.autoClear;
  28476. renderer.autoClear = false;
  28477. for ( var i = 1; i < TOTAL_LODS; i ++ ) {
  28478. var sigma = Math.sqrt( _sigmas[ i ] * _sigmas[ i ] - _sigmas[ i - 1 ] * _sigmas[ i - 1 ] );
  28479. var poleAxis = _axisDirections[ ( i - 1 ) % _axisDirections.length ];
  28480. this._blur( cubeUVRenderTarget, i - 1, i, sigma, poleAxis );
  28481. }
  28482. renderer.autoClear = autoClear;
  28483. };
  28484. /**
  28485. * This is a two-pass Gaussian blur for a cubemap. Normally this is done
  28486. * vertically and horizontally, but this breaks down on a cube. Here we apply
  28487. * the blur latitudinally (around the poles), and then longitudinally (towards
  28488. * the poles) to approximate the orthogonally-separable blur. It is least
  28489. * accurate at the poles, but still does a decent job.
  28490. */
  28491. PMREMGenerator.prototype._blur = function _blur ( cubeUVRenderTarget, lodIn, lodOut, sigma, poleAxis ) {
  28492. var pingPongRenderTarget = this._pingPongRenderTarget;
  28493. this._halfBlur(
  28494. cubeUVRenderTarget,
  28495. pingPongRenderTarget,
  28496. lodIn,
  28497. lodOut,
  28498. sigma,
  28499. 'latitudinal',
  28500. poleAxis );
  28501. this._halfBlur(
  28502. pingPongRenderTarget,
  28503. cubeUVRenderTarget,
  28504. lodOut,
  28505. lodOut,
  28506. sigma,
  28507. 'longitudinal',
  28508. poleAxis );
  28509. };
  28510. PMREMGenerator.prototype._halfBlur = function _halfBlur ( targetIn, targetOut, lodIn, lodOut, sigmaRadians, direction, poleAxis ) {
  28511. var renderer = this._renderer;
  28512. var blurMaterial = this._blurMaterial;
  28513. if ( direction !== 'latitudinal' && direction !== 'longitudinal' ) {
  28514. console.error(
  28515. 'blur direction must be either latitudinal or longitudinal!' );
  28516. }
  28517. // Number of standard deviations at which to cut off the discrete approximation.
  28518. var STANDARD_DEVIATIONS = 3;
  28519. var blurMesh = new Mesh( _lodPlanes[ lodOut ], blurMaterial );
  28520. var blurUniforms = blurMaterial.uniforms;
  28521. var pixels = _sizeLods[ lodIn ] - 1;
  28522. var radiansPerPixel = isFinite( sigmaRadians ) ? Math.PI / ( 2 * pixels ) : 2 * Math.PI / ( 2 * MAX_SAMPLES - 1 );
  28523. var sigmaPixels = sigmaRadians / radiansPerPixel;
  28524. var samples = isFinite( sigmaRadians ) ? 1 + Math.floor( STANDARD_DEVIATIONS * sigmaPixels ) : MAX_SAMPLES;
  28525. if ( samples > MAX_SAMPLES ) {
  28526. console.warn( ("sigmaRadians, " + sigmaRadians + ", is too large and will clip, as it requested " + samples + " samples when the maximum is set to " + MAX_SAMPLES) );
  28527. }
  28528. var weights = [];
  28529. var sum = 0;
  28530. for ( var i = 0; i < MAX_SAMPLES; ++ i ) {
  28531. var x$1 = i / sigmaPixels;
  28532. var weight = Math.exp( - x$1 * x$1 / 2 );
  28533. weights.push( weight );
  28534. if ( i == 0 ) {
  28535. sum += weight;
  28536. } else if ( i < samples ) {
  28537. sum += 2 * weight;
  28538. }
  28539. }
  28540. for ( var i$1 = 0; i$1 < weights.length; i$1 ++ ) {
  28541. weights[ i$1 ] = weights[ i$1 ] / sum;
  28542. }
  28543. blurUniforms[ 'envMap' ].value = targetIn.texture;
  28544. blurUniforms[ 'samples' ].value = samples;
  28545. blurUniforms[ 'weights' ].value = weights;
  28546. blurUniforms[ 'latitudinal' ].value = direction === 'latitudinal';
  28547. if ( poleAxis ) {
  28548. blurUniforms[ 'poleAxis' ].value = poleAxis;
  28549. }
  28550. blurUniforms[ 'dTheta' ].value = radiansPerPixel;
  28551. blurUniforms[ 'mipInt' ].value = LOD_MAX - lodIn;
  28552. blurUniforms[ 'inputEncoding' ].value = ENCODINGS[ targetIn.texture.encoding ];
  28553. blurUniforms[ 'outputEncoding' ].value = ENCODINGS[ targetIn.texture.encoding ];
  28554. var outputSize = _sizeLods[ lodOut ];
  28555. var x = 3 * Math.max( 0, SIZE_MAX - 2 * outputSize );
  28556. var y = ( lodOut === 0 ? 0 : 2 * SIZE_MAX ) + 2 * outputSize * ( lodOut > LOD_MAX - LOD_MIN ? lodOut - LOD_MAX + LOD_MIN : 0 );
  28557. _setViewport( targetOut, x, y, 3 * outputSize, 2 * outputSize );
  28558. renderer.setRenderTarget( targetOut );
  28559. renderer.render( blurMesh, _flatCamera );
  28560. };
  28561. function _isLDR( texture ) {
  28562. if ( texture === undefined || texture.type !== UnsignedByteType ) { return false; }
  28563. return texture.encoding === LinearEncoding || texture.encoding === sRGBEncoding || texture.encoding === GammaEncoding;
  28564. }
  28565. function _createPlanes() {
  28566. var _lodPlanes = [];
  28567. var _sizeLods = [];
  28568. var _sigmas = [];
  28569. var lod = LOD_MAX;
  28570. for ( var i = 0; i < TOTAL_LODS; i ++ ) {
  28571. var sizeLod = Math.pow( 2, lod );
  28572. _sizeLods.push( sizeLod );
  28573. var sigma = 1.0 / sizeLod;
  28574. if ( i > LOD_MAX - LOD_MIN ) {
  28575. sigma = EXTRA_LOD_SIGMA[ i - LOD_MAX + LOD_MIN - 1 ];
  28576. } else if ( i == 0 ) {
  28577. sigma = 0;
  28578. }
  28579. _sigmas.push( sigma );
  28580. var texelSize = 1.0 / ( sizeLod - 1 );
  28581. var min = - texelSize / 2;
  28582. var max = 1 + texelSize / 2;
  28583. var uv1 = [ min, min, max, min, max, max, min, min, max, max, min, max ];
  28584. var cubeFaces = 6;
  28585. var vertices = 6;
  28586. var positionSize = 3;
  28587. var uvSize = 2;
  28588. var faceIndexSize = 1;
  28589. var position = new Float32Array( positionSize * vertices * cubeFaces );
  28590. var uv = new Float32Array( uvSize * vertices * cubeFaces );
  28591. var faceIndex = new Float32Array( faceIndexSize * vertices * cubeFaces );
  28592. for ( var face = 0; face < cubeFaces; face ++ ) {
  28593. var x = ( face % 3 ) * 2 / 3 - 1;
  28594. var y = face > 2 ? 0 : - 1;
  28595. var coordinates = [
  28596. x, y, 0,
  28597. x + 2 / 3, y, 0,
  28598. x + 2 / 3, y + 1, 0,
  28599. x, y, 0,
  28600. x + 2 / 3, y + 1, 0,
  28601. x, y + 1, 0
  28602. ];
  28603. position.set( coordinates, positionSize * vertices * face );
  28604. uv.set( uv1, uvSize * vertices * face );
  28605. var fill = [ face, face, face, face, face, face ];
  28606. faceIndex.set( fill, faceIndexSize * vertices * face );
  28607. }
  28608. var planes = new BufferGeometry();
  28609. planes.setAttribute( 'position', new BufferAttribute( position, positionSize ) );
  28610. planes.setAttribute( 'uv', new BufferAttribute( uv, uvSize ) );
  28611. planes.setAttribute( 'faceIndex', new BufferAttribute( faceIndex, faceIndexSize ) );
  28612. _lodPlanes.push( planes );
  28613. if ( lod > LOD_MIN ) {
  28614. lod --;
  28615. }
  28616. }
  28617. return { _lodPlanes: _lodPlanes, _sizeLods: _sizeLods, _sigmas: _sigmas };
  28618. }
  28619. function _createRenderTarget( params ) {
  28620. var cubeUVRenderTarget = new WebGLRenderTarget( 3 * SIZE_MAX, 3 * SIZE_MAX, params );
  28621. cubeUVRenderTarget.texture.mapping = CubeUVReflectionMapping;
  28622. cubeUVRenderTarget.texture.name = 'PMREM.cubeUv';
  28623. cubeUVRenderTarget.scissorTest = true;
  28624. return cubeUVRenderTarget;
  28625. }
  28626. function _setViewport( target, x, y, width, height ) {
  28627. target.viewport.set( x, y, width, height );
  28628. target.scissor.set( x, y, width, height );
  28629. }
  28630. function _getBlurShader( maxSamples ) {
  28631. var weights = new Float32Array( maxSamples );
  28632. var poleAxis = new Vector3( 0, 1, 0 );
  28633. var shaderMaterial = new RawShaderMaterial( {
  28634. name: 'SphericalGaussianBlur',
  28635. defines: { 'n': maxSamples },
  28636. uniforms: {
  28637. 'envMap': { value: null },
  28638. 'samples': { value: 1 },
  28639. 'weights': { value: weights },
  28640. 'latitudinal': { value: false },
  28641. 'dTheta': { value: 0 },
  28642. 'mipInt': { value: 0 },
  28643. 'poleAxis': { value: poleAxis },
  28644. 'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },
  28645. 'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }
  28646. },
  28647. vertexShader: _getCommonVertexShader(),
  28648. fragmentShader: /* glsl */("\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform sampler2D envMap;\n\t\t\tuniform int samples;\n\t\t\tuniform float weights[ n ];\n\t\t\tuniform bool latitudinal;\n\t\t\tuniform float dTheta;\n\t\t\tuniform float mipInt;\n\t\t\tuniform vec3 poleAxis;\n\n\t\t\t" + (_getEncodings()) + "\n\n\t\t\t#define ENVMAP_TYPE_CUBE_UV\n\t\t\t#include <cube_uv_reflection_fragment>\n\n\t\t\tvec3 getSample( float theta, vec3 axis ) {\n\n\t\t\t\tfloat cosTheta = cos( theta );\n\t\t\t\t// Rodrigues' axis-angle rotation\n\t\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\n\t\t\t\treturn bilinearCubeUV( envMap, sampleDirection, mipInt );\n\n\t\t\t}\n\n\t\t\tvoid main() {\n\n\t\t\t\tvec3 axis = latitudinal ? poleAxis : cross( poleAxis, vOutputDirection );\n\n\t\t\t\tif ( all( equal( axis, vec3( 0.0 ) ) ) ) {\n\n\t\t\t\t\taxis = vec3( vOutputDirection.z, 0.0, - vOutputDirection.x );\n\n\t\t\t\t}\n\n\t\t\t\taxis = normalize( axis );\n\n\t\t\t\tgl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n\t\t\t\tgl_FragColor.rgb += weights[ 0 ] * getSample( 0.0, axis );\n\n\t\t\t\tfor ( int i = 1; i < n; i++ ) {\n\n\t\t\t\t\tif ( i >= samples ) {\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tfloat theta = dTheta * float( i );\n\t\t\t\t\tgl_FragColor.rgb += weights[ i ] * getSample( -1.0 * theta, axis );\n\t\t\t\t\tgl_FragColor.rgb += weights[ i ] * getSample( theta, axis );\n\n\t\t\t\t}\n\n\t\t\t\tgl_FragColor = linearToOutputTexel( gl_FragColor );\n\n\t\t\t}\n\t\t"),
  28649. blending: NoBlending,
  28650. depthTest: false,
  28651. depthWrite: false
  28652. } );
  28653. return shaderMaterial;
  28654. }
  28655. function _getEquirectShader() {
  28656. var texelSize = new Vector2( 1, 1 );
  28657. var shaderMaterial = new RawShaderMaterial( {
  28658. name: 'EquirectangularToCubeUV',
  28659. uniforms: {
  28660. 'envMap': { value: null },
  28661. 'texelSize': { value: texelSize },
  28662. 'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },
  28663. 'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }
  28664. },
  28665. vertexShader: _getCommonVertexShader(),
  28666. fragmentShader: /* glsl */("\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform sampler2D envMap;\n\t\t\tuniform vec2 texelSize;\n\n\t\t\t" + (_getEncodings()) + "\n\n\t\t\t#include <common>\n\n\t\t\tvoid main() {\n\n\t\t\t\tgl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n\n\t\t\t\tvec3 outputDirection = normalize( vOutputDirection );\n\t\t\t\tvec2 uv = equirectUv( outputDirection );\n\n\t\t\t\tvec2 f = fract( uv / texelSize - 0.5 );\n\t\t\t\tuv -= f * texelSize;\n\t\t\t\tvec3 tl = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;\n\t\t\t\tuv.x += texelSize.x;\n\t\t\t\tvec3 tr = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;\n\t\t\t\tuv.y += texelSize.y;\n\t\t\t\tvec3 br = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;\n\t\t\t\tuv.x -= texelSize.x;\n\t\t\t\tvec3 bl = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;\n\n\t\t\t\tvec3 tm = mix( tl, tr, f.x );\n\t\t\t\tvec3 bm = mix( bl, br, f.x );\n\t\t\t\tgl_FragColor.rgb = mix( tm, bm, f.y );\n\n\t\t\t\tgl_FragColor = linearToOutputTexel( gl_FragColor );\n\n\t\t\t}\n\t\t"),
  28667. blending: NoBlending,
  28668. depthTest: false,
  28669. depthWrite: false
  28670. } );
  28671. return shaderMaterial;
  28672. }
  28673. function _getCubemapShader() {
  28674. var shaderMaterial = new RawShaderMaterial( {
  28675. name: 'CubemapToCubeUV',
  28676. uniforms: {
  28677. 'envMap': { value: null },
  28678. 'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },
  28679. 'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }
  28680. },
  28681. vertexShader: _getCommonVertexShader(),
  28682. fragmentShader: /* glsl */("\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform samplerCube envMap;\n\n\t\t\t" + (_getEncodings()) + "\n\n\t\t\tvoid main() {\n\n\t\t\t\tgl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n\t\t\t\tgl_FragColor.rgb = envMapTexelToLinear( textureCube( envMap, vec3( - vOutputDirection.x, vOutputDirection.yz ) ) ).rgb;\n\t\t\t\tgl_FragColor = linearToOutputTexel( gl_FragColor );\n\n\t\t\t}\n\t\t"),
  28683. blending: NoBlending,
  28684. depthTest: false,
  28685. depthWrite: false
  28686. } );
  28687. return shaderMaterial;
  28688. }
  28689. function _getCommonVertexShader() {
  28690. return /* glsl */"\n\n\t\tprecision mediump float;\n\t\tprecision mediump int;\n\n\t\tattribute vec3 position;\n\t\tattribute vec2 uv;\n\t\tattribute float faceIndex;\n\n\t\tvarying vec3 vOutputDirection;\n\n\t\t// RH coordinate system; PMREM face-indexing convention\n\t\tvec3 getDirection( vec2 uv, float face ) {\n\n\t\t\tuv = 2.0 * uv - 1.0;\n\n\t\t\tvec3 direction = vec3( uv, 1.0 );\n\n\t\t\tif ( face == 0.0 ) {\n\n\t\t\t\tdirection = direction.zyx; // ( 1, v, u ) pos x\n\n\t\t\t} else if ( face == 1.0 ) {\n\n\t\t\t\tdirection = direction.xzy;\n\t\t\t\tdirection.xz *= -1.0; // ( -u, 1, -v ) pos y\n\n\t\t\t} else if ( face == 2.0 ) {\n\n\t\t\t\tdirection.x *= -1.0; // ( -u, v, 1 ) pos z\n\n\t\t\t} else if ( face == 3.0 ) {\n\n\t\t\t\tdirection = direction.zyx;\n\t\t\t\tdirection.xz *= -1.0; // ( -1, v, -u ) neg x\n\n\t\t\t} else if ( face == 4.0 ) {\n\n\t\t\t\tdirection = direction.xzy;\n\t\t\t\tdirection.xy *= -1.0; // ( -u, -1, v ) neg y\n\n\t\t\t} else if ( face == 5.0 ) {\n\n\t\t\t\tdirection.z *= -1.0; // ( u, v, -1 ) neg z\n\n\t\t\t}\n\n\t\t\treturn direction;\n\n\t\t}\n\n\t\tvoid main() {\n\n\t\t\tvOutputDirection = getDirection( uv, faceIndex );\n\t\t\tgl_Position = vec4( position, 1.0 );\n\n\t\t}\n\t";
  28691. }
  28692. function _getEncodings() {
  28693. return /* glsl */"\n\n\t\tuniform int inputEncoding;\n\t\tuniform int outputEncoding;\n\n\t\t#include <encodings_pars_fragment>\n\n\t\tvec4 inputTexelToLinear( vec4 value ) {\n\n\t\t\tif ( inputEncoding == 0 ) {\n\n\t\t\t\treturn value;\n\n\t\t\t} else if ( inputEncoding == 1 ) {\n\n\t\t\t\treturn sRGBToLinear( value );\n\n\t\t\t} else if ( inputEncoding == 2 ) {\n\n\t\t\t\treturn RGBEToLinear( value );\n\n\t\t\t} else if ( inputEncoding == 3 ) {\n\n\t\t\t\treturn RGBMToLinear( value, 7.0 );\n\n\t\t\t} else if ( inputEncoding == 4 ) {\n\n\t\t\t\treturn RGBMToLinear( value, 16.0 );\n\n\t\t\t} else if ( inputEncoding == 5 ) {\n\n\t\t\t\treturn RGBDToLinear( value, 256.0 );\n\n\t\t\t} else {\n\n\t\t\t\treturn GammaToLinear( value, 2.2 );\n\n\t\t\t}\n\n\t\t}\n\n\t\tvec4 linearToOutputTexel( vec4 value ) {\n\n\t\t\tif ( outputEncoding == 0 ) {\n\n\t\t\t\treturn value;\n\n\t\t\t} else if ( outputEncoding == 1 ) {\n\n\t\t\t\treturn LinearTosRGB( value );\n\n\t\t\t} else if ( outputEncoding == 2 ) {\n\n\t\t\t\treturn LinearToRGBE( value );\n\n\t\t\t} else if ( outputEncoding == 3 ) {\n\n\t\t\t\treturn LinearToRGBM( value, 7.0 );\n\n\t\t\t} else if ( outputEncoding == 4 ) {\n\n\t\t\t\treturn LinearToRGBM( value, 16.0 );\n\n\t\t\t} else if ( outputEncoding == 5 ) {\n\n\t\t\t\treturn LinearToRGBD( value, 256.0 );\n\n\t\t\t} else {\n\n\t\t\t\treturn LinearToGamma( value, 2.2 );\n\n\t\t\t}\n\n\t\t}\n\n\t\tvec4 envMapTexelToLinear( vec4 color ) {\n\n\t\t\treturn inputTexelToLinear( color );\n\n\t\t}\n\t";
  28694. }
  28695. function Face4( a, b, c, d, normal, color, materialIndex ) {
  28696. console.warn( 'THREE.Face4 has been removed. A THREE.Face3 will be created instead.' );
  28697. return new Face3( a, b, c, normal, color, materialIndex );
  28698. }
  28699. var LineStrip = 0;
  28700. var LinePieces = 1;
  28701. var NoColors = 0;
  28702. var FaceColors = 1;
  28703. var VertexColors = 2;
  28704. function MeshFaceMaterial( materials ) {
  28705. console.warn( 'THREE.MeshFaceMaterial has been removed. Use an Array instead.' );
  28706. return materials;
  28707. }
  28708. function MultiMaterial( materials ) {
  28709. if ( materials === undefined ) { materials = []; }
  28710. console.warn( 'THREE.MultiMaterial has been removed. Use an Array instead.' );
  28711. materials.isMultiMaterial = true;
  28712. materials.materials = materials;
  28713. materials.clone = function () {
  28714. return materials.slice();
  28715. };
  28716. return materials;
  28717. }
  28718. function PointCloud( geometry, material ) {
  28719. console.warn( 'THREE.PointCloud has been renamed to THREE.Points.' );
  28720. return new Points( geometry, material );
  28721. }
  28722. function Particle( material ) {
  28723. console.warn( 'THREE.Particle has been renamed to THREE.Sprite.' );
  28724. return new Sprite( material );
  28725. }
  28726. function ParticleSystem( geometry, material ) {
  28727. console.warn( 'THREE.ParticleSystem has been renamed to THREE.Points.' );
  28728. return new Points( geometry, material );
  28729. }
  28730. function PointCloudMaterial( parameters ) {
  28731. console.warn( 'THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.' );
  28732. return new PointsMaterial( parameters );
  28733. }
  28734. function ParticleBasicMaterial( parameters ) {
  28735. console.warn( 'THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.' );
  28736. return new PointsMaterial( parameters );
  28737. }
  28738. function ParticleSystemMaterial( parameters ) {
  28739. console.warn( 'THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.' );
  28740. return new PointsMaterial( parameters );
  28741. }
  28742. function Vertex( x, y, z ) {
  28743. console.warn( 'THREE.Vertex has been removed. Use THREE.Vector3 instead.' );
  28744. return new Vector3( x, y, z );
  28745. }
  28746. //
  28747. function DynamicBufferAttribute( array, itemSize ) {
  28748. console.warn( 'THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setUsage( THREE.DynamicDrawUsage ) instead.' );
  28749. return new BufferAttribute( array, itemSize ).setUsage( DynamicDrawUsage );
  28750. }
  28751. function Int8Attribute( array, itemSize ) {
  28752. console.warn( 'THREE.Int8Attribute has been removed. Use new THREE.Int8BufferAttribute() instead.' );
  28753. return new Int8BufferAttribute( array, itemSize );
  28754. }
  28755. function Uint8Attribute( array, itemSize ) {
  28756. console.warn( 'THREE.Uint8Attribute has been removed. Use new THREE.Uint8BufferAttribute() instead.' );
  28757. return new Uint8BufferAttribute( array, itemSize );
  28758. }
  28759. function Uint8ClampedAttribute( array, itemSize ) {
  28760. console.warn( 'THREE.Uint8ClampedAttribute has been removed. Use new THREE.Uint8ClampedBufferAttribute() instead.' );
  28761. return new Uint8ClampedBufferAttribute( array, itemSize );
  28762. }
  28763. function Int16Attribute( array, itemSize ) {
  28764. console.warn( 'THREE.Int16Attribute has been removed. Use new THREE.Int16BufferAttribute() instead.' );
  28765. return new Int16BufferAttribute( array, itemSize );
  28766. }
  28767. function Uint16Attribute( array, itemSize ) {
  28768. console.warn( 'THREE.Uint16Attribute has been removed. Use new THREE.Uint16BufferAttribute() instead.' );
  28769. return new Uint16BufferAttribute( array, itemSize );
  28770. }
  28771. function Int32Attribute( array, itemSize ) {
  28772. console.warn( 'THREE.Int32Attribute has been removed. Use new THREE.Int32BufferAttribute() instead.' );
  28773. return new Int32BufferAttribute( array, itemSize );
  28774. }
  28775. function Uint32Attribute( array, itemSize ) {
  28776. console.warn( 'THREE.Uint32Attribute has been removed. Use new THREE.Uint32BufferAttribute() instead.' );
  28777. return new Uint32BufferAttribute( array, itemSize );
  28778. }
  28779. function Float32Attribute( array, itemSize ) {
  28780. console.warn( 'THREE.Float32Attribute has been removed. Use new THREE.Float32BufferAttribute() instead.' );
  28781. return new Float32BufferAttribute( array, itemSize );
  28782. }
  28783. function Float64Attribute( array, itemSize ) {
  28784. console.warn( 'THREE.Float64Attribute has been removed. Use new THREE.Float64BufferAttribute() instead.' );
  28785. return new Float64BufferAttribute( array, itemSize );
  28786. }
  28787. //
  28788. Curve.create = function ( construct, getPoint ) {
  28789. console.log( 'THREE.Curve.create() has been deprecated' );
  28790. construct.prototype = Object.create( Curve.prototype );
  28791. construct.prototype.constructor = construct;
  28792. construct.prototype.getPoint = getPoint;
  28793. return construct;
  28794. };
  28795. //
  28796. Object.assign( CurvePath.prototype, {
  28797. createPointsGeometry: function ( divisions ) {
  28798. console.warn( 'THREE.CurvePath: .createPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  28799. // generate geometry from path points (for Line or Points objects)
  28800. var pts = this.getPoints( divisions );
  28801. return this.createGeometry( pts );
  28802. },
  28803. createSpacedPointsGeometry: function ( divisions ) {
  28804. console.warn( 'THREE.CurvePath: .createSpacedPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  28805. // generate geometry from equidistant sampling along the path
  28806. var pts = this.getSpacedPoints( divisions );
  28807. return this.createGeometry( pts );
  28808. },
  28809. createGeometry: function ( points ) {
  28810. console.warn( 'THREE.CurvePath: .createGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  28811. var geometry = new Geometry();
  28812. for ( var i = 0, l = points.length; i < l; i ++ ) {
  28813. var point = points[ i ];
  28814. geometry.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );
  28815. }
  28816. return geometry;
  28817. }
  28818. } );
  28819. //
  28820. Object.assign( Path.prototype, {
  28821. fromPoints: function ( points ) {
  28822. console.warn( 'THREE.Path: .fromPoints() has been renamed to .setFromPoints().' );
  28823. return this.setFromPoints( points );
  28824. }
  28825. } );
  28826. //
  28827. function ClosedSplineCurve3( points ) {
  28828. console.warn( 'THREE.ClosedSplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
  28829. CatmullRomCurve3.call( this, points );
  28830. this.type = 'catmullrom';
  28831. this.closed = true;
  28832. }
  28833. ClosedSplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
  28834. //
  28835. function SplineCurve3( points ) {
  28836. console.warn( 'THREE.SplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
  28837. CatmullRomCurve3.call( this, points );
  28838. this.type = 'catmullrom';
  28839. }
  28840. SplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
  28841. //
  28842. function Spline( points ) {
  28843. console.warn( 'THREE.Spline has been removed. Use THREE.CatmullRomCurve3 instead.' );
  28844. CatmullRomCurve3.call( this, points );
  28845. this.type = 'catmullrom';
  28846. }
  28847. Spline.prototype = Object.create( CatmullRomCurve3.prototype );
  28848. Object.assign( Spline.prototype, {
  28849. initFromArray: function ( /* a */ ) {
  28850. console.error( 'THREE.Spline: .initFromArray() has been removed.' );
  28851. },
  28852. getControlPointsArray: function ( /* optionalTarget */ ) {
  28853. console.error( 'THREE.Spline: .getControlPointsArray() has been removed.' );
  28854. },
  28855. reparametrizeByArcLength: function ( /* samplingCoef */ ) {
  28856. console.error( 'THREE.Spline: .reparametrizeByArcLength() has been removed.' );
  28857. }
  28858. } );
  28859. //
  28860. function AxisHelper( size ) {
  28861. console.warn( 'THREE.AxisHelper has been renamed to THREE.AxesHelper.' );
  28862. return new AxesHelper( size );
  28863. }
  28864. function BoundingBoxHelper( object, color ) {
  28865. console.warn( 'THREE.BoundingBoxHelper has been deprecated. Creating a THREE.BoxHelper instead.' );
  28866. return new BoxHelper( object, color );
  28867. }
  28868. function EdgesHelper( object, hex ) {
  28869. console.warn( 'THREE.EdgesHelper has been removed. Use THREE.EdgesGeometry instead.' );
  28870. return new LineSegments( new EdgesGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );
  28871. }
  28872. GridHelper.prototype.setColors = function () {
  28873. console.error( 'THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.' );
  28874. };
  28875. SkeletonHelper.prototype.update = function () {
  28876. console.error( 'THREE.SkeletonHelper: update() no longer needs to be called.' );
  28877. };
  28878. function WireframeHelper( object, hex ) {
  28879. console.warn( 'THREE.WireframeHelper has been removed. Use THREE.WireframeGeometry instead.' );
  28880. return new LineSegments( new WireframeGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );
  28881. }
  28882. //
  28883. Object.assign( Loader.prototype, {
  28884. extractUrlBase: function ( url ) {
  28885. console.warn( 'THREE.Loader: .extractUrlBase() has been deprecated. Use THREE.LoaderUtils.extractUrlBase() instead.' );
  28886. return LoaderUtils.extractUrlBase( url );
  28887. }
  28888. } );
  28889. Loader.Handlers = {
  28890. add: function ( /* regex, loader */ ) {
  28891. console.error( 'THREE.Loader: Handlers.add() has been removed. Use LoadingManager.addHandler() instead.' );
  28892. },
  28893. get: function ( /* file */ ) {
  28894. console.error( 'THREE.Loader: Handlers.get() has been removed. Use LoadingManager.getHandler() instead.' );
  28895. }
  28896. };
  28897. function XHRLoader( manager ) {
  28898. console.warn( 'THREE.XHRLoader has been renamed to THREE.FileLoader.' );
  28899. return new FileLoader( manager );
  28900. }
  28901. function BinaryTextureLoader( manager ) {
  28902. console.warn( 'THREE.BinaryTextureLoader has been renamed to THREE.DataTextureLoader.' );
  28903. return new DataTextureLoader( manager );
  28904. }
  28905. Object.assign( ObjectLoader.prototype, {
  28906. setTexturePath: function ( value ) {
  28907. console.warn( 'THREE.ObjectLoader: .setTexturePath() has been renamed to .setResourcePath().' );
  28908. return this.setResourcePath( value );
  28909. }
  28910. } );
  28911. //
  28912. Object.assign( Box2.prototype, {
  28913. center: function ( optionalTarget ) {
  28914. console.warn( 'THREE.Box2: .center() has been renamed to .getCenter().' );
  28915. return this.getCenter( optionalTarget );
  28916. },
  28917. empty: function () {
  28918. console.warn( 'THREE.Box2: .empty() has been renamed to .isEmpty().' );
  28919. return this.isEmpty();
  28920. },
  28921. isIntersectionBox: function ( box ) {
  28922. console.warn( 'THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().' );
  28923. return this.intersectsBox( box );
  28924. },
  28925. size: function ( optionalTarget ) {
  28926. console.warn( 'THREE.Box2: .size() has been renamed to .getSize().' );
  28927. return this.getSize( optionalTarget );
  28928. }
  28929. } );
  28930. Object.assign( Box3.prototype, {
  28931. center: function ( optionalTarget ) {
  28932. console.warn( 'THREE.Box3: .center() has been renamed to .getCenter().' );
  28933. return this.getCenter( optionalTarget );
  28934. },
  28935. empty: function () {
  28936. console.warn( 'THREE.Box3: .empty() has been renamed to .isEmpty().' );
  28937. return this.isEmpty();
  28938. },
  28939. isIntersectionBox: function ( box ) {
  28940. console.warn( 'THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().' );
  28941. return this.intersectsBox( box );
  28942. },
  28943. isIntersectionSphere: function ( sphere ) {
  28944. console.warn( 'THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
  28945. return this.intersectsSphere( sphere );
  28946. },
  28947. size: function ( optionalTarget ) {
  28948. console.warn( 'THREE.Box3: .size() has been renamed to .getSize().' );
  28949. return this.getSize( optionalTarget );
  28950. }
  28951. } );
  28952. Object.assign( Sphere.prototype, {
  28953. empty: function () {
  28954. console.warn( 'THREE.Sphere: .empty() has been renamed to .isEmpty().' );
  28955. return this.isEmpty();
  28956. },
  28957. } );
  28958. Frustum.prototype.setFromMatrix = function ( m ) {
  28959. console.warn( 'THREE.Frustum: .setFromMatrix() has been renamed to .setFromProjectionMatrix().' );
  28960. return this.setFromProjectionMatrix( m );
  28961. };
  28962. Line3.prototype.center = function ( optionalTarget ) {
  28963. console.warn( 'THREE.Line3: .center() has been renamed to .getCenter().' );
  28964. return this.getCenter( optionalTarget );
  28965. };
  28966. Object.assign( MathUtils, {
  28967. random16: function () {
  28968. console.warn( 'THREE.Math: .random16() has been deprecated. Use Math.random() instead.' );
  28969. return Math.random();
  28970. },
  28971. nearestPowerOfTwo: function ( value ) {
  28972. console.warn( 'THREE.Math: .nearestPowerOfTwo() has been renamed to .floorPowerOfTwo().' );
  28973. return MathUtils.floorPowerOfTwo( value );
  28974. },
  28975. nextPowerOfTwo: function ( value ) {
  28976. console.warn( 'THREE.Math: .nextPowerOfTwo() has been renamed to .ceilPowerOfTwo().' );
  28977. return MathUtils.ceilPowerOfTwo( value );
  28978. }
  28979. } );
  28980. Object.assign( Matrix3.prototype, {
  28981. flattenToArrayOffset: function ( array, offset ) {
  28982. console.warn( "THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
  28983. return this.toArray( array, offset );
  28984. },
  28985. multiplyVector3: function ( vector ) {
  28986. console.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' );
  28987. return vector.applyMatrix3( this );
  28988. },
  28989. multiplyVector3Array: function ( /* a */ ) {
  28990. console.error( 'THREE.Matrix3: .multiplyVector3Array() has been removed.' );
  28991. },
  28992. applyToBufferAttribute: function ( attribute ) {
  28993. console.warn( 'THREE.Matrix3: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix3( matrix ) instead.' );
  28994. return attribute.applyMatrix3( this );
  28995. },
  28996. applyToVector3Array: function ( /* array, offset, length */ ) {
  28997. console.error( 'THREE.Matrix3: .applyToVector3Array() has been removed.' );
  28998. }
  28999. } );
  29000. Object.assign( Matrix4.prototype, {
  29001. extractPosition: function ( m ) {
  29002. console.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' );
  29003. return this.copyPosition( m );
  29004. },
  29005. flattenToArrayOffset: function ( array, offset ) {
  29006. console.warn( "THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
  29007. return this.toArray( array, offset );
  29008. },
  29009. getPosition: function () {
  29010. console.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' );
  29011. return new Vector3().setFromMatrixColumn( this, 3 );
  29012. },
  29013. setRotationFromQuaternion: function ( q ) {
  29014. console.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' );
  29015. return this.makeRotationFromQuaternion( q );
  29016. },
  29017. multiplyToArray: function () {
  29018. console.warn( 'THREE.Matrix4: .multiplyToArray() has been removed.' );
  29019. },
  29020. multiplyVector3: function ( vector ) {
  29021. console.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  29022. return vector.applyMatrix4( this );
  29023. },
  29024. multiplyVector4: function ( vector ) {
  29025. console.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  29026. return vector.applyMatrix4( this );
  29027. },
  29028. multiplyVector3Array: function ( /* a */ ) {
  29029. console.error( 'THREE.Matrix4: .multiplyVector3Array() has been removed.' );
  29030. },
  29031. rotateAxis: function ( v ) {
  29032. console.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' );
  29033. v.transformDirection( this );
  29034. },
  29035. crossVector: function ( vector ) {
  29036. console.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  29037. return vector.applyMatrix4( this );
  29038. },
  29039. translate: function () {
  29040. console.error( 'THREE.Matrix4: .translate() has been removed.' );
  29041. },
  29042. rotateX: function () {
  29043. console.error( 'THREE.Matrix4: .rotateX() has been removed.' );
  29044. },
  29045. rotateY: function () {
  29046. console.error( 'THREE.Matrix4: .rotateY() has been removed.' );
  29047. },
  29048. rotateZ: function () {
  29049. console.error( 'THREE.Matrix4: .rotateZ() has been removed.' );
  29050. },
  29051. rotateByAxis: function () {
  29052. console.error( 'THREE.Matrix4: .rotateByAxis() has been removed.' );
  29053. },
  29054. applyToBufferAttribute: function ( attribute ) {
  29055. console.warn( 'THREE.Matrix4: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix4( matrix ) instead.' );
  29056. return attribute.applyMatrix4( this );
  29057. },
  29058. applyToVector3Array: function ( /* array, offset, length */ ) {
  29059. console.error( 'THREE.Matrix4: .applyToVector3Array() has been removed.' );
  29060. },
  29061. makeFrustum: function ( left, right, bottom, top, near, far ) {
  29062. console.warn( 'THREE.Matrix4: .makeFrustum() has been removed. Use .makePerspective( left, right, top, bottom, near, far ) instead.' );
  29063. return this.makePerspective( left, right, top, bottom, near, far );
  29064. }
  29065. } );
  29066. Plane.prototype.isIntersectionLine = function ( line ) {
  29067. console.warn( 'THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().' );
  29068. return this.intersectsLine( line );
  29069. };
  29070. Quaternion.prototype.multiplyVector3 = function ( vector ) {
  29071. console.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );
  29072. return vector.applyQuaternion( this );
  29073. };
  29074. Object.assign( Ray.prototype, {
  29075. isIntersectionBox: function ( box ) {
  29076. console.warn( 'THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().' );
  29077. return this.intersectsBox( box );
  29078. },
  29079. isIntersectionPlane: function ( plane ) {
  29080. console.warn( 'THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().' );
  29081. return this.intersectsPlane( plane );
  29082. },
  29083. isIntersectionSphere: function ( sphere ) {
  29084. console.warn( 'THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
  29085. return this.intersectsSphere( sphere );
  29086. }
  29087. } );
  29088. Object.assign( Triangle.prototype, {
  29089. area: function () {
  29090. console.warn( 'THREE.Triangle: .area() has been renamed to .getArea().' );
  29091. return this.getArea();
  29092. },
  29093. barycoordFromPoint: function ( point, target ) {
  29094. console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
  29095. return this.getBarycoord( point, target );
  29096. },
  29097. midpoint: function ( target ) {
  29098. console.warn( 'THREE.Triangle: .midpoint() has been renamed to .getMidpoint().' );
  29099. return this.getMidpoint( target );
  29100. },
  29101. normal: function ( target ) {
  29102. console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
  29103. return this.getNormal( target );
  29104. },
  29105. plane: function ( target ) {
  29106. console.warn( 'THREE.Triangle: .plane() has been renamed to .getPlane().' );
  29107. return this.getPlane( target );
  29108. }
  29109. } );
  29110. Object.assign( Triangle, {
  29111. barycoordFromPoint: function ( point, a, b, c, target ) {
  29112. console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
  29113. return Triangle.getBarycoord( point, a, b, c, target );
  29114. },
  29115. normal: function ( a, b, c, target ) {
  29116. console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
  29117. return Triangle.getNormal( a, b, c, target );
  29118. }
  29119. } );
  29120. Object.assign( Shape.prototype, {
  29121. extractAllPoints: function ( divisions ) {
  29122. console.warn( 'THREE.Shape: .extractAllPoints() has been removed. Use .extractPoints() instead.' );
  29123. return this.extractPoints( divisions );
  29124. },
  29125. extrude: function ( options ) {
  29126. console.warn( 'THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead.' );
  29127. return new ExtrudeGeometry( this, options );
  29128. },
  29129. makeGeometry: function ( options ) {
  29130. console.warn( 'THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead.' );
  29131. return new ShapeGeometry( this, options );
  29132. }
  29133. } );
  29134. Object.assign( Vector2.prototype, {
  29135. fromAttribute: function ( attribute, index, offset ) {
  29136. console.warn( 'THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  29137. return this.fromBufferAttribute( attribute, index, offset );
  29138. },
  29139. distanceToManhattan: function ( v ) {
  29140. console.warn( 'THREE.Vector2: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
  29141. return this.manhattanDistanceTo( v );
  29142. },
  29143. lengthManhattan: function () {
  29144. console.warn( 'THREE.Vector2: .lengthManhattan() has been renamed to .manhattanLength().' );
  29145. return this.manhattanLength();
  29146. }
  29147. } );
  29148. Object.assign( Vector3.prototype, {
  29149. setEulerFromRotationMatrix: function () {
  29150. console.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' );
  29151. },
  29152. setEulerFromQuaternion: function () {
  29153. console.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' );
  29154. },
  29155. getPositionFromMatrix: function ( m ) {
  29156. console.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' );
  29157. return this.setFromMatrixPosition( m );
  29158. },
  29159. getScaleFromMatrix: function ( m ) {
  29160. console.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' );
  29161. return this.setFromMatrixScale( m );
  29162. },
  29163. getColumnFromMatrix: function ( index, matrix ) {
  29164. console.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' );
  29165. return this.setFromMatrixColumn( matrix, index );
  29166. },
  29167. applyProjection: function ( m ) {
  29168. console.warn( 'THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead.' );
  29169. return this.applyMatrix4( m );
  29170. },
  29171. fromAttribute: function ( attribute, index, offset ) {
  29172. console.warn( 'THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  29173. return this.fromBufferAttribute( attribute, index, offset );
  29174. },
  29175. distanceToManhattan: function ( v ) {
  29176. console.warn( 'THREE.Vector3: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
  29177. return this.manhattanDistanceTo( v );
  29178. },
  29179. lengthManhattan: function () {
  29180. console.warn( 'THREE.Vector3: .lengthManhattan() has been renamed to .manhattanLength().' );
  29181. return this.manhattanLength();
  29182. }
  29183. } );
  29184. Object.assign( Vector4.prototype, {
  29185. fromAttribute: function ( attribute, index, offset ) {
  29186. console.warn( 'THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  29187. return this.fromBufferAttribute( attribute, index, offset );
  29188. },
  29189. lengthManhattan: function () {
  29190. console.warn( 'THREE.Vector4: .lengthManhattan() has been renamed to .manhattanLength().' );
  29191. return this.manhattanLength();
  29192. }
  29193. } );
  29194. //
  29195. Object.assign( Geometry.prototype, {
  29196. computeTangents: function () {
  29197. console.error( 'THREE.Geometry: .computeTangents() has been removed.' );
  29198. },
  29199. computeLineDistances: function () {
  29200. console.error( 'THREE.Geometry: .computeLineDistances() has been removed. Use THREE.Line.computeLineDistances() instead.' );
  29201. },
  29202. applyMatrix: function ( matrix ) {
  29203. console.warn( 'THREE.Geometry: .applyMatrix() has been renamed to .applyMatrix4().' );
  29204. return this.applyMatrix4( matrix );
  29205. }
  29206. } );
  29207. Object.assign( Object3D.prototype, {
  29208. getChildByName: function ( name ) {
  29209. console.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' );
  29210. return this.getObjectByName( name );
  29211. },
  29212. renderDepth: function () {
  29213. console.warn( 'THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.' );
  29214. },
  29215. translate: function ( distance, axis ) {
  29216. console.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' );
  29217. return this.translateOnAxis( axis, distance );
  29218. },
  29219. getWorldRotation: function () {
  29220. console.error( 'THREE.Object3D: .getWorldRotation() has been removed. Use THREE.Object3D.getWorldQuaternion( target ) instead.' );
  29221. },
  29222. applyMatrix: function ( matrix ) {
  29223. console.warn( 'THREE.Object3D: .applyMatrix() has been renamed to .applyMatrix4().' );
  29224. return this.applyMatrix4( matrix );
  29225. }
  29226. } );
  29227. Object.defineProperties( Object3D.prototype, {
  29228. eulerOrder: {
  29229. get: function () {
  29230. console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
  29231. return this.rotation.order;
  29232. },
  29233. set: function ( value ) {
  29234. console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
  29235. this.rotation.order = value;
  29236. }
  29237. },
  29238. useQuaternion: {
  29239. get: function () {
  29240. console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  29241. },
  29242. set: function () {
  29243. console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  29244. }
  29245. }
  29246. } );
  29247. Object.assign( Mesh.prototype, {
  29248. setDrawMode: function () {
  29249. console.error( 'THREE.Mesh: .setDrawMode() has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.' );
  29250. },
  29251. } );
  29252. Object.defineProperties( Mesh.prototype, {
  29253. drawMode: {
  29254. get: function () {
  29255. console.error( 'THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode.' );
  29256. return TrianglesDrawMode;
  29257. },
  29258. set: function () {
  29259. console.error( 'THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.' );
  29260. }
  29261. }
  29262. } );
  29263. Object.defineProperties( LOD.prototype, {
  29264. objects: {
  29265. get: function () {
  29266. console.warn( 'THREE.LOD: .objects has been renamed to .levels.' );
  29267. return this.levels;
  29268. }
  29269. }
  29270. } );
  29271. Object.defineProperty( Skeleton.prototype, 'useVertexTexture', {
  29272. get: function () {
  29273. console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );
  29274. },
  29275. set: function () {
  29276. console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );
  29277. }
  29278. } );
  29279. SkinnedMesh.prototype.initBones = function () {
  29280. console.error( 'THREE.SkinnedMesh: initBones() has been removed.' );
  29281. };
  29282. Object.defineProperty( Curve.prototype, '__arcLengthDivisions', {
  29283. get: function () {
  29284. console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
  29285. return this.arcLengthDivisions;
  29286. },
  29287. set: function ( value ) {
  29288. console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
  29289. this.arcLengthDivisions = value;
  29290. }
  29291. } );
  29292. //
  29293. PerspectiveCamera.prototype.setLens = function ( focalLength, filmGauge ) {
  29294. console.warn( "THREE.PerspectiveCamera.setLens is deprecated. " +
  29295. "Use .setFocalLength and .filmGauge for a photographic setup." );
  29296. if ( filmGauge !== undefined ) { this.filmGauge = filmGauge; }
  29297. this.setFocalLength( focalLength );
  29298. };
  29299. //
  29300. Object.defineProperties( Light.prototype, {
  29301. onlyShadow: {
  29302. set: function () {
  29303. console.warn( 'THREE.Light: .onlyShadow has been removed.' );
  29304. }
  29305. },
  29306. shadowCameraFov: {
  29307. set: function ( value ) {
  29308. console.warn( 'THREE.Light: .shadowCameraFov is now .shadow.camera.fov.' );
  29309. this.shadow.camera.fov = value;
  29310. }
  29311. },
  29312. shadowCameraLeft: {
  29313. set: function ( value ) {
  29314. console.warn( 'THREE.Light: .shadowCameraLeft is now .shadow.camera.left.' );
  29315. this.shadow.camera.left = value;
  29316. }
  29317. },
  29318. shadowCameraRight: {
  29319. set: function ( value ) {
  29320. console.warn( 'THREE.Light: .shadowCameraRight is now .shadow.camera.right.' );
  29321. this.shadow.camera.right = value;
  29322. }
  29323. },
  29324. shadowCameraTop: {
  29325. set: function ( value ) {
  29326. console.warn( 'THREE.Light: .shadowCameraTop is now .shadow.camera.top.' );
  29327. this.shadow.camera.top = value;
  29328. }
  29329. },
  29330. shadowCameraBottom: {
  29331. set: function ( value ) {
  29332. console.warn( 'THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom.' );
  29333. this.shadow.camera.bottom = value;
  29334. }
  29335. },
  29336. shadowCameraNear: {
  29337. set: function ( value ) {
  29338. console.warn( 'THREE.Light: .shadowCameraNear is now .shadow.camera.near.' );
  29339. this.shadow.camera.near = value;
  29340. }
  29341. },
  29342. shadowCameraFar: {
  29343. set: function ( value ) {
  29344. console.warn( 'THREE.Light: .shadowCameraFar is now .shadow.camera.far.' );
  29345. this.shadow.camera.far = value;
  29346. }
  29347. },
  29348. shadowCameraVisible: {
  29349. set: function () {
  29350. console.warn( 'THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.' );
  29351. }
  29352. },
  29353. shadowBias: {
  29354. set: function ( value ) {
  29355. console.warn( 'THREE.Light: .shadowBias is now .shadow.bias.' );
  29356. this.shadow.bias = value;
  29357. }
  29358. },
  29359. shadowDarkness: {
  29360. set: function () {
  29361. console.warn( 'THREE.Light: .shadowDarkness has been removed.' );
  29362. }
  29363. },
  29364. shadowMapWidth: {
  29365. set: function ( value ) {
  29366. console.warn( 'THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.' );
  29367. this.shadow.mapSize.width = value;
  29368. }
  29369. },
  29370. shadowMapHeight: {
  29371. set: function ( value ) {
  29372. console.warn( 'THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.' );
  29373. this.shadow.mapSize.height = value;
  29374. }
  29375. }
  29376. } );
  29377. //
  29378. Object.defineProperties( BufferAttribute.prototype, {
  29379. length: {
  29380. get: function () {
  29381. console.warn( 'THREE.BufferAttribute: .length has been deprecated. Use .count instead.' );
  29382. return this.array.length;
  29383. }
  29384. },
  29385. dynamic: {
  29386. get: function () {
  29387. console.warn( 'THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.' );
  29388. return this.usage === DynamicDrawUsage;
  29389. },
  29390. set: function ( /* value */ ) {
  29391. console.warn( 'THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.' );
  29392. this.setUsage( DynamicDrawUsage );
  29393. }
  29394. }
  29395. } );
  29396. Object.assign( BufferAttribute.prototype, {
  29397. setDynamic: function ( value ) {
  29398. console.warn( 'THREE.BufferAttribute: .setDynamic() has been deprecated. Use .setUsage() instead.' );
  29399. this.setUsage( value === true ? DynamicDrawUsage : StaticDrawUsage );
  29400. return this;
  29401. },
  29402. copyIndicesArray: function ( /* indices */ ) {
  29403. console.error( 'THREE.BufferAttribute: .copyIndicesArray() has been removed.' );
  29404. },
  29405. setArray: function ( /* array */ ) {
  29406. console.error( 'THREE.BufferAttribute: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers' );
  29407. }
  29408. } );
  29409. Object.assign( BufferGeometry.prototype, {
  29410. addIndex: function ( index ) {
  29411. console.warn( 'THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().' );
  29412. this.setIndex( index );
  29413. },
  29414. addAttribute: function ( name, attribute ) {
  29415. console.warn( 'THREE.BufferGeometry: .addAttribute() has been renamed to .setAttribute().' );
  29416. if ( ! ( attribute && attribute.isBufferAttribute ) && ! ( attribute && attribute.isInterleavedBufferAttribute ) ) {
  29417. console.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' );
  29418. return this.setAttribute( name, new BufferAttribute( arguments[ 1 ], arguments[ 2 ] ) );
  29419. }
  29420. if ( name === 'index' ) {
  29421. console.warn( 'THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.' );
  29422. this.setIndex( attribute );
  29423. return this;
  29424. }
  29425. return this.setAttribute( name, attribute );
  29426. },
  29427. addDrawCall: function ( start, count, indexOffset ) {
  29428. if ( indexOffset !== undefined ) {
  29429. console.warn( 'THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.' );
  29430. }
  29431. console.warn( 'THREE.BufferGeometry: .addDrawCall() is now .addGroup().' );
  29432. this.addGroup( start, count );
  29433. },
  29434. clearDrawCalls: function () {
  29435. console.warn( 'THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().' );
  29436. this.clearGroups();
  29437. },
  29438. computeTangents: function () {
  29439. console.warn( 'THREE.BufferGeometry: .computeTangents() has been removed.' );
  29440. },
  29441. computeOffsets: function () {
  29442. console.warn( 'THREE.BufferGeometry: .computeOffsets() has been removed.' );
  29443. },
  29444. removeAttribute: function ( name ) {
  29445. console.warn( 'THREE.BufferGeometry: .removeAttribute() has been renamed to .deleteAttribute().' );
  29446. return this.deleteAttribute( name );
  29447. },
  29448. applyMatrix: function ( matrix ) {
  29449. console.warn( 'THREE.BufferGeometry: .applyMatrix() has been renamed to .applyMatrix4().' );
  29450. return this.applyMatrix4( matrix );
  29451. }
  29452. } );
  29453. Object.defineProperties( BufferGeometry.prototype, {
  29454. drawcalls: {
  29455. get: function () {
  29456. console.error( 'THREE.BufferGeometry: .drawcalls has been renamed to .groups.' );
  29457. return this.groups;
  29458. }
  29459. },
  29460. offsets: {
  29461. get: function () {
  29462. console.warn( 'THREE.BufferGeometry: .offsets has been renamed to .groups.' );
  29463. return this.groups;
  29464. }
  29465. }
  29466. } );
  29467. Object.defineProperties( InstancedBufferGeometry.prototype, {
  29468. maxInstancedCount: {
  29469. get: function () {
  29470. console.warn( 'THREE.InstancedBufferGeometry: .maxInstancedCount has been renamed to .instanceCount.' );
  29471. return this.instanceCount;
  29472. },
  29473. set: function ( value ) {
  29474. console.warn( 'THREE.InstancedBufferGeometry: .maxInstancedCount has been renamed to .instanceCount.' );
  29475. this.instanceCount = value;
  29476. }
  29477. }
  29478. } );
  29479. Object.defineProperties( Raycaster.prototype, {
  29480. linePrecision: {
  29481. get: function () {
  29482. console.warn( 'THREE.Raycaster: .linePrecision has been deprecated. Use .params.Line.threshold instead.' );
  29483. return this.params.Line.threshold;
  29484. },
  29485. set: function ( value ) {
  29486. console.warn( 'THREE.Raycaster: .linePrecision has been deprecated. Use .params.Line.threshold instead.' );
  29487. this.params.Line.threshold = value;
  29488. }
  29489. }
  29490. } );
  29491. Object.defineProperties( InterleavedBuffer.prototype, {
  29492. dynamic: {
  29493. get: function () {
  29494. console.warn( 'THREE.InterleavedBuffer: .length has been deprecated. Use .usage instead.' );
  29495. return this.usage === DynamicDrawUsage;
  29496. },
  29497. set: function ( value ) {
  29498. console.warn( 'THREE.InterleavedBuffer: .length has been deprecated. Use .usage instead.' );
  29499. this.setUsage( value );
  29500. }
  29501. }
  29502. } );
  29503. Object.assign( InterleavedBuffer.prototype, {
  29504. setDynamic: function ( value ) {
  29505. console.warn( 'THREE.InterleavedBuffer: .setDynamic() has been deprecated. Use .setUsage() instead.' );
  29506. this.setUsage( value === true ? DynamicDrawUsage : StaticDrawUsage );
  29507. return this;
  29508. },
  29509. setArray: function ( /* array */ ) {
  29510. console.error( 'THREE.InterleavedBuffer: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers' );
  29511. }
  29512. } );
  29513. //
  29514. Object.assign( ExtrudeBufferGeometry.prototype, {
  29515. getArrays: function () {
  29516. console.error( 'THREE.ExtrudeBufferGeometry: .getArrays() has been removed.' );
  29517. },
  29518. addShapeList: function () {
  29519. console.error( 'THREE.ExtrudeBufferGeometry: .addShapeList() has been removed.' );
  29520. },
  29521. addShape: function () {
  29522. console.error( 'THREE.ExtrudeBufferGeometry: .addShape() has been removed.' );
  29523. }
  29524. } );
  29525. //
  29526. Object.assign( Scene.prototype, {
  29527. dispose: function () {
  29528. console.error( 'THREE.Scene: .dispose() has been removed.' );
  29529. }
  29530. } );
  29531. //
  29532. Object.defineProperties( Uniform.prototype, {
  29533. dynamic: {
  29534. set: function () {
  29535. console.warn( 'THREE.Uniform: .dynamic has been removed. Use object.onBeforeRender() instead.' );
  29536. }
  29537. },
  29538. onUpdate: {
  29539. value: function () {
  29540. console.warn( 'THREE.Uniform: .onUpdate() has been removed. Use object.onBeforeRender() instead.' );
  29541. return this;
  29542. }
  29543. }
  29544. } );
  29545. //
  29546. Object.defineProperties( Material.prototype, {
  29547. wrapAround: {
  29548. get: function () {
  29549. console.warn( 'THREE.Material: .wrapAround has been removed.' );
  29550. },
  29551. set: function () {
  29552. console.warn( 'THREE.Material: .wrapAround has been removed.' );
  29553. }
  29554. },
  29555. overdraw: {
  29556. get: function () {
  29557. console.warn( 'THREE.Material: .overdraw has been removed.' );
  29558. },
  29559. set: function () {
  29560. console.warn( 'THREE.Material: .overdraw has been removed.' );
  29561. }
  29562. },
  29563. wrapRGB: {
  29564. get: function () {
  29565. console.warn( 'THREE.Material: .wrapRGB has been removed.' );
  29566. return new Color();
  29567. }
  29568. },
  29569. shading: {
  29570. get: function () {
  29571. console.error( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  29572. },
  29573. set: function ( value ) {
  29574. console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  29575. this.flatShading = ( value === FlatShading );
  29576. }
  29577. },
  29578. stencilMask: {
  29579. get: function () {
  29580. console.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' );
  29581. return this.stencilFuncMask;
  29582. },
  29583. set: function ( value ) {
  29584. console.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' );
  29585. this.stencilFuncMask = value;
  29586. }
  29587. }
  29588. } );
  29589. Object.defineProperties( MeshPhongMaterial.prototype, {
  29590. metal: {
  29591. get: function () {
  29592. console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead.' );
  29593. return false;
  29594. },
  29595. set: function () {
  29596. console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead' );
  29597. }
  29598. }
  29599. } );
  29600. Object.defineProperties( MeshPhysicalMaterial.prototype, {
  29601. transparency: {
  29602. get: function () {
  29603. console.warn( 'THREE.MeshPhysicalMaterial: .transparency has been renamed to .transmission.' );
  29604. return this.transmission;
  29605. },
  29606. set: function ( value ) {
  29607. console.warn( 'THREE.MeshPhysicalMaterial: .transparency has been renamed to .transmission.' );
  29608. this.transmission = value;
  29609. }
  29610. }
  29611. } );
  29612. Object.defineProperties( ShaderMaterial.prototype, {
  29613. derivatives: {
  29614. get: function () {
  29615. console.warn( 'THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
  29616. return this.extensions.derivatives;
  29617. },
  29618. set: function ( value ) {
  29619. console.warn( 'THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
  29620. this.extensions.derivatives = value;
  29621. }
  29622. }
  29623. } );
  29624. //
  29625. Object.assign( WebGLRenderer.prototype, {
  29626. clearTarget: function ( renderTarget, color, depth, stencil ) {
  29627. console.warn( 'THREE.WebGLRenderer: .clearTarget() has been deprecated. Use .setRenderTarget() and .clear() instead.' );
  29628. this.setRenderTarget( renderTarget );
  29629. this.clear( color, depth, stencil );
  29630. },
  29631. animate: function ( callback ) {
  29632. console.warn( 'THREE.WebGLRenderer: .animate() is now .setAnimationLoop().' );
  29633. this.setAnimationLoop( callback );
  29634. },
  29635. getCurrentRenderTarget: function () {
  29636. console.warn( 'THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget().' );
  29637. return this.getRenderTarget();
  29638. },
  29639. getMaxAnisotropy: function () {
  29640. console.warn( 'THREE.WebGLRenderer: .getMaxAnisotropy() is now .capabilities.getMaxAnisotropy().' );
  29641. return this.capabilities.getMaxAnisotropy();
  29642. },
  29643. getPrecision: function () {
  29644. console.warn( 'THREE.WebGLRenderer: .getPrecision() is now .capabilities.precision.' );
  29645. return this.capabilities.precision;
  29646. },
  29647. resetGLState: function () {
  29648. console.warn( 'THREE.WebGLRenderer: .resetGLState() is now .state.reset().' );
  29649. return this.state.reset();
  29650. },
  29651. supportsFloatTextures: function () {
  29652. console.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).' );
  29653. return this.extensions.get( 'OES_texture_float' );
  29654. },
  29655. supportsHalfFloatTextures: function () {
  29656. console.warn( 'THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \'OES_texture_half_float\' ).' );
  29657. return this.extensions.get( 'OES_texture_half_float' );
  29658. },
  29659. supportsStandardDerivatives: function () {
  29660. console.warn( 'THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \'OES_standard_derivatives\' ).' );
  29661. return this.extensions.get( 'OES_standard_derivatives' );
  29662. },
  29663. supportsCompressedTextureS3TC: function () {
  29664. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \'WEBGL_compressed_texture_s3tc\' ).' );
  29665. return this.extensions.get( 'WEBGL_compressed_texture_s3tc' );
  29666. },
  29667. supportsCompressedTexturePVRTC: function () {
  29668. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \'WEBGL_compressed_texture_pvrtc\' ).' );
  29669. return this.extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  29670. },
  29671. supportsBlendMinMax: function () {
  29672. console.warn( 'THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \'EXT_blend_minmax\' ).' );
  29673. return this.extensions.get( 'EXT_blend_minmax' );
  29674. },
  29675. supportsVertexTextures: function () {
  29676. console.warn( 'THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures.' );
  29677. return this.capabilities.vertexTextures;
  29678. },
  29679. supportsInstancedArrays: function () {
  29680. console.warn( 'THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \'ANGLE_instanced_arrays\' ).' );
  29681. return this.extensions.get( 'ANGLE_instanced_arrays' );
  29682. },
  29683. enableScissorTest: function ( boolean ) {
  29684. console.warn( 'THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().' );
  29685. this.setScissorTest( boolean );
  29686. },
  29687. initMaterial: function () {
  29688. console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );
  29689. },
  29690. addPrePlugin: function () {
  29691. console.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );
  29692. },
  29693. addPostPlugin: function () {
  29694. console.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );
  29695. },
  29696. updateShadowMap: function () {
  29697. console.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );
  29698. },
  29699. setFaceCulling: function () {
  29700. console.warn( 'THREE.WebGLRenderer: .setFaceCulling() has been removed.' );
  29701. },
  29702. allocTextureUnit: function () {
  29703. console.warn( 'THREE.WebGLRenderer: .allocTextureUnit() has been removed.' );
  29704. },
  29705. setTexture: function () {
  29706. console.warn( 'THREE.WebGLRenderer: .setTexture() has been removed.' );
  29707. },
  29708. setTexture2D: function () {
  29709. console.warn( 'THREE.WebGLRenderer: .setTexture2D() has been removed.' );
  29710. },
  29711. setTextureCube: function () {
  29712. console.warn( 'THREE.WebGLRenderer: .setTextureCube() has been removed.' );
  29713. },
  29714. getActiveMipMapLevel: function () {
  29715. console.warn( 'THREE.WebGLRenderer: .getActiveMipMapLevel() is now .getActiveMipmapLevel().' );
  29716. return this.getActiveMipmapLevel();
  29717. }
  29718. } );
  29719. Object.defineProperties( WebGLRenderer.prototype, {
  29720. shadowMapEnabled: {
  29721. get: function () {
  29722. return this.shadowMap.enabled;
  29723. },
  29724. set: function ( value ) {
  29725. console.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' );
  29726. this.shadowMap.enabled = value;
  29727. }
  29728. },
  29729. shadowMapType: {
  29730. get: function () {
  29731. return this.shadowMap.type;
  29732. },
  29733. set: function ( value ) {
  29734. console.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' );
  29735. this.shadowMap.type = value;
  29736. }
  29737. },
  29738. shadowMapCullFace: {
  29739. get: function () {
  29740. console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
  29741. return undefined;
  29742. },
  29743. set: function ( /* value */ ) {
  29744. console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
  29745. }
  29746. },
  29747. context: {
  29748. get: function () {
  29749. console.warn( 'THREE.WebGLRenderer: .context has been removed. Use .getContext() instead.' );
  29750. return this.getContext();
  29751. }
  29752. },
  29753. vr: {
  29754. get: function () {
  29755. console.warn( 'THREE.WebGLRenderer: .vr has been renamed to .xr' );
  29756. return this.xr;
  29757. }
  29758. },
  29759. gammaInput: {
  29760. get: function () {
  29761. console.warn( 'THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.' );
  29762. return false;
  29763. },
  29764. set: function () {
  29765. console.warn( 'THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.' );
  29766. }
  29767. },
  29768. gammaOutput: {
  29769. get: function () {
  29770. console.warn( 'THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.' );
  29771. return false;
  29772. },
  29773. set: function ( value ) {
  29774. console.warn( 'THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.' );
  29775. this.outputEncoding = ( value === true ) ? sRGBEncoding : LinearEncoding;
  29776. }
  29777. },
  29778. toneMappingWhitePoint: {
  29779. get: function () {
  29780. console.warn( 'THREE.WebGLRenderer: .toneMappingWhitePoint has been removed.' );
  29781. return 1.0;
  29782. },
  29783. set: function () {
  29784. console.warn( 'THREE.WebGLRenderer: .toneMappingWhitePoint has been removed.' );
  29785. }
  29786. },
  29787. } );
  29788. Object.defineProperties( WebGLShadowMap.prototype, {
  29789. cullFace: {
  29790. get: function () {
  29791. console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
  29792. return undefined;
  29793. },
  29794. set: function ( /* cullFace */ ) {
  29795. console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
  29796. }
  29797. },
  29798. renderReverseSided: {
  29799. get: function () {
  29800. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
  29801. return undefined;
  29802. },
  29803. set: function () {
  29804. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
  29805. }
  29806. },
  29807. renderSingleSided: {
  29808. get: function () {
  29809. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
  29810. return undefined;
  29811. },
  29812. set: function () {
  29813. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
  29814. }
  29815. }
  29816. } );
  29817. function WebGLRenderTargetCube( width, height, options ) {
  29818. console.warn( 'THREE.WebGLRenderTargetCube( width, height, options ) is now WebGLCubeRenderTarget( size, options ).' );
  29819. return new WebGLCubeRenderTarget( width, options );
  29820. }
  29821. //
  29822. Object.defineProperties( WebGLRenderTarget.prototype, {
  29823. wrapS: {
  29824. get: function () {
  29825. console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
  29826. return this.texture.wrapS;
  29827. },
  29828. set: function ( value ) {
  29829. console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
  29830. this.texture.wrapS = value;
  29831. }
  29832. },
  29833. wrapT: {
  29834. get: function () {
  29835. console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
  29836. return this.texture.wrapT;
  29837. },
  29838. set: function ( value ) {
  29839. console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
  29840. this.texture.wrapT = value;
  29841. }
  29842. },
  29843. magFilter: {
  29844. get: function () {
  29845. console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
  29846. return this.texture.magFilter;
  29847. },
  29848. set: function ( value ) {
  29849. console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
  29850. this.texture.magFilter = value;
  29851. }
  29852. },
  29853. minFilter: {
  29854. get: function () {
  29855. console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
  29856. return this.texture.minFilter;
  29857. },
  29858. set: function ( value ) {
  29859. console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
  29860. this.texture.minFilter = value;
  29861. }
  29862. },
  29863. anisotropy: {
  29864. get: function () {
  29865. console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
  29866. return this.texture.anisotropy;
  29867. },
  29868. set: function ( value ) {
  29869. console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
  29870. this.texture.anisotropy = value;
  29871. }
  29872. },
  29873. offset: {
  29874. get: function () {
  29875. console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
  29876. return this.texture.offset;
  29877. },
  29878. set: function ( value ) {
  29879. console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
  29880. this.texture.offset = value;
  29881. }
  29882. },
  29883. repeat: {
  29884. get: function () {
  29885. console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
  29886. return this.texture.repeat;
  29887. },
  29888. set: function ( value ) {
  29889. console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
  29890. this.texture.repeat = value;
  29891. }
  29892. },
  29893. format: {
  29894. get: function () {
  29895. console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
  29896. return this.texture.format;
  29897. },
  29898. set: function ( value ) {
  29899. console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
  29900. this.texture.format = value;
  29901. }
  29902. },
  29903. type: {
  29904. get: function () {
  29905. console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
  29906. return this.texture.type;
  29907. },
  29908. set: function ( value ) {
  29909. console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
  29910. this.texture.type = value;
  29911. }
  29912. },
  29913. generateMipmaps: {
  29914. get: function () {
  29915. console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
  29916. return this.texture.generateMipmaps;
  29917. },
  29918. set: function ( value ) {
  29919. console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
  29920. this.texture.generateMipmaps = value;
  29921. }
  29922. }
  29923. } );
  29924. //
  29925. Object.defineProperties( Audio.prototype, {
  29926. load: {
  29927. value: function ( file ) {
  29928. console.warn( 'THREE.Audio: .load has been deprecated. Use THREE.AudioLoader instead.' );
  29929. var scope = this;
  29930. var audioLoader = new AudioLoader();
  29931. audioLoader.load( file, function ( buffer ) {
  29932. scope.setBuffer( buffer );
  29933. } );
  29934. return this;
  29935. }
  29936. },
  29937. startTime: {
  29938. set: function () {
  29939. console.warn( 'THREE.Audio: .startTime is now .play( delay ).' );
  29940. }
  29941. }
  29942. } );
  29943. AudioAnalyser.prototype.getData = function () {
  29944. console.warn( 'THREE.AudioAnalyser: .getData() is now .getFrequencyData().' );
  29945. return this.getFrequencyData();
  29946. };
  29947. //
  29948. CubeCamera.prototype.updateCubeMap = function ( renderer, scene ) {
  29949. console.warn( 'THREE.CubeCamera: .updateCubeMap() is now .update().' );
  29950. return this.update( renderer, scene );
  29951. };
  29952. //
  29953. var GeometryUtils = {
  29954. merge: function ( geometry1, geometry2, materialIndexOffset ) {
  29955. console.warn( 'THREE.GeometryUtils: .merge() has been moved to Geometry. Use geometry.merge( geometry2, matrix, materialIndexOffset ) instead.' );
  29956. var matrix;
  29957. if ( geometry2.isMesh ) {
  29958. geometry2.matrixAutoUpdate && geometry2.updateMatrix();
  29959. matrix = geometry2.matrix;
  29960. geometry2 = geometry2.geometry;
  29961. }
  29962. geometry1.merge( geometry2, matrix, materialIndexOffset );
  29963. },
  29964. center: function ( geometry ) {
  29965. console.warn( 'THREE.GeometryUtils: .center() has been moved to Geometry. Use geometry.center() instead.' );
  29966. return geometry.center();
  29967. }
  29968. };
  29969. ImageUtils.crossOrigin = undefined;
  29970. ImageUtils.loadTexture = function ( url, mapping, onLoad, onError ) {
  29971. console.warn( 'THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.' );
  29972. var loader = new TextureLoader();
  29973. loader.setCrossOrigin( this.crossOrigin );
  29974. var texture = loader.load( url, onLoad, undefined, onError );
  29975. if ( mapping ) { texture.mapping = mapping; }
  29976. return texture;
  29977. };
  29978. ImageUtils.loadTextureCube = function ( urls, mapping, onLoad, onError ) {
  29979. console.warn( 'THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.' );
  29980. var loader = new CubeTextureLoader();
  29981. loader.setCrossOrigin( this.crossOrigin );
  29982. var texture = loader.load( urls, onLoad, undefined, onError );
  29983. if ( mapping ) { texture.mapping = mapping; }
  29984. return texture;
  29985. };
  29986. ImageUtils.loadCompressedTexture = function () {
  29987. console.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' );
  29988. };
  29989. ImageUtils.loadCompressedTextureCube = function () {
  29990. console.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' );
  29991. };
  29992. //
  29993. function CanvasRenderer() {
  29994. console.error( 'THREE.CanvasRenderer has been removed' );
  29995. }
  29996. //
  29997. function JSONLoader() {
  29998. console.error( 'THREE.JSONLoader has been removed.' );
  29999. }
  30000. //
  30001. var SceneUtils = {
  30002. createMultiMaterialObject: function ( /* geometry, materials */ ) {
  30003. console.error( 'THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js' );
  30004. },
  30005. detach: function ( /* child, parent, scene */ ) {
  30006. console.error( 'THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js' );
  30007. },
  30008. attach: function ( /* child, scene, parent */ ) {
  30009. console.error( 'THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js' );
  30010. }
  30011. };
  30012. //
  30013. function LensFlare() {
  30014. console.error( 'THREE.LensFlare has been moved to /examples/jsm/objects/Lensflare.js' );
  30015. }
  30016. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  30017. /* eslint-disable no-undef */
  30018. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'register', { detail: {
  30019. revision: REVISION,
  30020. } } ) );
  30021. /* eslint-enable no-undef */
  30022. }
  30023. exports.ACESFilmicToneMapping = ACESFilmicToneMapping;
  30024. exports.AddEquation = AddEquation;
  30025. exports.AddOperation = AddOperation;
  30026. exports.AdditiveAnimationBlendMode = AdditiveAnimationBlendMode;
  30027. exports.AdditiveBlending = AdditiveBlending;
  30028. exports.AlphaFormat = AlphaFormat;
  30029. exports.AlwaysDepth = AlwaysDepth;
  30030. exports.AlwaysStencilFunc = AlwaysStencilFunc;
  30031. exports.AmbientLight = AmbientLight;
  30032. exports.AmbientLightProbe = AmbientLightProbe;
  30033. exports.AnimationClip = AnimationClip;
  30034. exports.AnimationLoader = AnimationLoader;
  30035. exports.AnimationMixer = AnimationMixer;
  30036. exports.AnimationObjectGroup = AnimationObjectGroup;
  30037. exports.AnimationUtils = AnimationUtils;
  30038. exports.ArcCurve = ArcCurve;
  30039. exports.ArrayCamera = ArrayCamera;
  30040. exports.ArrowHelper = ArrowHelper;
  30041. exports.Audio = Audio;
  30042. exports.AudioAnalyser = AudioAnalyser;
  30043. exports.AudioContext = AudioContext;
  30044. exports.AudioListener = AudioListener;
  30045. exports.AudioLoader = AudioLoader;
  30046. exports.AxesHelper = AxesHelper;
  30047. exports.AxisHelper = AxisHelper;
  30048. exports.BackSide = BackSide;
  30049. exports.BasicDepthPacking = BasicDepthPacking;
  30050. exports.BasicShadowMap = BasicShadowMap;
  30051. exports.BinaryTextureLoader = BinaryTextureLoader;
  30052. exports.Bone = Bone;
  30053. exports.BooleanKeyframeTrack = BooleanKeyframeTrack;
  30054. exports.BoundingBoxHelper = BoundingBoxHelper;
  30055. exports.Box2 = Box2;
  30056. exports.Box3 = Box3;
  30057. exports.Box3Helper = Box3Helper;
  30058. exports.BoxBufferGeometry = BoxBufferGeometry;
  30059. exports.BoxGeometry = BoxGeometry;
  30060. exports.BoxHelper = BoxHelper;
  30061. exports.BufferAttribute = BufferAttribute;
  30062. exports.BufferGeometry = BufferGeometry;
  30063. exports.BufferGeometryLoader = BufferGeometryLoader;
  30064. exports.ByteType = ByteType;
  30065. exports.Cache = Cache;
  30066. exports.Camera = Camera;
  30067. exports.CameraHelper = CameraHelper;
  30068. exports.CanvasRenderer = CanvasRenderer;
  30069. exports.CanvasTexture = CanvasTexture;
  30070. exports.CatmullRomCurve3 = CatmullRomCurve3;
  30071. exports.CineonToneMapping = CineonToneMapping;
  30072. exports.CircleBufferGeometry = CircleBufferGeometry;
  30073. exports.CircleGeometry = CircleGeometry;
  30074. exports.ClampToEdgeWrapping = ClampToEdgeWrapping;
  30075. exports.Clock = Clock;
  30076. exports.ClosedSplineCurve3 = ClosedSplineCurve3;
  30077. exports.Color = Color;
  30078. exports.ColorKeyframeTrack = ColorKeyframeTrack;
  30079. exports.CompressedTexture = CompressedTexture;
  30080. exports.CompressedTextureLoader = CompressedTextureLoader;
  30081. exports.ConeBufferGeometry = ConeBufferGeometry;
  30082. exports.ConeGeometry = ConeGeometry;
  30083. exports.CubeCamera = CubeCamera;
  30084. exports.CubeGeometry = BoxGeometry;
  30085. exports.CubeReflectionMapping = CubeReflectionMapping;
  30086. exports.CubeRefractionMapping = CubeRefractionMapping;
  30087. exports.CubeTexture = CubeTexture;
  30088. exports.CubeTextureLoader = CubeTextureLoader;
  30089. exports.CubeUVReflectionMapping = CubeUVReflectionMapping;
  30090. exports.CubeUVRefractionMapping = CubeUVRefractionMapping;
  30091. exports.CubicBezierCurve = CubicBezierCurve;
  30092. exports.CubicBezierCurve3 = CubicBezierCurve3;
  30093. exports.CubicInterpolant = CubicInterpolant;
  30094. exports.CullFaceBack = CullFaceBack;
  30095. exports.CullFaceFront = CullFaceFront;
  30096. exports.CullFaceFrontBack = CullFaceFrontBack;
  30097. exports.CullFaceNone = CullFaceNone;
  30098. exports.Curve = Curve;
  30099. exports.CurvePath = CurvePath;
  30100. exports.CustomBlending = CustomBlending;
  30101. exports.CustomToneMapping = CustomToneMapping;
  30102. exports.CylinderBufferGeometry = CylinderBufferGeometry;
  30103. exports.CylinderGeometry = CylinderGeometry;
  30104. exports.Cylindrical = Cylindrical;
  30105. exports.DataTexture = DataTexture;
  30106. exports.DataTexture2DArray = DataTexture2DArray;
  30107. exports.DataTexture3D = DataTexture3D;
  30108. exports.DataTextureLoader = DataTextureLoader;
  30109. exports.DecrementStencilOp = DecrementStencilOp;
  30110. exports.DecrementWrapStencilOp = DecrementWrapStencilOp;
  30111. exports.DefaultLoadingManager = DefaultLoadingManager;
  30112. exports.DepthFormat = DepthFormat;
  30113. exports.DepthStencilFormat = DepthStencilFormat;
  30114. exports.DepthTexture = DepthTexture;
  30115. exports.DirectionalLight = DirectionalLight;
  30116. exports.DirectionalLightHelper = DirectionalLightHelper;
  30117. exports.DirectionalLightShadow = DirectionalLightShadow;
  30118. exports.DiscreteInterpolant = DiscreteInterpolant;
  30119. exports.DodecahedronBufferGeometry = DodecahedronBufferGeometry;
  30120. exports.DodecahedronGeometry = DodecahedronGeometry;
  30121. exports.DoubleSide = DoubleSide;
  30122. exports.DstAlphaFactor = DstAlphaFactor;
  30123. exports.DstColorFactor = DstColorFactor;
  30124. exports.DynamicBufferAttribute = DynamicBufferAttribute;
  30125. exports.DynamicCopyUsage = DynamicCopyUsage;
  30126. exports.DynamicDrawUsage = DynamicDrawUsage;
  30127. exports.DynamicReadUsage = DynamicReadUsage;
  30128. exports.EdgesGeometry = EdgesGeometry;
  30129. exports.EdgesHelper = EdgesHelper;
  30130. exports.EllipseCurve = EllipseCurve;
  30131. exports.EqualDepth = EqualDepth;
  30132. exports.EqualStencilFunc = EqualStencilFunc;
  30133. exports.EquirectangularReflectionMapping = EquirectangularReflectionMapping;
  30134. exports.EquirectangularRefractionMapping = EquirectangularRefractionMapping;
  30135. exports.Euler = Euler;
  30136. exports.EventDispatcher = EventDispatcher;
  30137. exports.ExtrudeBufferGeometry = ExtrudeBufferGeometry;
  30138. exports.ExtrudeGeometry = ExtrudeGeometry;
  30139. exports.Face3 = Face3;
  30140. exports.Face4 = Face4;
  30141. exports.FaceColors = FaceColors;
  30142. exports.FileLoader = FileLoader;
  30143. exports.FlatShading = FlatShading;
  30144. exports.Float32Attribute = Float32Attribute;
  30145. exports.Float32BufferAttribute = Float32BufferAttribute;
  30146. exports.Float64Attribute = Float64Attribute;
  30147. exports.Float64BufferAttribute = Float64BufferAttribute;
  30148. exports.FloatType = FloatType;
  30149. exports.Fog = Fog;
  30150. exports.FogExp2 = FogExp2;
  30151. exports.Font = Font;
  30152. exports.FontLoader = FontLoader;
  30153. exports.FrontSide = FrontSide;
  30154. exports.Frustum = Frustum;
  30155. exports.GammaEncoding = GammaEncoding;
  30156. exports.Geometry = Geometry;
  30157. exports.GeometryUtils = GeometryUtils;
  30158. exports.GreaterDepth = GreaterDepth;
  30159. exports.GreaterEqualDepth = GreaterEqualDepth;
  30160. exports.GreaterEqualStencilFunc = GreaterEqualStencilFunc;
  30161. exports.GreaterStencilFunc = GreaterStencilFunc;
  30162. exports.GridHelper = GridHelper;
  30163. exports.Group = Group;
  30164. exports.HalfFloatType = HalfFloatType;
  30165. exports.HemisphereLight = HemisphereLight;
  30166. exports.HemisphereLightHelper = HemisphereLightHelper;
  30167. exports.HemisphereLightProbe = HemisphereLightProbe;
  30168. exports.IcosahedronBufferGeometry = IcosahedronBufferGeometry;
  30169. exports.IcosahedronGeometry = IcosahedronGeometry;
  30170. exports.ImageBitmapLoader = ImageBitmapLoader;
  30171. exports.ImageLoader = ImageLoader;
  30172. exports.ImageUtils = ImageUtils;
  30173. exports.ImmediateRenderObject = ImmediateRenderObject;
  30174. exports.IncrementStencilOp = IncrementStencilOp;
  30175. exports.IncrementWrapStencilOp = IncrementWrapStencilOp;
  30176. exports.InstancedBufferAttribute = InstancedBufferAttribute;
  30177. exports.InstancedBufferGeometry = InstancedBufferGeometry;
  30178. exports.InstancedInterleavedBuffer = InstancedInterleavedBuffer;
  30179. exports.InstancedMesh = InstancedMesh;
  30180. exports.Int16Attribute = Int16Attribute;
  30181. exports.Int16BufferAttribute = Int16BufferAttribute;
  30182. exports.Int32Attribute = Int32Attribute;
  30183. exports.Int32BufferAttribute = Int32BufferAttribute;
  30184. exports.Int8Attribute = Int8Attribute;
  30185. exports.Int8BufferAttribute = Int8BufferAttribute;
  30186. exports.IntType = IntType;
  30187. exports.InterleavedBuffer = InterleavedBuffer;
  30188. exports.InterleavedBufferAttribute = InterleavedBufferAttribute;
  30189. exports.Interpolant = Interpolant;
  30190. exports.InterpolateDiscrete = InterpolateDiscrete;
  30191. exports.InterpolateLinear = InterpolateLinear;
  30192. exports.InterpolateSmooth = InterpolateSmooth;
  30193. exports.InvertStencilOp = InvertStencilOp;
  30194. exports.JSONLoader = JSONLoader;
  30195. exports.KeepStencilOp = KeepStencilOp;
  30196. exports.KeyframeTrack = KeyframeTrack;
  30197. exports.LOD = LOD;
  30198. exports.LatheBufferGeometry = LatheBufferGeometry;
  30199. exports.LatheGeometry = LatheGeometry;
  30200. exports.Layers = Layers;
  30201. exports.LensFlare = LensFlare;
  30202. exports.LessDepth = LessDepth;
  30203. exports.LessEqualDepth = LessEqualDepth;
  30204. exports.LessEqualStencilFunc = LessEqualStencilFunc;
  30205. exports.LessStencilFunc = LessStencilFunc;
  30206. exports.Light = Light;
  30207. exports.LightProbe = LightProbe;
  30208. exports.LightShadow = LightShadow;
  30209. exports.Line = Line;
  30210. exports.Line3 = Line3;
  30211. exports.LineBasicMaterial = LineBasicMaterial;
  30212. exports.LineCurve = LineCurve;
  30213. exports.LineCurve3 = LineCurve3;
  30214. exports.LineDashedMaterial = LineDashedMaterial;
  30215. exports.LineLoop = LineLoop;
  30216. exports.LinePieces = LinePieces;
  30217. exports.LineSegments = LineSegments;
  30218. exports.LineStrip = LineStrip;
  30219. exports.LinearEncoding = LinearEncoding;
  30220. exports.LinearFilter = LinearFilter;
  30221. exports.LinearInterpolant = LinearInterpolant;
  30222. exports.LinearMipMapLinearFilter = LinearMipMapLinearFilter;
  30223. exports.LinearMipMapNearestFilter = LinearMipMapNearestFilter;
  30224. exports.LinearMipmapLinearFilter = LinearMipmapLinearFilter;
  30225. exports.LinearMipmapNearestFilter = LinearMipmapNearestFilter;
  30226. exports.LinearToneMapping = LinearToneMapping;
  30227. exports.Loader = Loader;
  30228. exports.LoaderUtils = LoaderUtils;
  30229. exports.LoadingManager = LoadingManager;
  30230. exports.LogLuvEncoding = LogLuvEncoding;
  30231. exports.LoopOnce = LoopOnce;
  30232. exports.LoopPingPong = LoopPingPong;
  30233. exports.LoopRepeat = LoopRepeat;
  30234. exports.LuminanceAlphaFormat = LuminanceAlphaFormat;
  30235. exports.LuminanceFormat = LuminanceFormat;
  30236. exports.MOUSE = MOUSE;
  30237. exports.Material = Material;
  30238. exports.MaterialLoader = MaterialLoader;
  30239. exports.Math = MathUtils;
  30240. exports.MathUtils = MathUtils;
  30241. exports.Matrix3 = Matrix3;
  30242. exports.Matrix4 = Matrix4;
  30243. exports.MaxEquation = MaxEquation;
  30244. exports.Mesh = Mesh;
  30245. exports.MeshBasicMaterial = MeshBasicMaterial;
  30246. exports.MeshDepthMaterial = MeshDepthMaterial;
  30247. exports.MeshDistanceMaterial = MeshDistanceMaterial;
  30248. exports.MeshFaceMaterial = MeshFaceMaterial;
  30249. exports.MeshLambertMaterial = MeshLambertMaterial;
  30250. exports.MeshMatcapMaterial = MeshMatcapMaterial;
  30251. exports.MeshNormalMaterial = MeshNormalMaterial;
  30252. exports.MeshPhongMaterial = MeshPhongMaterial;
  30253. exports.MeshPhysicalMaterial = MeshPhysicalMaterial;
  30254. exports.MeshStandardMaterial = MeshStandardMaterial;
  30255. exports.MeshToonMaterial = MeshToonMaterial;
  30256. exports.MinEquation = MinEquation;
  30257. exports.MirroredRepeatWrapping = MirroredRepeatWrapping;
  30258. exports.MixOperation = MixOperation;
  30259. exports.MultiMaterial = MultiMaterial;
  30260. exports.MultiplyBlending = MultiplyBlending;
  30261. exports.MultiplyOperation = MultiplyOperation;
  30262. exports.NearestFilter = NearestFilter;
  30263. exports.NearestMipMapLinearFilter = NearestMipMapLinearFilter;
  30264. exports.NearestMipMapNearestFilter = NearestMipMapNearestFilter;
  30265. exports.NearestMipmapLinearFilter = NearestMipmapLinearFilter;
  30266. exports.NearestMipmapNearestFilter = NearestMipmapNearestFilter;
  30267. exports.NeverDepth = NeverDepth;
  30268. exports.NeverStencilFunc = NeverStencilFunc;
  30269. exports.NoBlending = NoBlending;
  30270. exports.NoColors = NoColors;
  30271. exports.NoToneMapping = NoToneMapping;
  30272. exports.NormalAnimationBlendMode = NormalAnimationBlendMode;
  30273. exports.NormalBlending = NormalBlending;
  30274. exports.NotEqualDepth = NotEqualDepth;
  30275. exports.NotEqualStencilFunc = NotEqualStencilFunc;
  30276. exports.NumberKeyframeTrack = NumberKeyframeTrack;
  30277. exports.Object3D = Object3D;
  30278. exports.ObjectLoader = ObjectLoader;
  30279. exports.ObjectSpaceNormalMap = ObjectSpaceNormalMap;
  30280. exports.OctahedronBufferGeometry = OctahedronBufferGeometry;
  30281. exports.OctahedronGeometry = OctahedronGeometry;
  30282. exports.OneFactor = OneFactor;
  30283. exports.OneMinusDstAlphaFactor = OneMinusDstAlphaFactor;
  30284. exports.OneMinusDstColorFactor = OneMinusDstColorFactor;
  30285. exports.OneMinusSrcAlphaFactor = OneMinusSrcAlphaFactor;
  30286. exports.OneMinusSrcColorFactor = OneMinusSrcColorFactor;
  30287. exports.OrthographicCamera = OrthographicCamera;
  30288. exports.PCFShadowMap = PCFShadowMap;
  30289. exports.PCFSoftShadowMap = PCFSoftShadowMap;
  30290. exports.PMREMGenerator = PMREMGenerator;
  30291. exports.ParametricBufferGeometry = ParametricBufferGeometry;
  30292. exports.ParametricGeometry = ParametricGeometry;
  30293. exports.Particle = Particle;
  30294. exports.ParticleBasicMaterial = ParticleBasicMaterial;
  30295. exports.ParticleSystem = ParticleSystem;
  30296. exports.ParticleSystemMaterial = ParticleSystemMaterial;
  30297. exports.Path = Path;
  30298. exports.PerspectiveCamera = PerspectiveCamera;
  30299. exports.Plane = Plane;
  30300. exports.PlaneBufferGeometry = PlaneBufferGeometry;
  30301. exports.PlaneGeometry = PlaneGeometry;
  30302. exports.PlaneHelper = PlaneHelper;
  30303. exports.PointCloud = PointCloud;
  30304. exports.PointCloudMaterial = PointCloudMaterial;
  30305. exports.PointLight = PointLight;
  30306. exports.PointLightHelper = PointLightHelper;
  30307. exports.Points = Points;
  30308. exports.PointsMaterial = PointsMaterial;
  30309. exports.PolarGridHelper = PolarGridHelper;
  30310. exports.PolyhedronBufferGeometry = PolyhedronBufferGeometry;
  30311. exports.PolyhedronGeometry = PolyhedronGeometry;
  30312. exports.PositionalAudio = PositionalAudio;
  30313. exports.PropertyBinding = PropertyBinding;
  30314. exports.PropertyMixer = PropertyMixer;
  30315. exports.QuadraticBezierCurve = QuadraticBezierCurve;
  30316. exports.QuadraticBezierCurve3 = QuadraticBezierCurve3;
  30317. exports.Quaternion = Quaternion;
  30318. exports.QuaternionKeyframeTrack = QuaternionKeyframeTrack;
  30319. exports.QuaternionLinearInterpolant = QuaternionLinearInterpolant;
  30320. exports.REVISION = REVISION;
  30321. exports.RGBADepthPacking = RGBADepthPacking;
  30322. exports.RGBAFormat = RGBAFormat;
  30323. exports.RGBAIntegerFormat = RGBAIntegerFormat;
  30324. exports.RGBA_ASTC_10x10_Format = RGBA_ASTC_10x10_Format;
  30325. exports.RGBA_ASTC_10x5_Format = RGBA_ASTC_10x5_Format;
  30326. exports.RGBA_ASTC_10x6_Format = RGBA_ASTC_10x6_Format;
  30327. exports.RGBA_ASTC_10x8_Format = RGBA_ASTC_10x8_Format;
  30328. exports.RGBA_ASTC_12x10_Format = RGBA_ASTC_12x10_Format;
  30329. exports.RGBA_ASTC_12x12_Format = RGBA_ASTC_12x12_Format;
  30330. exports.RGBA_ASTC_4x4_Format = RGBA_ASTC_4x4_Format;
  30331. exports.RGBA_ASTC_5x4_Format = RGBA_ASTC_5x4_Format;
  30332. exports.RGBA_ASTC_5x5_Format = RGBA_ASTC_5x5_Format;
  30333. exports.RGBA_ASTC_6x5_Format = RGBA_ASTC_6x5_Format;
  30334. exports.RGBA_ASTC_6x6_Format = RGBA_ASTC_6x6_Format;
  30335. exports.RGBA_ASTC_8x5_Format = RGBA_ASTC_8x5_Format;
  30336. exports.RGBA_ASTC_8x6_Format = RGBA_ASTC_8x6_Format;
  30337. exports.RGBA_ASTC_8x8_Format = RGBA_ASTC_8x8_Format;
  30338. exports.RGBA_BPTC_Format = RGBA_BPTC_Format;
  30339. exports.RGBA_ETC2_EAC_Format = RGBA_ETC2_EAC_Format;
  30340. exports.RGBA_PVRTC_2BPPV1_Format = RGBA_PVRTC_2BPPV1_Format;
  30341. exports.RGBA_PVRTC_4BPPV1_Format = RGBA_PVRTC_4BPPV1_Format;
  30342. exports.RGBA_S3TC_DXT1_Format = RGBA_S3TC_DXT1_Format;
  30343. exports.RGBA_S3TC_DXT3_Format = RGBA_S3TC_DXT3_Format;
  30344. exports.RGBA_S3TC_DXT5_Format = RGBA_S3TC_DXT5_Format;
  30345. exports.RGBDEncoding = RGBDEncoding;
  30346. exports.RGBEEncoding = RGBEEncoding;
  30347. exports.RGBEFormat = RGBEFormat;
  30348. exports.RGBFormat = RGBFormat;
  30349. exports.RGBIntegerFormat = RGBIntegerFormat;
  30350. exports.RGBM16Encoding = RGBM16Encoding;
  30351. exports.RGBM7Encoding = RGBM7Encoding;
  30352. exports.RGB_ETC1_Format = RGB_ETC1_Format;
  30353. exports.RGB_ETC2_Format = RGB_ETC2_Format;
  30354. exports.RGB_PVRTC_2BPPV1_Format = RGB_PVRTC_2BPPV1_Format;
  30355. exports.RGB_PVRTC_4BPPV1_Format = RGB_PVRTC_4BPPV1_Format;
  30356. exports.RGB_S3TC_DXT1_Format = RGB_S3TC_DXT1_Format;
  30357. exports.RGFormat = RGFormat;
  30358. exports.RGIntegerFormat = RGIntegerFormat;
  30359. exports.RawShaderMaterial = RawShaderMaterial;
  30360. exports.Ray = Ray;
  30361. exports.Raycaster = Raycaster;
  30362. exports.RectAreaLight = RectAreaLight;
  30363. exports.RedFormat = RedFormat;
  30364. exports.RedIntegerFormat = RedIntegerFormat;
  30365. exports.ReinhardToneMapping = ReinhardToneMapping;
  30366. exports.RepeatWrapping = RepeatWrapping;
  30367. exports.ReplaceStencilOp = ReplaceStencilOp;
  30368. exports.ReverseSubtractEquation = ReverseSubtractEquation;
  30369. exports.RingBufferGeometry = RingBufferGeometry;
  30370. exports.RingGeometry = RingGeometry;
  30371. exports.SRGB8_ALPHA8_ASTC_10x10_Format = SRGB8_ALPHA8_ASTC_10x10_Format;
  30372. exports.SRGB8_ALPHA8_ASTC_10x5_Format = SRGB8_ALPHA8_ASTC_10x5_Format;
  30373. exports.SRGB8_ALPHA8_ASTC_10x6_Format = SRGB8_ALPHA8_ASTC_10x6_Format;
  30374. exports.SRGB8_ALPHA8_ASTC_10x8_Format = SRGB8_ALPHA8_ASTC_10x8_Format;
  30375. exports.SRGB8_ALPHA8_ASTC_12x10_Format = SRGB8_ALPHA8_ASTC_12x10_Format;
  30376. exports.SRGB8_ALPHA8_ASTC_12x12_Format = SRGB8_ALPHA8_ASTC_12x12_Format;
  30377. exports.SRGB8_ALPHA8_ASTC_4x4_Format = SRGB8_ALPHA8_ASTC_4x4_Format;
  30378. exports.SRGB8_ALPHA8_ASTC_5x4_Format = SRGB8_ALPHA8_ASTC_5x4_Format;
  30379. exports.SRGB8_ALPHA8_ASTC_5x5_Format = SRGB8_ALPHA8_ASTC_5x5_Format;
  30380. exports.SRGB8_ALPHA8_ASTC_6x5_Format = SRGB8_ALPHA8_ASTC_6x5_Format;
  30381. exports.SRGB8_ALPHA8_ASTC_6x6_Format = SRGB8_ALPHA8_ASTC_6x6_Format;
  30382. exports.SRGB8_ALPHA8_ASTC_8x5_Format = SRGB8_ALPHA8_ASTC_8x5_Format;
  30383. exports.SRGB8_ALPHA8_ASTC_8x6_Format = SRGB8_ALPHA8_ASTC_8x6_Format;
  30384. exports.SRGB8_ALPHA8_ASTC_8x8_Format = SRGB8_ALPHA8_ASTC_8x8_Format;
  30385. exports.Scene = Scene;
  30386. exports.SceneUtils = SceneUtils;
  30387. exports.ShaderChunk = ShaderChunk;
  30388. exports.ShaderLib = ShaderLib;
  30389. exports.ShaderMaterial = ShaderMaterial;
  30390. exports.ShadowMaterial = ShadowMaterial;
  30391. exports.Shape = Shape;
  30392. exports.ShapeBufferGeometry = ShapeBufferGeometry;
  30393. exports.ShapeGeometry = ShapeGeometry;
  30394. exports.ShapePath = ShapePath;
  30395. exports.ShapeUtils = ShapeUtils;
  30396. exports.ShortType = ShortType;
  30397. exports.Skeleton = Skeleton;
  30398. exports.SkeletonHelper = SkeletonHelper;
  30399. exports.SkinnedMesh = SkinnedMesh;
  30400. exports.SmoothShading = SmoothShading;
  30401. exports.Sphere = Sphere;
  30402. exports.SphereBufferGeometry = SphereBufferGeometry;
  30403. exports.SphereGeometry = SphereGeometry;
  30404. exports.Spherical = Spherical;
  30405. exports.SphericalHarmonics3 = SphericalHarmonics3;
  30406. exports.Spline = Spline;
  30407. exports.SplineCurve = SplineCurve;
  30408. exports.SplineCurve3 = SplineCurve3;
  30409. exports.SpotLight = SpotLight;
  30410. exports.SpotLightHelper = SpotLightHelper;
  30411. exports.SpotLightShadow = SpotLightShadow;
  30412. exports.Sprite = Sprite;
  30413. exports.SpriteMaterial = SpriteMaterial;
  30414. exports.SrcAlphaFactor = SrcAlphaFactor;
  30415. exports.SrcAlphaSaturateFactor = SrcAlphaSaturateFactor;
  30416. exports.SrcColorFactor = SrcColorFactor;
  30417. exports.StaticCopyUsage = StaticCopyUsage;
  30418. exports.StaticDrawUsage = StaticDrawUsage;
  30419. exports.StaticReadUsage = StaticReadUsage;
  30420. exports.StereoCamera = StereoCamera;
  30421. exports.StreamCopyUsage = StreamCopyUsage;
  30422. exports.StreamDrawUsage = StreamDrawUsage;
  30423. exports.StreamReadUsage = StreamReadUsage;
  30424. exports.StringKeyframeTrack = StringKeyframeTrack;
  30425. exports.SubtractEquation = SubtractEquation;
  30426. exports.SubtractiveBlending = SubtractiveBlending;
  30427. exports.TOUCH = TOUCH;
  30428. exports.TangentSpaceNormalMap = TangentSpaceNormalMap;
  30429. exports.TetrahedronBufferGeometry = TetrahedronBufferGeometry;
  30430. exports.TetrahedronGeometry = TetrahedronGeometry;
  30431. exports.TextBufferGeometry = TextBufferGeometry;
  30432. exports.TextGeometry = TextGeometry;
  30433. exports.Texture = Texture;
  30434. exports.TextureLoader = TextureLoader;
  30435. exports.TorusBufferGeometry = TorusBufferGeometry;
  30436. exports.TorusGeometry = TorusGeometry;
  30437. exports.TorusKnotBufferGeometry = TorusKnotBufferGeometry;
  30438. exports.TorusKnotGeometry = TorusKnotGeometry;
  30439. exports.Triangle = Triangle;
  30440. exports.TriangleFanDrawMode = TriangleFanDrawMode;
  30441. exports.TriangleStripDrawMode = TriangleStripDrawMode;
  30442. exports.TrianglesDrawMode = TrianglesDrawMode;
  30443. exports.TubeBufferGeometry = TubeBufferGeometry;
  30444. exports.TubeGeometry = TubeGeometry;
  30445. exports.UVMapping = UVMapping;
  30446. exports.Uint16Attribute = Uint16Attribute;
  30447. exports.Uint16BufferAttribute = Uint16BufferAttribute;
  30448. exports.Uint32Attribute = Uint32Attribute;
  30449. exports.Uint32BufferAttribute = Uint32BufferAttribute;
  30450. exports.Uint8Attribute = Uint8Attribute;
  30451. exports.Uint8BufferAttribute = Uint8BufferAttribute;
  30452. exports.Uint8ClampedAttribute = Uint8ClampedAttribute;
  30453. exports.Uint8ClampedBufferAttribute = Uint8ClampedBufferAttribute;
  30454. exports.Uniform = Uniform;
  30455. exports.UniformsLib = UniformsLib;
  30456. exports.UniformsUtils = UniformsUtils;
  30457. exports.UnsignedByteType = UnsignedByteType;
  30458. exports.UnsignedInt248Type = UnsignedInt248Type;
  30459. exports.UnsignedIntType = UnsignedIntType;
  30460. exports.UnsignedShort4444Type = UnsignedShort4444Type;
  30461. exports.UnsignedShort5551Type = UnsignedShort5551Type;
  30462. exports.UnsignedShort565Type = UnsignedShort565Type;
  30463. exports.UnsignedShortType = UnsignedShortType;
  30464. exports.VSMShadowMap = VSMShadowMap;
  30465. exports.Vector2 = Vector2;
  30466. exports.Vector3 = Vector3;
  30467. exports.Vector4 = Vector4;
  30468. exports.VectorKeyframeTrack = VectorKeyframeTrack;
  30469. exports.Vertex = Vertex;
  30470. exports.VertexColors = VertexColors;
  30471. exports.VideoTexture = VideoTexture;
  30472. exports.WebGL1Renderer = WebGL1Renderer;
  30473. exports.WebGLCubeRenderTarget = WebGLCubeRenderTarget;
  30474. exports.WebGLMultisampleRenderTarget = WebGLMultisampleRenderTarget;
  30475. exports.WebGLRenderTarget = WebGLRenderTarget;
  30476. exports.WebGLRenderTargetCube = WebGLRenderTargetCube;
  30477. exports.WebGLRenderer = WebGLRenderer;
  30478. exports.WebGLUtils = WebGLUtils;
  30479. exports.WireframeGeometry = WireframeGeometry;
  30480. exports.WireframeHelper = WireframeHelper;
  30481. exports.WrapAroundEnding = WrapAroundEnding;
  30482. exports.XHRLoader = XHRLoader;
  30483. exports.ZeroCurvatureEnding = ZeroCurvatureEnding;
  30484. exports.ZeroFactor = ZeroFactor;
  30485. exports.ZeroSlopeEnding = ZeroSlopeEnding;
  30486. exports.ZeroStencilOp = ZeroStencilOp;
  30487. exports.sRGBEncoding = sRGBEncoding;
  30488. Object.defineProperty(exports, '__esModule', { value: true });
  30489. })));