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 = '119dev';
  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. /**
  292. * @author alteredq / http://alteredqualia.com/
  293. * @author mrdoob / http://mrdoob.com/
  294. * @author WestLangley / http://github.com/WestLangley
  295. * @author thezwap
  296. */
  297. var _lut = [];
  298. for ( var i = 0; i < 256; i ++ ) {
  299. _lut[ i ] = ( i < 16 ? '0' : '' ) + ( i ).toString( 16 );
  300. }
  301. var _seed = 1234567;
  302. var MathUtils = {
  303. DEG2RAD: Math.PI / 180,
  304. RAD2DEG: 180 / Math.PI,
  305. generateUUID: function () {
  306. // http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136
  307. var d0 = Math.random() * 0xffffffff | 0;
  308. var d1 = Math.random() * 0xffffffff | 0;
  309. var d2 = Math.random() * 0xffffffff | 0;
  310. var d3 = Math.random() * 0xffffffff | 0;
  311. var uuid = _lut[ d0 & 0xff ] + _lut[ d0 >> 8 & 0xff ] + _lut[ d0 >> 16 & 0xff ] + _lut[ d0 >> 24 & 0xff ] + '-' +
  312. _lut[ d1 & 0xff ] + _lut[ d1 >> 8 & 0xff ] + '-' + _lut[ d1 >> 16 & 0x0f | 0x40 ] + _lut[ d1 >> 24 & 0xff ] + '-' +
  313. _lut[ d2 & 0x3f | 0x80 ] + _lut[ d2 >> 8 & 0xff ] + '-' + _lut[ d2 >> 16 & 0xff ] + _lut[ d2 >> 24 & 0xff ] +
  314. _lut[ d3 & 0xff ] + _lut[ d3 >> 8 & 0xff ] + _lut[ d3 >> 16 & 0xff ] + _lut[ d3 >> 24 & 0xff ];
  315. // .toUpperCase() here flattens concatenated strings to save heap memory space.
  316. return uuid.toUpperCase();
  317. },
  318. clamp: function ( value, min, max ) {
  319. return Math.max( min, Math.min( max, value ) );
  320. },
  321. // compute euclidian modulo of m % n
  322. // https://en.wikipedia.org/wiki/Modulo_operation
  323. euclideanModulo: function ( n, m ) {
  324. return ( ( n % m ) + m ) % m;
  325. },
  326. // Linear mapping from range <a1, a2> to range <b1, b2>
  327. mapLinear: function ( x, a1, a2, b1, b2 ) {
  328. return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
  329. },
  330. // https://en.wikipedia.org/wiki/Linear_interpolation
  331. lerp: function ( x, y, t ) {
  332. return ( 1 - t ) * x + t * y;
  333. },
  334. // http://en.wikipedia.org/wiki/Smoothstep
  335. smoothstep: 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 * ( 3 - 2 * x );
  340. },
  341. smootherstep: function ( x, min, max ) {
  342. if ( x <= min ) { return 0; }
  343. if ( x >= max ) { return 1; }
  344. x = ( x - min ) / ( max - min );
  345. return x * x * x * ( x * ( x * 6 - 15 ) + 10 );
  346. },
  347. // Random integer from <low, high> interval
  348. randInt: function ( low, high ) {
  349. return low + Math.floor( Math.random() * ( high - low + 1 ) );
  350. },
  351. // Random float from <low, high> interval
  352. randFloat: function ( low, high ) {
  353. return low + Math.random() * ( high - low );
  354. },
  355. // Random float from <-range/2, range/2> interval
  356. randFloatSpread: function ( range ) {
  357. return range * ( 0.5 - Math.random() );
  358. },
  359. // Deterministic pseudo-random float in the interval [ 0, 1 ]
  360. seededRandom: function ( s ) {
  361. if ( s !== undefined ) { _seed = s % 2147483647; }
  362. // Park-Miller algorithm
  363. _seed = _seed * 16807 % 2147483647;
  364. return ( _seed - 1 ) / 2147483646;
  365. },
  366. degToRad: function ( degrees ) {
  367. return degrees * MathUtils.DEG2RAD;
  368. },
  369. radToDeg: function ( radians ) {
  370. return radians * MathUtils.RAD2DEG;
  371. },
  372. isPowerOfTwo: function ( value ) {
  373. return ( value & ( value - 1 ) ) === 0 && value !== 0;
  374. },
  375. ceilPowerOfTwo: function ( value ) {
  376. return Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) );
  377. },
  378. floorPowerOfTwo: function ( value ) {
  379. return Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );
  380. },
  381. setQuaternionFromProperEuler: function ( q, a, b, c, order ) {
  382. // Intrinsic Proper Euler Angles - see https://en.wikipedia.org/wiki/Euler_angles
  383. // rotations are applied to the axes in the order specified by 'order'
  384. // rotation by angle 'a' is applied first, then by angle 'b', then by angle 'c'
  385. // angles are in radians
  386. var cos = Math.cos;
  387. var sin = Math.sin;
  388. var c2 = cos( b / 2 );
  389. var s2 = sin( b / 2 );
  390. var c13 = cos( ( a + c ) / 2 );
  391. var s13 = sin( ( a + c ) / 2 );
  392. var c1_3 = cos( ( a - c ) / 2 );
  393. var s1_3 = sin( ( a - c ) / 2 );
  394. var c3_1 = cos( ( c - a ) / 2 );
  395. var s3_1 = sin( ( c - a ) / 2 );
  396. switch ( order ) {
  397. case 'XYX':
  398. q.set( c2 * s13, s2 * c1_3, s2 * s1_3, c2 * c13 );
  399. break;
  400. case 'YZY':
  401. q.set( s2 * s1_3, c2 * s13, s2 * c1_3, c2 * c13 );
  402. break;
  403. case 'ZXZ':
  404. q.set( s2 * c1_3, s2 * s1_3, c2 * s13, c2 * c13 );
  405. break;
  406. case 'XZX':
  407. q.set( c2 * s13, s2 * s3_1, s2 * c3_1, c2 * c13 );
  408. break;
  409. case 'YXY':
  410. q.set( s2 * c3_1, c2 * s13, s2 * s3_1, c2 * c13 );
  411. break;
  412. case 'ZYZ':
  413. q.set( s2 * s3_1, s2 * c3_1, c2 * s13, c2 * c13 );
  414. break;
  415. default:
  416. console.warn( 'THREE.MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: ' + order );
  417. }
  418. }
  419. };
  420. /**
  421. * @author mrdoob / http://mrdoob.com/
  422. * @author philogb / http://blog.thejit.org/
  423. * @author egraether / http://egraether.com/
  424. * @author zz85 / http://www.lab4games.net/zz85/blog
  425. */
  426. function Vector2( x, y ) {
  427. if ( x === void 0 ) x = 0;
  428. if ( y === void 0 ) y = 0;
  429. this.x = x;
  430. this.y = y;
  431. }
  432. Object.defineProperties( Vector2.prototype, {
  433. "width": {
  434. get: function () {
  435. return this.x;
  436. },
  437. set: function ( value ) {
  438. this.x = value;
  439. }
  440. },
  441. "height": {
  442. get: function () {
  443. return this.y;
  444. },
  445. set: function ( value ) {
  446. this.y = value;
  447. }
  448. }
  449. } );
  450. Object.assign( Vector2.prototype, {
  451. isVector2: true,
  452. set: function ( x, y ) {
  453. this.x = x;
  454. this.y = y;
  455. return this;
  456. },
  457. setScalar: function ( scalar ) {
  458. this.x = scalar;
  459. this.y = scalar;
  460. return this;
  461. },
  462. setX: function ( x ) {
  463. this.x = x;
  464. return this;
  465. },
  466. setY: function ( y ) {
  467. this.y = y;
  468. return this;
  469. },
  470. setComponent: function ( index, value ) {
  471. switch ( index ) {
  472. case 0: this.x = value; break;
  473. case 1: this.y = value; break;
  474. default: throw new Error( 'index is out of range: ' + index );
  475. }
  476. return this;
  477. },
  478. getComponent: function ( index ) {
  479. switch ( index ) {
  480. case 0: return this.x;
  481. case 1: return this.y;
  482. default: throw new Error( 'index is out of range: ' + index );
  483. }
  484. },
  485. clone: function () {
  486. return new this.constructor( this.x, this.y );
  487. },
  488. copy: function ( v ) {
  489. this.x = v.x;
  490. this.y = v.y;
  491. return this;
  492. },
  493. add: function ( v, w ) {
  494. if ( w !== undefined ) {
  495. console.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  496. return this.addVectors( v, w );
  497. }
  498. this.x += v.x;
  499. this.y += v.y;
  500. return this;
  501. },
  502. addScalar: function ( s ) {
  503. this.x += s;
  504. this.y += s;
  505. return this;
  506. },
  507. addVectors: function ( a, b ) {
  508. this.x = a.x + b.x;
  509. this.y = a.y + b.y;
  510. return this;
  511. },
  512. addScaledVector: function ( v, s ) {
  513. this.x += v.x * s;
  514. this.y += v.y * s;
  515. return this;
  516. },
  517. sub: function ( v, w ) {
  518. if ( w !== undefined ) {
  519. console.warn( 'THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  520. return this.subVectors( v, w );
  521. }
  522. this.x -= v.x;
  523. this.y -= v.y;
  524. return this;
  525. },
  526. subScalar: function ( s ) {
  527. this.x -= s;
  528. this.y -= s;
  529. return this;
  530. },
  531. subVectors: function ( a, b ) {
  532. this.x = a.x - b.x;
  533. this.y = a.y - b.y;
  534. return this;
  535. },
  536. multiply: function ( v ) {
  537. this.x *= v.x;
  538. this.y *= v.y;
  539. return this;
  540. },
  541. multiplyScalar: function ( scalar ) {
  542. this.x *= scalar;
  543. this.y *= scalar;
  544. return this;
  545. },
  546. divide: function ( v ) {
  547. this.x /= v.x;
  548. this.y /= v.y;
  549. return this;
  550. },
  551. divideScalar: function ( scalar ) {
  552. return this.multiplyScalar( 1 / scalar );
  553. },
  554. applyMatrix3: function ( m ) {
  555. var x = this.x, y = this.y;
  556. var e = m.elements;
  557. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ];
  558. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ];
  559. return this;
  560. },
  561. min: function ( v ) {
  562. this.x = Math.min( this.x, v.x );
  563. this.y = Math.min( this.y, v.y );
  564. return this;
  565. },
  566. max: function ( v ) {
  567. this.x = Math.max( this.x, v.x );
  568. this.y = Math.max( this.y, v.y );
  569. return this;
  570. },
  571. clamp: function ( min, max ) {
  572. // assumes min < max, componentwise
  573. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  574. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  575. return this;
  576. },
  577. clampScalar: function ( minVal, maxVal ) {
  578. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  579. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  580. return this;
  581. },
  582. clampLength: function ( min, max ) {
  583. var length = this.length();
  584. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  585. },
  586. floor: function () {
  587. this.x = Math.floor( this.x );
  588. this.y = Math.floor( this.y );
  589. return this;
  590. },
  591. ceil: function () {
  592. this.x = Math.ceil( this.x );
  593. this.y = Math.ceil( this.y );
  594. return this;
  595. },
  596. round: function () {
  597. this.x = Math.round( this.x );
  598. this.y = Math.round( this.y );
  599. return this;
  600. },
  601. roundToZero: function () {
  602. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  603. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  604. return this;
  605. },
  606. negate: function () {
  607. this.x = - this.x;
  608. this.y = - this.y;
  609. return this;
  610. },
  611. dot: function ( v ) {
  612. return this.x * v.x + this.y * v.y;
  613. },
  614. cross: function ( v ) {
  615. return this.x * v.y - this.y * v.x;
  616. },
  617. lengthSq: function () {
  618. return this.x * this.x + this.y * this.y;
  619. },
  620. length: function () {
  621. return Math.sqrt( this.x * this.x + this.y * this.y );
  622. },
  623. manhattanLength: function () {
  624. return Math.abs( this.x ) + Math.abs( this.y );
  625. },
  626. normalize: function () {
  627. return this.divideScalar( this.length() || 1 );
  628. },
  629. angle: function () {
  630. // computes the angle in radians with respect to the positive x-axis
  631. var angle = Math.atan2( - this.y, - this.x ) + Math.PI;
  632. return angle;
  633. },
  634. distanceTo: function ( v ) {
  635. return Math.sqrt( this.distanceToSquared( v ) );
  636. },
  637. distanceToSquared: function ( v ) {
  638. var dx = this.x - v.x, dy = this.y - v.y;
  639. return dx * dx + dy * dy;
  640. },
  641. manhattanDistanceTo: function ( v ) {
  642. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );
  643. },
  644. setLength: function ( length ) {
  645. return this.normalize().multiplyScalar( length );
  646. },
  647. lerp: function ( v, alpha ) {
  648. this.x += ( v.x - this.x ) * alpha;
  649. this.y += ( v.y - this.y ) * alpha;
  650. return this;
  651. },
  652. lerpVectors: function ( v1, v2, alpha ) {
  653. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  654. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  655. return this;
  656. },
  657. equals: function ( v ) {
  658. return ( ( v.x === this.x ) && ( v.y === this.y ) );
  659. },
  660. fromArray: function ( array, offset ) {
  661. if ( offset === undefined ) { offset = 0; }
  662. this.x = array[ offset ];
  663. this.y = array[ offset + 1 ];
  664. return this;
  665. },
  666. toArray: function ( array, offset ) {
  667. if ( array === undefined ) { array = []; }
  668. if ( offset === undefined ) { offset = 0; }
  669. array[ offset ] = this.x;
  670. array[ offset + 1 ] = this.y;
  671. return array;
  672. },
  673. fromBufferAttribute: function ( attribute, index, offset ) {
  674. if ( offset !== undefined ) {
  675. console.warn( 'THREE.Vector2: offset has been removed from .fromBufferAttribute().' );
  676. }
  677. this.x = attribute.getX( index );
  678. this.y = attribute.getY( index );
  679. return this;
  680. },
  681. rotateAround: function ( center, angle ) {
  682. var c = Math.cos( angle ), s = Math.sin( angle );
  683. var x = this.x - center.x;
  684. var y = this.y - center.y;
  685. this.x = x * c - y * s + center.x;
  686. this.y = x * s + y * c + center.y;
  687. return this;
  688. },
  689. random: function () {
  690. this.x = Math.random();
  691. this.y = Math.random();
  692. return this;
  693. }
  694. } );
  695. /**
  696. * @author alteredq / http://alteredqualia.com/
  697. * @author WestLangley / http://github.com/WestLangley
  698. * @author bhouston / http://clara.io
  699. * @author tschw
  700. */
  701. function Matrix3() {
  702. this.elements = [
  703. 1, 0, 0,
  704. 0, 1, 0,
  705. 0, 0, 1
  706. ];
  707. if ( arguments.length > 0 ) {
  708. console.error( 'THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.' );
  709. }
  710. }
  711. Object.assign( Matrix3.prototype, {
  712. isMatrix3: true,
  713. set: function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  714. var te = this.elements;
  715. te[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;
  716. te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;
  717. te[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;
  718. return this;
  719. },
  720. identity: function () {
  721. this.set(
  722. 1, 0, 0,
  723. 0, 1, 0,
  724. 0, 0, 1
  725. );
  726. return this;
  727. },
  728. clone: function () {
  729. return new this.constructor().fromArray( this.elements );
  730. },
  731. copy: function ( m ) {
  732. var te = this.elements;
  733. var me = m.elements;
  734. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ];
  735. te[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ];
  736. te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ];
  737. return this;
  738. },
  739. extractBasis: function ( xAxis, yAxis, zAxis ) {
  740. xAxis.setFromMatrix3Column( this, 0 );
  741. yAxis.setFromMatrix3Column( this, 1 );
  742. zAxis.setFromMatrix3Column( this, 2 );
  743. return this;
  744. },
  745. setFromMatrix4: function ( m ) {
  746. var me = m.elements;
  747. this.set(
  748. me[ 0 ], me[ 4 ], me[ 8 ],
  749. me[ 1 ], me[ 5 ], me[ 9 ],
  750. me[ 2 ], me[ 6 ], me[ 10 ]
  751. );
  752. return this;
  753. },
  754. multiply: function ( m ) {
  755. return this.multiplyMatrices( this, m );
  756. },
  757. premultiply: function ( m ) {
  758. return this.multiplyMatrices( m, this );
  759. },
  760. multiplyMatrices: function ( a, b ) {
  761. var ae = a.elements;
  762. var be = b.elements;
  763. var te = this.elements;
  764. var a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ];
  765. var a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ];
  766. var a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ];
  767. var b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ];
  768. var b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ];
  769. var b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ];
  770. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31;
  771. te[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32;
  772. te[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33;
  773. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31;
  774. te[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32;
  775. te[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33;
  776. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31;
  777. te[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32;
  778. te[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33;
  779. return this;
  780. },
  781. multiplyScalar: function ( s ) {
  782. var te = this.elements;
  783. te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;
  784. te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;
  785. te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;
  786. return this;
  787. },
  788. determinant: function () {
  789. var te = this.elements;
  790. var a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],
  791. d = te[ 3 ], e = te[ 4 ], f = te[ 5 ],
  792. g = te[ 6 ], h = te[ 7 ], i = te[ 8 ];
  793. return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
  794. },
  795. getInverse: function ( matrix, throwOnDegenerate ) {
  796. if ( throwOnDegenerate !== undefined ) {
  797. console.warn( "THREE.Matrix3: .getInverse() can no longer be configured to throw on degenerate." );
  798. }
  799. var me = matrix.elements,
  800. te = this.elements,
  801. n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ],
  802. n12 = me[ 3 ], n22 = me[ 4 ], n32 = me[ 5 ],
  803. n13 = me[ 6 ], n23 = me[ 7 ], n33 = me[ 8 ],
  804. t11 = n33 * n22 - n32 * n23,
  805. t12 = n32 * n13 - n33 * n12,
  806. t13 = n23 * n12 - n22 * n13,
  807. det = n11 * t11 + n21 * t12 + n31 * t13;
  808. if ( det === 0 ) { return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0 ); }
  809. var detInv = 1 / det;
  810. te[ 0 ] = t11 * detInv;
  811. te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;
  812. te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;
  813. te[ 3 ] = t12 * detInv;
  814. te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;
  815. te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;
  816. te[ 6 ] = t13 * detInv;
  817. te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;
  818. te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;
  819. return this;
  820. },
  821. transpose: function () {
  822. var tmp;
  823. var m = this.elements;
  824. tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;
  825. tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;
  826. tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;
  827. return this;
  828. },
  829. getNormalMatrix: function ( matrix4 ) {
  830. return this.setFromMatrix4( matrix4 ).getInverse( this ).transpose();
  831. },
  832. transposeIntoArray: function ( r ) {
  833. var m = this.elements;
  834. r[ 0 ] = m[ 0 ];
  835. r[ 1 ] = m[ 3 ];
  836. r[ 2 ] = m[ 6 ];
  837. r[ 3 ] = m[ 1 ];
  838. r[ 4 ] = m[ 4 ];
  839. r[ 5 ] = m[ 7 ];
  840. r[ 6 ] = m[ 2 ];
  841. r[ 7 ] = m[ 5 ];
  842. r[ 8 ] = m[ 8 ];
  843. return this;
  844. },
  845. setUvTransform: function ( tx, ty, sx, sy, rotation, cx, cy ) {
  846. var c = Math.cos( rotation );
  847. var s = Math.sin( rotation );
  848. this.set(
  849. sx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx,
  850. - sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty,
  851. 0, 0, 1
  852. );
  853. },
  854. scale: function ( sx, sy ) {
  855. var te = this.elements;
  856. te[ 0 ] *= sx; te[ 3 ] *= sx; te[ 6 ] *= sx;
  857. te[ 1 ] *= sy; te[ 4 ] *= sy; te[ 7 ] *= sy;
  858. return this;
  859. },
  860. rotate: function ( theta ) {
  861. var c = Math.cos( theta );
  862. var s = Math.sin( theta );
  863. var te = this.elements;
  864. var a11 = te[ 0 ], a12 = te[ 3 ], a13 = te[ 6 ];
  865. var a21 = te[ 1 ], a22 = te[ 4 ], a23 = te[ 7 ];
  866. te[ 0 ] = c * a11 + s * a21;
  867. te[ 3 ] = c * a12 + s * a22;
  868. te[ 6 ] = c * a13 + s * a23;
  869. te[ 1 ] = - s * a11 + c * a21;
  870. te[ 4 ] = - s * a12 + c * a22;
  871. te[ 7 ] = - s * a13 + c * a23;
  872. return this;
  873. },
  874. translate: function ( tx, ty ) {
  875. var te = this.elements;
  876. te[ 0 ] += tx * te[ 2 ]; te[ 3 ] += tx * te[ 5 ]; te[ 6 ] += tx * te[ 8 ];
  877. te[ 1 ] += ty * te[ 2 ]; te[ 4 ] += ty * te[ 5 ]; te[ 7 ] += ty * te[ 8 ];
  878. return this;
  879. },
  880. equals: function ( matrix ) {
  881. var te = this.elements;
  882. var me = matrix.elements;
  883. for ( var i = 0; i < 9; i ++ ) {
  884. if ( te[ i ] !== me[ i ] ) { return false; }
  885. }
  886. return true;
  887. },
  888. fromArray: function ( array, offset ) {
  889. if ( offset === undefined ) { offset = 0; }
  890. for ( var i = 0; i < 9; i ++ ) {
  891. this.elements[ i ] = array[ i + offset ];
  892. }
  893. return this;
  894. },
  895. toArray: function ( array, offset ) {
  896. if ( array === undefined ) { array = []; }
  897. if ( offset === undefined ) { offset = 0; }
  898. var te = this.elements;
  899. array[ offset ] = te[ 0 ];
  900. array[ offset + 1 ] = te[ 1 ];
  901. array[ offset + 2 ] = te[ 2 ];
  902. array[ offset + 3 ] = te[ 3 ];
  903. array[ offset + 4 ] = te[ 4 ];
  904. array[ offset + 5 ] = te[ 5 ];
  905. array[ offset + 6 ] = te[ 6 ];
  906. array[ offset + 7 ] = te[ 7 ];
  907. array[ offset + 8 ] = te[ 8 ];
  908. return array;
  909. }
  910. } );
  911. /**
  912. * @author mrdoob / http://mrdoob.com/
  913. * @author alteredq / http://alteredqualia.com/
  914. * @author szimek / https://github.com/szimek/
  915. */
  916. var _canvas;
  917. var ImageUtils = {
  918. getDataURL: function ( image ) {
  919. if ( /^data:/i.test( image.src ) ) {
  920. return image.src;
  921. }
  922. if ( typeof HTMLCanvasElement == 'undefined' ) {
  923. return image.src;
  924. }
  925. var canvas;
  926. if ( image instanceof HTMLCanvasElement ) {
  927. canvas = image;
  928. } else {
  929. if ( _canvas === undefined ) { _canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ); }
  930. _canvas.width = image.width;
  931. _canvas.height = image.height;
  932. var context = _canvas.getContext( '2d' );
  933. if ( image instanceof ImageData ) {
  934. context.putImageData( image, 0, 0 );
  935. } else {
  936. context.drawImage( image, 0, 0, image.width, image.height );
  937. }
  938. canvas = _canvas;
  939. }
  940. if ( canvas.width > 2048 || canvas.height > 2048 ) {
  941. return canvas.toDataURL( 'image/jpeg', 0.6 );
  942. } else {
  943. return canvas.toDataURL( 'image/png' );
  944. }
  945. }
  946. };
  947. /**
  948. * @author mrdoob / http://mrdoob.com/
  949. * @author alteredq / http://alteredqualia.com/
  950. * @author szimek / https://github.com/szimek/
  951. */
  952. var textureId = 0;
  953. function Texture( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
  954. Object.defineProperty( this, 'id', { value: textureId ++ } );
  955. this.uuid = MathUtils.generateUUID();
  956. this.name = '';
  957. this.image = image !== undefined ? image : Texture.DEFAULT_IMAGE;
  958. this.mipmaps = [];
  959. this.mapping = mapping !== undefined ? mapping : Texture.DEFAULT_MAPPING;
  960. this.wrapS = wrapS !== undefined ? wrapS : ClampToEdgeWrapping;
  961. this.wrapT = wrapT !== undefined ? wrapT : ClampToEdgeWrapping;
  962. this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
  963. this.minFilter = minFilter !== undefined ? minFilter : LinearMipmapLinearFilter;
  964. this.anisotropy = anisotropy !== undefined ? anisotropy : 1;
  965. this.format = format !== undefined ? format : RGBAFormat;
  966. this.internalFormat = null;
  967. this.type = type !== undefined ? type : UnsignedByteType;
  968. this.offset = new Vector2( 0, 0 );
  969. this.repeat = new Vector2( 1, 1 );
  970. this.center = new Vector2( 0, 0 );
  971. this.rotation = 0;
  972. this.matrixAutoUpdate = true;
  973. this.matrix = new Matrix3();
  974. this.generateMipmaps = true;
  975. this.premultiplyAlpha = false;
  976. this.flipY = true;
  977. this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
  978. // Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap.
  979. //
  980. // Also changing the encoding after already used by a Material will not automatically make the Material
  981. // update. You need to explicitly call Material.needsUpdate to trigger it to recompile.
  982. this.encoding = encoding !== undefined ? encoding : LinearEncoding;
  983. this.version = 0;
  984. this.onUpdate = null;
  985. }
  986. Texture.DEFAULT_IMAGE = undefined;
  987. Texture.DEFAULT_MAPPING = UVMapping;
  988. Texture.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  989. constructor: Texture,
  990. isTexture: true,
  991. updateMatrix: function () {
  992. this.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y );
  993. },
  994. clone: function () {
  995. return new this.constructor().copy( this );
  996. },
  997. copy: function ( source ) {
  998. this.name = source.name;
  999. this.image = source.image;
  1000. this.mipmaps = source.mipmaps.slice( 0 );
  1001. this.mapping = source.mapping;
  1002. this.wrapS = source.wrapS;
  1003. this.wrapT = source.wrapT;
  1004. this.magFilter = source.magFilter;
  1005. this.minFilter = source.minFilter;
  1006. this.anisotropy = source.anisotropy;
  1007. this.format = source.format;
  1008. this.internalFormat = source.internalFormat;
  1009. this.type = source.type;
  1010. this.offset.copy( source.offset );
  1011. this.repeat.copy( source.repeat );
  1012. this.center.copy( source.center );
  1013. this.rotation = source.rotation;
  1014. this.matrixAutoUpdate = source.matrixAutoUpdate;
  1015. this.matrix.copy( source.matrix );
  1016. this.generateMipmaps = source.generateMipmaps;
  1017. this.premultiplyAlpha = source.premultiplyAlpha;
  1018. this.flipY = source.flipY;
  1019. this.unpackAlignment = source.unpackAlignment;
  1020. this.encoding = source.encoding;
  1021. return this;
  1022. },
  1023. toJSON: function ( meta ) {
  1024. var isRootObject = ( meta === undefined || typeof meta === 'string' );
  1025. if ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) {
  1026. return meta.textures[ this.uuid ];
  1027. }
  1028. var output = {
  1029. metadata: {
  1030. version: 4.5,
  1031. type: 'Texture',
  1032. generator: 'Texture.toJSON'
  1033. },
  1034. uuid: this.uuid,
  1035. name: this.name,
  1036. mapping: this.mapping,
  1037. repeat: [ this.repeat.x, this.repeat.y ],
  1038. offset: [ this.offset.x, this.offset.y ],
  1039. center: [ this.center.x, this.center.y ],
  1040. rotation: this.rotation,
  1041. wrap: [ this.wrapS, this.wrapT ],
  1042. format: this.format,
  1043. type: this.type,
  1044. encoding: this.encoding,
  1045. minFilter: this.minFilter,
  1046. magFilter: this.magFilter,
  1047. anisotropy: this.anisotropy,
  1048. flipY: this.flipY,
  1049. premultiplyAlpha: this.premultiplyAlpha,
  1050. unpackAlignment: this.unpackAlignment
  1051. };
  1052. if ( this.image !== undefined ) {
  1053. // TODO: Move to THREE.Image
  1054. var image = this.image;
  1055. if ( image.uuid === undefined ) {
  1056. image.uuid = MathUtils.generateUUID(); // UGH
  1057. }
  1058. if ( ! isRootObject && meta.images[ image.uuid ] === undefined ) {
  1059. var url;
  1060. if ( Array.isArray( image ) ) {
  1061. // process array of images e.g. CubeTexture
  1062. url = [];
  1063. for ( var i = 0, l = image.length; i < l; i ++ ) {
  1064. url.push( ImageUtils.getDataURL( image[ i ] ) );
  1065. }
  1066. } else {
  1067. // process single image
  1068. url = ImageUtils.getDataURL( image );
  1069. }
  1070. meta.images[ image.uuid ] = {
  1071. uuid: image.uuid,
  1072. url: url
  1073. };
  1074. }
  1075. output.image = image.uuid;
  1076. }
  1077. if ( ! isRootObject ) {
  1078. meta.textures[ this.uuid ] = output;
  1079. }
  1080. return output;
  1081. },
  1082. dispose: function () {
  1083. this.dispatchEvent( { type: 'dispose' } );
  1084. },
  1085. transformUv: function ( uv ) {
  1086. if ( this.mapping !== UVMapping ) { return uv; }
  1087. uv.applyMatrix3( this.matrix );
  1088. if ( uv.x < 0 || uv.x > 1 ) {
  1089. switch ( this.wrapS ) {
  1090. case RepeatWrapping:
  1091. uv.x = uv.x - Math.floor( uv.x );
  1092. break;
  1093. case ClampToEdgeWrapping:
  1094. uv.x = uv.x < 0 ? 0 : 1;
  1095. break;
  1096. case MirroredRepeatWrapping:
  1097. if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {
  1098. uv.x = Math.ceil( uv.x ) - uv.x;
  1099. } else {
  1100. uv.x = uv.x - Math.floor( uv.x );
  1101. }
  1102. break;
  1103. }
  1104. }
  1105. if ( uv.y < 0 || uv.y > 1 ) {
  1106. switch ( this.wrapT ) {
  1107. case RepeatWrapping:
  1108. uv.y = uv.y - Math.floor( uv.y );
  1109. break;
  1110. case ClampToEdgeWrapping:
  1111. uv.y = uv.y < 0 ? 0 : 1;
  1112. break;
  1113. case MirroredRepeatWrapping:
  1114. if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {
  1115. uv.y = Math.ceil( uv.y ) - uv.y;
  1116. } else {
  1117. uv.y = uv.y - Math.floor( uv.y );
  1118. }
  1119. break;
  1120. }
  1121. }
  1122. if ( this.flipY ) {
  1123. uv.y = 1 - uv.y;
  1124. }
  1125. return uv;
  1126. }
  1127. } );
  1128. Object.defineProperty( Texture.prototype, "needsUpdate", {
  1129. set: function ( value ) {
  1130. if ( value === true ) { this.version ++; }
  1131. }
  1132. } );
  1133. /**
  1134. * @author supereggbert / http://www.paulbrunt.co.uk/
  1135. * @author philogb / http://blog.thejit.org/
  1136. * @author mikael emtinger / http://gomo.se/
  1137. * @author egraether / http://egraether.com/
  1138. * @author WestLangley / http://github.com/WestLangley
  1139. */
  1140. function Vector4( x, y, z, w ) {
  1141. if ( x === void 0 ) x = 0;
  1142. if ( y === void 0 ) y = 0;
  1143. if ( z === void 0 ) z = 0;
  1144. if ( w === void 0 ) w = 1;
  1145. this.x = x;
  1146. this.y = y;
  1147. this.z = z;
  1148. this.w = w;
  1149. }
  1150. Object.defineProperties( Vector4.prototype, {
  1151. "width": {
  1152. get: function () {
  1153. return this.z;
  1154. },
  1155. set: function ( value ) {
  1156. this.z = value;
  1157. }
  1158. },
  1159. "height": {
  1160. get: function () {
  1161. return this.w;
  1162. },
  1163. set: function ( value ) {
  1164. this.w = value;
  1165. }
  1166. }
  1167. } );
  1168. Object.assign( Vector4.prototype, {
  1169. isVector4: true,
  1170. set: function ( x, y, z, w ) {
  1171. this.x = x;
  1172. this.y = y;
  1173. this.z = z;
  1174. this.w = w;
  1175. return this;
  1176. },
  1177. setScalar: function ( scalar ) {
  1178. this.x = scalar;
  1179. this.y = scalar;
  1180. this.z = scalar;
  1181. this.w = scalar;
  1182. return this;
  1183. },
  1184. setX: function ( x ) {
  1185. this.x = x;
  1186. return this;
  1187. },
  1188. setY: function ( y ) {
  1189. this.y = y;
  1190. return this;
  1191. },
  1192. setZ: function ( z ) {
  1193. this.z = z;
  1194. return this;
  1195. },
  1196. setW: function ( w ) {
  1197. this.w = w;
  1198. return this;
  1199. },
  1200. setComponent: function ( index, value ) {
  1201. switch ( index ) {
  1202. case 0: this.x = value; break;
  1203. case 1: this.y = value; break;
  1204. case 2: this.z = value; break;
  1205. case 3: this.w = value; break;
  1206. default: throw new Error( 'index is out of range: ' + index );
  1207. }
  1208. return this;
  1209. },
  1210. getComponent: function ( index ) {
  1211. switch ( index ) {
  1212. case 0: return this.x;
  1213. case 1: return this.y;
  1214. case 2: return this.z;
  1215. case 3: return this.w;
  1216. default: throw new Error( 'index is out of range: ' + index );
  1217. }
  1218. },
  1219. clone: function () {
  1220. return new this.constructor( this.x, this.y, this.z, this.w );
  1221. },
  1222. copy: function ( v ) {
  1223. this.x = v.x;
  1224. this.y = v.y;
  1225. this.z = v.z;
  1226. this.w = ( v.w !== undefined ) ? v.w : 1;
  1227. return this;
  1228. },
  1229. add: function ( v, w ) {
  1230. if ( w !== undefined ) {
  1231. console.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  1232. return this.addVectors( v, w );
  1233. }
  1234. this.x += v.x;
  1235. this.y += v.y;
  1236. this.z += v.z;
  1237. this.w += v.w;
  1238. return this;
  1239. },
  1240. addScalar: function ( s ) {
  1241. this.x += s;
  1242. this.y += s;
  1243. this.z += s;
  1244. this.w += s;
  1245. return this;
  1246. },
  1247. addVectors: function ( a, b ) {
  1248. this.x = a.x + b.x;
  1249. this.y = a.y + b.y;
  1250. this.z = a.z + b.z;
  1251. this.w = a.w + b.w;
  1252. return this;
  1253. },
  1254. addScaledVector: function ( v, s ) {
  1255. this.x += v.x * s;
  1256. this.y += v.y * s;
  1257. this.z += v.z * s;
  1258. this.w += v.w * s;
  1259. return this;
  1260. },
  1261. sub: function ( v, w ) {
  1262. if ( w !== undefined ) {
  1263. console.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  1264. return this.subVectors( v, w );
  1265. }
  1266. this.x -= v.x;
  1267. this.y -= v.y;
  1268. this.z -= v.z;
  1269. this.w -= v.w;
  1270. return this;
  1271. },
  1272. subScalar: function ( s ) {
  1273. this.x -= s;
  1274. this.y -= s;
  1275. this.z -= s;
  1276. this.w -= s;
  1277. return this;
  1278. },
  1279. subVectors: function ( a, b ) {
  1280. this.x = a.x - b.x;
  1281. this.y = a.y - b.y;
  1282. this.z = a.z - b.z;
  1283. this.w = a.w - b.w;
  1284. return this;
  1285. },
  1286. multiplyScalar: function ( scalar ) {
  1287. this.x *= scalar;
  1288. this.y *= scalar;
  1289. this.z *= scalar;
  1290. this.w *= scalar;
  1291. return this;
  1292. },
  1293. applyMatrix4: function ( m ) {
  1294. var x = this.x, y = this.y, z = this.z, w = this.w;
  1295. var e = m.elements;
  1296. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;
  1297. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;
  1298. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;
  1299. this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;
  1300. return this;
  1301. },
  1302. divideScalar: function ( scalar ) {
  1303. return this.multiplyScalar( 1 / scalar );
  1304. },
  1305. setAxisAngleFromQuaternion: function ( q ) {
  1306. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
  1307. // q is assumed to be normalized
  1308. this.w = 2 * Math.acos( q.w );
  1309. var s = Math.sqrt( 1 - q.w * q.w );
  1310. if ( s < 0.0001 ) {
  1311. this.x = 1;
  1312. this.y = 0;
  1313. this.z = 0;
  1314. } else {
  1315. this.x = q.x / s;
  1316. this.y = q.y / s;
  1317. this.z = q.z / s;
  1318. }
  1319. return this;
  1320. },
  1321. setAxisAngleFromRotationMatrix: function ( m ) {
  1322. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
  1323. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  1324. var angle, x, y, z; // variables for result
  1325. var epsilon = 0.01, // margin to allow for rounding errors
  1326. epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees
  1327. te = m.elements,
  1328. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  1329. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  1330. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  1331. if ( ( Math.abs( m12 - m21 ) < epsilon ) &&
  1332. ( Math.abs( m13 - m31 ) < epsilon ) &&
  1333. ( Math.abs( m23 - m32 ) < epsilon ) ) {
  1334. // singularity found
  1335. // first check for identity matrix which must have +1 for all terms
  1336. // in leading diagonal and zero in other terms
  1337. if ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&
  1338. ( Math.abs( m13 + m31 ) < epsilon2 ) &&
  1339. ( Math.abs( m23 + m32 ) < epsilon2 ) &&
  1340. ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
  1341. // this singularity is identity matrix so angle = 0
  1342. this.set( 1, 0, 0, 0 );
  1343. return this; // zero angle, arbitrary axis
  1344. }
  1345. // otherwise this singularity is angle = 180
  1346. angle = Math.PI;
  1347. var xx = ( m11 + 1 ) / 2;
  1348. var yy = ( m22 + 1 ) / 2;
  1349. var zz = ( m33 + 1 ) / 2;
  1350. var xy = ( m12 + m21 ) / 4;
  1351. var xz = ( m13 + m31 ) / 4;
  1352. var yz = ( m23 + m32 ) / 4;
  1353. if ( ( xx > yy ) && ( xx > zz ) ) {
  1354. // m11 is the largest diagonal term
  1355. if ( xx < epsilon ) {
  1356. x = 0;
  1357. y = 0.707106781;
  1358. z = 0.707106781;
  1359. } else {
  1360. x = Math.sqrt( xx );
  1361. y = xy / x;
  1362. z = xz / x;
  1363. }
  1364. } else if ( yy > zz ) {
  1365. // m22 is the largest diagonal term
  1366. if ( yy < epsilon ) {
  1367. x = 0.707106781;
  1368. y = 0;
  1369. z = 0.707106781;
  1370. } else {
  1371. y = Math.sqrt( yy );
  1372. x = xy / y;
  1373. z = yz / y;
  1374. }
  1375. } else {
  1376. // m33 is the largest diagonal term so base result on this
  1377. if ( zz < epsilon ) {
  1378. x = 0.707106781;
  1379. y = 0.707106781;
  1380. z = 0;
  1381. } else {
  1382. z = Math.sqrt( zz );
  1383. x = xz / z;
  1384. y = yz / z;
  1385. }
  1386. }
  1387. this.set( x, y, z, angle );
  1388. return this; // return 180 deg rotation
  1389. }
  1390. // as we have reached here there are no singularities so we can handle normally
  1391. var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +
  1392. ( m13 - m31 ) * ( m13 - m31 ) +
  1393. ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
  1394. if ( Math.abs( s ) < 0.001 ) { s = 1; }
  1395. // prevent divide by zero, should not happen if matrix is orthogonal and should be
  1396. // caught by singularity test above, but I've left it in just in case
  1397. this.x = ( m32 - m23 ) / s;
  1398. this.y = ( m13 - m31 ) / s;
  1399. this.z = ( m21 - m12 ) / s;
  1400. this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
  1401. return this;
  1402. },
  1403. min: function ( v ) {
  1404. this.x = Math.min( this.x, v.x );
  1405. this.y = Math.min( this.y, v.y );
  1406. this.z = Math.min( this.z, v.z );
  1407. this.w = Math.min( this.w, v.w );
  1408. return this;
  1409. },
  1410. max: function ( v ) {
  1411. this.x = Math.max( this.x, v.x );
  1412. this.y = Math.max( this.y, v.y );
  1413. this.z = Math.max( this.z, v.z );
  1414. this.w = Math.max( this.w, v.w );
  1415. return this;
  1416. },
  1417. clamp: function ( min, max ) {
  1418. // assumes min < max, componentwise
  1419. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  1420. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  1421. this.z = Math.max( min.z, Math.min( max.z, this.z ) );
  1422. this.w = Math.max( min.w, Math.min( max.w, this.w ) );
  1423. return this;
  1424. },
  1425. clampScalar: function ( minVal, maxVal ) {
  1426. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  1427. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  1428. this.z = Math.max( minVal, Math.min( maxVal, this.z ) );
  1429. this.w = Math.max( minVal, Math.min( maxVal, this.w ) );
  1430. return this;
  1431. },
  1432. clampLength: function ( min, max ) {
  1433. var length = this.length();
  1434. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  1435. },
  1436. floor: function () {
  1437. this.x = Math.floor( this.x );
  1438. this.y = Math.floor( this.y );
  1439. this.z = Math.floor( this.z );
  1440. this.w = Math.floor( this.w );
  1441. return this;
  1442. },
  1443. ceil: function () {
  1444. this.x = Math.ceil( this.x );
  1445. this.y = Math.ceil( this.y );
  1446. this.z = Math.ceil( this.z );
  1447. this.w = Math.ceil( this.w );
  1448. return this;
  1449. },
  1450. round: function () {
  1451. this.x = Math.round( this.x );
  1452. this.y = Math.round( this.y );
  1453. this.z = Math.round( this.z );
  1454. this.w = Math.round( this.w );
  1455. return this;
  1456. },
  1457. roundToZero: function () {
  1458. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  1459. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  1460. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  1461. this.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w );
  1462. return this;
  1463. },
  1464. negate: function () {
  1465. this.x = - this.x;
  1466. this.y = - this.y;
  1467. this.z = - this.z;
  1468. this.w = - this.w;
  1469. return this;
  1470. },
  1471. dot: function ( v ) {
  1472. return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
  1473. },
  1474. lengthSq: function () {
  1475. return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
  1476. },
  1477. length: function () {
  1478. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
  1479. },
  1480. manhattanLength: function () {
  1481. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
  1482. },
  1483. normalize: function () {
  1484. return this.divideScalar( this.length() || 1 );
  1485. },
  1486. setLength: function ( length ) {
  1487. return this.normalize().multiplyScalar( length );
  1488. },
  1489. lerp: function ( v, alpha ) {
  1490. this.x += ( v.x - this.x ) * alpha;
  1491. this.y += ( v.y - this.y ) * alpha;
  1492. this.z += ( v.z - this.z ) * alpha;
  1493. this.w += ( v.w - this.w ) * alpha;
  1494. return this;
  1495. },
  1496. lerpVectors: function ( v1, v2, alpha ) {
  1497. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  1498. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  1499. this.z = v1.z + ( v2.z - v1.z ) * alpha;
  1500. this.w = v1.w + ( v2.w - v1.w ) * alpha;
  1501. return this;
  1502. },
  1503. equals: function ( v ) {
  1504. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
  1505. },
  1506. fromArray: function ( array, offset ) {
  1507. if ( offset === undefined ) { offset = 0; }
  1508. this.x = array[ offset ];
  1509. this.y = array[ offset + 1 ];
  1510. this.z = array[ offset + 2 ];
  1511. this.w = array[ offset + 3 ];
  1512. return this;
  1513. },
  1514. toArray: function ( array, offset ) {
  1515. if ( array === undefined ) { array = []; }
  1516. if ( offset === undefined ) { offset = 0; }
  1517. array[ offset ] = this.x;
  1518. array[ offset + 1 ] = this.y;
  1519. array[ offset + 2 ] = this.z;
  1520. array[ offset + 3 ] = this.w;
  1521. return array;
  1522. },
  1523. fromBufferAttribute: function ( attribute, index, offset ) {
  1524. if ( offset !== undefined ) {
  1525. console.warn( 'THREE.Vector4: offset has been removed from .fromBufferAttribute().' );
  1526. }
  1527. this.x = attribute.getX( index );
  1528. this.y = attribute.getY( index );
  1529. this.z = attribute.getZ( index );
  1530. this.w = attribute.getW( index );
  1531. return this;
  1532. },
  1533. random: function () {
  1534. this.x = Math.random();
  1535. this.y = Math.random();
  1536. this.z = Math.random();
  1537. this.w = Math.random();
  1538. return this;
  1539. }
  1540. } );
  1541. /**
  1542. * @author szimek / https://github.com/szimek/
  1543. * @author alteredq / http://alteredqualia.com/
  1544. * @author Marius Kintel / https://github.com/kintel
  1545. */
  1546. /*
  1547. In options, we can specify:
  1548. * Texture parameters for an auto-generated target texture
  1549. * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers
  1550. */
  1551. function WebGLRenderTarget( width, height, options ) {
  1552. this.width = width;
  1553. this.height = height;
  1554. this.scissor = new Vector4( 0, 0, width, height );
  1555. this.scissorTest = false;
  1556. this.viewport = new Vector4( 0, 0, width, height );
  1557. options = options || {};
  1558. this.texture = new Texture( undefined, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding );
  1559. this.texture.image = {};
  1560. this.texture.image.width = width;
  1561. this.texture.image.height = height;
  1562. this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;
  1563. this.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;
  1564. this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;
  1565. this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true;
  1566. this.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null;
  1567. }
  1568. WebGLRenderTarget.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  1569. constructor: WebGLRenderTarget,
  1570. isWebGLRenderTarget: true,
  1571. setSize: function ( width, height ) {
  1572. if ( this.width !== width || this.height !== height ) {
  1573. this.width = width;
  1574. this.height = height;
  1575. this.texture.image.width = width;
  1576. this.texture.image.height = height;
  1577. this.dispose();
  1578. }
  1579. this.viewport.set( 0, 0, width, height );
  1580. this.scissor.set( 0, 0, width, height );
  1581. },
  1582. clone: function () {
  1583. return new this.constructor().copy( this );
  1584. },
  1585. copy: function ( source ) {
  1586. this.width = source.width;
  1587. this.height = source.height;
  1588. this.viewport.copy( source.viewport );
  1589. this.texture = source.texture.clone();
  1590. this.depthBuffer = source.depthBuffer;
  1591. this.stencilBuffer = source.stencilBuffer;
  1592. this.depthTexture = source.depthTexture;
  1593. return this;
  1594. },
  1595. dispose: function () {
  1596. this.dispatchEvent( { type: 'dispose' } );
  1597. }
  1598. } );
  1599. /**
  1600. * @author Mugen87 / https://github.com/Mugen87
  1601. * @author Matt DesLauriers / @mattdesl
  1602. */
  1603. function WebGLMultisampleRenderTarget( width, height, options ) {
  1604. WebGLRenderTarget.call( this, width, height, options );
  1605. this.samples = 4;
  1606. }
  1607. WebGLMultisampleRenderTarget.prototype = Object.assign( Object.create( WebGLRenderTarget.prototype ), {
  1608. constructor: WebGLMultisampleRenderTarget,
  1609. isWebGLMultisampleRenderTarget: true,
  1610. copy: function ( source ) {
  1611. WebGLRenderTarget.prototype.copy.call( this, source );
  1612. this.samples = source.samples;
  1613. return this;
  1614. }
  1615. } );
  1616. /**
  1617. * @author mikael emtinger / http://gomo.se/
  1618. * @author alteredq / http://alteredqualia.com/
  1619. * @author WestLangley / http://github.com/WestLangley
  1620. * @author bhouston / http://clara.io
  1621. */
  1622. function Quaternion( x, y, z, w ) {
  1623. if ( x === void 0 ) x = 0;
  1624. if ( y === void 0 ) y = 0;
  1625. if ( z === void 0 ) z = 0;
  1626. if ( w === void 0 ) w = 1;
  1627. this._x = x;
  1628. this._y = y;
  1629. this._z = z;
  1630. this._w = w;
  1631. }
  1632. Object.assign( Quaternion, {
  1633. slerp: function ( qa, qb, qm, t ) {
  1634. return qm.copy( qa ).slerp( qb, t );
  1635. },
  1636. slerpFlat: function ( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {
  1637. // fuzz-free, array-based Quaternion SLERP operation
  1638. var x0 = src0[ srcOffset0 + 0 ],
  1639. y0 = src0[ srcOffset0 + 1 ],
  1640. z0 = src0[ srcOffset0 + 2 ],
  1641. w0 = src0[ srcOffset0 + 3 ];
  1642. var x1 = src1[ srcOffset1 + 0 ],
  1643. y1 = src1[ srcOffset1 + 1 ],
  1644. z1 = src1[ srcOffset1 + 2 ],
  1645. w1 = src1[ srcOffset1 + 3 ];
  1646. if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {
  1647. var s = 1 - t,
  1648. cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1,
  1649. dir = ( cos >= 0 ? 1 : - 1 ),
  1650. sqrSin = 1 - cos * cos;
  1651. // Skip the Slerp for tiny steps to avoid numeric problems:
  1652. if ( sqrSin > Number.EPSILON ) {
  1653. var sin = Math.sqrt( sqrSin ),
  1654. len = Math.atan2( sin, cos * dir );
  1655. s = Math.sin( s * len ) / sin;
  1656. t = Math.sin( t * len ) / sin;
  1657. }
  1658. var tDir = t * dir;
  1659. x0 = x0 * s + x1 * tDir;
  1660. y0 = y0 * s + y1 * tDir;
  1661. z0 = z0 * s + z1 * tDir;
  1662. w0 = w0 * s + w1 * tDir;
  1663. // Normalize in case we just did a lerp:
  1664. if ( s === 1 - t ) {
  1665. var f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );
  1666. x0 *= f;
  1667. y0 *= f;
  1668. z0 *= f;
  1669. w0 *= f;
  1670. }
  1671. }
  1672. dst[ dstOffset ] = x0;
  1673. dst[ dstOffset + 1 ] = y0;
  1674. dst[ dstOffset + 2 ] = z0;
  1675. dst[ dstOffset + 3 ] = w0;
  1676. },
  1677. multiplyQuaternionsFlat: function ( dst, dstOffset, src0, srcOffset0, src1, srcOffset1 ) {
  1678. var x0 = src0[ srcOffset0 ];
  1679. var y0 = src0[ srcOffset0 + 1 ];
  1680. var z0 = src0[ srcOffset0 + 2 ];
  1681. var w0 = src0[ srcOffset0 + 3 ];
  1682. var x1 = src1[ srcOffset1 ];
  1683. var y1 = src1[ srcOffset1 + 1 ];
  1684. var z1 = src1[ srcOffset1 + 2 ];
  1685. var w1 = src1[ srcOffset1 + 3 ];
  1686. dst[ dstOffset ] = x0 * w1 + w0 * x1 + y0 * z1 - z0 * y1;
  1687. dst[ dstOffset + 1 ] = y0 * w1 + w0 * y1 + z0 * x1 - x0 * z1;
  1688. dst[ dstOffset + 2 ] = z0 * w1 + w0 * z1 + x0 * y1 - y0 * x1;
  1689. dst[ dstOffset + 3 ] = w0 * w1 - x0 * x1 - y0 * y1 - z0 * z1;
  1690. return dst;
  1691. }
  1692. } );
  1693. Object.defineProperties( Quaternion.prototype, {
  1694. x: {
  1695. get: function () {
  1696. return this._x;
  1697. },
  1698. set: function ( value ) {
  1699. this._x = value;
  1700. this._onChangeCallback();
  1701. }
  1702. },
  1703. y: {
  1704. get: function () {
  1705. return this._y;
  1706. },
  1707. set: function ( value ) {
  1708. this._y = value;
  1709. this._onChangeCallback();
  1710. }
  1711. },
  1712. z: {
  1713. get: function () {
  1714. return this._z;
  1715. },
  1716. set: function ( value ) {
  1717. this._z = value;
  1718. this._onChangeCallback();
  1719. }
  1720. },
  1721. w: {
  1722. get: function () {
  1723. return this._w;
  1724. },
  1725. set: function ( value ) {
  1726. this._w = value;
  1727. this._onChangeCallback();
  1728. }
  1729. }
  1730. } );
  1731. Object.assign( Quaternion.prototype, {
  1732. isQuaternion: true,
  1733. set: function ( x, y, z, w ) {
  1734. this._x = x;
  1735. this._y = y;
  1736. this._z = z;
  1737. this._w = w;
  1738. this._onChangeCallback();
  1739. return this;
  1740. },
  1741. clone: function () {
  1742. return new this.constructor( this._x, this._y, this._z, this._w );
  1743. },
  1744. copy: function ( quaternion ) {
  1745. this._x = quaternion.x;
  1746. this._y = quaternion.y;
  1747. this._z = quaternion.z;
  1748. this._w = quaternion.w;
  1749. this._onChangeCallback();
  1750. return this;
  1751. },
  1752. setFromEuler: function ( euler, update ) {
  1753. if ( ! ( euler && euler.isEuler ) ) {
  1754. throw new Error( 'THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.' );
  1755. }
  1756. var x = euler._x, y = euler._y, z = euler._z, order = euler.order;
  1757. // http://www.mathworks.com/matlabcentral/fileexchange/
  1758. // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
  1759. // content/SpinCalc.m
  1760. var cos = Math.cos;
  1761. var sin = Math.sin;
  1762. var c1 = cos( x / 2 );
  1763. var c2 = cos( y / 2 );
  1764. var c3 = cos( z / 2 );
  1765. var s1 = sin( x / 2 );
  1766. var s2 = sin( y / 2 );
  1767. var s3 = sin( z / 2 );
  1768. switch ( order ) {
  1769. case 'XYZ':
  1770. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  1771. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  1772. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  1773. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  1774. break;
  1775. case 'YXZ':
  1776. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  1777. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  1778. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  1779. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  1780. break;
  1781. case 'ZXY':
  1782. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  1783. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  1784. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  1785. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  1786. break;
  1787. case 'ZYX':
  1788. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  1789. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  1790. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  1791. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  1792. break;
  1793. case 'YZX':
  1794. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  1795. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  1796. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  1797. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  1798. break;
  1799. case 'XZY':
  1800. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  1801. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  1802. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  1803. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  1804. break;
  1805. default:
  1806. console.warn( 'THREE.Quaternion: .setFromEuler() encountered an unknown order: ' + order );
  1807. }
  1808. if ( update !== false ) { this._onChangeCallback(); }
  1809. return this;
  1810. },
  1811. setFromAxisAngle: function ( axis, angle ) {
  1812. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
  1813. // assumes axis is normalized
  1814. var halfAngle = angle / 2, s = Math.sin( halfAngle );
  1815. this._x = axis.x * s;
  1816. this._y = axis.y * s;
  1817. this._z = axis.z * s;
  1818. this._w = Math.cos( halfAngle );
  1819. this._onChangeCallback();
  1820. return this;
  1821. },
  1822. setFromRotationMatrix: function ( m ) {
  1823. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
  1824. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  1825. var te = m.elements,
  1826. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  1827. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  1828. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],
  1829. trace = m11 + m22 + m33;
  1830. if ( trace > 0 ) {
  1831. var s = 0.5 / Math.sqrt( trace + 1.0 );
  1832. this._w = 0.25 / s;
  1833. this._x = ( m32 - m23 ) * s;
  1834. this._y = ( m13 - m31 ) * s;
  1835. this._z = ( m21 - m12 ) * s;
  1836. } else if ( m11 > m22 && m11 > m33 ) {
  1837. var s$1 = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
  1838. this._w = ( m32 - m23 ) / s$1;
  1839. this._x = 0.25 * s$1;
  1840. this._y = ( m12 + m21 ) / s$1;
  1841. this._z = ( m13 + m31 ) / s$1;
  1842. } else if ( m22 > m33 ) {
  1843. var s$2 = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
  1844. this._w = ( m13 - m31 ) / s$2;
  1845. this._x = ( m12 + m21 ) / s$2;
  1846. this._y = 0.25 * s$2;
  1847. this._z = ( m23 + m32 ) / s$2;
  1848. } else {
  1849. var s$3 = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
  1850. this._w = ( m21 - m12 ) / s$3;
  1851. this._x = ( m13 + m31 ) / s$3;
  1852. this._y = ( m23 + m32 ) / s$3;
  1853. this._z = 0.25 * s$3;
  1854. }
  1855. this._onChangeCallback();
  1856. return this;
  1857. },
  1858. setFromUnitVectors: function ( vFrom, vTo ) {
  1859. // assumes direction vectors vFrom and vTo are normalized
  1860. var EPS = 0.000001;
  1861. var r = vFrom.dot( vTo ) + 1;
  1862. if ( r < EPS ) {
  1863. r = 0;
  1864. if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {
  1865. this._x = - vFrom.y;
  1866. this._y = vFrom.x;
  1867. this._z = 0;
  1868. this._w = r;
  1869. } else {
  1870. this._x = 0;
  1871. this._y = - vFrom.z;
  1872. this._z = vFrom.y;
  1873. this._w = r;
  1874. }
  1875. } else {
  1876. // crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3
  1877. this._x = vFrom.y * vTo.z - vFrom.z * vTo.y;
  1878. this._y = vFrom.z * vTo.x - vFrom.x * vTo.z;
  1879. this._z = vFrom.x * vTo.y - vFrom.y * vTo.x;
  1880. this._w = r;
  1881. }
  1882. return this.normalize();
  1883. },
  1884. angleTo: function ( q ) {
  1885. return 2 * Math.acos( Math.abs( MathUtils.clamp( this.dot( q ), - 1, 1 ) ) );
  1886. },
  1887. rotateTowards: function ( q, step ) {
  1888. var angle = this.angleTo( q );
  1889. if ( angle === 0 ) { return this; }
  1890. var t = Math.min( 1, step / angle );
  1891. this.slerp( q, t );
  1892. return this;
  1893. },
  1894. identity: function () {
  1895. return this.set( 0, 0, 0, 1 );
  1896. },
  1897. inverse: function () {
  1898. // quaternion is assumed to have unit length
  1899. return this.conjugate();
  1900. },
  1901. conjugate: function () {
  1902. this._x *= - 1;
  1903. this._y *= - 1;
  1904. this._z *= - 1;
  1905. this._onChangeCallback();
  1906. return this;
  1907. },
  1908. dot: function ( v ) {
  1909. return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
  1910. },
  1911. lengthSq: function () {
  1912. return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
  1913. },
  1914. length: function () {
  1915. return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );
  1916. },
  1917. normalize: function () {
  1918. var l = this.length();
  1919. if ( l === 0 ) {
  1920. this._x = 0;
  1921. this._y = 0;
  1922. this._z = 0;
  1923. this._w = 1;
  1924. } else {
  1925. l = 1 / l;
  1926. this._x = this._x * l;
  1927. this._y = this._y * l;
  1928. this._z = this._z * l;
  1929. this._w = this._w * l;
  1930. }
  1931. this._onChangeCallback();
  1932. return this;
  1933. },
  1934. multiply: function ( q, p ) {
  1935. if ( p !== undefined ) {
  1936. console.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' );
  1937. return this.multiplyQuaternions( q, p );
  1938. }
  1939. return this.multiplyQuaternions( this, q );
  1940. },
  1941. premultiply: function ( q ) {
  1942. return this.multiplyQuaternions( q, this );
  1943. },
  1944. multiplyQuaternions: function ( a, b ) {
  1945. // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
  1946. var qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
  1947. var qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;
  1948. this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
  1949. this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
  1950. this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
  1951. this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
  1952. this._onChangeCallback();
  1953. return this;
  1954. },
  1955. slerp: function ( qb, t ) {
  1956. if ( t === 0 ) { return this; }
  1957. if ( t === 1 ) { return this.copy( qb ); }
  1958. var x = this._x, y = this._y, z = this._z, w = this._w;
  1959. // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
  1960. var cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;
  1961. if ( cosHalfTheta < 0 ) {
  1962. this._w = - qb._w;
  1963. this._x = - qb._x;
  1964. this._y = - qb._y;
  1965. this._z = - qb._z;
  1966. cosHalfTheta = - cosHalfTheta;
  1967. } else {
  1968. this.copy( qb );
  1969. }
  1970. if ( cosHalfTheta >= 1.0 ) {
  1971. this._w = w;
  1972. this._x = x;
  1973. this._y = y;
  1974. this._z = z;
  1975. return this;
  1976. }
  1977. var sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta;
  1978. if ( sqrSinHalfTheta <= Number.EPSILON ) {
  1979. var s = 1 - t;
  1980. this._w = s * w + t * this._w;
  1981. this._x = s * x + t * this._x;
  1982. this._y = s * y + t * this._y;
  1983. this._z = s * z + t * this._z;
  1984. this.normalize();
  1985. this._onChangeCallback();
  1986. return this;
  1987. }
  1988. var sinHalfTheta = Math.sqrt( sqrSinHalfTheta );
  1989. var halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta );
  1990. var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,
  1991. ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;
  1992. this._w = ( w * ratioA + this._w * ratioB );
  1993. this._x = ( x * ratioA + this._x * ratioB );
  1994. this._y = ( y * ratioA + this._y * ratioB );
  1995. this._z = ( z * ratioA + this._z * ratioB );
  1996. this._onChangeCallback();
  1997. return this;
  1998. },
  1999. equals: function ( quaternion ) {
  2000. return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
  2001. },
  2002. fromArray: function ( array, offset ) {
  2003. if ( offset === undefined ) { offset = 0; }
  2004. this._x = array[ offset ];
  2005. this._y = array[ offset + 1 ];
  2006. this._z = array[ offset + 2 ];
  2007. this._w = array[ offset + 3 ];
  2008. this._onChangeCallback();
  2009. return this;
  2010. },
  2011. toArray: function ( array, offset ) {
  2012. if ( array === undefined ) { array = []; }
  2013. if ( offset === undefined ) { offset = 0; }
  2014. array[ offset ] = this._x;
  2015. array[ offset + 1 ] = this._y;
  2016. array[ offset + 2 ] = this._z;
  2017. array[ offset + 3 ] = this._w;
  2018. return array;
  2019. },
  2020. fromBufferAttribute: function ( attribute, index ) {
  2021. this._x = attribute.getX( index );
  2022. this._y = attribute.getY( index );
  2023. this._z = attribute.getZ( index );
  2024. this._w = attribute.getW( index );
  2025. return this;
  2026. },
  2027. _onChange: function ( callback ) {
  2028. this._onChangeCallback = callback;
  2029. return this;
  2030. },
  2031. _onChangeCallback: function () {}
  2032. } );
  2033. /**
  2034. * @author mrdoob / http://mrdoob.com/
  2035. * @author kile / http://kile.stravaganza.org/
  2036. * @author philogb / http://blog.thejit.org/
  2037. * @author mikael emtinger / http://gomo.se/
  2038. * @author egraether / http://egraether.com/
  2039. * @author WestLangley / http://github.com/WestLangley
  2040. */
  2041. var _vector = new Vector3();
  2042. var _quaternion = new Quaternion();
  2043. function Vector3( x, y, z ) {
  2044. if ( x === void 0 ) x = 0;
  2045. if ( y === void 0 ) y = 0;
  2046. if ( z === void 0 ) z = 0;
  2047. this.x = x;
  2048. this.y = y;
  2049. this.z = z;
  2050. }
  2051. Object.assign( Vector3.prototype, {
  2052. isVector3: true,
  2053. set: function ( x, y, z ) {
  2054. if ( z === undefined ) { z = this.z; } // sprite.scale.set(x,y)
  2055. this.x = x;
  2056. this.y = y;
  2057. this.z = z;
  2058. return this;
  2059. },
  2060. setScalar: function ( scalar ) {
  2061. this.x = scalar;
  2062. this.y = scalar;
  2063. this.z = scalar;
  2064. return this;
  2065. },
  2066. setX: function ( x ) {
  2067. this.x = x;
  2068. return this;
  2069. },
  2070. setY: function ( y ) {
  2071. this.y = y;
  2072. return this;
  2073. },
  2074. setZ: function ( z ) {
  2075. this.z = z;
  2076. return this;
  2077. },
  2078. setComponent: function ( index, value ) {
  2079. switch ( index ) {
  2080. case 0: this.x = value; break;
  2081. case 1: this.y = value; break;
  2082. case 2: this.z = value; break;
  2083. default: throw new Error( 'index is out of range: ' + index );
  2084. }
  2085. return this;
  2086. },
  2087. getComponent: function ( index ) {
  2088. switch ( index ) {
  2089. case 0: return this.x;
  2090. case 1: return this.y;
  2091. case 2: return this.z;
  2092. default: throw new Error( 'index is out of range: ' + index );
  2093. }
  2094. },
  2095. clone: function () {
  2096. return new this.constructor( this.x, this.y, this.z );
  2097. },
  2098. copy: function ( v ) {
  2099. this.x = v.x;
  2100. this.y = v.y;
  2101. this.z = v.z;
  2102. return this;
  2103. },
  2104. add: function ( v, w ) {
  2105. if ( w !== undefined ) {
  2106. console.warn( 'THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  2107. return this.addVectors( v, w );
  2108. }
  2109. this.x += v.x;
  2110. this.y += v.y;
  2111. this.z += v.z;
  2112. return this;
  2113. },
  2114. addScalar: function ( s ) {
  2115. this.x += s;
  2116. this.y += s;
  2117. this.z += s;
  2118. return this;
  2119. },
  2120. addVectors: function ( a, b ) {
  2121. this.x = a.x + b.x;
  2122. this.y = a.y + b.y;
  2123. this.z = a.z + b.z;
  2124. return this;
  2125. },
  2126. addScaledVector: function ( v, s ) {
  2127. this.x += v.x * s;
  2128. this.y += v.y * s;
  2129. this.z += v.z * s;
  2130. return this;
  2131. },
  2132. sub: function ( v, w ) {
  2133. if ( w !== undefined ) {
  2134. console.warn( 'THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  2135. return this.subVectors( v, w );
  2136. }
  2137. this.x -= v.x;
  2138. this.y -= v.y;
  2139. this.z -= v.z;
  2140. return this;
  2141. },
  2142. subScalar: function ( s ) {
  2143. this.x -= s;
  2144. this.y -= s;
  2145. this.z -= s;
  2146. return this;
  2147. },
  2148. subVectors: function ( a, b ) {
  2149. this.x = a.x - b.x;
  2150. this.y = a.y - b.y;
  2151. this.z = a.z - b.z;
  2152. return this;
  2153. },
  2154. multiply: function ( v, w ) {
  2155. if ( w !== undefined ) {
  2156. console.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' );
  2157. return this.multiplyVectors( v, w );
  2158. }
  2159. this.x *= v.x;
  2160. this.y *= v.y;
  2161. this.z *= v.z;
  2162. return this;
  2163. },
  2164. multiplyScalar: function ( scalar ) {
  2165. this.x *= scalar;
  2166. this.y *= scalar;
  2167. this.z *= scalar;
  2168. return this;
  2169. },
  2170. multiplyVectors: function ( a, b ) {
  2171. this.x = a.x * b.x;
  2172. this.y = a.y * b.y;
  2173. this.z = a.z * b.z;
  2174. return this;
  2175. },
  2176. applyEuler: function ( euler ) {
  2177. if ( ! ( euler && euler.isEuler ) ) {
  2178. console.error( 'THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.' );
  2179. }
  2180. return this.applyQuaternion( _quaternion.setFromEuler( euler ) );
  2181. },
  2182. applyAxisAngle: function ( axis, angle ) {
  2183. return this.applyQuaternion( _quaternion.setFromAxisAngle( axis, angle ) );
  2184. },
  2185. applyMatrix3: function ( m ) {
  2186. var x = this.x, y = this.y, z = this.z;
  2187. var e = m.elements;
  2188. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;
  2189. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;
  2190. this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;
  2191. return this;
  2192. },
  2193. applyNormalMatrix: function ( m ) {
  2194. return this.applyMatrix3( m ).normalize();
  2195. },
  2196. applyMatrix4: function ( m ) {
  2197. var x = this.x, y = this.y, z = this.z;
  2198. var e = m.elements;
  2199. var w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );
  2200. this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w;
  2201. this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w;
  2202. this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w;
  2203. return this;
  2204. },
  2205. applyQuaternion: function ( q ) {
  2206. var x = this.x, y = this.y, z = this.z;
  2207. var qx = q.x, qy = q.y, qz = q.z, qw = q.w;
  2208. // calculate quat * vector
  2209. var ix = qw * x + qy * z - qz * y;
  2210. var iy = qw * y + qz * x - qx * z;
  2211. var iz = qw * z + qx * y - qy * x;
  2212. var iw = - qx * x - qy * y - qz * z;
  2213. // calculate result * inverse quat
  2214. this.x = ix * qw + iw * - qx + iy * - qz - iz * - qy;
  2215. this.y = iy * qw + iw * - qy + iz * - qx - ix * - qz;
  2216. this.z = iz * qw + iw * - qz + ix * - qy - iy * - qx;
  2217. return this;
  2218. },
  2219. project: function ( camera ) {
  2220. return this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );
  2221. },
  2222. unproject: function ( camera ) {
  2223. return this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld );
  2224. },
  2225. transformDirection: function ( m ) {
  2226. // input: THREE.Matrix4 affine matrix
  2227. // vector interpreted as a direction
  2228. var x = this.x, y = this.y, z = this.z;
  2229. var e = m.elements;
  2230. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;
  2231. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;
  2232. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;
  2233. return this.normalize();
  2234. },
  2235. divide: function ( v ) {
  2236. this.x /= v.x;
  2237. this.y /= v.y;
  2238. this.z /= v.z;
  2239. return this;
  2240. },
  2241. divideScalar: function ( scalar ) {
  2242. return this.multiplyScalar( 1 / scalar );
  2243. },
  2244. min: function ( v ) {
  2245. this.x = Math.min( this.x, v.x );
  2246. this.y = Math.min( this.y, v.y );
  2247. this.z = Math.min( this.z, v.z );
  2248. return this;
  2249. },
  2250. max: function ( v ) {
  2251. this.x = Math.max( this.x, v.x );
  2252. this.y = Math.max( this.y, v.y );
  2253. this.z = Math.max( this.z, v.z );
  2254. return this;
  2255. },
  2256. clamp: function ( min, max ) {
  2257. // assumes min < max, componentwise
  2258. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  2259. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  2260. this.z = Math.max( min.z, Math.min( max.z, this.z ) );
  2261. return this;
  2262. },
  2263. clampScalar: function ( minVal, maxVal ) {
  2264. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  2265. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  2266. this.z = Math.max( minVal, Math.min( maxVal, this.z ) );
  2267. return this;
  2268. },
  2269. clampLength: function ( min, max ) {
  2270. var length = this.length();
  2271. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  2272. },
  2273. floor: function () {
  2274. this.x = Math.floor( this.x );
  2275. this.y = Math.floor( this.y );
  2276. this.z = Math.floor( this.z );
  2277. return this;
  2278. },
  2279. ceil: function () {
  2280. this.x = Math.ceil( this.x );
  2281. this.y = Math.ceil( this.y );
  2282. this.z = Math.ceil( this.z );
  2283. return this;
  2284. },
  2285. round: function () {
  2286. this.x = Math.round( this.x );
  2287. this.y = Math.round( this.y );
  2288. this.z = Math.round( this.z );
  2289. return this;
  2290. },
  2291. roundToZero: function () {
  2292. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  2293. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  2294. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  2295. return this;
  2296. },
  2297. negate: function () {
  2298. this.x = - this.x;
  2299. this.y = - this.y;
  2300. this.z = - this.z;
  2301. return this;
  2302. },
  2303. dot: function ( v ) {
  2304. return this.x * v.x + this.y * v.y + this.z * v.z;
  2305. },
  2306. // TODO lengthSquared?
  2307. lengthSq: function () {
  2308. return this.x * this.x + this.y * this.y + this.z * this.z;
  2309. },
  2310. length: function () {
  2311. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
  2312. },
  2313. manhattanLength: function () {
  2314. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
  2315. },
  2316. normalize: function () {
  2317. return this.divideScalar( this.length() || 1 );
  2318. },
  2319. setLength: function ( length ) {
  2320. return this.normalize().multiplyScalar( length );
  2321. },
  2322. lerp: function ( v, alpha ) {
  2323. this.x += ( v.x - this.x ) * alpha;
  2324. this.y += ( v.y - this.y ) * alpha;
  2325. this.z += ( v.z - this.z ) * alpha;
  2326. return this;
  2327. },
  2328. lerpVectors: function ( v1, v2, alpha ) {
  2329. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  2330. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  2331. this.z = v1.z + ( v2.z - v1.z ) * alpha;
  2332. return this;
  2333. },
  2334. cross: function ( v, w ) {
  2335. if ( w !== undefined ) {
  2336. console.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );
  2337. return this.crossVectors( v, w );
  2338. }
  2339. return this.crossVectors( this, v );
  2340. },
  2341. crossVectors: function ( a, b ) {
  2342. var ax = a.x, ay = a.y, az = a.z;
  2343. var bx = b.x, by = b.y, bz = b.z;
  2344. this.x = ay * bz - az * by;
  2345. this.y = az * bx - ax * bz;
  2346. this.z = ax * by - ay * bx;
  2347. return this;
  2348. },
  2349. projectOnVector: function ( v ) {
  2350. var denominator = v.lengthSq();
  2351. if ( denominator === 0 ) { return this.set( 0, 0, 0 ); }
  2352. var scalar = v.dot( this ) / denominator;
  2353. return this.copy( v ).multiplyScalar( scalar );
  2354. },
  2355. projectOnPlane: function ( planeNormal ) {
  2356. _vector.copy( this ).projectOnVector( planeNormal );
  2357. return this.sub( _vector );
  2358. },
  2359. reflect: function ( normal ) {
  2360. // reflect incident vector off plane orthogonal to normal
  2361. // normal is assumed to have unit length
  2362. return this.sub( _vector.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
  2363. },
  2364. angleTo: function ( v ) {
  2365. var denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );
  2366. if ( denominator === 0 ) { return Math.PI / 2; }
  2367. var theta = this.dot( v ) / denominator;
  2368. // clamp, to handle numerical problems
  2369. return Math.acos( MathUtils.clamp( theta, - 1, 1 ) );
  2370. },
  2371. distanceTo: function ( v ) {
  2372. return Math.sqrt( this.distanceToSquared( v ) );
  2373. },
  2374. distanceToSquared: function ( v ) {
  2375. var dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;
  2376. return dx * dx + dy * dy + dz * dz;
  2377. },
  2378. manhattanDistanceTo: function ( v ) {
  2379. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );
  2380. },
  2381. setFromSpherical: function ( s ) {
  2382. return this.setFromSphericalCoords( s.radius, s.phi, s.theta );
  2383. },
  2384. setFromSphericalCoords: function ( radius, phi, theta ) {
  2385. var sinPhiRadius = Math.sin( phi ) * radius;
  2386. this.x = sinPhiRadius * Math.sin( theta );
  2387. this.y = Math.cos( phi ) * radius;
  2388. this.z = sinPhiRadius * Math.cos( theta );
  2389. return this;
  2390. },
  2391. setFromCylindrical: function ( c ) {
  2392. return this.setFromCylindricalCoords( c.radius, c.theta, c.y );
  2393. },
  2394. setFromCylindricalCoords: function ( radius, theta, y ) {
  2395. this.x = radius * Math.sin( theta );
  2396. this.y = y;
  2397. this.z = radius * Math.cos( theta );
  2398. return this;
  2399. },
  2400. setFromMatrixPosition: function ( m ) {
  2401. var e = m.elements;
  2402. this.x = e[ 12 ];
  2403. this.y = e[ 13 ];
  2404. this.z = e[ 14 ];
  2405. return this;
  2406. },
  2407. setFromMatrixScale: function ( m ) {
  2408. var sx = this.setFromMatrixColumn( m, 0 ).length();
  2409. var sy = this.setFromMatrixColumn( m, 1 ).length();
  2410. var sz = this.setFromMatrixColumn( m, 2 ).length();
  2411. this.x = sx;
  2412. this.y = sy;
  2413. this.z = sz;
  2414. return this;
  2415. },
  2416. setFromMatrixColumn: function ( m, index ) {
  2417. return this.fromArray( m.elements, index * 4 );
  2418. },
  2419. setFromMatrix3Column: function ( m, index ) {
  2420. return this.fromArray( m.elements, index * 3 );
  2421. },
  2422. equals: function ( v ) {
  2423. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
  2424. },
  2425. fromArray: function ( array, offset ) {
  2426. if ( offset === undefined ) { offset = 0; }
  2427. this.x = array[ offset ];
  2428. this.y = array[ offset + 1 ];
  2429. this.z = array[ offset + 2 ];
  2430. return this;
  2431. },
  2432. toArray: function ( array, offset ) {
  2433. if ( array === undefined ) { array = []; }
  2434. if ( offset === undefined ) { offset = 0; }
  2435. array[ offset ] = this.x;
  2436. array[ offset + 1 ] = this.y;
  2437. array[ offset + 2 ] = this.z;
  2438. return array;
  2439. },
  2440. fromBufferAttribute: function ( attribute, index, offset ) {
  2441. if ( offset !== undefined ) {
  2442. console.warn( 'THREE.Vector3: offset has been removed from .fromBufferAttribute().' );
  2443. }
  2444. this.x = attribute.getX( index );
  2445. this.y = attribute.getY( index );
  2446. this.z = attribute.getZ( index );
  2447. return this;
  2448. },
  2449. random: function () {
  2450. this.x = Math.random();
  2451. this.y = Math.random();
  2452. this.z = Math.random();
  2453. return this;
  2454. }
  2455. } );
  2456. var _v1 = new Vector3();
  2457. var _m1 = new Matrix4();
  2458. var _zero = new Vector3( 0, 0, 0 );
  2459. var _one = new Vector3( 1, 1, 1 );
  2460. var _x = new Vector3();
  2461. var _y = new Vector3();
  2462. var _z = new Vector3();
  2463. /**
  2464. * @author mrdoob / http://mrdoob.com/
  2465. * @author supereggbert / http://www.paulbrunt.co.uk/
  2466. * @author philogb / http://blog.thejit.org/
  2467. * @author jordi_ros / http://plattsoft.com
  2468. * @author D1plo1d / http://github.com/D1plo1d
  2469. * @author alteredq / http://alteredqualia.com/
  2470. * @author mikael emtinger / http://gomo.se/
  2471. * @author timknip / http://www.floorplanner.com/
  2472. * @author bhouston / http://clara.io
  2473. * @author WestLangley / http://github.com/WestLangley
  2474. */
  2475. function Matrix4() {
  2476. this.elements = [
  2477. 1, 0, 0, 0,
  2478. 0, 1, 0, 0,
  2479. 0, 0, 1, 0,
  2480. 0, 0, 0, 1
  2481. ];
  2482. if ( arguments.length > 0 ) {
  2483. console.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' );
  2484. }
  2485. }
  2486. Object.assign( Matrix4.prototype, {
  2487. isMatrix4: true,
  2488. set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  2489. var te = this.elements;
  2490. te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;
  2491. te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;
  2492. te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;
  2493. te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;
  2494. return this;
  2495. },
  2496. identity: function () {
  2497. this.set(
  2498. 1, 0, 0, 0,
  2499. 0, 1, 0, 0,
  2500. 0, 0, 1, 0,
  2501. 0, 0, 0, 1
  2502. );
  2503. return this;
  2504. },
  2505. clone: function () {
  2506. return new Matrix4().fromArray( this.elements );
  2507. },
  2508. copy: function ( m ) {
  2509. var te = this.elements;
  2510. var me = m.elements;
  2511. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];
  2512. te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];
  2513. te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];
  2514. te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];
  2515. return this;
  2516. },
  2517. copyPosition: function ( m ) {
  2518. var te = this.elements, me = m.elements;
  2519. te[ 12 ] = me[ 12 ];
  2520. te[ 13 ] = me[ 13 ];
  2521. te[ 14 ] = me[ 14 ];
  2522. return this;
  2523. },
  2524. extractBasis: function ( xAxis, yAxis, zAxis ) {
  2525. xAxis.setFromMatrixColumn( this, 0 );
  2526. yAxis.setFromMatrixColumn( this, 1 );
  2527. zAxis.setFromMatrixColumn( this, 2 );
  2528. return this;
  2529. },
  2530. makeBasis: function ( xAxis, yAxis, zAxis ) {
  2531. this.set(
  2532. xAxis.x, yAxis.x, zAxis.x, 0,
  2533. xAxis.y, yAxis.y, zAxis.y, 0,
  2534. xAxis.z, yAxis.z, zAxis.z, 0,
  2535. 0, 0, 0, 1
  2536. );
  2537. return this;
  2538. },
  2539. extractRotation: function ( m ) {
  2540. // this method does not support reflection matrices
  2541. var te = this.elements;
  2542. var me = m.elements;
  2543. var scaleX = 1 / _v1.setFromMatrixColumn( m, 0 ).length();
  2544. var scaleY = 1 / _v1.setFromMatrixColumn( m, 1 ).length();
  2545. var scaleZ = 1 / _v1.setFromMatrixColumn( m, 2 ).length();
  2546. te[ 0 ] = me[ 0 ] * scaleX;
  2547. te[ 1 ] = me[ 1 ] * scaleX;
  2548. te[ 2 ] = me[ 2 ] * scaleX;
  2549. te[ 3 ] = 0;
  2550. te[ 4 ] = me[ 4 ] * scaleY;
  2551. te[ 5 ] = me[ 5 ] * scaleY;
  2552. te[ 6 ] = me[ 6 ] * scaleY;
  2553. te[ 7 ] = 0;
  2554. te[ 8 ] = me[ 8 ] * scaleZ;
  2555. te[ 9 ] = me[ 9 ] * scaleZ;
  2556. te[ 10 ] = me[ 10 ] * scaleZ;
  2557. te[ 11 ] = 0;
  2558. te[ 12 ] = 0;
  2559. te[ 13 ] = 0;
  2560. te[ 14 ] = 0;
  2561. te[ 15 ] = 1;
  2562. return this;
  2563. },
  2564. makeRotationFromEuler: function ( euler ) {
  2565. if ( ! ( euler && euler.isEuler ) ) {
  2566. console.error( 'THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );
  2567. }
  2568. var te = this.elements;
  2569. var x = euler.x, y = euler.y, z = euler.z;
  2570. var a = Math.cos( x ), b = Math.sin( x );
  2571. var c = Math.cos( y ), d = Math.sin( y );
  2572. var e = Math.cos( z ), f = Math.sin( z );
  2573. if ( euler.order === 'XYZ' ) {
  2574. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  2575. te[ 0 ] = c * e;
  2576. te[ 4 ] = - c * f;
  2577. te[ 8 ] = d;
  2578. te[ 1 ] = af + be * d;
  2579. te[ 5 ] = ae - bf * d;
  2580. te[ 9 ] = - b * c;
  2581. te[ 2 ] = bf - ae * d;
  2582. te[ 6 ] = be + af * d;
  2583. te[ 10 ] = a * c;
  2584. } else if ( euler.order === 'YXZ' ) {
  2585. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  2586. te[ 0 ] = ce + df * b;
  2587. te[ 4 ] = de * b - cf;
  2588. te[ 8 ] = a * d;
  2589. te[ 1 ] = a * f;
  2590. te[ 5 ] = a * e;
  2591. te[ 9 ] = - b;
  2592. te[ 2 ] = cf * b - de;
  2593. te[ 6 ] = df + ce * b;
  2594. te[ 10 ] = a * c;
  2595. } else if ( euler.order === 'ZXY' ) {
  2596. var ce$1 = c * e, cf$1 = c * f, de$1 = d * e, df$1 = d * f;
  2597. te[ 0 ] = ce$1 - df$1 * b;
  2598. te[ 4 ] = - a * f;
  2599. te[ 8 ] = de$1 + cf$1 * b;
  2600. te[ 1 ] = cf$1 + de$1 * b;
  2601. te[ 5 ] = a * e;
  2602. te[ 9 ] = df$1 - ce$1 * b;
  2603. te[ 2 ] = - a * d;
  2604. te[ 6 ] = b;
  2605. te[ 10 ] = a * c;
  2606. } else if ( euler.order === 'ZYX' ) {
  2607. var ae$1 = a * e, af$1 = a * f, be$1 = b * e, bf$1 = b * f;
  2608. te[ 0 ] = c * e;
  2609. te[ 4 ] = be$1 * d - af$1;
  2610. te[ 8 ] = ae$1 * d + bf$1;
  2611. te[ 1 ] = c * f;
  2612. te[ 5 ] = bf$1 * d + ae$1;
  2613. te[ 9 ] = af$1 * d - be$1;
  2614. te[ 2 ] = - d;
  2615. te[ 6 ] = b * c;
  2616. te[ 10 ] = a * c;
  2617. } else if ( euler.order === 'YZX' ) {
  2618. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  2619. te[ 0 ] = c * e;
  2620. te[ 4 ] = bd - ac * f;
  2621. te[ 8 ] = bc * f + ad;
  2622. te[ 1 ] = f;
  2623. te[ 5 ] = a * e;
  2624. te[ 9 ] = - b * e;
  2625. te[ 2 ] = - d * e;
  2626. te[ 6 ] = ad * f + bc;
  2627. te[ 10 ] = ac - bd * f;
  2628. } else if ( euler.order === 'XZY' ) {
  2629. var ac$1 = a * c, ad$1 = a * d, bc$1 = b * c, bd$1 = b * d;
  2630. te[ 0 ] = c * e;
  2631. te[ 4 ] = - f;
  2632. te[ 8 ] = d * e;
  2633. te[ 1 ] = ac$1 * f + bd$1;
  2634. te[ 5 ] = a * e;
  2635. te[ 9 ] = ad$1 * f - bc$1;
  2636. te[ 2 ] = bc$1 * f - ad$1;
  2637. te[ 6 ] = b * e;
  2638. te[ 10 ] = bd$1 * f + ac$1;
  2639. }
  2640. // bottom row
  2641. te[ 3 ] = 0;
  2642. te[ 7 ] = 0;
  2643. te[ 11 ] = 0;
  2644. // last column
  2645. te[ 12 ] = 0;
  2646. te[ 13 ] = 0;
  2647. te[ 14 ] = 0;
  2648. te[ 15 ] = 1;
  2649. return this;
  2650. },
  2651. makeRotationFromQuaternion: function ( q ) {
  2652. return this.compose( _zero, q, _one );
  2653. },
  2654. lookAt: function ( eye, target, up ) {
  2655. var te = this.elements;
  2656. _z.subVectors( eye, target );
  2657. if ( _z.lengthSq() === 0 ) {
  2658. // eye and target are in the same position
  2659. _z.z = 1;
  2660. }
  2661. _z.normalize();
  2662. _x.crossVectors( up, _z );
  2663. if ( _x.lengthSq() === 0 ) {
  2664. // up and z are parallel
  2665. if ( Math.abs( up.z ) === 1 ) {
  2666. _z.x += 0.0001;
  2667. } else {
  2668. _z.z += 0.0001;
  2669. }
  2670. _z.normalize();
  2671. _x.crossVectors( up, _z );
  2672. }
  2673. _x.normalize();
  2674. _y.crossVectors( _z, _x );
  2675. te[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x;
  2676. te[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y;
  2677. te[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z;
  2678. return this;
  2679. },
  2680. multiply: function ( m, n ) {
  2681. if ( n !== undefined ) {
  2682. console.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );
  2683. return this.multiplyMatrices( m, n );
  2684. }
  2685. return this.multiplyMatrices( this, m );
  2686. },
  2687. premultiply: function ( m ) {
  2688. return this.multiplyMatrices( m, this );
  2689. },
  2690. multiplyMatrices: function ( a, b ) {
  2691. var ae = a.elements;
  2692. var be = b.elements;
  2693. var te = this.elements;
  2694. var a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
  2695. var a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
  2696. var a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
  2697. var a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];
  2698. var b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
  2699. var b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
  2700. var b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
  2701. var b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];
  2702. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
  2703. te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
  2704. te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
  2705. te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
  2706. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
  2707. te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
  2708. te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
  2709. te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
  2710. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
  2711. te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
  2712. te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
  2713. te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
  2714. te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
  2715. te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
  2716. te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
  2717. te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
  2718. return this;
  2719. },
  2720. multiplyScalar: function ( s ) {
  2721. var te = this.elements;
  2722. te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
  2723. te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
  2724. te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;
  2725. te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;
  2726. return this;
  2727. },
  2728. determinant: function () {
  2729. var te = this.elements;
  2730. var n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
  2731. var n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
  2732. var n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
  2733. var n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];
  2734. //TODO: make this more efficient
  2735. //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
  2736. return (
  2737. n41 * (
  2738. + n14 * n23 * n32
  2739. - n13 * n24 * n32
  2740. - n14 * n22 * n33
  2741. + n12 * n24 * n33
  2742. + n13 * n22 * n34
  2743. - n12 * n23 * n34
  2744. ) +
  2745. n42 * (
  2746. + n11 * n23 * n34
  2747. - n11 * n24 * n33
  2748. + n14 * n21 * n33
  2749. - n13 * n21 * n34
  2750. + n13 * n24 * n31
  2751. - n14 * n23 * n31
  2752. ) +
  2753. n43 * (
  2754. + n11 * n24 * n32
  2755. - n11 * n22 * n34
  2756. - n14 * n21 * n32
  2757. + n12 * n21 * n34
  2758. + n14 * n22 * n31
  2759. - n12 * n24 * n31
  2760. ) +
  2761. n44 * (
  2762. - n13 * n22 * n31
  2763. - n11 * n23 * n32
  2764. + n11 * n22 * n33
  2765. + n13 * n21 * n32
  2766. - n12 * n21 * n33
  2767. + n12 * n23 * n31
  2768. )
  2769. );
  2770. },
  2771. transpose: function () {
  2772. var te = this.elements;
  2773. var tmp;
  2774. tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
  2775. tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
  2776. tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;
  2777. tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
  2778. tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
  2779. tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;
  2780. return this;
  2781. },
  2782. setPosition: function ( x, y, z ) {
  2783. var te = this.elements;
  2784. if ( x.isVector3 ) {
  2785. te[ 12 ] = x.x;
  2786. te[ 13 ] = x.y;
  2787. te[ 14 ] = x.z;
  2788. } else {
  2789. te[ 12 ] = x;
  2790. te[ 13 ] = y;
  2791. te[ 14 ] = z;
  2792. }
  2793. return this;
  2794. },
  2795. getInverse: function ( m, throwOnDegenerate ) {
  2796. if ( throwOnDegenerate !== undefined ) {
  2797. console.warn( "THREE.Matrix4: .getInverse() can no longer be configured to throw on degenerate." );
  2798. }
  2799. // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
  2800. var te = this.elements,
  2801. me = m.elements,
  2802. n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ], n41 = me[ 3 ],
  2803. n12 = me[ 4 ], n22 = me[ 5 ], n32 = me[ 6 ], n42 = me[ 7 ],
  2804. n13 = me[ 8 ], n23 = me[ 9 ], n33 = me[ 10 ], n43 = me[ 11 ],
  2805. n14 = me[ 12 ], n24 = me[ 13 ], n34 = me[ 14 ], n44 = me[ 15 ],
  2806. t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,
  2807. t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,
  2808. t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,
  2809. t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
  2810. var det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;
  2811. if ( det === 0 ) { return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ); }
  2812. var detInv = 1 / det;
  2813. te[ 0 ] = t11 * detInv;
  2814. te[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv;
  2815. te[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv;
  2816. te[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;
  2817. te[ 4 ] = t12 * detInv;
  2818. te[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv;
  2819. te[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv;
  2820. te[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv;
  2821. te[ 8 ] = t13 * detInv;
  2822. te[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv;
  2823. te[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv;
  2824. te[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv;
  2825. te[ 12 ] = t14 * detInv;
  2826. te[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv;
  2827. te[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv;
  2828. te[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv;
  2829. return this;
  2830. },
  2831. scale: function ( v ) {
  2832. var te = this.elements;
  2833. var x = v.x, y = v.y, z = v.z;
  2834. te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;
  2835. te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;
  2836. te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;
  2837. te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;
  2838. return this;
  2839. },
  2840. getMaxScaleOnAxis: function () {
  2841. var te = this.elements;
  2842. var scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];
  2843. var scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];
  2844. var scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];
  2845. return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );
  2846. },
  2847. makeTranslation: function ( x, y, z ) {
  2848. this.set(
  2849. 1, 0, 0, x,
  2850. 0, 1, 0, y,
  2851. 0, 0, 1, z,
  2852. 0, 0, 0, 1
  2853. );
  2854. return this;
  2855. },
  2856. makeRotationX: function ( theta ) {
  2857. var c = Math.cos( theta ), s = Math.sin( theta );
  2858. this.set(
  2859. 1, 0, 0, 0,
  2860. 0, c, - s, 0,
  2861. 0, s, c, 0,
  2862. 0, 0, 0, 1
  2863. );
  2864. return this;
  2865. },
  2866. makeRotationY: function ( theta ) {
  2867. var c = Math.cos( theta ), s = Math.sin( theta );
  2868. this.set(
  2869. c, 0, s, 0,
  2870. 0, 1, 0, 0,
  2871. - s, 0, c, 0,
  2872. 0, 0, 0, 1
  2873. );
  2874. return this;
  2875. },
  2876. makeRotationZ: function ( theta ) {
  2877. var c = Math.cos( theta ), s = Math.sin( theta );
  2878. this.set(
  2879. c, - s, 0, 0,
  2880. s, c, 0, 0,
  2881. 0, 0, 1, 0,
  2882. 0, 0, 0, 1
  2883. );
  2884. return this;
  2885. },
  2886. makeRotationAxis: function ( axis, angle ) {
  2887. // Based on http://www.gamedev.net/reference/articles/article1199.asp
  2888. var c = Math.cos( angle );
  2889. var s = Math.sin( angle );
  2890. var t = 1 - c;
  2891. var x = axis.x, y = axis.y, z = axis.z;
  2892. var tx = t * x, ty = t * y;
  2893. this.set(
  2894. tx * x + c, tx * y - s * z, tx * z + s * y, 0,
  2895. tx * y + s * z, ty * y + c, ty * z - s * x, 0,
  2896. tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
  2897. 0, 0, 0, 1
  2898. );
  2899. return this;
  2900. },
  2901. makeScale: function ( x, y, z ) {
  2902. this.set(
  2903. x, 0, 0, 0,
  2904. 0, y, 0, 0,
  2905. 0, 0, z, 0,
  2906. 0, 0, 0, 1
  2907. );
  2908. return this;
  2909. },
  2910. makeShear: function ( x, y, z ) {
  2911. this.set(
  2912. 1, y, z, 0,
  2913. x, 1, z, 0,
  2914. x, y, 1, 0,
  2915. 0, 0, 0, 1
  2916. );
  2917. return this;
  2918. },
  2919. compose: function ( position, quaternion, scale ) {
  2920. var te = this.elements;
  2921. var x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;
  2922. var x2 = x + x, y2 = y + y, z2 = z + z;
  2923. var xx = x * x2, xy = x * y2, xz = x * z2;
  2924. var yy = y * y2, yz = y * z2, zz = z * z2;
  2925. var wx = w * x2, wy = w * y2, wz = w * z2;
  2926. var sx = scale.x, sy = scale.y, sz = scale.z;
  2927. te[ 0 ] = ( 1 - ( yy + zz ) ) * sx;
  2928. te[ 1 ] = ( xy + wz ) * sx;
  2929. te[ 2 ] = ( xz - wy ) * sx;
  2930. te[ 3 ] = 0;
  2931. te[ 4 ] = ( xy - wz ) * sy;
  2932. te[ 5 ] = ( 1 - ( xx + zz ) ) * sy;
  2933. te[ 6 ] = ( yz + wx ) * sy;
  2934. te[ 7 ] = 0;
  2935. te[ 8 ] = ( xz + wy ) * sz;
  2936. te[ 9 ] = ( yz - wx ) * sz;
  2937. te[ 10 ] = ( 1 - ( xx + yy ) ) * sz;
  2938. te[ 11 ] = 0;
  2939. te[ 12 ] = position.x;
  2940. te[ 13 ] = position.y;
  2941. te[ 14 ] = position.z;
  2942. te[ 15 ] = 1;
  2943. return this;
  2944. },
  2945. decompose: function ( position, quaternion, scale ) {
  2946. var te = this.elements;
  2947. var sx = _v1.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
  2948. var sy = _v1.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
  2949. var sz = _v1.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
  2950. // if determine is negative, we need to invert one scale
  2951. var det = this.determinant();
  2952. if ( det < 0 ) { sx = - sx; }
  2953. position.x = te[ 12 ];
  2954. position.y = te[ 13 ];
  2955. position.z = te[ 14 ];
  2956. // scale the rotation part
  2957. _m1.copy( this );
  2958. var invSX = 1 / sx;
  2959. var invSY = 1 / sy;
  2960. var invSZ = 1 / sz;
  2961. _m1.elements[ 0 ] *= invSX;
  2962. _m1.elements[ 1 ] *= invSX;
  2963. _m1.elements[ 2 ] *= invSX;
  2964. _m1.elements[ 4 ] *= invSY;
  2965. _m1.elements[ 5 ] *= invSY;
  2966. _m1.elements[ 6 ] *= invSY;
  2967. _m1.elements[ 8 ] *= invSZ;
  2968. _m1.elements[ 9 ] *= invSZ;
  2969. _m1.elements[ 10 ] *= invSZ;
  2970. quaternion.setFromRotationMatrix( _m1 );
  2971. scale.x = sx;
  2972. scale.y = sy;
  2973. scale.z = sz;
  2974. return this;
  2975. },
  2976. makePerspective: function ( left, right, top, bottom, near, far ) {
  2977. if ( far === undefined ) {
  2978. console.warn( 'THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.' );
  2979. }
  2980. var te = this.elements;
  2981. var x = 2 * near / ( right - left );
  2982. var y = 2 * near / ( top - bottom );
  2983. var a = ( right + left ) / ( right - left );
  2984. var b = ( top + bottom ) / ( top - bottom );
  2985. var c = - ( far + near ) / ( far - near );
  2986. var d = - 2 * far * near / ( far - near );
  2987. te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0;
  2988. te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0;
  2989. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
  2990. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = - 1; te[ 15 ] = 0;
  2991. return this;
  2992. },
  2993. makeOrthographic: function ( left, right, top, bottom, near, far ) {
  2994. var te = this.elements;
  2995. var w = 1.0 / ( right - left );
  2996. var h = 1.0 / ( top - bottom );
  2997. var p = 1.0 / ( far - near );
  2998. var x = ( right + left ) * w;
  2999. var y = ( top + bottom ) * h;
  3000. var z = ( far + near ) * p;
  3001. te[ 0 ] = 2 * w; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = - x;
  3002. te[ 1 ] = 0; te[ 5 ] = 2 * h; te[ 9 ] = 0; te[ 13 ] = - y;
  3003. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = - 2 * p; te[ 14 ] = - z;
  3004. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1;
  3005. return this;
  3006. },
  3007. equals: function ( matrix ) {
  3008. var te = this.elements;
  3009. var me = matrix.elements;
  3010. for ( var i = 0; i < 16; i ++ ) {
  3011. if ( te[ i ] !== me[ i ] ) { return false; }
  3012. }
  3013. return true;
  3014. },
  3015. fromArray: function ( array, offset ) {
  3016. if ( offset === undefined ) { offset = 0; }
  3017. for ( var i = 0; i < 16; i ++ ) {
  3018. this.elements[ i ] = array[ i + offset ];
  3019. }
  3020. return this;
  3021. },
  3022. toArray: function ( array, offset ) {
  3023. if ( array === undefined ) { array = []; }
  3024. if ( offset === undefined ) { offset = 0; }
  3025. var te = this.elements;
  3026. array[ offset ] = te[ 0 ];
  3027. array[ offset + 1 ] = te[ 1 ];
  3028. array[ offset + 2 ] = te[ 2 ];
  3029. array[ offset + 3 ] = te[ 3 ];
  3030. array[ offset + 4 ] = te[ 4 ];
  3031. array[ offset + 5 ] = te[ 5 ];
  3032. array[ offset + 6 ] = te[ 6 ];
  3033. array[ offset + 7 ] = te[ 7 ];
  3034. array[ offset + 8 ] = te[ 8 ];
  3035. array[ offset + 9 ] = te[ 9 ];
  3036. array[ offset + 10 ] = te[ 10 ];
  3037. array[ offset + 11 ] = te[ 11 ];
  3038. array[ offset + 12 ] = te[ 12 ];
  3039. array[ offset + 13 ] = te[ 13 ];
  3040. array[ offset + 14 ] = te[ 14 ];
  3041. array[ offset + 15 ] = te[ 15 ];
  3042. return array;
  3043. }
  3044. } );
  3045. /**
  3046. * @author mrdoob / http://mrdoob.com/
  3047. * @author WestLangley / http://github.com/WestLangley
  3048. * @author bhouston / http://clara.io
  3049. */
  3050. var _matrix = new Matrix4();
  3051. var _quaternion$1 = new Quaternion();
  3052. function Euler( x, y, z, order ) {
  3053. if ( x === void 0 ) x = 0;
  3054. if ( y === void 0 ) y = 0;
  3055. if ( z === void 0 ) z = 0;
  3056. if ( order === void 0 ) order = Euler.DefaultOrder;
  3057. this._x = x;
  3058. this._y = y;
  3059. this._z = z;
  3060. this._order = order;
  3061. }
  3062. Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ];
  3063. Euler.DefaultOrder = 'XYZ';
  3064. Object.defineProperties( Euler.prototype, {
  3065. x: {
  3066. get: function () {
  3067. return this._x;
  3068. },
  3069. set: function ( value ) {
  3070. this._x = value;
  3071. this._onChangeCallback();
  3072. }
  3073. },
  3074. y: {
  3075. get: function () {
  3076. return this._y;
  3077. },
  3078. set: function ( value ) {
  3079. this._y = value;
  3080. this._onChangeCallback();
  3081. }
  3082. },
  3083. z: {
  3084. get: function () {
  3085. return this._z;
  3086. },
  3087. set: function ( value ) {
  3088. this._z = value;
  3089. this._onChangeCallback();
  3090. }
  3091. },
  3092. order: {
  3093. get: function () {
  3094. return this._order;
  3095. },
  3096. set: function ( value ) {
  3097. this._order = value;
  3098. this._onChangeCallback();
  3099. }
  3100. }
  3101. } );
  3102. Object.assign( Euler.prototype, {
  3103. isEuler: true,
  3104. set: function ( x, y, z, order ) {
  3105. this._x = x;
  3106. this._y = y;
  3107. this._z = z;
  3108. this._order = order || this._order;
  3109. this._onChangeCallback();
  3110. return this;
  3111. },
  3112. clone: function () {
  3113. return new this.constructor( this._x, this._y, this._z, this._order );
  3114. },
  3115. copy: function ( euler ) {
  3116. this._x = euler._x;
  3117. this._y = euler._y;
  3118. this._z = euler._z;
  3119. this._order = euler._order;
  3120. this._onChangeCallback();
  3121. return this;
  3122. },
  3123. setFromRotationMatrix: function ( m, order, update ) {
  3124. var clamp = MathUtils.clamp;
  3125. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  3126. var te = m.elements;
  3127. var m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];
  3128. var m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];
  3129. var m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  3130. order = order || this._order;
  3131. switch ( order ) {
  3132. case 'XYZ':
  3133. this._y = Math.asin( clamp( m13, - 1, 1 ) );
  3134. if ( Math.abs( m13 ) < 0.9999999 ) {
  3135. this._x = Math.atan2( - m23, m33 );
  3136. this._z = Math.atan2( - m12, m11 );
  3137. } else {
  3138. this._x = Math.atan2( m32, m22 );
  3139. this._z = 0;
  3140. }
  3141. break;
  3142. case 'YXZ':
  3143. this._x = Math.asin( - clamp( m23, - 1, 1 ) );
  3144. if ( Math.abs( m23 ) < 0.9999999 ) {
  3145. this._y = Math.atan2( m13, m33 );
  3146. this._z = Math.atan2( m21, m22 );
  3147. } else {
  3148. this._y = Math.atan2( - m31, m11 );
  3149. this._z = 0;
  3150. }
  3151. break;
  3152. case 'ZXY':
  3153. this._x = Math.asin( clamp( m32, - 1, 1 ) );
  3154. if ( Math.abs( m32 ) < 0.9999999 ) {
  3155. this._y = Math.atan2( - m31, m33 );
  3156. this._z = Math.atan2( - m12, m22 );
  3157. } else {
  3158. this._y = 0;
  3159. this._z = Math.atan2( m21, m11 );
  3160. }
  3161. break;
  3162. case 'ZYX':
  3163. this._y = Math.asin( - clamp( m31, - 1, 1 ) );
  3164. if ( Math.abs( m31 ) < 0.9999999 ) {
  3165. this._x = Math.atan2( m32, m33 );
  3166. this._z = Math.atan2( m21, m11 );
  3167. } else {
  3168. this._x = 0;
  3169. this._z = Math.atan2( - m12, m22 );
  3170. }
  3171. break;
  3172. case 'YZX':
  3173. this._z = Math.asin( clamp( m21, - 1, 1 ) );
  3174. if ( Math.abs( m21 ) < 0.9999999 ) {
  3175. this._x = Math.atan2( - m23, m22 );
  3176. this._y = Math.atan2( - m31, m11 );
  3177. } else {
  3178. this._x = 0;
  3179. this._y = Math.atan2( m13, m33 );
  3180. }
  3181. break;
  3182. case 'XZY':
  3183. this._z = Math.asin( - clamp( m12, - 1, 1 ) );
  3184. if ( Math.abs( m12 ) < 0.9999999 ) {
  3185. this._x = Math.atan2( m32, m22 );
  3186. this._y = Math.atan2( m13, m11 );
  3187. } else {
  3188. this._x = Math.atan2( - m23, m33 );
  3189. this._y = 0;
  3190. }
  3191. break;
  3192. default:
  3193. console.warn( 'THREE.Euler: .setFromRotationMatrix() encountered an unknown order: ' + order );
  3194. }
  3195. this._order = order;
  3196. if ( update !== false ) { this._onChangeCallback(); }
  3197. return this;
  3198. },
  3199. setFromQuaternion: function ( q, order, update ) {
  3200. _matrix.makeRotationFromQuaternion( q );
  3201. return this.setFromRotationMatrix( _matrix, order, update );
  3202. },
  3203. setFromVector3: function ( v, order ) {
  3204. return this.set( v.x, v.y, v.z, order || this._order );
  3205. },
  3206. reorder: function ( newOrder ) {
  3207. // WARNING: this discards revolution information -bhouston
  3208. _quaternion$1.setFromEuler( this );
  3209. return this.setFromQuaternion( _quaternion$1, newOrder );
  3210. },
  3211. equals: function ( euler ) {
  3212. return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
  3213. },
  3214. fromArray: function ( array ) {
  3215. this._x = array[ 0 ];
  3216. this._y = array[ 1 ];
  3217. this._z = array[ 2 ];
  3218. if ( array[ 3 ] !== undefined ) { this._order = array[ 3 ]; }
  3219. this._onChangeCallback();
  3220. return this;
  3221. },
  3222. toArray: function ( array, offset ) {
  3223. if ( array === undefined ) { array = []; }
  3224. if ( offset === undefined ) { offset = 0; }
  3225. array[ offset ] = this._x;
  3226. array[ offset + 1 ] = this._y;
  3227. array[ offset + 2 ] = this._z;
  3228. array[ offset + 3 ] = this._order;
  3229. return array;
  3230. },
  3231. toVector3: function ( optionalResult ) {
  3232. if ( optionalResult ) {
  3233. return optionalResult.set( this._x, this._y, this._z );
  3234. } else {
  3235. return new Vector3( this._x, this._y, this._z );
  3236. }
  3237. },
  3238. _onChange: function ( callback ) {
  3239. this._onChangeCallback = callback;
  3240. return this;
  3241. },
  3242. _onChangeCallback: function () {}
  3243. } );
  3244. /**
  3245. * @author mrdoob / http://mrdoob.com/
  3246. */
  3247. function Layers() {
  3248. this.mask = 1 | 0;
  3249. }
  3250. Object.assign( Layers.prototype, {
  3251. set: function ( channel ) {
  3252. this.mask = 1 << channel | 0;
  3253. },
  3254. enable: function ( channel ) {
  3255. this.mask |= 1 << channel | 0;
  3256. },
  3257. enableAll: function () {
  3258. this.mask = 0xffffffff | 0;
  3259. },
  3260. toggle: function ( channel ) {
  3261. this.mask ^= 1 << channel | 0;
  3262. },
  3263. disable: function ( channel ) {
  3264. this.mask &= ~ ( 1 << channel | 0 );
  3265. },
  3266. disableAll: function () {
  3267. this.mask = 0;
  3268. },
  3269. test: function ( layers ) {
  3270. return ( this.mask & layers.mask ) !== 0;
  3271. }
  3272. } );
  3273. var _object3DId = 0;
  3274. var _v1$1 = new Vector3();
  3275. var _q1 = new Quaternion();
  3276. var _m1$1 = new Matrix4();
  3277. var _target = new Vector3();
  3278. var _position = new Vector3();
  3279. var _scale = new Vector3();
  3280. var _quaternion$2 = new Quaternion();
  3281. var _xAxis = new Vector3( 1, 0, 0 );
  3282. var _yAxis = new Vector3( 0, 1, 0 );
  3283. var _zAxis = new Vector3( 0, 0, 1 );
  3284. var _addedEvent = { type: 'added' };
  3285. var _removedEvent = { type: 'removed' };
  3286. /**
  3287. * @author mrdoob / http://mrdoob.com/
  3288. * @author mikael emtinger / http://gomo.se/
  3289. * @author alteredq / http://alteredqualia.com/
  3290. * @author WestLangley / http://github.com/WestLangley
  3291. * @author elephantatwork / www.elephantatwork.ch
  3292. */
  3293. function Object3D() {
  3294. Object.defineProperty( this, 'id', { value: _object3DId ++ } );
  3295. this.uuid = MathUtils.generateUUID();
  3296. this.name = '';
  3297. this.type = 'Object3D';
  3298. this.parent = null;
  3299. this.children = [];
  3300. this.up = Object3D.DefaultUp.clone();
  3301. var position = new Vector3();
  3302. var rotation = new Euler();
  3303. var quaternion = new Quaternion();
  3304. var scale = new Vector3( 1, 1, 1 );
  3305. function onRotationChange() {
  3306. quaternion.setFromEuler( rotation, false );
  3307. }
  3308. function onQuaternionChange() {
  3309. rotation.setFromQuaternion( quaternion, undefined, false );
  3310. }
  3311. rotation._onChange( onRotationChange );
  3312. quaternion._onChange( onQuaternionChange );
  3313. Object.defineProperties( this, {
  3314. position: {
  3315. configurable: true,
  3316. enumerable: true,
  3317. value: position
  3318. },
  3319. rotation: {
  3320. configurable: true,
  3321. enumerable: true,
  3322. value: rotation
  3323. },
  3324. quaternion: {
  3325. configurable: true,
  3326. enumerable: true,
  3327. value: quaternion
  3328. },
  3329. scale: {
  3330. configurable: true,
  3331. enumerable: true,
  3332. value: scale
  3333. },
  3334. modelViewMatrix: {
  3335. value: new Matrix4()
  3336. },
  3337. normalMatrix: {
  3338. value: new Matrix3()
  3339. }
  3340. } );
  3341. this.matrix = new Matrix4();
  3342. this.matrixWorld = new Matrix4();
  3343. this.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate;
  3344. this.matrixWorldNeedsUpdate = false;
  3345. this.layers = new Layers();
  3346. this.visible = true;
  3347. this.castShadow = false;
  3348. this.receiveShadow = false;
  3349. this.frustumCulled = true;
  3350. this.renderOrder = 0;
  3351. this.userData = {};
  3352. }
  3353. Object3D.DefaultUp = new Vector3( 0, 1, 0 );
  3354. Object3D.DefaultMatrixAutoUpdate = true;
  3355. Object3D.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  3356. constructor: Object3D,
  3357. isObject3D: true,
  3358. onBeforeRender: function () {},
  3359. onAfterRender: function () {},
  3360. applyMatrix4: function ( matrix ) {
  3361. if ( this.matrixAutoUpdate ) { this.updateMatrix(); }
  3362. this.matrix.premultiply( matrix );
  3363. this.matrix.decompose( this.position, this.quaternion, this.scale );
  3364. },
  3365. applyQuaternion: function ( q ) {
  3366. this.quaternion.premultiply( q );
  3367. return this;
  3368. },
  3369. setRotationFromAxisAngle: function ( axis, angle ) {
  3370. // assumes axis is normalized
  3371. this.quaternion.setFromAxisAngle( axis, angle );
  3372. },
  3373. setRotationFromEuler: function ( euler ) {
  3374. this.quaternion.setFromEuler( euler, true );
  3375. },
  3376. setRotationFromMatrix: function ( m ) {
  3377. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  3378. this.quaternion.setFromRotationMatrix( m );
  3379. },
  3380. setRotationFromQuaternion: function ( q ) {
  3381. // assumes q is normalized
  3382. this.quaternion.copy( q );
  3383. },
  3384. rotateOnAxis: function ( axis, angle ) {
  3385. // rotate object on axis in object space
  3386. // axis is assumed to be normalized
  3387. _q1.setFromAxisAngle( axis, angle );
  3388. this.quaternion.multiply( _q1 );
  3389. return this;
  3390. },
  3391. rotateOnWorldAxis: function ( axis, angle ) {
  3392. // rotate object on axis in world space
  3393. // axis is assumed to be normalized
  3394. // method assumes no rotated parent
  3395. _q1.setFromAxisAngle( axis, angle );
  3396. this.quaternion.premultiply( _q1 );
  3397. return this;
  3398. },
  3399. rotateX: function ( angle ) {
  3400. return this.rotateOnAxis( _xAxis, angle );
  3401. },
  3402. rotateY: function ( angle ) {
  3403. return this.rotateOnAxis( _yAxis, angle );
  3404. },
  3405. rotateZ: function ( angle ) {
  3406. return this.rotateOnAxis( _zAxis, angle );
  3407. },
  3408. translateOnAxis: function ( axis, distance ) {
  3409. // translate object by distance along axis in object space
  3410. // axis is assumed to be normalized
  3411. _v1$1.copy( axis ).applyQuaternion( this.quaternion );
  3412. this.position.add( _v1$1.multiplyScalar( distance ) );
  3413. return this;
  3414. },
  3415. translateX: function ( distance ) {
  3416. return this.translateOnAxis( _xAxis, distance );
  3417. },
  3418. translateY: function ( distance ) {
  3419. return this.translateOnAxis( _yAxis, distance );
  3420. },
  3421. translateZ: function ( distance ) {
  3422. return this.translateOnAxis( _zAxis, distance );
  3423. },
  3424. localToWorld: function ( vector ) {
  3425. return vector.applyMatrix4( this.matrixWorld );
  3426. },
  3427. worldToLocal: function ( vector ) {
  3428. return vector.applyMatrix4( _m1$1.getInverse( this.matrixWorld ) );
  3429. },
  3430. lookAt: function ( x, y, z ) {
  3431. // This method does not support objects having non-uniformly-scaled parent(s)
  3432. if ( x.isVector3 ) {
  3433. _target.copy( x );
  3434. } else {
  3435. _target.set( x, y, z );
  3436. }
  3437. var parent = this.parent;
  3438. this.updateWorldMatrix( true, false );
  3439. _position.setFromMatrixPosition( this.matrixWorld );
  3440. if ( this.isCamera || this.isLight ) {
  3441. _m1$1.lookAt( _position, _target, this.up );
  3442. } else {
  3443. _m1$1.lookAt( _target, _position, this.up );
  3444. }
  3445. this.quaternion.setFromRotationMatrix( _m1$1 );
  3446. if ( parent ) {
  3447. _m1$1.extractRotation( parent.matrixWorld );
  3448. _q1.setFromRotationMatrix( _m1$1 );
  3449. this.quaternion.premultiply( _q1.inverse() );
  3450. }
  3451. },
  3452. add: function ( object ) {
  3453. if ( arguments.length > 1 ) {
  3454. for ( var i = 0; i < arguments.length; i ++ ) {
  3455. this.add( arguments[ i ] );
  3456. }
  3457. return this;
  3458. }
  3459. if ( object === this ) {
  3460. console.error( "THREE.Object3D.add: object can't be added as a child of itself.", object );
  3461. return this;
  3462. }
  3463. if ( ( object && object.isObject3D ) ) {
  3464. if ( object.parent !== null ) {
  3465. object.parent.remove( object );
  3466. }
  3467. object.parent = this;
  3468. this.children.push( object );
  3469. object.dispatchEvent( _addedEvent );
  3470. } else {
  3471. console.error( "THREE.Object3D.add: object not an instance of THREE.Object3D.", object );
  3472. }
  3473. return this;
  3474. },
  3475. remove: function ( object ) {
  3476. if ( arguments.length > 1 ) {
  3477. for ( var i = 0; i < arguments.length; i ++ ) {
  3478. this.remove( arguments[ i ] );
  3479. }
  3480. return this;
  3481. }
  3482. var index = this.children.indexOf( object );
  3483. if ( index !== - 1 ) {
  3484. object.parent = null;
  3485. this.children.splice( index, 1 );
  3486. object.dispatchEvent( _removedEvent );
  3487. }
  3488. return this;
  3489. },
  3490. attach: function ( object ) {
  3491. // adds object as a child of this, while maintaining the object's world transform
  3492. this.updateWorldMatrix( true, false );
  3493. _m1$1.getInverse( this.matrixWorld );
  3494. if ( object.parent !== null ) {
  3495. object.parent.updateWorldMatrix( true, false );
  3496. _m1$1.multiply( object.parent.matrixWorld );
  3497. }
  3498. object.applyMatrix4( _m1$1 );
  3499. object.updateWorldMatrix( false, false );
  3500. this.add( object );
  3501. return this;
  3502. },
  3503. getObjectById: function ( id ) {
  3504. return this.getObjectByProperty( 'id', id );
  3505. },
  3506. getObjectByName: function ( name ) {
  3507. return this.getObjectByProperty( 'name', name );
  3508. },
  3509. getObjectByProperty: function ( name, value ) {
  3510. if ( this[ name ] === value ) { return this; }
  3511. for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  3512. var child = this.children[ i ];
  3513. var object = child.getObjectByProperty( name, value );
  3514. if ( object !== undefined ) {
  3515. return object;
  3516. }
  3517. }
  3518. return undefined;
  3519. },
  3520. getWorldPosition: function ( target ) {
  3521. if ( target === undefined ) {
  3522. console.warn( 'THREE.Object3D: .getWorldPosition() target is now required' );
  3523. target = new Vector3();
  3524. }
  3525. this.updateMatrixWorld( true );
  3526. return target.setFromMatrixPosition( this.matrixWorld );
  3527. },
  3528. getWorldQuaternion: function ( target ) {
  3529. if ( target === undefined ) {
  3530. console.warn( 'THREE.Object3D: .getWorldQuaternion() target is now required' );
  3531. target = new Quaternion();
  3532. }
  3533. this.updateMatrixWorld( true );
  3534. this.matrixWorld.decompose( _position, target, _scale );
  3535. return target;
  3536. },
  3537. getWorldScale: function ( target ) {
  3538. if ( target === undefined ) {
  3539. console.warn( 'THREE.Object3D: .getWorldScale() target is now required' );
  3540. target = new Vector3();
  3541. }
  3542. this.updateMatrixWorld( true );
  3543. this.matrixWorld.decompose( _position, _quaternion$2, target );
  3544. return target;
  3545. },
  3546. getWorldDirection: function ( target ) {
  3547. if ( target === undefined ) {
  3548. console.warn( 'THREE.Object3D: .getWorldDirection() target is now required' );
  3549. target = new Vector3();
  3550. }
  3551. this.updateMatrixWorld( true );
  3552. var e = this.matrixWorld.elements;
  3553. return target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize();
  3554. },
  3555. raycast: function () {},
  3556. traverse: function ( callback ) {
  3557. callback( this );
  3558. var children = this.children;
  3559. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3560. children[ i ].traverse( callback );
  3561. }
  3562. },
  3563. traverseVisible: function ( callback ) {
  3564. if ( this.visible === false ) { return; }
  3565. callback( this );
  3566. var children = this.children;
  3567. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3568. children[ i ].traverseVisible( callback );
  3569. }
  3570. },
  3571. traverseAncestors: function ( callback ) {
  3572. var parent = this.parent;
  3573. if ( parent !== null ) {
  3574. callback( parent );
  3575. parent.traverseAncestors( callback );
  3576. }
  3577. },
  3578. updateMatrix: function () {
  3579. this.matrix.compose( this.position, this.quaternion, this.scale );
  3580. this.matrixWorldNeedsUpdate = true;
  3581. },
  3582. updateMatrixWorld: function ( force ) {
  3583. if ( this.matrixAutoUpdate ) { this.updateMatrix(); }
  3584. if ( this.matrixWorldNeedsUpdate || force ) {
  3585. if ( this.parent === null ) {
  3586. this.matrixWorld.copy( this.matrix );
  3587. } else {
  3588. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  3589. }
  3590. this.matrixWorldNeedsUpdate = false;
  3591. force = true;
  3592. }
  3593. // update children
  3594. var children = this.children;
  3595. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3596. children[ i ].updateMatrixWorld( force );
  3597. }
  3598. },
  3599. updateWorldMatrix: function ( updateParents, updateChildren ) {
  3600. var parent = this.parent;
  3601. if ( updateParents === true && parent !== null ) {
  3602. parent.updateWorldMatrix( true, false );
  3603. }
  3604. if ( this.matrixAutoUpdate ) { this.updateMatrix(); }
  3605. if ( this.parent === null ) {
  3606. this.matrixWorld.copy( this.matrix );
  3607. } else {
  3608. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  3609. }
  3610. // update children
  3611. if ( updateChildren === true ) {
  3612. var children = this.children;
  3613. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3614. children[ i ].updateWorldMatrix( false, true );
  3615. }
  3616. }
  3617. },
  3618. toJSON: function ( meta ) {
  3619. // meta is a string when called from JSON.stringify
  3620. var isRootObject = ( meta === undefined || typeof meta === 'string' );
  3621. var output = {};
  3622. // meta is a hash used to collect geometries, materials.
  3623. // not providing it implies that this is the root object
  3624. // being serialized.
  3625. if ( isRootObject ) {
  3626. // initialize meta obj
  3627. meta = {
  3628. geometries: {},
  3629. materials: {},
  3630. textures: {},
  3631. images: {},
  3632. shapes: {}
  3633. };
  3634. output.metadata = {
  3635. version: 4.5,
  3636. type: 'Object',
  3637. generator: 'Object3D.toJSON'
  3638. };
  3639. }
  3640. // standard Object3D serialization
  3641. var object = {};
  3642. object.uuid = this.uuid;
  3643. object.type = this.type;
  3644. if ( this.name !== '' ) { object.name = this.name; }
  3645. if ( this.castShadow === true ) { object.castShadow = true; }
  3646. if ( this.receiveShadow === true ) { object.receiveShadow = true; }
  3647. if ( this.visible === false ) { object.visible = false; }
  3648. if ( this.frustumCulled === false ) { object.frustumCulled = false; }
  3649. if ( this.renderOrder !== 0 ) { object.renderOrder = this.renderOrder; }
  3650. if ( JSON.stringify( this.userData ) !== '{}' ) { object.userData = this.userData; }
  3651. object.layers = this.layers.mask;
  3652. object.matrix = this.matrix.toArray();
  3653. if ( this.matrixAutoUpdate === false ) { object.matrixAutoUpdate = false; }
  3654. // object specific properties
  3655. if ( this.isInstancedMesh ) {
  3656. object.type = 'InstancedMesh';
  3657. object.count = this.count;
  3658. object.instanceMatrix = this.instanceMatrix.toJSON();
  3659. }
  3660. //
  3661. function serialize( library, element ) {
  3662. if ( library[ element.uuid ] === undefined ) {
  3663. library[ element.uuid ] = element.toJSON( meta );
  3664. }
  3665. return element.uuid;
  3666. }
  3667. if ( this.isMesh || this.isLine || this.isPoints ) {
  3668. object.geometry = serialize( meta.geometries, this.geometry );
  3669. var parameters = this.geometry.parameters;
  3670. if ( parameters !== undefined && parameters.shapes !== undefined ) {
  3671. var shapes = parameters.shapes;
  3672. if ( Array.isArray( shapes ) ) {
  3673. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  3674. var shape = shapes[ i ];
  3675. serialize( meta.shapes, shape );
  3676. }
  3677. } else {
  3678. serialize( meta.shapes, shapes );
  3679. }
  3680. }
  3681. }
  3682. if ( this.material !== undefined ) {
  3683. if ( Array.isArray( this.material ) ) {
  3684. var uuids = [];
  3685. for ( var i$1 = 0, l$1 = this.material.length; i$1 < l$1; i$1 ++ ) {
  3686. uuids.push( serialize( meta.materials, this.material[ i$1 ] ) );
  3687. }
  3688. object.material = uuids;
  3689. } else {
  3690. object.material = serialize( meta.materials, this.material );
  3691. }
  3692. }
  3693. //
  3694. if ( this.children.length > 0 ) {
  3695. object.children = [];
  3696. for ( var i$2 = 0; i$2 < this.children.length; i$2 ++ ) {
  3697. object.children.push( this.children[ i$2 ].toJSON( meta ).object );
  3698. }
  3699. }
  3700. if ( isRootObject ) {
  3701. var geometries = extractFromCache( meta.geometries );
  3702. var materials = extractFromCache( meta.materials );
  3703. var textures = extractFromCache( meta.textures );
  3704. var images = extractFromCache( meta.images );
  3705. var shapes$1 = extractFromCache( meta.shapes );
  3706. if ( geometries.length > 0 ) { output.geometries = geometries; }
  3707. if ( materials.length > 0 ) { output.materials = materials; }
  3708. if ( textures.length > 0 ) { output.textures = textures; }
  3709. if ( images.length > 0 ) { output.images = images; }
  3710. if ( shapes$1.length > 0 ) { output.shapes = shapes$1; }
  3711. }
  3712. output.object = object;
  3713. return output;
  3714. // extract data from the cache hash
  3715. // remove metadata on each item
  3716. // and return as array
  3717. function extractFromCache( cache ) {
  3718. var values = [];
  3719. for ( var key in cache ) {
  3720. var data = cache[ key ];
  3721. delete data.metadata;
  3722. values.push( data );
  3723. }
  3724. return values;
  3725. }
  3726. },
  3727. clone: function ( recursive ) {
  3728. return new this.constructor().copy( this, recursive );
  3729. },
  3730. copy: function ( source, recursive ) {
  3731. if ( recursive === undefined ) { recursive = true; }
  3732. this.name = source.name;
  3733. this.up.copy( source.up );
  3734. this.position.copy( source.position );
  3735. this.rotation.order = source.rotation.order;
  3736. this.quaternion.copy( source.quaternion );
  3737. this.scale.copy( source.scale );
  3738. this.matrix.copy( source.matrix );
  3739. this.matrixWorld.copy( source.matrixWorld );
  3740. this.matrixAutoUpdate = source.matrixAutoUpdate;
  3741. this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;
  3742. this.layers.mask = source.layers.mask;
  3743. this.visible = source.visible;
  3744. this.castShadow = source.castShadow;
  3745. this.receiveShadow = source.receiveShadow;
  3746. this.frustumCulled = source.frustumCulled;
  3747. this.renderOrder = source.renderOrder;
  3748. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  3749. if ( recursive === true ) {
  3750. for ( var i = 0; i < source.children.length; i ++ ) {
  3751. var child = source.children[ i ];
  3752. this.add( child.clone() );
  3753. }
  3754. }
  3755. return this;
  3756. }
  3757. } );
  3758. /**
  3759. * @author mrdoob / http://mrdoob.com/
  3760. */
  3761. function Scene() {
  3762. Object3D.call( this );
  3763. this.type = 'Scene';
  3764. this.background = null;
  3765. this.environment = null;
  3766. this.fog = null;
  3767. this.overrideMaterial = null;
  3768. this.autoUpdate = true; // checked by the renderer
  3769. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  3770. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef
  3771. }
  3772. }
  3773. Scene.prototype = Object.assign( Object.create( Object3D.prototype ), {
  3774. constructor: Scene,
  3775. isScene: true,
  3776. copy: function ( source, recursive ) {
  3777. Object3D.prototype.copy.call( this, source, recursive );
  3778. if ( source.background !== null ) { this.background = source.background.clone(); }
  3779. if ( source.environment !== null ) { this.environment = source.environment.clone(); }
  3780. if ( source.fog !== null ) { this.fog = source.fog.clone(); }
  3781. if ( source.overrideMaterial !== null ) { this.overrideMaterial = source.overrideMaterial.clone(); }
  3782. this.autoUpdate = source.autoUpdate;
  3783. this.matrixAutoUpdate = source.matrixAutoUpdate;
  3784. return this;
  3785. },
  3786. toJSON: function ( meta ) {
  3787. var data = Object3D.prototype.toJSON.call( this, meta );
  3788. if ( this.background !== null ) { data.object.background = this.background.toJSON( meta ); }
  3789. if ( this.environment !== null ) { data.object.environment = this.environment.toJSON( meta ); }
  3790. if ( this.fog !== null ) { data.object.fog = this.fog.toJSON(); }
  3791. return data;
  3792. },
  3793. dispose: function () {
  3794. this.dispatchEvent( { type: 'dispose' } );
  3795. }
  3796. } );
  3797. var _points = [
  3798. new Vector3(),
  3799. new Vector3(),
  3800. new Vector3(),
  3801. new Vector3(),
  3802. new Vector3(),
  3803. new Vector3(),
  3804. new Vector3(),
  3805. new Vector3()
  3806. ];
  3807. var _vector$1 = new Vector3();
  3808. var _box = new Box3();
  3809. // triangle centered vertices
  3810. var _v0 = new Vector3();
  3811. var _v1$2 = new Vector3();
  3812. var _v2 = new Vector3();
  3813. // triangle edge vectors
  3814. var _f0 = new Vector3();
  3815. var _f1 = new Vector3();
  3816. var _f2 = new Vector3();
  3817. var _center = new Vector3();
  3818. var _extents = new Vector3();
  3819. var _triangleNormal = new Vector3();
  3820. var _testAxis = new Vector3();
  3821. /**
  3822. * @author bhouston / http://clara.io
  3823. * @author WestLangley / http://github.com/WestLangley
  3824. */
  3825. function Box3( min, max ) {
  3826. this.min = ( min !== undefined ) ? min : new Vector3( + Infinity, + Infinity, + Infinity );
  3827. this.max = ( max !== undefined ) ? max : new Vector3( - Infinity, - Infinity, - Infinity );
  3828. }
  3829. Object.assign( Box3.prototype, {
  3830. isBox3: true,
  3831. set: function ( min, max ) {
  3832. this.min.copy( min );
  3833. this.max.copy( max );
  3834. return this;
  3835. },
  3836. setFromArray: function ( array ) {
  3837. var minX = + Infinity;
  3838. var minY = + Infinity;
  3839. var minZ = + Infinity;
  3840. var maxX = - Infinity;
  3841. var maxY = - Infinity;
  3842. var maxZ = - Infinity;
  3843. for ( var i = 0, l = array.length; i < l; i += 3 ) {
  3844. var x = array[ i ];
  3845. var y = array[ i + 1 ];
  3846. var z = array[ i + 2 ];
  3847. if ( x < minX ) { minX = x; }
  3848. if ( y < minY ) { minY = y; }
  3849. if ( z < minZ ) { minZ = z; }
  3850. if ( x > maxX ) { maxX = x; }
  3851. if ( y > maxY ) { maxY = y; }
  3852. if ( z > maxZ ) { maxZ = z; }
  3853. }
  3854. this.min.set( minX, minY, minZ );
  3855. this.max.set( maxX, maxY, maxZ );
  3856. return this;
  3857. },
  3858. setFromBufferAttribute: function ( attribute ) {
  3859. var minX = + Infinity;
  3860. var minY = + Infinity;
  3861. var minZ = + Infinity;
  3862. var maxX = - Infinity;
  3863. var maxY = - Infinity;
  3864. var maxZ = - Infinity;
  3865. for ( var i = 0, l = attribute.count; i < l; i ++ ) {
  3866. var x = attribute.getX( i );
  3867. var y = attribute.getY( i );
  3868. var z = attribute.getZ( i );
  3869. if ( x < minX ) { minX = x; }
  3870. if ( y < minY ) { minY = y; }
  3871. if ( z < minZ ) { minZ = z; }
  3872. if ( x > maxX ) { maxX = x; }
  3873. if ( y > maxY ) { maxY = y; }
  3874. if ( z > maxZ ) { maxZ = z; }
  3875. }
  3876. this.min.set( minX, minY, minZ );
  3877. this.max.set( maxX, maxY, maxZ );
  3878. return this;
  3879. },
  3880. setFromPoints: function ( points ) {
  3881. this.makeEmpty();
  3882. for ( var i = 0, il = points.length; i < il; i ++ ) {
  3883. this.expandByPoint( points[ i ] );
  3884. }
  3885. return this;
  3886. },
  3887. setFromCenterAndSize: function ( center, size ) {
  3888. var halfSize = _vector$1.copy( size ).multiplyScalar( 0.5 );
  3889. this.min.copy( center ).sub( halfSize );
  3890. this.max.copy( center ).add( halfSize );
  3891. return this;
  3892. },
  3893. setFromObject: function ( object ) {
  3894. this.makeEmpty();
  3895. return this.expandByObject( object );
  3896. },
  3897. clone: function () {
  3898. return new this.constructor().copy( this );
  3899. },
  3900. copy: function ( box ) {
  3901. this.min.copy( box.min );
  3902. this.max.copy( box.max );
  3903. return this;
  3904. },
  3905. makeEmpty: function () {
  3906. this.min.x = this.min.y = this.min.z = + Infinity;
  3907. this.max.x = this.max.y = this.max.z = - Infinity;
  3908. return this;
  3909. },
  3910. isEmpty: function () {
  3911. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  3912. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
  3913. },
  3914. getCenter: function ( target ) {
  3915. if ( target === undefined ) {
  3916. console.warn( 'THREE.Box3: .getCenter() target is now required' );
  3917. target = new Vector3();
  3918. }
  3919. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  3920. },
  3921. getSize: function ( target ) {
  3922. if ( target === undefined ) {
  3923. console.warn( 'THREE.Box3: .getSize() target is now required' );
  3924. target = new Vector3();
  3925. }
  3926. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );
  3927. },
  3928. expandByPoint: function ( point ) {
  3929. this.min.min( point );
  3930. this.max.max( point );
  3931. return this;
  3932. },
  3933. expandByVector: function ( vector ) {
  3934. this.min.sub( vector );
  3935. this.max.add( vector );
  3936. return this;
  3937. },
  3938. expandByScalar: function ( scalar ) {
  3939. this.min.addScalar( - scalar );
  3940. this.max.addScalar( scalar );
  3941. return this;
  3942. },
  3943. expandByObject: function ( object ) {
  3944. // Computes the world-axis-aligned bounding box of an object (including its children),
  3945. // accounting for both the object's, and children's, world transforms
  3946. object.updateWorldMatrix( false, false );
  3947. var geometry = object.geometry;
  3948. if ( geometry !== undefined ) {
  3949. if ( geometry.boundingBox === null ) {
  3950. geometry.computeBoundingBox();
  3951. }
  3952. _box.copy( geometry.boundingBox );
  3953. _box.applyMatrix4( object.matrixWorld );
  3954. this.union( _box );
  3955. }
  3956. var children = object.children;
  3957. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3958. this.expandByObject( children[ i ] );
  3959. }
  3960. return this;
  3961. },
  3962. containsPoint: function ( point ) {
  3963. return point.x < this.min.x || point.x > this.max.x ||
  3964. point.y < this.min.y || point.y > this.max.y ||
  3965. point.z < this.min.z || point.z > this.max.z ? false : true;
  3966. },
  3967. containsBox: function ( box ) {
  3968. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  3969. this.min.y <= box.min.y && box.max.y <= this.max.y &&
  3970. this.min.z <= box.min.z && box.max.z <= this.max.z;
  3971. },
  3972. getParameter: function ( point, target ) {
  3973. // This can potentially have a divide by zero if the box
  3974. // has a size dimension of 0.
  3975. if ( target === undefined ) {
  3976. console.warn( 'THREE.Box3: .getParameter() target is now required' );
  3977. target = new Vector3();
  3978. }
  3979. return target.set(
  3980. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  3981. ( point.y - this.min.y ) / ( this.max.y - this.min.y ),
  3982. ( point.z - this.min.z ) / ( this.max.z - this.min.z )
  3983. );
  3984. },
  3985. intersectsBox: function ( box ) {
  3986. // using 6 splitting planes to rule out intersections.
  3987. return box.max.x < this.min.x || box.min.x > this.max.x ||
  3988. box.max.y < this.min.y || box.min.y > this.max.y ||
  3989. box.max.z < this.min.z || box.min.z > this.max.z ? false : true;
  3990. },
  3991. intersectsSphere: function ( sphere ) {
  3992. // Find the point on the AABB closest to the sphere center.
  3993. this.clampPoint( sphere.center, _vector$1 );
  3994. // If that point is inside the sphere, the AABB and sphere intersect.
  3995. return _vector$1.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );
  3996. },
  3997. intersectsPlane: function ( plane ) {
  3998. // We compute the minimum and maximum dot product values. If those values
  3999. // are on the same side (back or front) of the plane, then there is no intersection.
  4000. var min, max;
  4001. if ( plane.normal.x > 0 ) {
  4002. min = plane.normal.x * this.min.x;
  4003. max = plane.normal.x * this.max.x;
  4004. } else {
  4005. min = plane.normal.x * this.max.x;
  4006. max = plane.normal.x * this.min.x;
  4007. }
  4008. if ( plane.normal.y > 0 ) {
  4009. min += plane.normal.y * this.min.y;
  4010. max += plane.normal.y * this.max.y;
  4011. } else {
  4012. min += plane.normal.y * this.max.y;
  4013. max += plane.normal.y * this.min.y;
  4014. }
  4015. if ( plane.normal.z > 0 ) {
  4016. min += plane.normal.z * this.min.z;
  4017. max += plane.normal.z * this.max.z;
  4018. } else {
  4019. min += plane.normal.z * this.max.z;
  4020. max += plane.normal.z * this.min.z;
  4021. }
  4022. return ( min <= - plane.constant && max >= - plane.constant );
  4023. },
  4024. intersectsTriangle: function ( triangle ) {
  4025. if ( this.isEmpty() ) {
  4026. return false;
  4027. }
  4028. // compute box center and extents
  4029. this.getCenter( _center );
  4030. _extents.subVectors( this.max, _center );
  4031. // translate triangle to aabb origin
  4032. _v0.subVectors( triangle.a, _center );
  4033. _v1$2.subVectors( triangle.b, _center );
  4034. _v2.subVectors( triangle.c, _center );
  4035. // compute edge vectors for triangle
  4036. _f0.subVectors( _v1$2, _v0 );
  4037. _f1.subVectors( _v2, _v1$2 );
  4038. _f2.subVectors( _v0, _v2 );
  4039. // test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb
  4040. // 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
  4041. // axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)
  4042. var axes = [
  4043. 0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y,
  4044. _f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x,
  4045. - _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0
  4046. ];
  4047. if ( ! satForAxes( axes, _v0, _v1$2, _v2, _extents ) ) {
  4048. return false;
  4049. }
  4050. // test 3 face normals from the aabb
  4051. axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];
  4052. if ( ! satForAxes( axes, _v0, _v1$2, _v2, _extents ) ) {
  4053. return false;
  4054. }
  4055. // finally testing the face normal of the triangle
  4056. // use already existing triangle edge vectors here
  4057. _triangleNormal.crossVectors( _f0, _f1 );
  4058. axes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ];
  4059. return satForAxes( axes, _v0, _v1$2, _v2, _extents );
  4060. },
  4061. clampPoint: function ( point, target ) {
  4062. if ( target === undefined ) {
  4063. console.warn( 'THREE.Box3: .clampPoint() target is now required' );
  4064. target = new Vector3();
  4065. }
  4066. return target.copy( point ).clamp( this.min, this.max );
  4067. },
  4068. distanceToPoint: function ( point ) {
  4069. var clampedPoint = _vector$1.copy( point ).clamp( this.min, this.max );
  4070. return clampedPoint.sub( point ).length();
  4071. },
  4072. getBoundingSphere: function ( target ) {
  4073. if ( target === undefined ) {
  4074. console.error( 'THREE.Box3: .getBoundingSphere() target is now required' );
  4075. //target = new Sphere(); // removed to avoid cyclic dependency
  4076. }
  4077. this.getCenter( target.center );
  4078. target.radius = this.getSize( _vector$1 ).length() * 0.5;
  4079. return target;
  4080. },
  4081. intersect: function ( box ) {
  4082. this.min.max( box.min );
  4083. this.max.min( box.max );
  4084. // 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.
  4085. if ( this.isEmpty() ) { this.makeEmpty(); }
  4086. return this;
  4087. },
  4088. union: function ( box ) {
  4089. this.min.min( box.min );
  4090. this.max.max( box.max );
  4091. return this;
  4092. },
  4093. applyMatrix4: function ( matrix ) {
  4094. // transform of empty box is an empty box.
  4095. if ( this.isEmpty() ) { return this; }
  4096. // NOTE: I am using a binary pattern to specify all 2^3 combinations below
  4097. _points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
  4098. _points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
  4099. _points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
  4100. _points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
  4101. _points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
  4102. _points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
  4103. _points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
  4104. _points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
  4105. this.setFromPoints( _points );
  4106. return this;
  4107. },
  4108. translate: function ( offset ) {
  4109. this.min.add( offset );
  4110. this.max.add( offset );
  4111. return this;
  4112. },
  4113. equals: function ( box ) {
  4114. return box.min.equals( this.min ) && box.max.equals( this.max );
  4115. }
  4116. } );
  4117. function satForAxes( axes, v0, v1, v2, extents ) {
  4118. for ( var i = 0, j = axes.length - 3; i <= j; i += 3 ) {
  4119. _testAxis.fromArray( axes, i );
  4120. // project the aabb onto the seperating axis
  4121. var r = extents.x * Math.abs( _testAxis.x ) + extents.y * Math.abs( _testAxis.y ) + extents.z * Math.abs( _testAxis.z );
  4122. // project all 3 vertices of the triangle onto the seperating axis
  4123. var p0 = v0.dot( _testAxis );
  4124. var p1 = v1.dot( _testAxis );
  4125. var p2 = v2.dot( _testAxis );
  4126. // actual test, basically see if either of the most extreme of the triangle points intersects r
  4127. if ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {
  4128. // points of the projected triangle are outside the projected half-length of the aabb
  4129. // the axis is seperating and we can exit
  4130. return false;
  4131. }
  4132. }
  4133. return true;
  4134. }
  4135. var _box$1 = new Box3();
  4136. /**
  4137. * @author bhouston / http://clara.io
  4138. * @author mrdoob / http://mrdoob.com/
  4139. */
  4140. function Sphere( center, radius ) {
  4141. this.center = ( center !== undefined ) ? center : new Vector3();
  4142. this.radius = ( radius !== undefined ) ? radius : - 1;
  4143. }
  4144. Object.assign( Sphere.prototype, {
  4145. set: function ( center, radius ) {
  4146. this.center.copy( center );
  4147. this.radius = radius;
  4148. return this;
  4149. },
  4150. setFromPoints: function ( points, optionalCenter ) {
  4151. var center = this.center;
  4152. if ( optionalCenter !== undefined ) {
  4153. center.copy( optionalCenter );
  4154. } else {
  4155. _box$1.setFromPoints( points ).getCenter( center );
  4156. }
  4157. var maxRadiusSq = 0;
  4158. for ( var i = 0, il = points.length; i < il; i ++ ) {
  4159. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );
  4160. }
  4161. this.radius = Math.sqrt( maxRadiusSq );
  4162. return this;
  4163. },
  4164. clone: function () {
  4165. return new this.constructor().copy( this );
  4166. },
  4167. copy: function ( sphere ) {
  4168. this.center.copy( sphere.center );
  4169. this.radius = sphere.radius;
  4170. return this;
  4171. },
  4172. isEmpty: function () {
  4173. return ( this.radius < 0 );
  4174. },
  4175. makeEmpty: function () {
  4176. this.center.set( 0, 0, 0 );
  4177. this.radius = - 1;
  4178. return this;
  4179. },
  4180. containsPoint: function ( point ) {
  4181. return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
  4182. },
  4183. distanceToPoint: function ( point ) {
  4184. return ( point.distanceTo( this.center ) - this.radius );
  4185. },
  4186. intersectsSphere: function ( sphere ) {
  4187. var radiusSum = this.radius + sphere.radius;
  4188. return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
  4189. },
  4190. intersectsBox: function ( box ) {
  4191. return box.intersectsSphere( this );
  4192. },
  4193. intersectsPlane: function ( plane ) {
  4194. return Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius;
  4195. },
  4196. clampPoint: function ( point, target ) {
  4197. var deltaLengthSq = this.center.distanceToSquared( point );
  4198. if ( target === undefined ) {
  4199. console.warn( 'THREE.Sphere: .clampPoint() target is now required' );
  4200. target = new Vector3();
  4201. }
  4202. target.copy( point );
  4203. if ( deltaLengthSq > ( this.radius * this.radius ) ) {
  4204. target.sub( this.center ).normalize();
  4205. target.multiplyScalar( this.radius ).add( this.center );
  4206. }
  4207. return target;
  4208. },
  4209. getBoundingBox: function ( target ) {
  4210. if ( target === undefined ) {
  4211. console.warn( 'THREE.Sphere: .getBoundingBox() target is now required' );
  4212. target = new Box3();
  4213. }
  4214. if ( this.isEmpty() ) {
  4215. // Empty sphere produces empty bounding box
  4216. target.makeEmpty();
  4217. return target;
  4218. }
  4219. target.set( this.center, this.center );
  4220. target.expandByScalar( this.radius );
  4221. return target;
  4222. },
  4223. applyMatrix4: function ( matrix ) {
  4224. this.center.applyMatrix4( matrix );
  4225. this.radius = this.radius * matrix.getMaxScaleOnAxis();
  4226. return this;
  4227. },
  4228. translate: function ( offset ) {
  4229. this.center.add( offset );
  4230. return this;
  4231. },
  4232. equals: function ( sphere ) {
  4233. return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
  4234. }
  4235. } );
  4236. var _vector$2 = new Vector3();
  4237. var _segCenter = new Vector3();
  4238. var _segDir = new Vector3();
  4239. var _diff = new Vector3();
  4240. var _edge1 = new Vector3();
  4241. var _edge2 = new Vector3();
  4242. var _normal = new Vector3();
  4243. /**
  4244. * @author bhouston / http://clara.io
  4245. */
  4246. function Ray( origin, direction ) {
  4247. this.origin = ( origin !== undefined ) ? origin : new Vector3();
  4248. this.direction = ( direction !== undefined ) ? direction : new Vector3( 0, 0, - 1 );
  4249. }
  4250. Object.assign( Ray.prototype, {
  4251. set: function ( origin, direction ) {
  4252. this.origin.copy( origin );
  4253. this.direction.copy( direction );
  4254. return this;
  4255. },
  4256. clone: function () {
  4257. return new this.constructor().copy( this );
  4258. },
  4259. copy: function ( ray ) {
  4260. this.origin.copy( ray.origin );
  4261. this.direction.copy( ray.direction );
  4262. return this;
  4263. },
  4264. at: function ( t, target ) {
  4265. if ( target === undefined ) {
  4266. console.warn( 'THREE.Ray: .at() target is now required' );
  4267. target = new Vector3();
  4268. }
  4269. return target.copy( this.direction ).multiplyScalar( t ).add( this.origin );
  4270. },
  4271. lookAt: function ( v ) {
  4272. this.direction.copy( v ).sub( this.origin ).normalize();
  4273. return this;
  4274. },
  4275. recast: function ( t ) {
  4276. this.origin.copy( this.at( t, _vector$2 ) );
  4277. return this;
  4278. },
  4279. closestPointToPoint: function ( point, target ) {
  4280. if ( target === undefined ) {
  4281. console.warn( 'THREE.Ray: .closestPointToPoint() target is now required' );
  4282. target = new Vector3();
  4283. }
  4284. target.subVectors( point, this.origin );
  4285. var directionDistance = target.dot( this.direction );
  4286. if ( directionDistance < 0 ) {
  4287. return target.copy( this.origin );
  4288. }
  4289. return target.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  4290. },
  4291. distanceToPoint: function ( point ) {
  4292. return Math.sqrt( this.distanceSqToPoint( point ) );
  4293. },
  4294. distanceSqToPoint: function ( point ) {
  4295. var directionDistance = _vector$2.subVectors( point, this.origin ).dot( this.direction );
  4296. // point behind the ray
  4297. if ( directionDistance < 0 ) {
  4298. return this.origin.distanceToSquared( point );
  4299. }
  4300. _vector$2.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  4301. return _vector$2.distanceToSquared( point );
  4302. },
  4303. distanceSqToSegment: function ( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
  4304. // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteDistRaySegment.h
  4305. // It returns the min distance between the ray and the segment
  4306. // defined by v0 and v1
  4307. // It can also set two optional targets :
  4308. // - The closest point on the ray
  4309. // - The closest point on the segment
  4310. _segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );
  4311. _segDir.copy( v1 ).sub( v0 ).normalize();
  4312. _diff.copy( this.origin ).sub( _segCenter );
  4313. var segExtent = v0.distanceTo( v1 ) * 0.5;
  4314. var a01 = - this.direction.dot( _segDir );
  4315. var b0 = _diff.dot( this.direction );
  4316. var b1 = - _diff.dot( _segDir );
  4317. var c = _diff.lengthSq();
  4318. var det = Math.abs( 1 - a01 * a01 );
  4319. var s0, s1, sqrDist, extDet;
  4320. if ( det > 0 ) {
  4321. // The ray and segment are not parallel.
  4322. s0 = a01 * b1 - b0;
  4323. s1 = a01 * b0 - b1;
  4324. extDet = segExtent * det;
  4325. if ( s0 >= 0 ) {
  4326. if ( s1 >= - extDet ) {
  4327. if ( s1 <= extDet ) {
  4328. // region 0
  4329. // Minimum at interior points of ray and segment.
  4330. var invDet = 1 / det;
  4331. s0 *= invDet;
  4332. s1 *= invDet;
  4333. sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
  4334. } else {
  4335. // region 1
  4336. s1 = segExtent;
  4337. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4338. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4339. }
  4340. } else {
  4341. // region 5
  4342. s1 = - segExtent;
  4343. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4344. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4345. }
  4346. } else {
  4347. if ( s1 <= - extDet ) {
  4348. // region 4
  4349. s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
  4350. s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4351. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4352. } else if ( s1 <= extDet ) {
  4353. // region 3
  4354. s0 = 0;
  4355. s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4356. sqrDist = s1 * ( s1 + 2 * b1 ) + c;
  4357. } else {
  4358. // region 2
  4359. s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
  4360. s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4361. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4362. }
  4363. }
  4364. } else {
  4365. // Ray and segment are parallel.
  4366. s1 = ( a01 > 0 ) ? - segExtent : segExtent;
  4367. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4368. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4369. }
  4370. if ( optionalPointOnRay ) {
  4371. optionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin );
  4372. }
  4373. if ( optionalPointOnSegment ) {
  4374. optionalPointOnSegment.copy( _segDir ).multiplyScalar( s1 ).add( _segCenter );
  4375. }
  4376. return sqrDist;
  4377. },
  4378. intersectSphere: function ( sphere, target ) {
  4379. _vector$2.subVectors( sphere.center, this.origin );
  4380. var tca = _vector$2.dot( this.direction );
  4381. var d2 = _vector$2.dot( _vector$2 ) - tca * tca;
  4382. var radius2 = sphere.radius * sphere.radius;
  4383. if ( d2 > radius2 ) { return null; }
  4384. var thc = Math.sqrt( radius2 - d2 );
  4385. // t0 = first intersect point - entrance on front of sphere
  4386. var t0 = tca - thc;
  4387. // t1 = second intersect point - exit point on back of sphere
  4388. var t1 = tca + thc;
  4389. // test to see if both t0 and t1 are behind the ray - if so, return null
  4390. if ( t0 < 0 && t1 < 0 ) { return null; }
  4391. // test to see if t0 is behind the ray:
  4392. // if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
  4393. // in order to always return an intersect point that is in front of the ray.
  4394. if ( t0 < 0 ) { return this.at( t1, target ); }
  4395. // else t0 is in front of the ray, so return the first collision point scaled by t0
  4396. return this.at( t0, target );
  4397. },
  4398. intersectsSphere: function ( sphere ) {
  4399. return this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius );
  4400. },
  4401. distanceToPlane: function ( plane ) {
  4402. var denominator = plane.normal.dot( this.direction );
  4403. if ( denominator === 0 ) {
  4404. // line is coplanar, return origin
  4405. if ( plane.distanceToPoint( this.origin ) === 0 ) {
  4406. return 0;
  4407. }
  4408. // Null is preferable to undefined since undefined means.... it is undefined
  4409. return null;
  4410. }
  4411. var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
  4412. // Return if the ray never intersects the plane
  4413. return t >= 0 ? t : null;
  4414. },
  4415. intersectPlane: function ( plane, target ) {
  4416. var t = this.distanceToPlane( plane );
  4417. if ( t === null ) {
  4418. return null;
  4419. }
  4420. return this.at( t, target );
  4421. },
  4422. intersectsPlane: function ( plane ) {
  4423. // check if the ray lies on the plane first
  4424. var distToPoint = plane.distanceToPoint( this.origin );
  4425. if ( distToPoint === 0 ) {
  4426. return true;
  4427. }
  4428. var denominator = plane.normal.dot( this.direction );
  4429. if ( denominator * distToPoint < 0 ) {
  4430. return true;
  4431. }
  4432. // ray origin is behind the plane (and is pointing behind it)
  4433. return false;
  4434. },
  4435. intersectBox: function ( box, target ) {
  4436. var tmin, tmax, tymin, tymax, tzmin, tzmax;
  4437. var invdirx = 1 / this.direction.x,
  4438. invdiry = 1 / this.direction.y,
  4439. invdirz = 1 / this.direction.z;
  4440. var origin = this.origin;
  4441. if ( invdirx >= 0 ) {
  4442. tmin = ( box.min.x - origin.x ) * invdirx;
  4443. tmax = ( box.max.x - origin.x ) * invdirx;
  4444. } else {
  4445. tmin = ( box.max.x - origin.x ) * invdirx;
  4446. tmax = ( box.min.x - origin.x ) * invdirx;
  4447. }
  4448. if ( invdiry >= 0 ) {
  4449. tymin = ( box.min.y - origin.y ) * invdiry;
  4450. tymax = ( box.max.y - origin.y ) * invdiry;
  4451. } else {
  4452. tymin = ( box.max.y - origin.y ) * invdiry;
  4453. tymax = ( box.min.y - origin.y ) * invdiry;
  4454. }
  4455. if ( ( tmin > tymax ) || ( tymin > tmax ) ) { return null; }
  4456. // These lines also handle the case where tmin or tmax is NaN
  4457. // (result of 0 * Infinity). x !== x returns true if x is NaN
  4458. if ( tymin > tmin || tmin !== tmin ) { tmin = tymin; }
  4459. if ( tymax < tmax || tmax !== tmax ) { tmax = tymax; }
  4460. if ( invdirz >= 0 ) {
  4461. tzmin = ( box.min.z - origin.z ) * invdirz;
  4462. tzmax = ( box.max.z - origin.z ) * invdirz;
  4463. } else {
  4464. tzmin = ( box.max.z - origin.z ) * invdirz;
  4465. tzmax = ( box.min.z - origin.z ) * invdirz;
  4466. }
  4467. if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) { return null; }
  4468. if ( tzmin > tmin || tmin !== tmin ) { tmin = tzmin; }
  4469. if ( tzmax < tmax || tmax !== tmax ) { tmax = tzmax; }
  4470. //return point closest to the ray (positive side)
  4471. if ( tmax < 0 ) { return null; }
  4472. return this.at( tmin >= 0 ? tmin : tmax, target );
  4473. },
  4474. intersectsBox: function ( box ) {
  4475. return this.intersectBox( box, _vector$2 ) !== null;
  4476. },
  4477. intersectTriangle: function ( a, b, c, backfaceCulling, target ) {
  4478. // Compute the offset origin, edges, and normal.
  4479. // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h
  4480. _edge1.subVectors( b, a );
  4481. _edge2.subVectors( c, a );
  4482. _normal.crossVectors( _edge1, _edge2 );
  4483. // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
  4484. // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
  4485. // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
  4486. // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
  4487. // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
  4488. var DdN = this.direction.dot( _normal );
  4489. var sign;
  4490. if ( DdN > 0 ) {
  4491. if ( backfaceCulling ) { return null; }
  4492. sign = 1;
  4493. } else if ( DdN < 0 ) {
  4494. sign = - 1;
  4495. DdN = - DdN;
  4496. } else {
  4497. return null;
  4498. }
  4499. _diff.subVectors( this.origin, a );
  4500. var DdQxE2 = sign * this.direction.dot( _edge2.crossVectors( _diff, _edge2 ) );
  4501. // b1 < 0, no intersection
  4502. if ( DdQxE2 < 0 ) {
  4503. return null;
  4504. }
  4505. var DdE1xQ = sign * this.direction.dot( _edge1.cross( _diff ) );
  4506. // b2 < 0, no intersection
  4507. if ( DdE1xQ < 0 ) {
  4508. return null;
  4509. }
  4510. // b1+b2 > 1, no intersection
  4511. if ( DdQxE2 + DdE1xQ > DdN ) {
  4512. return null;
  4513. }
  4514. // Line intersects triangle, check if ray does.
  4515. var QdN = - sign * _diff.dot( _normal );
  4516. // t < 0, no intersection
  4517. if ( QdN < 0 ) {
  4518. return null;
  4519. }
  4520. // Ray intersects triangle.
  4521. return this.at( QdN / DdN, target );
  4522. },
  4523. applyMatrix4: function ( matrix4 ) {
  4524. this.origin.applyMatrix4( matrix4 );
  4525. this.direction.transformDirection( matrix4 );
  4526. return this;
  4527. },
  4528. equals: function ( ray ) {
  4529. return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
  4530. }
  4531. } );
  4532. /**
  4533. * @author bhouston / http://clara.io
  4534. */
  4535. var _vector1 = new Vector3();
  4536. var _vector2 = new Vector3();
  4537. var _normalMatrix = new Matrix3();
  4538. function Plane( normal, constant ) {
  4539. // normal is assumed to be normalized
  4540. this.normal = ( normal !== undefined ) ? normal : new Vector3( 1, 0, 0 );
  4541. this.constant = ( constant !== undefined ) ? constant : 0;
  4542. }
  4543. Object.assign( Plane.prototype, {
  4544. isPlane: true,
  4545. set: function ( normal, constant ) {
  4546. this.normal.copy( normal );
  4547. this.constant = constant;
  4548. return this;
  4549. },
  4550. setComponents: function ( x, y, z, w ) {
  4551. this.normal.set( x, y, z );
  4552. this.constant = w;
  4553. return this;
  4554. },
  4555. setFromNormalAndCoplanarPoint: function ( normal, point ) {
  4556. this.normal.copy( normal );
  4557. this.constant = - point.dot( this.normal );
  4558. return this;
  4559. },
  4560. setFromCoplanarPoints: function ( a, b, c ) {
  4561. var normal = _vector1.subVectors( c, b ).cross( _vector2.subVectors( a, b ) ).normalize();
  4562. // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
  4563. this.setFromNormalAndCoplanarPoint( normal, a );
  4564. return this;
  4565. },
  4566. clone: function () {
  4567. return new this.constructor().copy( this );
  4568. },
  4569. copy: function ( plane ) {
  4570. this.normal.copy( plane.normal );
  4571. this.constant = plane.constant;
  4572. return this;
  4573. },
  4574. normalize: function () {
  4575. // Note: will lead to a divide by zero if the plane is invalid.
  4576. var inverseNormalLength = 1.0 / this.normal.length();
  4577. this.normal.multiplyScalar( inverseNormalLength );
  4578. this.constant *= inverseNormalLength;
  4579. return this;
  4580. },
  4581. negate: function () {
  4582. this.constant *= - 1;
  4583. this.normal.negate();
  4584. return this;
  4585. },
  4586. distanceToPoint: function ( point ) {
  4587. return this.normal.dot( point ) + this.constant;
  4588. },
  4589. distanceToSphere: function ( sphere ) {
  4590. return this.distanceToPoint( sphere.center ) - sphere.radius;
  4591. },
  4592. projectPoint: function ( point, target ) {
  4593. if ( target === undefined ) {
  4594. console.warn( 'THREE.Plane: .projectPoint() target is now required' );
  4595. target = new Vector3();
  4596. }
  4597. return target.copy( this.normal ).multiplyScalar( - this.distanceToPoint( point ) ).add( point );
  4598. },
  4599. intersectLine: function ( line, target ) {
  4600. if ( target === undefined ) {
  4601. console.warn( 'THREE.Plane: .intersectLine() target is now required' );
  4602. target = new Vector3();
  4603. }
  4604. var direction = line.delta( _vector1 );
  4605. var denominator = this.normal.dot( direction );
  4606. if ( denominator === 0 ) {
  4607. // line is coplanar, return origin
  4608. if ( this.distanceToPoint( line.start ) === 0 ) {
  4609. return target.copy( line.start );
  4610. }
  4611. // Unsure if this is the correct method to handle this case.
  4612. return undefined;
  4613. }
  4614. var t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
  4615. if ( t < 0 || t > 1 ) {
  4616. return undefined;
  4617. }
  4618. return target.copy( direction ).multiplyScalar( t ).add( line.start );
  4619. },
  4620. intersectsLine: function ( line ) {
  4621. // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
  4622. var startSign = this.distanceToPoint( line.start );
  4623. var endSign = this.distanceToPoint( line.end );
  4624. return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
  4625. },
  4626. intersectsBox: function ( box ) {
  4627. return box.intersectsPlane( this );
  4628. },
  4629. intersectsSphere: function ( sphere ) {
  4630. return sphere.intersectsPlane( this );
  4631. },
  4632. coplanarPoint: function ( target ) {
  4633. if ( target === undefined ) {
  4634. console.warn( 'THREE.Plane: .coplanarPoint() target is now required' );
  4635. target = new Vector3();
  4636. }
  4637. return target.copy( this.normal ).multiplyScalar( - this.constant );
  4638. },
  4639. applyMatrix4: function ( matrix, optionalNormalMatrix ) {
  4640. var normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix );
  4641. var referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix );
  4642. var normal = this.normal.applyMatrix3( normalMatrix ).normalize();
  4643. this.constant = - referencePoint.dot( normal );
  4644. return this;
  4645. },
  4646. translate: function ( offset ) {
  4647. this.constant -= offset.dot( this.normal );
  4648. return this;
  4649. },
  4650. equals: function ( plane ) {
  4651. return plane.normal.equals( this.normal ) && ( plane.constant === this.constant );
  4652. }
  4653. } );
  4654. /**
  4655. * @author bhouston / http://clara.io
  4656. * @author mrdoob / http://mrdoob.com/
  4657. */
  4658. var _v0$1 = new Vector3();
  4659. var _v1$3 = new Vector3();
  4660. var _v2$1 = new Vector3();
  4661. var _v3 = new Vector3();
  4662. var _vab = new Vector3();
  4663. var _vac = new Vector3();
  4664. var _vbc = new Vector3();
  4665. var _vap = new Vector3();
  4666. var _vbp = new Vector3();
  4667. var _vcp = new Vector3();
  4668. function Triangle( a, b, c ) {
  4669. this.a = ( a !== undefined ) ? a : new Vector3();
  4670. this.b = ( b !== undefined ) ? b : new Vector3();
  4671. this.c = ( c !== undefined ) ? c : new Vector3();
  4672. }
  4673. Object.assign( Triangle, {
  4674. getNormal: function ( a, b, c, target ) {
  4675. if ( target === undefined ) {
  4676. console.warn( 'THREE.Triangle: .getNormal() target is now required' );
  4677. target = new Vector3();
  4678. }
  4679. target.subVectors( c, b );
  4680. _v0$1.subVectors( a, b );
  4681. target.cross( _v0$1 );
  4682. var targetLengthSq = target.lengthSq();
  4683. if ( targetLengthSq > 0 ) {
  4684. return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );
  4685. }
  4686. return target.set( 0, 0, 0 );
  4687. },
  4688. // static/instance method to calculate barycentric coordinates
  4689. // based on: http://www.blackpawn.com/texts/pointinpoly/default.html
  4690. getBarycoord: function ( point, a, b, c, target ) {
  4691. _v0$1.subVectors( c, a );
  4692. _v1$3.subVectors( b, a );
  4693. _v2$1.subVectors( point, a );
  4694. var dot00 = _v0$1.dot( _v0$1 );
  4695. var dot01 = _v0$1.dot( _v1$3 );
  4696. var dot02 = _v0$1.dot( _v2$1 );
  4697. var dot11 = _v1$3.dot( _v1$3 );
  4698. var dot12 = _v1$3.dot( _v2$1 );
  4699. var denom = ( dot00 * dot11 - dot01 * dot01 );
  4700. if ( target === undefined ) {
  4701. console.warn( 'THREE.Triangle: .getBarycoord() target is now required' );
  4702. target = new Vector3();
  4703. }
  4704. // collinear or singular triangle
  4705. if ( denom === 0 ) {
  4706. // arbitrary location outside of triangle?
  4707. // not sure if this is the best idea, maybe should be returning undefined
  4708. return target.set( - 2, - 1, - 1 );
  4709. }
  4710. var invDenom = 1 / denom;
  4711. var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
  4712. var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
  4713. // barycentric coordinates must always sum to 1
  4714. return target.set( 1 - u - v, v, u );
  4715. },
  4716. containsPoint: function ( point, a, b, c ) {
  4717. Triangle.getBarycoord( point, a, b, c, _v3 );
  4718. return ( _v3.x >= 0 ) && ( _v3.y >= 0 ) && ( ( _v3.x + _v3.y ) <= 1 );
  4719. },
  4720. getUV: function ( point, p1, p2, p3, uv1, uv2, uv3, target ) {
  4721. this.getBarycoord( point, p1, p2, p3, _v3 );
  4722. target.set( 0, 0 );
  4723. target.addScaledVector( uv1, _v3.x );
  4724. target.addScaledVector( uv2, _v3.y );
  4725. target.addScaledVector( uv3, _v3.z );
  4726. return target;
  4727. },
  4728. isFrontFacing: function ( a, b, c, direction ) {
  4729. _v0$1.subVectors( c, b );
  4730. _v1$3.subVectors( a, b );
  4731. // strictly front facing
  4732. return ( _v0$1.cross( _v1$3 ).dot( direction ) < 0 ) ? true : false;
  4733. }
  4734. } );
  4735. Object.assign( Triangle.prototype, {
  4736. set: function ( a, b, c ) {
  4737. this.a.copy( a );
  4738. this.b.copy( b );
  4739. this.c.copy( c );
  4740. return this;
  4741. },
  4742. setFromPointsAndIndices: function ( points, i0, i1, i2 ) {
  4743. this.a.copy( points[ i0 ] );
  4744. this.b.copy( points[ i1 ] );
  4745. this.c.copy( points[ i2 ] );
  4746. return this;
  4747. },
  4748. clone: function () {
  4749. return new this.constructor().copy( this );
  4750. },
  4751. copy: function ( triangle ) {
  4752. this.a.copy( triangle.a );
  4753. this.b.copy( triangle.b );
  4754. this.c.copy( triangle.c );
  4755. return this;
  4756. },
  4757. getArea: function () {
  4758. _v0$1.subVectors( this.c, this.b );
  4759. _v1$3.subVectors( this.a, this.b );
  4760. return _v0$1.cross( _v1$3 ).length() * 0.5;
  4761. },
  4762. getMidpoint: function ( target ) {
  4763. if ( target === undefined ) {
  4764. console.warn( 'THREE.Triangle: .getMidpoint() target is now required' );
  4765. target = new Vector3();
  4766. }
  4767. return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
  4768. },
  4769. getNormal: function ( target ) {
  4770. return Triangle.getNormal( this.a, this.b, this.c, target );
  4771. },
  4772. getPlane: function ( target ) {
  4773. if ( target === undefined ) {
  4774. console.warn( 'THREE.Triangle: .getPlane() target is now required' );
  4775. target = new Plane();
  4776. }
  4777. return target.setFromCoplanarPoints( this.a, this.b, this.c );
  4778. },
  4779. getBarycoord: function ( point, target ) {
  4780. return Triangle.getBarycoord( point, this.a, this.b, this.c, target );
  4781. },
  4782. getUV: function ( point, uv1, uv2, uv3, target ) {
  4783. return Triangle.getUV( point, this.a, this.b, this.c, uv1, uv2, uv3, target );
  4784. },
  4785. containsPoint: function ( point ) {
  4786. return Triangle.containsPoint( point, this.a, this.b, this.c );
  4787. },
  4788. isFrontFacing: function ( direction ) {
  4789. return Triangle.isFrontFacing( this.a, this.b, this.c, direction );
  4790. },
  4791. intersectsBox: function ( box ) {
  4792. return box.intersectsTriangle( this );
  4793. },
  4794. closestPointToPoint: function ( p, target ) {
  4795. if ( target === undefined ) {
  4796. console.warn( 'THREE.Triangle: .closestPointToPoint() target is now required' );
  4797. target = new Vector3();
  4798. }
  4799. var a = this.a, b = this.b, c = this.c;
  4800. var v, w;
  4801. // algorithm thanks to Real-Time Collision Detection by Christer Ericson,
  4802. // published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,
  4803. // under the accompanying license; see chapter 5.1.5 for detailed explanation.
  4804. // basically, we're distinguishing which of the voronoi regions of the triangle
  4805. // the point lies in with the minimum amount of redundant computation.
  4806. _vab.subVectors( b, a );
  4807. _vac.subVectors( c, a );
  4808. _vap.subVectors( p, a );
  4809. var d1 = _vab.dot( _vap );
  4810. var d2 = _vac.dot( _vap );
  4811. if ( d1 <= 0 && d2 <= 0 ) {
  4812. // vertex region of A; barycentric coords (1, 0, 0)
  4813. return target.copy( a );
  4814. }
  4815. _vbp.subVectors( p, b );
  4816. var d3 = _vab.dot( _vbp );
  4817. var d4 = _vac.dot( _vbp );
  4818. if ( d3 >= 0 && d4 <= d3 ) {
  4819. // vertex region of B; barycentric coords (0, 1, 0)
  4820. return target.copy( b );
  4821. }
  4822. var vc = d1 * d4 - d3 * d2;
  4823. if ( vc <= 0 && d1 >= 0 && d3 <= 0 ) {
  4824. v = d1 / ( d1 - d3 );
  4825. // edge region of AB; barycentric coords (1-v, v, 0)
  4826. return target.copy( a ).addScaledVector( _vab, v );
  4827. }
  4828. _vcp.subVectors( p, c );
  4829. var d5 = _vab.dot( _vcp );
  4830. var d6 = _vac.dot( _vcp );
  4831. if ( d6 >= 0 && d5 <= d6 ) {
  4832. // vertex region of C; barycentric coords (0, 0, 1)
  4833. return target.copy( c );
  4834. }
  4835. var vb = d5 * d2 - d1 * d6;
  4836. if ( vb <= 0 && d2 >= 0 && d6 <= 0 ) {
  4837. w = d2 / ( d2 - d6 );
  4838. // edge region of AC; barycentric coords (1-w, 0, w)
  4839. return target.copy( a ).addScaledVector( _vac, w );
  4840. }
  4841. var va = d3 * d6 - d5 * d4;
  4842. if ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) {
  4843. _vbc.subVectors( c, b );
  4844. w = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) );
  4845. // edge region of BC; barycentric coords (0, 1-w, w)
  4846. return target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC
  4847. }
  4848. // face region
  4849. var denom = 1 / ( va + vb + vc );
  4850. // u = va * denom
  4851. v = vb * denom;
  4852. w = vc * denom;
  4853. return target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w );
  4854. },
  4855. equals: function ( triangle ) {
  4856. return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
  4857. }
  4858. } );
  4859. /**
  4860. * @author mrdoob / http://mrdoob.com/
  4861. */
  4862. var _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,
  4863. 'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,
  4864. 'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,
  4865. 'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,
  4866. 'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,
  4867. 'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,
  4868. 'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,
  4869. 'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,
  4870. 'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,
  4871. 'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,
  4872. 'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,
  4873. 'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,
  4874. 'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,
  4875. 'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,
  4876. 'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,
  4877. 'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,
  4878. 'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,
  4879. 'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,
  4880. 'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,
  4881. 'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,
  4882. 'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,
  4883. 'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,
  4884. 'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,
  4885. 'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };
  4886. var _hslA = { h: 0, s: 0, l: 0 };
  4887. var _hslB = { h: 0, s: 0, l: 0 };
  4888. function Color( r, g, b ) {
  4889. if ( g === undefined && b === undefined ) {
  4890. // r is THREE.Color, hex or string
  4891. return this.set( r );
  4892. }
  4893. return this.setRGB( r, g, b );
  4894. }
  4895. function hue2rgb( p, q, t ) {
  4896. if ( t < 0 ) { t += 1; }
  4897. if ( t > 1 ) { t -= 1; }
  4898. if ( t < 1 / 6 ) { return p + ( q - p ) * 6 * t; }
  4899. if ( t < 1 / 2 ) { return q; }
  4900. if ( t < 2 / 3 ) { return p + ( q - p ) * 6 * ( 2 / 3 - t ); }
  4901. return p;
  4902. }
  4903. function SRGBToLinear( c ) {
  4904. return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );
  4905. }
  4906. function LinearToSRGB( c ) {
  4907. return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;
  4908. }
  4909. Object.assign( Color.prototype, {
  4910. isColor: true,
  4911. r: 1, g: 1, b: 1,
  4912. set: function ( value ) {
  4913. if ( value && value.isColor ) {
  4914. this.copy( value );
  4915. } else if ( typeof value === 'number' ) {
  4916. this.setHex( value );
  4917. } else if ( typeof value === 'string' ) {
  4918. this.setStyle( value );
  4919. }
  4920. return this;
  4921. },
  4922. setScalar: function ( scalar ) {
  4923. this.r = scalar;
  4924. this.g = scalar;
  4925. this.b = scalar;
  4926. return this;
  4927. },
  4928. setHex: function ( hex ) {
  4929. hex = Math.floor( hex );
  4930. this.r = ( hex >> 16 & 255 ) / 255;
  4931. this.g = ( hex >> 8 & 255 ) / 255;
  4932. this.b = ( hex & 255 ) / 255;
  4933. return this;
  4934. },
  4935. setRGB: function ( r, g, b ) {
  4936. this.r = r;
  4937. this.g = g;
  4938. this.b = b;
  4939. return this;
  4940. },
  4941. setHSL: function ( h, s, l ) {
  4942. // h,s,l ranges are in 0.0 - 1.0
  4943. h = MathUtils.euclideanModulo( h, 1 );
  4944. s = MathUtils.clamp( s, 0, 1 );
  4945. l = MathUtils.clamp( l, 0, 1 );
  4946. if ( s === 0 ) {
  4947. this.r = this.g = this.b = l;
  4948. } else {
  4949. var p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
  4950. var q = ( 2 * l ) - p;
  4951. this.r = hue2rgb( q, p, h + 1 / 3 );
  4952. this.g = hue2rgb( q, p, h );
  4953. this.b = hue2rgb( q, p, h - 1 / 3 );
  4954. }
  4955. return this;
  4956. },
  4957. setStyle: function ( style ) {
  4958. function handleAlpha( string ) {
  4959. if ( string === undefined ) { return; }
  4960. if ( parseFloat( string ) < 1 ) {
  4961. console.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' );
  4962. }
  4963. }
  4964. var m;
  4965. if ( m = /^((?:rgb|hsl)a?)\(\s*([^\)]*)\)/.exec( style ) ) {
  4966. // rgb / hsl
  4967. var color;
  4968. var name = m[ 1 ];
  4969. var components = m[ 2 ];
  4970. switch ( name ) {
  4971. case 'rgb':
  4972. case 'rgba':
  4973. if ( color = /^(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4974. // rgb(255,0,0) rgba(255,0,0,0.5)
  4975. this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255;
  4976. this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255;
  4977. this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255;
  4978. handleAlpha( color[ 5 ] );
  4979. return this;
  4980. }
  4981. if ( color = /^(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4982. // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)
  4983. this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;
  4984. this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;
  4985. this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;
  4986. handleAlpha( color[ 5 ] );
  4987. return this;
  4988. }
  4989. break;
  4990. case 'hsl':
  4991. case 'hsla':
  4992. if ( color = /^([0-9]*\.?[0-9]+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4993. // hsl(120,50%,50%) hsla(120,50%,50%,0.5)
  4994. var h = parseFloat( color[ 1 ] ) / 360;
  4995. var s = parseInt( color[ 2 ], 10 ) / 100;
  4996. var l = parseInt( color[ 3 ], 10 ) / 100;
  4997. handleAlpha( color[ 5 ] );
  4998. return this.setHSL( h, s, l );
  4999. }
  5000. break;
  5001. }
  5002. } else if ( m = /^\#([A-Fa-f0-9]+)$/.exec( style ) ) {
  5003. // hex color
  5004. var hex = m[ 1 ];
  5005. var size = hex.length;
  5006. if ( size === 3 ) {
  5007. // #ff0
  5008. this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 0 ), 16 ) / 255;
  5009. this.g = parseInt( hex.charAt( 1 ) + hex.charAt( 1 ), 16 ) / 255;
  5010. this.b = parseInt( hex.charAt( 2 ) + hex.charAt( 2 ), 16 ) / 255;
  5011. return this;
  5012. } else if ( size === 6 ) {
  5013. // #ff0000
  5014. this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 1 ), 16 ) / 255;
  5015. this.g = parseInt( hex.charAt( 2 ) + hex.charAt( 3 ), 16 ) / 255;
  5016. this.b = parseInt( hex.charAt( 4 ) + hex.charAt( 5 ), 16 ) / 255;
  5017. return this;
  5018. }
  5019. }
  5020. if ( style && style.length > 0 ) {
  5021. return this.setColorName( style );
  5022. }
  5023. return this;
  5024. },
  5025. setColorName: function ( style ) {
  5026. // color keywords
  5027. var hex = _colorKeywords[ style ];
  5028. if ( hex !== undefined ) {
  5029. // red
  5030. this.setHex( hex );
  5031. } else {
  5032. // unknown color
  5033. console.warn( 'THREE.Color: Unknown color ' + style );
  5034. }
  5035. return this;
  5036. },
  5037. clone: function () {
  5038. return new this.constructor( this.r, this.g, this.b );
  5039. },
  5040. copy: function ( color ) {
  5041. this.r = color.r;
  5042. this.g = color.g;
  5043. this.b = color.b;
  5044. return this;
  5045. },
  5046. copyGammaToLinear: function ( color, gammaFactor ) {
  5047. if ( gammaFactor === undefined ) { gammaFactor = 2.0; }
  5048. this.r = Math.pow( color.r, gammaFactor );
  5049. this.g = Math.pow( color.g, gammaFactor );
  5050. this.b = Math.pow( color.b, gammaFactor );
  5051. return this;
  5052. },
  5053. copyLinearToGamma: function ( color, gammaFactor ) {
  5054. if ( gammaFactor === undefined ) { gammaFactor = 2.0; }
  5055. var safeInverse = ( gammaFactor > 0 ) ? ( 1.0 / gammaFactor ) : 1.0;
  5056. this.r = Math.pow( color.r, safeInverse );
  5057. this.g = Math.pow( color.g, safeInverse );
  5058. this.b = Math.pow( color.b, safeInverse );
  5059. return this;
  5060. },
  5061. convertGammaToLinear: function ( gammaFactor ) {
  5062. this.copyGammaToLinear( this, gammaFactor );
  5063. return this;
  5064. },
  5065. convertLinearToGamma: function ( gammaFactor ) {
  5066. this.copyLinearToGamma( this, gammaFactor );
  5067. return this;
  5068. },
  5069. copySRGBToLinear: function ( color ) {
  5070. this.r = SRGBToLinear( color.r );
  5071. this.g = SRGBToLinear( color.g );
  5072. this.b = SRGBToLinear( color.b );
  5073. return this;
  5074. },
  5075. copyLinearToSRGB: function ( color ) {
  5076. this.r = LinearToSRGB( color.r );
  5077. this.g = LinearToSRGB( color.g );
  5078. this.b = LinearToSRGB( color.b );
  5079. return this;
  5080. },
  5081. convertSRGBToLinear: function () {
  5082. this.copySRGBToLinear( this );
  5083. return this;
  5084. },
  5085. convertLinearToSRGB: function () {
  5086. this.copyLinearToSRGB( this );
  5087. return this;
  5088. },
  5089. getHex: function () {
  5090. return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;
  5091. },
  5092. getHexString: function () {
  5093. return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );
  5094. },
  5095. getHSL: function ( target ) {
  5096. // h,s,l ranges are in 0.0 - 1.0
  5097. if ( target === undefined ) {
  5098. console.warn( 'THREE.Color: .getHSL() target is now required' );
  5099. target = { h: 0, s: 0, l: 0 };
  5100. }
  5101. var r = this.r, g = this.g, b = this.b;
  5102. var max = Math.max( r, g, b );
  5103. var min = Math.min( r, g, b );
  5104. var hue, saturation;
  5105. var lightness = ( min + max ) / 2.0;
  5106. if ( min === max ) {
  5107. hue = 0;
  5108. saturation = 0;
  5109. } else {
  5110. var delta = max - min;
  5111. saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
  5112. switch ( max ) {
  5113. case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
  5114. case g: hue = ( b - r ) / delta + 2; break;
  5115. case b: hue = ( r - g ) / delta + 4; break;
  5116. }
  5117. hue /= 6;
  5118. }
  5119. target.h = hue;
  5120. target.s = saturation;
  5121. target.l = lightness;
  5122. return target;
  5123. },
  5124. getStyle: function () {
  5125. return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';
  5126. },
  5127. offsetHSL: function ( h, s, l ) {
  5128. this.getHSL( _hslA );
  5129. _hslA.h += h; _hslA.s += s; _hslA.l += l;
  5130. this.setHSL( _hslA.h, _hslA.s, _hslA.l );
  5131. return this;
  5132. },
  5133. add: function ( color ) {
  5134. this.r += color.r;
  5135. this.g += color.g;
  5136. this.b += color.b;
  5137. return this;
  5138. },
  5139. addColors: function ( color1, color2 ) {
  5140. this.r = color1.r + color2.r;
  5141. this.g = color1.g + color2.g;
  5142. this.b = color1.b + color2.b;
  5143. return this;
  5144. },
  5145. addScalar: function ( s ) {
  5146. this.r += s;
  5147. this.g += s;
  5148. this.b += s;
  5149. return this;
  5150. },
  5151. sub: function ( color ) {
  5152. this.r = Math.max( 0, this.r - color.r );
  5153. this.g = Math.max( 0, this.g - color.g );
  5154. this.b = Math.max( 0, this.b - color.b );
  5155. return this;
  5156. },
  5157. multiply: function ( color ) {
  5158. this.r *= color.r;
  5159. this.g *= color.g;
  5160. this.b *= color.b;
  5161. return this;
  5162. },
  5163. multiplyScalar: function ( s ) {
  5164. this.r *= s;
  5165. this.g *= s;
  5166. this.b *= s;
  5167. return this;
  5168. },
  5169. lerp: function ( color, alpha ) {
  5170. this.r += ( color.r - this.r ) * alpha;
  5171. this.g += ( color.g - this.g ) * alpha;
  5172. this.b += ( color.b - this.b ) * alpha;
  5173. return this;
  5174. },
  5175. lerpHSL: function ( color, alpha ) {
  5176. this.getHSL( _hslA );
  5177. color.getHSL( _hslB );
  5178. var h = MathUtils.lerp( _hslA.h, _hslB.h, alpha );
  5179. var s = MathUtils.lerp( _hslA.s, _hslB.s, alpha );
  5180. var l = MathUtils.lerp( _hslA.l, _hslB.l, alpha );
  5181. this.setHSL( h, s, l );
  5182. return this;
  5183. },
  5184. equals: function ( c ) {
  5185. return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
  5186. },
  5187. fromArray: function ( array, offset ) {
  5188. if ( offset === undefined ) { offset = 0; }
  5189. this.r = array[ offset ];
  5190. this.g = array[ offset + 1 ];
  5191. this.b = array[ offset + 2 ];
  5192. return this;
  5193. },
  5194. toArray: function ( array, offset ) {
  5195. if ( array === undefined ) { array = []; }
  5196. if ( offset === undefined ) { offset = 0; }
  5197. array[ offset ] = this.r;
  5198. array[ offset + 1 ] = this.g;
  5199. array[ offset + 2 ] = this.b;
  5200. return array;
  5201. },
  5202. fromBufferAttribute: function ( attribute, index ) {
  5203. this.r = attribute.getX( index );
  5204. this.g = attribute.getY( index );
  5205. this.b = attribute.getZ( index );
  5206. if ( attribute.normalized === true ) {
  5207. // assuming Uint8Array
  5208. this.r /= 255;
  5209. this.g /= 255;
  5210. this.b /= 255;
  5211. }
  5212. return this;
  5213. },
  5214. toJSON: function () {
  5215. return this.getHex();
  5216. }
  5217. } );
  5218. Color.NAMES = _colorKeywords;
  5219. /**
  5220. * @author mrdoob / http://mrdoob.com/
  5221. * @author alteredq / http://alteredqualia.com/
  5222. */
  5223. function Face3( a, b, c, normal, color, materialIndex ) {
  5224. this.a = a;
  5225. this.b = b;
  5226. this.c = c;
  5227. this.normal = ( normal && normal.isVector3 ) ? normal : new Vector3();
  5228. this.vertexNormals = Array.isArray( normal ) ? normal : [];
  5229. this.color = ( color && color.isColor ) ? color : new Color();
  5230. this.vertexColors = Array.isArray( color ) ? color : [];
  5231. this.materialIndex = materialIndex !== undefined ? materialIndex : 0;
  5232. }
  5233. Object.assign( Face3.prototype, {
  5234. clone: function () {
  5235. return new this.constructor().copy( this );
  5236. },
  5237. copy: function ( source ) {
  5238. this.a = source.a;
  5239. this.b = source.b;
  5240. this.c = source.c;
  5241. this.normal.copy( source.normal );
  5242. this.color.copy( source.color );
  5243. this.materialIndex = source.materialIndex;
  5244. for ( var i = 0, il = source.vertexNormals.length; i < il; i ++ ) {
  5245. this.vertexNormals[ i ] = source.vertexNormals[ i ].clone();
  5246. }
  5247. for ( var i$1 = 0, il$1 = source.vertexColors.length; i$1 < il$1; i$1 ++ ) {
  5248. this.vertexColors[ i$1 ] = source.vertexColors[ i$1 ].clone();
  5249. }
  5250. return this;
  5251. }
  5252. } );
  5253. /**
  5254. * @author mrdoob / http://mrdoob.com/
  5255. * @author alteredq / http://alteredqualia.com/
  5256. */
  5257. var materialId = 0;
  5258. function Material() {
  5259. Object.defineProperty( this, 'id', { value: materialId ++ } );
  5260. this.uuid = MathUtils.generateUUID();
  5261. this.name = '';
  5262. this.type = 'Material';
  5263. this.fog = true;
  5264. this.blending = NormalBlending;
  5265. this.side = FrontSide;
  5266. this.flatShading = false;
  5267. this.vertexColors = false;
  5268. this.opacity = 1;
  5269. this.transparent = false;
  5270. this.blendSrc = SrcAlphaFactor;
  5271. this.blendDst = OneMinusSrcAlphaFactor;
  5272. this.blendEquation = AddEquation;
  5273. this.blendSrcAlpha = null;
  5274. this.blendDstAlpha = null;
  5275. this.blendEquationAlpha = null;
  5276. this.depthFunc = LessEqualDepth;
  5277. this.depthTest = true;
  5278. this.depthWrite = true;
  5279. this.stencilWriteMask = 0xff;
  5280. this.stencilFunc = AlwaysStencilFunc;
  5281. this.stencilRef = 0;
  5282. this.stencilFuncMask = 0xff;
  5283. this.stencilFail = KeepStencilOp;
  5284. this.stencilZFail = KeepStencilOp;
  5285. this.stencilZPass = KeepStencilOp;
  5286. this.stencilWrite = false;
  5287. this.clippingPlanes = null;
  5288. this.clipIntersection = false;
  5289. this.clipShadows = false;
  5290. this.shadowSide = null;
  5291. this.colorWrite = true;
  5292. this.precision = null; // override the renderer's default precision for this material
  5293. this.polygonOffset = false;
  5294. this.polygonOffsetFactor = 0;
  5295. this.polygonOffsetUnits = 0;
  5296. this.dithering = false;
  5297. this.alphaTest = 0;
  5298. this.premultipliedAlpha = false;
  5299. this.visible = true;
  5300. this.toneMapped = true;
  5301. this.userData = {};
  5302. this.version = 0;
  5303. }
  5304. Material.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  5305. constructor: Material,
  5306. isMaterial: true,
  5307. onBeforeCompile: function ( /* shaderobject, renderer */ ) {},
  5308. customProgramCacheKey: function () {
  5309. return this.onBeforeCompile.toString();
  5310. },
  5311. setValues: function ( values ) {
  5312. if ( values === undefined ) { return; }
  5313. for ( var key in values ) {
  5314. var newValue = values[ key ];
  5315. if ( newValue === undefined ) {
  5316. console.warn( "THREE.Material: '" + key + "' parameter is undefined." );
  5317. continue;
  5318. }
  5319. // for backward compatability if shading is set in the constructor
  5320. if ( key === 'shading' ) {
  5321. console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  5322. this.flatShading = ( newValue === FlatShading ) ? true : false;
  5323. continue;
  5324. }
  5325. var currentValue = this[ key ];
  5326. if ( currentValue === undefined ) {
  5327. console.warn( "THREE." + this.type + ": '" + key + "' is not a property of this material." );
  5328. continue;
  5329. }
  5330. if ( currentValue && currentValue.isColor ) {
  5331. currentValue.set( newValue );
  5332. } else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {
  5333. currentValue.copy( newValue );
  5334. } else {
  5335. this[ key ] = newValue;
  5336. }
  5337. }
  5338. },
  5339. toJSON: function ( meta ) {
  5340. var isRoot = ( meta === undefined || typeof meta === 'string' );
  5341. if ( isRoot ) {
  5342. meta = {
  5343. textures: {},
  5344. images: {}
  5345. };
  5346. }
  5347. var data = {
  5348. metadata: {
  5349. version: 4.5,
  5350. type: 'Material',
  5351. generator: 'Material.toJSON'
  5352. }
  5353. };
  5354. // standard Material serialization
  5355. data.uuid = this.uuid;
  5356. data.type = this.type;
  5357. if ( this.name !== '' ) { data.name = this.name; }
  5358. if ( this.color && this.color.isColor ) { data.color = this.color.getHex(); }
  5359. if ( this.roughness !== undefined ) { data.roughness = this.roughness; }
  5360. if ( this.metalness !== undefined ) { data.metalness = this.metalness; }
  5361. if ( this.sheen && this.sheen.isColor ) { data.sheen = this.sheen.getHex(); }
  5362. if ( this.emissive && this.emissive.isColor ) { data.emissive = this.emissive.getHex(); }
  5363. if ( this.emissiveIntensity && this.emissiveIntensity !== 1 ) { data.emissiveIntensity = this.emissiveIntensity; }
  5364. if ( this.specular && this.specular.isColor ) { data.specular = this.specular.getHex(); }
  5365. if ( this.shininess !== undefined ) { data.shininess = this.shininess; }
  5366. if ( this.clearcoat !== undefined ) { data.clearcoat = this.clearcoat; }
  5367. if ( this.clearcoatRoughness !== undefined ) { data.clearcoatRoughness = this.clearcoatRoughness; }
  5368. if ( this.clearcoatMap && this.clearcoatMap.isTexture ) {
  5369. data.clearcoatMap = this.clearcoatMap.toJSON( meta ).uuid;
  5370. }
  5371. if ( this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture ) {
  5372. data.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON( meta ).uuid;
  5373. }
  5374. if ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) {
  5375. data.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid;
  5376. data.clearcoatNormalScale = this.clearcoatNormalScale.toArray();
  5377. }
  5378. if ( this.map && this.map.isTexture ) { data.map = this.map.toJSON( meta ).uuid; }
  5379. if ( this.matcap && this.matcap.isTexture ) { data.matcap = this.matcap.toJSON( meta ).uuid; }
  5380. if ( this.alphaMap && this.alphaMap.isTexture ) { data.alphaMap = this.alphaMap.toJSON( meta ).uuid; }
  5381. if ( this.lightMap && this.lightMap.isTexture ) { data.lightMap = this.lightMap.toJSON( meta ).uuid; }
  5382. if ( this.aoMap && this.aoMap.isTexture ) {
  5383. data.aoMap = this.aoMap.toJSON( meta ).uuid;
  5384. data.aoMapIntensity = this.aoMapIntensity;
  5385. }
  5386. if ( this.bumpMap && this.bumpMap.isTexture ) {
  5387. data.bumpMap = this.bumpMap.toJSON( meta ).uuid;
  5388. data.bumpScale = this.bumpScale;
  5389. }
  5390. if ( this.normalMap && this.normalMap.isTexture ) {
  5391. data.normalMap = this.normalMap.toJSON( meta ).uuid;
  5392. data.normalMapType = this.normalMapType;
  5393. data.normalScale = this.normalScale.toArray();
  5394. }
  5395. if ( this.displacementMap && this.displacementMap.isTexture ) {
  5396. data.displacementMap = this.displacementMap.toJSON( meta ).uuid;
  5397. data.displacementScale = this.displacementScale;
  5398. data.displacementBias = this.displacementBias;
  5399. }
  5400. if ( this.roughnessMap && this.roughnessMap.isTexture ) { data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid; }
  5401. if ( this.metalnessMap && this.metalnessMap.isTexture ) { data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid; }
  5402. if ( this.emissiveMap && this.emissiveMap.isTexture ) { data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid; }
  5403. if ( this.specularMap && this.specularMap.isTexture ) { data.specularMap = this.specularMap.toJSON( meta ).uuid; }
  5404. if ( this.envMap && this.envMap.isTexture ) {
  5405. data.envMap = this.envMap.toJSON( meta ).uuid;
  5406. data.reflectivity = this.reflectivity; // Scale behind envMap
  5407. data.refractionRatio = this.refractionRatio;
  5408. if ( this.combine !== undefined ) { data.combine = this.combine; }
  5409. if ( this.envMapIntensity !== undefined ) { data.envMapIntensity = this.envMapIntensity; }
  5410. }
  5411. if ( this.gradientMap && this.gradientMap.isTexture ) {
  5412. data.gradientMap = this.gradientMap.toJSON( meta ).uuid;
  5413. }
  5414. if ( this.size !== undefined ) { data.size = this.size; }
  5415. if ( this.sizeAttenuation !== undefined ) { data.sizeAttenuation = this.sizeAttenuation; }
  5416. if ( this.blending !== NormalBlending ) { data.blending = this.blending; }
  5417. if ( this.flatShading === true ) { data.flatShading = this.flatShading; }
  5418. if ( this.side !== FrontSide ) { data.side = this.side; }
  5419. if ( this.vertexColors ) { data.vertexColors = true; }
  5420. if ( this.opacity < 1 ) { data.opacity = this.opacity; }
  5421. if ( this.transparent === true ) { data.transparent = this.transparent; }
  5422. data.depthFunc = this.depthFunc;
  5423. data.depthTest = this.depthTest;
  5424. data.depthWrite = this.depthWrite;
  5425. data.stencilWrite = this.stencilWrite;
  5426. data.stencilWriteMask = this.stencilWriteMask;
  5427. data.stencilFunc = this.stencilFunc;
  5428. data.stencilRef = this.stencilRef;
  5429. data.stencilFuncMask = this.stencilFuncMask;
  5430. data.stencilFail = this.stencilFail;
  5431. data.stencilZFail = this.stencilZFail;
  5432. data.stencilZPass = this.stencilZPass;
  5433. // rotation (SpriteMaterial)
  5434. if ( this.rotation && this.rotation !== 0 ) { data.rotation = this.rotation; }
  5435. if ( this.polygonOffset === true ) { data.polygonOffset = true; }
  5436. if ( this.polygonOffsetFactor !== 0 ) { data.polygonOffsetFactor = this.polygonOffsetFactor; }
  5437. if ( this.polygonOffsetUnits !== 0 ) { data.polygonOffsetUnits = this.polygonOffsetUnits; }
  5438. if ( this.linewidth && this.linewidth !== 1 ) { data.linewidth = this.linewidth; }
  5439. if ( this.dashSize !== undefined ) { data.dashSize = this.dashSize; }
  5440. if ( this.gapSize !== undefined ) { data.gapSize = this.gapSize; }
  5441. if ( this.scale !== undefined ) { data.scale = this.scale; }
  5442. if ( this.dithering === true ) { data.dithering = true; }
  5443. if ( this.alphaTest > 0 ) { data.alphaTest = this.alphaTest; }
  5444. if ( this.premultipliedAlpha === true ) { data.premultipliedAlpha = this.premultipliedAlpha; }
  5445. if ( this.wireframe === true ) { data.wireframe = this.wireframe; }
  5446. if ( this.wireframeLinewidth > 1 ) { data.wireframeLinewidth = this.wireframeLinewidth; }
  5447. if ( this.wireframeLinecap !== 'round' ) { data.wireframeLinecap = this.wireframeLinecap; }
  5448. if ( this.wireframeLinejoin !== 'round' ) { data.wireframeLinejoin = this.wireframeLinejoin; }
  5449. if ( this.morphTargets === true ) { data.morphTargets = true; }
  5450. if ( this.morphNormals === true ) { data.morphNormals = true; }
  5451. if ( this.skinning === true ) { data.skinning = true; }
  5452. if ( this.visible === false ) { data.visible = false; }
  5453. if ( this.toneMapped === false ) { data.toneMapped = false; }
  5454. if ( JSON.stringify( this.userData ) !== '{}' ) { data.userData = this.userData; }
  5455. // TODO: Copied from Object3D.toJSON
  5456. function extractFromCache( cache ) {
  5457. var values = [];
  5458. for ( var key in cache ) {
  5459. var data = cache[ key ];
  5460. delete data.metadata;
  5461. values.push( data );
  5462. }
  5463. return values;
  5464. }
  5465. if ( isRoot ) {
  5466. var textures = extractFromCache( meta.textures );
  5467. var images = extractFromCache( meta.images );
  5468. if ( textures.length > 0 ) { data.textures = textures; }
  5469. if ( images.length > 0 ) { data.images = images; }
  5470. }
  5471. return data;
  5472. },
  5473. clone: function () {
  5474. return new this.constructor().copy( this );
  5475. },
  5476. copy: function ( source ) {
  5477. this.name = source.name;
  5478. this.fog = source.fog;
  5479. this.blending = source.blending;
  5480. this.side = source.side;
  5481. this.flatShading = source.flatShading;
  5482. this.vertexColors = source.vertexColors;
  5483. this.opacity = source.opacity;
  5484. this.transparent = source.transparent;
  5485. this.blendSrc = source.blendSrc;
  5486. this.blendDst = source.blendDst;
  5487. this.blendEquation = source.blendEquation;
  5488. this.blendSrcAlpha = source.blendSrcAlpha;
  5489. this.blendDstAlpha = source.blendDstAlpha;
  5490. this.blendEquationAlpha = source.blendEquationAlpha;
  5491. this.depthFunc = source.depthFunc;
  5492. this.depthTest = source.depthTest;
  5493. this.depthWrite = source.depthWrite;
  5494. this.stencilWriteMask = source.stencilWriteMask;
  5495. this.stencilFunc = source.stencilFunc;
  5496. this.stencilRef = source.stencilRef;
  5497. this.stencilFuncMask = source.stencilFuncMask;
  5498. this.stencilFail = source.stencilFail;
  5499. this.stencilZFail = source.stencilZFail;
  5500. this.stencilZPass = source.stencilZPass;
  5501. this.stencilWrite = source.stencilWrite;
  5502. var srcPlanes = source.clippingPlanes;
  5503. var dstPlanes = null;
  5504. if ( srcPlanes !== null ) {
  5505. var n = srcPlanes.length;
  5506. dstPlanes = new Array( n );
  5507. for ( var i = 0; i !== n; ++ i ) {
  5508. dstPlanes[ i ] = srcPlanes[ i ].clone();
  5509. }
  5510. }
  5511. this.clippingPlanes = dstPlanes;
  5512. this.clipIntersection = source.clipIntersection;
  5513. this.clipShadows = source.clipShadows;
  5514. this.shadowSide = source.shadowSide;
  5515. this.colorWrite = source.colorWrite;
  5516. this.precision = source.precision;
  5517. this.polygonOffset = source.polygonOffset;
  5518. this.polygonOffsetFactor = source.polygonOffsetFactor;
  5519. this.polygonOffsetUnits = source.polygonOffsetUnits;
  5520. this.dithering = source.dithering;
  5521. this.alphaTest = source.alphaTest;
  5522. this.premultipliedAlpha = source.premultipliedAlpha;
  5523. this.visible = source.visible;
  5524. this.toneMapped = source.toneMapped;
  5525. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  5526. return this;
  5527. },
  5528. dispose: function () {
  5529. this.dispatchEvent( { type: 'dispose' } );
  5530. }
  5531. } );
  5532. Object.defineProperty( Material.prototype, 'needsUpdate', {
  5533. set: function ( value ) {
  5534. if ( value === true ) { this.version ++; }
  5535. }
  5536. } );
  5537. /**
  5538. * @author mrdoob / http://mrdoob.com/
  5539. * @author alteredq / http://alteredqualia.com/
  5540. *
  5541. * parameters = {
  5542. * color: <hex>,
  5543. * opacity: <float>,
  5544. * map: new THREE.Texture( <Image> ),
  5545. *
  5546. * lightMap: new THREE.Texture( <Image> ),
  5547. * lightMapIntensity: <float>
  5548. *
  5549. * aoMap: new THREE.Texture( <Image> ),
  5550. * aoMapIntensity: <float>
  5551. *
  5552. * specularMap: new THREE.Texture( <Image> ),
  5553. *
  5554. * alphaMap: new THREE.Texture( <Image> ),
  5555. *
  5556. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  5557. * combine: THREE.Multiply,
  5558. * reflectivity: <float>,
  5559. * refractionRatio: <float>,
  5560. *
  5561. * depthTest: <bool>,
  5562. * depthWrite: <bool>,
  5563. *
  5564. * wireframe: <boolean>,
  5565. * wireframeLinewidth: <float>,
  5566. *
  5567. * skinning: <bool>,
  5568. * morphTargets: <bool>
  5569. * }
  5570. */
  5571. function MeshBasicMaterial( parameters ) {
  5572. Material.call( this );
  5573. this.type = 'MeshBasicMaterial';
  5574. this.color = new Color( 0xffffff ); // emissive
  5575. this.map = null;
  5576. this.lightMap = null;
  5577. this.lightMapIntensity = 1.0;
  5578. this.aoMap = null;
  5579. this.aoMapIntensity = 1.0;
  5580. this.specularMap = null;
  5581. this.alphaMap = null;
  5582. this.envMap = null;
  5583. this.combine = MultiplyOperation;
  5584. this.reflectivity = 1;
  5585. this.refractionRatio = 0.98;
  5586. this.wireframe = false;
  5587. this.wireframeLinewidth = 1;
  5588. this.wireframeLinecap = 'round';
  5589. this.wireframeLinejoin = 'round';
  5590. this.skinning = false;
  5591. this.morphTargets = false;
  5592. this.setValues( parameters );
  5593. }
  5594. MeshBasicMaterial.prototype = Object.create( Material.prototype );
  5595. MeshBasicMaterial.prototype.constructor = MeshBasicMaterial;
  5596. MeshBasicMaterial.prototype.isMeshBasicMaterial = true;
  5597. MeshBasicMaterial.prototype.copy = function ( source ) {
  5598. Material.prototype.copy.call( this, source );
  5599. this.color.copy( source.color );
  5600. this.map = source.map;
  5601. this.lightMap = source.lightMap;
  5602. this.lightMapIntensity = source.lightMapIntensity;
  5603. this.aoMap = source.aoMap;
  5604. this.aoMapIntensity = source.aoMapIntensity;
  5605. this.specularMap = source.specularMap;
  5606. this.alphaMap = source.alphaMap;
  5607. this.envMap = source.envMap;
  5608. this.combine = source.combine;
  5609. this.reflectivity = source.reflectivity;
  5610. this.refractionRatio = source.refractionRatio;
  5611. this.wireframe = source.wireframe;
  5612. this.wireframeLinewidth = source.wireframeLinewidth;
  5613. this.wireframeLinecap = source.wireframeLinecap;
  5614. this.wireframeLinejoin = source.wireframeLinejoin;
  5615. this.skinning = source.skinning;
  5616. this.morphTargets = source.morphTargets;
  5617. return this;
  5618. };
  5619. /**
  5620. * @author mrdoob / http://mrdoob.com/
  5621. */
  5622. var _vector$3 = new Vector3();
  5623. var _vector2$1 = new Vector2();
  5624. function BufferAttribute( array, itemSize, normalized ) {
  5625. if ( Array.isArray( array ) ) {
  5626. throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
  5627. }
  5628. this.name = '';
  5629. this.array = array;
  5630. this.itemSize = itemSize;
  5631. this.count = array !== undefined ? array.length / itemSize : 0;
  5632. this.normalized = normalized === true;
  5633. this.usage = StaticDrawUsage;
  5634. this.updateRange = { offset: 0, count: - 1 };
  5635. this.version = 0;
  5636. }
  5637. Object.defineProperty( BufferAttribute.prototype, 'needsUpdate', {
  5638. set: function ( value ) {
  5639. if ( value === true ) { this.version ++; }
  5640. }
  5641. } );
  5642. Object.assign( BufferAttribute.prototype, {
  5643. isBufferAttribute: true,
  5644. onUploadCallback: function () {},
  5645. setUsage: function ( value ) {
  5646. this.usage = value;
  5647. return this;
  5648. },
  5649. copy: function ( source ) {
  5650. this.name = source.name;
  5651. this.array = new source.array.constructor( source.array );
  5652. this.itemSize = source.itemSize;
  5653. this.count = source.count;
  5654. this.normalized = source.normalized;
  5655. this.usage = source.usage;
  5656. return this;
  5657. },
  5658. copyAt: function ( index1, attribute, index2 ) {
  5659. index1 *= this.itemSize;
  5660. index2 *= attribute.itemSize;
  5661. for ( var i = 0, l = this.itemSize; i < l; i ++ ) {
  5662. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  5663. }
  5664. return this;
  5665. },
  5666. copyArray: function ( array ) {
  5667. this.array.set( array );
  5668. return this;
  5669. },
  5670. copyColorsArray: function ( colors ) {
  5671. var array = this.array;
  5672. var offset = 0;
  5673. for ( var i = 0, l = colors.length; i < l; i ++ ) {
  5674. var color = colors[ i ];
  5675. if ( color === undefined ) {
  5676. console.warn( 'THREE.BufferAttribute.copyColorsArray(): color is undefined', i );
  5677. color = new Color();
  5678. }
  5679. array[ offset ++ ] = color.r;
  5680. array[ offset ++ ] = color.g;
  5681. array[ offset ++ ] = color.b;
  5682. }
  5683. return this;
  5684. },
  5685. copyVector2sArray: function ( vectors ) {
  5686. var array = this.array;
  5687. var offset = 0;
  5688. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5689. var vector = vectors[ i ];
  5690. if ( vector === undefined ) {
  5691. console.warn( 'THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i );
  5692. vector = new Vector2();
  5693. }
  5694. array[ offset ++ ] = vector.x;
  5695. array[ offset ++ ] = vector.y;
  5696. }
  5697. return this;
  5698. },
  5699. copyVector3sArray: function ( vectors ) {
  5700. var array = this.array;
  5701. var offset = 0;
  5702. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5703. var vector = vectors[ i ];
  5704. if ( vector === undefined ) {
  5705. console.warn( 'THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i );
  5706. vector = new Vector3();
  5707. }
  5708. array[ offset ++ ] = vector.x;
  5709. array[ offset ++ ] = vector.y;
  5710. array[ offset ++ ] = vector.z;
  5711. }
  5712. return this;
  5713. },
  5714. copyVector4sArray: function ( vectors ) {
  5715. var array = this.array;
  5716. var offset = 0;
  5717. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5718. var vector = vectors[ i ];
  5719. if ( vector === undefined ) {
  5720. console.warn( 'THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i );
  5721. vector = new Vector4();
  5722. }
  5723. array[ offset ++ ] = vector.x;
  5724. array[ offset ++ ] = vector.y;
  5725. array[ offset ++ ] = vector.z;
  5726. array[ offset ++ ] = vector.w;
  5727. }
  5728. return this;
  5729. },
  5730. applyMatrix3: function ( m ) {
  5731. if ( this.itemSize === 2 ) {
  5732. for ( var i = 0, l = this.count; i < l; i ++ ) {
  5733. _vector2$1.fromBufferAttribute( this, i );
  5734. _vector2$1.applyMatrix3( m );
  5735. this.setXY( i, _vector2$1.x, _vector2$1.y );
  5736. }
  5737. } else if ( this.itemSize === 3 ) {
  5738. for ( var i$1 = 0, l$1 = this.count; i$1 < l$1; i$1 ++ ) {
  5739. _vector$3.fromBufferAttribute( this, i$1 );
  5740. _vector$3.applyMatrix3( m );
  5741. this.setXYZ( i$1, _vector$3.x, _vector$3.y, _vector$3.z );
  5742. }
  5743. }
  5744. return this;
  5745. },
  5746. applyMatrix4: function ( m ) {
  5747. for ( var i = 0, l = this.count; i < l; i ++ ) {
  5748. _vector$3.x = this.getX( i );
  5749. _vector$3.y = this.getY( i );
  5750. _vector$3.z = this.getZ( i );
  5751. _vector$3.applyMatrix4( m );
  5752. this.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );
  5753. }
  5754. return this;
  5755. },
  5756. applyNormalMatrix: function ( m ) {
  5757. for ( var i = 0, l = this.count; i < l; i ++ ) {
  5758. _vector$3.x = this.getX( i );
  5759. _vector$3.y = this.getY( i );
  5760. _vector$3.z = this.getZ( i );
  5761. _vector$3.applyNormalMatrix( m );
  5762. this.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );
  5763. }
  5764. return this;
  5765. },
  5766. transformDirection: function ( m ) {
  5767. for ( var i = 0, l = this.count; i < l; i ++ ) {
  5768. _vector$3.x = this.getX( i );
  5769. _vector$3.y = this.getY( i );
  5770. _vector$3.z = this.getZ( i );
  5771. _vector$3.transformDirection( m );
  5772. this.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );
  5773. }
  5774. return this;
  5775. },
  5776. set: function ( value, offset ) {
  5777. if ( offset === undefined ) { offset = 0; }
  5778. this.array.set( value, offset );
  5779. return this;
  5780. },
  5781. getX: function ( index ) {
  5782. return this.array[ index * this.itemSize ];
  5783. },
  5784. setX: function ( index, x ) {
  5785. this.array[ index * this.itemSize ] = x;
  5786. return this;
  5787. },
  5788. getY: function ( index ) {
  5789. return this.array[ index * this.itemSize + 1 ];
  5790. },
  5791. setY: function ( index, y ) {
  5792. this.array[ index * this.itemSize + 1 ] = y;
  5793. return this;
  5794. },
  5795. getZ: function ( index ) {
  5796. return this.array[ index * this.itemSize + 2 ];
  5797. },
  5798. setZ: function ( index, z ) {
  5799. this.array[ index * this.itemSize + 2 ] = z;
  5800. return this;
  5801. },
  5802. getW: function ( index ) {
  5803. return this.array[ index * this.itemSize + 3 ];
  5804. },
  5805. setW: function ( index, w ) {
  5806. this.array[ index * this.itemSize + 3 ] = w;
  5807. return this;
  5808. },
  5809. setXY: function ( index, x, y ) {
  5810. index *= this.itemSize;
  5811. this.array[ index + 0 ] = x;
  5812. this.array[ index + 1 ] = y;
  5813. return this;
  5814. },
  5815. setXYZ: function ( index, x, y, z ) {
  5816. index *= this.itemSize;
  5817. this.array[ index + 0 ] = x;
  5818. this.array[ index + 1 ] = y;
  5819. this.array[ index + 2 ] = z;
  5820. return this;
  5821. },
  5822. setXYZW: function ( index, x, y, z, w ) {
  5823. index *= this.itemSize;
  5824. this.array[ index + 0 ] = x;
  5825. this.array[ index + 1 ] = y;
  5826. this.array[ index + 2 ] = z;
  5827. this.array[ index + 3 ] = w;
  5828. return this;
  5829. },
  5830. onUpload: function ( callback ) {
  5831. this.onUploadCallback = callback;
  5832. return this;
  5833. },
  5834. clone: function () {
  5835. return new this.constructor( this.array, this.itemSize ).copy( this );
  5836. },
  5837. toJSON: function () {
  5838. return {
  5839. itemSize: this.itemSize,
  5840. type: this.array.constructor.name,
  5841. array: Array.prototype.slice.call( this.array ),
  5842. normalized: this.normalized
  5843. };
  5844. }
  5845. } );
  5846. //
  5847. function Int8BufferAttribute( array, itemSize, normalized ) {
  5848. BufferAttribute.call( this, new Int8Array( array ), itemSize, normalized );
  5849. }
  5850. Int8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5851. Int8BufferAttribute.prototype.constructor = Int8BufferAttribute;
  5852. function Uint8BufferAttribute( array, itemSize, normalized ) {
  5853. BufferAttribute.call( this, new Uint8Array( array ), itemSize, normalized );
  5854. }
  5855. Uint8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5856. Uint8BufferAttribute.prototype.constructor = Uint8BufferAttribute;
  5857. function Uint8ClampedBufferAttribute( array, itemSize, normalized ) {
  5858. BufferAttribute.call( this, new Uint8ClampedArray( array ), itemSize, normalized );
  5859. }
  5860. Uint8ClampedBufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5861. Uint8ClampedBufferAttribute.prototype.constructor = Uint8ClampedBufferAttribute;
  5862. function Int16BufferAttribute( array, itemSize, normalized ) {
  5863. BufferAttribute.call( this, new Int16Array( array ), itemSize, normalized );
  5864. }
  5865. Int16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5866. Int16BufferAttribute.prototype.constructor = Int16BufferAttribute;
  5867. function Uint16BufferAttribute( array, itemSize, normalized ) {
  5868. BufferAttribute.call( this, new Uint16Array( array ), itemSize, normalized );
  5869. }
  5870. Uint16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5871. Uint16BufferAttribute.prototype.constructor = Uint16BufferAttribute;
  5872. function Int32BufferAttribute( array, itemSize, normalized ) {
  5873. BufferAttribute.call( this, new Int32Array( array ), itemSize, normalized );
  5874. }
  5875. Int32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5876. Int32BufferAttribute.prototype.constructor = Int32BufferAttribute;
  5877. function Uint32BufferAttribute( array, itemSize, normalized ) {
  5878. BufferAttribute.call( this, new Uint32Array( array ), itemSize, normalized );
  5879. }
  5880. Uint32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5881. Uint32BufferAttribute.prototype.constructor = Uint32BufferAttribute;
  5882. function Float32BufferAttribute( array, itemSize, normalized ) {
  5883. BufferAttribute.call( this, new Float32Array( array ), itemSize, normalized );
  5884. }
  5885. Float32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5886. Float32BufferAttribute.prototype.constructor = Float32BufferAttribute;
  5887. function Float64BufferAttribute( array, itemSize, normalized ) {
  5888. BufferAttribute.call( this, new Float64Array( array ), itemSize, normalized );
  5889. }
  5890. Float64BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5891. Float64BufferAttribute.prototype.constructor = Float64BufferAttribute;
  5892. /**
  5893. * @author mrdoob / http://mrdoob.com/
  5894. */
  5895. function DirectGeometry() {
  5896. this.vertices = [];
  5897. this.normals = [];
  5898. this.colors = [];
  5899. this.uvs = [];
  5900. this.uvs2 = [];
  5901. this.groups = [];
  5902. this.morphTargets = {};
  5903. this.skinWeights = [];
  5904. this.skinIndices = [];
  5905. // this.lineDistances = [];
  5906. this.boundingBox = null;
  5907. this.boundingSphere = null;
  5908. // update flags
  5909. this.verticesNeedUpdate = false;
  5910. this.normalsNeedUpdate = false;
  5911. this.colorsNeedUpdate = false;
  5912. this.uvsNeedUpdate = false;
  5913. this.groupsNeedUpdate = false;
  5914. }
  5915. Object.assign( DirectGeometry.prototype, {
  5916. computeGroups: function ( geometry ) {
  5917. var groups = [];
  5918. var group, i;
  5919. var materialIndex = undefined;
  5920. var faces = geometry.faces;
  5921. for ( i = 0; i < faces.length; i ++ ) {
  5922. var face = faces[ i ];
  5923. // materials
  5924. if ( face.materialIndex !== materialIndex ) {
  5925. materialIndex = face.materialIndex;
  5926. if ( group !== undefined ) {
  5927. group.count = ( i * 3 ) - group.start;
  5928. groups.push( group );
  5929. }
  5930. group = {
  5931. start: i * 3,
  5932. materialIndex: materialIndex
  5933. };
  5934. }
  5935. }
  5936. if ( group !== undefined ) {
  5937. group.count = ( i * 3 ) - group.start;
  5938. groups.push( group );
  5939. }
  5940. this.groups = groups;
  5941. },
  5942. fromGeometry: function ( geometry ) {
  5943. var faces = geometry.faces;
  5944. var vertices = geometry.vertices;
  5945. var faceVertexUvs = geometry.faceVertexUvs;
  5946. var hasFaceVertexUv = faceVertexUvs[ 0 ] && faceVertexUvs[ 0 ].length > 0;
  5947. var hasFaceVertexUv2 = faceVertexUvs[ 1 ] && faceVertexUvs[ 1 ].length > 0;
  5948. // morphs
  5949. var morphTargets = geometry.morphTargets;
  5950. var morphTargetsLength = morphTargets.length;
  5951. var morphTargetsPosition;
  5952. if ( morphTargetsLength > 0 ) {
  5953. morphTargetsPosition = [];
  5954. for ( var i = 0; i < morphTargetsLength; i ++ ) {
  5955. morphTargetsPosition[ i ] = {
  5956. name: morphTargets[ i ].name,
  5957. data: []
  5958. };
  5959. }
  5960. this.morphTargets.position = morphTargetsPosition;
  5961. }
  5962. var morphNormals = geometry.morphNormals;
  5963. var morphNormalsLength = morphNormals.length;
  5964. var morphTargetsNormal;
  5965. if ( morphNormalsLength > 0 ) {
  5966. morphTargetsNormal = [];
  5967. for ( var i$1 = 0; i$1 < morphNormalsLength; i$1 ++ ) {
  5968. morphTargetsNormal[ i$1 ] = {
  5969. name: morphNormals[ i$1 ].name,
  5970. data: []
  5971. };
  5972. }
  5973. this.morphTargets.normal = morphTargetsNormal;
  5974. }
  5975. // skins
  5976. var skinIndices = geometry.skinIndices;
  5977. var skinWeights = geometry.skinWeights;
  5978. var hasSkinIndices = skinIndices.length === vertices.length;
  5979. var hasSkinWeights = skinWeights.length === vertices.length;
  5980. //
  5981. if ( vertices.length > 0 && faces.length === 0 ) {
  5982. console.error( 'THREE.DirectGeometry: Faceless geometries are not supported.' );
  5983. }
  5984. for ( var i$2 = 0; i$2 < faces.length; i$2 ++ ) {
  5985. var face = faces[ i$2 ];
  5986. this.vertices.push( vertices[ face.a ], vertices[ face.b ], vertices[ face.c ] );
  5987. var vertexNormals = face.vertexNormals;
  5988. if ( vertexNormals.length === 3 ) {
  5989. this.normals.push( vertexNormals[ 0 ], vertexNormals[ 1 ], vertexNormals[ 2 ] );
  5990. } else {
  5991. var normal = face.normal;
  5992. this.normals.push( normal, normal, normal );
  5993. }
  5994. var vertexColors = face.vertexColors;
  5995. if ( vertexColors.length === 3 ) {
  5996. this.colors.push( vertexColors[ 0 ], vertexColors[ 1 ], vertexColors[ 2 ] );
  5997. } else {
  5998. var color = face.color;
  5999. this.colors.push( color, color, color );
  6000. }
  6001. if ( hasFaceVertexUv === true ) {
  6002. var vertexUvs = faceVertexUvs[ 0 ][ i$2 ];
  6003. if ( vertexUvs !== undefined ) {
  6004. this.uvs.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
  6005. } else {
  6006. console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv ', i$2 );
  6007. this.uvs.push( new Vector2(), new Vector2(), new Vector2() );
  6008. }
  6009. }
  6010. if ( hasFaceVertexUv2 === true ) {
  6011. var vertexUvs$1 = faceVertexUvs[ 1 ][ i$2 ];
  6012. if ( vertexUvs$1 !== undefined ) {
  6013. this.uvs2.push( vertexUvs$1[ 0 ], vertexUvs$1[ 1 ], vertexUvs$1[ 2 ] );
  6014. } else {
  6015. console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv2 ', i$2 );
  6016. this.uvs2.push( new Vector2(), new Vector2(), new Vector2() );
  6017. }
  6018. }
  6019. // morphs
  6020. for ( var j = 0; j < morphTargetsLength; j ++ ) {
  6021. var morphTarget = morphTargets[ j ].vertices;
  6022. morphTargetsPosition[ j ].data.push( morphTarget[ face.a ], morphTarget[ face.b ], morphTarget[ face.c ] );
  6023. }
  6024. for ( var j$1 = 0; j$1 < morphNormalsLength; j$1 ++ ) {
  6025. var morphNormal = morphNormals[ j$1 ].vertexNormals[ i$2 ];
  6026. morphTargetsNormal[ j$1 ].data.push( morphNormal.a, morphNormal.b, morphNormal.c );
  6027. }
  6028. // skins
  6029. if ( hasSkinIndices ) {
  6030. this.skinIndices.push( skinIndices[ face.a ], skinIndices[ face.b ], skinIndices[ face.c ] );
  6031. }
  6032. if ( hasSkinWeights ) {
  6033. this.skinWeights.push( skinWeights[ face.a ], skinWeights[ face.b ], skinWeights[ face.c ] );
  6034. }
  6035. }
  6036. this.computeGroups( geometry );
  6037. this.verticesNeedUpdate = geometry.verticesNeedUpdate;
  6038. this.normalsNeedUpdate = geometry.normalsNeedUpdate;
  6039. this.colorsNeedUpdate = geometry.colorsNeedUpdate;
  6040. this.uvsNeedUpdate = geometry.uvsNeedUpdate;
  6041. this.groupsNeedUpdate = geometry.groupsNeedUpdate;
  6042. if ( geometry.boundingSphere !== null ) {
  6043. this.boundingSphere = geometry.boundingSphere.clone();
  6044. }
  6045. if ( geometry.boundingBox !== null ) {
  6046. this.boundingBox = geometry.boundingBox.clone();
  6047. }
  6048. return this;
  6049. }
  6050. } );
  6051. /**
  6052. * @author mrdoob / http://mrdoob.com/
  6053. */
  6054. function arrayMax( array ) {
  6055. if ( array.length === 0 ) { return - Infinity; }
  6056. var max = array[ 0 ];
  6057. for ( var i = 1, l = array.length; i < l; ++ i ) {
  6058. if ( array[ i ] > max ) { max = array[ i ]; }
  6059. }
  6060. return max;
  6061. }
  6062. /**
  6063. * @author alteredq / http://alteredqualia.com/
  6064. * @author mrdoob / http://mrdoob.com/
  6065. */
  6066. var _bufferGeometryId = 1; // BufferGeometry uses odd numbers as Id
  6067. var _m1$2 = new Matrix4();
  6068. var _obj = new Object3D();
  6069. var _offset = new Vector3();
  6070. var _box$2 = new Box3();
  6071. var _boxMorphTargets = new Box3();
  6072. var _vector$4 = new Vector3();
  6073. function BufferGeometry() {
  6074. Object.defineProperty( this, 'id', { value: _bufferGeometryId += 2 } );
  6075. this.uuid = MathUtils.generateUUID();
  6076. this.name = '';
  6077. this.type = 'BufferGeometry';
  6078. this.index = null;
  6079. this.attributes = {};
  6080. this.morphAttributes = {};
  6081. this.morphTargetsRelative = false;
  6082. this.groups = [];
  6083. this.boundingBox = null;
  6084. this.boundingSphere = null;
  6085. this.drawRange = { start: 0, count: Infinity };
  6086. this.userData = {};
  6087. }
  6088. BufferGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  6089. constructor: BufferGeometry,
  6090. isBufferGeometry: true,
  6091. getIndex: function () {
  6092. return this.index;
  6093. },
  6094. setIndex: function ( index ) {
  6095. if ( Array.isArray( index ) ) {
  6096. this.index = new ( arrayMax( index ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );
  6097. } else {
  6098. this.index = index;
  6099. }
  6100. },
  6101. getAttribute: function ( name ) {
  6102. return this.attributes[ name ];
  6103. },
  6104. setAttribute: function ( name, attribute ) {
  6105. this.attributes[ name ] = attribute;
  6106. return this;
  6107. },
  6108. deleteAttribute: function ( name ) {
  6109. delete this.attributes[ name ];
  6110. return this;
  6111. },
  6112. addGroup: function ( start, count, materialIndex ) {
  6113. this.groups.push( {
  6114. start: start,
  6115. count: count,
  6116. materialIndex: materialIndex !== undefined ? materialIndex : 0
  6117. } );
  6118. },
  6119. clearGroups: function () {
  6120. this.groups = [];
  6121. },
  6122. setDrawRange: function ( start, count ) {
  6123. this.drawRange.start = start;
  6124. this.drawRange.count = count;
  6125. },
  6126. applyMatrix4: function ( matrix ) {
  6127. var position = this.attributes.position;
  6128. if ( position !== undefined ) {
  6129. position.applyMatrix4( matrix );
  6130. position.needsUpdate = true;
  6131. }
  6132. var normal = this.attributes.normal;
  6133. if ( normal !== undefined ) {
  6134. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  6135. normal.applyNormalMatrix( normalMatrix );
  6136. normal.needsUpdate = true;
  6137. }
  6138. var tangent = this.attributes.tangent;
  6139. if ( tangent !== undefined ) {
  6140. tangent.transformDirection( matrix );
  6141. tangent.needsUpdate = true;
  6142. }
  6143. if ( this.boundingBox !== null ) {
  6144. this.computeBoundingBox();
  6145. }
  6146. if ( this.boundingSphere !== null ) {
  6147. this.computeBoundingSphere();
  6148. }
  6149. return this;
  6150. },
  6151. rotateX: function ( angle ) {
  6152. // rotate geometry around world x-axis
  6153. _m1$2.makeRotationX( angle );
  6154. this.applyMatrix4( _m1$2 );
  6155. return this;
  6156. },
  6157. rotateY: function ( angle ) {
  6158. // rotate geometry around world y-axis
  6159. _m1$2.makeRotationY( angle );
  6160. this.applyMatrix4( _m1$2 );
  6161. return this;
  6162. },
  6163. rotateZ: function ( angle ) {
  6164. // rotate geometry around world z-axis
  6165. _m1$2.makeRotationZ( angle );
  6166. this.applyMatrix4( _m1$2 );
  6167. return this;
  6168. },
  6169. translate: function ( x, y, z ) {
  6170. // translate geometry
  6171. _m1$2.makeTranslation( x, y, z );
  6172. this.applyMatrix4( _m1$2 );
  6173. return this;
  6174. },
  6175. scale: function ( x, y, z ) {
  6176. // scale geometry
  6177. _m1$2.makeScale( x, y, z );
  6178. this.applyMatrix4( _m1$2 );
  6179. return this;
  6180. },
  6181. lookAt: function ( vector ) {
  6182. _obj.lookAt( vector );
  6183. _obj.updateMatrix();
  6184. this.applyMatrix4( _obj.matrix );
  6185. return this;
  6186. },
  6187. center: function () {
  6188. this.computeBoundingBox();
  6189. this.boundingBox.getCenter( _offset ).negate();
  6190. this.translate( _offset.x, _offset.y, _offset.z );
  6191. return this;
  6192. },
  6193. setFromObject: function ( object ) {
  6194. // console.log( 'THREE.BufferGeometry.setFromObject(). Converting', object, this );
  6195. var geometry = object.geometry;
  6196. if ( object.isPoints || object.isLine ) {
  6197. var positions = new Float32BufferAttribute( geometry.vertices.length * 3, 3 );
  6198. var colors = new Float32BufferAttribute( geometry.colors.length * 3, 3 );
  6199. this.setAttribute( 'position', positions.copyVector3sArray( geometry.vertices ) );
  6200. this.setAttribute( 'color', colors.copyColorsArray( geometry.colors ) );
  6201. if ( geometry.lineDistances && geometry.lineDistances.length === geometry.vertices.length ) {
  6202. var lineDistances = new Float32BufferAttribute( geometry.lineDistances.length, 1 );
  6203. this.setAttribute( 'lineDistance', lineDistances.copyArray( geometry.lineDistances ) );
  6204. }
  6205. if ( geometry.boundingSphere !== null ) {
  6206. this.boundingSphere = geometry.boundingSphere.clone();
  6207. }
  6208. if ( geometry.boundingBox !== null ) {
  6209. this.boundingBox = geometry.boundingBox.clone();
  6210. }
  6211. } else if ( object.isMesh ) {
  6212. if ( geometry && geometry.isGeometry ) {
  6213. this.fromGeometry( geometry );
  6214. }
  6215. }
  6216. return this;
  6217. },
  6218. setFromPoints: function ( points ) {
  6219. var position = [];
  6220. for ( var i = 0, l = points.length; i < l; i ++ ) {
  6221. var point = points[ i ];
  6222. position.push( point.x, point.y, point.z || 0 );
  6223. }
  6224. this.setAttribute( 'position', new Float32BufferAttribute( position, 3 ) );
  6225. return this;
  6226. },
  6227. updateFromObject: function ( object ) {
  6228. var geometry = object.geometry;
  6229. if ( object.isMesh ) {
  6230. var direct = geometry.__directGeometry;
  6231. if ( geometry.elementsNeedUpdate === true ) {
  6232. direct = undefined;
  6233. geometry.elementsNeedUpdate = false;
  6234. }
  6235. if ( direct === undefined ) {
  6236. return this.fromGeometry( geometry );
  6237. }
  6238. direct.verticesNeedUpdate = geometry.verticesNeedUpdate;
  6239. direct.normalsNeedUpdate = geometry.normalsNeedUpdate;
  6240. direct.colorsNeedUpdate = geometry.colorsNeedUpdate;
  6241. direct.uvsNeedUpdate = geometry.uvsNeedUpdate;
  6242. direct.groupsNeedUpdate = geometry.groupsNeedUpdate;
  6243. geometry.verticesNeedUpdate = false;
  6244. geometry.normalsNeedUpdate = false;
  6245. geometry.colorsNeedUpdate = false;
  6246. geometry.uvsNeedUpdate = false;
  6247. geometry.groupsNeedUpdate = false;
  6248. geometry = direct;
  6249. }
  6250. if ( geometry.verticesNeedUpdate === true ) {
  6251. var attribute = this.attributes.position;
  6252. if ( attribute !== undefined ) {
  6253. attribute.copyVector3sArray( geometry.vertices );
  6254. attribute.needsUpdate = true;
  6255. }
  6256. geometry.verticesNeedUpdate = false;
  6257. }
  6258. if ( geometry.normalsNeedUpdate === true ) {
  6259. var attribute$1 = this.attributes.normal;
  6260. if ( attribute$1 !== undefined ) {
  6261. attribute$1.copyVector3sArray( geometry.normals );
  6262. attribute$1.needsUpdate = true;
  6263. }
  6264. geometry.normalsNeedUpdate = false;
  6265. }
  6266. if ( geometry.colorsNeedUpdate === true ) {
  6267. var attribute$2 = this.attributes.color;
  6268. if ( attribute$2 !== undefined ) {
  6269. attribute$2.copyColorsArray( geometry.colors );
  6270. attribute$2.needsUpdate = true;
  6271. }
  6272. geometry.colorsNeedUpdate = false;
  6273. }
  6274. if ( geometry.uvsNeedUpdate ) {
  6275. var attribute$3 = this.attributes.uv;
  6276. if ( attribute$3 !== undefined ) {
  6277. attribute$3.copyVector2sArray( geometry.uvs );
  6278. attribute$3.needsUpdate = true;
  6279. }
  6280. geometry.uvsNeedUpdate = false;
  6281. }
  6282. if ( geometry.lineDistancesNeedUpdate ) {
  6283. var attribute$4 = this.attributes.lineDistance;
  6284. if ( attribute$4 !== undefined ) {
  6285. attribute$4.copyArray( geometry.lineDistances );
  6286. attribute$4.needsUpdate = true;
  6287. }
  6288. geometry.lineDistancesNeedUpdate = false;
  6289. }
  6290. if ( geometry.groupsNeedUpdate ) {
  6291. geometry.computeGroups( object.geometry );
  6292. this.groups = geometry.groups;
  6293. geometry.groupsNeedUpdate = false;
  6294. }
  6295. return this;
  6296. },
  6297. fromGeometry: function ( geometry ) {
  6298. geometry.__directGeometry = new DirectGeometry().fromGeometry( geometry );
  6299. return this.fromDirectGeometry( geometry.__directGeometry );
  6300. },
  6301. fromDirectGeometry: function ( geometry ) {
  6302. var positions = new Float32Array( geometry.vertices.length * 3 );
  6303. this.setAttribute( 'position', new BufferAttribute( positions, 3 ).copyVector3sArray( geometry.vertices ) );
  6304. if ( geometry.normals.length > 0 ) {
  6305. var normals = new Float32Array( geometry.normals.length * 3 );
  6306. this.setAttribute( 'normal', new BufferAttribute( normals, 3 ).copyVector3sArray( geometry.normals ) );
  6307. }
  6308. if ( geometry.colors.length > 0 ) {
  6309. var colors = new Float32Array( geometry.colors.length * 3 );
  6310. this.setAttribute( 'color', new BufferAttribute( colors, 3 ).copyColorsArray( geometry.colors ) );
  6311. }
  6312. if ( geometry.uvs.length > 0 ) {
  6313. var uvs = new Float32Array( geometry.uvs.length * 2 );
  6314. this.setAttribute( 'uv', new BufferAttribute( uvs, 2 ).copyVector2sArray( geometry.uvs ) );
  6315. }
  6316. if ( geometry.uvs2.length > 0 ) {
  6317. var uvs2 = new Float32Array( geometry.uvs2.length * 2 );
  6318. this.setAttribute( 'uv2', new BufferAttribute( uvs2, 2 ).copyVector2sArray( geometry.uvs2 ) );
  6319. }
  6320. // groups
  6321. this.groups = geometry.groups;
  6322. // morphs
  6323. for ( var name in geometry.morphTargets ) {
  6324. var array = [];
  6325. var morphTargets = geometry.morphTargets[ name ];
  6326. for ( var i = 0, l = morphTargets.length; i < l; i ++ ) {
  6327. var morphTarget = morphTargets[ i ];
  6328. var attribute = new Float32BufferAttribute( morphTarget.data.length * 3, 3 );
  6329. attribute.name = morphTarget.name;
  6330. array.push( attribute.copyVector3sArray( morphTarget.data ) );
  6331. }
  6332. this.morphAttributes[ name ] = array;
  6333. }
  6334. // skinning
  6335. if ( geometry.skinIndices.length > 0 ) {
  6336. var skinIndices = new Float32BufferAttribute( geometry.skinIndices.length * 4, 4 );
  6337. this.setAttribute( 'skinIndex', skinIndices.copyVector4sArray( geometry.skinIndices ) );
  6338. }
  6339. if ( geometry.skinWeights.length > 0 ) {
  6340. var skinWeights = new Float32BufferAttribute( geometry.skinWeights.length * 4, 4 );
  6341. this.setAttribute( 'skinWeight', skinWeights.copyVector4sArray( geometry.skinWeights ) );
  6342. }
  6343. //
  6344. if ( geometry.boundingSphere !== null ) {
  6345. this.boundingSphere = geometry.boundingSphere.clone();
  6346. }
  6347. if ( geometry.boundingBox !== null ) {
  6348. this.boundingBox = geometry.boundingBox.clone();
  6349. }
  6350. return this;
  6351. },
  6352. computeBoundingBox: function () {
  6353. if ( this.boundingBox === null ) {
  6354. this.boundingBox = new Box3();
  6355. }
  6356. var position = this.attributes.position;
  6357. var morphAttributesPosition = this.morphAttributes.position;
  6358. if ( position !== undefined ) {
  6359. this.boundingBox.setFromBufferAttribute( position );
  6360. // process morph attributes if present
  6361. if ( morphAttributesPosition ) {
  6362. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6363. var morphAttribute = morphAttributesPosition[ i ];
  6364. _box$2.setFromBufferAttribute( morphAttribute );
  6365. if ( this.morphTargetsRelative ) {
  6366. _vector$4.addVectors( this.boundingBox.min, _box$2.min );
  6367. this.boundingBox.expandByPoint( _vector$4 );
  6368. _vector$4.addVectors( this.boundingBox.max, _box$2.max );
  6369. this.boundingBox.expandByPoint( _vector$4 );
  6370. } else {
  6371. this.boundingBox.expandByPoint( _box$2.min );
  6372. this.boundingBox.expandByPoint( _box$2.max );
  6373. }
  6374. }
  6375. }
  6376. } else {
  6377. this.boundingBox.makeEmpty();
  6378. }
  6379. if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
  6380. console.error( 'THREE.BufferGeometry.computeBoundingBox: Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this );
  6381. }
  6382. },
  6383. computeBoundingSphere: function () {
  6384. if ( this.boundingSphere === null ) {
  6385. this.boundingSphere = new Sphere();
  6386. }
  6387. var position = this.attributes.position;
  6388. var morphAttributesPosition = this.morphAttributes.position;
  6389. if ( position ) {
  6390. // first, find the center of the bounding sphere
  6391. var center = this.boundingSphere.center;
  6392. _box$2.setFromBufferAttribute( position );
  6393. // process morph attributes if present
  6394. if ( morphAttributesPosition ) {
  6395. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6396. var morphAttribute = morphAttributesPosition[ i ];
  6397. _boxMorphTargets.setFromBufferAttribute( morphAttribute );
  6398. if ( this.morphTargetsRelative ) {
  6399. _vector$4.addVectors( _box$2.min, _boxMorphTargets.min );
  6400. _box$2.expandByPoint( _vector$4 );
  6401. _vector$4.addVectors( _box$2.max, _boxMorphTargets.max );
  6402. _box$2.expandByPoint( _vector$4 );
  6403. } else {
  6404. _box$2.expandByPoint( _boxMorphTargets.min );
  6405. _box$2.expandByPoint( _boxMorphTargets.max );
  6406. }
  6407. }
  6408. }
  6409. _box$2.getCenter( center );
  6410. // second, try to find a boundingSphere with a radius smaller than the
  6411. // boundingSphere of the boundingBox: sqrt(3) smaller in the best case
  6412. var maxRadiusSq = 0;
  6413. for ( var i$1 = 0, il$1 = position.count; i$1 < il$1; i$1 ++ ) {
  6414. _vector$4.fromBufferAttribute( position, i$1 );
  6415. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$4 ) );
  6416. }
  6417. // process morph attributes if present
  6418. if ( morphAttributesPosition ) {
  6419. for ( var i$2 = 0, il$2 = morphAttributesPosition.length; i$2 < il$2; i$2 ++ ) {
  6420. var morphAttribute$1 = morphAttributesPosition[ i$2 ];
  6421. var morphTargetsRelative = this.morphTargetsRelative;
  6422. for ( var j = 0, jl = morphAttribute$1.count; j < jl; j ++ ) {
  6423. _vector$4.fromBufferAttribute( morphAttribute$1, j );
  6424. if ( morphTargetsRelative ) {
  6425. _offset.fromBufferAttribute( position, j );
  6426. _vector$4.add( _offset );
  6427. }
  6428. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$4 ) );
  6429. }
  6430. }
  6431. }
  6432. this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
  6433. if ( isNaN( this.boundingSphere.radius ) ) {
  6434. console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this );
  6435. }
  6436. }
  6437. },
  6438. computeFaceNormals: function () {
  6439. // backwards compatibility
  6440. },
  6441. computeVertexNormals: function () {
  6442. var index = this.index;
  6443. var positionAttribute = this.getAttribute( 'position' );
  6444. if ( positionAttribute !== undefined ) {
  6445. var normalAttribute = this.getAttribute( 'normal' );
  6446. if ( normalAttribute === undefined ) {
  6447. normalAttribute = new BufferAttribute( new Float32Array( positionAttribute.count * 3 ), 3 );
  6448. this.setAttribute( 'normal', normalAttribute );
  6449. } else {
  6450. // reset existing normals to zero
  6451. for ( var i = 0, il = normalAttribute.count; i < il; i ++ ) {
  6452. normalAttribute.setXYZ( i, 0, 0, 0 );
  6453. }
  6454. }
  6455. var pA = new Vector3(), pB = new Vector3(), pC = new Vector3();
  6456. var nA = new Vector3(), nB = new Vector3(), nC = new Vector3();
  6457. var cb = new Vector3(), ab = new Vector3();
  6458. // indexed elements
  6459. if ( index ) {
  6460. for ( var i$1 = 0, il$1 = index.count; i$1 < il$1; i$1 += 3 ) {
  6461. var vA = index.getX( i$1 + 0 );
  6462. var vB = index.getX( i$1 + 1 );
  6463. var vC = index.getX( i$1 + 2 );
  6464. pA.fromBufferAttribute( positionAttribute, vA );
  6465. pB.fromBufferAttribute( positionAttribute, vB );
  6466. pC.fromBufferAttribute( positionAttribute, vC );
  6467. cb.subVectors( pC, pB );
  6468. ab.subVectors( pA, pB );
  6469. cb.cross( ab );
  6470. nA.fromBufferAttribute( normalAttribute, vA );
  6471. nB.fromBufferAttribute( normalAttribute, vB );
  6472. nC.fromBufferAttribute( normalAttribute, vC );
  6473. nA.add( cb );
  6474. nB.add( cb );
  6475. nC.add( cb );
  6476. normalAttribute.setXYZ( vA, nA.x, nA.y, nA.z );
  6477. normalAttribute.setXYZ( vB, nB.x, nB.y, nB.z );
  6478. normalAttribute.setXYZ( vC, nC.x, nC.y, nC.z );
  6479. }
  6480. } else {
  6481. // non-indexed elements (unconnected triangle soup)
  6482. for ( var i$2 = 0, il$2 = positionAttribute.count; i$2 < il$2; i$2 += 3 ) {
  6483. pA.fromBufferAttribute( positionAttribute, i$2 + 0 );
  6484. pB.fromBufferAttribute( positionAttribute, i$2 + 1 );
  6485. pC.fromBufferAttribute( positionAttribute, i$2 + 2 );
  6486. cb.subVectors( pC, pB );
  6487. ab.subVectors( pA, pB );
  6488. cb.cross( ab );
  6489. normalAttribute.setXYZ( i$2 + 0, cb.x, cb.y, cb.z );
  6490. normalAttribute.setXYZ( i$2 + 1, cb.x, cb.y, cb.z );
  6491. normalAttribute.setXYZ( i$2 + 2, cb.x, cb.y, cb.z );
  6492. }
  6493. }
  6494. this.normalizeNormals();
  6495. normalAttribute.needsUpdate = true;
  6496. }
  6497. },
  6498. merge: function ( geometry, offset ) {
  6499. if ( ! ( geometry && geometry.isBufferGeometry ) ) {
  6500. console.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry );
  6501. return;
  6502. }
  6503. if ( offset === undefined ) {
  6504. offset = 0;
  6505. console.warn(
  6506. 'THREE.BufferGeometry.merge(): Overwriting original geometry, starting at offset=0. '
  6507. + 'Use BufferGeometryUtils.mergeBufferGeometries() for lossless merge.'
  6508. );
  6509. }
  6510. var attributes = this.attributes;
  6511. for ( var key in attributes ) {
  6512. if ( geometry.attributes[ key ] === undefined ) { continue; }
  6513. var attribute1 = attributes[ key ];
  6514. var attributeArray1 = attribute1.array;
  6515. var attribute2 = geometry.attributes[ key ];
  6516. var attributeArray2 = attribute2.array;
  6517. var attributeOffset = attribute2.itemSize * offset;
  6518. var length = Math.min( attributeArray2.length, attributeArray1.length - attributeOffset );
  6519. for ( var i = 0, j = attributeOffset; i < length; i ++, j ++ ) {
  6520. attributeArray1[ j ] = attributeArray2[ i ];
  6521. }
  6522. }
  6523. return this;
  6524. },
  6525. normalizeNormals: function () {
  6526. var normals = this.attributes.normal;
  6527. for ( var i = 0, il = normals.count; i < il; i ++ ) {
  6528. _vector$4.fromBufferAttribute( normals, i );
  6529. _vector$4.normalize();
  6530. normals.setXYZ( i, _vector$4.x, _vector$4.y, _vector$4.z );
  6531. }
  6532. },
  6533. toNonIndexed: function () {
  6534. function convertBufferAttribute( attribute, indices ) {
  6535. var array = attribute.array;
  6536. var itemSize = attribute.itemSize;
  6537. var normalized = attribute.normalized;
  6538. var array2 = new array.constructor( indices.length * itemSize );
  6539. var index = 0, index2 = 0;
  6540. for ( var i = 0, l = indices.length; i < l; i ++ ) {
  6541. index = indices[ i ] * itemSize;
  6542. for ( var j = 0; j < itemSize; j ++ ) {
  6543. array2[ index2 ++ ] = array[ index ++ ];
  6544. }
  6545. }
  6546. return new BufferAttribute( array2, itemSize, normalized );
  6547. }
  6548. //
  6549. if ( this.index === null ) {
  6550. console.warn( 'THREE.BufferGeometry.toNonIndexed(): Geometry is already non-indexed.' );
  6551. return this;
  6552. }
  6553. var geometry2 = new BufferGeometry();
  6554. var indices = this.index.array;
  6555. var attributes = this.attributes;
  6556. // attributes
  6557. for ( var name in attributes ) {
  6558. var attribute = attributes[ name ];
  6559. var newAttribute = convertBufferAttribute( attribute, indices );
  6560. geometry2.setAttribute( name, newAttribute );
  6561. }
  6562. // morph attributes
  6563. var morphAttributes = this.morphAttributes;
  6564. for ( var name$1 in morphAttributes ) {
  6565. var morphArray = [];
  6566. var morphAttribute = morphAttributes[ name$1 ]; // morphAttribute: array of Float32BufferAttributes
  6567. for ( var i = 0, il = morphAttribute.length; i < il; i ++ ) {
  6568. var attribute$1 = morphAttribute[ i ];
  6569. var newAttribute$1 = convertBufferAttribute( attribute$1, indices );
  6570. morphArray.push( newAttribute$1 );
  6571. }
  6572. geometry2.morphAttributes[ name$1 ] = morphArray;
  6573. }
  6574. geometry2.morphTargetsRelative = this.morphTargetsRelative;
  6575. // groups
  6576. var groups = this.groups;
  6577. for ( var i$1 = 0, l = groups.length; i$1 < l; i$1 ++ ) {
  6578. var group = groups[ i$1 ];
  6579. geometry2.addGroup( group.start, group.count, group.materialIndex );
  6580. }
  6581. return geometry2;
  6582. },
  6583. toJSON: function () {
  6584. var data = {
  6585. metadata: {
  6586. version: 4.5,
  6587. type: 'BufferGeometry',
  6588. generator: 'BufferGeometry.toJSON'
  6589. }
  6590. };
  6591. // standard BufferGeometry serialization
  6592. data.uuid = this.uuid;
  6593. data.type = this.type;
  6594. if ( this.name !== '' ) { data.name = this.name; }
  6595. if ( Object.keys( this.userData ).length > 0 ) { data.userData = this.userData; }
  6596. if ( this.parameters !== undefined ) {
  6597. var parameters = this.parameters;
  6598. for ( var key in parameters ) {
  6599. if ( parameters[ key ] !== undefined ) { data[ key ] = parameters[ key ]; }
  6600. }
  6601. return data;
  6602. }
  6603. data.data = { attributes: {} };
  6604. var index = this.index;
  6605. if ( index !== null ) {
  6606. data.data.index = {
  6607. type: index.array.constructor.name,
  6608. array: Array.prototype.slice.call( index.array )
  6609. };
  6610. }
  6611. var attributes = this.attributes;
  6612. for ( var key$1 in attributes ) {
  6613. var attribute = attributes[ key$1 ];
  6614. var attributeData = attribute.toJSON( data.data );
  6615. if ( attribute.name !== '' ) { attributeData.name = attribute.name; }
  6616. data.data.attributes[ key$1 ] = attributeData;
  6617. }
  6618. var morphAttributes = {};
  6619. var hasMorphAttributes = false;
  6620. for ( var key$2 in this.morphAttributes ) {
  6621. var attributeArray = this.morphAttributes[ key$2 ];
  6622. var array = [];
  6623. for ( var i = 0, il = attributeArray.length; i < il; i ++ ) {
  6624. var attribute$1 = attributeArray[ i ];
  6625. var attributeData$1 = attribute$1.toJSON( data.data );
  6626. if ( attribute$1.name !== '' ) { attributeData$1.name = attribute$1.name; }
  6627. array.push( attributeData$1 );
  6628. }
  6629. if ( array.length > 0 ) {
  6630. morphAttributes[ key$2 ] = array;
  6631. hasMorphAttributes = true;
  6632. }
  6633. }
  6634. if ( hasMorphAttributes ) {
  6635. data.data.morphAttributes = morphAttributes;
  6636. data.data.morphTargetsRelative = this.morphTargetsRelative;
  6637. }
  6638. var groups = this.groups;
  6639. if ( groups.length > 0 ) {
  6640. data.data.groups = JSON.parse( JSON.stringify( groups ) );
  6641. }
  6642. var boundingSphere = this.boundingSphere;
  6643. if ( boundingSphere !== null ) {
  6644. data.data.boundingSphere = {
  6645. center: boundingSphere.center.toArray(),
  6646. radius: boundingSphere.radius
  6647. };
  6648. }
  6649. return data;
  6650. },
  6651. clone: function () {
  6652. /*
  6653. // Handle primitives
  6654. const parameters = this.parameters;
  6655. if ( parameters !== undefined ) {
  6656. const values = [];
  6657. for ( const key in parameters ) {
  6658. values.push( parameters[ key ] );
  6659. }
  6660. const geometry = Object.create( this.constructor.prototype );
  6661. this.constructor.apply( geometry, values );
  6662. return geometry;
  6663. }
  6664. return new this.constructor().copy( this );
  6665. */
  6666. return new BufferGeometry().copy( this );
  6667. },
  6668. copy: function ( source ) {
  6669. // reset
  6670. this.index = null;
  6671. this.attributes = {};
  6672. this.morphAttributes = {};
  6673. this.groups = [];
  6674. this.boundingBox = null;
  6675. this.boundingSphere = null;
  6676. // used for storing cloned, shared data
  6677. var data = {};
  6678. // name
  6679. this.name = source.name;
  6680. // index
  6681. var index = source.index;
  6682. if ( index !== null ) {
  6683. this.setIndex( index.clone( data ) );
  6684. }
  6685. // attributes
  6686. var attributes = source.attributes;
  6687. for ( var name in attributes ) {
  6688. var attribute = attributes[ name ];
  6689. this.setAttribute( name, attribute.clone( data ) );
  6690. }
  6691. // morph attributes
  6692. var morphAttributes = source.morphAttributes;
  6693. for ( var name$1 in morphAttributes ) {
  6694. var array = [];
  6695. var morphAttribute = morphAttributes[ name$1 ]; // morphAttribute: array of Float32BufferAttributes
  6696. for ( var i = 0, l = morphAttribute.length; i < l; i ++ ) {
  6697. array.push( morphAttribute[ i ].clone( data ) );
  6698. }
  6699. this.morphAttributes[ name$1 ] = array;
  6700. }
  6701. this.morphTargetsRelative = source.morphTargetsRelative;
  6702. // groups
  6703. var groups = source.groups;
  6704. for ( var i$1 = 0, l$1 = groups.length; i$1 < l$1; i$1 ++ ) {
  6705. var group = groups[ i$1 ];
  6706. this.addGroup( group.start, group.count, group.materialIndex );
  6707. }
  6708. // bounding box
  6709. var boundingBox = source.boundingBox;
  6710. if ( boundingBox !== null ) {
  6711. this.boundingBox = boundingBox.clone();
  6712. }
  6713. // bounding sphere
  6714. var boundingSphere = source.boundingSphere;
  6715. if ( boundingSphere !== null ) {
  6716. this.boundingSphere = boundingSphere.clone();
  6717. }
  6718. // draw range
  6719. this.drawRange.start = source.drawRange.start;
  6720. this.drawRange.count = source.drawRange.count;
  6721. // user data
  6722. this.userData = source.userData;
  6723. return this;
  6724. },
  6725. dispose: function () {
  6726. this.dispatchEvent( { type: 'dispose' } );
  6727. }
  6728. } );
  6729. /**
  6730. * @author mrdoob / http://mrdoob.com/
  6731. * @author alteredq / http://alteredqualia.com/
  6732. * @author mikael emtinger / http://gomo.se/
  6733. * @author jonobr1 / http://jonobr1.com/
  6734. */
  6735. var _inverseMatrix = new Matrix4();
  6736. var _ray = new Ray();
  6737. var _sphere = new Sphere();
  6738. var _vA = new Vector3();
  6739. var _vB = new Vector3();
  6740. var _vC = new Vector3();
  6741. var _tempA = new Vector3();
  6742. var _tempB = new Vector3();
  6743. var _tempC = new Vector3();
  6744. var _morphA = new Vector3();
  6745. var _morphB = new Vector3();
  6746. var _morphC = new Vector3();
  6747. var _uvA = new Vector2();
  6748. var _uvB = new Vector2();
  6749. var _uvC = new Vector2();
  6750. var _intersectionPoint = new Vector3();
  6751. var _intersectionPointWorld = new Vector3();
  6752. function Mesh( geometry, material ) {
  6753. Object3D.call( this );
  6754. this.type = 'Mesh';
  6755. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  6756. this.material = material !== undefined ? material : new MeshBasicMaterial();
  6757. this.updateMorphTargets();
  6758. }
  6759. Mesh.prototype = Object.assign( Object.create( Object3D.prototype ), {
  6760. constructor: Mesh,
  6761. isMesh: true,
  6762. copy: function ( source ) {
  6763. Object3D.prototype.copy.call( this, source );
  6764. if ( source.morphTargetInfluences !== undefined ) {
  6765. this.morphTargetInfluences = source.morphTargetInfluences.slice();
  6766. }
  6767. if ( source.morphTargetDictionary !== undefined ) {
  6768. this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );
  6769. }
  6770. this.material = source.material;
  6771. this.geometry = source.geometry;
  6772. return this;
  6773. },
  6774. updateMorphTargets: function () {
  6775. var geometry = this.geometry;
  6776. if ( geometry.isBufferGeometry ) {
  6777. var morphAttributes = geometry.morphAttributes;
  6778. var keys = Object.keys( morphAttributes );
  6779. if ( keys.length > 0 ) {
  6780. var morphAttribute = morphAttributes[ keys[ 0 ] ];
  6781. if ( morphAttribute !== undefined ) {
  6782. this.morphTargetInfluences = [];
  6783. this.morphTargetDictionary = {};
  6784. for ( var m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  6785. var name = morphAttribute[ m ].name || String( m );
  6786. this.morphTargetInfluences.push( 0 );
  6787. this.morphTargetDictionary[ name ] = m;
  6788. }
  6789. }
  6790. }
  6791. } else {
  6792. var morphTargets = geometry.morphTargets;
  6793. if ( morphTargets !== undefined && morphTargets.length > 0 ) {
  6794. console.error( 'THREE.Mesh.updateMorphTargets() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
  6795. }
  6796. }
  6797. },
  6798. raycast: function ( raycaster, intersects ) {
  6799. var geometry = this.geometry;
  6800. var material = this.material;
  6801. var matrixWorld = this.matrixWorld;
  6802. if ( material === undefined ) { return; }
  6803. // Checking boundingSphere distance to ray
  6804. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  6805. _sphere.copy( geometry.boundingSphere );
  6806. _sphere.applyMatrix4( matrixWorld );
  6807. if ( raycaster.ray.intersectsSphere( _sphere ) === false ) { return; }
  6808. //
  6809. _inverseMatrix.getInverse( matrixWorld );
  6810. _ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix );
  6811. // Check boundingBox before continuing
  6812. if ( geometry.boundingBox !== null ) {
  6813. if ( _ray.intersectsBox( geometry.boundingBox ) === false ) { return; }
  6814. }
  6815. var intersection;
  6816. if ( geometry.isBufferGeometry ) {
  6817. var index = geometry.index;
  6818. var position = geometry.attributes.position;
  6819. var morphPosition = geometry.morphAttributes.position;
  6820. var morphTargetsRelative = geometry.morphTargetsRelative;
  6821. var uv = geometry.attributes.uv;
  6822. var uv2 = geometry.attributes.uv2;
  6823. var groups = geometry.groups;
  6824. var drawRange = geometry.drawRange;
  6825. if ( index !== null ) {
  6826. // indexed buffer geometry
  6827. if ( Array.isArray( material ) ) {
  6828. for ( var i = 0, il = groups.length; i < il; i ++ ) {
  6829. var group = groups[ i ];
  6830. var groupMaterial = material[ group.materialIndex ];
  6831. var start = Math.max( group.start, drawRange.start );
  6832. var end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );
  6833. for ( var j = start, jl = end; j < jl; j += 3 ) {
  6834. var a = index.getX( j );
  6835. var b = index.getX( j + 1 );
  6836. var c = index.getX( j + 2 );
  6837. intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );
  6838. if ( intersection ) {
  6839. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics
  6840. intersection.face.materialIndex = group.materialIndex;
  6841. intersects.push( intersection );
  6842. }
  6843. }
  6844. }
  6845. } else {
  6846. var start$1 = Math.max( 0, drawRange.start );
  6847. var end$1 = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  6848. for ( var i$1 = start$1, il$1 = end$1; i$1 < il$1; i$1 += 3 ) {
  6849. var a$1 = index.getX( i$1 );
  6850. var b$1 = index.getX( i$1 + 1 );
  6851. var c$1 = index.getX( i$1 + 2 );
  6852. intersection = checkBufferGeometryIntersection( this, material, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a$1, b$1, c$1 );
  6853. if ( intersection ) {
  6854. intersection.faceIndex = Math.floor( i$1 / 3 ); // triangle number in indexed buffer semantics
  6855. intersects.push( intersection );
  6856. }
  6857. }
  6858. }
  6859. } else if ( position !== undefined ) {
  6860. // non-indexed buffer geometry
  6861. if ( Array.isArray( material ) ) {
  6862. for ( var i$2 = 0, il$2 = groups.length; i$2 < il$2; i$2 ++ ) {
  6863. var group$1 = groups[ i$2 ];
  6864. var groupMaterial$1 = material[ group$1.materialIndex ];
  6865. var start$2 = Math.max( group$1.start, drawRange.start );
  6866. var end$2 = Math.min( ( group$1.start + group$1.count ), ( drawRange.start + drawRange.count ) );
  6867. for ( var j$1 = start$2, jl$1 = end$2; j$1 < jl$1; j$1 += 3 ) {
  6868. var a$2 = j$1;
  6869. var b$2 = j$1 + 1;
  6870. var c$2 = j$1 + 2;
  6871. intersection = checkBufferGeometryIntersection( this, groupMaterial$1, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a$2, b$2, c$2 );
  6872. if ( intersection ) {
  6873. intersection.faceIndex = Math.floor( j$1 / 3 ); // triangle number in non-indexed buffer semantics
  6874. intersection.face.materialIndex = group$1.materialIndex;
  6875. intersects.push( intersection );
  6876. }
  6877. }
  6878. }
  6879. } else {
  6880. var start$3 = Math.max( 0, drawRange.start );
  6881. var end$3 = Math.min( position.count, ( drawRange.start + drawRange.count ) );
  6882. for ( var i$3 = start$3, il$3 = end$3; i$3 < il$3; i$3 += 3 ) {
  6883. var a$3 = i$3;
  6884. var b$3 = i$3 + 1;
  6885. var c$3 = i$3 + 2;
  6886. intersection = checkBufferGeometryIntersection( this, material, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a$3, b$3, c$3 );
  6887. if ( intersection ) {
  6888. intersection.faceIndex = Math.floor( i$3 / 3 ); // triangle number in non-indexed buffer semantics
  6889. intersects.push( intersection );
  6890. }
  6891. }
  6892. }
  6893. }
  6894. } else if ( geometry.isGeometry ) {
  6895. var isMultiMaterial = Array.isArray( material );
  6896. var vertices = geometry.vertices;
  6897. var faces = geometry.faces;
  6898. var uvs;
  6899. var faceVertexUvs = geometry.faceVertexUvs[ 0 ];
  6900. if ( faceVertexUvs.length > 0 ) { uvs = faceVertexUvs; }
  6901. for ( var f = 0, fl = faces.length; f < fl; f ++ ) {
  6902. var face = faces[ f ];
  6903. var faceMaterial = isMultiMaterial ? material[ face.materialIndex ] : material;
  6904. if ( faceMaterial === undefined ) { continue; }
  6905. var fvA = vertices[ face.a ];
  6906. var fvB = vertices[ face.b ];
  6907. var fvC = vertices[ face.c ];
  6908. intersection = checkIntersection( this, faceMaterial, raycaster, _ray, fvA, fvB, fvC, _intersectionPoint );
  6909. if ( intersection ) {
  6910. if ( uvs && uvs[ f ] ) {
  6911. var uvs_f = uvs[ f ];
  6912. _uvA.copy( uvs_f[ 0 ] );
  6913. _uvB.copy( uvs_f[ 1 ] );
  6914. _uvC.copy( uvs_f[ 2 ] );
  6915. intersection.uv = Triangle.getUV( _intersectionPoint, fvA, fvB, fvC, _uvA, _uvB, _uvC, new Vector2() );
  6916. }
  6917. intersection.face = face;
  6918. intersection.faceIndex = f;
  6919. intersects.push( intersection );
  6920. }
  6921. }
  6922. }
  6923. }
  6924. } );
  6925. function checkIntersection( object, material, raycaster, ray, pA, pB, pC, point ) {
  6926. var intersect;
  6927. if ( material.side === BackSide ) {
  6928. intersect = ray.intersectTriangle( pC, pB, pA, true, point );
  6929. } else {
  6930. intersect = ray.intersectTriangle( pA, pB, pC, material.side !== DoubleSide, point );
  6931. }
  6932. if ( intersect === null ) { return null; }
  6933. _intersectionPointWorld.copy( point );
  6934. _intersectionPointWorld.applyMatrix4( object.matrixWorld );
  6935. var distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld );
  6936. if ( distance < raycaster.near || distance > raycaster.far ) { return null; }
  6937. return {
  6938. distance: distance,
  6939. point: _intersectionPointWorld.clone(),
  6940. object: object
  6941. };
  6942. }
  6943. function checkBufferGeometryIntersection( object, material, raycaster, ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c ) {
  6944. _vA.fromBufferAttribute( position, a );
  6945. _vB.fromBufferAttribute( position, b );
  6946. _vC.fromBufferAttribute( position, c );
  6947. var morphInfluences = object.morphTargetInfluences;
  6948. if ( material.morphTargets && morphPosition && morphInfluences ) {
  6949. _morphA.set( 0, 0, 0 );
  6950. _morphB.set( 0, 0, 0 );
  6951. _morphC.set( 0, 0, 0 );
  6952. for ( var i = 0, il = morphPosition.length; i < il; i ++ ) {
  6953. var influence = morphInfluences[ i ];
  6954. var morphAttribute = morphPosition[ i ];
  6955. if ( influence === 0 ) { continue; }
  6956. _tempA.fromBufferAttribute( morphAttribute, a );
  6957. _tempB.fromBufferAttribute( morphAttribute, b );
  6958. _tempC.fromBufferAttribute( morphAttribute, c );
  6959. if ( morphTargetsRelative ) {
  6960. _morphA.addScaledVector( _tempA, influence );
  6961. _morphB.addScaledVector( _tempB, influence );
  6962. _morphC.addScaledVector( _tempC, influence );
  6963. } else {
  6964. _morphA.addScaledVector( _tempA.sub( _vA ), influence );
  6965. _morphB.addScaledVector( _tempB.sub( _vB ), influence );
  6966. _morphC.addScaledVector( _tempC.sub( _vC ), influence );
  6967. }
  6968. }
  6969. _vA.add( _morphA );
  6970. _vB.add( _morphB );
  6971. _vC.add( _morphC );
  6972. }
  6973. if ( object.isSkinnedMesh ) {
  6974. object.boneTransform( a, _vA );
  6975. object.boneTransform( b, _vB );
  6976. object.boneTransform( c, _vC );
  6977. }
  6978. var intersection = checkIntersection( object, material, raycaster, ray, _vA, _vB, _vC, _intersectionPoint );
  6979. if ( intersection ) {
  6980. if ( uv ) {
  6981. _uvA.fromBufferAttribute( uv, a );
  6982. _uvB.fromBufferAttribute( uv, b );
  6983. _uvC.fromBufferAttribute( uv, c );
  6984. intersection.uv = Triangle.getUV( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() );
  6985. }
  6986. if ( uv2 ) {
  6987. _uvA.fromBufferAttribute( uv2, a );
  6988. _uvB.fromBufferAttribute( uv2, b );
  6989. _uvC.fromBufferAttribute( uv2, c );
  6990. intersection.uv2 = Triangle.getUV( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() );
  6991. }
  6992. var face = new Face3( a, b, c );
  6993. Triangle.getNormal( _vA, _vB, _vC, face.normal );
  6994. intersection.face = face;
  6995. }
  6996. return intersection;
  6997. }
  6998. /**
  6999. * @author mrdoob / http://mrdoob.com/
  7000. * @author kile / http://kile.stravaganza.org/
  7001. * @author alteredq / http://alteredqualia.com/
  7002. * @author mikael emtinger / http://gomo.se/
  7003. * @author zz85 / http://www.lab4games.net/zz85/blog
  7004. * @author bhouston / http://clara.io
  7005. */
  7006. var _geometryId = 0; // Geometry uses even numbers as Id
  7007. var _m1$3 = new Matrix4();
  7008. var _obj$1 = new Object3D();
  7009. var _offset$1 = new Vector3();
  7010. function Geometry() {
  7011. Object.defineProperty( this, 'id', { value: _geometryId += 2 } );
  7012. this.uuid = MathUtils.generateUUID();
  7013. this.name = '';
  7014. this.type = 'Geometry';
  7015. this.vertices = [];
  7016. this.colors = [];
  7017. this.faces = [];
  7018. this.faceVertexUvs = [[]];
  7019. this.morphTargets = [];
  7020. this.morphNormals = [];
  7021. this.skinWeights = [];
  7022. this.skinIndices = [];
  7023. this.lineDistances = [];
  7024. this.boundingBox = null;
  7025. this.boundingSphere = null;
  7026. // update flags
  7027. this.elementsNeedUpdate = false;
  7028. this.verticesNeedUpdate = false;
  7029. this.uvsNeedUpdate = false;
  7030. this.normalsNeedUpdate = false;
  7031. this.colorsNeedUpdate = false;
  7032. this.lineDistancesNeedUpdate = false;
  7033. this.groupsNeedUpdate = false;
  7034. }
  7035. Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  7036. constructor: Geometry,
  7037. isGeometry: true,
  7038. applyMatrix4: function ( matrix ) {
  7039. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  7040. for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {
  7041. var vertex = this.vertices[ i ];
  7042. vertex.applyMatrix4( matrix );
  7043. }
  7044. for ( var i$1 = 0, il$1 = this.faces.length; i$1 < il$1; i$1 ++ ) {
  7045. var face = this.faces[ i$1 ];
  7046. face.normal.applyMatrix3( normalMatrix ).normalize();
  7047. for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
  7048. face.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize();
  7049. }
  7050. }
  7051. if ( this.boundingBox !== null ) {
  7052. this.computeBoundingBox();
  7053. }
  7054. if ( this.boundingSphere !== null ) {
  7055. this.computeBoundingSphere();
  7056. }
  7057. this.verticesNeedUpdate = true;
  7058. this.normalsNeedUpdate = true;
  7059. return this;
  7060. },
  7061. rotateX: function ( angle ) {
  7062. // rotate geometry around world x-axis
  7063. _m1$3.makeRotationX( angle );
  7064. this.applyMatrix4( _m1$3 );
  7065. return this;
  7066. },
  7067. rotateY: function ( angle ) {
  7068. // rotate geometry around world y-axis
  7069. _m1$3.makeRotationY( angle );
  7070. this.applyMatrix4( _m1$3 );
  7071. return this;
  7072. },
  7073. rotateZ: function ( angle ) {
  7074. // rotate geometry around world z-axis
  7075. _m1$3.makeRotationZ( angle );
  7076. this.applyMatrix4( _m1$3 );
  7077. return this;
  7078. },
  7079. translate: function ( x, y, z ) {
  7080. // translate geometry
  7081. _m1$3.makeTranslation( x, y, z );
  7082. this.applyMatrix4( _m1$3 );
  7083. return this;
  7084. },
  7085. scale: function ( x, y, z ) {
  7086. // scale geometry
  7087. _m1$3.makeScale( x, y, z );
  7088. this.applyMatrix4( _m1$3 );
  7089. return this;
  7090. },
  7091. lookAt: function ( vector ) {
  7092. _obj$1.lookAt( vector );
  7093. _obj$1.updateMatrix();
  7094. this.applyMatrix4( _obj$1.matrix );
  7095. return this;
  7096. },
  7097. fromBufferGeometry: function ( geometry ) {
  7098. var scope = this;
  7099. var index = geometry.index !== null ? geometry.index : undefined;
  7100. var attributes = geometry.attributes;
  7101. if ( attributes.position === undefined ) {
  7102. console.error( 'THREE.Geometry.fromBufferGeometry(): Position attribute required for conversion.' );
  7103. return this;
  7104. }
  7105. var position = attributes.position;
  7106. var normal = attributes.normal;
  7107. var color = attributes.color;
  7108. var uv = attributes.uv;
  7109. var uv2 = attributes.uv2;
  7110. if ( uv2 !== undefined ) { this.faceVertexUvs[ 1 ] = []; }
  7111. for ( var i = 0; i < position.count; i ++ ) {
  7112. scope.vertices.push( new Vector3().fromBufferAttribute( position, i ) );
  7113. if ( color !== undefined ) {
  7114. scope.colors.push( new Color().fromBufferAttribute( color, i ) );
  7115. }
  7116. }
  7117. function addFace( a, b, c, materialIndex ) {
  7118. var vertexColors = ( color === undefined ) ? [] : [
  7119. scope.colors[ a ].clone(),
  7120. scope.colors[ b ].clone(),
  7121. scope.colors[ c ].clone()
  7122. ];
  7123. var vertexNormals = ( normal === undefined ) ? [] : [
  7124. new Vector3().fromBufferAttribute( normal, a ),
  7125. new Vector3().fromBufferAttribute( normal, b ),
  7126. new Vector3().fromBufferAttribute( normal, c )
  7127. ];
  7128. var face = new Face3( a, b, c, vertexNormals, vertexColors, materialIndex );
  7129. scope.faces.push( face );
  7130. if ( uv !== undefined ) {
  7131. scope.faceVertexUvs[ 0 ].push( [
  7132. new Vector2().fromBufferAttribute( uv, a ),
  7133. new Vector2().fromBufferAttribute( uv, b ),
  7134. new Vector2().fromBufferAttribute( uv, c )
  7135. ] );
  7136. }
  7137. if ( uv2 !== undefined ) {
  7138. scope.faceVertexUvs[ 1 ].push( [
  7139. new Vector2().fromBufferAttribute( uv2, a ),
  7140. new Vector2().fromBufferAttribute( uv2, b ),
  7141. new Vector2().fromBufferAttribute( uv2, c )
  7142. ] );
  7143. }
  7144. }
  7145. var groups = geometry.groups;
  7146. if ( groups.length > 0 ) {
  7147. for ( var i$1 = 0; i$1 < groups.length; i$1 ++ ) {
  7148. var group = groups[ i$1 ];
  7149. var start = group.start;
  7150. var count = group.count;
  7151. for ( var j = start, jl = start + count; j < jl; j += 3 ) {
  7152. if ( index !== undefined ) {
  7153. addFace( index.getX( j ), index.getX( j + 1 ), index.getX( j + 2 ), group.materialIndex );
  7154. } else {
  7155. addFace( j, j + 1, j + 2, group.materialIndex );
  7156. }
  7157. }
  7158. }
  7159. } else {
  7160. if ( index !== undefined ) {
  7161. for ( var i$2 = 0; i$2 < index.count; i$2 += 3 ) {
  7162. addFace( index.getX( i$2 ), index.getX( i$2 + 1 ), index.getX( i$2 + 2 ) );
  7163. }
  7164. } else {
  7165. for ( var i$3 = 0; i$3 < position.count; i$3 += 3 ) {
  7166. addFace( i$3, i$3 + 1, i$3 + 2 );
  7167. }
  7168. }
  7169. }
  7170. this.computeFaceNormals();
  7171. if ( geometry.boundingBox !== null ) {
  7172. this.boundingBox = geometry.boundingBox.clone();
  7173. }
  7174. if ( geometry.boundingSphere !== null ) {
  7175. this.boundingSphere = geometry.boundingSphere.clone();
  7176. }
  7177. return this;
  7178. },
  7179. center: function () {
  7180. this.computeBoundingBox();
  7181. this.boundingBox.getCenter( _offset$1 ).negate();
  7182. this.translate( _offset$1.x, _offset$1.y, _offset$1.z );
  7183. return this;
  7184. },
  7185. normalize: function () {
  7186. this.computeBoundingSphere();
  7187. var center = this.boundingSphere.center;
  7188. var radius = this.boundingSphere.radius;
  7189. var s = radius === 0 ? 1 : 1.0 / radius;
  7190. var matrix = new Matrix4();
  7191. matrix.set(
  7192. s, 0, 0, - s * center.x,
  7193. 0, s, 0, - s * center.y,
  7194. 0, 0, s, - s * center.z,
  7195. 0, 0, 0, 1
  7196. );
  7197. this.applyMatrix4( matrix );
  7198. return this;
  7199. },
  7200. computeFaceNormals: function () {
  7201. var cb = new Vector3(), ab = new Vector3();
  7202. for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7203. var face = this.faces[ f ];
  7204. var vA = this.vertices[ face.a ];
  7205. var vB = this.vertices[ face.b ];
  7206. var vC = this.vertices[ face.c ];
  7207. cb.subVectors( vC, vB );
  7208. ab.subVectors( vA, vB );
  7209. cb.cross( ab );
  7210. cb.normalize();
  7211. face.normal.copy( cb );
  7212. }
  7213. },
  7214. computeVertexNormals: function ( areaWeighted ) {
  7215. if ( areaWeighted === undefined ) { areaWeighted = true; }
  7216. var vertices = new Array( this.vertices.length );
  7217. for ( var v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  7218. vertices[ v ] = new Vector3();
  7219. }
  7220. if ( areaWeighted ) {
  7221. // vertex normals weighted by triangle areas
  7222. // http://www.iquilezles.org/www/articles/normals/normals.htm
  7223. var cb = new Vector3(), ab = new Vector3();
  7224. for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7225. var face = this.faces[ f ];
  7226. var vA = this.vertices[ face.a ];
  7227. var vB = this.vertices[ face.b ];
  7228. var vC = this.vertices[ face.c ];
  7229. cb.subVectors( vC, vB );
  7230. ab.subVectors( vA, vB );
  7231. cb.cross( ab );
  7232. vertices[ face.a ].add( cb );
  7233. vertices[ face.b ].add( cb );
  7234. vertices[ face.c ].add( cb );
  7235. }
  7236. } else {
  7237. this.computeFaceNormals();
  7238. for ( var f$1 = 0, fl$1 = this.faces.length; f$1 < fl$1; f$1 ++ ) {
  7239. var face$1 = this.faces[ f$1 ];
  7240. vertices[ face$1.a ].add( face$1.normal );
  7241. vertices[ face$1.b ].add( face$1.normal );
  7242. vertices[ face$1.c ].add( face$1.normal );
  7243. }
  7244. }
  7245. for ( var v$1 = 0, vl$1 = this.vertices.length; v$1 < vl$1; v$1 ++ ) {
  7246. vertices[ v$1 ].normalize();
  7247. }
  7248. for ( var f$2 = 0, fl$2 = this.faces.length; f$2 < fl$2; f$2 ++ ) {
  7249. var face$2 = this.faces[ f$2 ];
  7250. var vertexNormals = face$2.vertexNormals;
  7251. if ( vertexNormals.length === 3 ) {
  7252. vertexNormals[ 0 ].copy( vertices[ face$2.a ] );
  7253. vertexNormals[ 1 ].copy( vertices[ face$2.b ] );
  7254. vertexNormals[ 2 ].copy( vertices[ face$2.c ] );
  7255. } else {
  7256. vertexNormals[ 0 ] = vertices[ face$2.a ].clone();
  7257. vertexNormals[ 1 ] = vertices[ face$2.b ].clone();
  7258. vertexNormals[ 2 ] = vertices[ face$2.c ].clone();
  7259. }
  7260. }
  7261. if ( this.faces.length > 0 ) {
  7262. this.normalsNeedUpdate = true;
  7263. }
  7264. },
  7265. computeFlatVertexNormals: function () {
  7266. this.computeFaceNormals();
  7267. for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7268. var face = this.faces[ f ];
  7269. var vertexNormals = face.vertexNormals;
  7270. if ( vertexNormals.length === 3 ) {
  7271. vertexNormals[ 0 ].copy( face.normal );
  7272. vertexNormals[ 1 ].copy( face.normal );
  7273. vertexNormals[ 2 ].copy( face.normal );
  7274. } else {
  7275. vertexNormals[ 0 ] = face.normal.clone();
  7276. vertexNormals[ 1 ] = face.normal.clone();
  7277. vertexNormals[ 2 ] = face.normal.clone();
  7278. }
  7279. }
  7280. if ( this.faces.length > 0 ) {
  7281. this.normalsNeedUpdate = true;
  7282. }
  7283. },
  7284. computeMorphNormals: function () {
  7285. // save original normals
  7286. // - create temp variables on first access
  7287. // otherwise just copy (for faster repeated calls)
  7288. for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7289. var face = this.faces[ f ];
  7290. if ( ! face.__originalFaceNormal ) {
  7291. face.__originalFaceNormal = face.normal.clone();
  7292. } else {
  7293. face.__originalFaceNormal.copy( face.normal );
  7294. }
  7295. if ( ! face.__originalVertexNormals ) { face.__originalVertexNormals = []; }
  7296. for ( var i = 0, il = face.vertexNormals.length; i < il; i ++ ) {
  7297. if ( ! face.__originalVertexNormals[ i ] ) {
  7298. face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone();
  7299. } else {
  7300. face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] );
  7301. }
  7302. }
  7303. }
  7304. // use temp geometry to compute face and vertex normals for each morph
  7305. var tmpGeo = new Geometry();
  7306. tmpGeo.faces = this.faces;
  7307. for ( var i$1 = 0, il$1 = this.morphTargets.length; i$1 < il$1; i$1 ++ ) {
  7308. // create on first access
  7309. if ( ! this.morphNormals[ i$1 ] ) {
  7310. this.morphNormals[ i$1 ] = {};
  7311. this.morphNormals[ i$1 ].faceNormals = [];
  7312. this.morphNormals[ i$1 ].vertexNormals = [];
  7313. var dstNormalsFace = this.morphNormals[ i$1 ].faceNormals;
  7314. var dstNormalsVertex = this.morphNormals[ i$1 ].vertexNormals;
  7315. for ( var f$1 = 0, fl$1 = this.faces.length; f$1 < fl$1; f$1 ++ ) {
  7316. var faceNormal = new Vector3();
  7317. var vertexNormals = { a: new Vector3(), b: new Vector3(), c: new Vector3() };
  7318. dstNormalsFace.push( faceNormal );
  7319. dstNormalsVertex.push( vertexNormals );
  7320. }
  7321. }
  7322. var morphNormals = this.morphNormals[ i$1 ];
  7323. // set vertices to morph target
  7324. tmpGeo.vertices = this.morphTargets[ i$1 ].vertices;
  7325. // compute morph normals
  7326. tmpGeo.computeFaceNormals();
  7327. tmpGeo.computeVertexNormals();
  7328. // store morph normals
  7329. for ( var f$2 = 0, fl$2 = this.faces.length; f$2 < fl$2; f$2 ++ ) {
  7330. var face$1 = this.faces[ f$2 ];
  7331. var faceNormal$1 = morphNormals.faceNormals[ f$2 ];
  7332. var vertexNormals$1 = morphNormals.vertexNormals[ f$2 ];
  7333. faceNormal$1.copy( face$1.normal );
  7334. vertexNormals$1.a.copy( face$1.vertexNormals[ 0 ] );
  7335. vertexNormals$1.b.copy( face$1.vertexNormals[ 1 ] );
  7336. vertexNormals$1.c.copy( face$1.vertexNormals[ 2 ] );
  7337. }
  7338. }
  7339. // restore original normals
  7340. for ( var f$3 = 0, fl$3 = this.faces.length; f$3 < fl$3; f$3 ++ ) {
  7341. var face$2 = this.faces[ f$3 ];
  7342. face$2.normal = face$2.__originalFaceNormal;
  7343. face$2.vertexNormals = face$2.__originalVertexNormals;
  7344. }
  7345. },
  7346. computeBoundingBox: function () {
  7347. if ( this.boundingBox === null ) {
  7348. this.boundingBox = new Box3();
  7349. }
  7350. this.boundingBox.setFromPoints( this.vertices );
  7351. },
  7352. computeBoundingSphere: function () {
  7353. if ( this.boundingSphere === null ) {
  7354. this.boundingSphere = new Sphere();
  7355. }
  7356. this.boundingSphere.setFromPoints( this.vertices );
  7357. },
  7358. merge: function ( geometry, matrix, materialIndexOffset ) {
  7359. if ( ! ( geometry && geometry.isGeometry ) ) {
  7360. console.error( 'THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.', geometry );
  7361. return;
  7362. }
  7363. var normalMatrix,
  7364. vertexOffset = this.vertices.length,
  7365. vertices1 = this.vertices,
  7366. vertices2 = geometry.vertices,
  7367. faces1 = this.faces,
  7368. faces2 = geometry.faces,
  7369. colors1 = this.colors,
  7370. colors2 = geometry.colors;
  7371. if ( materialIndexOffset === undefined ) { materialIndexOffset = 0; }
  7372. if ( matrix !== undefined ) {
  7373. normalMatrix = new Matrix3().getNormalMatrix( matrix );
  7374. }
  7375. // vertices
  7376. for ( var i = 0, il = vertices2.length; i < il; i ++ ) {
  7377. var vertex = vertices2[ i ];
  7378. var vertexCopy = vertex.clone();
  7379. if ( matrix !== undefined ) { vertexCopy.applyMatrix4( matrix ); }
  7380. vertices1.push( vertexCopy );
  7381. }
  7382. // colors
  7383. for ( var i$1 = 0, il$1 = colors2.length; i$1 < il$1; i$1 ++ ) {
  7384. colors1.push( colors2[ i$1 ].clone() );
  7385. }
  7386. // faces
  7387. for ( var i$2 = 0, il$2 = faces2.length; i$2 < il$2; i$2 ++ ) {
  7388. var face = faces2[ i$2 ], faceCopy = (void 0), normal = (void 0), color = (void 0),
  7389. faceVertexNormals = face.vertexNormals,
  7390. faceVertexColors = face.vertexColors;
  7391. faceCopy = new Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset );
  7392. faceCopy.normal.copy( face.normal );
  7393. if ( normalMatrix !== undefined ) {
  7394. faceCopy.normal.applyMatrix3( normalMatrix ).normalize();
  7395. }
  7396. for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) {
  7397. normal = faceVertexNormals[ j ].clone();
  7398. if ( normalMatrix !== undefined ) {
  7399. normal.applyMatrix3( normalMatrix ).normalize();
  7400. }
  7401. faceCopy.vertexNormals.push( normal );
  7402. }
  7403. faceCopy.color.copy( face.color );
  7404. for ( var j$1 = 0, jl$1 = faceVertexColors.length; j$1 < jl$1; j$1 ++ ) {
  7405. color = faceVertexColors[ j$1 ];
  7406. faceCopy.vertexColors.push( color.clone() );
  7407. }
  7408. faceCopy.materialIndex = face.materialIndex + materialIndexOffset;
  7409. faces1.push( faceCopy );
  7410. }
  7411. // uvs
  7412. for ( var i$3 = 0, il$3 = geometry.faceVertexUvs.length; i$3 < il$3; i$3 ++ ) {
  7413. var faceVertexUvs2 = geometry.faceVertexUvs[ i$3 ];
  7414. if ( this.faceVertexUvs[ i$3 ] === undefined ) { this.faceVertexUvs[ i$3 ] = []; }
  7415. for ( var j$2 = 0, jl$2 = faceVertexUvs2.length; j$2 < jl$2; j$2 ++ ) {
  7416. var uvs2 = faceVertexUvs2[ j$2 ], uvsCopy = [];
  7417. for ( var k = 0, kl = uvs2.length; k < kl; k ++ ) {
  7418. uvsCopy.push( uvs2[ k ].clone() );
  7419. }
  7420. this.faceVertexUvs[ i$3 ].push( uvsCopy );
  7421. }
  7422. }
  7423. },
  7424. mergeMesh: function ( mesh ) {
  7425. if ( ! ( mesh && mesh.isMesh ) ) {
  7426. console.error( 'THREE.Geometry.mergeMesh(): mesh not an instance of THREE.Mesh.', mesh );
  7427. return;
  7428. }
  7429. if ( mesh.matrixAutoUpdate ) { mesh.updateMatrix(); }
  7430. this.merge( mesh.geometry, mesh.matrix );
  7431. },
  7432. /*
  7433. * Checks for duplicate vertices with hashmap.
  7434. * Duplicated vertices are removed
  7435. * and faces' vertices are updated.
  7436. */
  7437. mergeVertices: function () {
  7438. var verticesMap = {}; // Hashmap for looking up vertices by position coordinates (and making sure they are unique)
  7439. var unique = [], changes = [];
  7440. var precisionPoints = 4; // number of decimal points, e.g. 4 for epsilon of 0.0001
  7441. var precision = Math.pow( 10, precisionPoints );
  7442. for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {
  7443. var v = this.vertices[ i ];
  7444. var key = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision );
  7445. if ( verticesMap[ key ] === undefined ) {
  7446. verticesMap[ key ] = i;
  7447. unique.push( this.vertices[ i ] );
  7448. changes[ i ] = unique.length - 1;
  7449. } else {
  7450. //console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);
  7451. changes[ i ] = changes[ verticesMap[ key ] ];
  7452. }
  7453. }
  7454. // if faces are completely degenerate after merging vertices, we
  7455. // have to remove them from the geometry.
  7456. var faceIndicesToRemove = [];
  7457. for ( var i$1 = 0, il$1 = this.faces.length; i$1 < il$1; i$1 ++ ) {
  7458. var face = this.faces[ i$1 ];
  7459. face.a = changes[ face.a ];
  7460. face.b = changes[ face.b ];
  7461. face.c = changes[ face.c ];
  7462. var indices = [ face.a, face.b, face.c ];
  7463. // if any duplicate vertices are found in a Face3
  7464. // we have to remove the face as nothing can be saved
  7465. for ( var n = 0; n < 3; n ++ ) {
  7466. if ( indices[ n ] === indices[ ( n + 1 ) % 3 ] ) {
  7467. faceIndicesToRemove.push( i$1 );
  7468. break;
  7469. }
  7470. }
  7471. }
  7472. for ( var i$2 = faceIndicesToRemove.length - 1; i$2 >= 0; i$2 -- ) {
  7473. var idx = faceIndicesToRemove[ i$2 ];
  7474. this.faces.splice( idx, 1 );
  7475. for ( var j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {
  7476. this.faceVertexUvs[ j ].splice( idx, 1 );
  7477. }
  7478. }
  7479. // Use unique set of vertices
  7480. var diff = this.vertices.length - unique.length;
  7481. this.vertices = unique;
  7482. return diff;
  7483. },
  7484. setFromPoints: function ( points ) {
  7485. this.vertices = [];
  7486. for ( var i = 0, l = points.length; i < l; i ++ ) {
  7487. var point = points[ i ];
  7488. this.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );
  7489. }
  7490. return this;
  7491. },
  7492. sortFacesByMaterialIndex: function () {
  7493. var faces = this.faces;
  7494. var length = faces.length;
  7495. // tag faces
  7496. for ( var i = 0; i < length; i ++ ) {
  7497. faces[ i ]._id = i;
  7498. }
  7499. // sort faces
  7500. function materialIndexSort( a, b ) {
  7501. return a.materialIndex - b.materialIndex;
  7502. }
  7503. faces.sort( materialIndexSort );
  7504. // sort uvs
  7505. var uvs1 = this.faceVertexUvs[ 0 ];
  7506. var uvs2 = this.faceVertexUvs[ 1 ];
  7507. var newUvs1, newUvs2;
  7508. if ( uvs1 && uvs1.length === length ) { newUvs1 = []; }
  7509. if ( uvs2 && uvs2.length === length ) { newUvs2 = []; }
  7510. for ( var i$1 = 0; i$1 < length; i$1 ++ ) {
  7511. var id = faces[ i$1 ]._id;
  7512. if ( newUvs1 ) { newUvs1.push( uvs1[ id ] ); }
  7513. if ( newUvs2 ) { newUvs2.push( uvs2[ id ] ); }
  7514. }
  7515. if ( newUvs1 ) { this.faceVertexUvs[ 0 ] = newUvs1; }
  7516. if ( newUvs2 ) { this.faceVertexUvs[ 1 ] = newUvs2; }
  7517. },
  7518. toJSON: function () {
  7519. var data = {
  7520. metadata: {
  7521. version: 4.5,
  7522. type: 'Geometry',
  7523. generator: 'Geometry.toJSON'
  7524. }
  7525. };
  7526. // standard Geometry serialization
  7527. data.uuid = this.uuid;
  7528. data.type = this.type;
  7529. if ( this.name !== '' ) { data.name = this.name; }
  7530. if ( this.parameters !== undefined ) {
  7531. var parameters = this.parameters;
  7532. for ( var key in parameters ) {
  7533. if ( parameters[ key ] !== undefined ) { data[ key ] = parameters[ key ]; }
  7534. }
  7535. return data;
  7536. }
  7537. var vertices = [];
  7538. for ( var i = 0; i < this.vertices.length; i ++ ) {
  7539. var vertex = this.vertices[ i ];
  7540. vertices.push( vertex.x, vertex.y, vertex.z );
  7541. }
  7542. var faces = [];
  7543. var normals = [];
  7544. var normalsHash = {};
  7545. var colors = [];
  7546. var colorsHash = {};
  7547. var uvs = [];
  7548. var uvsHash = {};
  7549. for ( var i$1 = 0; i$1 < this.faces.length; i$1 ++ ) {
  7550. var face = this.faces[ i$1 ];
  7551. var hasMaterial = true;
  7552. var hasFaceUv = false; // deprecated
  7553. var hasFaceVertexUv = this.faceVertexUvs[ 0 ][ i$1 ] !== undefined;
  7554. var hasFaceNormal = face.normal.length() > 0;
  7555. var hasFaceVertexNormal = face.vertexNormals.length > 0;
  7556. var hasFaceColor = face.color.r !== 1 || face.color.g !== 1 || face.color.b !== 1;
  7557. var hasFaceVertexColor = face.vertexColors.length > 0;
  7558. var faceType = 0;
  7559. faceType = setBit( faceType, 0, 0 ); // isQuad
  7560. faceType = setBit( faceType, 1, hasMaterial );
  7561. faceType = setBit( faceType, 2, hasFaceUv );
  7562. faceType = setBit( faceType, 3, hasFaceVertexUv );
  7563. faceType = setBit( faceType, 4, hasFaceNormal );
  7564. faceType = setBit( faceType, 5, hasFaceVertexNormal );
  7565. faceType = setBit( faceType, 6, hasFaceColor );
  7566. faceType = setBit( faceType, 7, hasFaceVertexColor );
  7567. faces.push( faceType );
  7568. faces.push( face.a, face.b, face.c );
  7569. faces.push( face.materialIndex );
  7570. if ( hasFaceVertexUv ) {
  7571. var faceVertexUvs = this.faceVertexUvs[ 0 ][ i$1 ];
  7572. faces.push(
  7573. getUvIndex( faceVertexUvs[ 0 ] ),
  7574. getUvIndex( faceVertexUvs[ 1 ] ),
  7575. getUvIndex( faceVertexUvs[ 2 ] )
  7576. );
  7577. }
  7578. if ( hasFaceNormal ) {
  7579. faces.push( getNormalIndex( face.normal ) );
  7580. }
  7581. if ( hasFaceVertexNormal ) {
  7582. var vertexNormals = face.vertexNormals;
  7583. faces.push(
  7584. getNormalIndex( vertexNormals[ 0 ] ),
  7585. getNormalIndex( vertexNormals[ 1 ] ),
  7586. getNormalIndex( vertexNormals[ 2 ] )
  7587. );
  7588. }
  7589. if ( hasFaceColor ) {
  7590. faces.push( getColorIndex( face.color ) );
  7591. }
  7592. if ( hasFaceVertexColor ) {
  7593. var vertexColors = face.vertexColors;
  7594. faces.push(
  7595. getColorIndex( vertexColors[ 0 ] ),
  7596. getColorIndex( vertexColors[ 1 ] ),
  7597. getColorIndex( vertexColors[ 2 ] )
  7598. );
  7599. }
  7600. }
  7601. function setBit( value, position, enabled ) {
  7602. return enabled ? value | ( 1 << position ) : value & ( ~ ( 1 << position ) );
  7603. }
  7604. function getNormalIndex( normal ) {
  7605. var hash = normal.x.toString() + normal.y.toString() + normal.z.toString();
  7606. if ( normalsHash[ hash ] !== undefined ) {
  7607. return normalsHash[ hash ];
  7608. }
  7609. normalsHash[ hash ] = normals.length / 3;
  7610. normals.push( normal.x, normal.y, normal.z );
  7611. return normalsHash[ hash ];
  7612. }
  7613. function getColorIndex( color ) {
  7614. var hash = color.r.toString() + color.g.toString() + color.b.toString();
  7615. if ( colorsHash[ hash ] !== undefined ) {
  7616. return colorsHash[ hash ];
  7617. }
  7618. colorsHash[ hash ] = colors.length;
  7619. colors.push( color.getHex() );
  7620. return colorsHash[ hash ];
  7621. }
  7622. function getUvIndex( uv ) {
  7623. var hash = uv.x.toString() + uv.y.toString();
  7624. if ( uvsHash[ hash ] !== undefined ) {
  7625. return uvsHash[ hash ];
  7626. }
  7627. uvsHash[ hash ] = uvs.length / 2;
  7628. uvs.push( uv.x, uv.y );
  7629. return uvsHash[ hash ];
  7630. }
  7631. data.data = {};
  7632. data.data.vertices = vertices;
  7633. data.data.normals = normals;
  7634. if ( colors.length > 0 ) { data.data.colors = colors; }
  7635. if ( uvs.length > 0 ) { data.data.uvs = [ uvs ]; } // temporal backward compatibility
  7636. data.data.faces = faces;
  7637. return data;
  7638. },
  7639. clone: function () {
  7640. /*
  7641. // Handle primitives
  7642. const parameters = this.parameters;
  7643. if ( parameters !== undefined ) {
  7644. const values = [];
  7645. for ( const key in parameters ) {
  7646. values.push( parameters[ key ] );
  7647. }
  7648. const geometry = Object.create( this.constructor.prototype );
  7649. this.constructor.apply( geometry, values );
  7650. return geometry;
  7651. }
  7652. return new this.constructor().copy( this );
  7653. */
  7654. return new Geometry().copy( this );
  7655. },
  7656. copy: function ( source ) {
  7657. // reset
  7658. this.vertices = [];
  7659. this.colors = [];
  7660. this.faces = [];
  7661. this.faceVertexUvs = [[]];
  7662. this.morphTargets = [];
  7663. this.morphNormals = [];
  7664. this.skinWeights = [];
  7665. this.skinIndices = [];
  7666. this.lineDistances = [];
  7667. this.boundingBox = null;
  7668. this.boundingSphere = null;
  7669. // name
  7670. this.name = source.name;
  7671. // vertices
  7672. var vertices = source.vertices;
  7673. for ( var i = 0, il = vertices.length; i < il; i ++ ) {
  7674. this.vertices.push( vertices[ i ].clone() );
  7675. }
  7676. // colors
  7677. var colors = source.colors;
  7678. for ( var i$1 = 0, il$1 = colors.length; i$1 < il$1; i$1 ++ ) {
  7679. this.colors.push( colors[ i$1 ].clone() );
  7680. }
  7681. // faces
  7682. var faces = source.faces;
  7683. for ( var i$2 = 0, il$2 = faces.length; i$2 < il$2; i$2 ++ ) {
  7684. this.faces.push( faces[ i$2 ].clone() );
  7685. }
  7686. // face vertex uvs
  7687. for ( var i$3 = 0, il$3 = source.faceVertexUvs.length; i$3 < il$3; i$3 ++ ) {
  7688. var faceVertexUvs = source.faceVertexUvs[ i$3 ];
  7689. if ( this.faceVertexUvs[ i$3 ] === undefined ) {
  7690. this.faceVertexUvs[ i$3 ] = [];
  7691. }
  7692. for ( var j = 0, jl = faceVertexUvs.length; j < jl; j ++ ) {
  7693. var uvs = faceVertexUvs[ j ], uvsCopy = [];
  7694. for ( var k = 0, kl = uvs.length; k < kl; k ++ ) {
  7695. var uv = uvs[ k ];
  7696. uvsCopy.push( uv.clone() );
  7697. }
  7698. this.faceVertexUvs[ i$3 ].push( uvsCopy );
  7699. }
  7700. }
  7701. // morph targets
  7702. var morphTargets = source.morphTargets;
  7703. for ( var i$4 = 0, il$4 = morphTargets.length; i$4 < il$4; i$4 ++ ) {
  7704. var morphTarget = {};
  7705. morphTarget.name = morphTargets[ i$4 ].name;
  7706. // vertices
  7707. if ( morphTargets[ i$4 ].vertices !== undefined ) {
  7708. morphTarget.vertices = [];
  7709. for ( var j$1 = 0, jl$1 = morphTargets[ i$4 ].vertices.length; j$1 < jl$1; j$1 ++ ) {
  7710. morphTarget.vertices.push( morphTargets[ i$4 ].vertices[ j$1 ].clone() );
  7711. }
  7712. }
  7713. // normals
  7714. if ( morphTargets[ i$4 ].normals !== undefined ) {
  7715. morphTarget.normals = [];
  7716. for ( var j$2 = 0, jl$2 = morphTargets[ i$4 ].normals.length; j$2 < jl$2; j$2 ++ ) {
  7717. morphTarget.normals.push( morphTargets[ i$4 ].normals[ j$2 ].clone() );
  7718. }
  7719. }
  7720. this.morphTargets.push( morphTarget );
  7721. }
  7722. // morph normals
  7723. var morphNormals = source.morphNormals;
  7724. for ( var i$5 = 0, il$5 = morphNormals.length; i$5 < il$5; i$5 ++ ) {
  7725. var morphNormal = {};
  7726. // vertex normals
  7727. if ( morphNormals[ i$5 ].vertexNormals !== undefined ) {
  7728. morphNormal.vertexNormals = [];
  7729. for ( var j$3 = 0, jl$3 = morphNormals[ i$5 ].vertexNormals.length; j$3 < jl$3; j$3 ++ ) {
  7730. var srcVertexNormal = morphNormals[ i$5 ].vertexNormals[ j$3 ];
  7731. var destVertexNormal = {};
  7732. destVertexNormal.a = srcVertexNormal.a.clone();
  7733. destVertexNormal.b = srcVertexNormal.b.clone();
  7734. destVertexNormal.c = srcVertexNormal.c.clone();
  7735. morphNormal.vertexNormals.push( destVertexNormal );
  7736. }
  7737. }
  7738. // face normals
  7739. if ( morphNormals[ i$5 ].faceNormals !== undefined ) {
  7740. morphNormal.faceNormals = [];
  7741. for ( var j$4 = 0, jl$4 = morphNormals[ i$5 ].faceNormals.length; j$4 < jl$4; j$4 ++ ) {
  7742. morphNormal.faceNormals.push( morphNormals[ i$5 ].faceNormals[ j$4 ].clone() );
  7743. }
  7744. }
  7745. this.morphNormals.push( morphNormal );
  7746. }
  7747. // skin weights
  7748. var skinWeights = source.skinWeights;
  7749. for ( var i$6 = 0, il$6 = skinWeights.length; i$6 < il$6; i$6 ++ ) {
  7750. this.skinWeights.push( skinWeights[ i$6 ].clone() );
  7751. }
  7752. // skin indices
  7753. var skinIndices = source.skinIndices;
  7754. for ( var i$7 = 0, il$7 = skinIndices.length; i$7 < il$7; i$7 ++ ) {
  7755. this.skinIndices.push( skinIndices[ i$7 ].clone() );
  7756. }
  7757. // line distances
  7758. var lineDistances = source.lineDistances;
  7759. for ( var i$8 = 0, il$8 = lineDistances.length; i$8 < il$8; i$8 ++ ) {
  7760. this.lineDistances.push( lineDistances[ i$8 ] );
  7761. }
  7762. // bounding box
  7763. var boundingBox = source.boundingBox;
  7764. if ( boundingBox !== null ) {
  7765. this.boundingBox = boundingBox.clone();
  7766. }
  7767. // bounding sphere
  7768. var boundingSphere = source.boundingSphere;
  7769. if ( boundingSphere !== null ) {
  7770. this.boundingSphere = boundingSphere.clone();
  7771. }
  7772. // update flags
  7773. this.elementsNeedUpdate = source.elementsNeedUpdate;
  7774. this.verticesNeedUpdate = source.verticesNeedUpdate;
  7775. this.uvsNeedUpdate = source.uvsNeedUpdate;
  7776. this.normalsNeedUpdate = source.normalsNeedUpdate;
  7777. this.colorsNeedUpdate = source.colorsNeedUpdate;
  7778. this.lineDistancesNeedUpdate = source.lineDistancesNeedUpdate;
  7779. this.groupsNeedUpdate = source.groupsNeedUpdate;
  7780. return this;
  7781. },
  7782. dispose: function () {
  7783. this.dispatchEvent( { type: 'dispose' } );
  7784. }
  7785. } );
  7786. /**
  7787. * @author mrdoob / http://mrdoob.com/
  7788. * @author Mugen87 / https://github.com/Mugen87
  7789. */
  7790. // BoxGeometry
  7791. function BoxGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  7792. Geometry.call(this);
  7793. this.type = 'BoxGeometry';
  7794. this.parameters = {
  7795. width: width,
  7796. height: height,
  7797. depth: depth,
  7798. widthSegments: widthSegments,
  7799. heightSegments: heightSegments,
  7800. depthSegments: depthSegments
  7801. };
  7802. this.fromBufferGeometry( new BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) );
  7803. this.mergeVertices();
  7804. }
  7805. BoxGeometry.prototype = Object.create( Geometry.prototype );
  7806. BoxGeometry.prototype.constructor = BoxGeometry;
  7807. // BoxBufferGeometry
  7808. function BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  7809. if ( width === void 0 ) width = 1;
  7810. if ( height === void 0 ) height = 1;
  7811. if ( depth === void 0 ) depth = 1;
  7812. if ( widthSegments === void 0 ) widthSegments = 1;
  7813. if ( heightSegments === void 0 ) heightSegments = 1;
  7814. if ( depthSegments === void 0 ) depthSegments = 1;
  7815. BufferGeometry.call(this);
  7816. this.type = 'BoxBufferGeometry';
  7817. this.parameters = {
  7818. width: width,
  7819. height: height,
  7820. depth: depth,
  7821. widthSegments: widthSegments,
  7822. heightSegments: heightSegments,
  7823. depthSegments: depthSegments
  7824. };
  7825. var scope = this;
  7826. // segments
  7827. widthSegments = Math.floor( widthSegments );
  7828. heightSegments = Math.floor( heightSegments );
  7829. depthSegments = Math.floor( depthSegments );
  7830. // buffers
  7831. var indices = [];
  7832. var vertices = [];
  7833. var normals = [];
  7834. var uvs = [];
  7835. // helper variables
  7836. var numberOfVertices = 0;
  7837. var groupStart = 0;
  7838. // build each side of the box geometry
  7839. buildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px
  7840. buildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx
  7841. buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py
  7842. buildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny
  7843. buildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz
  7844. buildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz
  7845. // build geometry
  7846. this.setIndex( indices );
  7847. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  7848. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  7849. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  7850. function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {
  7851. var segmentWidth = width / gridX;
  7852. var segmentHeight = height / gridY;
  7853. var widthHalf = width / 2;
  7854. var heightHalf = height / 2;
  7855. var depthHalf = depth / 2;
  7856. var gridX1 = gridX + 1;
  7857. var gridY1 = gridY + 1;
  7858. var vertexCounter = 0;
  7859. var groupCount = 0;
  7860. var vector = new Vector3();
  7861. // generate vertices, normals and uvs
  7862. for ( var iy = 0; iy < gridY1; iy ++ ) {
  7863. var y = iy * segmentHeight - heightHalf;
  7864. for ( var ix = 0; ix < gridX1; ix ++ ) {
  7865. var x = ix * segmentWidth - widthHalf;
  7866. // set values to correct vector component
  7867. vector[ u ] = x * udir;
  7868. vector[ v ] = y * vdir;
  7869. vector[ w ] = depthHalf;
  7870. // now apply vector to vertex buffer
  7871. vertices.push( vector.x, vector.y, vector.z );
  7872. // set values to correct vector component
  7873. vector[ u ] = 0;
  7874. vector[ v ] = 0;
  7875. vector[ w ] = depth > 0 ? 1 : - 1;
  7876. // now apply vector to normal buffer
  7877. normals.push( vector.x, vector.y, vector.z );
  7878. // uvs
  7879. uvs.push( ix / gridX );
  7880. uvs.push( 1 - ( iy / gridY ) );
  7881. // counters
  7882. vertexCounter += 1;
  7883. }
  7884. }
  7885. // indices
  7886. // 1. you need three indices to draw a single face
  7887. // 2. a single segment consists of two faces
  7888. // 3. so we need to generate six (2*3) indices per segment
  7889. for ( var iy$1 = 0; iy$1 < gridY; iy$1 ++ ) {
  7890. for ( var ix$1 = 0; ix$1 < gridX; ix$1 ++ ) {
  7891. var a = numberOfVertices + ix$1 + gridX1 * iy$1;
  7892. var b = numberOfVertices + ix$1 + gridX1 * ( iy$1 + 1 );
  7893. var c = numberOfVertices + ( ix$1 + 1 ) + gridX1 * ( iy$1 + 1 );
  7894. var d = numberOfVertices + ( ix$1 + 1 ) + gridX1 * iy$1;
  7895. // faces
  7896. indices.push( a, b, d );
  7897. indices.push( b, c, d );
  7898. // increase counter
  7899. groupCount += 6;
  7900. }
  7901. }
  7902. // add a group to the geometry. this will ensure multi material support
  7903. scope.addGroup( groupStart, groupCount, materialIndex );
  7904. // calculate new start value for groups
  7905. groupStart += groupCount;
  7906. // update total number of vertices
  7907. numberOfVertices += vertexCounter;
  7908. }
  7909. }
  7910. BoxBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  7911. BoxBufferGeometry.prototype.constructor = BoxBufferGeometry;
  7912. /**
  7913. * Uniform Utilities
  7914. */
  7915. function cloneUniforms( src ) {
  7916. var dst = {};
  7917. for ( var u in src ) {
  7918. dst[ u ] = {};
  7919. for ( var p in src[ u ] ) {
  7920. var property = src[ u ][ p ];
  7921. if ( property && ( property.isColor ||
  7922. property.isMatrix3 || property.isMatrix4 ||
  7923. property.isVector2 || property.isVector3 || property.isVector4 ||
  7924. property.isTexture ) ) {
  7925. dst[ u ][ p ] = property.clone();
  7926. } else if ( Array.isArray( property ) ) {
  7927. dst[ u ][ p ] = property.slice();
  7928. } else {
  7929. dst[ u ][ p ] = property;
  7930. }
  7931. }
  7932. }
  7933. return dst;
  7934. }
  7935. function mergeUniforms( uniforms ) {
  7936. var merged = {};
  7937. for ( var u = 0; u < uniforms.length; u ++ ) {
  7938. var tmp = cloneUniforms( uniforms[ u ] );
  7939. for ( var p in tmp ) {
  7940. merged[ p ] = tmp[ p ];
  7941. }
  7942. }
  7943. return merged;
  7944. }
  7945. // Legacy
  7946. var UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms };
  7947. var default_vertex = "void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}";
  7948. var default_fragment = "void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}";
  7949. /**
  7950. * @author alteredq / http://alteredqualia.com/
  7951. *
  7952. * parameters = {
  7953. * defines: { "label" : "value" },
  7954. * uniforms: { "parameter1": { value: 1.0 }, "parameter2": { value2: 2 } },
  7955. *
  7956. * fragmentShader: <string>,
  7957. * vertexShader: <string>,
  7958. *
  7959. * wireframe: <boolean>,
  7960. * wireframeLinewidth: <float>,
  7961. *
  7962. * lights: <bool>,
  7963. *
  7964. * skinning: <bool>,
  7965. * morphTargets: <bool>,
  7966. * morphNormals: <bool>
  7967. * }
  7968. */
  7969. function ShaderMaterial( parameters ) {
  7970. Material.call( this );
  7971. this.type = 'ShaderMaterial';
  7972. this.defines = {};
  7973. this.uniforms = {};
  7974. this.vertexShader = default_vertex;
  7975. this.fragmentShader = default_fragment;
  7976. this.linewidth = 1;
  7977. this.wireframe = false;
  7978. this.wireframeLinewidth = 1;
  7979. this.fog = false; // set to use scene fog
  7980. this.lights = false; // set to use scene lights
  7981. this.clipping = false; // set to use user-defined clipping planes
  7982. this.skinning = false; // set to use skinning attribute streams
  7983. this.morphTargets = false; // set to use morph targets
  7984. this.morphNormals = false; // set to use morph normals
  7985. this.extensions = {
  7986. derivatives: false, // set to use derivatives
  7987. fragDepth: false, // set to use fragment depth values
  7988. drawBuffers: false, // set to use draw buffers
  7989. shaderTextureLOD: false // set to use shader texture LOD
  7990. };
  7991. // When rendered geometry doesn't include these attributes but the material does,
  7992. // use these default values in WebGL. This avoids errors when buffer data is missing.
  7993. this.defaultAttributeValues = {
  7994. 'color': [ 1, 1, 1 ],
  7995. 'uv': [ 0, 0 ],
  7996. 'uv2': [ 0, 0 ]
  7997. };
  7998. this.index0AttributeName = undefined;
  7999. this.uniformsNeedUpdate = false;
  8000. if ( parameters !== undefined ) {
  8001. if ( parameters.attributes !== undefined ) {
  8002. console.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' );
  8003. }
  8004. this.setValues( parameters );
  8005. }
  8006. }
  8007. ShaderMaterial.prototype = Object.create( Material.prototype );
  8008. ShaderMaterial.prototype.constructor = ShaderMaterial;
  8009. ShaderMaterial.prototype.isShaderMaterial = true;
  8010. ShaderMaterial.prototype.copy = function ( source ) {
  8011. Material.prototype.copy.call( this, source );
  8012. this.fragmentShader = source.fragmentShader;
  8013. this.vertexShader = source.vertexShader;
  8014. this.uniforms = cloneUniforms( source.uniforms );
  8015. this.defines = Object.assign( {}, source.defines );
  8016. this.wireframe = source.wireframe;
  8017. this.wireframeLinewidth = source.wireframeLinewidth;
  8018. this.lights = source.lights;
  8019. this.clipping = source.clipping;
  8020. this.skinning = source.skinning;
  8021. this.morphTargets = source.morphTargets;
  8022. this.morphNormals = source.morphNormals;
  8023. this.extensions = Object.assign( {}, source.extensions );
  8024. return this;
  8025. };
  8026. ShaderMaterial.prototype.toJSON = function ( meta ) {
  8027. var data = Material.prototype.toJSON.call( this, meta );
  8028. data.uniforms = {};
  8029. for ( var name in this.uniforms ) {
  8030. var uniform = this.uniforms[ name ];
  8031. var value = uniform.value;
  8032. if ( value && value.isTexture ) {
  8033. data.uniforms[ name ] = {
  8034. type: 't',
  8035. value: value.toJSON( meta ).uuid
  8036. };
  8037. } else if ( value && value.isColor ) {
  8038. data.uniforms[ name ] = {
  8039. type: 'c',
  8040. value: value.getHex()
  8041. };
  8042. } else if ( value && value.isVector2 ) {
  8043. data.uniforms[ name ] = {
  8044. type: 'v2',
  8045. value: value.toArray()
  8046. };
  8047. } else if ( value && value.isVector3 ) {
  8048. data.uniforms[ name ] = {
  8049. type: 'v3',
  8050. value: value.toArray()
  8051. };
  8052. } else if ( value && value.isVector4 ) {
  8053. data.uniforms[ name ] = {
  8054. type: 'v4',
  8055. value: value.toArray()
  8056. };
  8057. } else if ( value && value.isMatrix3 ) {
  8058. data.uniforms[ name ] = {
  8059. type: 'm3',
  8060. value: value.toArray()
  8061. };
  8062. } else if ( value && value.isMatrix4 ) {
  8063. data.uniforms[ name ] = {
  8064. type: 'm4',
  8065. value: value.toArray()
  8066. };
  8067. } else {
  8068. data.uniforms[ name ] = {
  8069. value: value
  8070. };
  8071. // note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far
  8072. }
  8073. }
  8074. if ( Object.keys( this.defines ).length > 0 ) { data.defines = this.defines; }
  8075. data.vertexShader = this.vertexShader;
  8076. data.fragmentShader = this.fragmentShader;
  8077. var extensions = {};
  8078. for ( var key in this.extensions ) {
  8079. if ( this.extensions[ key ] === true ) { extensions[ key ] = true; }
  8080. }
  8081. if ( Object.keys( extensions ).length > 0 ) { data.extensions = extensions; }
  8082. return data;
  8083. };
  8084. /**
  8085. * @author mrdoob / http://mrdoob.com/
  8086. * @author mikael emtinger / http://gomo.se/
  8087. * @author WestLangley / http://github.com/WestLangley
  8088. */
  8089. function Camera() {
  8090. Object3D.call( this );
  8091. this.type = 'Camera';
  8092. this.matrixWorldInverse = new Matrix4();
  8093. this.projectionMatrix = new Matrix4();
  8094. this.projectionMatrixInverse = new Matrix4();
  8095. }
  8096. Camera.prototype = Object.assign( Object.create( Object3D.prototype ), {
  8097. constructor: Camera,
  8098. isCamera: true,
  8099. copy: function ( source, recursive ) {
  8100. Object3D.prototype.copy.call( this, source, recursive );
  8101. this.matrixWorldInverse.copy( source.matrixWorldInverse );
  8102. this.projectionMatrix.copy( source.projectionMatrix );
  8103. this.projectionMatrixInverse.copy( source.projectionMatrixInverse );
  8104. return this;
  8105. },
  8106. getWorldDirection: function ( target ) {
  8107. if ( target === undefined ) {
  8108. console.warn( 'THREE.Camera: .getWorldDirection() target is now required' );
  8109. target = new Vector3();
  8110. }
  8111. this.updateMatrixWorld( true );
  8112. var e = this.matrixWorld.elements;
  8113. return target.set( - e[ 8 ], - e[ 9 ], - e[ 10 ] ).normalize();
  8114. },
  8115. updateMatrixWorld: function ( force ) {
  8116. Object3D.prototype.updateMatrixWorld.call( this, force );
  8117. this.matrixWorldInverse.getInverse( this.matrixWorld );
  8118. },
  8119. updateWorldMatrix: function ( updateParents, updateChildren ) {
  8120. Object3D.prototype.updateWorldMatrix.call( this, updateParents, updateChildren );
  8121. this.matrixWorldInverse.getInverse( this.matrixWorld );
  8122. },
  8123. clone: function () {
  8124. return new this.constructor().copy( this );
  8125. }
  8126. } );
  8127. /**
  8128. * @author mrdoob / http://mrdoob.com/
  8129. * @author greggman / http://games.greggman.com/
  8130. * @author zz85 / http://www.lab4games.net/zz85/blog
  8131. * @author tschw
  8132. */
  8133. function PerspectiveCamera( fov, aspect, near, far ) {
  8134. Camera.call( this );
  8135. this.type = 'PerspectiveCamera';
  8136. this.fov = fov !== undefined ? fov : 50;
  8137. this.zoom = 1;
  8138. this.near = near !== undefined ? near : 0.1;
  8139. this.far = far !== undefined ? far : 2000;
  8140. this.focus = 10;
  8141. this.aspect = aspect !== undefined ? aspect : 1;
  8142. this.view = null;
  8143. this.filmGauge = 35; // width of the film (default in millimeters)
  8144. this.filmOffset = 0; // horizontal film offset (same unit as gauge)
  8145. this.updateProjectionMatrix();
  8146. }
  8147. PerspectiveCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
  8148. constructor: PerspectiveCamera,
  8149. isPerspectiveCamera: true,
  8150. copy: function ( source, recursive ) {
  8151. Camera.prototype.copy.call( this, source, recursive );
  8152. this.fov = source.fov;
  8153. this.zoom = source.zoom;
  8154. this.near = source.near;
  8155. this.far = source.far;
  8156. this.focus = source.focus;
  8157. this.aspect = source.aspect;
  8158. this.view = source.view === null ? null : Object.assign( {}, source.view );
  8159. this.filmGauge = source.filmGauge;
  8160. this.filmOffset = source.filmOffset;
  8161. return this;
  8162. },
  8163. /**
  8164. * Sets the FOV by focal length in respect to the current .filmGauge.
  8165. *
  8166. * The default film gauge is 35, so that the focal length can be specified for
  8167. * a 35mm (full frame) camera.
  8168. *
  8169. * Values for focal length and film gauge must have the same unit.
  8170. */
  8171. setFocalLength: function ( focalLength ) {
  8172. // see http://www.bobatkins.com/photography/technical/field_of_view.html
  8173. var vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;
  8174. this.fov = MathUtils.RAD2DEG * 2 * Math.atan( vExtentSlope );
  8175. this.updateProjectionMatrix();
  8176. },
  8177. /**
  8178. * Calculates the focal length from the current .fov and .filmGauge.
  8179. */
  8180. getFocalLength: function () {
  8181. var vExtentSlope = Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov );
  8182. return 0.5 * this.getFilmHeight() / vExtentSlope;
  8183. },
  8184. getEffectiveFOV: function () {
  8185. return MathUtils.RAD2DEG * 2 * Math.atan(
  8186. Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov ) / this.zoom );
  8187. },
  8188. getFilmWidth: function () {
  8189. // film not completely covered in portrait format (aspect < 1)
  8190. return this.filmGauge * Math.min( this.aspect, 1 );
  8191. },
  8192. getFilmHeight: function () {
  8193. // film not completely covered in landscape format (aspect > 1)
  8194. return this.filmGauge / Math.max( this.aspect, 1 );
  8195. },
  8196. /**
  8197. * Sets an offset in a larger frustum. This is useful for multi-window or
  8198. * multi-monitor/multi-machine setups.
  8199. *
  8200. * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
  8201. * the monitors are in grid like this
  8202. *
  8203. * +---+---+---+
  8204. * | A | B | C |
  8205. * +---+---+---+
  8206. * | D | E | F |
  8207. * +---+---+---+
  8208. *
  8209. * then for each monitor you would call it like this
  8210. *
  8211. * const w = 1920;
  8212. * const h = 1080;
  8213. * const fullWidth = w * 3;
  8214. * const fullHeight = h * 2;
  8215. *
  8216. * --A--
  8217. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
  8218. * --B--
  8219. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
  8220. * --C--
  8221. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
  8222. * --D--
  8223. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
  8224. * --E--
  8225. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
  8226. * --F--
  8227. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
  8228. *
  8229. * Note there is no reason monitors have to be the same size or in a grid.
  8230. */
  8231. setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
  8232. this.aspect = fullWidth / fullHeight;
  8233. if ( this.view === null ) {
  8234. this.view = {
  8235. enabled: true,
  8236. fullWidth: 1,
  8237. fullHeight: 1,
  8238. offsetX: 0,
  8239. offsetY: 0,
  8240. width: 1,
  8241. height: 1
  8242. };
  8243. }
  8244. this.view.enabled = true;
  8245. this.view.fullWidth = fullWidth;
  8246. this.view.fullHeight = fullHeight;
  8247. this.view.offsetX = x;
  8248. this.view.offsetY = y;
  8249. this.view.width = width;
  8250. this.view.height = height;
  8251. this.updateProjectionMatrix();
  8252. },
  8253. clearViewOffset: function () {
  8254. if ( this.view !== null ) {
  8255. this.view.enabled = false;
  8256. }
  8257. this.updateProjectionMatrix();
  8258. },
  8259. updateProjectionMatrix: function () {
  8260. var near = this.near,
  8261. top = near * Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov ) / this.zoom,
  8262. height = 2 * top,
  8263. width = this.aspect * height,
  8264. left = - 0.5 * width,
  8265. view = this.view;
  8266. if ( this.view !== null && this.view.enabled ) {
  8267. var fullWidth = view.fullWidth,
  8268. fullHeight = view.fullHeight;
  8269. left += view.offsetX * width / fullWidth;
  8270. top -= view.offsetY * height / fullHeight;
  8271. width *= view.width / fullWidth;
  8272. height *= view.height / fullHeight;
  8273. }
  8274. var skew = this.filmOffset;
  8275. if ( skew !== 0 ) { left += near * skew / this.getFilmWidth(); }
  8276. this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far );
  8277. this.projectionMatrixInverse.getInverse( this.projectionMatrix );
  8278. },
  8279. toJSON: function ( meta ) {
  8280. var data = Object3D.prototype.toJSON.call( this, meta );
  8281. data.object.fov = this.fov;
  8282. data.object.zoom = this.zoom;
  8283. data.object.near = this.near;
  8284. data.object.far = this.far;
  8285. data.object.focus = this.focus;
  8286. data.object.aspect = this.aspect;
  8287. if ( this.view !== null ) { data.object.view = Object.assign( {}, this.view ); }
  8288. data.object.filmGauge = this.filmGauge;
  8289. data.object.filmOffset = this.filmOffset;
  8290. return data;
  8291. }
  8292. } );
  8293. /**
  8294. * Camera for rendering cube maps
  8295. * - renders scene into axis-aligned cube
  8296. *
  8297. * @author alteredq / http://alteredqualia.com/
  8298. */
  8299. var fov = 90, aspect = 1;
  8300. function CubeCamera( near, far, renderTarget ) {
  8301. Object3D.call( this );
  8302. this.type = 'CubeCamera';
  8303. if ( renderTarget.isWebGLCubeRenderTarget !== true ) {
  8304. console.error( 'THREE.CubeCamera: The constructor now expects an instance of WebGLCubeRenderTarget as third parameter.' );
  8305. return;
  8306. }
  8307. this.renderTarget = renderTarget;
  8308. var cameraPX = new PerspectiveCamera( fov, aspect, near, far );
  8309. cameraPX.layers = this.layers;
  8310. cameraPX.up.set( 0, - 1, 0 );
  8311. cameraPX.lookAt( new Vector3( 1, 0, 0 ) );
  8312. this.add( cameraPX );
  8313. var cameraNX = new PerspectiveCamera( fov, aspect, near, far );
  8314. cameraNX.layers = this.layers;
  8315. cameraNX.up.set( 0, - 1, 0 );
  8316. cameraNX.lookAt( new Vector3( - 1, 0, 0 ) );
  8317. this.add( cameraNX );
  8318. var cameraPY = new PerspectiveCamera( fov, aspect, near, far );
  8319. cameraPY.layers = this.layers;
  8320. cameraPY.up.set( 0, 0, 1 );
  8321. cameraPY.lookAt( new Vector3( 0, 1, 0 ) );
  8322. this.add( cameraPY );
  8323. var cameraNY = new PerspectiveCamera( fov, aspect, near, far );
  8324. cameraNY.layers = this.layers;
  8325. cameraNY.up.set( 0, 0, - 1 );
  8326. cameraNY.lookAt( new Vector3( 0, - 1, 0 ) );
  8327. this.add( cameraNY );
  8328. var cameraPZ = new PerspectiveCamera( fov, aspect, near, far );
  8329. cameraPZ.layers = this.layers;
  8330. cameraPZ.up.set( 0, - 1, 0 );
  8331. cameraPZ.lookAt( new Vector3( 0, 0, 1 ) );
  8332. this.add( cameraPZ );
  8333. var cameraNZ = new PerspectiveCamera( fov, aspect, near, far );
  8334. cameraNZ.layers = this.layers;
  8335. cameraNZ.up.set( 0, - 1, 0 );
  8336. cameraNZ.lookAt( new Vector3( 0, 0, - 1 ) );
  8337. this.add( cameraNZ );
  8338. this.update = function ( renderer, scene ) {
  8339. if ( this.parent === null ) { this.updateMatrixWorld(); }
  8340. var currentXrEnabled = renderer.xr.enabled;
  8341. var currentRenderTarget = renderer.getRenderTarget();
  8342. renderer.xr.enabled = false;
  8343. var generateMipmaps = renderTarget.texture.generateMipmaps;
  8344. renderTarget.texture.generateMipmaps = false;
  8345. renderer.setRenderTarget( renderTarget, 0 );
  8346. renderer.render( scene, cameraPX );
  8347. renderer.setRenderTarget( renderTarget, 1 );
  8348. renderer.render( scene, cameraNX );
  8349. renderer.setRenderTarget( renderTarget, 2 );
  8350. renderer.render( scene, cameraPY );
  8351. renderer.setRenderTarget( renderTarget, 3 );
  8352. renderer.render( scene, cameraNY );
  8353. renderer.setRenderTarget( renderTarget, 4 );
  8354. renderer.render( scene, cameraPZ );
  8355. renderTarget.texture.generateMipmaps = generateMipmaps;
  8356. renderer.setRenderTarget( renderTarget, 5 );
  8357. renderer.render( scene, cameraNZ );
  8358. renderer.setRenderTarget( currentRenderTarget );
  8359. renderer.xr.enabled = currentXrEnabled;
  8360. };
  8361. this.clear = function ( renderer, color, depth, stencil ) {
  8362. var currentRenderTarget = renderer.getRenderTarget();
  8363. for ( var i = 0; i < 6; i ++ ) {
  8364. renderer.setRenderTarget( renderTarget, i );
  8365. renderer.clear( color, depth, stencil );
  8366. }
  8367. renderer.setRenderTarget( currentRenderTarget );
  8368. };
  8369. }
  8370. CubeCamera.prototype = Object.create( Object3D.prototype );
  8371. CubeCamera.prototype.constructor = CubeCamera;
  8372. /**
  8373. * @author alteredq / http://alteredqualia.com
  8374. * @author WestLangley / http://github.com/WestLangley
  8375. */
  8376. function WebGLCubeRenderTarget( size, options, dummy ) {
  8377. if ( Number.isInteger( options ) ) {
  8378. console.warn( 'THREE.WebGLCubeRenderTarget: constructor signature is now WebGLCubeRenderTarget( size, options )' );
  8379. options = dummy;
  8380. }
  8381. WebGLRenderTarget.call( this, size, size, options );
  8382. }
  8383. WebGLCubeRenderTarget.prototype = Object.create( WebGLRenderTarget.prototype );
  8384. WebGLCubeRenderTarget.prototype.constructor = WebGLCubeRenderTarget;
  8385. WebGLCubeRenderTarget.prototype.isWebGLCubeRenderTarget = true;
  8386. WebGLCubeRenderTarget.prototype.fromEquirectangularTexture = function ( renderer, texture ) {
  8387. this.texture.type = texture.type;
  8388. this.texture.format = RGBAFormat; // see #18859
  8389. this.texture.encoding = texture.encoding;
  8390. this.texture.generateMipmaps = texture.generateMipmaps;
  8391. this.texture.minFilter = texture.minFilter;
  8392. this.texture.magFilter = texture.magFilter;
  8393. var scene = new Scene();
  8394. var shader = {
  8395. uniforms: {
  8396. tEquirect: { value: null },
  8397. },
  8398. 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",
  8399. 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"
  8400. };
  8401. var material = new ShaderMaterial( {
  8402. name: 'CubemapFromEquirect',
  8403. uniforms: cloneUniforms( shader.uniforms ),
  8404. vertexShader: shader.vertexShader,
  8405. fragmentShader: shader.fragmentShader,
  8406. side: BackSide,
  8407. blending: NoBlending
  8408. } );
  8409. material.uniforms.tEquirect.value = texture;
  8410. var mesh = new Mesh( new BoxBufferGeometry( 5, 5, 5 ), material );
  8411. scene.add( mesh );
  8412. var camera = new CubeCamera( 1, 10, this );
  8413. camera.update( renderer, scene );
  8414. mesh.geometry.dispose();
  8415. mesh.material.dispose();
  8416. return this;
  8417. };
  8418. /**
  8419. * @author alteredq / http://alteredqualia.com/
  8420. */
  8421. function DataTexture( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
  8422. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  8423. this.image = { data: data || null, width: width || 1, height: height || 1 };
  8424. this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
  8425. this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
  8426. this.generateMipmaps = false;
  8427. this.flipY = false;
  8428. this.unpackAlignment = 1;
  8429. this.needsUpdate = true;
  8430. }
  8431. DataTexture.prototype = Object.create( Texture.prototype );
  8432. DataTexture.prototype.constructor = DataTexture;
  8433. DataTexture.prototype.isDataTexture = true;
  8434. /**
  8435. * @author mrdoob / http://mrdoob.com/
  8436. * @author alteredq / http://alteredqualia.com/
  8437. * @author bhouston / http://clara.io
  8438. */
  8439. var _sphere$1 = new Sphere();
  8440. var _vector$5 = new Vector3();
  8441. function Frustum( p0, p1, p2, p3, p4, p5 ) {
  8442. this.planes = [
  8443. ( p0 !== undefined ) ? p0 : new Plane(),
  8444. ( p1 !== undefined ) ? p1 : new Plane(),
  8445. ( p2 !== undefined ) ? p2 : new Plane(),
  8446. ( p3 !== undefined ) ? p3 : new Plane(),
  8447. ( p4 !== undefined ) ? p4 : new Plane(),
  8448. ( p5 !== undefined ) ? p5 : new Plane()
  8449. ];
  8450. }
  8451. Object.assign( Frustum.prototype, {
  8452. set: function ( p0, p1, p2, p3, p4, p5 ) {
  8453. var planes = this.planes;
  8454. planes[ 0 ].copy( p0 );
  8455. planes[ 1 ].copy( p1 );
  8456. planes[ 2 ].copy( p2 );
  8457. planes[ 3 ].copy( p3 );
  8458. planes[ 4 ].copy( p4 );
  8459. planes[ 5 ].copy( p5 );
  8460. return this;
  8461. },
  8462. clone: function () {
  8463. return new this.constructor().copy( this );
  8464. },
  8465. copy: function ( frustum ) {
  8466. var planes = this.planes;
  8467. for ( var i = 0; i < 6; i ++ ) {
  8468. planes[ i ].copy( frustum.planes[ i ] );
  8469. }
  8470. return this;
  8471. },
  8472. setFromProjectionMatrix: function ( m ) {
  8473. var planes = this.planes;
  8474. var me = m.elements;
  8475. var me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
  8476. var me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
  8477. var me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
  8478. var me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];
  8479. planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
  8480. planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
  8481. planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
  8482. planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
  8483. planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();
  8484. planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();
  8485. return this;
  8486. },
  8487. intersectsObject: function ( object ) {
  8488. var geometry = object.geometry;
  8489. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  8490. _sphere$1.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld );
  8491. return this.intersectsSphere( _sphere$1 );
  8492. },
  8493. intersectsSprite: function ( sprite ) {
  8494. _sphere$1.center.set( 0, 0, 0 );
  8495. _sphere$1.radius = 0.7071067811865476;
  8496. _sphere$1.applyMatrix4( sprite.matrixWorld );
  8497. return this.intersectsSphere( _sphere$1 );
  8498. },
  8499. intersectsSphere: function ( sphere ) {
  8500. var planes = this.planes;
  8501. var center = sphere.center;
  8502. var negRadius = - sphere.radius;
  8503. for ( var i = 0; i < 6; i ++ ) {
  8504. var distance = planes[ i ].distanceToPoint( center );
  8505. if ( distance < negRadius ) {
  8506. return false;
  8507. }
  8508. }
  8509. return true;
  8510. },
  8511. intersectsBox: function ( box ) {
  8512. var planes = this.planes;
  8513. for ( var i = 0; i < 6; i ++ ) {
  8514. var plane = planes[ i ];
  8515. // corner at max distance
  8516. _vector$5.x = plane.normal.x > 0 ? box.max.x : box.min.x;
  8517. _vector$5.y = plane.normal.y > 0 ? box.max.y : box.min.y;
  8518. _vector$5.z = plane.normal.z > 0 ? box.max.z : box.min.z;
  8519. if ( plane.distanceToPoint( _vector$5 ) < 0 ) {
  8520. return false;
  8521. }
  8522. }
  8523. return true;
  8524. },
  8525. containsPoint: function ( point ) {
  8526. var planes = this.planes;
  8527. for ( var i = 0; i < 6; i ++ ) {
  8528. if ( planes[ i ].distanceToPoint( point ) < 0 ) {
  8529. return false;
  8530. }
  8531. }
  8532. return true;
  8533. }
  8534. } );
  8535. /**
  8536. * Uniforms library for shared webgl shaders
  8537. */
  8538. var UniformsLib = {
  8539. common: {
  8540. diffuse: { value: new Color( 0xeeeeee ) },
  8541. opacity: { value: 1.0 },
  8542. map: { value: null },
  8543. uvTransform: { value: new Matrix3() },
  8544. uv2Transform: { value: new Matrix3() },
  8545. alphaMap: { value: null },
  8546. },
  8547. specularmap: {
  8548. specularMap: { value: null },
  8549. },
  8550. envmap: {
  8551. envMap: { value: null },
  8552. flipEnvMap: { value: - 1 },
  8553. reflectivity: { value: 1.0 },
  8554. refractionRatio: { value: 0.98 },
  8555. maxMipLevel: { value: 0 }
  8556. },
  8557. aomap: {
  8558. aoMap: { value: null },
  8559. aoMapIntensity: { value: 1 }
  8560. },
  8561. lightmap: {
  8562. lightMap: { value: null },
  8563. lightMapIntensity: { value: 1 }
  8564. },
  8565. emissivemap: {
  8566. emissiveMap: { value: null }
  8567. },
  8568. bumpmap: {
  8569. bumpMap: { value: null },
  8570. bumpScale: { value: 1 }
  8571. },
  8572. normalmap: {
  8573. normalMap: { value: null },
  8574. normalScale: { value: new Vector2( 1, 1 ) }
  8575. },
  8576. displacementmap: {
  8577. displacementMap: { value: null },
  8578. displacementScale: { value: 1 },
  8579. displacementBias: { value: 0 }
  8580. },
  8581. roughnessmap: {
  8582. roughnessMap: { value: null }
  8583. },
  8584. metalnessmap: {
  8585. metalnessMap: { value: null }
  8586. },
  8587. gradientmap: {
  8588. gradientMap: { value: null }
  8589. },
  8590. fog: {
  8591. fogDensity: { value: 0.00025 },
  8592. fogNear: { value: 1 },
  8593. fogFar: { value: 2000 },
  8594. fogColor: { value: new Color( 0xffffff ) }
  8595. },
  8596. lights: {
  8597. ambientLightColor: { value: [] },
  8598. lightProbe: { value: [] },
  8599. directionalLights: { value: [], properties: {
  8600. direction: {},
  8601. color: {}
  8602. } },
  8603. directionalLightShadows: { value: [], properties: {
  8604. shadowBias: {},
  8605. shadowNormalBias: {},
  8606. shadowRadius: {},
  8607. shadowMapSize: {}
  8608. } },
  8609. directionalShadowMap: { value: [] },
  8610. directionalShadowMatrix: { value: [] },
  8611. spotLights: { value: [], properties: {
  8612. color: {},
  8613. position: {},
  8614. direction: {},
  8615. distance: {},
  8616. coneCos: {},
  8617. penumbraCos: {},
  8618. decay: {}
  8619. } },
  8620. spotLightShadows: { value: [], properties: {
  8621. shadowBias: {},
  8622. shadowNormalBias: {},
  8623. shadowRadius: {},
  8624. shadowMapSize: {}
  8625. } },
  8626. spotShadowMap: { value: [] },
  8627. spotShadowMatrix: { value: [] },
  8628. pointLights: { value: [], properties: {
  8629. color: {},
  8630. position: {},
  8631. decay: {},
  8632. distance: {}
  8633. } },
  8634. pointLightShadows: { value: [], properties: {
  8635. shadowBias: {},
  8636. shadowNormalBias: {},
  8637. shadowRadius: {},
  8638. shadowMapSize: {},
  8639. shadowCameraNear: {},
  8640. shadowCameraFar: {}
  8641. } },
  8642. pointShadowMap: { value: [] },
  8643. pointShadowMatrix: { value: [] },
  8644. hemisphereLights: { value: [], properties: {
  8645. direction: {},
  8646. skyColor: {},
  8647. groundColor: {}
  8648. } },
  8649. // TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src
  8650. rectAreaLights: { value: [], properties: {
  8651. color: {},
  8652. position: {},
  8653. width: {},
  8654. height: {}
  8655. } }
  8656. },
  8657. points: {
  8658. diffuse: { value: new Color( 0xeeeeee ) },
  8659. opacity: { value: 1.0 },
  8660. size: { value: 1.0 },
  8661. scale: { value: 1.0 },
  8662. map: { value: null },
  8663. alphaMap: { value: null },
  8664. uvTransform: { value: new Matrix3() }
  8665. },
  8666. sprite: {
  8667. diffuse: { value: new Color( 0xeeeeee ) },
  8668. opacity: { value: 1.0 },
  8669. center: { value: new Vector2( 0.5, 0.5 ) },
  8670. rotation: { value: 0.0 },
  8671. map: { value: null },
  8672. alphaMap: { value: null },
  8673. uvTransform: { value: new Matrix3() }
  8674. }
  8675. };
  8676. /**
  8677. * @author mrdoob / http://mrdoob.com/
  8678. */
  8679. function WebGLAnimation() {
  8680. var context = null;
  8681. var isAnimating = false;
  8682. var animationLoop = null;
  8683. var requestId = null;
  8684. function onAnimationFrame( time, frame ) {
  8685. animationLoop( time, frame );
  8686. requestId = context.requestAnimationFrame( onAnimationFrame );
  8687. }
  8688. return {
  8689. start: function () {
  8690. if ( isAnimating === true ) { return; }
  8691. if ( animationLoop === null ) { return; }
  8692. requestId = context.requestAnimationFrame( onAnimationFrame );
  8693. isAnimating = true;
  8694. },
  8695. stop: function () {
  8696. context.cancelAnimationFrame( requestId );
  8697. isAnimating = false;
  8698. },
  8699. setAnimationLoop: function ( callback ) {
  8700. animationLoop = callback;
  8701. },
  8702. setContext: function ( value ) {
  8703. context = value;
  8704. }
  8705. };
  8706. }
  8707. /**
  8708. * @author mrdoob / http://mrdoob.com/
  8709. */
  8710. function WebGLAttributes( gl, capabilities ) {
  8711. var isWebGL2 = capabilities.isWebGL2;
  8712. var buffers = new WeakMap();
  8713. function createBuffer( attribute, bufferType ) {
  8714. var array = attribute.array;
  8715. var usage = attribute.usage;
  8716. var buffer = gl.createBuffer();
  8717. gl.bindBuffer( bufferType, buffer );
  8718. gl.bufferData( bufferType, array, usage );
  8719. attribute.onUploadCallback();
  8720. var type = 5126;
  8721. if ( array instanceof Float32Array ) {
  8722. type = 5126;
  8723. } else if ( array instanceof Float64Array ) {
  8724. console.warn( 'THREE.WebGLAttributes: Unsupported data buffer format: Float64Array.' );
  8725. } else if ( array instanceof Uint16Array ) {
  8726. type = 5123;
  8727. } else if ( array instanceof Int16Array ) {
  8728. type = 5122;
  8729. } else if ( array instanceof Uint32Array ) {
  8730. type = 5125;
  8731. } else if ( array instanceof Int32Array ) {
  8732. type = 5124;
  8733. } else if ( array instanceof Int8Array ) {
  8734. type = 5120;
  8735. } else if ( array instanceof Uint8Array ) {
  8736. type = 5121;
  8737. }
  8738. return {
  8739. buffer: buffer,
  8740. type: type,
  8741. bytesPerElement: array.BYTES_PER_ELEMENT,
  8742. version: attribute.version
  8743. };
  8744. }
  8745. function updateBuffer( buffer, attribute, bufferType ) {
  8746. var array = attribute.array;
  8747. var updateRange = attribute.updateRange;
  8748. gl.bindBuffer( bufferType, buffer );
  8749. if ( updateRange.count === - 1 ) {
  8750. // Not using update ranges
  8751. gl.bufferSubData( bufferType, 0, array );
  8752. } else {
  8753. if ( isWebGL2 ) {
  8754. gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,
  8755. array, updateRange.offset, updateRange.count );
  8756. } else {
  8757. gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,
  8758. array.subarray( updateRange.offset, updateRange.offset + updateRange.count ) );
  8759. }
  8760. updateRange.count = - 1; // reset range
  8761. }
  8762. }
  8763. //
  8764. function get( attribute ) {
  8765. if ( attribute.isInterleavedBufferAttribute ) { attribute = attribute.data; }
  8766. return buffers.get( attribute );
  8767. }
  8768. function remove( attribute ) {
  8769. if ( attribute.isInterleavedBufferAttribute ) { attribute = attribute.data; }
  8770. var data = buffers.get( attribute );
  8771. if ( data ) {
  8772. gl.deleteBuffer( data.buffer );
  8773. buffers.delete( attribute );
  8774. }
  8775. }
  8776. function update( attribute, bufferType ) {
  8777. if ( attribute.isInterleavedBufferAttribute ) { attribute = attribute.data; }
  8778. var data = buffers.get( attribute );
  8779. if ( data === undefined ) {
  8780. buffers.set( attribute, createBuffer( attribute, bufferType ) );
  8781. } else if ( data.version < attribute.version ) {
  8782. updateBuffer( data.buffer, attribute, bufferType );
  8783. data.version = attribute.version;
  8784. }
  8785. }
  8786. return {
  8787. get: get,
  8788. remove: remove,
  8789. update: update
  8790. };
  8791. }
  8792. /**
  8793. * @author mrdoob / http://mrdoob.com/
  8794. * @author Mugen87 / https://github.com/Mugen87
  8795. */
  8796. // PlaneGeometry
  8797. function PlaneGeometry( width, height, widthSegments, heightSegments ) {
  8798. Geometry.call( this );
  8799. this.type = 'PlaneGeometry';
  8800. this.parameters = {
  8801. width: width,
  8802. height: height,
  8803. widthSegments: widthSegments,
  8804. heightSegments: heightSegments
  8805. };
  8806. this.fromBufferGeometry( new PlaneBufferGeometry( width, height, widthSegments, heightSegments ) );
  8807. this.mergeVertices();
  8808. }
  8809. PlaneGeometry.prototype = Object.create( Geometry.prototype );
  8810. PlaneGeometry.prototype.constructor = PlaneGeometry;
  8811. // PlaneBufferGeometry
  8812. function PlaneBufferGeometry( width, height, widthSegments, heightSegments ) {
  8813. BufferGeometry.call( this );
  8814. this.type = 'PlaneBufferGeometry';
  8815. this.parameters = {
  8816. width: width,
  8817. height: height,
  8818. widthSegments: widthSegments,
  8819. heightSegments: heightSegments
  8820. };
  8821. width = width || 1;
  8822. height = height || 1;
  8823. var width_half = width / 2;
  8824. var height_half = height / 2;
  8825. var gridX = Math.floor( widthSegments ) || 1;
  8826. var gridY = Math.floor( heightSegments ) || 1;
  8827. var gridX1 = gridX + 1;
  8828. var gridY1 = gridY + 1;
  8829. var segment_width = width / gridX;
  8830. var segment_height = height / gridY;
  8831. // buffers
  8832. var indices = [];
  8833. var vertices = [];
  8834. var normals = [];
  8835. var uvs = [];
  8836. // generate vertices, normals and uvs
  8837. for ( var iy = 0; iy < gridY1; iy ++ ) {
  8838. var y = iy * segment_height - height_half;
  8839. for ( var ix = 0; ix < gridX1; ix ++ ) {
  8840. var x = ix * segment_width - width_half;
  8841. vertices.push( x, - y, 0 );
  8842. normals.push( 0, 0, 1 );
  8843. uvs.push( ix / gridX );
  8844. uvs.push( 1 - ( iy / gridY ) );
  8845. }
  8846. }
  8847. // indices
  8848. for ( var iy$1 = 0; iy$1 < gridY; iy$1 ++ ) {
  8849. for ( var ix$1 = 0; ix$1 < gridX; ix$1 ++ ) {
  8850. var a = ix$1 + gridX1 * iy$1;
  8851. var b = ix$1 + gridX1 * ( iy$1 + 1 );
  8852. var c = ( ix$1 + 1 ) + gridX1 * ( iy$1 + 1 );
  8853. var d = ( ix$1 + 1 ) + gridX1 * iy$1;
  8854. // faces
  8855. indices.push( a, b, d );
  8856. indices.push( b, c, d );
  8857. }
  8858. }
  8859. // build geometry
  8860. this.setIndex( indices );
  8861. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  8862. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  8863. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  8864. }
  8865. PlaneBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  8866. PlaneBufferGeometry.prototype.constructor = PlaneBufferGeometry;
  8867. var alphamap_fragment = "#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif";
  8868. var alphamap_pars_fragment = "#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif";
  8869. var alphatest_fragment = "#ifdef ALPHATEST\n\tif ( diffuseColor.a < ALPHATEST ) discard;\n#endif";
  8870. 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";
  8871. var aomap_pars_fragment = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif";
  8872. var begin_vertex = "vec3 transformed = vec3( position );";
  8873. var beginnormal_vertex = "vec3 objectNormal = vec3( normal );\n#ifdef USE_TANGENT\n\tvec3 objectTangent = vec3( tangent.xyz );\n#endif";
  8874. 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";
  8875. 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";
  8876. 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";
  8877. var clipping_planes_pars_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif";
  8878. var clipping_planes_pars_vertex = "#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n#endif";
  8879. var clipping_planes_vertex = "#if NUM_CLIPPING_PLANES > 0\n\tvClipPosition = - mvPosition.xyz;\n#endif";
  8880. var color_fragment = "#ifdef USE_COLOR\n\tdiffuseColor.rgb *= vColor;\n#endif";
  8881. var color_pars_fragment = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";
  8882. var color_pars_vertex = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";
  8883. var color_vertex = "#ifdef USE_COLOR\n\tvColor.xyz = color.xyz;\n#endif";
  8884. 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}";
  8885. var cube_uv_reflection_fragment = "#ifdef ENVMAP_TYPE_CUBE_UV\n#define cubeUV_maxMipLevel 8.0\n#define cubeUV_minMipLevel 4.0\n#define cubeUV_maxTileSize 256.0\n#define cubeUV_minTileSize 16.0\nfloat getFace(vec3 direction) {\n vec3 absDirection = abs(direction);\n float face = -1.0;\n if (absDirection.x > absDirection.z) {\n if (absDirection.x > absDirection.y)\n face = direction.x > 0.0 ? 0.0 : 3.0;\n else\n face = direction.y > 0.0 ? 1.0 : 4.0;\n } else {\n if (absDirection.z > absDirection.y)\n face = direction.z > 0.0 ? 2.0 : 5.0;\n else\n face = direction.y > 0.0 ? 1.0 : 4.0;\n }\n return face;\n}\nvec2 getUV(vec3 direction, float face) {\n vec2 uv;\n if (face == 0.0) {\n uv = vec2(direction.z, direction.y) / abs(direction.x); } else if (face == 1.0) {\n uv = vec2(-direction.x, -direction.z) / abs(direction.y); } else if (face == 2.0) {\n uv = vec2(-direction.x, direction.y) / abs(direction.z); } else if (face == 3.0) {\n uv = vec2(-direction.z, direction.y) / abs(direction.x); } else if (face == 4.0) {\n uv = vec2(-direction.x, direction.z) / abs(direction.y); } else {\n uv = vec2(direction.x, direction.y) / abs(direction.z); }\n return 0.5 * (uv + 1.0);\n}\nvec3 bilinearCubeUV(sampler2D envMap, vec3 direction, float mipInt) {\n float face = getFace(direction);\n float filterInt = max(cubeUV_minMipLevel - mipInt, 0.0);\n mipInt = max(mipInt, cubeUV_minMipLevel);\n float faceSize = exp2(mipInt);\n float texelSize = 1.0 / (3.0 * cubeUV_maxTileSize);\n vec2 uv = getUV(direction, face) * (faceSize - 1.0);\n vec2 f = fract(uv);\n uv += 0.5 - f;\n if (face > 2.0) {\n uv.y += faceSize;\n face -= 3.0;\n }\n uv.x += face * faceSize;\n if(mipInt < cubeUV_maxMipLevel){\n uv.y += 2.0 * cubeUV_maxTileSize;\n }\n uv.y += filterInt * 2.0 * cubeUV_minTileSize;\n uv.x += 3.0 * max(0.0, cubeUV_maxTileSize - 2.0 * faceSize);\n uv *= texelSize;\n vec3 tl = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n uv.x += texelSize;\n vec3 tr = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n uv.y += texelSize;\n vec3 br = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n uv.x -= texelSize;\n vec3 bl = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n vec3 tm = mix(tl, tr, f.x);\n vec3 bm = mix(bl, br, f.x);\n return mix(tm, bm, f.y);\n}\n#define r0 1.0\n#define v0 0.339\n#define m0 -2.0\n#define r1 0.8\n#define v1 0.276\n#define m1 -1.0\n#define r4 0.4\n#define v4 0.046\n#define m4 2.0\n#define r5 0.305\n#define v5 0.016\n#define m5 3.0\n#define r6 0.21\n#define v6 0.0038\n#define m6 4.0\nfloat roughnessToMip(float roughness) {\n float mip = 0.0;\n if (roughness >= r1) {\n mip = (r0 - roughness) * (m1 - m0) / (r0 - r1) + m0;\n } else if (roughness >= r4) {\n mip = (r1 - roughness) * (m4 - m1) / (r1 - r4) + m1;\n } else if (roughness >= r5) {\n mip = (r4 - roughness) * (m5 - m4) / (r4 - r5) + m4;\n } else if (roughness >= r6) {\n mip = (r5 - roughness) * (m6 - m5) / (r5 - r6) + m5;\n } else {\n mip = -2.0 * log2(1.16 * roughness); }\n return mip;\n}\nvec4 textureCubeUV(sampler2D envMap, vec3 sampleDir, float roughness) {\n float mip = clamp(roughnessToMip(roughness), m0, cubeUV_maxMipLevel);\n float mipF = fract(mip);\n float mipInt = floor(mip);\n vec3 color0 = bilinearCubeUV(envMap, sampleDir, mipInt);\n if (mipF == 0.0) {\n return vec4(color0, 1.0);\n } else {\n vec3 color1 = bilinearCubeUV(envMap, sampleDir, mipInt + 1.0);\n return vec4(mix(color0, color1, mipF), 1.0);\n }\n}\n#endif";
  8886. 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";
  8887. var displacementmap_pars_vertex = "#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif";
  8888. var displacementmap_vertex = "#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vUv ).x * displacementScale + displacementBias );\n#endif";
  8889. var emissivemap_fragment = "#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif";
  8890. var emissivemap_pars_fragment = "#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif";
  8891. var encodings_fragment = "gl_FragColor = linearToOutputTexel( gl_FragColor );";
  8892. 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}";
  8893. var envmap_fragment = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvec3 cameraToFrag;\n\t\t\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToFrag = normalize( vWorldPosition - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToFrag, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\tvec4 envColor = textureCubeUV( envMap, reflectVec, 0.0 );\n\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\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";
  8894. 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";
  8895. 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";
  8896. 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";
  8897. 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";
  8898. var fog_vertex = "#ifdef USE_FOG\n\tfogDepth = - mvPosition.z;\n#endif";
  8899. var fog_pars_vertex = "#ifdef USE_FOG\n\tvarying float fogDepth;\n#endif";
  8900. 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";
  8901. 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";
  8902. 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}";
  8903. var lightmap_fragment = "#ifdef USE_LIGHTMAP\n\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\treflectedLight.indirectDiffuse += PI * lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n#endif";
  8904. var lightmap_pars_fragment = "#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif";
  8905. 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";
  8906. 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";
  8907. var envmap_physical_pars_fragment = "#if defined( USE_ENVMAP )\n\t#ifdef ENVMAP_MODE_REFRACTION\n\t\tuniform float refractionRatio;\n\t#endif\n\tvec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {\n\t\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, worldNormal, 1.0 );\n\t\t#else\n\t\t\tvec4 envMapColor = vec4( 0.0 );\n\t\t#endif\n\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t}\n\tfloat getSpecularMIPLevel( const in float roughness, const in int maxMIPLevel ) {\n\t\tfloat maxMIPLevelScalar = float( maxMIPLevel );\n\t\tfloat sigma = PI * roughness * roughness / ( 1.0 + roughness );\n\t\tfloat desiredMIPLevel = maxMIPLevelScalar + log2( sigma );\n\t\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\n\t}\n\tvec3 getLightProbeIndirectRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness, const in int maxMIPLevel ) {\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t vec3 reflectVec = reflect( -viewDir, normal );\n\t\t reflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );\n\t\t#else\n\t\t vec3 reflectVec = refract( -viewDir, normal, refractionRatio );\n\t\t#endif\n\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\tfloat specularMIPLevel = getSpecularMIPLevel( roughness, maxMIPLevel );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, reflectVec, roughness );\n\t\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\t\tvec2 sampleUV = 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";
  8908. var lights_toon_fragment = "ToonMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;";
  8909. 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)";
  8910. var lights_phong_fragment = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;";
  8911. 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)";
  8912. 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";
  8913. 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}";
  8914. 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";
  8915. 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";
  8916. 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";
  8917. 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";
  8918. 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";
  8919. 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";
  8920. 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";
  8921. var map_fragment = "#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif";
  8922. var map_pars_fragment = "#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif";
  8923. 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";
  8924. 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";
  8925. var metalnessmap_fragment = "float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif";
  8926. var metalnessmap_pars_fragment = "#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif";
  8927. 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";
  8928. 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";
  8929. 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";
  8930. 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;";
  8931. 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";
  8932. 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";
  8933. var clearcoat_normal_fragment_begin = "#ifdef CLEARCOAT\n\tvec3 clearcoatNormal = geometryNormal;\n#endif";
  8934. 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";
  8935. 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";
  8936. 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}";
  8937. var premultiplied_alpha_fragment = "#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif";
  8938. 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;";
  8939. var dithering_fragment = "#ifdef DITHERING\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif";
  8940. 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";
  8941. var roughnessmap_fragment = "float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif";
  8942. var roughnessmap_pars_fragment = "#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif";
  8943. 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";
  8944. 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";
  8945. 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";
  8946. 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}";
  8947. 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";
  8948. 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";
  8949. 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";
  8950. 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";
  8951. 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";
  8952. var specularmap_pars_fragment = "#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif";
  8953. var tonemapping_fragment = "#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif";
  8954. 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; }";
  8955. var transmissionmap_fragment = "#ifdef USE_TRANSMISSIONMAP\n\ttotalTransmission *= texture2D( transmissionMap, vUv ).r;\n#endif";
  8956. var transmissionmap_pars_fragment = "#ifdef USE_TRANSMISSIONMAP\n\tuniform sampler2D transmissionMap;\n#endif";
  8957. var uv_pars_fragment = "#if ( defined( USE_UV ) && ! defined( UVS_VERTEX_ONLY ) )\n\tvarying vec2 vUv;\n#endif";
  8958. 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";
  8959. var uv_vertex = "#ifdef USE_UV\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n#endif";
  8960. var uv2_pars_fragment = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif";
  8961. 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";
  8962. var uv2_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = ( uv2Transform * vec3( uv2, 1 ) ).xy;\n#endif";
  8963. 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";
  8964. 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}";
  8965. 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}";
  8966. 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}";
  8967. 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}";
  8968. 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}";
  8969. 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}";
  8970. 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}";
  8971. 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}";
  8972. 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}";
  8973. 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}";
  8974. 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}";
  8975. 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}";
  8976. 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}";
  8977. 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}";
  8978. 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}";
  8979. 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}";
  8980. 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}";
  8981. 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}";
  8982. 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}";
  8983. 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}";
  8984. 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}";
  8985. 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}";
  8986. 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}";
  8987. 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}";
  8988. 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}";
  8989. 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}";
  8990. 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}";
  8991. 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}";
  8992. 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}";
  8993. 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}";
  8994. 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}";
  8995. 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}";
  8996. var ShaderChunk = {
  8997. alphamap_fragment: alphamap_fragment,
  8998. alphamap_pars_fragment: alphamap_pars_fragment,
  8999. alphatest_fragment: alphatest_fragment,
  9000. aomap_fragment: aomap_fragment,
  9001. aomap_pars_fragment: aomap_pars_fragment,
  9002. begin_vertex: begin_vertex,
  9003. beginnormal_vertex: beginnormal_vertex,
  9004. bsdfs: bsdfs,
  9005. bumpmap_pars_fragment: bumpmap_pars_fragment,
  9006. clipping_planes_fragment: clipping_planes_fragment,
  9007. clipping_planes_pars_fragment: clipping_planes_pars_fragment,
  9008. clipping_planes_pars_vertex: clipping_planes_pars_vertex,
  9009. clipping_planes_vertex: clipping_planes_vertex,
  9010. color_fragment: color_fragment,
  9011. color_pars_fragment: color_pars_fragment,
  9012. color_pars_vertex: color_pars_vertex,
  9013. color_vertex: color_vertex,
  9014. common: common,
  9015. cube_uv_reflection_fragment: cube_uv_reflection_fragment,
  9016. defaultnormal_vertex: defaultnormal_vertex,
  9017. displacementmap_pars_vertex: displacementmap_pars_vertex,
  9018. displacementmap_vertex: displacementmap_vertex,
  9019. emissivemap_fragment: emissivemap_fragment,
  9020. emissivemap_pars_fragment: emissivemap_pars_fragment,
  9021. encodings_fragment: encodings_fragment,
  9022. encodings_pars_fragment: encodings_pars_fragment,
  9023. envmap_fragment: envmap_fragment,
  9024. envmap_common_pars_fragment: envmap_common_pars_fragment,
  9025. envmap_pars_fragment: envmap_pars_fragment,
  9026. envmap_pars_vertex: envmap_pars_vertex,
  9027. envmap_physical_pars_fragment: envmap_physical_pars_fragment,
  9028. envmap_vertex: envmap_vertex,
  9029. fog_vertex: fog_vertex,
  9030. fog_pars_vertex: fog_pars_vertex,
  9031. fog_fragment: fog_fragment,
  9032. fog_pars_fragment: fog_pars_fragment,
  9033. gradientmap_pars_fragment: gradientmap_pars_fragment,
  9034. lightmap_fragment: lightmap_fragment,
  9035. lightmap_pars_fragment: lightmap_pars_fragment,
  9036. lights_lambert_vertex: lights_lambert_vertex,
  9037. lights_pars_begin: lights_pars_begin,
  9038. lights_toon_fragment: lights_toon_fragment,
  9039. lights_toon_pars_fragment: lights_toon_pars_fragment,
  9040. lights_phong_fragment: lights_phong_fragment,
  9041. lights_phong_pars_fragment: lights_phong_pars_fragment,
  9042. lights_physical_fragment: lights_physical_fragment,
  9043. lights_physical_pars_fragment: lights_physical_pars_fragment,
  9044. lights_fragment_begin: lights_fragment_begin,
  9045. lights_fragment_maps: lights_fragment_maps,
  9046. lights_fragment_end: lights_fragment_end,
  9047. logdepthbuf_fragment: logdepthbuf_fragment,
  9048. logdepthbuf_pars_fragment: logdepthbuf_pars_fragment,
  9049. logdepthbuf_pars_vertex: logdepthbuf_pars_vertex,
  9050. logdepthbuf_vertex: logdepthbuf_vertex,
  9051. map_fragment: map_fragment,
  9052. map_pars_fragment: map_pars_fragment,
  9053. map_particle_fragment: map_particle_fragment,
  9054. map_particle_pars_fragment: map_particle_pars_fragment,
  9055. metalnessmap_fragment: metalnessmap_fragment,
  9056. metalnessmap_pars_fragment: metalnessmap_pars_fragment,
  9057. morphnormal_vertex: morphnormal_vertex,
  9058. morphtarget_pars_vertex: morphtarget_pars_vertex,
  9059. morphtarget_vertex: morphtarget_vertex,
  9060. normal_fragment_begin: normal_fragment_begin,
  9061. normal_fragment_maps: normal_fragment_maps,
  9062. normalmap_pars_fragment: normalmap_pars_fragment,
  9063. clearcoat_normal_fragment_begin: clearcoat_normal_fragment_begin,
  9064. clearcoat_normal_fragment_maps: clearcoat_normal_fragment_maps,
  9065. clearcoat_pars_fragment: clearcoat_pars_fragment,
  9066. packing: packing,
  9067. premultiplied_alpha_fragment: premultiplied_alpha_fragment,
  9068. project_vertex: project_vertex,
  9069. dithering_fragment: dithering_fragment,
  9070. dithering_pars_fragment: dithering_pars_fragment,
  9071. roughnessmap_fragment: roughnessmap_fragment,
  9072. roughnessmap_pars_fragment: roughnessmap_pars_fragment,
  9073. shadowmap_pars_fragment: shadowmap_pars_fragment,
  9074. shadowmap_pars_vertex: shadowmap_pars_vertex,
  9075. shadowmap_vertex: shadowmap_vertex,
  9076. shadowmask_pars_fragment: shadowmask_pars_fragment,
  9077. skinbase_vertex: skinbase_vertex,
  9078. skinning_pars_vertex: skinning_pars_vertex,
  9079. skinning_vertex: skinning_vertex,
  9080. skinnormal_vertex: skinnormal_vertex,
  9081. specularmap_fragment: specularmap_fragment,
  9082. specularmap_pars_fragment: specularmap_pars_fragment,
  9083. tonemapping_fragment: tonemapping_fragment,
  9084. tonemapping_pars_fragment: tonemapping_pars_fragment,
  9085. transmissionmap_fragment: transmissionmap_fragment,
  9086. transmissionmap_pars_fragment: transmissionmap_pars_fragment,
  9087. uv_pars_fragment: uv_pars_fragment,
  9088. uv_pars_vertex: uv_pars_vertex,
  9089. uv_vertex: uv_vertex,
  9090. uv2_pars_fragment: uv2_pars_fragment,
  9091. uv2_pars_vertex: uv2_pars_vertex,
  9092. uv2_vertex: uv2_vertex,
  9093. worldpos_vertex: worldpos_vertex,
  9094. background_frag: background_frag,
  9095. background_vert: background_vert,
  9096. cube_frag: cube_frag,
  9097. cube_vert: cube_vert,
  9098. depth_frag: depth_frag,
  9099. depth_vert: depth_vert,
  9100. distanceRGBA_frag: distanceRGBA_frag,
  9101. distanceRGBA_vert: distanceRGBA_vert,
  9102. equirect_frag: equirect_frag,
  9103. equirect_vert: equirect_vert,
  9104. linedashed_frag: linedashed_frag,
  9105. linedashed_vert: linedashed_vert,
  9106. meshbasic_frag: meshbasic_frag,
  9107. meshbasic_vert: meshbasic_vert,
  9108. meshlambert_frag: meshlambert_frag,
  9109. meshlambert_vert: meshlambert_vert,
  9110. meshmatcap_frag: meshmatcap_frag,
  9111. meshmatcap_vert: meshmatcap_vert,
  9112. meshtoon_frag: meshtoon_frag,
  9113. meshtoon_vert: meshtoon_vert,
  9114. meshphong_frag: meshphong_frag,
  9115. meshphong_vert: meshphong_vert,
  9116. meshphysical_frag: meshphysical_frag,
  9117. meshphysical_vert: meshphysical_vert,
  9118. normal_frag: normal_frag,
  9119. normal_vert: normal_vert,
  9120. points_frag: points_frag,
  9121. points_vert: points_vert,
  9122. shadow_frag: shadow_frag,
  9123. shadow_vert: shadow_vert,
  9124. sprite_frag: sprite_frag,
  9125. sprite_vert: sprite_vert
  9126. };
  9127. /**
  9128. * @author alteredq / http://alteredqualia.com/
  9129. * @author mrdoob / http://mrdoob.com/
  9130. * @author mikael emtinger / http://gomo.se/
  9131. */
  9132. var ShaderLib = {
  9133. basic: {
  9134. uniforms: mergeUniforms( [
  9135. UniformsLib.common,
  9136. UniformsLib.specularmap,
  9137. UniformsLib.envmap,
  9138. UniformsLib.aomap,
  9139. UniformsLib.lightmap,
  9140. UniformsLib.fog
  9141. ] ),
  9142. vertexShader: ShaderChunk.meshbasic_vert,
  9143. fragmentShader: ShaderChunk.meshbasic_frag
  9144. },
  9145. lambert: {
  9146. uniforms: mergeUniforms( [
  9147. UniformsLib.common,
  9148. UniformsLib.specularmap,
  9149. UniformsLib.envmap,
  9150. UniformsLib.aomap,
  9151. UniformsLib.lightmap,
  9152. UniformsLib.emissivemap,
  9153. UniformsLib.fog,
  9154. UniformsLib.lights,
  9155. {
  9156. emissive: { value: new Color( 0x000000 ) }
  9157. }
  9158. ] ),
  9159. vertexShader: ShaderChunk.meshlambert_vert,
  9160. fragmentShader: ShaderChunk.meshlambert_frag
  9161. },
  9162. phong: {
  9163. uniforms: mergeUniforms( [
  9164. UniformsLib.common,
  9165. UniformsLib.specularmap,
  9166. UniformsLib.envmap,
  9167. UniformsLib.aomap,
  9168. UniformsLib.lightmap,
  9169. UniformsLib.emissivemap,
  9170. UniformsLib.bumpmap,
  9171. UniformsLib.normalmap,
  9172. UniformsLib.displacementmap,
  9173. UniformsLib.fog,
  9174. UniformsLib.lights,
  9175. {
  9176. emissive: { value: new Color( 0x000000 ) },
  9177. specular: { value: new Color( 0x111111 ) },
  9178. shininess: { value: 30 }
  9179. }
  9180. ] ),
  9181. vertexShader: ShaderChunk.meshphong_vert,
  9182. fragmentShader: ShaderChunk.meshphong_frag
  9183. },
  9184. standard: {
  9185. uniforms: mergeUniforms( [
  9186. UniformsLib.common,
  9187. UniformsLib.envmap,
  9188. UniformsLib.aomap,
  9189. UniformsLib.lightmap,
  9190. UniformsLib.emissivemap,
  9191. UniformsLib.bumpmap,
  9192. UniformsLib.normalmap,
  9193. UniformsLib.displacementmap,
  9194. UniformsLib.roughnessmap,
  9195. UniformsLib.metalnessmap,
  9196. UniformsLib.fog,
  9197. UniformsLib.lights,
  9198. {
  9199. emissive: { value: new Color( 0x000000 ) },
  9200. roughness: { value: 1.0 },
  9201. metalness: { value: 0.0 },
  9202. envMapIntensity: { value: 1 } // temporary
  9203. }
  9204. ] ),
  9205. vertexShader: ShaderChunk.meshphysical_vert,
  9206. fragmentShader: ShaderChunk.meshphysical_frag
  9207. },
  9208. toon: {
  9209. uniforms: mergeUniforms( [
  9210. UniformsLib.common,
  9211. UniformsLib.aomap,
  9212. UniformsLib.lightmap,
  9213. UniformsLib.emissivemap,
  9214. UniformsLib.bumpmap,
  9215. UniformsLib.normalmap,
  9216. UniformsLib.displacementmap,
  9217. UniformsLib.gradientmap,
  9218. UniformsLib.fog,
  9219. UniformsLib.lights,
  9220. {
  9221. emissive: { value: new Color( 0x000000 ) }
  9222. }
  9223. ] ),
  9224. vertexShader: ShaderChunk.meshtoon_vert,
  9225. fragmentShader: ShaderChunk.meshtoon_frag
  9226. },
  9227. matcap: {
  9228. uniforms: mergeUniforms( [
  9229. UniformsLib.common,
  9230. UniformsLib.bumpmap,
  9231. UniformsLib.normalmap,
  9232. UniformsLib.displacementmap,
  9233. UniformsLib.fog,
  9234. {
  9235. matcap: { value: null }
  9236. }
  9237. ] ),
  9238. vertexShader: ShaderChunk.meshmatcap_vert,
  9239. fragmentShader: ShaderChunk.meshmatcap_frag
  9240. },
  9241. points: {
  9242. uniforms: mergeUniforms( [
  9243. UniformsLib.points,
  9244. UniformsLib.fog
  9245. ] ),
  9246. vertexShader: ShaderChunk.points_vert,
  9247. fragmentShader: ShaderChunk.points_frag
  9248. },
  9249. dashed: {
  9250. uniforms: mergeUniforms( [
  9251. UniformsLib.common,
  9252. UniformsLib.fog,
  9253. {
  9254. scale: { value: 1 },
  9255. dashSize: { value: 1 },
  9256. totalSize: { value: 2 }
  9257. }
  9258. ] ),
  9259. vertexShader: ShaderChunk.linedashed_vert,
  9260. fragmentShader: ShaderChunk.linedashed_frag
  9261. },
  9262. depth: {
  9263. uniforms: mergeUniforms( [
  9264. UniformsLib.common,
  9265. UniformsLib.displacementmap
  9266. ] ),
  9267. vertexShader: ShaderChunk.depth_vert,
  9268. fragmentShader: ShaderChunk.depth_frag
  9269. },
  9270. normal: {
  9271. uniforms: mergeUniforms( [
  9272. UniformsLib.common,
  9273. UniformsLib.bumpmap,
  9274. UniformsLib.normalmap,
  9275. UniformsLib.displacementmap,
  9276. {
  9277. opacity: { value: 1.0 }
  9278. }
  9279. ] ),
  9280. vertexShader: ShaderChunk.normal_vert,
  9281. fragmentShader: ShaderChunk.normal_frag
  9282. },
  9283. sprite: {
  9284. uniforms: mergeUniforms( [
  9285. UniformsLib.sprite,
  9286. UniformsLib.fog
  9287. ] ),
  9288. vertexShader: ShaderChunk.sprite_vert,
  9289. fragmentShader: ShaderChunk.sprite_frag
  9290. },
  9291. background: {
  9292. uniforms: {
  9293. uvTransform: { value: new Matrix3() },
  9294. t2D: { value: null },
  9295. },
  9296. vertexShader: ShaderChunk.background_vert,
  9297. fragmentShader: ShaderChunk.background_frag
  9298. },
  9299. /* -------------------------------------------------------------------------
  9300. // Cube map shader
  9301. ------------------------------------------------------------------------- */
  9302. cube: {
  9303. uniforms: mergeUniforms( [
  9304. UniformsLib.envmap,
  9305. {
  9306. opacity: { value: 1.0 }
  9307. }
  9308. ] ),
  9309. vertexShader: ShaderChunk.cube_vert,
  9310. fragmentShader: ShaderChunk.cube_frag
  9311. },
  9312. equirect: {
  9313. uniforms: {
  9314. tEquirect: { value: null },
  9315. },
  9316. vertexShader: ShaderChunk.equirect_vert,
  9317. fragmentShader: ShaderChunk.equirect_frag
  9318. },
  9319. distanceRGBA: {
  9320. uniforms: mergeUniforms( [
  9321. UniformsLib.common,
  9322. UniformsLib.displacementmap,
  9323. {
  9324. referencePosition: { value: new Vector3() },
  9325. nearDistance: { value: 1 },
  9326. farDistance: { value: 1000 }
  9327. }
  9328. ] ),
  9329. vertexShader: ShaderChunk.distanceRGBA_vert,
  9330. fragmentShader: ShaderChunk.distanceRGBA_frag
  9331. },
  9332. shadow: {
  9333. uniforms: mergeUniforms( [
  9334. UniformsLib.lights,
  9335. UniformsLib.fog,
  9336. {
  9337. color: { value: new Color( 0x00000 ) },
  9338. opacity: { value: 1.0 }
  9339. } ] ),
  9340. vertexShader: ShaderChunk.shadow_vert,
  9341. fragmentShader: ShaderChunk.shadow_frag
  9342. }
  9343. };
  9344. ShaderLib.physical = {
  9345. uniforms: mergeUniforms( [
  9346. ShaderLib.standard.uniforms,
  9347. {
  9348. clearcoat: { value: 0 },
  9349. clearcoatMap: { value: null },
  9350. clearcoatRoughness: { value: 0 },
  9351. clearcoatRoughnessMap: { value: null },
  9352. clearcoatNormalScale: { value: new Vector2( 1, 1 ) },
  9353. clearcoatNormalMap: { value: null },
  9354. sheen: { value: new Color( 0x000000 ) },
  9355. transmission: { value: 0 },
  9356. transmissionMap: { value: null },
  9357. }
  9358. ] ),
  9359. vertexShader: ShaderChunk.meshphysical_vert,
  9360. fragmentShader: ShaderChunk.meshphysical_frag
  9361. };
  9362. /**
  9363. * @author mrdoob / http://mrdoob.com/
  9364. */
  9365. function WebGLBackground( renderer, state, objects, premultipliedAlpha ) {
  9366. var clearColor = new Color( 0x000000 );
  9367. var clearAlpha = 0;
  9368. var planeMesh;
  9369. var boxMesh;
  9370. var currentBackground = null;
  9371. var currentBackgroundVersion = 0;
  9372. var currentTonemapping = null;
  9373. function render( renderList, scene, camera, forceClear ) {
  9374. var background = scene.isScene === true ? scene.background : null;
  9375. // Ignore background in AR
  9376. // TODO: Reconsider this.
  9377. var xr = renderer.xr;
  9378. var session = xr.getSession && xr.getSession();
  9379. if ( session && session.environmentBlendMode === 'additive' ) {
  9380. background = null;
  9381. }
  9382. if ( background === null ) {
  9383. setClear( clearColor, clearAlpha );
  9384. } else if ( background && background.isColor ) {
  9385. setClear( background, 1 );
  9386. forceClear = true;
  9387. }
  9388. if ( renderer.autoClear || forceClear ) {
  9389. renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
  9390. }
  9391. if ( background && ( background.isCubeTexture || background.isWebGLCubeRenderTarget || background.mapping === CubeUVReflectionMapping ) ) {
  9392. if ( boxMesh === undefined ) {
  9393. boxMesh = new Mesh(
  9394. new BoxBufferGeometry( 1, 1, 1 ),
  9395. new ShaderMaterial( {
  9396. name: 'BackgroundCubeMaterial',
  9397. uniforms: cloneUniforms( ShaderLib.cube.uniforms ),
  9398. vertexShader: ShaderLib.cube.vertexShader,
  9399. fragmentShader: ShaderLib.cube.fragmentShader,
  9400. side: BackSide,
  9401. depthTest: false,
  9402. depthWrite: false,
  9403. fog: false
  9404. } )
  9405. );
  9406. boxMesh.geometry.deleteAttribute( 'normal' );
  9407. boxMesh.geometry.deleteAttribute( 'uv' );
  9408. boxMesh.onBeforeRender = function ( renderer, scene, camera ) {
  9409. this.matrixWorld.copyPosition( camera.matrixWorld );
  9410. };
  9411. // enable code injection for non-built-in material
  9412. Object.defineProperty( boxMesh.material, 'envMap', {
  9413. get: function () {
  9414. return this.uniforms.envMap.value;
  9415. }
  9416. } );
  9417. objects.update( boxMesh );
  9418. }
  9419. var texture = background.isWebGLCubeRenderTarget ? background.texture : background;
  9420. boxMesh.material.uniforms.envMap.value = texture;
  9421. boxMesh.material.uniforms.flipEnvMap.value = texture.isCubeTexture ? - 1 : 1;
  9422. if ( currentBackground !== background ||
  9423. currentBackgroundVersion !== texture.version ||
  9424. currentTonemapping !== renderer.toneMapping ) {
  9425. boxMesh.material.needsUpdate = true;
  9426. currentBackground = background;
  9427. currentBackgroundVersion = texture.version;
  9428. currentTonemapping = renderer.toneMapping;
  9429. }
  9430. // push to the pre-sorted opaque render list
  9431. renderList.unshift( boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null );
  9432. } else if ( background && background.isTexture ) {
  9433. if ( planeMesh === undefined ) {
  9434. planeMesh = new Mesh(
  9435. new PlaneBufferGeometry( 2, 2 ),
  9436. new ShaderMaterial( {
  9437. name: 'BackgroundMaterial',
  9438. uniforms: cloneUniforms( ShaderLib.background.uniforms ),
  9439. vertexShader: ShaderLib.background.vertexShader,
  9440. fragmentShader: ShaderLib.background.fragmentShader,
  9441. side: FrontSide,
  9442. depthTest: false,
  9443. depthWrite: false,
  9444. fog: false
  9445. } )
  9446. );
  9447. planeMesh.geometry.deleteAttribute( 'normal' );
  9448. // enable code injection for non-built-in material
  9449. Object.defineProperty( planeMesh.material, 'map', {
  9450. get: function () {
  9451. return this.uniforms.t2D.value;
  9452. }
  9453. } );
  9454. objects.update( planeMesh );
  9455. }
  9456. planeMesh.material.uniforms.t2D.value = background;
  9457. if ( background.matrixAutoUpdate === true ) {
  9458. background.updateMatrix();
  9459. }
  9460. planeMesh.material.uniforms.uvTransform.value.copy( background.matrix );
  9461. if ( currentBackground !== background ||
  9462. currentBackgroundVersion !== background.version ||
  9463. currentTonemapping !== renderer.toneMapping ) {
  9464. planeMesh.material.needsUpdate = true;
  9465. currentBackground = background;
  9466. currentBackgroundVersion = background.version;
  9467. currentTonemapping = renderer.toneMapping;
  9468. }
  9469. // push to the pre-sorted opaque render list
  9470. renderList.unshift( planeMesh, planeMesh.geometry, planeMesh.material, 0, 0, null );
  9471. }
  9472. }
  9473. function setClear( color, alpha ) {
  9474. state.buffers.color.setClear( color.r, color.g, color.b, alpha, premultipliedAlpha );
  9475. }
  9476. return {
  9477. getClearColor: function () {
  9478. return clearColor;
  9479. },
  9480. setClearColor: function ( color, alpha ) {
  9481. clearColor.set( color );
  9482. clearAlpha = alpha !== undefined ? alpha : 1;
  9483. setClear( clearColor, clearAlpha );
  9484. },
  9485. getClearAlpha: function () {
  9486. return clearAlpha;
  9487. },
  9488. setClearAlpha: function ( alpha ) {
  9489. clearAlpha = alpha;
  9490. setClear( clearColor, clearAlpha );
  9491. },
  9492. render: render
  9493. };
  9494. }
  9495. /**
  9496. * @author Mugen87 / https://github.com/Mugen87
  9497. * @author Takahiro / https://github.com/takahirox
  9498. */
  9499. function WebGLBindingStates( gl, extensions, attributes, capabilities ) {
  9500. var maxVertexAttributes = gl.getParameter( 34921 );
  9501. var extension = capabilities.isWebGL2 ? null : extensions.get( 'OES_vertex_array_object' );
  9502. var vaoAvailable = capabilities.isWebGL2 || extension !== null;
  9503. var bindingStates = {};
  9504. var defaultState = createBindingState( null );
  9505. var currentState = defaultState;
  9506. function setup( object, material, program, geometry, index ) {
  9507. var updateBuffers = false;
  9508. if ( vaoAvailable ) {
  9509. var state = getBindingState( geometry, program, material );
  9510. if ( currentState !== state ) {
  9511. currentState = state;
  9512. bindVertexArrayObject( currentState.object );
  9513. }
  9514. updateBuffers = needsUpdate( geometry );
  9515. if ( updateBuffers ) { saveCache( geometry ); }
  9516. } else {
  9517. var wireframe = ( material.wireframe === true );
  9518. if ( currentState.geometry !== geometry.id ||
  9519. currentState.program !== program.id ||
  9520. currentState.wireframe !== wireframe ) {
  9521. currentState.geometry = geometry.id;
  9522. currentState.program = program.id;
  9523. currentState.wireframe = wireframe;
  9524. updateBuffers = true;
  9525. }
  9526. }
  9527. if ( object.isInstancedMesh === true ) {
  9528. updateBuffers = true;
  9529. }
  9530. if ( index !== null ) {
  9531. attributes.update( index, 34963 );
  9532. }
  9533. if ( updateBuffers ) {
  9534. setupVertexAttributes( object, material, program, geometry );
  9535. if ( index !== null ) {
  9536. gl.bindBuffer( 34963, attributes.get( index ).buffer );
  9537. }
  9538. }
  9539. }
  9540. function createVertexArrayObject() {
  9541. if ( capabilities.isWebGL2 ) { return gl.createVertexArray(); }
  9542. return extension.createVertexArrayOES();
  9543. }
  9544. function bindVertexArrayObject( vao ) {
  9545. if ( capabilities.isWebGL2 ) { return gl.bindVertexArray( vao ); }
  9546. return extension.bindVertexArrayOES( vao );
  9547. }
  9548. function deleteVertexArrayObject( vao ) {
  9549. if ( capabilities.isWebGL2 ) { return gl.deleteVertexArray( vao ); }
  9550. return extension.deleteVertexArrayOES( vao );
  9551. }
  9552. function getBindingState( geometry, program, material ) {
  9553. var wireframe = ( material.wireframe === true );
  9554. var programMap = bindingStates[ geometry.id ];
  9555. if ( programMap === undefined ) {
  9556. programMap = {};
  9557. bindingStates[ geometry.id ] = programMap;
  9558. }
  9559. var stateMap = programMap[ program.id ];
  9560. if ( stateMap === undefined ) {
  9561. stateMap = {};
  9562. programMap[ program.id ] = stateMap;
  9563. }
  9564. var state = stateMap[ wireframe ];
  9565. if ( state === undefined ) {
  9566. state = createBindingState( createVertexArrayObject() );
  9567. stateMap[ wireframe ] = state;
  9568. }
  9569. return state;
  9570. }
  9571. function createBindingState( vao ) {
  9572. var newAttributes = [];
  9573. var enabledAttributes = [];
  9574. var attributeDivisors = [];
  9575. for ( var i = 0; i < maxVertexAttributes; i ++ ) {
  9576. newAttributes[ i ] = 0;
  9577. enabledAttributes[ i ] = 0;
  9578. attributeDivisors[ i ] = 0;
  9579. }
  9580. return {
  9581. // for backward compatibility on non-VAO support browser
  9582. geometry: null,
  9583. program: null,
  9584. wireframe: false,
  9585. newAttributes: newAttributes,
  9586. enabledAttributes: enabledAttributes,
  9587. attributeDivisors: attributeDivisors,
  9588. object: vao,
  9589. attributes: {}
  9590. };
  9591. }
  9592. function needsUpdate( geometry ) {
  9593. var cachedAttributes = currentState.attributes;
  9594. var geometryAttributes = geometry.attributes;
  9595. if ( Object.keys( cachedAttributes ).length !== Object.keys( geometryAttributes ).length ) { return true; }
  9596. for ( var key in geometryAttributes ) {
  9597. var cachedAttribute = cachedAttributes[ key ];
  9598. var geometryAttribute = geometryAttributes[ key ];
  9599. if ( cachedAttribute.attribute !== geometryAttribute ) { return true; }
  9600. if ( cachedAttribute.data !== geometryAttribute.data ) { return true; }
  9601. }
  9602. return false;
  9603. }
  9604. function saveCache( geometry ) {
  9605. var cache = {};
  9606. var attributes = geometry.attributes;
  9607. for ( var key in attributes ) {
  9608. var attribute = attributes[ key ];
  9609. var data = {};
  9610. data.attribute = attribute;
  9611. if ( attribute.data ) {
  9612. data.data = attribute.data;
  9613. }
  9614. cache[ key ] = data;
  9615. }
  9616. currentState.attributes = cache;
  9617. }
  9618. function initAttributes() {
  9619. var newAttributes = currentState.newAttributes;
  9620. for ( var i = 0, il = newAttributes.length; i < il; i ++ ) {
  9621. newAttributes[ i ] = 0;
  9622. }
  9623. }
  9624. function enableAttribute( attribute ) {
  9625. enableAttributeAndDivisor( attribute, 0 );
  9626. }
  9627. function enableAttributeAndDivisor( attribute, meshPerAttribute ) {
  9628. var newAttributes = currentState.newAttributes;
  9629. var enabledAttributes = currentState.enabledAttributes;
  9630. var attributeDivisors = currentState.attributeDivisors;
  9631. newAttributes[ attribute ] = 1;
  9632. if ( enabledAttributes[ attribute ] === 0 ) {
  9633. gl.enableVertexAttribArray( attribute );
  9634. enabledAttributes[ attribute ] = 1;
  9635. }
  9636. if ( attributeDivisors[ attribute ] !== meshPerAttribute ) {
  9637. var extension = capabilities.isWebGL2 ? gl : extensions.get( 'ANGLE_instanced_arrays' );
  9638. extension[ capabilities.isWebGL2 ? 'vertexAttribDivisor' : 'vertexAttribDivisorANGLE' ]( attribute, meshPerAttribute );
  9639. attributeDivisors[ attribute ] = meshPerAttribute;
  9640. }
  9641. }
  9642. function disableUnusedAttributes() {
  9643. var newAttributes = currentState.newAttributes;
  9644. var enabledAttributes = currentState.enabledAttributes;
  9645. for ( var i = 0, il = enabledAttributes.length; i < il; i ++ ) {
  9646. if ( enabledAttributes[ i ] !== newAttributes[ i ] ) {
  9647. gl.disableVertexAttribArray( i );
  9648. enabledAttributes[ i ] = 0;
  9649. }
  9650. }
  9651. }
  9652. function vertexAttribPointer( index, size, type, normalized, stride, offset ) {
  9653. if ( capabilities.isWebGL2 === true && ( type === 5124 || type === 5125 ) ) {
  9654. gl.vertexAttribIPointer( index, size, type, stride, offset );
  9655. } else {
  9656. gl.vertexAttribPointer( index, size, type, normalized, stride, offset );
  9657. }
  9658. }
  9659. function setupVertexAttributes( object, material, program, geometry ) {
  9660. if ( capabilities.isWebGL2 === false && ( object.isInstancedMesh || geometry.isInstancedBufferGeometry ) ) {
  9661. if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) { return; }
  9662. }
  9663. initAttributes();
  9664. var geometryAttributes = geometry.attributes;
  9665. var programAttributes = program.getAttributes();
  9666. var materialDefaultAttributeValues = material.defaultAttributeValues;
  9667. for ( var name in programAttributes ) {
  9668. var programAttribute = programAttributes[ name ];
  9669. if ( programAttribute >= 0 ) {
  9670. var geometryAttribute = geometryAttributes[ name ];
  9671. if ( geometryAttribute !== undefined ) {
  9672. var normalized = geometryAttribute.normalized;
  9673. var size = geometryAttribute.itemSize;
  9674. var attribute = attributes.get( geometryAttribute );
  9675. // TODO Attribute may not be available on context restore
  9676. if ( attribute === undefined ) { continue; }
  9677. var buffer = attribute.buffer;
  9678. var type = attribute.type;
  9679. var bytesPerElement = attribute.bytesPerElement;
  9680. if ( geometryAttribute.isInterleavedBufferAttribute ) {
  9681. var data = geometryAttribute.data;
  9682. var stride = data.stride;
  9683. var offset = geometryAttribute.offset;
  9684. if ( data && data.isInstancedInterleavedBuffer ) {
  9685. enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );
  9686. if ( geometry._maxInstanceCount === undefined ) {
  9687. geometry._maxInstanceCount = data.meshPerAttribute * data.count;
  9688. }
  9689. } else {
  9690. enableAttribute( programAttribute );
  9691. }
  9692. gl.bindBuffer( 34962, buffer );
  9693. vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement );
  9694. } else {
  9695. if ( geometryAttribute.isInstancedBufferAttribute ) {
  9696. enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );
  9697. if ( geometry._maxInstanceCount === undefined ) {
  9698. geometry._maxInstanceCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
  9699. }
  9700. } else {
  9701. enableAttribute( programAttribute );
  9702. }
  9703. gl.bindBuffer( 34962, buffer );
  9704. vertexAttribPointer( programAttribute, size, type, normalized, 0, 0 );
  9705. }
  9706. } else if ( name === 'instanceMatrix' ) {
  9707. var attribute$1 = attributes.get( object.instanceMatrix );
  9708. // TODO Attribute may not be available on context restore
  9709. if ( attribute$1 === undefined ) { continue; }
  9710. var buffer$1 = attribute$1.buffer;
  9711. var type$1 = attribute$1.type;
  9712. enableAttributeAndDivisor( programAttribute + 0, 1 );
  9713. enableAttributeAndDivisor( programAttribute + 1, 1 );
  9714. enableAttributeAndDivisor( programAttribute + 2, 1 );
  9715. enableAttributeAndDivisor( programAttribute + 3, 1 );
  9716. gl.bindBuffer( 34962, buffer$1 );
  9717. gl.vertexAttribPointer( programAttribute + 0, 4, type$1, false, 64, 0 );
  9718. gl.vertexAttribPointer( programAttribute + 1, 4, type$1, false, 64, 16 );
  9719. gl.vertexAttribPointer( programAttribute + 2, 4, type$1, false, 64, 32 );
  9720. gl.vertexAttribPointer( programAttribute + 3, 4, type$1, false, 64, 48 );
  9721. } else if ( materialDefaultAttributeValues !== undefined ) {
  9722. var value = materialDefaultAttributeValues[ name ];
  9723. if ( value !== undefined ) {
  9724. switch ( value.length ) {
  9725. case 2:
  9726. gl.vertexAttrib2fv( programAttribute, value );
  9727. break;
  9728. case 3:
  9729. gl.vertexAttrib3fv( programAttribute, value );
  9730. break;
  9731. case 4:
  9732. gl.vertexAttrib4fv( programAttribute, value );
  9733. break;
  9734. default:
  9735. gl.vertexAttrib1fv( programAttribute, value );
  9736. }
  9737. }
  9738. }
  9739. }
  9740. }
  9741. disableUnusedAttributes();
  9742. }
  9743. function dispose() {
  9744. reset();
  9745. for ( var geometryId in bindingStates ) {
  9746. var programMap = bindingStates[ geometryId ];
  9747. for ( var programId in programMap ) {
  9748. var stateMap = programMap[ programId ];
  9749. for ( var wireframe in stateMap ) {
  9750. deleteVertexArrayObject( stateMap[ wireframe ].object );
  9751. delete stateMap[ wireframe ];
  9752. }
  9753. delete programMap[ programId ];
  9754. }
  9755. delete bindingStates[ geometryId ];
  9756. }
  9757. }
  9758. function releaseStatesOfGeometry( geometry ) {
  9759. if ( bindingStates[ geometry.id ] === undefined ) { return; }
  9760. var programMap = bindingStates[ geometry.id ];
  9761. for ( var programId in programMap ) {
  9762. var stateMap = programMap[ programId ];
  9763. for ( var wireframe in stateMap ) {
  9764. deleteVertexArrayObject( stateMap[ wireframe ].object );
  9765. delete stateMap[ wireframe ];
  9766. }
  9767. delete programMap[ programId ];
  9768. }
  9769. delete bindingStates[ geometry.id ];
  9770. }
  9771. function releaseStatesOfProgram( program ) {
  9772. for ( var geometryId in bindingStates ) {
  9773. var programMap = bindingStates[ geometryId ];
  9774. if ( programMap[ program.id ] === undefined ) { continue; }
  9775. var stateMap = programMap[ program.id ];
  9776. for ( var wireframe in stateMap ) {
  9777. deleteVertexArrayObject( stateMap[ wireframe ].object );
  9778. delete stateMap[ wireframe ];
  9779. }
  9780. delete programMap[ program.id ];
  9781. }
  9782. }
  9783. function reset() {
  9784. resetDefaultState();
  9785. if ( currentState === defaultState ) { return; }
  9786. currentState = defaultState;
  9787. bindVertexArrayObject( currentState.object );
  9788. }
  9789. // for backward-compatilibity
  9790. function resetDefaultState() {
  9791. defaultState.geometry = null;
  9792. defaultState.program = null;
  9793. defaultState.wireframe = false;
  9794. }
  9795. return {
  9796. setup: setup,
  9797. reset: reset,
  9798. resetDefaultState: resetDefaultState,
  9799. dispose: dispose,
  9800. releaseStatesOfGeometry: releaseStatesOfGeometry,
  9801. releaseStatesOfProgram: releaseStatesOfProgram,
  9802. initAttributes: initAttributes,
  9803. enableAttribute: enableAttribute,
  9804. disableUnusedAttributes: disableUnusedAttributes
  9805. };
  9806. }
  9807. /**
  9808. * @author mrdoob / http://mrdoob.com/
  9809. */
  9810. function WebGLBufferRenderer( gl, extensions, info, capabilities ) {
  9811. var isWebGL2 = capabilities.isWebGL2;
  9812. var mode;
  9813. function setMode( value ) {
  9814. mode = value;
  9815. }
  9816. function render( start, count ) {
  9817. gl.drawArrays( mode, start, count );
  9818. info.update( count, mode );
  9819. }
  9820. function renderInstances( start, count, primcount ) {
  9821. if ( primcount === 0 ) { return; }
  9822. var extension, methodName;
  9823. if ( isWebGL2 ) {
  9824. extension = gl;
  9825. methodName = 'drawArraysInstanced';
  9826. } else {
  9827. extension = extensions.get( 'ANGLE_instanced_arrays' );
  9828. methodName = 'drawArraysInstancedANGLE';
  9829. if ( extension === null ) {
  9830. console.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  9831. return;
  9832. }
  9833. }
  9834. extension[ methodName ]( mode, start, count, primcount );
  9835. info.update( count, mode, primcount );
  9836. }
  9837. //
  9838. this.setMode = setMode;
  9839. this.render = render;
  9840. this.renderInstances = renderInstances;
  9841. }
  9842. /**
  9843. * @author mrdoob / http://mrdoob.com/
  9844. */
  9845. function WebGLCapabilities( gl, extensions, parameters ) {
  9846. var maxAnisotropy;
  9847. function getMaxAnisotropy() {
  9848. if ( maxAnisotropy !== undefined ) { return maxAnisotropy; }
  9849. var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  9850. if ( extension !== null ) {
  9851. maxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );
  9852. } else {
  9853. maxAnisotropy = 0;
  9854. }
  9855. return maxAnisotropy;
  9856. }
  9857. function getMaxPrecision( precision ) {
  9858. if ( precision === 'highp' ) {
  9859. if ( gl.getShaderPrecisionFormat( 35633, 36338 ).precision > 0 &&
  9860. gl.getShaderPrecisionFormat( 35632, 36338 ).precision > 0 ) {
  9861. return 'highp';
  9862. }
  9863. precision = 'mediump';
  9864. }
  9865. if ( precision === 'mediump' ) {
  9866. if ( gl.getShaderPrecisionFormat( 35633, 36337 ).precision > 0 &&
  9867. gl.getShaderPrecisionFormat( 35632, 36337 ).precision > 0 ) {
  9868. return 'mediump';
  9869. }
  9870. }
  9871. return 'lowp';
  9872. }
  9873. /* eslint-disable no-undef */
  9874. var isWebGL2 = ( typeof WebGL2RenderingContext !== 'undefined' && gl instanceof WebGL2RenderingContext ) ||
  9875. ( typeof WebGL2ComputeRenderingContext !== 'undefined' && gl instanceof WebGL2ComputeRenderingContext );
  9876. /* eslint-enable no-undef */
  9877. var precision = parameters.precision !== undefined ? parameters.precision : 'highp';
  9878. var maxPrecision = getMaxPrecision( precision );
  9879. if ( maxPrecision !== precision ) {
  9880. console.warn( 'THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' );
  9881. precision = maxPrecision;
  9882. }
  9883. var logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true;
  9884. var maxTextures = gl.getParameter( 34930 );
  9885. var maxVertexTextures = gl.getParameter( 35660 );
  9886. var maxTextureSize = gl.getParameter( 3379 );
  9887. var maxCubemapSize = gl.getParameter( 34076 );
  9888. var maxAttributes = gl.getParameter( 34921 );
  9889. var maxVertexUniforms = gl.getParameter( 36347 );
  9890. var maxVaryings = gl.getParameter( 36348 );
  9891. var maxFragmentUniforms = gl.getParameter( 36349 );
  9892. var vertexTextures = maxVertexTextures > 0;
  9893. var floatFragmentTextures = isWebGL2 || !! extensions.get( 'OES_texture_float' );
  9894. var floatVertexTextures = vertexTextures && floatFragmentTextures;
  9895. var maxSamples = isWebGL2 ? gl.getParameter( 36183 ) : 0;
  9896. return {
  9897. isWebGL2: isWebGL2,
  9898. getMaxAnisotropy: getMaxAnisotropy,
  9899. getMaxPrecision: getMaxPrecision,
  9900. precision: precision,
  9901. logarithmicDepthBuffer: logarithmicDepthBuffer,
  9902. maxTextures: maxTextures,
  9903. maxVertexTextures: maxVertexTextures,
  9904. maxTextureSize: maxTextureSize,
  9905. maxCubemapSize: maxCubemapSize,
  9906. maxAttributes: maxAttributes,
  9907. maxVertexUniforms: maxVertexUniforms,
  9908. maxVaryings: maxVaryings,
  9909. maxFragmentUniforms: maxFragmentUniforms,
  9910. vertexTextures: vertexTextures,
  9911. floatFragmentTextures: floatFragmentTextures,
  9912. floatVertexTextures: floatVertexTextures,
  9913. maxSamples: maxSamples
  9914. };
  9915. }
  9916. /**
  9917. * @author tschw
  9918. */
  9919. function WebGLClipping() {
  9920. var scope = this;
  9921. var globalState = null,
  9922. numGlobalPlanes = 0,
  9923. localClippingEnabled = false,
  9924. renderingShadows = false;
  9925. var plane = new Plane(),
  9926. viewNormalMatrix = new Matrix3(),
  9927. uniform = { value: null, needsUpdate: false };
  9928. this.uniform = uniform;
  9929. this.numPlanes = 0;
  9930. this.numIntersection = 0;
  9931. this.init = function ( planes, enableLocalClipping, camera ) {
  9932. var enabled =
  9933. planes.length !== 0 ||
  9934. enableLocalClipping ||
  9935. // enable state of previous frame - the clipping code has to
  9936. // run another frame in order to reset the state:
  9937. numGlobalPlanes !== 0 ||
  9938. localClippingEnabled;
  9939. localClippingEnabled = enableLocalClipping;
  9940. globalState = projectPlanes( planes, camera, 0 );
  9941. numGlobalPlanes = planes.length;
  9942. return enabled;
  9943. };
  9944. this.beginShadows = function () {
  9945. renderingShadows = true;
  9946. projectPlanes( null );
  9947. };
  9948. this.endShadows = function () {
  9949. renderingShadows = false;
  9950. resetGlobalState();
  9951. };
  9952. this.setState = function ( planes, clipIntersection, clipShadows, camera, cache, fromCache ) {
  9953. if ( ! localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && ! clipShadows ) {
  9954. // there's no local clipping
  9955. if ( renderingShadows ) {
  9956. // there's no global clipping
  9957. projectPlanes( null );
  9958. } else {
  9959. resetGlobalState();
  9960. }
  9961. } else {
  9962. var nGlobal = renderingShadows ? 0 : numGlobalPlanes,
  9963. lGlobal = nGlobal * 4;
  9964. var dstArray = cache.clippingState || null;
  9965. uniform.value = dstArray; // ensure unique state
  9966. dstArray = projectPlanes( planes, camera, lGlobal, fromCache );
  9967. for ( var i = 0; i !== lGlobal; ++ i ) {
  9968. dstArray[ i ] = globalState[ i ];
  9969. }
  9970. cache.clippingState = dstArray;
  9971. this.numIntersection = clipIntersection ? this.numPlanes : 0;
  9972. this.numPlanes += nGlobal;
  9973. }
  9974. };
  9975. function resetGlobalState() {
  9976. if ( uniform.value !== globalState ) {
  9977. uniform.value = globalState;
  9978. uniform.needsUpdate = numGlobalPlanes > 0;
  9979. }
  9980. scope.numPlanes = numGlobalPlanes;
  9981. scope.numIntersection = 0;
  9982. }
  9983. function projectPlanes( planes, camera, dstOffset, skipTransform ) {
  9984. var nPlanes = planes !== null ? planes.length : 0,
  9985. dstArray = null;
  9986. if ( nPlanes !== 0 ) {
  9987. dstArray = uniform.value;
  9988. if ( skipTransform !== true || dstArray === null ) {
  9989. var flatSize = dstOffset + nPlanes * 4,
  9990. viewMatrix = camera.matrixWorldInverse;
  9991. viewNormalMatrix.getNormalMatrix( viewMatrix );
  9992. if ( dstArray === null || dstArray.length < flatSize ) {
  9993. dstArray = new Float32Array( flatSize );
  9994. }
  9995. for ( var i = 0, i4 = dstOffset; i !== nPlanes; ++ i, i4 += 4 ) {
  9996. plane.copy( planes[ i ] ).applyMatrix4( viewMatrix, viewNormalMatrix );
  9997. plane.normal.toArray( dstArray, i4 );
  9998. dstArray[ i4 + 3 ] = plane.constant;
  9999. }
  10000. }
  10001. uniform.value = dstArray;
  10002. uniform.needsUpdate = true;
  10003. }
  10004. scope.numPlanes = nPlanes;
  10005. scope.numIntersection = 0;
  10006. return dstArray;
  10007. }
  10008. }
  10009. /**
  10010. * @author mrdoob / http://mrdoob.com/
  10011. */
  10012. function WebGLExtensions( gl ) {
  10013. var extensions = {};
  10014. return {
  10015. has: function ( name ) {
  10016. if ( extensions[ name ] !== undefined ) {
  10017. return extensions[ name ];
  10018. }
  10019. var extension;
  10020. switch ( name ) {
  10021. case 'WEBGL_depth_texture':
  10022. extension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' );
  10023. break;
  10024. case 'EXT_texture_filter_anisotropic':
  10025. extension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
  10026. break;
  10027. case 'WEBGL_compressed_texture_s3tc':
  10028. extension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
  10029. break;
  10030. case 'WEBGL_compressed_texture_pvrtc':
  10031. extension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' );
  10032. break;
  10033. default:
  10034. extension = gl.getExtension( name );
  10035. }
  10036. extensions[ name ] = extension;
  10037. return !! extension;
  10038. },
  10039. get: function ( name ) {
  10040. if ( ! this.has( name ) ) {
  10041. console.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' );
  10042. }
  10043. return extensions[ name ];
  10044. }
  10045. };
  10046. }
  10047. /**
  10048. * @author mrdoob / http://mrdoob.com/
  10049. */
  10050. function WebGLGeometries( gl, attributes, info, bindingStates ) {
  10051. var geometries = new WeakMap();
  10052. var wireframeAttributes = new WeakMap();
  10053. function onGeometryDispose( event ) {
  10054. var geometry = event.target;
  10055. var buffergeometry = geometries.get( geometry );
  10056. if ( buffergeometry.index !== null ) {
  10057. attributes.remove( buffergeometry.index );
  10058. }
  10059. for ( var name in buffergeometry.attributes ) {
  10060. attributes.remove( buffergeometry.attributes[ name ] );
  10061. }
  10062. geometry.removeEventListener( 'dispose', onGeometryDispose );
  10063. geometries.delete( geometry );
  10064. var attribute = wireframeAttributes.get( buffergeometry );
  10065. if ( attribute ) {
  10066. attributes.remove( attribute );
  10067. wireframeAttributes.delete( buffergeometry );
  10068. }
  10069. bindingStates.releaseStatesOfGeometry( geometry );
  10070. if ( geometry.isInstancedBufferGeometry === true ) {
  10071. delete geometry._maxInstanceCount;
  10072. }
  10073. //
  10074. info.memory.geometries --;
  10075. }
  10076. function get( object, geometry ) {
  10077. var buffergeometry = geometries.get( geometry );
  10078. if ( buffergeometry ) { return buffergeometry; }
  10079. geometry.addEventListener( 'dispose', onGeometryDispose );
  10080. if ( geometry.isBufferGeometry ) {
  10081. buffergeometry = geometry;
  10082. } else if ( geometry.isGeometry ) {
  10083. if ( geometry._bufferGeometry === undefined ) {
  10084. geometry._bufferGeometry = new BufferGeometry().setFromObject( object );
  10085. }
  10086. buffergeometry = geometry._bufferGeometry;
  10087. }
  10088. geometries.set( geometry, buffergeometry );
  10089. info.memory.geometries ++;
  10090. return buffergeometry;
  10091. }
  10092. function update( geometry ) {
  10093. var geometryAttributes = geometry.attributes;
  10094. // Updating index buffer in VAO now. See WebGLBindingStates.
  10095. for ( var name in geometryAttributes ) {
  10096. attributes.update( geometryAttributes[ name ], 34962 );
  10097. }
  10098. // morph targets
  10099. var morphAttributes = geometry.morphAttributes;
  10100. for ( var name$1 in morphAttributes ) {
  10101. var array = morphAttributes[ name$1 ];
  10102. for ( var i = 0, l = array.length; i < l; i ++ ) {
  10103. attributes.update( array[ i ], 34962 );
  10104. }
  10105. }
  10106. }
  10107. function updateWireframeAttribute( geometry ) {
  10108. var indices = [];
  10109. var geometryIndex = geometry.index;
  10110. var geometryPosition = geometry.attributes.position;
  10111. var version = 0;
  10112. if ( geometryIndex !== null ) {
  10113. var array = geometryIndex.array;
  10114. version = geometryIndex.version;
  10115. for ( var i = 0, l = array.length; i < l; i += 3 ) {
  10116. var a = array[ i + 0 ];
  10117. var b = array[ i + 1 ];
  10118. var c = array[ i + 2 ];
  10119. indices.push( a, b, b, c, c, a );
  10120. }
  10121. } else {
  10122. var array$1 = geometryPosition.array;
  10123. version = geometryPosition.version;
  10124. for ( var i$1 = 0, l$1 = ( array$1.length / 3 ) - 1; i$1 < l$1; i$1 += 3 ) {
  10125. var a$1 = i$1 + 0;
  10126. var b$1 = i$1 + 1;
  10127. var c$1 = i$1 + 2;
  10128. indices.push( a$1, b$1, b$1, c$1, c$1, a$1 );
  10129. }
  10130. }
  10131. var attribute = new ( arrayMax( indices ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 );
  10132. attribute.version = version;
  10133. // Updating index buffer in VAO now. See WebGLBindingStates
  10134. //
  10135. var previousAttribute = wireframeAttributes.get( geometry );
  10136. if ( previousAttribute ) { attributes.remove( previousAttribute ); }
  10137. //
  10138. wireframeAttributes.set( geometry, attribute );
  10139. }
  10140. function getWireframeAttribute( geometry ) {
  10141. var currentAttribute = wireframeAttributes.get( geometry );
  10142. if ( currentAttribute ) {
  10143. var geometryIndex = geometry.index;
  10144. if ( geometryIndex !== null ) {
  10145. // if the attribute is obsolete, create a new one
  10146. if ( currentAttribute.version < geometryIndex.version ) {
  10147. updateWireframeAttribute( geometry );
  10148. }
  10149. }
  10150. } else {
  10151. updateWireframeAttribute( geometry );
  10152. }
  10153. return wireframeAttributes.get( geometry );
  10154. }
  10155. return {
  10156. get: get,
  10157. update: update,
  10158. getWireframeAttribute: getWireframeAttribute
  10159. };
  10160. }
  10161. /**
  10162. * @author mrdoob / http://mrdoob.com/
  10163. */
  10164. function WebGLIndexedBufferRenderer( gl, extensions, info, capabilities ) {
  10165. var isWebGL2 = capabilities.isWebGL2;
  10166. var mode;
  10167. function setMode( value ) {
  10168. mode = value;
  10169. }
  10170. var type, bytesPerElement;
  10171. function setIndex( value ) {
  10172. type = value.type;
  10173. bytesPerElement = value.bytesPerElement;
  10174. }
  10175. function render( start, count ) {
  10176. gl.drawElements( mode, count, type, start * bytesPerElement );
  10177. info.update( count, mode );
  10178. }
  10179. function renderInstances( start, count, primcount ) {
  10180. if ( primcount === 0 ) { return; }
  10181. var extension, methodName;
  10182. if ( isWebGL2 ) {
  10183. extension = gl;
  10184. methodName = 'drawElementsInstanced';
  10185. } else {
  10186. extension = extensions.get( 'ANGLE_instanced_arrays' );
  10187. methodName = 'drawElementsInstancedANGLE';
  10188. if ( extension === null ) {
  10189. console.error( 'THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  10190. return;
  10191. }
  10192. }
  10193. extension[ methodName ]( mode, count, type, start * bytesPerElement, primcount );
  10194. info.update( count, mode, primcount );
  10195. }
  10196. //
  10197. this.setMode = setMode;
  10198. this.setIndex = setIndex;
  10199. this.render = render;
  10200. this.renderInstances = renderInstances;
  10201. }
  10202. /**
  10203. * @author Mugen87 / https://github.com/Mugen87
  10204. */
  10205. function WebGLInfo( gl ) {
  10206. var memory = {
  10207. geometries: 0,
  10208. textures: 0
  10209. };
  10210. var render = {
  10211. frame: 0,
  10212. calls: 0,
  10213. triangles: 0,
  10214. points: 0,
  10215. lines: 0
  10216. };
  10217. function update( count, mode, instanceCount ) {
  10218. instanceCount = instanceCount || 1;
  10219. render.calls ++;
  10220. switch ( mode ) {
  10221. case 4:
  10222. render.triangles += instanceCount * ( count / 3 );
  10223. break;
  10224. case 1:
  10225. render.lines += instanceCount * ( count / 2 );
  10226. break;
  10227. case 3:
  10228. render.lines += instanceCount * ( count - 1 );
  10229. break;
  10230. case 2:
  10231. render.lines += instanceCount * count;
  10232. break;
  10233. case 0:
  10234. render.points += instanceCount * count;
  10235. break;
  10236. default:
  10237. console.error( 'THREE.WebGLInfo: Unknown draw mode:', mode );
  10238. break;
  10239. }
  10240. }
  10241. function reset() {
  10242. render.frame ++;
  10243. render.calls = 0;
  10244. render.triangles = 0;
  10245. render.points = 0;
  10246. render.lines = 0;
  10247. }
  10248. return {
  10249. memory: memory,
  10250. render: render,
  10251. programs: null,
  10252. autoReset: true,
  10253. reset: reset,
  10254. update: update
  10255. };
  10256. }
  10257. /**
  10258. * @author mrdoob / http://mrdoob.com/
  10259. */
  10260. function numericalSort( a, b ) {
  10261. return a[ 0 ] - b[ 0 ];
  10262. }
  10263. function absNumericalSort( a, b ) {
  10264. return Math.abs( b[ 1 ] ) - Math.abs( a[ 1 ] );
  10265. }
  10266. function WebGLMorphtargets( gl ) {
  10267. var influencesList = {};
  10268. var morphInfluences = new Float32Array( 8 );
  10269. var workInfluences = [];
  10270. for ( var i = 0; i < 8; i ++ ) {
  10271. workInfluences[ i ] = [ i, 0 ];
  10272. }
  10273. function update( object, geometry, material, program ) {
  10274. var objectInfluences = object.morphTargetInfluences;
  10275. // When object doesn't have morph target influences defined, we treat it as a 0-length array
  10276. // This is important to make sure we set up morphTargetBaseInfluence / morphTargetInfluences
  10277. var length = objectInfluences === undefined ? 0 : objectInfluences.length;
  10278. var influences = influencesList[ geometry.id ];
  10279. if ( influences === undefined ) {
  10280. // initialise list
  10281. influences = [];
  10282. for ( var i = 0; i < length; i ++ ) {
  10283. influences[ i ] = [ i, 0 ];
  10284. }
  10285. influencesList[ geometry.id ] = influences;
  10286. }
  10287. // Collect influences
  10288. for ( var i$1 = 0; i$1 < length; i$1 ++ ) {
  10289. var influence = influences[ i$1 ];
  10290. influence[ 0 ] = i$1;
  10291. influence[ 1 ] = objectInfluences[ i$1 ];
  10292. }
  10293. influences.sort( absNumericalSort );
  10294. for ( var i$2 = 0; i$2 < 8; i$2 ++ ) {
  10295. if ( i$2 < length && influences[ i$2 ][ 1 ] ) {
  10296. workInfluences[ i$2 ][ 0 ] = influences[ i$2 ][ 0 ];
  10297. workInfluences[ i$2 ][ 1 ] = influences[ i$2 ][ 1 ];
  10298. } else {
  10299. workInfluences[ i$2 ][ 0 ] = Number.MAX_SAFE_INTEGER;
  10300. workInfluences[ i$2 ][ 1 ] = 0;
  10301. }
  10302. }
  10303. workInfluences.sort( numericalSort );
  10304. var morphTargets = material.morphTargets && geometry.morphAttributes.position;
  10305. var morphNormals = material.morphNormals && geometry.morphAttributes.normal;
  10306. var morphInfluencesSum = 0;
  10307. for ( var i$3 = 0; i$3 < 8; i$3 ++ ) {
  10308. var influence$1 = workInfluences[ i$3 ];
  10309. var index = influence$1[ 0 ];
  10310. var value = influence$1[ 1 ];
  10311. if ( index !== Number.MAX_SAFE_INTEGER && value ) {
  10312. if ( morphTargets && geometry.getAttribute( 'morphTarget' + i$3 ) !== morphTargets[ index ] ) {
  10313. geometry.setAttribute( 'morphTarget' + i$3, morphTargets[ index ] );
  10314. }
  10315. if ( morphNormals && geometry.getAttribute( 'morphNormal' + i$3 ) !== morphNormals[ index ] ) {
  10316. geometry.setAttribute( 'morphNormal' + i$3, morphNormals[ index ] );
  10317. }
  10318. morphInfluences[ i$3 ] = value;
  10319. morphInfluencesSum += value;
  10320. } else {
  10321. if ( morphTargets && geometry.getAttribute( 'morphTarget' + i$3 ) !== undefined ) {
  10322. geometry.deleteAttribute( 'morphTarget' + i$3 );
  10323. }
  10324. if ( morphNormals && geometry.getAttribute( 'morphNormal' + i$3 ) !== undefined ) {
  10325. geometry.deleteAttribute( 'morphNormal' + i$3 );
  10326. }
  10327. morphInfluences[ i$3 ] = 0;
  10328. }
  10329. }
  10330. // GLSL shader uses formula baseinfluence * base + sum(target * influence)
  10331. // This allows us to switch between absolute morphs and relative morphs without changing shader code
  10332. // When baseinfluence = 1 - sum(influence), the above is equivalent to sum((target - base) * influence)
  10333. var morphBaseInfluence = geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;
  10334. program.getUniforms().setValue( gl, 'morphTargetBaseInfluence', morphBaseInfluence );
  10335. program.getUniforms().setValue( gl, 'morphTargetInfluences', morphInfluences );
  10336. }
  10337. return {
  10338. update: update
  10339. };
  10340. }
  10341. /**
  10342. * @author mrdoob / http://mrdoob.com/
  10343. */
  10344. function WebGLObjects( gl, geometries, attributes, info ) {
  10345. var updateMap = new WeakMap();
  10346. function update( object ) {
  10347. var frame = info.render.frame;
  10348. var geometry = object.geometry;
  10349. var buffergeometry = geometries.get( object, geometry );
  10350. // Update once per frame
  10351. if ( updateMap.get( buffergeometry ) !== frame ) {
  10352. if ( geometry.isGeometry ) {
  10353. buffergeometry.updateFromObject( object );
  10354. }
  10355. geometries.update( buffergeometry );
  10356. updateMap.set( buffergeometry, frame );
  10357. }
  10358. if ( object.isInstancedMesh ) {
  10359. attributes.update( object.instanceMatrix, 34962 );
  10360. }
  10361. return buffergeometry;
  10362. }
  10363. function dispose() {
  10364. updateMap = new WeakMap();
  10365. }
  10366. return {
  10367. update: update,
  10368. dispose: dispose
  10369. };
  10370. }
  10371. /**
  10372. * @author mrdoob / http://mrdoob.com/
  10373. */
  10374. function CubeTexture( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
  10375. images = images !== undefined ? images : [];
  10376. mapping = mapping !== undefined ? mapping : CubeReflectionMapping;
  10377. format = format !== undefined ? format : RGBFormat;
  10378. Texture.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  10379. this.flipY = false;
  10380. }
  10381. CubeTexture.prototype = Object.create( Texture.prototype );
  10382. CubeTexture.prototype.constructor = CubeTexture;
  10383. CubeTexture.prototype.isCubeTexture = true;
  10384. Object.defineProperty( CubeTexture.prototype, 'images', {
  10385. get: function () {
  10386. return this.image;
  10387. },
  10388. set: function ( value ) {
  10389. this.image = value;
  10390. }
  10391. } );
  10392. /**
  10393. * @author Takahiro https://github.com/takahirox
  10394. */
  10395. function DataTexture2DArray( data, width, height, depth ) {
  10396. Texture.call( this, null );
  10397. this.image = { data: data || null, width: width || 1, height: height || 1, depth: depth || 1 };
  10398. this.magFilter = NearestFilter;
  10399. this.minFilter = NearestFilter;
  10400. this.wrapR = ClampToEdgeWrapping;
  10401. this.generateMipmaps = false;
  10402. this.flipY = false;
  10403. this.needsUpdate = true;
  10404. }
  10405. DataTexture2DArray.prototype = Object.create( Texture.prototype );
  10406. DataTexture2DArray.prototype.constructor = DataTexture2DArray;
  10407. DataTexture2DArray.prototype.isDataTexture2DArray = true;
  10408. /**
  10409. * @author Artur Trzesiok
  10410. */
  10411. function DataTexture3D( data, width, height, depth ) {
  10412. // We're going to add .setXXX() methods for setting properties later.
  10413. // Users can still set in DataTexture3D directly.
  10414. //
  10415. // const texture = new THREE.DataTexture3D( data, width, height, depth );
  10416. // texture.anisotropy = 16;
  10417. //
  10418. // See #14839
  10419. Texture.call( this, null );
  10420. this.image = { data: data || null, width: width || 1, height: height || 1, depth: depth || 1 };
  10421. this.magFilter = NearestFilter;
  10422. this.minFilter = NearestFilter;
  10423. this.wrapR = ClampToEdgeWrapping;
  10424. this.generateMipmaps = false;
  10425. this.flipY = false;
  10426. this.needsUpdate = true;
  10427. }
  10428. DataTexture3D.prototype = Object.create( Texture.prototype );
  10429. DataTexture3D.prototype.constructor = DataTexture3D;
  10430. DataTexture3D.prototype.isDataTexture3D = true;
  10431. /**
  10432. * @author tschw
  10433. * @author Mugen87 / https://github.com/Mugen87
  10434. * @author mrdoob / http://mrdoob.com/
  10435. *
  10436. * Uniforms of a program.
  10437. * Those form a tree structure with a special top-level container for the root,
  10438. * which you get by calling 'new WebGLUniforms( gl, program )'.
  10439. *
  10440. *
  10441. * Properties of inner nodes including the top-level container:
  10442. *
  10443. * .seq - array of nested uniforms
  10444. * .map - nested uniforms by name
  10445. *
  10446. *
  10447. * Methods of all nodes except the top-level container:
  10448. *
  10449. * .setValue( gl, value, [textures] )
  10450. *
  10451. * uploads a uniform value(s)
  10452. * the 'textures' parameter is needed for sampler uniforms
  10453. *
  10454. *
  10455. * Static methods of the top-level container (textures factorizations):
  10456. *
  10457. * .upload( gl, seq, values, textures )
  10458. *
  10459. * sets uniforms in 'seq' to 'values[id].value'
  10460. *
  10461. * .seqWithValue( seq, values ) : filteredSeq
  10462. *
  10463. * filters 'seq' entries with corresponding entry in values
  10464. *
  10465. *
  10466. * Methods of the top-level container (textures factorizations):
  10467. *
  10468. * .setValue( gl, name, value, textures )
  10469. *
  10470. * sets uniform with name 'name' to 'value'
  10471. *
  10472. * .setOptional( gl, obj, prop )
  10473. *
  10474. * like .set for an optional property of the object
  10475. *
  10476. */
  10477. var emptyTexture = new Texture();
  10478. var emptyTexture2dArray = new DataTexture2DArray();
  10479. var emptyTexture3d = new DataTexture3D();
  10480. var emptyCubeTexture = new CubeTexture();
  10481. // --- Utilities ---
  10482. // Array Caches (provide typed arrays for temporary by size)
  10483. var arrayCacheF32 = [];
  10484. var arrayCacheI32 = [];
  10485. // Float32Array caches used for uploading Matrix uniforms
  10486. var mat4array = new Float32Array( 16 );
  10487. var mat3array = new Float32Array( 9 );
  10488. var mat2array = new Float32Array( 4 );
  10489. // Flattening for arrays of vectors and matrices
  10490. function flatten( array, nBlocks, blockSize ) {
  10491. var firstElem = array[ 0 ];
  10492. if ( firstElem <= 0 || firstElem > 0 ) { return array; }
  10493. // unoptimized: ! isNaN( firstElem )
  10494. // see http://jacksondunstan.com/articles/983
  10495. var n = nBlocks * blockSize,
  10496. r = arrayCacheF32[ n ];
  10497. if ( r === undefined ) {
  10498. r = new Float32Array( n );
  10499. arrayCacheF32[ n ] = r;
  10500. }
  10501. if ( nBlocks !== 0 ) {
  10502. firstElem.toArray( r, 0 );
  10503. for ( var i = 1, offset = 0; i !== nBlocks; ++ i ) {
  10504. offset += blockSize;
  10505. array[ i ].toArray( r, offset );
  10506. }
  10507. }
  10508. return r;
  10509. }
  10510. function arraysEqual( a, b ) {
  10511. if ( a.length !== b.length ) { return false; }
  10512. for ( var i = 0, l = a.length; i < l; i ++ ) {
  10513. if ( a[ i ] !== b[ i ] ) { return false; }
  10514. }
  10515. return true;
  10516. }
  10517. function copyArray( a, b ) {
  10518. for ( var i = 0, l = b.length; i < l; i ++ ) {
  10519. a[ i ] = b[ i ];
  10520. }
  10521. }
  10522. // Texture unit allocation
  10523. function allocTexUnits( textures, n ) {
  10524. var r = arrayCacheI32[ n ];
  10525. if ( r === undefined ) {
  10526. r = new Int32Array( n );
  10527. arrayCacheI32[ n ] = r;
  10528. }
  10529. for ( var i = 0; i !== n; ++ i ) {
  10530. r[ i ] = textures.allocateTextureUnit();
  10531. }
  10532. return r;
  10533. }
  10534. // --- Setters ---
  10535. // Note: Defining these methods externally, because they come in a bunch
  10536. // and this way their names minify.
  10537. // Single scalar
  10538. function setValueV1f( gl, v ) {
  10539. var cache = this.cache;
  10540. if ( cache[ 0 ] === v ) { return; }
  10541. gl.uniform1f( this.addr, v );
  10542. cache[ 0 ] = v;
  10543. }
  10544. // Single float vector (from flat array or THREE.VectorN)
  10545. function setValueV2f( gl, v ) {
  10546. var cache = this.cache;
  10547. if ( v.x !== undefined ) {
  10548. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) {
  10549. gl.uniform2f( this.addr, v.x, v.y );
  10550. cache[ 0 ] = v.x;
  10551. cache[ 1 ] = v.y;
  10552. }
  10553. } else {
  10554. if ( arraysEqual( cache, v ) ) { return; }
  10555. gl.uniform2fv( this.addr, v );
  10556. copyArray( cache, v );
  10557. }
  10558. }
  10559. function setValueV3f( gl, v ) {
  10560. var cache = this.cache;
  10561. if ( v.x !== undefined ) {
  10562. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) {
  10563. gl.uniform3f( this.addr, v.x, v.y, v.z );
  10564. cache[ 0 ] = v.x;
  10565. cache[ 1 ] = v.y;
  10566. cache[ 2 ] = v.z;
  10567. }
  10568. } else if ( v.r !== undefined ) {
  10569. if ( cache[ 0 ] !== v.r || cache[ 1 ] !== v.g || cache[ 2 ] !== v.b ) {
  10570. gl.uniform3f( this.addr, v.r, v.g, v.b );
  10571. cache[ 0 ] = v.r;
  10572. cache[ 1 ] = v.g;
  10573. cache[ 2 ] = v.b;
  10574. }
  10575. } else {
  10576. if ( arraysEqual( cache, v ) ) { return; }
  10577. gl.uniform3fv( this.addr, v );
  10578. copyArray( cache, v );
  10579. }
  10580. }
  10581. function setValueV4f( gl, v ) {
  10582. var cache = this.cache;
  10583. if ( v.x !== undefined ) {
  10584. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) {
  10585. gl.uniform4f( this.addr, v.x, v.y, v.z, v.w );
  10586. cache[ 0 ] = v.x;
  10587. cache[ 1 ] = v.y;
  10588. cache[ 2 ] = v.z;
  10589. cache[ 3 ] = v.w;
  10590. }
  10591. } else {
  10592. if ( arraysEqual( cache, v ) ) { return; }
  10593. gl.uniform4fv( this.addr, v );
  10594. copyArray( cache, v );
  10595. }
  10596. }
  10597. // Single matrix (from flat array or MatrixN)
  10598. function setValueM2( gl, v ) {
  10599. var cache = this.cache;
  10600. var elements = v.elements;
  10601. if ( elements === undefined ) {
  10602. if ( arraysEqual( cache, v ) ) { return; }
  10603. gl.uniformMatrix2fv( this.addr, false, v );
  10604. copyArray( cache, v );
  10605. } else {
  10606. if ( arraysEqual( cache, elements ) ) { return; }
  10607. mat2array.set( elements );
  10608. gl.uniformMatrix2fv( this.addr, false, mat2array );
  10609. copyArray( cache, elements );
  10610. }
  10611. }
  10612. function setValueM3( gl, v ) {
  10613. var cache = this.cache;
  10614. var elements = v.elements;
  10615. if ( elements === undefined ) {
  10616. if ( arraysEqual( cache, v ) ) { return; }
  10617. gl.uniformMatrix3fv( this.addr, false, v );
  10618. copyArray( cache, v );
  10619. } else {
  10620. if ( arraysEqual( cache, elements ) ) { return; }
  10621. mat3array.set( elements );
  10622. gl.uniformMatrix3fv( this.addr, false, mat3array );
  10623. copyArray( cache, elements );
  10624. }
  10625. }
  10626. function setValueM4( gl, v ) {
  10627. var cache = this.cache;
  10628. var elements = v.elements;
  10629. if ( elements === undefined ) {
  10630. if ( arraysEqual( cache, v ) ) { return; }
  10631. gl.uniformMatrix4fv( this.addr, false, v );
  10632. copyArray( cache, v );
  10633. } else {
  10634. if ( arraysEqual( cache, elements ) ) { return; }
  10635. mat4array.set( elements );
  10636. gl.uniformMatrix4fv( this.addr, false, mat4array );
  10637. copyArray( cache, elements );
  10638. }
  10639. }
  10640. // Single texture (2D / Cube)
  10641. function setValueT1( gl, v, textures ) {
  10642. var cache = this.cache;
  10643. var unit = textures.allocateTextureUnit();
  10644. if ( cache[ 0 ] !== unit ) {
  10645. gl.uniform1i( this.addr, unit );
  10646. cache[ 0 ] = unit;
  10647. }
  10648. textures.safeSetTexture2D( v || emptyTexture, unit );
  10649. }
  10650. function setValueT2DArray1( gl, v, textures ) {
  10651. var cache = this.cache;
  10652. var unit = textures.allocateTextureUnit();
  10653. if ( cache[ 0 ] !== unit ) {
  10654. gl.uniform1i( this.addr, unit );
  10655. cache[ 0 ] = unit;
  10656. }
  10657. textures.setTexture2DArray( v || emptyTexture2dArray, unit );
  10658. }
  10659. function setValueT3D1( gl, v, textures ) {
  10660. var cache = this.cache;
  10661. var unit = textures.allocateTextureUnit();
  10662. if ( cache[ 0 ] !== unit ) {
  10663. gl.uniform1i( this.addr, unit );
  10664. cache[ 0 ] = unit;
  10665. }
  10666. textures.setTexture3D( v || emptyTexture3d, unit );
  10667. }
  10668. function setValueT6( gl, v, textures ) {
  10669. var cache = this.cache;
  10670. var unit = textures.allocateTextureUnit();
  10671. if ( cache[ 0 ] !== unit ) {
  10672. gl.uniform1i( this.addr, unit );
  10673. cache[ 0 ] = unit;
  10674. }
  10675. textures.safeSetTextureCube( v || emptyCubeTexture, unit );
  10676. }
  10677. // Integer / Boolean vectors or arrays thereof (always flat arrays)
  10678. function setValueV1i( gl, v ) {
  10679. var cache = this.cache;
  10680. if ( cache[ 0 ] === v ) { return; }
  10681. gl.uniform1i( this.addr, v );
  10682. cache[ 0 ] = v;
  10683. }
  10684. function setValueV2i( gl, v ) {
  10685. var cache = this.cache;
  10686. if ( arraysEqual( cache, v ) ) { return; }
  10687. gl.uniform2iv( this.addr, v );
  10688. copyArray( cache, v );
  10689. }
  10690. function setValueV3i( gl, v ) {
  10691. var cache = this.cache;
  10692. if ( arraysEqual( cache, v ) ) { return; }
  10693. gl.uniform3iv( this.addr, v );
  10694. copyArray( cache, v );
  10695. }
  10696. function setValueV4i( gl, v ) {
  10697. var cache = this.cache;
  10698. if ( arraysEqual( cache, v ) ) { return; }
  10699. gl.uniform4iv( this.addr, v );
  10700. copyArray( cache, v );
  10701. }
  10702. // uint
  10703. function setValueV1ui( gl, v ) {
  10704. var cache = this.cache;
  10705. if ( cache[ 0 ] === v ) { return; }
  10706. gl.uniform1ui( this.addr, v );
  10707. cache[ 0 ] = v;
  10708. }
  10709. // Helper to pick the right setter for the singular case
  10710. function getSingularSetter( type ) {
  10711. switch ( type ) {
  10712. case 0x1406: return setValueV1f; // FLOAT
  10713. case 0x8b50: return setValueV2f; // _VEC2
  10714. case 0x8b51: return setValueV3f; // _VEC3
  10715. case 0x8b52: return setValueV4f; // _VEC4
  10716. case 0x8b5a: return setValueM2; // _MAT2
  10717. case 0x8b5b: return setValueM3; // _MAT3
  10718. case 0x8b5c: return setValueM4; // _MAT4
  10719. case 0x1404: case 0x8b56: return setValueV1i; // INT, BOOL
  10720. case 0x8b53: case 0x8b57: return setValueV2i; // _VEC2
  10721. case 0x8b54: case 0x8b58: return setValueV3i; // _VEC3
  10722. case 0x8b55: case 0x8b59: return setValueV4i; // _VEC4
  10723. case 0x1405: return setValueV1ui; // UINT
  10724. case 0x8b5e: // SAMPLER_2D
  10725. case 0x8d66: // SAMPLER_EXTERNAL_OES
  10726. case 0x8dca: // INT_SAMPLER_2D
  10727. case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D
  10728. case 0x8b62: // SAMPLER_2D_SHADOW
  10729. return setValueT1;
  10730. case 0x8b5f: // SAMPLER_3D
  10731. case 0x8dcb: // INT_SAMPLER_3D
  10732. case 0x8dd3: // UNSIGNED_INT_SAMPLER_3D
  10733. return setValueT3D1;
  10734. case 0x8b60: // SAMPLER_CUBE
  10735. case 0x8dcc: // INT_SAMPLER_CUBE
  10736. case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE
  10737. case 0x8dc5: // SAMPLER_CUBE_SHADOW
  10738. return setValueT6;
  10739. case 0x8dc1: // SAMPLER_2D_ARRAY
  10740. case 0x8dcf: // INT_SAMPLER_2D_ARRAY
  10741. case 0x8dd7: // UNSIGNED_INT_SAMPLER_2D_ARRAY
  10742. case 0x8dc4: // SAMPLER_2D_ARRAY_SHADOW
  10743. return setValueT2DArray1;
  10744. }
  10745. }
  10746. // Array of scalars
  10747. function setValueV1fArray( gl, v ) {
  10748. gl.uniform1fv( this.addr, v );
  10749. }
  10750. // Integer / Boolean vectors or arrays thereof (always flat arrays)
  10751. function setValueV1iArray( gl, v ) {
  10752. gl.uniform1iv( this.addr, v );
  10753. }
  10754. function setValueV2iArray( gl, v ) {
  10755. gl.uniform2iv( this.addr, v );
  10756. }
  10757. function setValueV3iArray( gl, v ) {
  10758. gl.uniform3iv( this.addr, v );
  10759. }
  10760. function setValueV4iArray( gl, v ) {
  10761. gl.uniform4iv( this.addr, v );
  10762. }
  10763. // Array of vectors (flat or from THREE classes)
  10764. function setValueV2fArray( gl, v ) {
  10765. var data = flatten( v, this.size, 2 );
  10766. gl.uniform2fv( this.addr, data );
  10767. }
  10768. function setValueV3fArray( gl, v ) {
  10769. var data = flatten( v, this.size, 3 );
  10770. gl.uniform3fv( this.addr, data );
  10771. }
  10772. function setValueV4fArray( gl, v ) {
  10773. var data = flatten( v, this.size, 4 );
  10774. gl.uniform4fv( this.addr, data );
  10775. }
  10776. // Array of matrices (flat or from THREE clases)
  10777. function setValueM2Array( gl, v ) {
  10778. var data = flatten( v, this.size, 4 );
  10779. gl.uniformMatrix2fv( this.addr, false, data );
  10780. }
  10781. function setValueM3Array( gl, v ) {
  10782. var data = flatten( v, this.size, 9 );
  10783. gl.uniformMatrix3fv( this.addr, false, data );
  10784. }
  10785. function setValueM4Array( gl, v ) {
  10786. var data = flatten( v, this.size, 16 );
  10787. gl.uniformMatrix4fv( this.addr, false, data );
  10788. }
  10789. // Array of textures (2D / Cube)
  10790. function setValueT1Array( gl, v, textures ) {
  10791. var n = v.length;
  10792. var units = allocTexUnits( textures, n );
  10793. gl.uniform1iv( this.addr, units );
  10794. for ( var i = 0; i !== n; ++ i ) {
  10795. textures.safeSetTexture2D( v[ i ] || emptyTexture, units[ i ] );
  10796. }
  10797. }
  10798. function setValueT6Array( gl, v, textures ) {
  10799. var n = v.length;
  10800. var units = allocTexUnits( textures, n );
  10801. gl.uniform1iv( this.addr, units );
  10802. for ( var i = 0; i !== n; ++ i ) {
  10803. textures.safeSetTextureCube( v[ i ] || emptyCubeTexture, units[ i ] );
  10804. }
  10805. }
  10806. // Helper to pick the right setter for a pure (bottom-level) array
  10807. function getPureArraySetter( type ) {
  10808. switch ( type ) {
  10809. case 0x1406: return setValueV1fArray; // FLOAT
  10810. case 0x8b50: return setValueV2fArray; // _VEC2
  10811. case 0x8b51: return setValueV3fArray; // _VEC3
  10812. case 0x8b52: return setValueV4fArray; // _VEC4
  10813. case 0x8b5a: return setValueM2Array; // _MAT2
  10814. case 0x8b5b: return setValueM3Array; // _MAT3
  10815. case 0x8b5c: return setValueM4Array; // _MAT4
  10816. case 0x1404: case 0x8b56: return setValueV1iArray; // INT, BOOL
  10817. case 0x8b53: case 0x8b57: return setValueV2iArray; // _VEC2
  10818. case 0x8b54: case 0x8b58: return setValueV3iArray; // _VEC3
  10819. case 0x8b55: case 0x8b59: return setValueV4iArray; // _VEC4
  10820. case 0x8b5e: // SAMPLER_2D
  10821. case 0x8d66: // SAMPLER_EXTERNAL_OES
  10822. case 0x8dca: // INT_SAMPLER_2D
  10823. case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D
  10824. case 0x8b62: // SAMPLER_2D_SHADOW
  10825. return setValueT1Array;
  10826. case 0x8b60: // SAMPLER_CUBE
  10827. case 0x8dcc: // INT_SAMPLER_CUBE
  10828. case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE
  10829. case 0x8dc5: // SAMPLER_CUBE_SHADOW
  10830. return setValueT6Array;
  10831. }
  10832. }
  10833. // --- Uniform Classes ---
  10834. function SingleUniform( id, activeInfo, addr ) {
  10835. this.id = id;
  10836. this.addr = addr;
  10837. this.cache = [];
  10838. this.setValue = getSingularSetter( activeInfo.type );
  10839. // this.path = activeInfo.name; // DEBUG
  10840. }
  10841. function PureArrayUniform( id, activeInfo, addr ) {
  10842. this.id = id;
  10843. this.addr = addr;
  10844. this.cache = [];
  10845. this.size = activeInfo.size;
  10846. this.setValue = getPureArraySetter( activeInfo.type );
  10847. // this.path = activeInfo.name; // DEBUG
  10848. }
  10849. PureArrayUniform.prototype.updateCache = function ( data ) {
  10850. var cache = this.cache;
  10851. if ( data instanceof Float32Array && cache.length !== data.length ) {
  10852. this.cache = new Float32Array( data.length );
  10853. }
  10854. copyArray( cache, data );
  10855. };
  10856. function StructuredUniform( id ) {
  10857. this.id = id;
  10858. this.seq = [];
  10859. this.map = {};
  10860. }
  10861. StructuredUniform.prototype.setValue = function ( gl, value, textures ) {
  10862. var seq = this.seq;
  10863. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10864. var u = seq[ i ];
  10865. u.setValue( gl, value[ u.id ], textures );
  10866. }
  10867. };
  10868. // --- Top-level ---
  10869. // Parser - builds up the property tree from the path strings
  10870. var RePathPart = /([\w\d_]+)(\])?(\[|\.)?/g;
  10871. // extracts
  10872. // - the identifier (member name or array index)
  10873. // - followed by an optional right bracket (found when array index)
  10874. // - followed by an optional left bracket or dot (type of subscript)
  10875. //
  10876. // Note: These portions can be read in a non-overlapping fashion and
  10877. // allow straightforward parsing of the hierarchy that WebGL encodes
  10878. // in the uniform names.
  10879. function addUniform( container, uniformObject ) {
  10880. container.seq.push( uniformObject );
  10881. container.map[ uniformObject.id ] = uniformObject;
  10882. }
  10883. function parseUniform( activeInfo, addr, container ) {
  10884. var path = activeInfo.name,
  10885. pathLength = path.length;
  10886. // reset RegExp object, because of the early exit of a previous run
  10887. RePathPart.lastIndex = 0;
  10888. while ( true ) {
  10889. var match = RePathPart.exec( path ),
  10890. matchEnd = RePathPart.lastIndex;
  10891. var id = match[ 1 ],
  10892. idIsIndex = match[ 2 ] === ']',
  10893. subscript = match[ 3 ];
  10894. if ( idIsIndex ) { id = id | 0; } // convert to integer
  10895. if ( subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength ) {
  10896. // bare name or "pure" bottom-level array "[0]" suffix
  10897. addUniform( container, subscript === undefined ?
  10898. new SingleUniform( id, activeInfo, addr ) :
  10899. new PureArrayUniform( id, activeInfo, addr ) );
  10900. break;
  10901. } else {
  10902. // step into inner node / create it in case it doesn't exist
  10903. var map = container.map;
  10904. var next = map[ id ];
  10905. if ( next === undefined ) {
  10906. next = new StructuredUniform( id );
  10907. addUniform( container, next );
  10908. }
  10909. container = next;
  10910. }
  10911. }
  10912. }
  10913. // Root Container
  10914. function WebGLUniforms( gl, program ) {
  10915. this.seq = [];
  10916. this.map = {};
  10917. var n = gl.getProgramParameter( program, 35718 );
  10918. for ( var i = 0; i < n; ++ i ) {
  10919. var info = gl.getActiveUniform( program, i ),
  10920. addr = gl.getUniformLocation( program, info.name );
  10921. parseUniform( info, addr, this );
  10922. }
  10923. }
  10924. WebGLUniforms.prototype.setValue = function ( gl, name, value, textures ) {
  10925. var u = this.map[ name ];
  10926. if ( u !== undefined ) { u.setValue( gl, value, textures ); }
  10927. };
  10928. WebGLUniforms.prototype.setOptional = function ( gl, object, name ) {
  10929. var v = object[ name ];
  10930. if ( v !== undefined ) { this.setValue( gl, name, v ); }
  10931. };
  10932. // Static interface
  10933. WebGLUniforms.upload = function ( gl, seq, values, textures ) {
  10934. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10935. var u = seq[ i ],
  10936. v = values[ u.id ];
  10937. if ( v.needsUpdate !== false ) {
  10938. // note: always updating when .needsUpdate is undefined
  10939. u.setValue( gl, v.value, textures );
  10940. }
  10941. }
  10942. };
  10943. WebGLUniforms.seqWithValue = function ( seq, values ) {
  10944. var r = [];
  10945. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10946. var u = seq[ i ];
  10947. if ( u.id in values ) { r.push( u ); }
  10948. }
  10949. return r;
  10950. };
  10951. /**
  10952. * @author mrdoob / http://mrdoob.com/
  10953. */
  10954. function WebGLShader( gl, type, string ) {
  10955. var shader = gl.createShader( type );
  10956. gl.shaderSource( shader, string );
  10957. gl.compileShader( shader );
  10958. return shader;
  10959. }
  10960. /**
  10961. * @author mrdoob / http://mrdoob.com/
  10962. */
  10963. var programIdCount = 0;
  10964. function addLineNumbers( string ) {
  10965. var lines = string.split( '\n' );
  10966. for ( var i = 0; i < lines.length; i ++ ) {
  10967. lines[ i ] = ( i + 1 ) + ': ' + lines[ i ];
  10968. }
  10969. return lines.join( '\n' );
  10970. }
  10971. function getEncodingComponents( encoding ) {
  10972. switch ( encoding ) {
  10973. case LinearEncoding:
  10974. return [ 'Linear', '( value )' ];
  10975. case sRGBEncoding:
  10976. return [ 'sRGB', '( value )' ];
  10977. case RGBEEncoding:
  10978. return [ 'RGBE', '( value )' ];
  10979. case RGBM7Encoding:
  10980. return [ 'RGBM', '( value, 7.0 )' ];
  10981. case RGBM16Encoding:
  10982. return [ 'RGBM', '( value, 16.0 )' ];
  10983. case RGBDEncoding:
  10984. return [ 'RGBD', '( value, 256.0 )' ];
  10985. case GammaEncoding:
  10986. return [ 'Gamma', '( value, float( GAMMA_FACTOR ) )' ];
  10987. case LogLuvEncoding:
  10988. return [ 'LogLuv', '( value )' ];
  10989. default:
  10990. console.warn( 'THREE.WebGLProgram: Unsupported encoding:', encoding );
  10991. return [ 'Linear', '( value )' ];
  10992. }
  10993. }
  10994. function getShaderErrors( gl, shader, type ) {
  10995. var status = gl.getShaderParameter( shader, 35713 );
  10996. var log = gl.getShaderInfoLog( shader ).trim();
  10997. if ( status && log === '' ) { return ''; }
  10998. // --enable-privileged-webgl-extension
  10999. // console.log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );
  11000. var source = gl.getShaderSource( shader );
  11001. return 'THREE.WebGLShader: gl.getShaderInfoLog() ' + type + '\n' + log + addLineNumbers( source );
  11002. }
  11003. function getTexelDecodingFunction( functionName, encoding ) {
  11004. var components = getEncodingComponents( encoding );
  11005. return 'vec4 ' + functionName + '( vec4 value ) { return ' + components[ 0 ] + 'ToLinear' + components[ 1 ] + '; }';
  11006. }
  11007. function getTexelEncodingFunction( functionName, encoding ) {
  11008. var components = getEncodingComponents( encoding );
  11009. return 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[ 0 ] + components[ 1 ] + '; }';
  11010. }
  11011. function getToneMappingFunction( functionName, toneMapping ) {
  11012. var toneMappingName;
  11013. switch ( toneMapping ) {
  11014. case LinearToneMapping:
  11015. toneMappingName = 'Linear';
  11016. break;
  11017. case ReinhardToneMapping:
  11018. toneMappingName = 'Reinhard';
  11019. break;
  11020. case CineonToneMapping:
  11021. toneMappingName = 'OptimizedCineon';
  11022. break;
  11023. case ACESFilmicToneMapping:
  11024. toneMappingName = 'ACESFilmic';
  11025. break;
  11026. case CustomToneMapping:
  11027. toneMappingName = 'Custom';
  11028. break;
  11029. default:
  11030. console.warn( 'THREE.WebGLProgram: Unsupported toneMapping:', toneMapping );
  11031. toneMappingName = 'Linear';
  11032. }
  11033. return 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }';
  11034. }
  11035. function generateExtensions( parameters ) {
  11036. var chunks = [
  11037. ( parameters.extensionDerivatives || parameters.envMapCubeUV || parameters.bumpMap || parameters.tangentSpaceNormalMap || parameters.clearcoatNormalMap || parameters.flatShading || parameters.shaderID === 'physical' ) ? '#extension GL_OES_standard_derivatives : enable' : '',
  11038. ( parameters.extensionFragDepth || parameters.logarithmicDepthBuffer ) && parameters.rendererExtensionFragDepth ? '#extension GL_EXT_frag_depth : enable' : '',
  11039. ( parameters.extensionDrawBuffers && parameters.rendererExtensionDrawBuffers ) ? '#extension GL_EXT_draw_buffers : require' : '',
  11040. ( parameters.extensionShaderTextureLOD || parameters.envMap ) && parameters.rendererExtensionShaderTextureLod ? '#extension GL_EXT_shader_texture_lod : enable' : ''
  11041. ];
  11042. return chunks.filter( filterEmptyLine ).join( '\n' );
  11043. }
  11044. function generateDefines( defines ) {
  11045. var chunks = [];
  11046. for ( var name in defines ) {
  11047. var value = defines[ name ];
  11048. if ( value === false ) { continue; }
  11049. chunks.push( '#define ' + name + ' ' + value );
  11050. }
  11051. return chunks.join( '\n' );
  11052. }
  11053. function fetchAttributeLocations( gl, program ) {
  11054. var attributes = {};
  11055. var n = gl.getProgramParameter( program, 35721 );
  11056. for ( var i = 0; i < n; i ++ ) {
  11057. var info = gl.getActiveAttrib( program, i );
  11058. var name = info.name;
  11059. // console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i );
  11060. attributes[ name ] = gl.getAttribLocation( program, name );
  11061. }
  11062. return attributes;
  11063. }
  11064. function filterEmptyLine( string ) {
  11065. return string !== '';
  11066. }
  11067. function replaceLightNums( string, parameters ) {
  11068. return string
  11069. .replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights )
  11070. .replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights )
  11071. .replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights )
  11072. .replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights )
  11073. .replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights )
  11074. .replace( /NUM_DIR_LIGHT_SHADOWS/g, parameters.numDirLightShadows )
  11075. .replace( /NUM_SPOT_LIGHT_SHADOWS/g, parameters.numSpotLightShadows )
  11076. .replace( /NUM_POINT_LIGHT_SHADOWS/g, parameters.numPointLightShadows );
  11077. }
  11078. function replaceClippingPlaneNums( string, parameters ) {
  11079. return string
  11080. .replace( /NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes )
  11081. .replace( /UNION_CLIPPING_PLANES/g, ( parameters.numClippingPlanes - parameters.numClipIntersection ) );
  11082. }
  11083. // Resolve Includes
  11084. var includePattern = /^[ \t]*#include +<([\w\d./]+)>/gm;
  11085. function resolveIncludes( string ) {
  11086. return string.replace( includePattern, includeReplacer );
  11087. }
  11088. function includeReplacer( match, include ) {
  11089. var string = ShaderChunk[ include ];
  11090. if ( string === undefined ) {
  11091. throw new Error( 'Can not resolve #include <' + include + '>' );
  11092. }
  11093. return resolveIncludes( string );
  11094. }
  11095. // Unroll Loops
  11096. var deprecatedUnrollLoopPattern = /#pragma unroll_loop[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g;
  11097. var unrollLoopPattern = /#pragma unroll_loop_start[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}[\s]+?#pragma unroll_loop_end/g;
  11098. function unrollLoops( string ) {
  11099. return string
  11100. .replace( unrollLoopPattern, loopReplacer )
  11101. .replace( deprecatedUnrollLoopPattern, deprecatedLoopReplacer );
  11102. }
  11103. function deprecatedLoopReplacer( match, start, end, snippet ) {
  11104. console.warn( 'WebGLProgram: #pragma unroll_loop shader syntax is deprecated. Please use #pragma unroll_loop_start syntax instead.' );
  11105. return loopReplacer( match, start, end, snippet );
  11106. }
  11107. function loopReplacer( match, start, end, snippet ) {
  11108. var string = '';
  11109. for ( var i = parseInt( start ); i < parseInt( end ); i ++ ) {
  11110. string += snippet
  11111. .replace( /\[ i \]/g, '[ ' + i + ' ]' )
  11112. .replace( /UNROLLED_LOOP_INDEX/g, i );
  11113. }
  11114. return string;
  11115. }
  11116. //
  11117. function generatePrecision( parameters ) {
  11118. var precisionstring = "precision " + parameters.precision + " float;\nprecision " + parameters.precision + " int;";
  11119. if ( parameters.precision === "highp" ) {
  11120. precisionstring += "\n#define HIGH_PRECISION";
  11121. } else if ( parameters.precision === "mediump" ) {
  11122. precisionstring += "\n#define MEDIUM_PRECISION";
  11123. } else if ( parameters.precision === "lowp" ) {
  11124. precisionstring += "\n#define LOW_PRECISION";
  11125. }
  11126. return precisionstring;
  11127. }
  11128. function generateShadowMapTypeDefine( parameters ) {
  11129. var shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';
  11130. if ( parameters.shadowMapType === PCFShadowMap ) {
  11131. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';
  11132. } else if ( parameters.shadowMapType === PCFSoftShadowMap ) {
  11133. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';
  11134. } else if ( parameters.shadowMapType === VSMShadowMap ) {
  11135. shadowMapTypeDefine = 'SHADOWMAP_TYPE_VSM';
  11136. }
  11137. return shadowMapTypeDefine;
  11138. }
  11139. function generateEnvMapTypeDefine( parameters ) {
  11140. var envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  11141. if ( parameters.envMap ) {
  11142. switch ( parameters.envMapMode ) {
  11143. case CubeReflectionMapping:
  11144. case CubeRefractionMapping:
  11145. envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  11146. break;
  11147. case CubeUVReflectionMapping:
  11148. case CubeUVRefractionMapping:
  11149. envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';
  11150. break;
  11151. case EquirectangularReflectionMapping:
  11152. case EquirectangularRefractionMapping:
  11153. envMapTypeDefine = 'ENVMAP_TYPE_EQUIREC';
  11154. break;
  11155. }
  11156. }
  11157. return envMapTypeDefine;
  11158. }
  11159. function generateEnvMapModeDefine( parameters ) {
  11160. var envMapModeDefine = 'ENVMAP_MODE_REFLECTION';
  11161. if ( parameters.envMap ) {
  11162. switch ( parameters.envMapMode ) {
  11163. case CubeRefractionMapping:
  11164. case EquirectangularRefractionMapping:
  11165. case CubeUVRefractionMapping:
  11166. envMapModeDefine = 'ENVMAP_MODE_REFRACTION';
  11167. break;
  11168. }
  11169. }
  11170. return envMapModeDefine;
  11171. }
  11172. function generateEnvMapBlendingDefine( parameters ) {
  11173. var envMapBlendingDefine = 'ENVMAP_BLENDING_NONE';
  11174. if ( parameters.envMap ) {
  11175. switch ( parameters.combine ) {
  11176. case MultiplyOperation:
  11177. envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  11178. break;
  11179. case MixOperation:
  11180. envMapBlendingDefine = 'ENVMAP_BLENDING_MIX';
  11181. break;
  11182. case AddOperation:
  11183. envMapBlendingDefine = 'ENVMAP_BLENDING_ADD';
  11184. break;
  11185. }
  11186. }
  11187. return envMapBlendingDefine;
  11188. }
  11189. function WebGLProgram( renderer, cacheKey, parameters, bindingStates ) {
  11190. var gl = renderer.getContext();
  11191. var defines = parameters.defines;
  11192. var vertexShader = parameters.vertexShader;
  11193. var fragmentShader = parameters.fragmentShader;
  11194. var shadowMapTypeDefine = generateShadowMapTypeDefine( parameters );
  11195. var envMapTypeDefine = generateEnvMapTypeDefine( parameters );
  11196. var envMapModeDefine = generateEnvMapModeDefine( parameters );
  11197. var envMapBlendingDefine = generateEnvMapBlendingDefine( parameters );
  11198. var gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0;
  11199. var customExtensions = parameters.isWebGL2 ? '' : generateExtensions( parameters );
  11200. var customDefines = generateDefines( defines );
  11201. var program = gl.createProgram();
  11202. var prefixVertex, prefixFragment;
  11203. if ( parameters.isRawShaderMaterial ) {
  11204. prefixVertex = [
  11205. customDefines
  11206. ].filter( filterEmptyLine ).join( '\n' );
  11207. if ( prefixVertex.length > 0 ) {
  11208. prefixVertex += '\n';
  11209. }
  11210. prefixFragment = [
  11211. customExtensions,
  11212. customDefines
  11213. ].filter( filterEmptyLine ).join( '\n' );
  11214. if ( prefixFragment.length > 0 ) {
  11215. prefixFragment += '\n';
  11216. }
  11217. } else {
  11218. prefixVertex = [
  11219. generatePrecision( parameters ),
  11220. '#define SHADER_NAME ' + parameters.shaderName,
  11221. customDefines,
  11222. parameters.instancing ? '#define USE_INSTANCING' : '',
  11223. parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',
  11224. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  11225. '#define MAX_BONES ' + parameters.maxBones,
  11226. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  11227. ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',
  11228. parameters.map ? '#define USE_MAP' : '',
  11229. parameters.envMap ? '#define USE_ENVMAP' : '',
  11230. parameters.envMap ? '#define ' + envMapModeDefine : '',
  11231. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  11232. parameters.aoMap ? '#define USE_AOMAP' : '',
  11233. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  11234. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  11235. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  11236. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  11237. ( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',
  11238. parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',
  11239. parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',
  11240. parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
  11241. parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '',
  11242. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  11243. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  11244. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  11245. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  11246. parameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '',
  11247. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  11248. parameters.vertexColors ? '#define USE_COLOR' : '',
  11249. parameters.vertexUvs ? '#define USE_UV' : '',
  11250. parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',
  11251. parameters.flatShading ? '#define FLAT_SHADED' : '',
  11252. parameters.skinning ? '#define USE_SKINNING' : '',
  11253. parameters.useVertexTexture ? '#define BONE_TEXTURE' : '',
  11254. parameters.morphTargets ? '#define USE_MORPHTARGETS' : '',
  11255. parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',
  11256. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  11257. parameters.flipSided ? '#define FLIP_SIDED' : '',
  11258. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  11259. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  11260. parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',
  11261. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  11262. ( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  11263. 'uniform mat4 modelMatrix;',
  11264. 'uniform mat4 modelViewMatrix;',
  11265. 'uniform mat4 projectionMatrix;',
  11266. 'uniform mat4 viewMatrix;',
  11267. 'uniform mat3 normalMatrix;',
  11268. 'uniform vec3 cameraPosition;',
  11269. 'uniform bool isOrthographic;',
  11270. '#ifdef USE_INSTANCING',
  11271. ' attribute mat4 instanceMatrix;',
  11272. '#endif',
  11273. 'attribute vec3 position;',
  11274. 'attribute vec3 normal;',
  11275. 'attribute vec2 uv;',
  11276. '#ifdef USE_TANGENT',
  11277. ' attribute vec4 tangent;',
  11278. '#endif',
  11279. '#ifdef USE_COLOR',
  11280. ' attribute vec3 color;',
  11281. '#endif',
  11282. '#ifdef USE_MORPHTARGETS',
  11283. ' attribute vec3 morphTarget0;',
  11284. ' attribute vec3 morphTarget1;',
  11285. ' attribute vec3 morphTarget2;',
  11286. ' attribute vec3 morphTarget3;',
  11287. ' #ifdef USE_MORPHNORMALS',
  11288. ' attribute vec3 morphNormal0;',
  11289. ' attribute vec3 morphNormal1;',
  11290. ' attribute vec3 morphNormal2;',
  11291. ' attribute vec3 morphNormal3;',
  11292. ' #else',
  11293. ' attribute vec3 morphTarget4;',
  11294. ' attribute vec3 morphTarget5;',
  11295. ' attribute vec3 morphTarget6;',
  11296. ' attribute vec3 morphTarget7;',
  11297. ' #endif',
  11298. '#endif',
  11299. '#ifdef USE_SKINNING',
  11300. ' attribute vec4 skinIndex;',
  11301. ' attribute vec4 skinWeight;',
  11302. '#endif',
  11303. '\n'
  11304. ].filter( filterEmptyLine ).join( '\n' );
  11305. prefixFragment = [
  11306. customExtensions,
  11307. generatePrecision( parameters ),
  11308. '#define SHADER_NAME ' + parameters.shaderName,
  11309. customDefines,
  11310. parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest + ( parameters.alphaTest % 1 ? '' : '.0' ) : '', // add '.0' if integer
  11311. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  11312. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  11313. ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',
  11314. parameters.map ? '#define USE_MAP' : '',
  11315. parameters.matcap ? '#define USE_MATCAP' : '',
  11316. parameters.envMap ? '#define USE_ENVMAP' : '',
  11317. parameters.envMap ? '#define ' + envMapTypeDefine : '',
  11318. parameters.envMap ? '#define ' + envMapModeDefine : '',
  11319. parameters.envMap ? '#define ' + envMapBlendingDefine : '',
  11320. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  11321. parameters.aoMap ? '#define USE_AOMAP' : '',
  11322. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  11323. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  11324. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  11325. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  11326. ( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',
  11327. parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',
  11328. parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',
  11329. parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
  11330. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  11331. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  11332. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  11333. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  11334. parameters.sheen ? '#define USE_SHEEN' : '',
  11335. parameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '',
  11336. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  11337. parameters.vertexColors ? '#define USE_COLOR' : '',
  11338. parameters.vertexUvs ? '#define USE_UV' : '',
  11339. parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',
  11340. parameters.gradientMap ? '#define USE_GRADIENTMAP' : '',
  11341. parameters.flatShading ? '#define FLAT_SHADED' : '',
  11342. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  11343. parameters.flipSided ? '#define FLIP_SIDED' : '',
  11344. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  11345. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  11346. parameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '',
  11347. parameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '',
  11348. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  11349. ( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  11350. ( ( parameters.extensionShaderTextureLOD || parameters.envMap ) && parameters.rendererExtensionShaderTextureLod ) ? '#define TEXTURE_LOD_EXT' : '',
  11351. 'uniform mat4 viewMatrix;',
  11352. 'uniform vec3 cameraPosition;',
  11353. 'uniform bool isOrthographic;',
  11354. ( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '',
  11355. ( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below
  11356. ( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '',
  11357. parameters.dithering ? '#define DITHERING' : '',
  11358. ShaderChunk[ 'encodings_pars_fragment' ], // this code is required here because it is used by the various encoding/decoding function defined below
  11359. parameters.map ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '',
  11360. parameters.matcap ? getTexelDecodingFunction( 'matcapTexelToLinear', parameters.matcapEncoding ) : '',
  11361. parameters.envMap ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '',
  11362. parameters.emissiveMap ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '',
  11363. parameters.lightMap ? getTexelDecodingFunction( 'lightMapTexelToLinear', parameters.lightMapEncoding ) : '',
  11364. getTexelEncodingFunction( 'linearToOutputTexel', parameters.outputEncoding ),
  11365. parameters.depthPacking ? '#define DEPTH_PACKING ' + parameters.depthPacking : '',
  11366. '\n'
  11367. ].filter( filterEmptyLine ).join( '\n' );
  11368. }
  11369. vertexShader = resolveIncludes( vertexShader );
  11370. vertexShader = replaceLightNums( vertexShader, parameters );
  11371. vertexShader = replaceClippingPlaneNums( vertexShader, parameters );
  11372. fragmentShader = resolveIncludes( fragmentShader );
  11373. fragmentShader = replaceLightNums( fragmentShader, parameters );
  11374. fragmentShader = replaceClippingPlaneNums( fragmentShader, parameters );
  11375. vertexShader = unrollLoops( vertexShader );
  11376. fragmentShader = unrollLoops( fragmentShader );
  11377. if ( parameters.isWebGL2 && ! parameters.isRawShaderMaterial ) {
  11378. // GLSL 3.0 conversion
  11379. prefixVertex = [
  11380. '#version 300 es\n',
  11381. '#define attribute in',
  11382. '#define varying out',
  11383. '#define texture2D texture'
  11384. ].join( '\n' ) + '\n' + prefixVertex;
  11385. prefixFragment = [
  11386. '#version 300 es\n',
  11387. '#define varying in',
  11388. 'out highp vec4 pc_fragColor;',
  11389. '#define gl_FragColor pc_fragColor',
  11390. '#define gl_FragDepthEXT gl_FragDepth',
  11391. '#define texture2D texture',
  11392. '#define textureCube texture',
  11393. '#define texture2DProj textureProj',
  11394. '#define texture2DLodEXT textureLod',
  11395. '#define texture2DProjLodEXT textureProjLod',
  11396. '#define textureCubeLodEXT textureLod',
  11397. '#define texture2DGradEXT textureGrad',
  11398. '#define texture2DProjGradEXT textureProjGrad',
  11399. '#define textureCubeGradEXT textureGrad'
  11400. ].join( '\n' ) + '\n' + prefixFragment;
  11401. }
  11402. var vertexGlsl = prefixVertex + vertexShader;
  11403. var fragmentGlsl = prefixFragment + fragmentShader;
  11404. // console.log( '*VERTEX*', vertexGlsl );
  11405. // console.log( '*FRAGMENT*', fragmentGlsl );
  11406. var glVertexShader = WebGLShader( gl, 35633, vertexGlsl );
  11407. var glFragmentShader = WebGLShader( gl, 35632, fragmentGlsl );
  11408. gl.attachShader( program, glVertexShader );
  11409. gl.attachShader( program, glFragmentShader );
  11410. // Force a particular attribute to index 0.
  11411. if ( parameters.index0AttributeName !== undefined ) {
  11412. gl.bindAttribLocation( program, 0, parameters.index0AttributeName );
  11413. } else if ( parameters.morphTargets === true ) {
  11414. // programs with morphTargets displace position out of attribute 0
  11415. gl.bindAttribLocation( program, 0, 'position' );
  11416. }
  11417. gl.linkProgram( program );
  11418. // check for link errors
  11419. if ( renderer.debug.checkShaderErrors ) {
  11420. var programLog = gl.getProgramInfoLog( program ).trim();
  11421. var vertexLog = gl.getShaderInfoLog( glVertexShader ).trim();
  11422. var fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim();
  11423. var runnable = true;
  11424. var haveDiagnostics = true;
  11425. if ( gl.getProgramParameter( program, 35714 ) === false ) {
  11426. runnable = false;
  11427. var vertexErrors = getShaderErrors( gl, glVertexShader, 'vertex' );
  11428. var fragmentErrors = getShaderErrors( gl, glFragmentShader, 'fragment' );
  11429. console.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), '35715', gl.getProgramParameter( program, 35715 ), 'gl.getProgramInfoLog', programLog, vertexErrors, fragmentErrors );
  11430. } else if ( programLog !== '' ) {
  11431. console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog );
  11432. } else if ( vertexLog === '' || fragmentLog === '' ) {
  11433. haveDiagnostics = false;
  11434. }
  11435. if ( haveDiagnostics ) {
  11436. this.diagnostics = {
  11437. runnable: runnable,
  11438. programLog: programLog,
  11439. vertexShader: {
  11440. log: vertexLog,
  11441. prefix: prefixVertex
  11442. },
  11443. fragmentShader: {
  11444. log: fragmentLog,
  11445. prefix: prefixFragment
  11446. }
  11447. };
  11448. }
  11449. }
  11450. // Clean up
  11451. // Crashes in iOS9 and iOS10. #18402
  11452. // gl.detachShader( program, glVertexShader );
  11453. // gl.detachShader( program, glFragmentShader );
  11454. gl.deleteShader( glVertexShader );
  11455. gl.deleteShader( glFragmentShader );
  11456. // set up caching for uniform locations
  11457. var cachedUniforms;
  11458. this.getUniforms = function () {
  11459. if ( cachedUniforms === undefined ) {
  11460. cachedUniforms = new WebGLUniforms( gl, program );
  11461. }
  11462. return cachedUniforms;
  11463. };
  11464. // set up caching for attribute locations
  11465. var cachedAttributes;
  11466. this.getAttributes = function () {
  11467. if ( cachedAttributes === undefined ) {
  11468. cachedAttributes = fetchAttributeLocations( gl, program );
  11469. }
  11470. return cachedAttributes;
  11471. };
  11472. // free resource
  11473. this.destroy = function () {
  11474. bindingStates.releaseStatesOfProgram( this );
  11475. gl.deleteProgram( program );
  11476. this.program = undefined;
  11477. };
  11478. //
  11479. this.name = parameters.shaderName;
  11480. this.id = programIdCount ++;
  11481. this.cacheKey = cacheKey;
  11482. this.usedTimes = 1;
  11483. this.program = program;
  11484. this.vertexShader = glVertexShader;
  11485. this.fragmentShader = glFragmentShader;
  11486. return this;
  11487. }
  11488. /**
  11489. * @author mrdoob / http://mrdoob.com/
  11490. */
  11491. function WebGLPrograms( renderer, extensions, capabilities, bindingStates ) {
  11492. var programs = [];
  11493. var isWebGL2 = capabilities.isWebGL2;
  11494. var logarithmicDepthBuffer = capabilities.logarithmicDepthBuffer;
  11495. var floatVertexTextures = capabilities.floatVertexTextures;
  11496. var maxVertexUniforms = capabilities.maxVertexUniforms;
  11497. var vertexTextures = capabilities.vertexTextures;
  11498. var precision = capabilities.precision;
  11499. var shaderIDs = {
  11500. MeshDepthMaterial: 'depth',
  11501. MeshDistanceMaterial: 'distanceRGBA',
  11502. MeshNormalMaterial: 'normal',
  11503. MeshBasicMaterial: 'basic',
  11504. MeshLambertMaterial: 'lambert',
  11505. MeshPhongMaterial: 'phong',
  11506. MeshToonMaterial: 'toon',
  11507. MeshStandardMaterial: 'physical',
  11508. MeshPhysicalMaterial: 'physical',
  11509. MeshMatcapMaterial: 'matcap',
  11510. LineBasicMaterial: 'basic',
  11511. LineDashedMaterial: 'dashed',
  11512. PointsMaterial: 'points',
  11513. ShadowMaterial: 'shadow',
  11514. SpriteMaterial: 'sprite'
  11515. };
  11516. var parameterNames = [
  11517. "precision", "isWebGL2", "supportsVertexTextures", "outputEncoding", "instancing",
  11518. "map", "mapEncoding", "matcap", "matcapEncoding", "envMap", "envMapMode", "envMapEncoding", "envMapCubeUV",
  11519. "lightMap", "lightMapEncoding", "aoMap", "emissiveMap", "emissiveMapEncoding", "bumpMap", "normalMap", "objectSpaceNormalMap", "tangentSpaceNormalMap", "clearcoatMap", "clearcoatRoughnessMap", "clearcoatNormalMap", "displacementMap", "specularMap",
  11520. "roughnessMap", "metalnessMap", "gradientMap",
  11521. "alphaMap", "combine", "vertexColors", "vertexTangents", "vertexUvs", "uvsVertexOnly", "fog", "useFog", "fogExp2",
  11522. "flatShading", "sizeAttenuation", "logarithmicDepthBuffer", "skinning",
  11523. "maxBones", "useVertexTexture", "morphTargets", "morphNormals",
  11524. "maxMorphTargets", "maxMorphNormals", "premultipliedAlpha",
  11525. "numDirLights", "numPointLights", "numSpotLights", "numHemiLights", "numRectAreaLights",
  11526. "numDirLightShadows", "numPointLightShadows", "numSpotLightShadows",
  11527. "shadowMapEnabled", "shadowMapType", "toneMapping", 'physicallyCorrectLights',
  11528. "alphaTest", "doubleSided", "flipSided", "numClippingPlanes", "numClipIntersection", "depthPacking", "dithering",
  11529. "sheen", "transmissionMap"
  11530. ];
  11531. function allocateBones( object ) {
  11532. var skeleton = object.skeleton;
  11533. var bones = skeleton.bones;
  11534. if ( floatVertexTextures ) {
  11535. return 1024;
  11536. } else {
  11537. // default for when object is not specified
  11538. // ( for example when prebuilding shader to be used with multiple objects )
  11539. //
  11540. // - leave some extra space for other uniforms
  11541. // - limit here is ANGLE's 254 max uniform vectors
  11542. // (up to 54 should be safe)
  11543. var nVertexUniforms = maxVertexUniforms;
  11544. var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
  11545. var maxBones = Math.min( nVertexMatrices, bones.length );
  11546. if ( maxBones < bones.length ) {
  11547. console.warn( 'THREE.WebGLRenderer: Skeleton has ' + bones.length + ' bones. This GPU supports ' + maxBones + '.' );
  11548. return 0;
  11549. }
  11550. return maxBones;
  11551. }
  11552. }
  11553. function getTextureEncodingFromMap( map ) {
  11554. var encoding;
  11555. if ( ! map ) {
  11556. encoding = LinearEncoding;
  11557. } else if ( map.isTexture ) {
  11558. encoding = map.encoding;
  11559. } else if ( map.isWebGLRenderTarget ) {
  11560. console.warn( "THREE.WebGLPrograms.getTextureEncodingFromMap: don't use render targets as textures. Use their .texture property instead." );
  11561. encoding = map.texture.encoding;
  11562. }
  11563. return encoding;
  11564. }
  11565. function getParameters( material, lights, shadows, scene, nClipPlanes, nClipIntersection, object ) {
  11566. var fog = scene.fog;
  11567. var environment = material.isMeshStandardMaterial ? scene.environment : null;
  11568. var envMap = material.envMap || environment;
  11569. var shaderID = shaderIDs[ material.type ];
  11570. // heuristics to create shader parameters according to lights in the scene
  11571. // (not to blow over maxLights budget)
  11572. var maxBones = object.isSkinnedMesh ? allocateBones( object ) : 0;
  11573. if ( material.precision !== null ) {
  11574. precision = capabilities.getMaxPrecision( material.precision );
  11575. if ( precision !== material.precision ) {
  11576. console.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' );
  11577. }
  11578. }
  11579. var vertexShader, fragmentShader;
  11580. if ( shaderID ) {
  11581. var shader = ShaderLib[ shaderID ];
  11582. vertexShader = shader.vertexShader;
  11583. fragmentShader = shader.fragmentShader;
  11584. } else {
  11585. vertexShader = material.vertexShader;
  11586. fragmentShader = material.fragmentShader;
  11587. }
  11588. var currentRenderTarget = renderer.getRenderTarget();
  11589. var parameters = {
  11590. isWebGL2: isWebGL2,
  11591. shaderID: shaderID,
  11592. shaderName: material.type,
  11593. vertexShader: vertexShader,
  11594. fragmentShader: fragmentShader,
  11595. defines: material.defines,
  11596. isRawShaderMaterial: material.isRawShaderMaterial,
  11597. isShaderMaterial: material.isShaderMaterial,
  11598. precision: precision,
  11599. instancing: object.isInstancedMesh === true,
  11600. supportsVertexTextures: vertexTextures,
  11601. outputEncoding: ( currentRenderTarget !== null ) ? getTextureEncodingFromMap( currentRenderTarget.texture ) : renderer.outputEncoding,
  11602. map: !! material.map,
  11603. mapEncoding: getTextureEncodingFromMap( material.map ),
  11604. matcap: !! material.matcap,
  11605. matcapEncoding: getTextureEncodingFromMap( material.matcap ),
  11606. envMap: !! envMap,
  11607. envMapMode: envMap && envMap.mapping,
  11608. envMapEncoding: getTextureEncodingFromMap( envMap ),
  11609. envMapCubeUV: ( !! envMap ) && ( ( envMap.mapping === CubeUVReflectionMapping ) || ( envMap.mapping === CubeUVRefractionMapping ) ),
  11610. lightMap: !! material.lightMap,
  11611. lightMapEncoding: getTextureEncodingFromMap( material.lightMap ),
  11612. aoMap: !! material.aoMap,
  11613. emissiveMap: !! material.emissiveMap,
  11614. emissiveMapEncoding: getTextureEncodingFromMap( material.emissiveMap ),
  11615. bumpMap: !! material.bumpMap,
  11616. normalMap: !! material.normalMap,
  11617. objectSpaceNormalMap: material.normalMapType === ObjectSpaceNormalMap,
  11618. tangentSpaceNormalMap: material.normalMapType === TangentSpaceNormalMap,
  11619. clearcoatMap: !! material.clearcoatMap,
  11620. clearcoatRoughnessMap: !! material.clearcoatRoughnessMap,
  11621. clearcoatNormalMap: !! material.clearcoatNormalMap,
  11622. displacementMap: !! material.displacementMap,
  11623. roughnessMap: !! material.roughnessMap,
  11624. metalnessMap: !! material.metalnessMap,
  11625. specularMap: !! material.specularMap,
  11626. alphaMap: !! material.alphaMap,
  11627. gradientMap: !! material.gradientMap,
  11628. sheen: !! material.sheen,
  11629. transmissionMap: !! material.transmissionMap,
  11630. combine: material.combine,
  11631. vertexTangents: ( material.normalMap && material.vertexTangents ),
  11632. vertexColors: material.vertexColors,
  11633. 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,
  11634. uvsVertexOnly: ! ( !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatNormalMap || !! material.transmissionMap ) && !! material.displacementMap,
  11635. fog: !! fog,
  11636. useFog: material.fog,
  11637. fogExp2: ( fog && fog.isFogExp2 ),
  11638. flatShading: material.flatShading,
  11639. sizeAttenuation: material.sizeAttenuation,
  11640. logarithmicDepthBuffer: logarithmicDepthBuffer,
  11641. skinning: material.skinning && maxBones > 0,
  11642. maxBones: maxBones,
  11643. useVertexTexture: floatVertexTextures,
  11644. morphTargets: material.morphTargets,
  11645. morphNormals: material.morphNormals,
  11646. maxMorphTargets: renderer.maxMorphTargets,
  11647. maxMorphNormals: renderer.maxMorphNormals,
  11648. numDirLights: lights.directional.length,
  11649. numPointLights: lights.point.length,
  11650. numSpotLights: lights.spot.length,
  11651. numRectAreaLights: lights.rectArea.length,
  11652. numHemiLights: lights.hemi.length,
  11653. numDirLightShadows: lights.directionalShadowMap.length,
  11654. numPointLightShadows: lights.pointShadowMap.length,
  11655. numSpotLightShadows: lights.spotShadowMap.length,
  11656. numClippingPlanes: nClipPlanes,
  11657. numClipIntersection: nClipIntersection,
  11658. dithering: material.dithering,
  11659. shadowMapEnabled: renderer.shadowMap.enabled && shadows.length > 0,
  11660. shadowMapType: renderer.shadowMap.type,
  11661. toneMapping: material.toneMapped ? renderer.toneMapping : NoToneMapping,
  11662. physicallyCorrectLights: renderer.physicallyCorrectLights,
  11663. premultipliedAlpha: material.premultipliedAlpha,
  11664. alphaTest: material.alphaTest,
  11665. doubleSided: material.side === DoubleSide,
  11666. flipSided: material.side === BackSide,
  11667. depthPacking: ( material.depthPacking !== undefined ) ? material.depthPacking : false,
  11668. index0AttributeName: material.index0AttributeName,
  11669. extensionDerivatives: material.extensions && material.extensions.derivatives,
  11670. extensionFragDepth: material.extensions && material.extensions.fragDepth,
  11671. extensionDrawBuffers: material.extensions && material.extensions.drawBuffers,
  11672. extensionShaderTextureLOD: material.extensions && material.extensions.shaderTextureLOD,
  11673. rendererExtensionFragDepth: isWebGL2 || extensions.get( 'EXT_frag_depth' ) !== null,
  11674. rendererExtensionDrawBuffers: isWebGL2 || extensions.get( 'WEBGL_draw_buffers' ) !== null,
  11675. rendererExtensionShaderTextureLod: isWebGL2 || extensions.get( 'EXT_shader_texture_lod' ) !== null,
  11676. customProgramCacheKey: material.customProgramCacheKey()
  11677. };
  11678. return parameters;
  11679. }
  11680. function getProgramCacheKey( parameters ) {
  11681. var array = [];
  11682. if ( parameters.shaderID ) {
  11683. array.push( parameters.shaderID );
  11684. } else {
  11685. array.push( parameters.fragmentShader );
  11686. array.push( parameters.vertexShader );
  11687. }
  11688. if ( parameters.defines !== undefined ) {
  11689. for ( var name in parameters.defines ) {
  11690. array.push( name );
  11691. array.push( parameters.defines[ name ] );
  11692. }
  11693. }
  11694. if ( parameters.isRawShaderMaterial === undefined ) {
  11695. for ( var i = 0; i < parameterNames.length; i ++ ) {
  11696. array.push( parameters[ parameterNames[ i ] ] );
  11697. }
  11698. array.push( renderer.outputEncoding );
  11699. array.push( renderer.gammaFactor );
  11700. }
  11701. array.push( parameters.customProgramCacheKey );
  11702. return array.join();
  11703. }
  11704. function getUniforms( material ) {
  11705. var shaderID = shaderIDs[ material.type ];
  11706. var uniforms;
  11707. if ( shaderID ) {
  11708. var shader = ShaderLib[ shaderID ];
  11709. uniforms = UniformsUtils.clone( shader.uniforms );
  11710. } else {
  11711. uniforms = material.uniforms;
  11712. }
  11713. return uniforms;
  11714. }
  11715. function acquireProgram( parameters, cacheKey ) {
  11716. var program;
  11717. // Check if code has been already compiled
  11718. for ( var p = 0, pl = programs.length; p < pl; p ++ ) {
  11719. var preexistingProgram = programs[ p ];
  11720. if ( preexistingProgram.cacheKey === cacheKey ) {
  11721. program = preexistingProgram;
  11722. ++ program.usedTimes;
  11723. break;
  11724. }
  11725. }
  11726. if ( program === undefined ) {
  11727. program = new WebGLProgram( renderer, cacheKey, parameters, bindingStates );
  11728. programs.push( program );
  11729. }
  11730. return program;
  11731. }
  11732. function releaseProgram( program ) {
  11733. if ( -- program.usedTimes === 0 ) {
  11734. // Remove from unordered set
  11735. var i = programs.indexOf( program );
  11736. programs[ i ] = programs[ programs.length - 1 ];
  11737. programs.pop();
  11738. // Free WebGL resources
  11739. program.destroy();
  11740. }
  11741. }
  11742. return {
  11743. getParameters: getParameters,
  11744. getProgramCacheKey: getProgramCacheKey,
  11745. getUniforms: getUniforms,
  11746. acquireProgram: acquireProgram,
  11747. releaseProgram: releaseProgram,
  11748. // Exposed for resource monitoring & error feedback via renderer.info:
  11749. programs: programs
  11750. };
  11751. }
  11752. /**
  11753. * @author fordacious / fordacious.github.io
  11754. */
  11755. function WebGLProperties() {
  11756. var properties = new WeakMap();
  11757. function get( object ) {
  11758. var map = properties.get( object );
  11759. if ( map === undefined ) {
  11760. map = {};
  11761. properties.set( object, map );
  11762. }
  11763. return map;
  11764. }
  11765. function remove( object ) {
  11766. properties.delete( object );
  11767. }
  11768. function update( object, key, value ) {
  11769. properties.get( object )[ key ] = value;
  11770. }
  11771. function dispose() {
  11772. properties = new WeakMap();
  11773. }
  11774. return {
  11775. get: get,
  11776. remove: remove,
  11777. update: update,
  11778. dispose: dispose
  11779. };
  11780. }
  11781. /**
  11782. * @author mrdoob / http://mrdoob.com/
  11783. */
  11784. function painterSortStable( a, b ) {
  11785. if ( a.groupOrder !== b.groupOrder ) {
  11786. return a.groupOrder - b.groupOrder;
  11787. } else if ( a.renderOrder !== b.renderOrder ) {
  11788. return a.renderOrder - b.renderOrder;
  11789. } else if ( a.program !== b.program ) {
  11790. return a.program.id - b.program.id;
  11791. } else if ( a.material.id !== b.material.id ) {
  11792. return a.material.id - b.material.id;
  11793. } else if ( a.z !== b.z ) {
  11794. return a.z - b.z;
  11795. } else {
  11796. return a.id - b.id;
  11797. }
  11798. }
  11799. function reversePainterSortStable( a, b ) {
  11800. if ( a.groupOrder !== b.groupOrder ) {
  11801. return a.groupOrder - b.groupOrder;
  11802. } else if ( a.renderOrder !== b.renderOrder ) {
  11803. return a.renderOrder - b.renderOrder;
  11804. } else if ( a.z !== b.z ) {
  11805. return b.z - a.z;
  11806. } else {
  11807. return a.id - b.id;
  11808. }
  11809. }
  11810. function WebGLRenderList( properties ) {
  11811. var renderItems = [];
  11812. var renderItemsIndex = 0;
  11813. var opaque = [];
  11814. var transparent = [];
  11815. var defaultProgram = { id: - 1 };
  11816. function init() {
  11817. renderItemsIndex = 0;
  11818. opaque.length = 0;
  11819. transparent.length = 0;
  11820. }
  11821. function getNextRenderItem( object, geometry, material, groupOrder, z, group ) {
  11822. var renderItem = renderItems[ renderItemsIndex ];
  11823. var materialProperties = properties.get( material );
  11824. if ( renderItem === undefined ) {
  11825. renderItem = {
  11826. id: object.id,
  11827. object: object,
  11828. geometry: geometry,
  11829. material: material,
  11830. program: materialProperties.program || defaultProgram,
  11831. groupOrder: groupOrder,
  11832. renderOrder: object.renderOrder,
  11833. z: z,
  11834. group: group
  11835. };
  11836. renderItems[ renderItemsIndex ] = renderItem;
  11837. } else {
  11838. renderItem.id = object.id;
  11839. renderItem.object = object;
  11840. renderItem.geometry = geometry;
  11841. renderItem.material = material;
  11842. renderItem.program = materialProperties.program || defaultProgram;
  11843. renderItem.groupOrder = groupOrder;
  11844. renderItem.renderOrder = object.renderOrder;
  11845. renderItem.z = z;
  11846. renderItem.group = group;
  11847. }
  11848. renderItemsIndex ++;
  11849. return renderItem;
  11850. }
  11851. function push( object, geometry, material, groupOrder, z, group ) {
  11852. var renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );
  11853. ( material.transparent === true ? transparent : opaque ).push( renderItem );
  11854. }
  11855. function unshift( object, geometry, material, groupOrder, z, group ) {
  11856. var renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );
  11857. ( material.transparent === true ? transparent : opaque ).unshift( renderItem );
  11858. }
  11859. function sort( customOpaqueSort, customTransparentSort ) {
  11860. if ( opaque.length > 1 ) { opaque.sort( customOpaqueSort || painterSortStable ); }
  11861. if ( transparent.length > 1 ) { transparent.sort( customTransparentSort || reversePainterSortStable ); }
  11862. }
  11863. function finish() {
  11864. // Clear references from inactive renderItems in the list
  11865. for ( var i = renderItemsIndex, il = renderItems.length; i < il; i ++ ) {
  11866. var renderItem = renderItems[ i ];
  11867. if ( renderItem.id === null ) { break; }
  11868. renderItem.id = null;
  11869. renderItem.object = null;
  11870. renderItem.geometry = null;
  11871. renderItem.material = null;
  11872. renderItem.program = null;
  11873. renderItem.group = null;
  11874. }
  11875. }
  11876. return {
  11877. opaque: opaque,
  11878. transparent: transparent,
  11879. init: init,
  11880. push: push,
  11881. unshift: unshift,
  11882. finish: finish,
  11883. sort: sort
  11884. };
  11885. }
  11886. function WebGLRenderLists( properties ) {
  11887. var lists = new WeakMap();
  11888. function onSceneDispose( event ) {
  11889. var scene = event.target;
  11890. scene.removeEventListener( 'dispose', onSceneDispose );
  11891. lists.delete( scene );
  11892. }
  11893. function get( scene, camera ) {
  11894. var cameras = lists.get( scene );
  11895. var list;
  11896. if ( cameras === undefined ) {
  11897. list = new WebGLRenderList( properties );
  11898. lists.set( scene, new WeakMap() );
  11899. lists.get( scene ).set( camera, list );
  11900. scene.addEventListener( 'dispose', onSceneDispose );
  11901. } else {
  11902. list = cameras.get( camera );
  11903. if ( list === undefined ) {
  11904. list = new WebGLRenderList( properties );
  11905. cameras.set( camera, list );
  11906. }
  11907. }
  11908. return list;
  11909. }
  11910. function dispose() {
  11911. lists = new WeakMap();
  11912. }
  11913. return {
  11914. get: get,
  11915. dispose: dispose
  11916. };
  11917. }
  11918. /**
  11919. * @author mrdoob / http://mrdoob.com/
  11920. */
  11921. function UniformsCache() {
  11922. var lights = {};
  11923. return {
  11924. get: function ( light ) {
  11925. if ( lights[ light.id ] !== undefined ) {
  11926. return lights[ light.id ];
  11927. }
  11928. var uniforms;
  11929. switch ( light.type ) {
  11930. case 'DirectionalLight':
  11931. uniforms = {
  11932. direction: new Vector3(),
  11933. color: new Color()
  11934. };
  11935. break;
  11936. case 'SpotLight':
  11937. uniforms = {
  11938. position: new Vector3(),
  11939. direction: new Vector3(),
  11940. color: new Color(),
  11941. distance: 0,
  11942. coneCos: 0,
  11943. penumbraCos: 0,
  11944. decay: 0
  11945. };
  11946. break;
  11947. case 'PointLight':
  11948. uniforms = {
  11949. position: new Vector3(),
  11950. color: new Color(),
  11951. distance: 0,
  11952. decay: 0
  11953. };
  11954. break;
  11955. case 'HemisphereLight':
  11956. uniforms = {
  11957. direction: new Vector3(),
  11958. skyColor: new Color(),
  11959. groundColor: new Color()
  11960. };
  11961. break;
  11962. case 'RectAreaLight':
  11963. uniforms = {
  11964. color: new Color(),
  11965. position: new Vector3(),
  11966. halfWidth: new Vector3(),
  11967. halfHeight: new Vector3()
  11968. };
  11969. break;
  11970. }
  11971. lights[ light.id ] = uniforms;
  11972. return uniforms;
  11973. }
  11974. };
  11975. }
  11976. function ShadowUniformsCache() {
  11977. var lights = {};
  11978. return {
  11979. get: function ( light ) {
  11980. if ( lights[ light.id ] !== undefined ) {
  11981. return lights[ light.id ];
  11982. }
  11983. var uniforms;
  11984. switch ( light.type ) {
  11985. case 'DirectionalLight':
  11986. uniforms = {
  11987. shadowBias: 0,
  11988. shadowNormalBias: 0,
  11989. shadowRadius: 1,
  11990. shadowMapSize: new Vector2()
  11991. };
  11992. break;
  11993. case 'SpotLight':
  11994. uniforms = {
  11995. shadowBias: 0,
  11996. shadowNormalBias: 0,
  11997. shadowRadius: 1,
  11998. shadowMapSize: new Vector2()
  11999. };
  12000. break;
  12001. case 'PointLight':
  12002. uniforms = {
  12003. shadowBias: 0,
  12004. shadowNormalBias: 0,
  12005. shadowRadius: 1,
  12006. shadowMapSize: new Vector2(),
  12007. shadowCameraNear: 1,
  12008. shadowCameraFar: 1000
  12009. };
  12010. break;
  12011. // TODO (abelnation): set RectAreaLight shadow uniforms
  12012. }
  12013. lights[ light.id ] = uniforms;
  12014. return uniforms;
  12015. }
  12016. };
  12017. }
  12018. var nextVersion = 0;
  12019. function shadowCastingLightsFirst( lightA, lightB ) {
  12020. return ( lightB.castShadow ? 1 : 0 ) - ( lightA.castShadow ? 1 : 0 );
  12021. }
  12022. function WebGLLights() {
  12023. var cache = new UniformsCache();
  12024. var shadowCache = ShadowUniformsCache();
  12025. var state = {
  12026. version: 0,
  12027. hash: {
  12028. directionalLength: - 1,
  12029. pointLength: - 1,
  12030. spotLength: - 1,
  12031. rectAreaLength: - 1,
  12032. hemiLength: - 1,
  12033. numDirectionalShadows: - 1,
  12034. numPointShadows: - 1,
  12035. numSpotShadows: - 1
  12036. },
  12037. ambient: [ 0, 0, 0 ],
  12038. probe: [],
  12039. directional: [],
  12040. directionalShadow: [],
  12041. directionalShadowMap: [],
  12042. directionalShadowMatrix: [],
  12043. spot: [],
  12044. spotShadow: [],
  12045. spotShadowMap: [],
  12046. spotShadowMatrix: [],
  12047. rectArea: [],
  12048. point: [],
  12049. pointShadow: [],
  12050. pointShadowMap: [],
  12051. pointShadowMatrix: [],
  12052. hemi: []
  12053. };
  12054. for ( var i = 0; i < 9; i ++ ) { state.probe.push( new Vector3() ); }
  12055. var vector3 = new Vector3();
  12056. var matrix4 = new Matrix4();
  12057. var matrix42 = new Matrix4();
  12058. function setup( lights, shadows, camera ) {
  12059. var r = 0, g = 0, b = 0;
  12060. for ( var i = 0; i < 9; i ++ ) { state.probe[ i ].set( 0, 0, 0 ); }
  12061. var directionalLength = 0;
  12062. var pointLength = 0;
  12063. var spotLength = 0;
  12064. var rectAreaLength = 0;
  12065. var hemiLength = 0;
  12066. var numDirectionalShadows = 0;
  12067. var numPointShadows = 0;
  12068. var numSpotShadows = 0;
  12069. var viewMatrix = camera.matrixWorldInverse;
  12070. lights.sort( shadowCastingLightsFirst );
  12071. for ( var i$1 = 0, l = lights.length; i$1 < l; i$1 ++ ) {
  12072. var light = lights[ i$1 ];
  12073. var color = light.color;
  12074. var intensity = light.intensity;
  12075. var distance = light.distance;
  12076. var shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;
  12077. if ( light.isAmbientLight ) {
  12078. r += color.r * intensity;
  12079. g += color.g * intensity;
  12080. b += color.b * intensity;
  12081. } else if ( light.isLightProbe ) {
  12082. for ( var j = 0; j < 9; j ++ ) {
  12083. state.probe[ j ].addScaledVector( light.sh.coefficients[ j ], intensity );
  12084. }
  12085. } else if ( light.isDirectionalLight ) {
  12086. var uniforms = cache.get( light );
  12087. uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
  12088. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  12089. vector3.setFromMatrixPosition( light.target.matrixWorld );
  12090. uniforms.direction.sub( vector3 );
  12091. uniforms.direction.transformDirection( viewMatrix );
  12092. if ( light.castShadow ) {
  12093. var shadow = light.shadow;
  12094. var shadowUniforms = shadowCache.get( light );
  12095. shadowUniforms.shadowBias = shadow.bias;
  12096. shadowUniforms.shadowNormalBias = shadow.normalBias;
  12097. shadowUniforms.shadowRadius = shadow.radius;
  12098. shadowUniforms.shadowMapSize = shadow.mapSize;
  12099. state.directionalShadow[ directionalLength ] = shadowUniforms;
  12100. state.directionalShadowMap[ directionalLength ] = shadowMap;
  12101. state.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;
  12102. numDirectionalShadows ++;
  12103. }
  12104. state.directional[ directionalLength ] = uniforms;
  12105. directionalLength ++;
  12106. } else if ( light.isSpotLight ) {
  12107. var uniforms$1 = cache.get( light );
  12108. uniforms$1.position.setFromMatrixPosition( light.matrixWorld );
  12109. uniforms$1.position.applyMatrix4( viewMatrix );
  12110. uniforms$1.color.copy( color ).multiplyScalar( intensity );
  12111. uniforms$1.distance = distance;
  12112. uniforms$1.direction.setFromMatrixPosition( light.matrixWorld );
  12113. vector3.setFromMatrixPosition( light.target.matrixWorld );
  12114. uniforms$1.direction.sub( vector3 );
  12115. uniforms$1.direction.transformDirection( viewMatrix );
  12116. uniforms$1.coneCos = Math.cos( light.angle );
  12117. uniforms$1.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );
  12118. uniforms$1.decay = light.decay;
  12119. if ( light.castShadow ) {
  12120. var shadow$1 = light.shadow;
  12121. var shadowUniforms$1 = shadowCache.get( light );
  12122. shadowUniforms$1.shadowBias = shadow$1.bias;
  12123. shadowUniforms$1.shadowNormalBias = shadow$1.normalBias;
  12124. shadowUniforms$1.shadowRadius = shadow$1.radius;
  12125. shadowUniforms$1.shadowMapSize = shadow$1.mapSize;
  12126. state.spotShadow[ spotLength ] = shadowUniforms$1;
  12127. state.spotShadowMap[ spotLength ] = shadowMap;
  12128. state.spotShadowMatrix[ spotLength ] = light.shadow.matrix;
  12129. numSpotShadows ++;
  12130. }
  12131. state.spot[ spotLength ] = uniforms$1;
  12132. spotLength ++;
  12133. } else if ( light.isRectAreaLight ) {
  12134. var uniforms$2 = cache.get( light );
  12135. // (a) intensity is the total visible light emitted
  12136. //uniforms.color.copy( color ).multiplyScalar( intensity / ( light.width * light.height * Math.PI ) );
  12137. // (b) intensity is the brightness of the light
  12138. uniforms$2.color.copy( color ).multiplyScalar( intensity );
  12139. uniforms$2.position.setFromMatrixPosition( light.matrixWorld );
  12140. uniforms$2.position.applyMatrix4( viewMatrix );
  12141. // extract local rotation of light to derive width/height half vectors
  12142. matrix42.identity();
  12143. matrix4.copy( light.matrixWorld );
  12144. matrix4.premultiply( viewMatrix );
  12145. matrix42.extractRotation( matrix4 );
  12146. uniforms$2.halfWidth.set( light.width * 0.5, 0.0, 0.0 );
  12147. uniforms$2.halfHeight.set( 0.0, light.height * 0.5, 0.0 );
  12148. uniforms$2.halfWidth.applyMatrix4( matrix42 );
  12149. uniforms$2.halfHeight.applyMatrix4( matrix42 );
  12150. // TODO (abelnation): RectAreaLight distance?
  12151. // uniforms.distance = distance;
  12152. state.rectArea[ rectAreaLength ] = uniforms$2;
  12153. rectAreaLength ++;
  12154. } else if ( light.isPointLight ) {
  12155. var uniforms$3 = cache.get( light );
  12156. uniforms$3.position.setFromMatrixPosition( light.matrixWorld );
  12157. uniforms$3.position.applyMatrix4( viewMatrix );
  12158. uniforms$3.color.copy( light.color ).multiplyScalar( light.intensity );
  12159. uniforms$3.distance = light.distance;
  12160. uniforms$3.decay = light.decay;
  12161. if ( light.castShadow ) {
  12162. var shadow$2 = light.shadow;
  12163. var shadowUniforms$2 = shadowCache.get( light );
  12164. shadowUniforms$2.shadowBias = shadow$2.bias;
  12165. shadowUniforms$2.shadowNormalBias = shadow$2.normalBias;
  12166. shadowUniforms$2.shadowRadius = shadow$2.radius;
  12167. shadowUniforms$2.shadowMapSize = shadow$2.mapSize;
  12168. shadowUniforms$2.shadowCameraNear = shadow$2.camera.near;
  12169. shadowUniforms$2.shadowCameraFar = shadow$2.camera.far;
  12170. state.pointShadow[ pointLength ] = shadowUniforms$2;
  12171. state.pointShadowMap[ pointLength ] = shadowMap;
  12172. state.pointShadowMatrix[ pointLength ] = light.shadow.matrix;
  12173. numPointShadows ++;
  12174. }
  12175. state.point[ pointLength ] = uniforms$3;
  12176. pointLength ++;
  12177. } else if ( light.isHemisphereLight ) {
  12178. var uniforms$4 = cache.get( light );
  12179. uniforms$4.direction.setFromMatrixPosition( light.matrixWorld );
  12180. uniforms$4.direction.transformDirection( viewMatrix );
  12181. uniforms$4.direction.normalize();
  12182. uniforms$4.skyColor.copy( light.color ).multiplyScalar( intensity );
  12183. uniforms$4.groundColor.copy( light.groundColor ).multiplyScalar( intensity );
  12184. state.hemi[ hemiLength ] = uniforms$4;
  12185. hemiLength ++;
  12186. }
  12187. }
  12188. state.ambient[ 0 ] = r;
  12189. state.ambient[ 1 ] = g;
  12190. state.ambient[ 2 ] = b;
  12191. var hash = state.hash;
  12192. if ( hash.directionalLength !== directionalLength ||
  12193. hash.pointLength !== pointLength ||
  12194. hash.spotLength !== spotLength ||
  12195. hash.rectAreaLength !== rectAreaLength ||
  12196. hash.hemiLength !== hemiLength ||
  12197. hash.numDirectionalShadows !== numDirectionalShadows ||
  12198. hash.numPointShadows !== numPointShadows ||
  12199. hash.numSpotShadows !== numSpotShadows ) {
  12200. state.directional.length = directionalLength;
  12201. state.spot.length = spotLength;
  12202. state.rectArea.length = rectAreaLength;
  12203. state.point.length = pointLength;
  12204. state.hemi.length = hemiLength;
  12205. state.directionalShadow.length = numDirectionalShadows;
  12206. state.directionalShadowMap.length = numDirectionalShadows;
  12207. state.pointShadow.length = numPointShadows;
  12208. state.pointShadowMap.length = numPointShadows;
  12209. state.spotShadow.length = numSpotShadows;
  12210. state.spotShadowMap.length = numSpotShadows;
  12211. state.directionalShadowMatrix.length = numDirectionalShadows;
  12212. state.pointShadowMatrix.length = numPointShadows;
  12213. state.spotShadowMatrix.length = numSpotShadows;
  12214. hash.directionalLength = directionalLength;
  12215. hash.pointLength = pointLength;
  12216. hash.spotLength = spotLength;
  12217. hash.rectAreaLength = rectAreaLength;
  12218. hash.hemiLength = hemiLength;
  12219. hash.numDirectionalShadows = numDirectionalShadows;
  12220. hash.numPointShadows = numPointShadows;
  12221. hash.numSpotShadows = numSpotShadows;
  12222. state.version = nextVersion ++;
  12223. }
  12224. }
  12225. return {
  12226. setup: setup,
  12227. state: state
  12228. };
  12229. }
  12230. /**
  12231. * @author Mugen87 / https://github.com/Mugen87
  12232. */
  12233. function WebGLRenderState() {
  12234. var lights = new WebGLLights();
  12235. var lightsArray = [];
  12236. var shadowsArray = [];
  12237. function init() {
  12238. lightsArray.length = 0;
  12239. shadowsArray.length = 0;
  12240. }
  12241. function pushLight( light ) {
  12242. lightsArray.push( light );
  12243. }
  12244. function pushShadow( shadowLight ) {
  12245. shadowsArray.push( shadowLight );
  12246. }
  12247. function setupLights( camera ) {
  12248. lights.setup( lightsArray, shadowsArray, camera );
  12249. }
  12250. var state = {
  12251. lightsArray: lightsArray,
  12252. shadowsArray: shadowsArray,
  12253. lights: lights
  12254. };
  12255. return {
  12256. init: init,
  12257. state: state,
  12258. setupLights: setupLights,
  12259. pushLight: pushLight,
  12260. pushShadow: pushShadow
  12261. };
  12262. }
  12263. function WebGLRenderStates() {
  12264. var renderStates = new WeakMap();
  12265. function onSceneDispose( event ) {
  12266. var scene = event.target;
  12267. scene.removeEventListener( 'dispose', onSceneDispose );
  12268. renderStates.delete( scene );
  12269. }
  12270. function get( scene, camera ) {
  12271. var renderState;
  12272. if ( renderStates.has( scene ) === false ) {
  12273. renderState = new WebGLRenderState();
  12274. renderStates.set( scene, new WeakMap() );
  12275. renderStates.get( scene ).set( camera, renderState );
  12276. scene.addEventListener( 'dispose', onSceneDispose );
  12277. } else {
  12278. if ( renderStates.get( scene ).has( camera ) === false ) {
  12279. renderState = new WebGLRenderState();
  12280. renderStates.get( scene ).set( camera, renderState );
  12281. } else {
  12282. renderState = renderStates.get( scene ).get( camera );
  12283. }
  12284. }
  12285. return renderState;
  12286. }
  12287. function dispose() {
  12288. renderStates = new WeakMap();
  12289. }
  12290. return {
  12291. get: get,
  12292. dispose: dispose
  12293. };
  12294. }
  12295. /**
  12296. * @author mrdoob / http://mrdoob.com/
  12297. * @author alteredq / http://alteredqualia.com/
  12298. * @author bhouston / https://clara.io
  12299. * @author WestLangley / http://github.com/WestLangley
  12300. *
  12301. * parameters = {
  12302. *
  12303. * opacity: <float>,
  12304. *
  12305. * map: new THREE.Texture( <Image> ),
  12306. *
  12307. * alphaMap: new THREE.Texture( <Image> ),
  12308. *
  12309. * displacementMap: new THREE.Texture( <Image> ),
  12310. * displacementScale: <float>,
  12311. * displacementBias: <float>,
  12312. *
  12313. * wireframe: <boolean>,
  12314. * wireframeLinewidth: <float>
  12315. * }
  12316. */
  12317. function MeshDepthMaterial( parameters ) {
  12318. Material.call( this );
  12319. this.type = 'MeshDepthMaterial';
  12320. this.depthPacking = BasicDepthPacking;
  12321. this.skinning = false;
  12322. this.morphTargets = false;
  12323. this.map = null;
  12324. this.alphaMap = null;
  12325. this.displacementMap = null;
  12326. this.displacementScale = 1;
  12327. this.displacementBias = 0;
  12328. this.wireframe = false;
  12329. this.wireframeLinewidth = 1;
  12330. this.fog = false;
  12331. this.setValues( parameters );
  12332. }
  12333. MeshDepthMaterial.prototype = Object.create( Material.prototype );
  12334. MeshDepthMaterial.prototype.constructor = MeshDepthMaterial;
  12335. MeshDepthMaterial.prototype.isMeshDepthMaterial = true;
  12336. MeshDepthMaterial.prototype.copy = function ( source ) {
  12337. Material.prototype.copy.call( this, source );
  12338. this.depthPacking = source.depthPacking;
  12339. this.skinning = source.skinning;
  12340. this.morphTargets = source.morphTargets;
  12341. this.map = source.map;
  12342. this.alphaMap = source.alphaMap;
  12343. this.displacementMap = source.displacementMap;
  12344. this.displacementScale = source.displacementScale;
  12345. this.displacementBias = source.displacementBias;
  12346. this.wireframe = source.wireframe;
  12347. this.wireframeLinewidth = source.wireframeLinewidth;
  12348. return this;
  12349. };
  12350. /**
  12351. * @author WestLangley / http://github.com/WestLangley
  12352. *
  12353. * parameters = {
  12354. *
  12355. * referencePosition: <float>,
  12356. * nearDistance: <float>,
  12357. * farDistance: <float>,
  12358. *
  12359. * skinning: <bool>,
  12360. * morphTargets: <bool>,
  12361. *
  12362. * map: new THREE.Texture( <Image> ),
  12363. *
  12364. * alphaMap: new THREE.Texture( <Image> ),
  12365. *
  12366. * displacementMap: new THREE.Texture( <Image> ),
  12367. * displacementScale: <float>,
  12368. * displacementBias: <float>
  12369. *
  12370. * }
  12371. */
  12372. function MeshDistanceMaterial( parameters ) {
  12373. Material.call( this );
  12374. this.type = 'MeshDistanceMaterial';
  12375. this.referencePosition = new Vector3();
  12376. this.nearDistance = 1;
  12377. this.farDistance = 1000;
  12378. this.skinning = false;
  12379. this.morphTargets = false;
  12380. this.map = null;
  12381. this.alphaMap = null;
  12382. this.displacementMap = null;
  12383. this.displacementScale = 1;
  12384. this.displacementBias = 0;
  12385. this.fog = false;
  12386. this.setValues( parameters );
  12387. }
  12388. MeshDistanceMaterial.prototype = Object.create( Material.prototype );
  12389. MeshDistanceMaterial.prototype.constructor = MeshDistanceMaterial;
  12390. MeshDistanceMaterial.prototype.isMeshDistanceMaterial = true;
  12391. MeshDistanceMaterial.prototype.copy = function ( source ) {
  12392. Material.prototype.copy.call( this, source );
  12393. this.referencePosition.copy( source.referencePosition );
  12394. this.nearDistance = source.nearDistance;
  12395. this.farDistance = source.farDistance;
  12396. this.skinning = source.skinning;
  12397. this.morphTargets = source.morphTargets;
  12398. this.map = source.map;
  12399. this.alphaMap = source.alphaMap;
  12400. this.displacementMap = source.displacementMap;
  12401. this.displacementScale = source.displacementScale;
  12402. this.displacementBias = source.displacementBias;
  12403. return this;
  12404. };
  12405. var vsm_frag = "uniform sampler2D shadow_pass;\nuniform vec2 resolution;\nuniform float radius;\n#include <packing>\nvoid main() {\n float mean = 0.0;\n float squared_mean = 0.0;\n\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy ) / resolution ) );\n for ( float i = -1.0; i < 1.0 ; i += SAMPLE_RATE) {\n #ifdef HORIZONAL_PASS\n vec2 distribution = unpackRGBATo2Half( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( i, 0.0 ) * radius ) / resolution ) );\n mean += distribution.x;\n squared_mean += distribution.y * distribution.y + distribution.x * distribution.x;\n #else\n float depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( 0.0, i ) * radius ) / resolution ) );\n mean += depth;\n squared_mean += depth * depth;\n #endif\n }\n mean = mean * HALF_SAMPLE_RATE;\n squared_mean = squared_mean * HALF_SAMPLE_RATE;\n float std_dev = sqrt( squared_mean - mean * mean );\n gl_FragColor = pack2HalfToRGBA( vec2( mean, std_dev ) );\n}";
  12406. var vsm_vert = "void main() {\n\tgl_Position = vec4( position, 1.0 );\n}";
  12407. /**
  12408. * @author alteredq / http://alteredqualia.com/
  12409. * @author mrdoob / http://mrdoob.com/
  12410. */
  12411. function WebGLShadowMap( _renderer, _objects, maxTextureSize ) {
  12412. var _frustum = new Frustum();
  12413. var _shadowMapSize = new Vector2(),
  12414. _viewportSize = new Vector2(),
  12415. _viewport = new Vector4(),
  12416. _depthMaterials = [],
  12417. _distanceMaterials = [],
  12418. _materialCache = {};
  12419. var shadowSide = { 0: BackSide, 1: FrontSide, 2: DoubleSide };
  12420. var shadowMaterialVertical = new ShaderMaterial( {
  12421. defines: {
  12422. SAMPLE_RATE: 2.0 / 8.0,
  12423. HALF_SAMPLE_RATE: 1.0 / 8.0
  12424. },
  12425. uniforms: {
  12426. shadow_pass: { value: null },
  12427. resolution: { value: new Vector2() },
  12428. radius: { value: 4.0 }
  12429. },
  12430. vertexShader: vsm_vert,
  12431. fragmentShader: vsm_frag
  12432. } );
  12433. var shadowMaterialHorizonal = shadowMaterialVertical.clone();
  12434. shadowMaterialHorizonal.defines.HORIZONAL_PASS = 1;
  12435. var fullScreenTri = new BufferGeometry();
  12436. fullScreenTri.setAttribute(
  12437. "position",
  12438. new BufferAttribute(
  12439. new Float32Array( [ - 1, - 1, 0.5, 3, - 1, 0.5, - 1, 3, 0.5 ] ),
  12440. 3
  12441. )
  12442. );
  12443. var fullScreenMesh = new Mesh( fullScreenTri, shadowMaterialVertical );
  12444. var scope = this;
  12445. this.enabled = false;
  12446. this.autoUpdate = true;
  12447. this.needsUpdate = false;
  12448. this.type = PCFShadowMap;
  12449. this.render = function ( lights, scene, camera ) {
  12450. if ( scope.enabled === false ) { return; }
  12451. if ( scope.autoUpdate === false && scope.needsUpdate === false ) { return; }
  12452. if ( lights.length === 0 ) { return; }
  12453. var currentRenderTarget = _renderer.getRenderTarget();
  12454. var activeCubeFace = _renderer.getActiveCubeFace();
  12455. var activeMipmapLevel = _renderer.getActiveMipmapLevel();
  12456. var _state = _renderer.state;
  12457. // Set GL state for depth map.
  12458. _state.setBlending( NoBlending );
  12459. _state.buffers.color.setClear( 1, 1, 1, 1 );
  12460. _state.buffers.depth.setTest( true );
  12461. _state.setScissorTest( false );
  12462. // render depth map
  12463. for ( var i = 0, il = lights.length; i < il; i ++ ) {
  12464. var light = lights[ i ];
  12465. var shadow = light.shadow;
  12466. if ( shadow.autoUpdate === false && shadow.needsUpdate === false ) { continue; }
  12467. if ( shadow === undefined ) {
  12468. console.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' );
  12469. continue;
  12470. }
  12471. _shadowMapSize.copy( shadow.mapSize );
  12472. var shadowFrameExtents = shadow.getFrameExtents();
  12473. _shadowMapSize.multiply( shadowFrameExtents );
  12474. _viewportSize.copy( shadow.mapSize );
  12475. if ( _shadowMapSize.x > maxTextureSize || _shadowMapSize.y > maxTextureSize ) {
  12476. if ( _shadowMapSize.x > maxTextureSize ) {
  12477. _viewportSize.x = Math.floor( maxTextureSize / shadowFrameExtents.x );
  12478. _shadowMapSize.x = _viewportSize.x * shadowFrameExtents.x;
  12479. shadow.mapSize.x = _viewportSize.x;
  12480. }
  12481. if ( _shadowMapSize.y > maxTextureSize ) {
  12482. _viewportSize.y = Math.floor( maxTextureSize / shadowFrameExtents.y );
  12483. _shadowMapSize.y = _viewportSize.y * shadowFrameExtents.y;
  12484. shadow.mapSize.y = _viewportSize.y;
  12485. }
  12486. }
  12487. if ( shadow.map === null && ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {
  12488. var pars = { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat, stencilBuffer: false };
  12489. shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  12490. shadow.map.texture.name = light.name + ".shadowMap";
  12491. shadow.mapPass = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  12492. shadow.camera.updateProjectionMatrix();
  12493. }
  12494. if ( shadow.map === null ) {
  12495. var pars$1 = { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat, stencilBuffer: false };
  12496. shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars$1 );
  12497. shadow.map.texture.name = light.name + ".shadowMap";
  12498. shadow.camera.updateProjectionMatrix();
  12499. }
  12500. _renderer.setRenderTarget( shadow.map );
  12501. _renderer.clear();
  12502. var viewportCount = shadow.getViewportCount();
  12503. for ( var vp = 0; vp < viewportCount; vp ++ ) {
  12504. var viewport = shadow.getViewport( vp );
  12505. _viewport.set(
  12506. _viewportSize.x * viewport.x,
  12507. _viewportSize.y * viewport.y,
  12508. _viewportSize.x * viewport.z,
  12509. _viewportSize.y * viewport.w
  12510. );
  12511. _state.viewport( _viewport );
  12512. shadow.updateMatrices( light, vp );
  12513. _frustum = shadow.getFrustum();
  12514. renderObject( scene, camera, shadow.camera, light, this.type );
  12515. }
  12516. // do blur pass for VSM
  12517. if ( ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {
  12518. VSMPass( shadow, camera );
  12519. }
  12520. shadow.needsUpdate = false;
  12521. }
  12522. scope.needsUpdate = false;
  12523. _renderer.setRenderTarget( currentRenderTarget, activeCubeFace, activeMipmapLevel );
  12524. };
  12525. function VSMPass( shadow, camera ) {
  12526. var geometry = _objects.update( fullScreenMesh );
  12527. // vertical pass
  12528. shadowMaterialVertical.uniforms.shadow_pass.value = shadow.map.texture;
  12529. shadowMaterialVertical.uniforms.resolution.value = shadow.mapSize;
  12530. shadowMaterialVertical.uniforms.radius.value = shadow.radius;
  12531. _renderer.setRenderTarget( shadow.mapPass );
  12532. _renderer.clear();
  12533. _renderer.renderBufferDirect( camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null );
  12534. // horizonal pass
  12535. shadowMaterialHorizonal.uniforms.shadow_pass.value = shadow.mapPass.texture;
  12536. shadowMaterialHorizonal.uniforms.resolution.value = shadow.mapSize;
  12537. shadowMaterialHorizonal.uniforms.radius.value = shadow.radius;
  12538. _renderer.setRenderTarget( shadow.map );
  12539. _renderer.clear();
  12540. _renderer.renderBufferDirect( camera, null, geometry, shadowMaterialHorizonal, fullScreenMesh, null );
  12541. }
  12542. function getDepthMaterialVariant( useMorphing, useSkinning, useInstancing ) {
  12543. var index = useMorphing << 0 | useSkinning << 1 | useInstancing << 2;
  12544. var material = _depthMaterials[ index ];
  12545. if ( material === undefined ) {
  12546. material = new MeshDepthMaterial( {
  12547. depthPacking: RGBADepthPacking,
  12548. morphTargets: useMorphing,
  12549. skinning: useSkinning
  12550. } );
  12551. _depthMaterials[ index ] = material;
  12552. }
  12553. return material;
  12554. }
  12555. function getDistanceMaterialVariant( useMorphing, useSkinning, useInstancing ) {
  12556. var index = useMorphing << 0 | useSkinning << 1 | useInstancing << 2;
  12557. var material = _distanceMaterials[ index ];
  12558. if ( material === undefined ) {
  12559. material = new MeshDistanceMaterial( {
  12560. morphTargets: useMorphing,
  12561. skinning: useSkinning
  12562. } );
  12563. _distanceMaterials[ index ] = material;
  12564. }
  12565. return material;
  12566. }
  12567. function getDepthMaterial( object, geometry, material, light, shadowCameraNear, shadowCameraFar, type ) {
  12568. var result = null;
  12569. var getMaterialVariant = getDepthMaterialVariant;
  12570. var customMaterial = object.customDepthMaterial;
  12571. if ( light.isPointLight === true ) {
  12572. getMaterialVariant = getDistanceMaterialVariant;
  12573. customMaterial = object.customDistanceMaterial;
  12574. }
  12575. if ( customMaterial === undefined ) {
  12576. var useMorphing = false;
  12577. if ( material.morphTargets === true ) {
  12578. useMorphing = geometry.morphAttributes && geometry.morphAttributes.position && geometry.morphAttributes.position.length > 0;
  12579. }
  12580. var useSkinning = false;
  12581. if ( object.isSkinnedMesh === true ) {
  12582. if ( material.skinning === true ) {
  12583. useSkinning = true;
  12584. } else {
  12585. console.warn( 'THREE.WebGLShadowMap: THREE.SkinnedMesh with material.skinning set to false:', object );
  12586. }
  12587. }
  12588. var useInstancing = object.isInstancedMesh === true;
  12589. result = getMaterialVariant( useMorphing, useSkinning, useInstancing );
  12590. } else {
  12591. result = customMaterial;
  12592. }
  12593. if ( _renderer.localClippingEnabled &&
  12594. material.clipShadows === true &&
  12595. material.clippingPlanes.length !== 0 ) {
  12596. // in this case we need a unique material instance reflecting the
  12597. // appropriate state
  12598. var keyA = result.uuid, keyB = material.uuid;
  12599. var materialsForVariant = _materialCache[ keyA ];
  12600. if ( materialsForVariant === undefined ) {
  12601. materialsForVariant = {};
  12602. _materialCache[ keyA ] = materialsForVariant;
  12603. }
  12604. var cachedMaterial = materialsForVariant[ keyB ];
  12605. if ( cachedMaterial === undefined ) {
  12606. cachedMaterial = result.clone();
  12607. materialsForVariant[ keyB ] = cachedMaterial;
  12608. }
  12609. result = cachedMaterial;
  12610. }
  12611. result.visible = material.visible;
  12612. result.wireframe = material.wireframe;
  12613. if ( type === VSMShadowMap ) {
  12614. result.side = ( material.shadowSide !== null ) ? material.shadowSide : material.side;
  12615. } else {
  12616. result.side = ( material.shadowSide !== null ) ? material.shadowSide : shadowSide[ material.side ];
  12617. }
  12618. result.clipShadows = material.clipShadows;
  12619. result.clippingPlanes = material.clippingPlanes;
  12620. result.clipIntersection = material.clipIntersection;
  12621. result.wireframeLinewidth = material.wireframeLinewidth;
  12622. result.linewidth = material.linewidth;
  12623. if ( light.isPointLight === true && result.isMeshDistanceMaterial === true ) {
  12624. result.referencePosition.setFromMatrixPosition( light.matrixWorld );
  12625. result.nearDistance = shadowCameraNear;
  12626. result.farDistance = shadowCameraFar;
  12627. }
  12628. return result;
  12629. }
  12630. function renderObject( object, camera, shadowCamera, light, type ) {
  12631. if ( object.visible === false ) { return; }
  12632. var visible = object.layers.test( camera.layers );
  12633. if ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) {
  12634. if ( ( object.castShadow || ( object.receiveShadow && type === VSMShadowMap ) ) && ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) ) {
  12635. object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
  12636. var geometry = _objects.update( object );
  12637. var material = object.material;
  12638. if ( Array.isArray( material ) ) {
  12639. var groups = geometry.groups;
  12640. for ( var k = 0, kl = groups.length; k < kl; k ++ ) {
  12641. var group = groups[ k ];
  12642. var groupMaterial = material[ group.materialIndex ];
  12643. if ( groupMaterial && groupMaterial.visible ) {
  12644. var depthMaterial = getDepthMaterial( object, geometry, groupMaterial, light, shadowCamera.near, shadowCamera.far, type );
  12645. _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group );
  12646. }
  12647. }
  12648. } else if ( material.visible ) {
  12649. var depthMaterial$1 = getDepthMaterial( object, geometry, material, light, shadowCamera.near, shadowCamera.far, type );
  12650. _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial$1, object, null );
  12651. }
  12652. }
  12653. }
  12654. var children = object.children;
  12655. for ( var i = 0, l = children.length; i < l; i ++ ) {
  12656. renderObject( children[ i ], camera, shadowCamera, light, type );
  12657. }
  12658. }
  12659. }
  12660. /**
  12661. * @author mrdoob / http://mrdoob.com/
  12662. */
  12663. function WebGLState( gl, extensions, capabilities ) {
  12664. var isWebGL2 = capabilities.isWebGL2;
  12665. function ColorBuffer() {
  12666. var locked = false;
  12667. var color = new Vector4();
  12668. var currentColorMask = null;
  12669. var currentColorClear = new Vector4( 0, 0, 0, 0 );
  12670. return {
  12671. setMask: function ( colorMask ) {
  12672. if ( currentColorMask !== colorMask && ! locked ) {
  12673. gl.colorMask( colorMask, colorMask, colorMask, colorMask );
  12674. currentColorMask = colorMask;
  12675. }
  12676. },
  12677. setLocked: function ( lock ) {
  12678. locked = lock;
  12679. },
  12680. setClear: function ( r, g, b, a, premultipliedAlpha ) {
  12681. if ( premultipliedAlpha === true ) {
  12682. r *= a; g *= a; b *= a;
  12683. }
  12684. color.set( r, g, b, a );
  12685. if ( currentColorClear.equals( color ) === false ) {
  12686. gl.clearColor( r, g, b, a );
  12687. currentColorClear.copy( color );
  12688. }
  12689. },
  12690. reset: function () {
  12691. locked = false;
  12692. currentColorMask = null;
  12693. currentColorClear.set( - 1, 0, 0, 0 ); // set to invalid state
  12694. }
  12695. };
  12696. }
  12697. function DepthBuffer() {
  12698. var locked = false;
  12699. var currentDepthMask = null;
  12700. var currentDepthFunc = null;
  12701. var currentDepthClear = null;
  12702. return {
  12703. setTest: function ( depthTest ) {
  12704. if ( depthTest ) {
  12705. enable( 2929 );
  12706. } else {
  12707. disable( 2929 );
  12708. }
  12709. },
  12710. setMask: function ( depthMask ) {
  12711. if ( currentDepthMask !== depthMask && ! locked ) {
  12712. gl.depthMask( depthMask );
  12713. currentDepthMask = depthMask;
  12714. }
  12715. },
  12716. setFunc: function ( depthFunc ) {
  12717. if ( currentDepthFunc !== depthFunc ) {
  12718. if ( depthFunc ) {
  12719. switch ( depthFunc ) {
  12720. case NeverDepth:
  12721. gl.depthFunc( 512 );
  12722. break;
  12723. case AlwaysDepth:
  12724. gl.depthFunc( 519 );
  12725. break;
  12726. case LessDepth:
  12727. gl.depthFunc( 513 );
  12728. break;
  12729. case LessEqualDepth:
  12730. gl.depthFunc( 515 );
  12731. break;
  12732. case EqualDepth:
  12733. gl.depthFunc( 514 );
  12734. break;
  12735. case GreaterEqualDepth:
  12736. gl.depthFunc( 518 );
  12737. break;
  12738. case GreaterDepth:
  12739. gl.depthFunc( 516 );
  12740. break;
  12741. case NotEqualDepth:
  12742. gl.depthFunc( 517 );
  12743. break;
  12744. default:
  12745. gl.depthFunc( 515 );
  12746. }
  12747. } else {
  12748. gl.depthFunc( 515 );
  12749. }
  12750. currentDepthFunc = depthFunc;
  12751. }
  12752. },
  12753. setLocked: function ( lock ) {
  12754. locked = lock;
  12755. },
  12756. setClear: function ( depth ) {
  12757. if ( currentDepthClear !== depth ) {
  12758. gl.clearDepth( depth );
  12759. currentDepthClear = depth;
  12760. }
  12761. },
  12762. reset: function () {
  12763. locked = false;
  12764. currentDepthMask = null;
  12765. currentDepthFunc = null;
  12766. currentDepthClear = null;
  12767. }
  12768. };
  12769. }
  12770. function StencilBuffer() {
  12771. var locked = false;
  12772. var currentStencilMask = null;
  12773. var currentStencilFunc = null;
  12774. var currentStencilRef = null;
  12775. var currentStencilFuncMask = null;
  12776. var currentStencilFail = null;
  12777. var currentStencilZFail = null;
  12778. var currentStencilZPass = null;
  12779. var currentStencilClear = null;
  12780. return {
  12781. setTest: function ( stencilTest ) {
  12782. if ( ! locked ) {
  12783. if ( stencilTest ) {
  12784. enable( 2960 );
  12785. } else {
  12786. disable( 2960 );
  12787. }
  12788. }
  12789. },
  12790. setMask: function ( stencilMask ) {
  12791. if ( currentStencilMask !== stencilMask && ! locked ) {
  12792. gl.stencilMask( stencilMask );
  12793. currentStencilMask = stencilMask;
  12794. }
  12795. },
  12796. setFunc: function ( stencilFunc, stencilRef, stencilMask ) {
  12797. if ( currentStencilFunc !== stencilFunc ||
  12798. currentStencilRef !== stencilRef ||
  12799. currentStencilFuncMask !== stencilMask ) {
  12800. gl.stencilFunc( stencilFunc, stencilRef, stencilMask );
  12801. currentStencilFunc = stencilFunc;
  12802. currentStencilRef = stencilRef;
  12803. currentStencilFuncMask = stencilMask;
  12804. }
  12805. },
  12806. setOp: function ( stencilFail, stencilZFail, stencilZPass ) {
  12807. if ( currentStencilFail !== stencilFail ||
  12808. currentStencilZFail !== stencilZFail ||
  12809. currentStencilZPass !== stencilZPass ) {
  12810. gl.stencilOp( stencilFail, stencilZFail, stencilZPass );
  12811. currentStencilFail = stencilFail;
  12812. currentStencilZFail = stencilZFail;
  12813. currentStencilZPass = stencilZPass;
  12814. }
  12815. },
  12816. setLocked: function ( lock ) {
  12817. locked = lock;
  12818. },
  12819. setClear: function ( stencil ) {
  12820. if ( currentStencilClear !== stencil ) {
  12821. gl.clearStencil( stencil );
  12822. currentStencilClear = stencil;
  12823. }
  12824. },
  12825. reset: function () {
  12826. locked = false;
  12827. currentStencilMask = null;
  12828. currentStencilFunc = null;
  12829. currentStencilRef = null;
  12830. currentStencilFuncMask = null;
  12831. currentStencilFail = null;
  12832. currentStencilZFail = null;
  12833. currentStencilZPass = null;
  12834. currentStencilClear = null;
  12835. }
  12836. };
  12837. }
  12838. //
  12839. var colorBuffer = new ColorBuffer();
  12840. var depthBuffer = new DepthBuffer();
  12841. var stencilBuffer = new StencilBuffer();
  12842. var enabledCapabilities = {};
  12843. var currentProgram = null;
  12844. var currentBlendingEnabled = null;
  12845. var currentBlending = null;
  12846. var currentBlendEquation = null;
  12847. var currentBlendSrc = null;
  12848. var currentBlendDst = null;
  12849. var currentBlendEquationAlpha = null;
  12850. var currentBlendSrcAlpha = null;
  12851. var currentBlendDstAlpha = null;
  12852. var currentPremultipledAlpha = false;
  12853. var currentFlipSided = null;
  12854. var currentCullFace = null;
  12855. var currentLineWidth = null;
  12856. var currentPolygonOffsetFactor = null;
  12857. var currentPolygonOffsetUnits = null;
  12858. var maxTextures = gl.getParameter( 35661 );
  12859. var lineWidthAvailable = false;
  12860. var version = 0;
  12861. var glVersion = gl.getParameter( 7938 );
  12862. if ( glVersion.indexOf( 'WebGL' ) !== - 1 ) {
  12863. version = parseFloat( /^WebGL\ ([0-9])/.exec( glVersion )[ 1 ] );
  12864. lineWidthAvailable = ( version >= 1.0 );
  12865. } else if ( glVersion.indexOf( 'OpenGL ES' ) !== - 1 ) {
  12866. version = parseFloat( /^OpenGL\ ES\ ([0-9])/.exec( glVersion )[ 1 ] );
  12867. lineWidthAvailable = ( version >= 2.0 );
  12868. }
  12869. var currentTextureSlot = null;
  12870. var currentBoundTextures = {};
  12871. var currentScissor = new Vector4();
  12872. var currentViewport = new Vector4();
  12873. function createTexture( type, target, count ) {
  12874. var data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4.
  12875. var texture = gl.createTexture();
  12876. gl.bindTexture( type, texture );
  12877. gl.texParameteri( type, 10241, 9728 );
  12878. gl.texParameteri( type, 10240, 9728 );
  12879. for ( var i = 0; i < count; i ++ ) {
  12880. gl.texImage2D( target + i, 0, 6408, 1, 1, 0, 6408, 5121, data );
  12881. }
  12882. return texture;
  12883. }
  12884. var emptyTextures = {};
  12885. emptyTextures[ 3553 ] = createTexture( 3553, 3553, 1 );
  12886. emptyTextures[ 34067 ] = createTexture( 34067, 34069, 6 );
  12887. // init
  12888. colorBuffer.setClear( 0, 0, 0, 1 );
  12889. depthBuffer.setClear( 1 );
  12890. stencilBuffer.setClear( 0 );
  12891. enable( 2929 );
  12892. depthBuffer.setFunc( LessEqualDepth );
  12893. setFlipSided( false );
  12894. setCullFace( CullFaceBack );
  12895. enable( 2884 );
  12896. setBlending( NoBlending );
  12897. //
  12898. function enable( id ) {
  12899. if ( enabledCapabilities[ id ] !== true ) {
  12900. gl.enable( id );
  12901. enabledCapabilities[ id ] = true;
  12902. }
  12903. }
  12904. function disable( id ) {
  12905. if ( enabledCapabilities[ id ] !== false ) {
  12906. gl.disable( id );
  12907. enabledCapabilities[ id ] = false;
  12908. }
  12909. }
  12910. function useProgram( program ) {
  12911. if ( currentProgram !== program ) {
  12912. gl.useProgram( program );
  12913. currentProgram = program;
  12914. return true;
  12915. }
  12916. return false;
  12917. }
  12918. var equationToGL = {};
  12919. equationToGL[ AddEquation ] = 32774;
  12920. equationToGL[ SubtractEquation ] = 32778;
  12921. equationToGL[ ReverseSubtractEquation ] = 32779;
  12922. if ( isWebGL2 ) {
  12923. equationToGL[ MinEquation ] = 32775;
  12924. equationToGL[ MaxEquation ] = 32776;
  12925. } else {
  12926. var extension = extensions.get( 'EXT_blend_minmax' );
  12927. if ( extension !== null ) {
  12928. equationToGL[ MinEquation ] = extension.MIN_EXT;
  12929. equationToGL[ MaxEquation ] = extension.MAX_EXT;
  12930. }
  12931. }
  12932. var factorToGL = {};
  12933. factorToGL[ ZeroFactor ] = 0;
  12934. factorToGL[ OneFactor ] = 1;
  12935. factorToGL[ SrcColorFactor ] = 768;
  12936. factorToGL[ SrcAlphaFactor ] = 770;
  12937. factorToGL[ SrcAlphaSaturateFactor ] = 776;
  12938. factorToGL[ DstColorFactor ] = 774;
  12939. factorToGL[ DstAlphaFactor ] = 772;
  12940. factorToGL[ OneMinusSrcColorFactor ] = 769;
  12941. factorToGL[ OneMinusSrcAlphaFactor ] = 771;
  12942. factorToGL[ OneMinusDstColorFactor ] = 775;
  12943. factorToGL[ OneMinusDstAlphaFactor ] = 773;
  12944. function setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) {
  12945. if ( blending === NoBlending ) {
  12946. if ( currentBlendingEnabled ) {
  12947. disable( 3042 );
  12948. currentBlendingEnabled = false;
  12949. }
  12950. return;
  12951. }
  12952. if ( ! currentBlendingEnabled ) {
  12953. enable( 3042 );
  12954. currentBlendingEnabled = true;
  12955. }
  12956. if ( blending !== CustomBlending ) {
  12957. if ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) {
  12958. if ( currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation ) {
  12959. gl.blendEquation( 32774 );
  12960. currentBlendEquation = AddEquation;
  12961. currentBlendEquationAlpha = AddEquation;
  12962. }
  12963. if ( premultipliedAlpha ) {
  12964. switch ( blending ) {
  12965. case NormalBlending:
  12966. gl.blendFuncSeparate( 1, 771, 1, 771 );
  12967. break;
  12968. case AdditiveBlending:
  12969. gl.blendFunc( 1, 1 );
  12970. break;
  12971. case SubtractiveBlending:
  12972. gl.blendFuncSeparate( 0, 0, 769, 771 );
  12973. break;
  12974. case MultiplyBlending:
  12975. gl.blendFuncSeparate( 0, 768, 0, 770 );
  12976. break;
  12977. default:
  12978. console.error( 'THREE.WebGLState: Invalid blending: ', blending );
  12979. break;
  12980. }
  12981. } else {
  12982. switch ( blending ) {
  12983. case NormalBlending:
  12984. gl.blendFuncSeparate( 770, 771, 1, 771 );
  12985. break;
  12986. case AdditiveBlending:
  12987. gl.blendFunc( 770, 1 );
  12988. break;
  12989. case SubtractiveBlending:
  12990. gl.blendFunc( 0, 769 );
  12991. break;
  12992. case MultiplyBlending:
  12993. gl.blendFunc( 0, 768 );
  12994. break;
  12995. default:
  12996. console.error( 'THREE.WebGLState: Invalid blending: ', blending );
  12997. break;
  12998. }
  12999. }
  13000. currentBlendSrc = null;
  13001. currentBlendDst = null;
  13002. currentBlendSrcAlpha = null;
  13003. currentBlendDstAlpha = null;
  13004. currentBlending = blending;
  13005. currentPremultipledAlpha = premultipliedAlpha;
  13006. }
  13007. return;
  13008. }
  13009. // custom blending
  13010. blendEquationAlpha = blendEquationAlpha || blendEquation;
  13011. blendSrcAlpha = blendSrcAlpha || blendSrc;
  13012. blendDstAlpha = blendDstAlpha || blendDst;
  13013. if ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) {
  13014. gl.blendEquationSeparate( equationToGL[ blendEquation ], equationToGL[ blendEquationAlpha ] );
  13015. currentBlendEquation = blendEquation;
  13016. currentBlendEquationAlpha = blendEquationAlpha;
  13017. }
  13018. if ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) {
  13019. gl.blendFuncSeparate( factorToGL[ blendSrc ], factorToGL[ blendDst ], factorToGL[ blendSrcAlpha ], factorToGL[ blendDstAlpha ] );
  13020. currentBlendSrc = blendSrc;
  13021. currentBlendDst = blendDst;
  13022. currentBlendSrcAlpha = blendSrcAlpha;
  13023. currentBlendDstAlpha = blendDstAlpha;
  13024. }
  13025. currentBlending = blending;
  13026. currentPremultipledAlpha = null;
  13027. }
  13028. function setMaterial( material, frontFaceCW ) {
  13029. material.side === DoubleSide
  13030. ? disable( 2884 )
  13031. : enable( 2884 );
  13032. var flipSided = ( material.side === BackSide );
  13033. if ( frontFaceCW ) { flipSided = ! flipSided; }
  13034. setFlipSided( flipSided );
  13035. ( material.blending === NormalBlending && material.transparent === false )
  13036. ? setBlending( NoBlending )
  13037. : setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha );
  13038. depthBuffer.setFunc( material.depthFunc );
  13039. depthBuffer.setTest( material.depthTest );
  13040. depthBuffer.setMask( material.depthWrite );
  13041. colorBuffer.setMask( material.colorWrite );
  13042. var stencilWrite = material.stencilWrite;
  13043. stencilBuffer.setTest( stencilWrite );
  13044. if ( stencilWrite ) {
  13045. stencilBuffer.setMask( material.stencilWriteMask );
  13046. stencilBuffer.setFunc( material.stencilFunc, material.stencilRef, material.stencilFuncMask );
  13047. stencilBuffer.setOp( material.stencilFail, material.stencilZFail, material.stencilZPass );
  13048. }
  13049. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  13050. }
  13051. //
  13052. function setFlipSided( flipSided ) {
  13053. if ( currentFlipSided !== flipSided ) {
  13054. if ( flipSided ) {
  13055. gl.frontFace( 2304 );
  13056. } else {
  13057. gl.frontFace( 2305 );
  13058. }
  13059. currentFlipSided = flipSided;
  13060. }
  13061. }
  13062. function setCullFace( cullFace ) {
  13063. if ( cullFace !== CullFaceNone ) {
  13064. enable( 2884 );
  13065. if ( cullFace !== currentCullFace ) {
  13066. if ( cullFace === CullFaceBack ) {
  13067. gl.cullFace( 1029 );
  13068. } else if ( cullFace === CullFaceFront ) {
  13069. gl.cullFace( 1028 );
  13070. } else {
  13071. gl.cullFace( 1032 );
  13072. }
  13073. }
  13074. } else {
  13075. disable( 2884 );
  13076. }
  13077. currentCullFace = cullFace;
  13078. }
  13079. function setLineWidth( width ) {
  13080. if ( width !== currentLineWidth ) {
  13081. if ( lineWidthAvailable ) { gl.lineWidth( width ); }
  13082. currentLineWidth = width;
  13083. }
  13084. }
  13085. function setPolygonOffset( polygonOffset, factor, units ) {
  13086. if ( polygonOffset ) {
  13087. enable( 32823 );
  13088. if ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) {
  13089. gl.polygonOffset( factor, units );
  13090. currentPolygonOffsetFactor = factor;
  13091. currentPolygonOffsetUnits = units;
  13092. }
  13093. } else {
  13094. disable( 32823 );
  13095. }
  13096. }
  13097. function setScissorTest( scissorTest ) {
  13098. if ( scissorTest ) {
  13099. enable( 3089 );
  13100. } else {
  13101. disable( 3089 );
  13102. }
  13103. }
  13104. // texture
  13105. function activeTexture( webglSlot ) {
  13106. if ( webglSlot === undefined ) { webglSlot = 33984 + maxTextures - 1; }
  13107. if ( currentTextureSlot !== webglSlot ) {
  13108. gl.activeTexture( webglSlot );
  13109. currentTextureSlot = webglSlot;
  13110. }
  13111. }
  13112. function bindTexture( webglType, webglTexture ) {
  13113. if ( currentTextureSlot === null ) {
  13114. activeTexture();
  13115. }
  13116. var boundTexture = currentBoundTextures[ currentTextureSlot ];
  13117. if ( boundTexture === undefined ) {
  13118. boundTexture = { type: undefined, texture: undefined };
  13119. currentBoundTextures[ currentTextureSlot ] = boundTexture;
  13120. }
  13121. if ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) {
  13122. gl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] );
  13123. boundTexture.type = webglType;
  13124. boundTexture.texture = webglTexture;
  13125. }
  13126. }
  13127. function unbindTexture() {
  13128. var boundTexture = currentBoundTextures[ currentTextureSlot ];
  13129. if ( boundTexture !== undefined && boundTexture.type !== undefined ) {
  13130. gl.bindTexture( boundTexture.type, null );
  13131. boundTexture.type = undefined;
  13132. boundTexture.texture = undefined;
  13133. }
  13134. }
  13135. function compressedTexImage2D() {
  13136. try {
  13137. gl.compressedTexImage2D.apply( gl, arguments );
  13138. } catch ( error ) {
  13139. console.error( 'THREE.WebGLState:', error );
  13140. }
  13141. }
  13142. function texImage2D() {
  13143. try {
  13144. gl.texImage2D.apply( gl, arguments );
  13145. } catch ( error ) {
  13146. console.error( 'THREE.WebGLState:', error );
  13147. }
  13148. }
  13149. function texImage3D() {
  13150. try {
  13151. gl.texImage3D.apply( gl, arguments );
  13152. } catch ( error ) {
  13153. console.error( 'THREE.WebGLState:', error );
  13154. }
  13155. }
  13156. //
  13157. function scissor( scissor ) {
  13158. if ( currentScissor.equals( scissor ) === false ) {
  13159. gl.scissor( scissor.x, scissor.y, scissor.z, scissor.w );
  13160. currentScissor.copy( scissor );
  13161. }
  13162. }
  13163. function viewport( viewport ) {
  13164. if ( currentViewport.equals( viewport ) === false ) {
  13165. gl.viewport( viewport.x, viewport.y, viewport.z, viewport.w );
  13166. currentViewport.copy( viewport );
  13167. }
  13168. }
  13169. //
  13170. function reset() {
  13171. enabledCapabilities = {};
  13172. currentTextureSlot = null;
  13173. currentBoundTextures = {};
  13174. currentProgram = null;
  13175. currentBlending = null;
  13176. currentFlipSided = null;
  13177. currentCullFace = null;
  13178. colorBuffer.reset();
  13179. depthBuffer.reset();
  13180. stencilBuffer.reset();
  13181. }
  13182. return {
  13183. buffers: {
  13184. color: colorBuffer,
  13185. depth: depthBuffer,
  13186. stencil: stencilBuffer
  13187. },
  13188. enable: enable,
  13189. disable: disable,
  13190. useProgram: useProgram,
  13191. setBlending: setBlending,
  13192. setMaterial: setMaterial,
  13193. setFlipSided: setFlipSided,
  13194. setCullFace: setCullFace,
  13195. setLineWidth: setLineWidth,
  13196. setPolygonOffset: setPolygonOffset,
  13197. setScissorTest: setScissorTest,
  13198. activeTexture: activeTexture,
  13199. bindTexture: bindTexture,
  13200. unbindTexture: unbindTexture,
  13201. compressedTexImage2D: compressedTexImage2D,
  13202. texImage2D: texImage2D,
  13203. texImage3D: texImage3D,
  13204. scissor: scissor,
  13205. viewport: viewport,
  13206. reset: reset
  13207. };
  13208. }
  13209. /**
  13210. * @author mrdoob / http://mrdoob.com/
  13211. */
  13212. function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ) {
  13213. var isWebGL2 = capabilities.isWebGL2;
  13214. var maxTextures = capabilities.maxTextures;
  13215. var maxCubemapSize = capabilities.maxCubemapSize;
  13216. var maxTextureSize = capabilities.maxTextureSize;
  13217. var maxSamples = capabilities.maxSamples;
  13218. var _videoTextures = new WeakMap();
  13219. var _canvas;
  13220. // cordova iOS (as of 5.0) still uses UIWebView, which provides OffscreenCanvas,
  13221. // also OffscreenCanvas.getContext("webgl"), but not OffscreenCanvas.getContext("2d")!
  13222. // Some implementations may only implement OffscreenCanvas partially (e.g. lacking 2d).
  13223. var useOffscreenCanvas = false;
  13224. try {
  13225. useOffscreenCanvas = typeof OffscreenCanvas !== 'undefined'
  13226. && ( new OffscreenCanvas( 1, 1 ).getContext( "2d" ) ) !== null;
  13227. } catch ( err ) {
  13228. // Ignore any errors
  13229. }
  13230. function createCanvas( width, height ) {
  13231. // Use OffscreenCanvas when available. Specially needed in web workers
  13232. return useOffscreenCanvas ?
  13233. new OffscreenCanvas( width, height ) :
  13234. document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
  13235. }
  13236. function resizeImage( image, needsPowerOfTwo, needsNewCanvas, maxSize ) {
  13237. var scale = 1;
  13238. // handle case if texture exceeds max size
  13239. if ( image.width > maxSize || image.height > maxSize ) {
  13240. scale = maxSize / Math.max( image.width, image.height );
  13241. }
  13242. // only perform resize if necessary
  13243. if ( scale < 1 || needsPowerOfTwo === true ) {
  13244. // only perform resize for certain image types
  13245. if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
  13246. ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
  13247. ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
  13248. var floor = needsPowerOfTwo ? MathUtils.floorPowerOfTwo : Math.floor;
  13249. var width = floor( scale * image.width );
  13250. var height = floor( scale * image.height );
  13251. if ( _canvas === undefined ) { _canvas = createCanvas( width, height ); }
  13252. // cube textures can't reuse the same canvas
  13253. var canvas = needsNewCanvas ? createCanvas( width, height ) : _canvas;
  13254. canvas.width = width;
  13255. canvas.height = height;
  13256. var context = canvas.getContext( '2d' );
  13257. context.drawImage( image, 0, 0, width, height );
  13258. console.warn( 'THREE.WebGLRenderer: Texture has been resized from (' + image.width + 'x' + image.height + ') to (' + width + 'x' + height + ').' );
  13259. return canvas;
  13260. } else {
  13261. if ( 'data' in image ) {
  13262. console.warn( 'THREE.WebGLRenderer: Image in DataTexture is too big (' + image.width + 'x' + image.height + ').' );
  13263. }
  13264. return image;
  13265. }
  13266. }
  13267. return image;
  13268. }
  13269. function isPowerOfTwo( image ) {
  13270. return MathUtils.isPowerOfTwo( image.width ) && MathUtils.isPowerOfTwo( image.height );
  13271. }
  13272. function textureNeedsPowerOfTwo( texture ) {
  13273. if ( isWebGL2 ) { return false; }
  13274. return ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) ||
  13275. ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter );
  13276. }
  13277. function textureNeedsGenerateMipmaps( texture, supportsMips ) {
  13278. return texture.generateMipmaps && supportsMips &&
  13279. texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter;
  13280. }
  13281. function generateMipmap( target, texture, width, height ) {
  13282. _gl.generateMipmap( target );
  13283. var textureProperties = properties.get( texture );
  13284. // Note: Math.log( x ) * Math.LOG2E used instead of Math.log2( x ) which is not supported by IE11
  13285. textureProperties.__maxMipLevel = Math.log( Math.max( width, height ) ) * Math.LOG2E;
  13286. }
  13287. function getInternalFormat( internalFormatName, glFormat, glType ) {
  13288. if ( isWebGL2 === false ) { return glFormat; }
  13289. if ( internalFormatName !== null ) {
  13290. if ( _gl[ internalFormatName ] !== undefined ) { return _gl[ internalFormatName ]; }
  13291. console.warn( 'THREE.WebGLRenderer: Attempt to use non-existing WebGL internal format \'' + internalFormatName + '\'' );
  13292. }
  13293. var internalFormat = glFormat;
  13294. if ( glFormat === 6403 ) {
  13295. if ( glType === 5126 ) { internalFormat = 33326; }
  13296. if ( glType === 5131 ) { internalFormat = 33325; }
  13297. if ( glType === 5121 ) { internalFormat = 33321; }
  13298. }
  13299. if ( glFormat === 6407 ) {
  13300. if ( glType === 5126 ) { internalFormat = 34837; }
  13301. if ( glType === 5131 ) { internalFormat = 34843; }
  13302. if ( glType === 5121 ) { internalFormat = 32849; }
  13303. }
  13304. if ( glFormat === 6408 ) {
  13305. if ( glType === 5126 ) { internalFormat = 34836; }
  13306. if ( glType === 5131 ) { internalFormat = 34842; }
  13307. if ( glType === 5121 ) { internalFormat = 32856; }
  13308. }
  13309. if ( internalFormat === 33325 || internalFormat === 33326 ||
  13310. internalFormat === 34842 || internalFormat === 34836 ) {
  13311. extensions.get( 'EXT_color_buffer_float' );
  13312. }
  13313. return internalFormat;
  13314. }
  13315. // Fallback filters for non-power-of-2 textures
  13316. function filterFallback( f ) {
  13317. if ( f === NearestFilter || f === NearestMipmapNearestFilter || f === NearestMipmapLinearFilter ) {
  13318. return 9728;
  13319. }
  13320. return 9729;
  13321. }
  13322. //
  13323. function onTextureDispose( event ) {
  13324. var texture = event.target;
  13325. texture.removeEventListener( 'dispose', onTextureDispose );
  13326. deallocateTexture( texture );
  13327. if ( texture.isVideoTexture ) {
  13328. _videoTextures.delete( texture );
  13329. }
  13330. info.memory.textures --;
  13331. }
  13332. function onRenderTargetDispose( event ) {
  13333. var renderTarget = event.target;
  13334. renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
  13335. deallocateRenderTarget( renderTarget );
  13336. info.memory.textures --;
  13337. }
  13338. //
  13339. function deallocateTexture( texture ) {
  13340. var textureProperties = properties.get( texture );
  13341. if ( textureProperties.__webglInit === undefined ) { return; }
  13342. _gl.deleteTexture( textureProperties.__webglTexture );
  13343. properties.remove( texture );
  13344. }
  13345. function deallocateRenderTarget( renderTarget ) {
  13346. var renderTargetProperties = properties.get( renderTarget );
  13347. var textureProperties = properties.get( renderTarget.texture );
  13348. if ( ! renderTarget ) { return; }
  13349. if ( textureProperties.__webglTexture !== undefined ) {
  13350. _gl.deleteTexture( textureProperties.__webglTexture );
  13351. }
  13352. if ( renderTarget.depthTexture ) {
  13353. renderTarget.depthTexture.dispose();
  13354. }
  13355. if ( renderTarget.isWebGLCubeRenderTarget ) {
  13356. for ( var i = 0; i < 6; i ++ ) {
  13357. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );
  13358. if ( renderTargetProperties.__webglDepthbuffer ) { _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] ); }
  13359. }
  13360. } else {
  13361. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );
  13362. if ( renderTargetProperties.__webglDepthbuffer ) { _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer ); }
  13363. if ( renderTargetProperties.__webglMultisampledFramebuffer ) { _gl.deleteFramebuffer( renderTargetProperties.__webglMultisampledFramebuffer ); }
  13364. if ( renderTargetProperties.__webglColorRenderbuffer ) { _gl.deleteRenderbuffer( renderTargetProperties.__webglColorRenderbuffer ); }
  13365. if ( renderTargetProperties.__webglDepthRenderbuffer ) { _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthRenderbuffer ); }
  13366. }
  13367. properties.remove( renderTarget.texture );
  13368. properties.remove( renderTarget );
  13369. }
  13370. //
  13371. var textureUnits = 0;
  13372. function resetTextureUnits() {
  13373. textureUnits = 0;
  13374. }
  13375. function allocateTextureUnit() {
  13376. var textureUnit = textureUnits;
  13377. if ( textureUnit >= maxTextures ) {
  13378. console.warn( 'THREE.WebGLTextures: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + maxTextures );
  13379. }
  13380. textureUnits += 1;
  13381. return textureUnit;
  13382. }
  13383. //
  13384. function setTexture2D( texture, slot ) {
  13385. var textureProperties = properties.get( texture );
  13386. if ( texture.isVideoTexture ) { updateVideoTexture( texture ); }
  13387. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  13388. var image = texture.image;
  13389. if ( image === undefined ) {
  13390. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined' );
  13391. } else if ( image.complete === false ) {
  13392. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete' );
  13393. } else {
  13394. uploadTexture( textureProperties, texture, slot );
  13395. return;
  13396. }
  13397. }
  13398. state.activeTexture( 33984 + slot );
  13399. state.bindTexture( 3553, textureProperties.__webglTexture );
  13400. }
  13401. function setTexture2DArray( texture, slot ) {
  13402. var textureProperties = properties.get( texture );
  13403. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  13404. uploadTexture( textureProperties, texture, slot );
  13405. return;
  13406. }
  13407. state.activeTexture( 33984 + slot );
  13408. state.bindTexture( 35866, textureProperties.__webglTexture );
  13409. }
  13410. function setTexture3D( texture, slot ) {
  13411. var textureProperties = properties.get( texture );
  13412. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  13413. uploadTexture( textureProperties, texture, slot );
  13414. return;
  13415. }
  13416. state.activeTexture( 33984 + slot );
  13417. state.bindTexture( 32879, textureProperties.__webglTexture );
  13418. }
  13419. function setTextureCube( texture, slot ) {
  13420. if ( texture.image.length !== 6 ) { return; }
  13421. var textureProperties = properties.get( texture );
  13422. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  13423. initTexture( textureProperties, texture );
  13424. state.activeTexture( 33984 + slot );
  13425. state.bindTexture( 34067, textureProperties.__webglTexture );
  13426. _gl.pixelStorei( 37440, texture.flipY );
  13427. var isCompressed = ( texture && ( texture.isCompressedTexture || texture.image[ 0 ].isCompressedTexture ) );
  13428. var isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture );
  13429. var cubeImage = [];
  13430. for ( var i = 0; i < 6; i ++ ) {
  13431. if ( ! isCompressed && ! isDataTexture ) {
  13432. cubeImage[ i ] = resizeImage( texture.image[ i ], false, true, maxCubemapSize );
  13433. } else {
  13434. cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
  13435. }
  13436. }
  13437. var image = cubeImage[ 0 ],
  13438. supportsMips = isPowerOfTwo( image ) || isWebGL2,
  13439. glFormat = utils.convert( texture.format ),
  13440. glType = utils.convert( texture.type ),
  13441. glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );
  13442. setTextureParameters( 34067, texture, supportsMips );
  13443. var mipmaps;
  13444. if ( isCompressed ) {
  13445. for ( var i$1 = 0; i$1 < 6; i$1 ++ ) {
  13446. mipmaps = cubeImage[ i$1 ].mipmaps;
  13447. for ( var j = 0; j < mipmaps.length; j ++ ) {
  13448. var mipmap = mipmaps[ j ];
  13449. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  13450. if ( glFormat !== null ) {
  13451. state.compressedTexImage2D( 34069 + i$1, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  13452. } else {
  13453. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()' );
  13454. }
  13455. } else {
  13456. state.texImage2D( 34069 + i$1, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  13457. }
  13458. }
  13459. }
  13460. textureProperties.__maxMipLevel = mipmaps.length - 1;
  13461. } else {
  13462. mipmaps = texture.mipmaps;
  13463. for ( var i$2 = 0; i$2 < 6; i$2 ++ ) {
  13464. if ( isDataTexture ) {
  13465. state.texImage2D( 34069 + i$2, 0, glInternalFormat, cubeImage[ i$2 ].width, cubeImage[ i$2 ].height, 0, glFormat, glType, cubeImage[ i$2 ].data );
  13466. for ( var j$1 = 0; j$1 < mipmaps.length; j$1 ++ ) {
  13467. var mipmap$1 = mipmaps[ j$1 ];
  13468. var mipmapImage = mipmap$1.image[ i$2 ].image;
  13469. state.texImage2D( 34069 + i$2, j$1 + 1, glInternalFormat, mipmapImage.width, mipmapImage.height, 0, glFormat, glType, mipmapImage.data );
  13470. }
  13471. } else {
  13472. state.texImage2D( 34069 + i$2, 0, glInternalFormat, glFormat, glType, cubeImage[ i$2 ] );
  13473. for ( var j$2 = 0; j$2 < mipmaps.length; j$2 ++ ) {
  13474. var mipmap$2 = mipmaps[ j$2 ];
  13475. state.texImage2D( 34069 + i$2, j$2 + 1, glInternalFormat, glFormat, glType, mipmap$2.image[ i$2 ] );
  13476. }
  13477. }
  13478. }
  13479. textureProperties.__maxMipLevel = mipmaps.length;
  13480. }
  13481. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  13482. // We assume images for cube map have the same size.
  13483. generateMipmap( 34067, texture, image.width, image.height );
  13484. }
  13485. textureProperties.__version = texture.version;
  13486. if ( texture.onUpdate ) { texture.onUpdate( texture ); }
  13487. } else {
  13488. state.activeTexture( 33984 + slot );
  13489. state.bindTexture( 34067, textureProperties.__webglTexture );
  13490. }
  13491. }
  13492. function setTextureCubeDynamic( texture, slot ) {
  13493. state.activeTexture( 33984 + slot );
  13494. state.bindTexture( 34067, properties.get( texture ).__webglTexture );
  13495. }
  13496. var wrappingToGL = {};
  13497. wrappingToGL[ RepeatWrapping ] = 10497;
  13498. wrappingToGL[ ClampToEdgeWrapping ] = 33071;
  13499. wrappingToGL[ MirroredRepeatWrapping ] = 33648;
  13500. var filterToGL = {};
  13501. filterToGL[ NearestFilter ] = 9728;
  13502. filterToGL[ NearestMipmapNearestFilter ] = 9984;
  13503. filterToGL[ NearestMipmapLinearFilter ] = 9986;
  13504. filterToGL[ LinearFilter ] = 9729;
  13505. filterToGL[ LinearMipmapNearestFilter ] = 9985;
  13506. filterToGL[ LinearMipmapLinearFilter ] = 9987;
  13507. function setTextureParameters( textureType, texture, supportsMips ) {
  13508. if ( supportsMips ) {
  13509. _gl.texParameteri( textureType, 10242, wrappingToGL[ texture.wrapS ] );
  13510. _gl.texParameteri( textureType, 10243, wrappingToGL[ texture.wrapT ] );
  13511. if ( textureType === 32879 || textureType === 35866 ) {
  13512. _gl.texParameteri( textureType, 32882, wrappingToGL[ texture.wrapR ] );
  13513. }
  13514. _gl.texParameteri( textureType, 10240, filterToGL[ texture.magFilter ] );
  13515. _gl.texParameteri( textureType, 10241, filterToGL[ texture.minFilter ] );
  13516. } else {
  13517. _gl.texParameteri( textureType, 10242, 33071 );
  13518. _gl.texParameteri( textureType, 10243, 33071 );
  13519. if ( textureType === 32879 || textureType === 35866 ) {
  13520. _gl.texParameteri( textureType, 32882, 33071 );
  13521. }
  13522. if ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) {
  13523. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.' );
  13524. }
  13525. _gl.texParameteri( textureType, 10240, filterFallback( texture.magFilter ) );
  13526. _gl.texParameteri( textureType, 10241, filterFallback( texture.minFilter ) );
  13527. if ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) {
  13528. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.' );
  13529. }
  13530. }
  13531. var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  13532. if ( extension ) {
  13533. if ( texture.type === FloatType && extensions.get( 'OES_texture_float_linear' ) === null ) { return; }
  13534. if ( texture.type === HalfFloatType && ( isWebGL2 || extensions.get( 'OES_texture_half_float_linear' ) ) === null ) { return; }
  13535. if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {
  13536. _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) );
  13537. properties.get( texture ).__currentAnisotropy = texture.anisotropy;
  13538. }
  13539. }
  13540. }
  13541. function initTexture( textureProperties, texture ) {
  13542. if ( textureProperties.__webglInit === undefined ) {
  13543. textureProperties.__webglInit = true;
  13544. texture.addEventListener( 'dispose', onTextureDispose );
  13545. textureProperties.__webglTexture = _gl.createTexture();
  13546. info.memory.textures ++;
  13547. }
  13548. }
  13549. function uploadTexture( textureProperties, texture, slot ) {
  13550. var textureType = 3553;
  13551. if ( texture.isDataTexture2DArray ) { textureType = 35866; }
  13552. if ( texture.isDataTexture3D ) { textureType = 32879; }
  13553. initTexture( textureProperties, texture );
  13554. state.activeTexture( 33984 + slot );
  13555. state.bindTexture( textureType, textureProperties.__webglTexture );
  13556. _gl.pixelStorei( 37440, texture.flipY );
  13557. _gl.pixelStorei( 37441, texture.premultiplyAlpha );
  13558. _gl.pixelStorei( 3317, texture.unpackAlignment );
  13559. var needsPowerOfTwo = textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( texture.image ) === false;
  13560. var image = resizeImage( texture.image, needsPowerOfTwo, false, maxTextureSize );
  13561. var supportsMips = isPowerOfTwo( image ) || isWebGL2,
  13562. glFormat = utils.convert( texture.format );
  13563. var glType = utils.convert( texture.type ),
  13564. glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );
  13565. setTextureParameters( textureType, texture, supportsMips );
  13566. var mipmap;
  13567. var mipmaps = texture.mipmaps;
  13568. if ( texture.isDepthTexture ) {
  13569. // populate depth texture with dummy data
  13570. glInternalFormat = 6402;
  13571. if ( isWebGL2 ) {
  13572. if ( texture.type === FloatType ) {
  13573. glInternalFormat = 36012;
  13574. } else if ( texture.type === UnsignedIntType ) {
  13575. glInternalFormat = 33190;
  13576. } else if ( texture.type === UnsignedInt248Type ) {
  13577. glInternalFormat = 35056;
  13578. } else {
  13579. glInternalFormat = 33189; // WebGL2 requires sized internalformat for glTexImage2D
  13580. }
  13581. } else {
  13582. if ( texture.type === FloatType ) {
  13583. console.error( 'WebGLRenderer: Floating point depth texture requires WebGL2.' );
  13584. }
  13585. }
  13586. // validation checks for WebGL 1
  13587. if ( texture.format === DepthFormat && glInternalFormat === 6402 ) {
  13588. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  13589. // DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT
  13590. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  13591. if ( texture.type !== UnsignedShortType && texture.type !== UnsignedIntType ) {
  13592. console.warn( 'THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.' );
  13593. texture.type = UnsignedShortType;
  13594. glType = utils.convert( texture.type );
  13595. }
  13596. }
  13597. if ( texture.format === DepthStencilFormat && glInternalFormat === 6402 ) {
  13598. // Depth stencil textures need the DEPTH_STENCIL internal format
  13599. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  13600. glInternalFormat = 34041;
  13601. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  13602. // DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL.
  13603. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  13604. if ( texture.type !== UnsignedInt248Type ) {
  13605. console.warn( 'THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.' );
  13606. texture.type = UnsignedInt248Type;
  13607. glType = utils.convert( texture.type );
  13608. }
  13609. }
  13610. //
  13611. state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null );
  13612. } else if ( texture.isDataTexture ) {
  13613. // use manually created mipmaps if available
  13614. // if there are no manual mipmaps
  13615. // set 0 level mipmap and then use GL to generate other mipmap levels
  13616. if ( mipmaps.length > 0 && supportsMips ) {
  13617. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  13618. mipmap = mipmaps[ i ];
  13619. state.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  13620. }
  13621. texture.generateMipmaps = false;
  13622. textureProperties.__maxMipLevel = mipmaps.length - 1;
  13623. } else {
  13624. state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data );
  13625. textureProperties.__maxMipLevel = 0;
  13626. }
  13627. } else if ( texture.isCompressedTexture ) {
  13628. for ( var i$1 = 0, il$1 = mipmaps.length; i$1 < il$1; i$1 ++ ) {
  13629. mipmap = mipmaps[ i$1 ];
  13630. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  13631. if ( glFormat !== null ) {
  13632. state.compressedTexImage2D( 3553, i$1, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  13633. } else {
  13634. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' );
  13635. }
  13636. } else {
  13637. state.texImage2D( 3553, i$1, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  13638. }
  13639. }
  13640. textureProperties.__maxMipLevel = mipmaps.length - 1;
  13641. } else if ( texture.isDataTexture2DArray ) {
  13642. state.texImage3D( 35866, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
  13643. textureProperties.__maxMipLevel = 0;
  13644. } else if ( texture.isDataTexture3D ) {
  13645. state.texImage3D( 32879, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
  13646. textureProperties.__maxMipLevel = 0;
  13647. } else {
  13648. // regular Texture (image, video, canvas)
  13649. // use manually created mipmaps if available
  13650. // if there are no manual mipmaps
  13651. // set 0 level mipmap and then use GL to generate other mipmap levels
  13652. if ( mipmaps.length > 0 && supportsMips ) {
  13653. for ( var i$2 = 0, il$2 = mipmaps.length; i$2 < il$2; i$2 ++ ) {
  13654. mipmap = mipmaps[ i$2 ];
  13655. state.texImage2D( 3553, i$2, glInternalFormat, glFormat, glType, mipmap );
  13656. }
  13657. texture.generateMipmaps = false;
  13658. textureProperties.__maxMipLevel = mipmaps.length - 1;
  13659. } else {
  13660. state.texImage2D( 3553, 0, glInternalFormat, glFormat, glType, image );
  13661. textureProperties.__maxMipLevel = 0;
  13662. }
  13663. }
  13664. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  13665. generateMipmap( textureType, texture, image.width, image.height );
  13666. }
  13667. textureProperties.__version = texture.version;
  13668. if ( texture.onUpdate ) { texture.onUpdate( texture ); }
  13669. }
  13670. // Render targets
  13671. // Setup storage for target texture and bind it to correct framebuffer
  13672. function setupFrameBufferTexture( framebuffer, renderTarget, attachment, textureTarget ) {
  13673. var glFormat = utils.convert( renderTarget.texture.format );
  13674. var glType = utils.convert( renderTarget.texture.type );
  13675. var glInternalFormat = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType );
  13676. state.texImage2D( textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  13677. _gl.bindFramebuffer( 36160, framebuffer );
  13678. _gl.framebufferTexture2D( 36160, attachment, textureTarget, properties.get( renderTarget.texture ).__webglTexture, 0 );
  13679. _gl.bindFramebuffer( 36160, null );
  13680. }
  13681. // Setup storage for internal depth/stencil buffers and bind to correct framebuffer
  13682. function setupRenderBufferStorage( renderbuffer, renderTarget, isMultisample ) {
  13683. _gl.bindRenderbuffer( 36161, renderbuffer );
  13684. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  13685. var glInternalFormat = 33189;
  13686. if ( isMultisample ) {
  13687. var depthTexture = renderTarget.depthTexture;
  13688. if ( depthTexture && depthTexture.isDepthTexture ) {
  13689. if ( depthTexture.type === FloatType ) {
  13690. glInternalFormat = 36012;
  13691. } else if ( depthTexture.type === UnsignedIntType ) {
  13692. glInternalFormat = 33190;
  13693. }
  13694. }
  13695. var samples = getRenderTargetSamples( renderTarget );
  13696. _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  13697. } else {
  13698. _gl.renderbufferStorage( 36161, glInternalFormat, renderTarget.width, renderTarget.height );
  13699. }
  13700. _gl.framebufferRenderbuffer( 36160, 36096, 36161, renderbuffer );
  13701. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  13702. if ( isMultisample ) {
  13703. var samples$1 = getRenderTargetSamples( renderTarget );
  13704. _gl.renderbufferStorageMultisample( 36161, samples$1, 35056, renderTarget.width, renderTarget.height );
  13705. } else {
  13706. _gl.renderbufferStorage( 36161, 34041, renderTarget.width, renderTarget.height );
  13707. }
  13708. _gl.framebufferRenderbuffer( 36160, 33306, 36161, renderbuffer );
  13709. } else {
  13710. var glFormat = utils.convert( renderTarget.texture.format );
  13711. var glType = utils.convert( renderTarget.texture.type );
  13712. var glInternalFormat$1 = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType );
  13713. if ( isMultisample ) {
  13714. var samples$2 = getRenderTargetSamples( renderTarget );
  13715. _gl.renderbufferStorageMultisample( 36161, samples$2, glInternalFormat$1, renderTarget.width, renderTarget.height );
  13716. } else {
  13717. _gl.renderbufferStorage( 36161, glInternalFormat$1, renderTarget.width, renderTarget.height );
  13718. }
  13719. }
  13720. _gl.bindRenderbuffer( 36161, null );
  13721. }
  13722. // Setup resources for a Depth Texture for a FBO (needs an extension)
  13723. function setupDepthTexture( framebuffer, renderTarget ) {
  13724. var isCube = ( renderTarget && renderTarget.isWebGLCubeRenderTarget );
  13725. if ( isCube ) { throw new Error( 'Depth Texture with cube render targets is not supported' ); }
  13726. _gl.bindFramebuffer( 36160, framebuffer );
  13727. if ( ! ( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) {
  13728. throw new Error( 'renderTarget.depthTexture must be an instance of THREE.DepthTexture' );
  13729. }
  13730. // upload an empty depth texture with framebuffer size
  13731. if ( ! properties.get( renderTarget.depthTexture ).__webglTexture ||
  13732. renderTarget.depthTexture.image.width !== renderTarget.width ||
  13733. renderTarget.depthTexture.image.height !== renderTarget.height ) {
  13734. renderTarget.depthTexture.image.width = renderTarget.width;
  13735. renderTarget.depthTexture.image.height = renderTarget.height;
  13736. renderTarget.depthTexture.needsUpdate = true;
  13737. }
  13738. setTexture2D( renderTarget.depthTexture, 0 );
  13739. var webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture;
  13740. if ( renderTarget.depthTexture.format === DepthFormat ) {
  13741. _gl.framebufferTexture2D( 36160, 36096, 3553, webglDepthTexture, 0 );
  13742. } else if ( renderTarget.depthTexture.format === DepthStencilFormat ) {
  13743. _gl.framebufferTexture2D( 36160, 33306, 3553, webglDepthTexture, 0 );
  13744. } else {
  13745. throw new Error( 'Unknown depthTexture format' );
  13746. }
  13747. }
  13748. // Setup GL resources for a non-texture depth buffer
  13749. function setupDepthRenderbuffer( renderTarget ) {
  13750. var renderTargetProperties = properties.get( renderTarget );
  13751. var isCube = ( renderTarget.isWebGLCubeRenderTarget === true );
  13752. if ( renderTarget.depthTexture ) {
  13753. if ( isCube ) { throw new Error( 'target.depthTexture not supported in Cube render targets' ); }
  13754. setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget );
  13755. } else {
  13756. if ( isCube ) {
  13757. renderTargetProperties.__webglDepthbuffer = [];
  13758. for ( var i = 0; i < 6; i ++ ) {
  13759. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer[ i ] );
  13760. renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();
  13761. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget, false );
  13762. }
  13763. } else {
  13764. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer );
  13765. renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();
  13766. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget, false );
  13767. }
  13768. }
  13769. _gl.bindFramebuffer( 36160, null );
  13770. }
  13771. // Set up GL resources for the render target
  13772. function setupRenderTarget( renderTarget ) {
  13773. var renderTargetProperties = properties.get( renderTarget );
  13774. var textureProperties = properties.get( renderTarget.texture );
  13775. renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
  13776. textureProperties.__webglTexture = _gl.createTexture();
  13777. info.memory.textures ++;
  13778. var isCube = ( renderTarget.isWebGLCubeRenderTarget === true );
  13779. var isMultisample = ( renderTarget.isWebGLMultisampleRenderTarget === true );
  13780. var supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2;
  13781. // Handles WebGL2 RGBFormat fallback - #18858
  13782. if ( isWebGL2 && renderTarget.texture.format === RGBFormat && ( renderTarget.texture.type === FloatType || renderTarget.texture.type === HalfFloatType ) ) {
  13783. renderTarget.texture.format = RGBAFormat;
  13784. console.warn( 'THREE.WebGLRenderer: Rendering to textures with RGB format is not supported. Using RGBA format instead.' );
  13785. }
  13786. // Setup framebuffer
  13787. if ( isCube ) {
  13788. renderTargetProperties.__webglFramebuffer = [];
  13789. for ( var i = 0; i < 6; i ++ ) {
  13790. renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  13791. }
  13792. } else {
  13793. renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();
  13794. if ( isMultisample ) {
  13795. if ( isWebGL2 ) {
  13796. renderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer();
  13797. renderTargetProperties.__webglColorRenderbuffer = _gl.createRenderbuffer();
  13798. _gl.bindRenderbuffer( 36161, renderTargetProperties.__webglColorRenderbuffer );
  13799. var glFormat = utils.convert( renderTarget.texture.format );
  13800. var glType = utils.convert( renderTarget.texture.type );
  13801. var glInternalFormat = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType );
  13802. var samples = getRenderTargetSamples( renderTarget );
  13803. _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  13804. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer );
  13805. _gl.framebufferRenderbuffer( 36160, 36064, 36161, renderTargetProperties.__webglColorRenderbuffer );
  13806. _gl.bindRenderbuffer( 36161, null );
  13807. if ( renderTarget.depthBuffer ) {
  13808. renderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer();
  13809. setupRenderBufferStorage( renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true );
  13810. }
  13811. _gl.bindFramebuffer( 36160, null );
  13812. } else {
  13813. console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
  13814. }
  13815. }
  13816. }
  13817. // Setup color buffer
  13818. if ( isCube ) {
  13819. state.bindTexture( 34067, textureProperties.__webglTexture );
  13820. setTextureParameters( 34067, renderTarget.texture, supportsMips );
  13821. for ( var i$1 = 0; i$1 < 6; i$1 ++ ) {
  13822. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i$1 ], renderTarget, 36064, 34069 + i$1 );
  13823. }
  13824. if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {
  13825. generateMipmap( 34067, renderTarget.texture, renderTarget.width, renderTarget.height );
  13826. }
  13827. state.bindTexture( 34067, null );
  13828. } else {
  13829. state.bindTexture( 3553, textureProperties.__webglTexture );
  13830. setTextureParameters( 3553, renderTarget.texture, supportsMips );
  13831. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, 36064, 3553 );
  13832. if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {
  13833. generateMipmap( 3553, renderTarget.texture, renderTarget.width, renderTarget.height );
  13834. }
  13835. state.bindTexture( 3553, null );
  13836. }
  13837. // Setup depth and stencil buffers
  13838. if ( renderTarget.depthBuffer ) {
  13839. setupDepthRenderbuffer( renderTarget );
  13840. }
  13841. }
  13842. function updateRenderTargetMipmap( renderTarget ) {
  13843. var texture = renderTarget.texture;
  13844. var supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2;
  13845. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  13846. var target = renderTarget.isWebGLCubeRenderTarget ? 34067 : 3553;
  13847. var webglTexture = properties.get( texture ).__webglTexture;
  13848. state.bindTexture( target, webglTexture );
  13849. generateMipmap( target, texture, renderTarget.width, renderTarget.height );
  13850. state.bindTexture( target, null );
  13851. }
  13852. }
  13853. function updateMultisampleRenderTarget( renderTarget ) {
  13854. if ( renderTarget.isWebGLMultisampleRenderTarget ) {
  13855. if ( isWebGL2 ) {
  13856. var renderTargetProperties = properties.get( renderTarget );
  13857. _gl.bindFramebuffer( 36008, renderTargetProperties.__webglMultisampledFramebuffer );
  13858. _gl.bindFramebuffer( 36009, renderTargetProperties.__webglFramebuffer );
  13859. var width = renderTarget.width;
  13860. var height = renderTarget.height;
  13861. var mask = 16384;
  13862. if ( renderTarget.depthBuffer ) { mask |= 256; }
  13863. if ( renderTarget.stencilBuffer ) { mask |= 1024; }
  13864. _gl.blitFramebuffer( 0, 0, width, height, 0, 0, width, height, mask, 9728 );
  13865. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer ); // see #18905
  13866. } else {
  13867. console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
  13868. }
  13869. }
  13870. }
  13871. function getRenderTargetSamples( renderTarget ) {
  13872. return ( isWebGL2 && renderTarget.isWebGLMultisampleRenderTarget ) ?
  13873. Math.min( maxSamples, renderTarget.samples ) : 0;
  13874. }
  13875. function updateVideoTexture( texture ) {
  13876. var frame = info.render.frame;
  13877. // Check the last frame we updated the VideoTexture
  13878. if ( _videoTextures.get( texture ) !== frame ) {
  13879. _videoTextures.set( texture, frame );
  13880. texture.update();
  13881. }
  13882. }
  13883. // backwards compatibility
  13884. var warnedTexture2D = false;
  13885. var warnedTextureCube = false;
  13886. function safeSetTexture2D( texture, slot ) {
  13887. if ( texture && texture.isWebGLRenderTarget ) {
  13888. if ( warnedTexture2D === false ) {
  13889. console.warn( "THREE.WebGLTextures.safeSetTexture2D: don't use render targets as textures. Use their .texture property instead." );
  13890. warnedTexture2D = true;
  13891. }
  13892. texture = texture.texture;
  13893. }
  13894. setTexture2D( texture, slot );
  13895. }
  13896. function safeSetTextureCube( texture, slot ) {
  13897. if ( texture && texture.isWebGLCubeRenderTarget ) {
  13898. if ( warnedTextureCube === false ) {
  13899. console.warn( "THREE.WebGLTextures.safeSetTextureCube: don't use cube render targets as textures. Use their .texture property instead." );
  13900. warnedTextureCube = true;
  13901. }
  13902. texture = texture.texture;
  13903. }
  13904. // currently relying on the fact that WebGLCubeRenderTarget.texture is a Texture and NOT a CubeTexture
  13905. // TODO: unify these code paths
  13906. if ( ( texture && texture.isCubeTexture ) ||
  13907. ( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
  13908. // CompressedTexture can have Array in image :/
  13909. // this function alone should take care of cube textures
  13910. setTextureCube( texture, slot );
  13911. } else {
  13912. // assumed: texture property of THREE.WebGLCubeRenderTarget
  13913. setTextureCubeDynamic( texture, slot );
  13914. }
  13915. }
  13916. //
  13917. this.allocateTextureUnit = allocateTextureUnit;
  13918. this.resetTextureUnits = resetTextureUnits;
  13919. this.setTexture2D = setTexture2D;
  13920. this.setTexture2DArray = setTexture2DArray;
  13921. this.setTexture3D = setTexture3D;
  13922. this.setTextureCube = setTextureCube;
  13923. this.setTextureCubeDynamic = setTextureCubeDynamic;
  13924. this.setupRenderTarget = setupRenderTarget;
  13925. this.updateRenderTargetMipmap = updateRenderTargetMipmap;
  13926. this.updateMultisampleRenderTarget = updateMultisampleRenderTarget;
  13927. this.safeSetTexture2D = safeSetTexture2D;
  13928. this.safeSetTextureCube = safeSetTextureCube;
  13929. }
  13930. /**
  13931. * @author thespite / http://www.twitter.com/thespite
  13932. */
  13933. function WebGLUtils( gl, extensions, capabilities ) {
  13934. var isWebGL2 = capabilities.isWebGL2;
  13935. function convert( p ) {
  13936. var extension;
  13937. if ( p === UnsignedByteType ) { return 5121; }
  13938. if ( p === UnsignedShort4444Type ) { return 32819; }
  13939. if ( p === UnsignedShort5551Type ) { return 32820; }
  13940. if ( p === UnsignedShort565Type ) { return 33635; }
  13941. if ( p === ByteType ) { return 5120; }
  13942. if ( p === ShortType ) { return 5122; }
  13943. if ( p === UnsignedShortType ) { return 5123; }
  13944. if ( p === IntType ) { return 5124; }
  13945. if ( p === UnsignedIntType ) { return 5125; }
  13946. if ( p === FloatType ) { return 5126; }
  13947. if ( p === HalfFloatType ) {
  13948. if ( isWebGL2 ) { return 5131; }
  13949. extension = extensions.get( 'OES_texture_half_float' );
  13950. if ( extension !== null ) {
  13951. return extension.HALF_FLOAT_OES;
  13952. } else {
  13953. return null;
  13954. }
  13955. }
  13956. if ( p === AlphaFormat ) { return 6406; }
  13957. if ( p === RGBFormat ) { return 6407; }
  13958. if ( p === RGBAFormat ) { return 6408; }
  13959. if ( p === LuminanceFormat ) { return 6409; }
  13960. if ( p === LuminanceAlphaFormat ) { return 6410; }
  13961. if ( p === DepthFormat ) { return 6402; }
  13962. if ( p === DepthStencilFormat ) { return 34041; }
  13963. if ( p === RedFormat ) { return 6403; }
  13964. // WebGL2 formats.
  13965. if ( p === RedIntegerFormat ) { return 36244; }
  13966. if ( p === RGFormat ) { return 33319; }
  13967. if ( p === RGIntegerFormat ) { return 33320; }
  13968. if ( p === RGBIntegerFormat ) { return 36248; }
  13969. if ( p === RGBAIntegerFormat ) { return 36249; }
  13970. if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format ||
  13971. p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {
  13972. extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
  13973. if ( extension !== null ) {
  13974. if ( p === RGB_S3TC_DXT1_Format ) { return extension.COMPRESSED_RGB_S3TC_DXT1_EXT; }
  13975. if ( p === RGBA_S3TC_DXT1_Format ) { return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT; }
  13976. if ( p === RGBA_S3TC_DXT3_Format ) { return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT; }
  13977. if ( p === RGBA_S3TC_DXT5_Format ) { return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT; }
  13978. } else {
  13979. return null;
  13980. }
  13981. }
  13982. if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format ||
  13983. p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {
  13984. extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  13985. if ( extension !== null ) {
  13986. if ( p === RGB_PVRTC_4BPPV1_Format ) { return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG; }
  13987. if ( p === RGB_PVRTC_2BPPV1_Format ) { return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG; }
  13988. if ( p === RGBA_PVRTC_4BPPV1_Format ) { return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; }
  13989. if ( p === RGBA_PVRTC_2BPPV1_Format ) { return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG; }
  13990. } else {
  13991. return null;
  13992. }
  13993. }
  13994. if ( p === RGB_ETC1_Format ) {
  13995. extension = extensions.get( 'WEBGL_compressed_texture_etc1' );
  13996. if ( extension !== null ) {
  13997. return extension.COMPRESSED_RGB_ETC1_WEBGL;
  13998. } else {
  13999. return null;
  14000. }
  14001. }
  14002. if ( p === RGB_ETC2_Format || p === RGBA_ETC2_EAC_Format ) {
  14003. extension = extensions.get( 'WEBGL_compressed_texture_etc' );
  14004. if ( extension !== null ) {
  14005. if ( p === RGB_ETC2_Format ) { return extension.COMPRESSED_RGB8_ETC2; }
  14006. if ( p === RGBA_ETC2_EAC_Format ) { return extension.COMPRESSED_RGBA8_ETC2_EAC; }
  14007. }
  14008. }
  14009. if ( p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format ||
  14010. p === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format ||
  14011. p === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format ||
  14012. p === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format ||
  14013. p === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format ||
  14014. p === SRGB8_ALPHA8_ASTC_4x4_Format || p === SRGB8_ALPHA8_ASTC_5x4_Format || p === SRGB8_ALPHA8_ASTC_5x5_Format ||
  14015. p === SRGB8_ALPHA8_ASTC_6x5_Format || p === SRGB8_ALPHA8_ASTC_6x6_Format || p === SRGB8_ALPHA8_ASTC_8x5_Format ||
  14016. p === SRGB8_ALPHA8_ASTC_8x6_Format || p === SRGB8_ALPHA8_ASTC_8x8_Format || p === SRGB8_ALPHA8_ASTC_10x5_Format ||
  14017. p === SRGB8_ALPHA8_ASTC_10x6_Format || p === SRGB8_ALPHA8_ASTC_10x8_Format || p === SRGB8_ALPHA8_ASTC_10x10_Format ||
  14018. p === SRGB8_ALPHA8_ASTC_12x10_Format || p === SRGB8_ALPHA8_ASTC_12x12_Format ) {
  14019. extension = extensions.get( 'WEBGL_compressed_texture_astc' );
  14020. if ( extension !== null ) {
  14021. // TODO Complete?
  14022. return p;
  14023. } else {
  14024. return null;
  14025. }
  14026. }
  14027. if ( p === RGBA_BPTC_Format ) {
  14028. extension = extensions.get( 'EXT_texture_compression_bptc' );
  14029. if ( extension !== null ) {
  14030. // TODO Complete?
  14031. return p;
  14032. } else {
  14033. return null;
  14034. }
  14035. }
  14036. if ( p === UnsignedInt248Type ) {
  14037. if ( isWebGL2 ) { return 34042; }
  14038. extension = extensions.get( 'WEBGL_depth_texture' );
  14039. if ( extension !== null ) {
  14040. return extension.UNSIGNED_INT_24_8_WEBGL;
  14041. } else {
  14042. return null;
  14043. }
  14044. }
  14045. }
  14046. return { convert: convert };
  14047. }
  14048. /**
  14049. * @author mrdoob / http://mrdoob.com/
  14050. */
  14051. function ArrayCamera( array ) {
  14052. PerspectiveCamera.call( this );
  14053. this.cameras = array || [];
  14054. }
  14055. ArrayCamera.prototype = Object.assign( Object.create( PerspectiveCamera.prototype ), {
  14056. constructor: ArrayCamera,
  14057. isArrayCamera: true
  14058. } );
  14059. /**
  14060. * @author mrdoob / http://mrdoob.com/
  14061. */
  14062. function Group() {
  14063. Object3D.call( this );
  14064. this.type = 'Group';
  14065. }
  14066. Group.prototype = Object.assign( Object.create( Object3D.prototype ), {
  14067. constructor: Group,
  14068. isGroup: true
  14069. } );
  14070. /**
  14071. * @author Mugen87 / https://github.com/Mugen87
  14072. */
  14073. function WebXRController() {
  14074. this._targetRay = null;
  14075. this._grip = null;
  14076. this._hand = null;
  14077. }
  14078. Object.assign( WebXRController.prototype, {
  14079. constructor: WebXRController,
  14080. getHandSpace: function () {
  14081. if ( this._hand === null ) {
  14082. this._hand = new Group();
  14083. this._hand.matrixAutoUpdate = false;
  14084. this._hand.visible = false;
  14085. this._hand.joints = [];
  14086. this._hand.inputState = { pinching: false };
  14087. if ( window.XRHand ) {
  14088. for ( var i = 0; i <= window.XRHand.LITTLE_PHALANX_TIP; i ++ ) {
  14089. // The transform of this joint will be updated with the joint pose on each frame
  14090. var joint = new Group();
  14091. joint.matrixAutoUpdate = false;
  14092. joint.visible = false;
  14093. this._hand.joints.push( joint );
  14094. // ??
  14095. this._hand.add( joint );
  14096. }
  14097. }
  14098. }
  14099. return this._hand;
  14100. },
  14101. getTargetRaySpace: function () {
  14102. if ( this._targetRay === null ) {
  14103. this._targetRay = new Group();
  14104. this._targetRay.matrixAutoUpdate = false;
  14105. this._targetRay.visible = false;
  14106. }
  14107. return this._targetRay;
  14108. },
  14109. getGripSpace: function () {
  14110. if ( this._grip === null ) {
  14111. this._grip = new Group();
  14112. this._grip.matrixAutoUpdate = false;
  14113. this._grip.visible = false;
  14114. }
  14115. return this._grip;
  14116. },
  14117. dispatchEvent: function ( event ) {
  14118. if ( this._targetRay !== null ) {
  14119. this._targetRay.dispatchEvent( event );
  14120. }
  14121. if ( this._grip !== null ) {
  14122. this._grip.dispatchEvent( event );
  14123. }
  14124. if ( this._hand !== null ) {
  14125. this._hand.dispatchEvent( event );
  14126. }
  14127. return this;
  14128. },
  14129. disconnect: function ( inputSource ) {
  14130. this.dispatchEvent( { type: 'disconnected', data: inputSource } );
  14131. if ( this._targetRay !== null ) {
  14132. this._targetRay.visible = false;
  14133. }
  14134. if ( this._grip !== null ) {
  14135. this._grip.visible = false;
  14136. }
  14137. if ( this._hand !== null ) {
  14138. this._hand.visible = false;
  14139. }
  14140. return this;
  14141. },
  14142. update: function ( inputSource, frame, referenceSpace ) {
  14143. var inputPose = null;
  14144. var gripPose = null;
  14145. var handPose = null;
  14146. var targetRay = this._targetRay;
  14147. var grip = this._grip;
  14148. var hand = this._hand;
  14149. if ( inputSource ) {
  14150. if ( inputSource.hand ) {
  14151. handPose = true;
  14152. for ( var i = 0; i <= window.XRHand.LITTLE_PHALANX_TIP; i ++ ) {
  14153. if ( inputSource.hand[ i ] ) {
  14154. // Update the joints groups with the XRJoint poses
  14155. var jointPose = frame.getJointPose( inputSource.hand[ i ], referenceSpace );
  14156. var joint = hand.joints[ i ];
  14157. if ( jointPose !== null ) {
  14158. joint.matrix.fromArray( jointPose.transform.matrix );
  14159. joint.matrix.decompose( joint.position, joint.rotation, joint.scale );
  14160. joint.jointRadius = jointPose.radius;
  14161. }
  14162. joint.visible = jointPose !== null;
  14163. // Custom events
  14164. // Check pinch
  14165. var indexTip = hand.joints[ window.XRHand.INDEX_PHALANX_TIP ];
  14166. var thumbTip = hand.joints[ window.XRHand.THUMB_PHALANX_TIP ];
  14167. var distance = indexTip.position.distanceTo( thumbTip.position );
  14168. var distanceToPinch = 0.02;
  14169. var threshold = 0.005;
  14170. if ( hand.inputState.pinching && distance > distanceToPinch + threshold ) {
  14171. hand.inputState.pinching = false;
  14172. this.dispatchEvent( {
  14173. type: "pinchend",
  14174. target: this
  14175. } );
  14176. } else if ( ! hand.inputState.pinching && distance <= distanceToPinch - threshold ) {
  14177. hand.inputState.pinching = true;
  14178. this.dispatchEvent( {
  14179. type: "pinchstart",
  14180. target: this
  14181. } );
  14182. }
  14183. }
  14184. }
  14185. } else {
  14186. if ( targetRay !== null ) {
  14187. inputPose = frame.getPose( inputSource.targetRaySpace, referenceSpace );
  14188. if ( inputPose !== null ) {
  14189. targetRay.matrix.fromArray( inputPose.transform.matrix );
  14190. targetRay.matrix.decompose( targetRay.position, targetRay.rotation, targetRay.scale );
  14191. }
  14192. }
  14193. if ( grip !== null && inputSource.gripSpace ) {
  14194. gripPose = frame.getPose( inputSource.gripSpace, referenceSpace );
  14195. if ( gripPose !== null ) {
  14196. grip.matrix.fromArray( gripPose.transform.matrix );
  14197. grip.matrix.decompose( grip.position, grip.rotation, grip.scale );
  14198. }
  14199. }
  14200. }
  14201. }
  14202. if ( targetRay !== null ) {
  14203. targetRay.visible = ( inputPose !== null );
  14204. }
  14205. if ( grip !== null ) {
  14206. grip.visible = ( gripPose !== null );
  14207. }
  14208. if ( hand !== null ) {
  14209. hand.visible = ( handPose !== null );
  14210. }
  14211. return this;
  14212. }
  14213. } );
  14214. /**
  14215. * @author mrdoob / http://mrdoob.com/
  14216. */
  14217. function WebXRManager( renderer, gl ) {
  14218. var scope = this;
  14219. var session = null;
  14220. var framebufferScaleFactor = 1.0;
  14221. var referenceSpace = null;
  14222. var referenceSpaceType = 'local-floor';
  14223. var pose = null;
  14224. var controllers = [];
  14225. var inputSourcesMap = new Map();
  14226. //
  14227. var cameraL = new PerspectiveCamera();
  14228. cameraL.layers.enable( 1 );
  14229. cameraL.viewport = new Vector4();
  14230. var cameraR = new PerspectiveCamera();
  14231. cameraR.layers.enable( 2 );
  14232. cameraR.viewport = new Vector4();
  14233. var cameras = [ cameraL, cameraR ];
  14234. var cameraVR = new ArrayCamera();
  14235. cameraVR.layers.enable( 1 );
  14236. cameraVR.layers.enable( 2 );
  14237. var _currentDepthNear = null;
  14238. var _currentDepthFar = null;
  14239. //
  14240. this.enabled = false;
  14241. this.isPresenting = false;
  14242. this.getController = function ( index ) {
  14243. var controller = controllers[ index ];
  14244. if ( controller === undefined ) {
  14245. controller = new WebXRController();
  14246. controllers[ index ] = controller;
  14247. }
  14248. return controller.getTargetRaySpace();
  14249. };
  14250. this.getControllerGrip = function ( index ) {
  14251. var controller = controllers[ index ];
  14252. if ( controller === undefined ) {
  14253. controller = new WebXRController();
  14254. controllers[ index ] = controller;
  14255. }
  14256. return controller.getGripSpace();
  14257. };
  14258. this.getHand = function ( index ) {
  14259. var controller = controllers[ index ];
  14260. if ( controller === undefined ) {
  14261. controller = new WebXRController();
  14262. controllers[ index ] = controller;
  14263. }
  14264. return controller.getHandSpace();
  14265. };
  14266. //
  14267. function onSessionEvent( event ) {
  14268. var controller = inputSourcesMap.get( event.inputSource );
  14269. if ( controller ) {
  14270. controller.dispatchEvent( { type: event.type } );
  14271. }
  14272. }
  14273. function onSessionEnd() {
  14274. inputSourcesMap.forEach( function ( controller, inputSource ) {
  14275. controller.disconnect( inputSource );
  14276. } );
  14277. inputSourcesMap.clear();
  14278. //
  14279. renderer.setFramebuffer( null );
  14280. renderer.setRenderTarget( renderer.getRenderTarget() ); // Hack #15830
  14281. animation.stop();
  14282. scope.isPresenting = false;
  14283. scope.dispatchEvent( { type: 'sessionend' } );
  14284. }
  14285. function onRequestReferenceSpace( value ) {
  14286. referenceSpace = value;
  14287. animation.setContext( session );
  14288. animation.start();
  14289. scope.isPresenting = true;
  14290. scope.dispatchEvent( { type: 'sessionstart' } );
  14291. }
  14292. this.setFramebufferScaleFactor = function ( value ) {
  14293. framebufferScaleFactor = value;
  14294. if ( scope.isPresenting === true ) {
  14295. console.warn( 'THREE.WebXRManager: Cannot change framebuffer scale while presenting.' );
  14296. }
  14297. };
  14298. this.setReferenceSpaceType = function ( value ) {
  14299. referenceSpaceType = value;
  14300. if ( scope.isPresenting === true ) {
  14301. console.warn( 'THREE.WebXRManager: Cannot change reference space type while presenting.' );
  14302. }
  14303. };
  14304. this.getReferenceSpace = function () {
  14305. return referenceSpace;
  14306. };
  14307. this.getSession = function () {
  14308. return session;
  14309. };
  14310. this.setSession = function ( value ) {
  14311. session = value;
  14312. if ( session !== null ) {
  14313. session.addEventListener( 'select', onSessionEvent );
  14314. session.addEventListener( 'selectstart', onSessionEvent );
  14315. session.addEventListener( 'selectend', onSessionEvent );
  14316. session.addEventListener( 'squeeze', onSessionEvent );
  14317. session.addEventListener( 'squeezestart', onSessionEvent );
  14318. session.addEventListener( 'squeezeend', onSessionEvent );
  14319. session.addEventListener( 'end', onSessionEnd );
  14320. var attributes = gl.getContextAttributes();
  14321. if ( attributes.xrCompatible !== true ) {
  14322. gl.makeXRCompatible();
  14323. }
  14324. var layerInit = {
  14325. antialias: attributes.antialias,
  14326. alpha: attributes.alpha,
  14327. depth: attributes.depth,
  14328. stencil: attributes.stencil,
  14329. framebufferScaleFactor: framebufferScaleFactor
  14330. };
  14331. // eslint-disable-next-line no-undef
  14332. var baseLayer = new XRWebGLLayer( session, gl, layerInit );
  14333. session.updateRenderState( { baseLayer: baseLayer } );
  14334. session.requestReferenceSpace( referenceSpaceType ).then( onRequestReferenceSpace );
  14335. //
  14336. session.addEventListener( 'inputsourceschange', updateInputSources );
  14337. }
  14338. };
  14339. function updateInputSources( event ) {
  14340. var inputSources = session.inputSources;
  14341. // Assign inputSources to available controllers
  14342. for ( var i = 0; i < controllers.length; i ++ ) {
  14343. inputSourcesMap.set( inputSources[ i ], controllers[ i ] );
  14344. }
  14345. // Notify disconnected
  14346. for ( var i$1 = 0; i$1 < event.removed.length; i$1 ++ ) {
  14347. var inputSource = event.removed[ i$1 ];
  14348. var controller = inputSourcesMap.get( inputSource );
  14349. if ( controller ) {
  14350. controller.dispatchEvent( { type: 'disconnected', data: inputSource } );
  14351. inputSourcesMap.delete( inputSource );
  14352. }
  14353. }
  14354. // Notify connected
  14355. for ( var i$2 = 0; i$2 < event.added.length; i$2 ++ ) {
  14356. var inputSource$1 = event.added[ i$2 ];
  14357. var controller$1 = inputSourcesMap.get( inputSource$1 );
  14358. if ( controller$1 ) {
  14359. controller$1.dispatchEvent( { type: 'connected', data: inputSource$1 } );
  14360. }
  14361. }
  14362. }
  14363. //
  14364. var cameraLPos = new Vector3();
  14365. var cameraRPos = new Vector3();
  14366. /**
  14367. * @author jsantell / https://www.jsantell.com/
  14368. *
  14369. * Assumes 2 cameras that are parallel and share an X-axis, and that
  14370. * the cameras' projection and world matrices have already been set.
  14371. * And that near and far planes are identical for both cameras.
  14372. * Visualization of this technique: https://computergraphics.stackexchange.com/a/4765
  14373. */
  14374. function setProjectionFromUnion( camera, cameraL, cameraR ) {
  14375. cameraLPos.setFromMatrixPosition( cameraL.matrixWorld );
  14376. cameraRPos.setFromMatrixPosition( cameraR.matrixWorld );
  14377. var ipd = cameraLPos.distanceTo( cameraRPos );
  14378. var projL = cameraL.projectionMatrix.elements;
  14379. var projR = cameraR.projectionMatrix.elements;
  14380. // VR systems will have identical far and near planes, and
  14381. // most likely identical top and bottom frustum extents.
  14382. // Use the left camera for these values.
  14383. var near = projL[ 14 ] / ( projL[ 10 ] - 1 );
  14384. var far = projL[ 14 ] / ( projL[ 10 ] + 1 );
  14385. var topFov = ( projL[ 9 ] + 1 ) / projL[ 5 ];
  14386. var bottomFov = ( projL[ 9 ] - 1 ) / projL[ 5 ];
  14387. var leftFov = ( projL[ 8 ] - 1 ) / projL[ 0 ];
  14388. var rightFov = ( projR[ 8 ] + 1 ) / projR[ 0 ];
  14389. var left = near * leftFov;
  14390. var right = near * rightFov;
  14391. // Calculate the new camera's position offset from the
  14392. // left camera. xOffset should be roughly half `ipd`.
  14393. var zOffset = ipd / ( - leftFov + rightFov );
  14394. var xOffset = zOffset * - leftFov;
  14395. // TODO: Better way to apply this offset?
  14396. cameraL.matrixWorld.decompose( camera.position, camera.quaternion, camera.scale );
  14397. camera.translateX( xOffset );
  14398. camera.translateZ( zOffset );
  14399. camera.matrixWorld.compose( camera.position, camera.quaternion, camera.scale );
  14400. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  14401. // Find the union of the frustum values of the cameras and scale
  14402. // the values so that the near plane's position does not change in world space,
  14403. // although must now be relative to the new union camera.
  14404. var near2 = near + zOffset;
  14405. var far2 = far + zOffset;
  14406. var left2 = left - xOffset;
  14407. var right2 = right + ( ipd - xOffset );
  14408. var top2 = topFov * far / far2 * near2;
  14409. var bottom2 = bottomFov * far / far2 * near2;
  14410. camera.projectionMatrix.makePerspective( left2, right2, top2, bottom2, near2, far2 );
  14411. }
  14412. function updateCamera( camera, parent ) {
  14413. if ( parent === null ) {
  14414. camera.matrixWorld.copy( camera.matrix );
  14415. } else {
  14416. camera.matrixWorld.multiplyMatrices( parent.matrixWorld, camera.matrix );
  14417. }
  14418. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  14419. }
  14420. this.getCamera = function ( camera ) {
  14421. cameraVR.near = cameraR.near = cameraL.near = camera.near;
  14422. cameraVR.far = cameraR.far = cameraL.far = camera.far;
  14423. if ( _currentDepthNear !== cameraVR.near || _currentDepthFar !== cameraVR.far ) {
  14424. // Note that the new renderState won't apply until the next frame. See #18320
  14425. session.updateRenderState( {
  14426. depthNear: cameraVR.near,
  14427. depthFar: cameraVR.far
  14428. } );
  14429. _currentDepthNear = cameraVR.near;
  14430. _currentDepthFar = cameraVR.far;
  14431. }
  14432. var parent = camera.parent;
  14433. var cameras = cameraVR.cameras;
  14434. updateCamera( cameraVR, parent );
  14435. for ( var i = 0; i < cameras.length; i ++ ) {
  14436. updateCamera( cameras[ i ], parent );
  14437. }
  14438. // update camera and its children
  14439. camera.matrixWorld.copy( cameraVR.matrixWorld );
  14440. var children = camera.children;
  14441. for ( var i$1 = 0, l = children.length; i$1 < l; i$1 ++ ) {
  14442. children[ i$1 ].updateMatrixWorld( true );
  14443. }
  14444. // update projection matrix for proper view frustum culling
  14445. if ( cameras.length === 2 ) {
  14446. setProjectionFromUnion( cameraVR, cameraL, cameraR );
  14447. } else {
  14448. // assume single camera setup (AR)
  14449. cameraVR.projectionMatrix.copy( cameraL.projectionMatrix );
  14450. }
  14451. return cameraVR;
  14452. };
  14453. // Animation Loop
  14454. var onAnimationFrameCallback = null;
  14455. function onAnimationFrame( time, frame ) {
  14456. pose = frame.getViewerPose( referenceSpace );
  14457. if ( pose !== null ) {
  14458. var views = pose.views;
  14459. var baseLayer = session.renderState.baseLayer;
  14460. renderer.setFramebuffer( baseLayer.framebuffer );
  14461. var cameraVRNeedsUpdate = false;
  14462. // check if it's necessary to rebuild cameraVR's camera list
  14463. if ( views.length !== cameraVR.cameras.length ) {
  14464. cameraVR.cameras.length = 0;
  14465. cameraVRNeedsUpdate = true;
  14466. }
  14467. for ( var i = 0; i < views.length; i ++ ) {
  14468. var view = views[ i ];
  14469. var viewport = baseLayer.getViewport( view );
  14470. var camera = cameras[ i ];
  14471. camera.matrix.fromArray( view.transform.matrix );
  14472. camera.projectionMatrix.fromArray( view.projectionMatrix );
  14473. camera.viewport.set( viewport.x, viewport.y, viewport.width, viewport.height );
  14474. if ( i === 0 ) {
  14475. cameraVR.matrix.copy( camera.matrix );
  14476. }
  14477. if ( cameraVRNeedsUpdate === true ) {
  14478. cameraVR.cameras.push( camera );
  14479. }
  14480. }
  14481. }
  14482. //
  14483. var inputSources = session.inputSources;
  14484. for ( var i$1 = 0; i$1 < controllers.length; i$1 ++ ) {
  14485. var controller = controllers[ i$1 ];
  14486. var inputSource = inputSources[ i$1 ];
  14487. controller.update( inputSource, frame, referenceSpace );
  14488. }
  14489. if ( onAnimationFrameCallback ) { onAnimationFrameCallback( time, frame ); }
  14490. }
  14491. var animation = new WebGLAnimation();
  14492. animation.setAnimationLoop( onAnimationFrame );
  14493. this.setAnimationLoop = function ( callback ) {
  14494. onAnimationFrameCallback = callback;
  14495. };
  14496. this.dispose = function () {};
  14497. }
  14498. Object.assign( WebXRManager.prototype, EventDispatcher.prototype );
  14499. /**
  14500. * @author mrdoob / http://mrdoob.com/
  14501. */
  14502. function WebGLMaterials( properties ) {
  14503. function refreshFogUniforms( uniforms, fog ) {
  14504. uniforms.fogColor.value.copy( fog.color );
  14505. if ( fog.isFog ) {
  14506. uniforms.fogNear.value = fog.near;
  14507. uniforms.fogFar.value = fog.far;
  14508. } else if ( fog.isFogExp2 ) {
  14509. uniforms.fogDensity.value = fog.density;
  14510. }
  14511. }
  14512. function refreshMaterialUniforms( uniforms, material, environment, pixelRatio, height ) {
  14513. if ( material.isMeshBasicMaterial ) {
  14514. refreshUniformsCommon( uniforms, material );
  14515. } else if ( material.isMeshLambertMaterial ) {
  14516. refreshUniformsCommon( uniforms, material );
  14517. refreshUniformsLambert( uniforms, material );
  14518. } else if ( material.isMeshToonMaterial ) {
  14519. refreshUniformsCommon( uniforms, material );
  14520. refreshUniformsToon( uniforms, material );
  14521. } else if ( material.isMeshPhongMaterial ) {
  14522. refreshUniformsCommon( uniforms, material );
  14523. refreshUniformsPhong( uniforms, material );
  14524. } else if ( material.isMeshStandardMaterial ) {
  14525. refreshUniformsCommon( uniforms, material, environment );
  14526. if ( material.isMeshPhysicalMaterial ) {
  14527. refreshUniformsPhysical( uniforms, material, environment );
  14528. } else {
  14529. refreshUniformsStandard( uniforms, material, environment );
  14530. }
  14531. } else if ( material.isMeshMatcapMaterial ) {
  14532. refreshUniformsCommon( uniforms, material );
  14533. refreshUniformsMatcap( uniforms, material );
  14534. } else if ( material.isMeshDepthMaterial ) {
  14535. refreshUniformsCommon( uniforms, material );
  14536. refreshUniformsDepth( uniforms, material );
  14537. } else if ( material.isMeshDistanceMaterial ) {
  14538. refreshUniformsCommon( uniforms, material );
  14539. refreshUniformsDistance( uniforms, material );
  14540. } else if ( material.isMeshNormalMaterial ) {
  14541. refreshUniformsCommon( uniforms, material );
  14542. refreshUniformsNormal( uniforms, material );
  14543. } else if ( material.isLineBasicMaterial ) {
  14544. refreshUniformsLine( uniforms, material );
  14545. if ( material.isLineDashedMaterial ) {
  14546. refreshUniformsDash( uniforms, material );
  14547. }
  14548. } else if ( material.isPointsMaterial ) {
  14549. refreshUniformsPoints( uniforms, material, pixelRatio, height );
  14550. } else if ( material.isSpriteMaterial ) {
  14551. refreshUniformsSprites( uniforms, material );
  14552. } else if ( material.isShadowMaterial ) {
  14553. uniforms.color.value.copy( material.color );
  14554. uniforms.opacity.value = material.opacity;
  14555. } else if ( material.isShaderMaterial ) {
  14556. material.uniformsNeedUpdate = false; // #15581
  14557. }
  14558. }
  14559. function refreshUniformsCommon( uniforms, material, environment ) {
  14560. uniforms.opacity.value = material.opacity;
  14561. if ( material.color ) {
  14562. uniforms.diffuse.value.copy( material.color );
  14563. }
  14564. if ( material.emissive ) {
  14565. uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
  14566. }
  14567. if ( material.map ) {
  14568. uniforms.map.value = material.map;
  14569. }
  14570. if ( material.alphaMap ) {
  14571. uniforms.alphaMap.value = material.alphaMap;
  14572. }
  14573. if ( material.specularMap ) {
  14574. uniforms.specularMap.value = material.specularMap;
  14575. }
  14576. var envMap = material.envMap || environment;
  14577. if ( envMap ) {
  14578. uniforms.envMap.value = envMap;
  14579. uniforms.flipEnvMap.value = envMap.isCubeTexture ? - 1 : 1;
  14580. uniforms.reflectivity.value = material.reflectivity;
  14581. uniforms.refractionRatio.value = material.refractionRatio;
  14582. var maxMipLevel = properties.get( envMap ).__maxMipLevel;
  14583. if ( maxMipLevel !== undefined ) {
  14584. uniforms.maxMipLevel.value = maxMipLevel;
  14585. }
  14586. }
  14587. if ( material.lightMap ) {
  14588. uniforms.lightMap.value = material.lightMap;
  14589. uniforms.lightMapIntensity.value = material.lightMapIntensity;
  14590. }
  14591. if ( material.aoMap ) {
  14592. uniforms.aoMap.value = material.aoMap;
  14593. uniforms.aoMapIntensity.value = material.aoMapIntensity;
  14594. }
  14595. // uv repeat and offset setting priorities
  14596. // 1. color map
  14597. // 2. specular map
  14598. // 3. normal map
  14599. // 4. bump map
  14600. // 5. alpha map
  14601. // 6. emissive map
  14602. var uvScaleMap;
  14603. if ( material.map ) {
  14604. uvScaleMap = material.map;
  14605. } else if ( material.specularMap ) {
  14606. uvScaleMap = material.specularMap;
  14607. } else if ( material.displacementMap ) {
  14608. uvScaleMap = material.displacementMap;
  14609. } else if ( material.normalMap ) {
  14610. uvScaleMap = material.normalMap;
  14611. } else if ( material.bumpMap ) {
  14612. uvScaleMap = material.bumpMap;
  14613. } else if ( material.roughnessMap ) {
  14614. uvScaleMap = material.roughnessMap;
  14615. } else if ( material.metalnessMap ) {
  14616. uvScaleMap = material.metalnessMap;
  14617. } else if ( material.alphaMap ) {
  14618. uvScaleMap = material.alphaMap;
  14619. } else if ( material.emissiveMap ) {
  14620. uvScaleMap = material.emissiveMap;
  14621. }
  14622. if ( uvScaleMap !== undefined ) {
  14623. // backwards compatibility
  14624. if ( uvScaleMap.isWebGLRenderTarget ) {
  14625. uvScaleMap = uvScaleMap.texture;
  14626. }
  14627. if ( uvScaleMap.matrixAutoUpdate === true ) {
  14628. uvScaleMap.updateMatrix();
  14629. }
  14630. uniforms.uvTransform.value.copy( uvScaleMap.matrix );
  14631. }
  14632. // uv repeat and offset setting priorities for uv2
  14633. // 1. ao map
  14634. // 2. light map
  14635. var uv2ScaleMap;
  14636. if ( material.aoMap ) {
  14637. uv2ScaleMap = material.aoMap;
  14638. } else if ( material.lightMap ) {
  14639. uv2ScaleMap = material.lightMap;
  14640. }
  14641. if ( uv2ScaleMap !== undefined ) {
  14642. // backwards compatibility
  14643. if ( uv2ScaleMap.isWebGLRenderTarget ) {
  14644. uv2ScaleMap = uv2ScaleMap.texture;
  14645. }
  14646. if ( uv2ScaleMap.matrixAutoUpdate === true ) {
  14647. uv2ScaleMap.updateMatrix();
  14648. }
  14649. uniforms.uv2Transform.value.copy( uv2ScaleMap.matrix );
  14650. }
  14651. }
  14652. function refreshUniformsLine( uniforms, material ) {
  14653. uniforms.diffuse.value.copy( material.color );
  14654. uniforms.opacity.value = material.opacity;
  14655. }
  14656. function refreshUniformsDash( uniforms, material ) {
  14657. uniforms.dashSize.value = material.dashSize;
  14658. uniforms.totalSize.value = material.dashSize + material.gapSize;
  14659. uniforms.scale.value = material.scale;
  14660. }
  14661. function refreshUniformsPoints( uniforms, material, pixelRatio, height ) {
  14662. uniforms.diffuse.value.copy( material.color );
  14663. uniforms.opacity.value = material.opacity;
  14664. uniforms.size.value = material.size * pixelRatio;
  14665. uniforms.scale.value = height * 0.5;
  14666. if ( material.map ) {
  14667. uniforms.map.value = material.map;
  14668. }
  14669. if ( material.alphaMap ) {
  14670. uniforms.alphaMap.value = material.alphaMap;
  14671. }
  14672. // uv repeat and offset setting priorities
  14673. // 1. color map
  14674. // 2. alpha map
  14675. var uvScaleMap;
  14676. if ( material.map ) {
  14677. uvScaleMap = material.map;
  14678. } else if ( material.alphaMap ) {
  14679. uvScaleMap = material.alphaMap;
  14680. }
  14681. if ( uvScaleMap !== undefined ) {
  14682. if ( uvScaleMap.matrixAutoUpdate === true ) {
  14683. uvScaleMap.updateMatrix();
  14684. }
  14685. uniforms.uvTransform.value.copy( uvScaleMap.matrix );
  14686. }
  14687. }
  14688. function refreshUniformsSprites( uniforms, material ) {
  14689. uniforms.diffuse.value.copy( material.color );
  14690. uniforms.opacity.value = material.opacity;
  14691. uniforms.rotation.value = material.rotation;
  14692. if ( material.map ) {
  14693. uniforms.map.value = material.map;
  14694. }
  14695. if ( material.alphaMap ) {
  14696. uniforms.alphaMap.value = material.alphaMap;
  14697. }
  14698. // uv repeat and offset setting priorities
  14699. // 1. color map
  14700. // 2. alpha map
  14701. var uvScaleMap;
  14702. if ( material.map ) {
  14703. uvScaleMap = material.map;
  14704. } else if ( material.alphaMap ) {
  14705. uvScaleMap = material.alphaMap;
  14706. }
  14707. if ( uvScaleMap !== undefined ) {
  14708. if ( uvScaleMap.matrixAutoUpdate === true ) {
  14709. uvScaleMap.updateMatrix();
  14710. }
  14711. uniforms.uvTransform.value.copy( uvScaleMap.matrix );
  14712. }
  14713. }
  14714. function refreshUniformsLambert( uniforms, material ) {
  14715. if ( material.emissiveMap ) {
  14716. uniforms.emissiveMap.value = material.emissiveMap;
  14717. }
  14718. }
  14719. function refreshUniformsPhong( uniforms, material ) {
  14720. uniforms.specular.value.copy( material.specular );
  14721. uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
  14722. if ( material.emissiveMap ) {
  14723. uniforms.emissiveMap.value = material.emissiveMap;
  14724. }
  14725. if ( material.bumpMap ) {
  14726. uniforms.bumpMap.value = material.bumpMap;
  14727. uniforms.bumpScale.value = material.bumpScale;
  14728. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  14729. }
  14730. if ( material.normalMap ) {
  14731. uniforms.normalMap.value = material.normalMap;
  14732. uniforms.normalScale.value.copy( material.normalScale );
  14733. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  14734. }
  14735. if ( material.displacementMap ) {
  14736. uniforms.displacementMap.value = material.displacementMap;
  14737. uniforms.displacementScale.value = material.displacementScale;
  14738. uniforms.displacementBias.value = material.displacementBias;
  14739. }
  14740. }
  14741. function refreshUniformsToon( uniforms, material ) {
  14742. if ( material.gradientMap ) {
  14743. uniforms.gradientMap.value = material.gradientMap;
  14744. }
  14745. if ( material.emissiveMap ) {
  14746. uniforms.emissiveMap.value = material.emissiveMap;
  14747. }
  14748. if ( material.bumpMap ) {
  14749. uniforms.bumpMap.value = material.bumpMap;
  14750. uniforms.bumpScale.value = material.bumpScale;
  14751. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  14752. }
  14753. if ( material.normalMap ) {
  14754. uniforms.normalMap.value = material.normalMap;
  14755. uniforms.normalScale.value.copy( material.normalScale );
  14756. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  14757. }
  14758. if ( material.displacementMap ) {
  14759. uniforms.displacementMap.value = material.displacementMap;
  14760. uniforms.displacementScale.value = material.displacementScale;
  14761. uniforms.displacementBias.value = material.displacementBias;
  14762. }
  14763. }
  14764. function refreshUniformsStandard( uniforms, material, environment ) {
  14765. uniforms.roughness.value = material.roughness;
  14766. uniforms.metalness.value = material.metalness;
  14767. if ( material.roughnessMap ) {
  14768. uniforms.roughnessMap.value = material.roughnessMap;
  14769. }
  14770. if ( material.metalnessMap ) {
  14771. uniforms.metalnessMap.value = material.metalnessMap;
  14772. }
  14773. if ( material.emissiveMap ) {
  14774. uniforms.emissiveMap.value = material.emissiveMap;
  14775. }
  14776. if ( material.bumpMap ) {
  14777. uniforms.bumpMap.value = material.bumpMap;
  14778. uniforms.bumpScale.value = material.bumpScale;
  14779. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  14780. }
  14781. if ( material.normalMap ) {
  14782. uniforms.normalMap.value = material.normalMap;
  14783. uniforms.normalScale.value.copy( material.normalScale );
  14784. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  14785. }
  14786. if ( material.displacementMap ) {
  14787. uniforms.displacementMap.value = material.displacementMap;
  14788. uniforms.displacementScale.value = material.displacementScale;
  14789. uniforms.displacementBias.value = material.displacementBias;
  14790. }
  14791. if ( material.envMap || environment ) {
  14792. //uniforms.envMap.value = material.envMap; // part of uniforms common
  14793. uniforms.envMapIntensity.value = material.envMapIntensity;
  14794. }
  14795. }
  14796. function refreshUniformsPhysical( uniforms, material, environment ) {
  14797. refreshUniformsStandard( uniforms, material, environment );
  14798. uniforms.reflectivity.value = material.reflectivity; // also part of uniforms common
  14799. uniforms.clearcoat.value = material.clearcoat;
  14800. uniforms.clearcoatRoughness.value = material.clearcoatRoughness;
  14801. if ( material.sheen ) { uniforms.sheen.value.copy( material.sheen ); }
  14802. if ( material.clearcoatMap ) {
  14803. uniforms.clearcoatMap.value = material.clearcoatMap;
  14804. }
  14805. if ( material.clearcoatRoughnessMap ) {
  14806. uniforms.clearcoatRoughnessMap.value = material.clearcoatRoughnessMap;
  14807. }
  14808. if ( material.clearcoatNormalMap ) {
  14809. uniforms.clearcoatNormalScale.value.copy( material.clearcoatNormalScale );
  14810. uniforms.clearcoatNormalMap.value = material.clearcoatNormalMap;
  14811. if ( material.side === BackSide ) {
  14812. uniforms.clearcoatNormalScale.value.negate();
  14813. }
  14814. }
  14815. uniforms.transmission.value = material.transmission;
  14816. if ( material.transmissionMap ) {
  14817. uniforms.transmissionMap.value = material.transmissionMap;
  14818. }
  14819. }
  14820. function refreshUniformsMatcap( uniforms, material ) {
  14821. if ( material.matcap ) {
  14822. uniforms.matcap.value = material.matcap;
  14823. }
  14824. if ( material.bumpMap ) {
  14825. uniforms.bumpMap.value = material.bumpMap;
  14826. uniforms.bumpScale.value = material.bumpScale;
  14827. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  14828. }
  14829. if ( material.normalMap ) {
  14830. uniforms.normalMap.value = material.normalMap;
  14831. uniforms.normalScale.value.copy( material.normalScale );
  14832. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  14833. }
  14834. if ( material.displacementMap ) {
  14835. uniforms.displacementMap.value = material.displacementMap;
  14836. uniforms.displacementScale.value = material.displacementScale;
  14837. uniforms.displacementBias.value = material.displacementBias;
  14838. }
  14839. }
  14840. function refreshUniformsDepth( uniforms, material ) {
  14841. if ( material.displacementMap ) {
  14842. uniforms.displacementMap.value = material.displacementMap;
  14843. uniforms.displacementScale.value = material.displacementScale;
  14844. uniforms.displacementBias.value = material.displacementBias;
  14845. }
  14846. }
  14847. function refreshUniformsDistance( uniforms, material ) {
  14848. if ( material.displacementMap ) {
  14849. uniforms.displacementMap.value = material.displacementMap;
  14850. uniforms.displacementScale.value = material.displacementScale;
  14851. uniforms.displacementBias.value = material.displacementBias;
  14852. }
  14853. uniforms.referencePosition.value.copy( material.referencePosition );
  14854. uniforms.nearDistance.value = material.nearDistance;
  14855. uniforms.farDistance.value = material.farDistance;
  14856. }
  14857. function refreshUniformsNormal( uniforms, material ) {
  14858. if ( material.bumpMap ) {
  14859. uniforms.bumpMap.value = material.bumpMap;
  14860. uniforms.bumpScale.value = material.bumpScale;
  14861. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  14862. }
  14863. if ( material.normalMap ) {
  14864. uniforms.normalMap.value = material.normalMap;
  14865. uniforms.normalScale.value.copy( material.normalScale );
  14866. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  14867. }
  14868. if ( material.displacementMap ) {
  14869. uniforms.displacementMap.value = material.displacementMap;
  14870. uniforms.displacementScale.value = material.displacementScale;
  14871. uniforms.displacementBias.value = material.displacementBias;
  14872. }
  14873. }
  14874. return {
  14875. refreshFogUniforms: refreshFogUniforms,
  14876. refreshMaterialUniforms: refreshMaterialUniforms
  14877. };
  14878. }
  14879. /**
  14880. * @author supereggbert / http://www.paulbrunt.co.uk/
  14881. * @author mrdoob / http://mrdoob.com/
  14882. * @author alteredq / http://alteredqualia.com/
  14883. * @author szimek / https://github.com/szimek/
  14884. * @author tschw
  14885. */
  14886. function WebGLRenderer( parameters ) {
  14887. parameters = parameters || {};
  14888. var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ),
  14889. _context = parameters.context !== undefined ? parameters.context : null,
  14890. _alpha = parameters.alpha !== undefined ? parameters.alpha : false,
  14891. _depth = parameters.depth !== undefined ? parameters.depth : true,
  14892. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  14893. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  14894. _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
  14895. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  14896. _powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default',
  14897. _failIfMajorPerformanceCaveat = parameters.failIfMajorPerformanceCaveat !== undefined ? parameters.failIfMajorPerformanceCaveat : false;
  14898. var currentRenderList = null;
  14899. var currentRenderState = null;
  14900. // public properties
  14901. this.domElement = _canvas;
  14902. // Debug configuration container
  14903. this.debug = {
  14904. /**
  14905. * Enables error checking and reporting when shader programs are being compiled
  14906. * @type {boolean}
  14907. */
  14908. checkShaderErrors: true
  14909. };
  14910. // clearing
  14911. this.autoClear = true;
  14912. this.autoClearColor = true;
  14913. this.autoClearDepth = true;
  14914. this.autoClearStencil = true;
  14915. // scene graph
  14916. this.sortObjects = true;
  14917. // user-defined clipping
  14918. this.clippingPlanes = [];
  14919. this.localClippingEnabled = false;
  14920. // physically based shading
  14921. this.gammaFactor = 2.0; // for backwards compatibility
  14922. this.outputEncoding = LinearEncoding;
  14923. // physical lights
  14924. this.physicallyCorrectLights = false;
  14925. // tone mapping
  14926. this.toneMapping = NoToneMapping;
  14927. this.toneMappingExposure = 1.0;
  14928. // morphs
  14929. this.maxMorphTargets = 8;
  14930. this.maxMorphNormals = 4;
  14931. // internal properties
  14932. var _this = this;
  14933. var _isContextLost = false;
  14934. // internal state cache
  14935. var _framebuffer = null;
  14936. var _currentActiveCubeFace = 0;
  14937. var _currentActiveMipmapLevel = 0;
  14938. var _currentRenderTarget = null;
  14939. var _currentFramebuffer = null;
  14940. var _currentMaterialId = - 1;
  14941. var _currentCamera = null;
  14942. var _currentArrayCamera = null;
  14943. var _currentViewport = new Vector4();
  14944. var _currentScissor = new Vector4();
  14945. var _currentScissorTest = null;
  14946. //
  14947. var _width = _canvas.width;
  14948. var _height = _canvas.height;
  14949. var _pixelRatio = 1;
  14950. var _opaqueSort = null;
  14951. var _transparentSort = null;
  14952. var _viewport = new Vector4( 0, 0, _width, _height );
  14953. var _scissor = new Vector4( 0, 0, _width, _height );
  14954. var _scissorTest = false;
  14955. // frustum
  14956. var _frustum = new Frustum();
  14957. // clipping
  14958. var _clipping = new WebGLClipping();
  14959. var _clippingEnabled = false;
  14960. var _localClippingEnabled = false;
  14961. // camera matrices cache
  14962. var _projScreenMatrix = new Matrix4();
  14963. var _vector3 = new Vector3();
  14964. var _emptyScene = { background: null, fog: null, environment: null, overrideMaterial: null, isScene: true };
  14965. function getTargetPixelRatio() {
  14966. return _currentRenderTarget === null ? _pixelRatio : 1;
  14967. }
  14968. // initialize
  14969. var _gl = _context;
  14970. function getContext( contextNames, contextAttributes ) {
  14971. for ( var i = 0; i < contextNames.length; i ++ ) {
  14972. var contextName = contextNames[ i ];
  14973. var context = _canvas.getContext( contextName, contextAttributes );
  14974. if ( context !== null ) { return context; }
  14975. }
  14976. return null;
  14977. }
  14978. try {
  14979. var contextAttributes = {
  14980. alpha: _alpha,
  14981. depth: _depth,
  14982. stencil: _stencil,
  14983. antialias: _antialias,
  14984. premultipliedAlpha: _premultipliedAlpha,
  14985. preserveDrawingBuffer: _preserveDrawingBuffer,
  14986. powerPreference: _powerPreference,
  14987. failIfMajorPerformanceCaveat: _failIfMajorPerformanceCaveat
  14988. };
  14989. // event listeners must be registered before WebGL context is created, see #12753
  14990. _canvas.addEventListener( 'webglcontextlost', onContextLost, false );
  14991. _canvas.addEventListener( 'webglcontextrestored', onContextRestore, false );
  14992. if ( _gl === null ) {
  14993. var contextNames = [ 'webgl2', 'webgl', 'experimental-webgl' ];
  14994. if ( _this.isWebGL1Renderer === true ) {
  14995. contextNames.shift();
  14996. }
  14997. _gl = getContext( contextNames, contextAttributes );
  14998. if ( _gl === null ) {
  14999. if ( getContext( contextNames ) ) {
  15000. throw new Error( 'Error creating WebGL context with your selected attributes.' );
  15001. } else {
  15002. throw new Error( 'Error creating WebGL context.' );
  15003. }
  15004. }
  15005. }
  15006. // Some experimental-webgl implementations do not have getShaderPrecisionFormat
  15007. if ( _gl.getShaderPrecisionFormat === undefined ) {
  15008. _gl.getShaderPrecisionFormat = function () {
  15009. return { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 };
  15010. };
  15011. }
  15012. } catch ( error ) {
  15013. console.error( 'THREE.WebGLRenderer: ' + error.message );
  15014. throw error;
  15015. }
  15016. var extensions, capabilities, state, info;
  15017. var properties, textures, attributes, geometries, objects;
  15018. var programCache, materials, renderLists, renderStates;
  15019. var background, morphtargets, bufferRenderer, indexedBufferRenderer;
  15020. var utils, bindingStates;
  15021. function initGLContext() {
  15022. extensions = new WebGLExtensions( _gl );
  15023. capabilities = new WebGLCapabilities( _gl, extensions, parameters );
  15024. if ( capabilities.isWebGL2 === false ) {
  15025. extensions.get( 'WEBGL_depth_texture' );
  15026. extensions.get( 'OES_texture_float' );
  15027. extensions.get( 'OES_texture_half_float' );
  15028. extensions.get( 'OES_texture_half_float_linear' );
  15029. extensions.get( 'OES_standard_derivatives' );
  15030. extensions.get( 'OES_element_index_uint' );
  15031. extensions.get( 'OES_vertex_array_object' );
  15032. extensions.get( 'ANGLE_instanced_arrays' );
  15033. }
  15034. extensions.get( 'OES_texture_float_linear' );
  15035. utils = new WebGLUtils( _gl, extensions, capabilities );
  15036. state = new WebGLState( _gl, extensions, capabilities );
  15037. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
  15038. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
  15039. info = new WebGLInfo( _gl );
  15040. properties = new WebGLProperties();
  15041. textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );
  15042. attributes = new WebGLAttributes( _gl, capabilities );
  15043. bindingStates = new WebGLBindingStates( _gl, extensions, attributes, capabilities );
  15044. geometries = new WebGLGeometries( _gl, attributes, info, bindingStates );
  15045. objects = new WebGLObjects( _gl, geometries, attributes, info );
  15046. morphtargets = new WebGLMorphtargets( _gl );
  15047. programCache = new WebGLPrograms( _this, extensions, capabilities, bindingStates );
  15048. materials = new WebGLMaterials( properties );
  15049. renderLists = new WebGLRenderLists( properties );
  15050. renderStates = new WebGLRenderStates();
  15051. background = new WebGLBackground( _this, state, objects, _premultipliedAlpha );
  15052. bufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities );
  15053. indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities );
  15054. info.programs = programCache.programs;
  15055. _this.capabilities = capabilities;
  15056. _this.extensions = extensions;
  15057. _this.properties = properties;
  15058. _this.renderLists = renderLists;
  15059. _this.state = state;
  15060. _this.info = info;
  15061. }
  15062. initGLContext();
  15063. // xr
  15064. var xr = new WebXRManager( _this, _gl );
  15065. this.xr = xr;
  15066. // shadow map
  15067. var shadowMap = new WebGLShadowMap( _this, objects, capabilities.maxTextureSize );
  15068. this.shadowMap = shadowMap;
  15069. // API
  15070. this.getContext = function () {
  15071. return _gl;
  15072. };
  15073. this.getContextAttributes = function () {
  15074. return _gl.getContextAttributes();
  15075. };
  15076. this.forceContextLoss = function () {
  15077. var extension = extensions.get( 'WEBGL_lose_context' );
  15078. if ( extension ) { extension.loseContext(); }
  15079. };
  15080. this.forceContextRestore = function () {
  15081. var extension = extensions.get( 'WEBGL_lose_context' );
  15082. if ( extension ) { extension.restoreContext(); }
  15083. };
  15084. this.getPixelRatio = function () {
  15085. return _pixelRatio;
  15086. };
  15087. this.setPixelRatio = function ( value ) {
  15088. if ( value === undefined ) { return; }
  15089. _pixelRatio = value;
  15090. this.setSize( _width, _height, false );
  15091. };
  15092. this.getSize = function ( target ) {
  15093. if ( target === undefined ) {
  15094. console.warn( 'WebGLRenderer: .getsize() now requires a Vector2 as an argument' );
  15095. target = new Vector2();
  15096. }
  15097. return target.set( _width, _height );
  15098. };
  15099. this.setSize = function ( width, height, updateStyle ) {
  15100. if ( xr.isPresenting ) {
  15101. console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' );
  15102. return;
  15103. }
  15104. _width = width;
  15105. _height = height;
  15106. _canvas.width = Math.floor( width * _pixelRatio );
  15107. _canvas.height = Math.floor( height * _pixelRatio );
  15108. if ( updateStyle !== false ) {
  15109. _canvas.style.width = width + 'px';
  15110. _canvas.style.height = height + 'px';
  15111. }
  15112. this.setViewport( 0, 0, width, height );
  15113. };
  15114. this.getDrawingBufferSize = function ( target ) {
  15115. if ( target === undefined ) {
  15116. console.warn( 'WebGLRenderer: .getdrawingBufferSize() now requires a Vector2 as an argument' );
  15117. target = new Vector2();
  15118. }
  15119. return target.set( _width * _pixelRatio, _height * _pixelRatio ).floor();
  15120. };
  15121. this.setDrawingBufferSize = function ( width, height, pixelRatio ) {
  15122. _width = width;
  15123. _height = height;
  15124. _pixelRatio = pixelRatio;
  15125. _canvas.width = Math.floor( width * pixelRatio );
  15126. _canvas.height = Math.floor( height * pixelRatio );
  15127. this.setViewport( 0, 0, width, height );
  15128. };
  15129. this.getCurrentViewport = function ( target ) {
  15130. if ( target === undefined ) {
  15131. console.warn( 'WebGLRenderer: .getCurrentViewport() now requires a Vector4 as an argument' );
  15132. target = new Vector4();
  15133. }
  15134. return target.copy( _currentViewport );
  15135. };
  15136. this.getViewport = function ( target ) {
  15137. return target.copy( _viewport );
  15138. };
  15139. this.setViewport = function ( x, y, width, height ) {
  15140. if ( x.isVector4 ) {
  15141. _viewport.set( x.x, x.y, x.z, x.w );
  15142. } else {
  15143. _viewport.set( x, y, width, height );
  15144. }
  15145. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
  15146. };
  15147. this.getScissor = function ( target ) {
  15148. return target.copy( _scissor );
  15149. };
  15150. this.setScissor = function ( x, y, width, height ) {
  15151. if ( x.isVector4 ) {
  15152. _scissor.set( x.x, x.y, x.z, x.w );
  15153. } else {
  15154. _scissor.set( x, y, width, height );
  15155. }
  15156. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
  15157. };
  15158. this.getScissorTest = function () {
  15159. return _scissorTest;
  15160. };
  15161. this.setScissorTest = function ( boolean ) {
  15162. state.setScissorTest( _scissorTest = boolean );
  15163. };
  15164. this.setOpaqueSort = function ( method ) {
  15165. _opaqueSort = method;
  15166. };
  15167. this.setTransparentSort = function ( method ) {
  15168. _transparentSort = method;
  15169. };
  15170. // Clearing
  15171. this.getClearColor = function () {
  15172. return background.getClearColor();
  15173. };
  15174. this.setClearColor = function () {
  15175. background.setClearColor.apply( background, arguments );
  15176. };
  15177. this.getClearAlpha = function () {
  15178. return background.getClearAlpha();
  15179. };
  15180. this.setClearAlpha = function () {
  15181. background.setClearAlpha.apply( background, arguments );
  15182. };
  15183. this.clear = function ( color, depth, stencil ) {
  15184. var bits = 0;
  15185. if ( color === undefined || color ) { bits |= 16384; }
  15186. if ( depth === undefined || depth ) { bits |= 256; }
  15187. if ( stencil === undefined || stencil ) { bits |= 1024; }
  15188. _gl.clear( bits );
  15189. };
  15190. this.clearColor = function () {
  15191. this.clear( true, false, false );
  15192. };
  15193. this.clearDepth = function () {
  15194. this.clear( false, true, false );
  15195. };
  15196. this.clearStencil = function () {
  15197. this.clear( false, false, true );
  15198. };
  15199. //
  15200. this.dispose = function () {
  15201. _canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
  15202. _canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );
  15203. renderLists.dispose();
  15204. renderStates.dispose();
  15205. properties.dispose();
  15206. objects.dispose();
  15207. bindingStates.dispose();
  15208. xr.dispose();
  15209. animation.stop();
  15210. };
  15211. // Events
  15212. function onContextLost( event ) {
  15213. event.preventDefault();
  15214. console.log( 'THREE.WebGLRenderer: Context Lost.' );
  15215. _isContextLost = true;
  15216. }
  15217. function onContextRestore( /* event */ ) {
  15218. console.log( 'THREE.WebGLRenderer: Context Restored.' );
  15219. _isContextLost = false;
  15220. initGLContext();
  15221. }
  15222. function onMaterialDispose( event ) {
  15223. var material = event.target;
  15224. material.removeEventListener( 'dispose', onMaterialDispose );
  15225. deallocateMaterial( material );
  15226. }
  15227. // Buffer deallocation
  15228. function deallocateMaterial( material ) {
  15229. releaseMaterialProgramReference( material );
  15230. properties.remove( material );
  15231. }
  15232. function releaseMaterialProgramReference( material ) {
  15233. var programInfo = properties.get( material ).program;
  15234. if ( programInfo !== undefined ) {
  15235. programCache.releaseProgram( programInfo );
  15236. }
  15237. }
  15238. // Buffer rendering
  15239. function renderObjectImmediate( object, program ) {
  15240. object.render( function ( object ) {
  15241. _this.renderBufferImmediate( object, program );
  15242. } );
  15243. }
  15244. this.renderBufferImmediate = function ( object, program ) {
  15245. bindingStates.initAttributes();
  15246. var buffers = properties.get( object );
  15247. if ( object.hasPositions && ! buffers.position ) { buffers.position = _gl.createBuffer(); }
  15248. if ( object.hasNormals && ! buffers.normal ) { buffers.normal = _gl.createBuffer(); }
  15249. if ( object.hasUvs && ! buffers.uv ) { buffers.uv = _gl.createBuffer(); }
  15250. if ( object.hasColors && ! buffers.color ) { buffers.color = _gl.createBuffer(); }
  15251. var programAttributes = program.getAttributes();
  15252. if ( object.hasPositions ) {
  15253. _gl.bindBuffer( 34962, buffers.position );
  15254. _gl.bufferData( 34962, object.positionArray, 35048 );
  15255. bindingStates.enableAttribute( programAttributes.position );
  15256. _gl.vertexAttribPointer( programAttributes.position, 3, 5126, false, 0, 0 );
  15257. }
  15258. if ( object.hasNormals ) {
  15259. _gl.bindBuffer( 34962, buffers.normal );
  15260. _gl.bufferData( 34962, object.normalArray, 35048 );
  15261. bindingStates.enableAttribute( programAttributes.normal );
  15262. _gl.vertexAttribPointer( programAttributes.normal, 3, 5126, false, 0, 0 );
  15263. }
  15264. if ( object.hasUvs ) {
  15265. _gl.bindBuffer( 34962, buffers.uv );
  15266. _gl.bufferData( 34962, object.uvArray, 35048 );
  15267. bindingStates.enableAttribute( programAttributes.uv );
  15268. _gl.vertexAttribPointer( programAttributes.uv, 2, 5126, false, 0, 0 );
  15269. }
  15270. if ( object.hasColors ) {
  15271. _gl.bindBuffer( 34962, buffers.color );
  15272. _gl.bufferData( 34962, object.colorArray, 35048 );
  15273. bindingStates.enableAttribute( programAttributes.color );
  15274. _gl.vertexAttribPointer( programAttributes.color, 3, 5126, false, 0, 0 );
  15275. }
  15276. bindingStates.disableUnusedAttributes();
  15277. _gl.drawArrays( 4, 0, object.count );
  15278. object.count = 0;
  15279. };
  15280. this.renderBufferDirect = function ( camera, scene, geometry, material, object, group ) {
  15281. if ( scene === null ) { scene = _emptyScene; } // renderBufferDirect second parameter used to be fog (could be null)
  15282. var frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );
  15283. var program = setProgram( camera, scene, material, object );
  15284. state.setMaterial( material, frontFaceCW );
  15285. //
  15286. var index = geometry.index;
  15287. var position = geometry.attributes.position;
  15288. //
  15289. if ( index === null ) {
  15290. if ( position === undefined || position.count === 0 ) { return; }
  15291. } else if ( index.count === 0 ) {
  15292. return;
  15293. }
  15294. //
  15295. var rangeFactor = 1;
  15296. if ( material.wireframe === true ) {
  15297. index = geometries.getWireframeAttribute( geometry );
  15298. rangeFactor = 2;
  15299. }
  15300. if ( material.morphTargets || material.morphNormals ) {
  15301. morphtargets.update( object, geometry, material, program );
  15302. }
  15303. bindingStates.setup( object, material, program, geometry, index );
  15304. var attribute;
  15305. var renderer = bufferRenderer;
  15306. if ( index !== null ) {
  15307. attribute = attributes.get( index );
  15308. renderer = indexedBufferRenderer;
  15309. renderer.setIndex( attribute );
  15310. }
  15311. //
  15312. var dataCount = ( index !== null ) ? index.count : position.count;
  15313. var rangeStart = geometry.drawRange.start * rangeFactor;
  15314. var rangeCount = geometry.drawRange.count * rangeFactor;
  15315. var groupStart = group !== null ? group.start * rangeFactor : 0;
  15316. var groupCount = group !== null ? group.count * rangeFactor : Infinity;
  15317. var drawStart = Math.max( rangeStart, groupStart );
  15318. var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
  15319. var drawCount = Math.max( 0, drawEnd - drawStart + 1 );
  15320. if ( drawCount === 0 ) { return; }
  15321. //
  15322. if ( object.isMesh ) {
  15323. if ( material.wireframe === true ) {
  15324. state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
  15325. renderer.setMode( 1 );
  15326. } else {
  15327. renderer.setMode( 4 );
  15328. }
  15329. } else if ( object.isLine ) {
  15330. var lineWidth = material.linewidth;
  15331. if ( lineWidth === undefined ) { lineWidth = 1; } // Not using Line*Material
  15332. state.setLineWidth( lineWidth * getTargetPixelRatio() );
  15333. if ( object.isLineSegments ) {
  15334. renderer.setMode( 1 );
  15335. } else if ( object.isLineLoop ) {
  15336. renderer.setMode( 2 );
  15337. } else {
  15338. renderer.setMode( 3 );
  15339. }
  15340. } else if ( object.isPoints ) {
  15341. renderer.setMode( 0 );
  15342. } else if ( object.isSprite ) {
  15343. renderer.setMode( 4 );
  15344. }
  15345. if ( object.isInstancedMesh ) {
  15346. renderer.renderInstances( drawStart, drawCount, object.count );
  15347. } else if ( geometry.isInstancedBufferGeometry ) {
  15348. var instanceCount = Math.min( geometry.instanceCount, geometry._maxInstanceCount );
  15349. renderer.renderInstances( drawStart, drawCount, instanceCount );
  15350. } else {
  15351. renderer.render( drawStart, drawCount );
  15352. }
  15353. };
  15354. // Compile
  15355. this.compile = function ( scene, camera ) {
  15356. currentRenderState = renderStates.get( scene, camera );
  15357. currentRenderState.init();
  15358. scene.traverse( function ( object ) {
  15359. if ( object.isLight ) {
  15360. currentRenderState.pushLight( object );
  15361. if ( object.castShadow ) {
  15362. currentRenderState.pushShadow( object );
  15363. }
  15364. }
  15365. } );
  15366. currentRenderState.setupLights( camera );
  15367. var compiled = new WeakMap();
  15368. scene.traverse( function ( object ) {
  15369. var material = object.material;
  15370. if ( material ) {
  15371. if ( Array.isArray( material ) ) {
  15372. for ( var i = 0; i < material.length; i ++ ) {
  15373. var material2 = material[ i ];
  15374. if ( compiled.has( material2 ) === false ) {
  15375. initMaterial( material2, scene, object );
  15376. compiled.set( material2 );
  15377. }
  15378. }
  15379. } else if ( compiled.has( material ) === false ) {
  15380. initMaterial( material, scene, object );
  15381. compiled.set( material );
  15382. }
  15383. }
  15384. } );
  15385. };
  15386. // Animation Loop
  15387. var onAnimationFrameCallback = null;
  15388. function onAnimationFrame( time ) {
  15389. if ( xr.isPresenting ) { return; }
  15390. if ( onAnimationFrameCallback ) { onAnimationFrameCallback( time ); }
  15391. }
  15392. var animation = new WebGLAnimation();
  15393. animation.setAnimationLoop( onAnimationFrame );
  15394. if ( typeof window !== 'undefined' ) { animation.setContext( window ); }
  15395. this.setAnimationLoop = function ( callback ) {
  15396. onAnimationFrameCallback = callback;
  15397. xr.setAnimationLoop( callback );
  15398. ( callback === null ) ? animation.stop() : animation.start();
  15399. };
  15400. // Rendering
  15401. this.render = function ( scene, camera ) {
  15402. var renderTarget, forceClear;
  15403. if ( arguments[ 2 ] !== undefined ) {
  15404. console.warn( 'THREE.WebGLRenderer.render(): the renderTarget argument has been removed. Use .setRenderTarget() instead.' );
  15405. renderTarget = arguments[ 2 ];
  15406. }
  15407. if ( arguments[ 3 ] !== undefined ) {
  15408. console.warn( 'THREE.WebGLRenderer.render(): the forceClear argument has been removed. Use .clear() instead.' );
  15409. forceClear = arguments[ 3 ];
  15410. }
  15411. if ( camera !== undefined && camera.isCamera !== true ) {
  15412. console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
  15413. return;
  15414. }
  15415. if ( _isContextLost === true ) { return; }
  15416. // reset caching for this frame
  15417. bindingStates.resetDefaultState();
  15418. _currentMaterialId = - 1;
  15419. _currentCamera = null;
  15420. // update scene graph
  15421. if ( scene.autoUpdate === true ) { scene.updateMatrixWorld(); }
  15422. // update camera matrices and frustum
  15423. if ( camera.parent === null ) { camera.updateMatrixWorld(); }
  15424. if ( xr.enabled === true && xr.isPresenting === true ) {
  15425. camera = xr.getCamera( camera );
  15426. }
  15427. //
  15428. if ( scene.isScene === true ) { scene.onBeforeRender( _this, scene, camera, renderTarget || _currentRenderTarget ); }
  15429. currentRenderState = renderStates.get( scene, camera );
  15430. currentRenderState.init();
  15431. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  15432. _frustum.setFromProjectionMatrix( _projScreenMatrix );
  15433. _localClippingEnabled = this.localClippingEnabled;
  15434. _clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
  15435. currentRenderList = renderLists.get( scene, camera );
  15436. currentRenderList.init();
  15437. projectObject( scene, camera, 0, _this.sortObjects );
  15438. currentRenderList.finish();
  15439. if ( _this.sortObjects === true ) {
  15440. currentRenderList.sort( _opaqueSort, _transparentSort );
  15441. }
  15442. //
  15443. if ( _clippingEnabled === true ) { _clipping.beginShadows(); }
  15444. var shadowsArray = currentRenderState.state.shadowsArray;
  15445. shadowMap.render( shadowsArray, scene, camera );
  15446. currentRenderState.setupLights( camera );
  15447. if ( _clippingEnabled === true ) { _clipping.endShadows(); }
  15448. //
  15449. if ( this.info.autoReset === true ) { this.info.reset(); }
  15450. if ( renderTarget !== undefined ) {
  15451. this.setRenderTarget( renderTarget );
  15452. }
  15453. //
  15454. background.render( currentRenderList, scene, camera, forceClear );
  15455. // render scene
  15456. var opaqueObjects = currentRenderList.opaque;
  15457. var transparentObjects = currentRenderList.transparent;
  15458. if ( opaqueObjects.length > 0 ) { renderObjects( opaqueObjects, scene, camera ); }
  15459. if ( transparentObjects.length > 0 ) { renderObjects( transparentObjects, scene, camera ); }
  15460. //
  15461. if ( scene.isScene === true ) { scene.onAfterRender( _this, scene, camera ); }
  15462. //
  15463. if ( _currentRenderTarget !== null ) {
  15464. // Generate mipmap if we're using any kind of mipmap filtering
  15465. textures.updateRenderTargetMipmap( _currentRenderTarget );
  15466. // resolve multisample renderbuffers to a single-sample texture if necessary
  15467. textures.updateMultisampleRenderTarget( _currentRenderTarget );
  15468. }
  15469. // Ensure depth buffer writing is enabled so it can be cleared on next render
  15470. state.buffers.depth.setTest( true );
  15471. state.buffers.depth.setMask( true );
  15472. state.buffers.color.setMask( true );
  15473. state.setPolygonOffset( false );
  15474. // _gl.finish();
  15475. currentRenderList = null;
  15476. currentRenderState = null;
  15477. };
  15478. function projectObject( object, camera, groupOrder, sortObjects ) {
  15479. if ( object.visible === false ) { return; }
  15480. var visible = object.layers.test( camera.layers );
  15481. if ( visible ) {
  15482. if ( object.isGroup ) {
  15483. groupOrder = object.renderOrder;
  15484. } else if ( object.isLOD ) {
  15485. if ( object.autoUpdate === true ) { object.update( camera ); }
  15486. } else if ( object.isLight ) {
  15487. currentRenderState.pushLight( object );
  15488. if ( object.castShadow ) {
  15489. currentRenderState.pushShadow( object );
  15490. }
  15491. } else if ( object.isSprite ) {
  15492. if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
  15493. if ( sortObjects ) {
  15494. _vector3.setFromMatrixPosition( object.matrixWorld )
  15495. .applyMatrix4( _projScreenMatrix );
  15496. }
  15497. var geometry = objects.update( object );
  15498. var material = object.material;
  15499. if ( material.visible ) {
  15500. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  15501. }
  15502. }
  15503. } else if ( object.isImmediateRenderObject ) {
  15504. if ( sortObjects ) {
  15505. _vector3.setFromMatrixPosition( object.matrixWorld )
  15506. .applyMatrix4( _projScreenMatrix );
  15507. }
  15508. currentRenderList.push( object, null, object.material, groupOrder, _vector3.z, null );
  15509. } else if ( object.isMesh || object.isLine || object.isPoints ) {
  15510. if ( object.isSkinnedMesh ) {
  15511. // update skeleton only once in a frame
  15512. if ( object.skeleton.frame !== info.render.frame ) {
  15513. object.skeleton.update();
  15514. object.skeleton.frame = info.render.frame;
  15515. }
  15516. }
  15517. if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
  15518. if ( sortObjects ) {
  15519. _vector3.setFromMatrixPosition( object.matrixWorld )
  15520. .applyMatrix4( _projScreenMatrix );
  15521. }
  15522. var geometry$1 = objects.update( object );
  15523. var material$1 = object.material;
  15524. if ( Array.isArray( material$1 ) ) {
  15525. var groups = geometry$1.groups;
  15526. for ( var i = 0, l = groups.length; i < l; i ++ ) {
  15527. var group = groups[ i ];
  15528. var groupMaterial = material$1[ group.materialIndex ];
  15529. if ( groupMaterial && groupMaterial.visible ) {
  15530. currentRenderList.push( object, geometry$1, groupMaterial, groupOrder, _vector3.z, group );
  15531. }
  15532. }
  15533. } else if ( material$1.visible ) {
  15534. currentRenderList.push( object, geometry$1, material$1, groupOrder, _vector3.z, null );
  15535. }
  15536. }
  15537. }
  15538. }
  15539. var children = object.children;
  15540. for ( var i$1 = 0, l$1 = children.length; i$1 < l$1; i$1 ++ ) {
  15541. projectObject( children[ i$1 ], camera, groupOrder, sortObjects );
  15542. }
  15543. }
  15544. function renderObjects( renderList, scene, camera ) {
  15545. var overrideMaterial = scene.isScene === true ? scene.overrideMaterial : null;
  15546. for ( var i = 0, l = renderList.length; i < l; i ++ ) {
  15547. var renderItem = renderList[ i ];
  15548. var object = renderItem.object;
  15549. var geometry = renderItem.geometry;
  15550. var material = overrideMaterial === null ? renderItem.material : overrideMaterial;
  15551. var group = renderItem.group;
  15552. if ( camera.isArrayCamera ) {
  15553. _currentArrayCamera = camera;
  15554. var cameras = camera.cameras;
  15555. for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
  15556. var camera2 = cameras[ j ];
  15557. if ( object.layers.test( camera2.layers ) ) {
  15558. state.viewport( _currentViewport.copy( camera2.viewport ) );
  15559. currentRenderState.setupLights( camera2 );
  15560. renderObject( object, scene, camera2, geometry, material, group );
  15561. }
  15562. }
  15563. } else {
  15564. _currentArrayCamera = null;
  15565. renderObject( object, scene, camera, geometry, material, group );
  15566. }
  15567. }
  15568. }
  15569. function renderObject( object, scene, camera, geometry, material, group ) {
  15570. object.onBeforeRender( _this, scene, camera, geometry, material, group );
  15571. currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
  15572. object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  15573. object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
  15574. if ( object.isImmediateRenderObject ) {
  15575. var program = setProgram( camera, scene, material, object );
  15576. state.setMaterial( material );
  15577. bindingStates.reset();
  15578. renderObjectImmediate( object, program );
  15579. } else {
  15580. _this.renderBufferDirect( camera, scene, geometry, material, object, group );
  15581. }
  15582. object.onAfterRender( _this, scene, camera, geometry, material, group );
  15583. currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
  15584. }
  15585. function initMaterial( material, scene, object ) {
  15586. if ( scene.isScene !== true ) { scene = _emptyScene; } // scene could be a Mesh, Line, Points, ...
  15587. var materialProperties = properties.get( material );
  15588. var lights = currentRenderState.state.lights;
  15589. var shadowsArray = currentRenderState.state.shadowsArray;
  15590. var lightsStateVersion = lights.state.version;
  15591. var parameters = programCache.getParameters( material, lights.state, shadowsArray, scene, _clipping.numPlanes, _clipping.numIntersection, object );
  15592. var programCacheKey = programCache.getProgramCacheKey( parameters );
  15593. var program = materialProperties.program;
  15594. var programChange = true;
  15595. if ( program === undefined ) {
  15596. // new material
  15597. material.addEventListener( 'dispose', onMaterialDispose );
  15598. } else if ( program.cacheKey !== programCacheKey ) {
  15599. // changed glsl or parameters
  15600. releaseMaterialProgramReference( material );
  15601. } else if ( materialProperties.lightsStateVersion !== lightsStateVersion ) {
  15602. materialProperties.lightsStateVersion = lightsStateVersion;
  15603. programChange = false;
  15604. } else if ( parameters.shaderID !== undefined ) {
  15605. // same glsl and uniform list
  15606. return;
  15607. } else {
  15608. // only rebuild uniform list
  15609. programChange = false;
  15610. }
  15611. if ( programChange ) {
  15612. parameters.uniforms = programCache.getUniforms( material, parameters );
  15613. material.onBeforeCompile( parameters, _this );
  15614. program = programCache.acquireProgram( parameters, programCacheKey );
  15615. materialProperties.program = program;
  15616. materialProperties.uniforms = parameters.uniforms;
  15617. materialProperties.outputEncoding = parameters.outputEncoding;
  15618. }
  15619. var programAttributes = program.getAttributes();
  15620. if ( material.morphTargets ) {
  15621. material.numSupportedMorphTargets = 0;
  15622. for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
  15623. if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
  15624. material.numSupportedMorphTargets ++;
  15625. }
  15626. }
  15627. }
  15628. if ( material.morphNormals ) {
  15629. material.numSupportedMorphNormals = 0;
  15630. for ( var i$1 = 0; i$1 < _this.maxMorphNormals; i$1 ++ ) {
  15631. if ( programAttributes[ 'morphNormal' + i$1 ] >= 0 ) {
  15632. material.numSupportedMorphNormals ++;
  15633. }
  15634. }
  15635. }
  15636. var uniforms = materialProperties.uniforms;
  15637. if ( ! material.isShaderMaterial &&
  15638. ! material.isRawShaderMaterial ||
  15639. material.clipping === true ) {
  15640. materialProperties.numClippingPlanes = _clipping.numPlanes;
  15641. materialProperties.numIntersection = _clipping.numIntersection;
  15642. uniforms.clippingPlanes = _clipping.uniform;
  15643. }
  15644. materialProperties.environment = material.isMeshStandardMaterial ? scene.environment : null;
  15645. materialProperties.fog = scene.fog;
  15646. // store the light setup it was created for
  15647. materialProperties.needsLights = materialNeedsLights( material );
  15648. materialProperties.lightsStateVersion = lightsStateVersion;
  15649. if ( materialProperties.needsLights ) {
  15650. // wire up the material to this renderer's lighting state
  15651. uniforms.ambientLightColor.value = lights.state.ambient;
  15652. uniforms.lightProbe.value = lights.state.probe;
  15653. uniforms.directionalLights.value = lights.state.directional;
  15654. uniforms.directionalLightShadows.value = lights.state.directionalShadow;
  15655. uniforms.spotLights.value = lights.state.spot;
  15656. uniforms.spotLightShadows.value = lights.state.spotShadow;
  15657. uniforms.rectAreaLights.value = lights.state.rectArea;
  15658. uniforms.pointLights.value = lights.state.point;
  15659. uniforms.pointLightShadows.value = lights.state.pointShadow;
  15660. uniforms.hemisphereLights.value = lights.state.hemi;
  15661. uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;
  15662. uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
  15663. uniforms.spotShadowMap.value = lights.state.spotShadowMap;
  15664. uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;
  15665. uniforms.pointShadowMap.value = lights.state.pointShadowMap;
  15666. uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;
  15667. // TODO (abelnation): add area lights shadow info to uniforms
  15668. }
  15669. var progUniforms = materialProperties.program.getUniforms(),
  15670. uniformsList =
  15671. WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
  15672. materialProperties.uniformsList = uniformsList;
  15673. }
  15674. function setProgram( camera, scene, material, object ) {
  15675. if ( scene.isScene !== true ) { scene = _emptyScene; } // scene could be a Mesh, Line, Points, ...
  15676. textures.resetTextureUnits();
  15677. var fog = scene.fog;
  15678. var environment = material.isMeshStandardMaterial ? scene.environment : null;
  15679. var encoding = ( _currentRenderTarget === null ) ? _this.outputEncoding : _currentRenderTarget.texture.encoding;
  15680. var materialProperties = properties.get( material );
  15681. var lights = currentRenderState.state.lights;
  15682. if ( _clippingEnabled === true ) {
  15683. if ( _localClippingEnabled === true || camera !== _currentCamera ) {
  15684. var useCache =
  15685. camera === _currentCamera &&
  15686. material.id === _currentMaterialId;
  15687. // we might want to call this function with some ClippingGroup
  15688. // object instead of the material, once it becomes feasible
  15689. // (#8465, #8379)
  15690. _clipping.setState(
  15691. material.clippingPlanes, material.clipIntersection, material.clipShadows,
  15692. camera, materialProperties, useCache );
  15693. }
  15694. }
  15695. if ( material.version === materialProperties.__version ) {
  15696. if ( materialProperties.program === undefined ) {
  15697. initMaterial( material, scene, object );
  15698. } else if ( material.fog && materialProperties.fog !== fog ) {
  15699. initMaterial( material, scene, object );
  15700. } else if ( materialProperties.environment !== environment ) {
  15701. initMaterial( material, scene, object );
  15702. } else if ( materialProperties.needsLights && ( materialProperties.lightsStateVersion !== lights.state.version ) ) {
  15703. initMaterial( material, scene, object );
  15704. } else if ( materialProperties.numClippingPlanes !== undefined &&
  15705. ( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
  15706. materialProperties.numIntersection !== _clipping.numIntersection ) ) {
  15707. initMaterial( material, scene, object );
  15708. } else if ( materialProperties.outputEncoding !== encoding ) {
  15709. initMaterial( material, scene, object );
  15710. }
  15711. } else {
  15712. initMaterial( material, scene, object );
  15713. materialProperties.__version = material.version;
  15714. }
  15715. var refreshProgram = false;
  15716. var refreshMaterial = false;
  15717. var refreshLights = false;
  15718. var program = materialProperties.program,
  15719. p_uniforms = program.getUniforms(),
  15720. m_uniforms = materialProperties.uniforms;
  15721. if ( state.useProgram( program.program ) ) {
  15722. refreshProgram = true;
  15723. refreshMaterial = true;
  15724. refreshLights = true;
  15725. }
  15726. if ( material.id !== _currentMaterialId ) {
  15727. _currentMaterialId = material.id;
  15728. refreshMaterial = true;
  15729. }
  15730. if ( refreshProgram || _currentCamera !== camera ) {
  15731. p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
  15732. if ( capabilities.logarithmicDepthBuffer ) {
  15733. p_uniforms.setValue( _gl, 'logDepthBufFC',
  15734. 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
  15735. }
  15736. if ( _currentCamera !== camera ) {
  15737. _currentCamera = camera;
  15738. // lighting uniforms depend on the camera so enforce an update
  15739. // now, in case this material supports lights - or later, when
  15740. // the next material that does gets activated:
  15741. refreshMaterial = true; // set to true on material change
  15742. refreshLights = true; // remains set until update done
  15743. }
  15744. // load material specific uniforms
  15745. // (shader material also gets them for the sake of genericity)
  15746. if ( material.isShaderMaterial ||
  15747. material.isMeshPhongMaterial ||
  15748. material.isMeshToonMaterial ||
  15749. material.isMeshStandardMaterial ||
  15750. material.envMap ) {
  15751. var uCamPos = p_uniforms.map.cameraPosition;
  15752. if ( uCamPos !== undefined ) {
  15753. uCamPos.setValue( _gl,
  15754. _vector3.setFromMatrixPosition( camera.matrixWorld ) );
  15755. }
  15756. }
  15757. if ( material.isMeshPhongMaterial ||
  15758. material.isMeshToonMaterial ||
  15759. material.isMeshLambertMaterial ||
  15760. material.isMeshBasicMaterial ||
  15761. material.isMeshStandardMaterial ||
  15762. material.isShaderMaterial ) {
  15763. p_uniforms.setValue( _gl, 'isOrthographic', camera.isOrthographicCamera === true );
  15764. }
  15765. if ( material.isMeshPhongMaterial ||
  15766. material.isMeshToonMaterial ||
  15767. material.isMeshLambertMaterial ||
  15768. material.isMeshBasicMaterial ||
  15769. material.isMeshStandardMaterial ||
  15770. material.isShaderMaterial ||
  15771. material.isShadowMaterial ||
  15772. material.skinning ) {
  15773. p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
  15774. }
  15775. }
  15776. // skinning uniforms must be set even if material didn't change
  15777. // auto-setting of texture unit for bone texture must go before other textures
  15778. // otherwise textures used for skinning can take over texture units reserved for other material textures
  15779. if ( material.skinning ) {
  15780. p_uniforms.setOptional( _gl, object, 'bindMatrix' );
  15781. p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
  15782. var skeleton = object.skeleton;
  15783. if ( skeleton ) {
  15784. var bones = skeleton.bones;
  15785. if ( capabilities.floatVertexTextures ) {
  15786. if ( skeleton.boneTexture === undefined ) {
  15787. // layout (1 matrix = 4 pixels)
  15788. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  15789. // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)
  15790. // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)
  15791. // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)
  15792. // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)
  15793. var size = Math.sqrt( bones.length * 4 ); // 4 pixels needed for 1 matrix
  15794. size = MathUtils.ceilPowerOfTwo( size );
  15795. size = Math.max( size, 4 );
  15796. var boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
  15797. boneMatrices.set( skeleton.boneMatrices ); // copy current values
  15798. var boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );
  15799. skeleton.boneMatrices = boneMatrices;
  15800. skeleton.boneTexture = boneTexture;
  15801. skeleton.boneTextureSize = size;
  15802. }
  15803. p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );
  15804. p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
  15805. } else {
  15806. p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
  15807. }
  15808. }
  15809. }
  15810. if ( refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow ) {
  15811. materialProperties.receiveShadow = object.receiveShadow;
  15812. p_uniforms.setValue( _gl, 'receiveShadow', object.receiveShadow );
  15813. }
  15814. if ( refreshMaterial ) {
  15815. p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
  15816. if ( materialProperties.needsLights ) {
  15817. // the current material requires lighting info
  15818. // note: all lighting uniforms are always set correctly
  15819. // they simply reference the renderer's state for their
  15820. // values
  15821. //
  15822. // use the current material's .needsUpdate flags to set
  15823. // the GL state when required
  15824. markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
  15825. }
  15826. // refresh uniforms common to several materials
  15827. if ( fog && material.fog ) {
  15828. materials.refreshFogUniforms( m_uniforms, fog );
  15829. }
  15830. materials.refreshMaterialUniforms( m_uniforms, material, environment, _pixelRatio, _height );
  15831. // RectAreaLight Texture
  15832. // TODO (mrdoob): Find a nicer implementation
  15833. if ( m_uniforms.ltc_1 !== undefined ) { m_uniforms.ltc_1.value = UniformsLib.LTC_1; }
  15834. if ( m_uniforms.ltc_2 !== undefined ) { m_uniforms.ltc_2.value = UniformsLib.LTC_2; }
  15835. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  15836. }
  15837. if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {
  15838. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  15839. material.uniformsNeedUpdate = false;
  15840. }
  15841. if ( material.isSpriteMaterial ) {
  15842. p_uniforms.setValue( _gl, 'center', object.center );
  15843. }
  15844. // common matrices
  15845. p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
  15846. p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
  15847. p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
  15848. return program;
  15849. }
  15850. // If uniforms are marked as clean, they don't need to be loaded to the GPU.
  15851. function markUniformsLightsNeedsUpdate( uniforms, value ) {
  15852. uniforms.ambientLightColor.needsUpdate = value;
  15853. uniforms.lightProbe.needsUpdate = value;
  15854. uniforms.directionalLights.needsUpdate = value;
  15855. uniforms.directionalLightShadows.needsUpdate = value;
  15856. uniforms.pointLights.needsUpdate = value;
  15857. uniforms.pointLightShadows.needsUpdate = value;
  15858. uniforms.spotLights.needsUpdate = value;
  15859. uniforms.spotLightShadows.needsUpdate = value;
  15860. uniforms.rectAreaLights.needsUpdate = value;
  15861. uniforms.hemisphereLights.needsUpdate = value;
  15862. }
  15863. function materialNeedsLights( material ) {
  15864. return material.isMeshLambertMaterial || material.isMeshToonMaterial || material.isMeshPhongMaterial ||
  15865. material.isMeshStandardMaterial || material.isShadowMaterial ||
  15866. ( material.isShaderMaterial && material.lights === true );
  15867. }
  15868. //
  15869. this.setFramebuffer = function ( value ) {
  15870. if ( _framebuffer !== value && _currentRenderTarget === null ) { _gl.bindFramebuffer( 36160, value ); }
  15871. _framebuffer = value;
  15872. };
  15873. this.getActiveCubeFace = function () {
  15874. return _currentActiveCubeFace;
  15875. };
  15876. this.getActiveMipmapLevel = function () {
  15877. return _currentActiveMipmapLevel;
  15878. };
  15879. this.getRenderTarget = function () {
  15880. return _currentRenderTarget;
  15881. };
  15882. this.setRenderTarget = function ( renderTarget, activeCubeFace, activeMipmapLevel ) {
  15883. _currentRenderTarget = renderTarget;
  15884. _currentActiveCubeFace = activeCubeFace;
  15885. _currentActiveMipmapLevel = activeMipmapLevel;
  15886. if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
  15887. textures.setupRenderTarget( renderTarget );
  15888. }
  15889. var framebuffer = _framebuffer;
  15890. var isCube = false;
  15891. if ( renderTarget ) {
  15892. var _webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
  15893. if ( renderTarget.isWebGLCubeRenderTarget ) {
  15894. framebuffer = _webglFramebuffer[ activeCubeFace || 0 ];
  15895. isCube = true;
  15896. } else if ( renderTarget.isWebGLMultisampleRenderTarget ) {
  15897. framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;
  15898. } else {
  15899. framebuffer = _webglFramebuffer;
  15900. }
  15901. _currentViewport.copy( renderTarget.viewport );
  15902. _currentScissor.copy( renderTarget.scissor );
  15903. _currentScissorTest = renderTarget.scissorTest;
  15904. } else {
  15905. _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor();
  15906. _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor();
  15907. _currentScissorTest = _scissorTest;
  15908. }
  15909. if ( _currentFramebuffer !== framebuffer ) {
  15910. _gl.bindFramebuffer( 36160, framebuffer );
  15911. _currentFramebuffer = framebuffer;
  15912. }
  15913. state.viewport( _currentViewport );
  15914. state.scissor( _currentScissor );
  15915. state.setScissorTest( _currentScissorTest );
  15916. if ( isCube ) {
  15917. var textureProperties = properties.get( renderTarget.texture );
  15918. _gl.framebufferTexture2D( 36160, 36064, 34069 + ( activeCubeFace || 0 ), textureProperties.__webglTexture, activeMipmapLevel || 0 );
  15919. }
  15920. };
  15921. this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {
  15922. if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
  15923. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
  15924. return;
  15925. }
  15926. var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
  15927. if ( renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined ) {
  15928. framebuffer = framebuffer[ activeCubeFaceIndex ];
  15929. }
  15930. if ( framebuffer ) {
  15931. var restore = false;
  15932. if ( framebuffer !== _currentFramebuffer ) {
  15933. _gl.bindFramebuffer( 36160, framebuffer );
  15934. restore = true;
  15935. }
  15936. try {
  15937. var texture = renderTarget.texture;
  15938. var textureFormat = texture.format;
  15939. var textureType = texture.type;
  15940. if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( 35739 ) ) {
  15941. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
  15942. return;
  15943. }
  15944. if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( 35738 ) && // IE11, Edge and Chrome Mac < 52 (#9513)
  15945. ! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.get( 'OES_texture_float' ) || extensions.get( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox
  15946. ! ( textureType === HalfFloatType && ( capabilities.isWebGL2 ? extensions.get( 'EXT_color_buffer_float' ) : extensions.get( 'EXT_color_buffer_half_float' ) ) ) ) {
  15947. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
  15948. return;
  15949. }
  15950. if ( _gl.checkFramebufferStatus( 36160 ) === 36053 ) {
  15951. // the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)
  15952. if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
  15953. _gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
  15954. }
  15955. } else {
  15956. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
  15957. }
  15958. } finally {
  15959. if ( restore ) {
  15960. _gl.bindFramebuffer( 36160, _currentFramebuffer );
  15961. }
  15962. }
  15963. }
  15964. };
  15965. this.copyFramebufferToTexture = function ( position, texture, level ) {
  15966. if ( level === undefined ) { level = 0; }
  15967. var levelScale = Math.pow( 2, - level );
  15968. var width = Math.floor( texture.image.width * levelScale );
  15969. var height = Math.floor( texture.image.height * levelScale );
  15970. var glFormat = utils.convert( texture.format );
  15971. textures.setTexture2D( texture, 0 );
  15972. _gl.copyTexImage2D( 3553, level, glFormat, position.x, position.y, width, height, 0 );
  15973. state.unbindTexture();
  15974. };
  15975. this.copyTextureToTexture = function ( position, srcTexture, dstTexture, level ) {
  15976. if ( level === undefined ) { level = 0; }
  15977. var width = srcTexture.image.width;
  15978. var height = srcTexture.image.height;
  15979. var glFormat = utils.convert( dstTexture.format );
  15980. var glType = utils.convert( dstTexture.type );
  15981. textures.setTexture2D( dstTexture, 0 );
  15982. // As another texture upload may have changed pixelStorei
  15983. // parameters, make sure they are correct for the dstTexture
  15984. _gl.pixelStorei( 37440, dstTexture.flipY );
  15985. _gl.pixelStorei( 37441, dstTexture.premultiplyAlpha );
  15986. _gl.pixelStorei( 3317, dstTexture.unpackAlignment );
  15987. if ( srcTexture.isDataTexture ) {
  15988. _gl.texSubImage2D( 3553, level, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data );
  15989. } else {
  15990. if ( srcTexture.isCompressedTexture ) {
  15991. _gl.compressedTexSubImage2D( 3553, level, position.x, position.y, srcTexture.mipmaps[ 0 ].width, srcTexture.mipmaps[ 0 ].height, glFormat, srcTexture.mipmaps[ 0 ].data );
  15992. } else {
  15993. _gl.texSubImage2D( 3553, level, position.x, position.y, glFormat, glType, srcTexture.image );
  15994. }
  15995. }
  15996. // Generate mipmaps only when copying level 0
  15997. if ( level === 0 && dstTexture.generateMipmaps ) { _gl.generateMipmap( 3553 ); }
  15998. state.unbindTexture();
  15999. };
  16000. this.initTexture = function ( texture ) {
  16001. textures.setTexture2D( texture, 0 );
  16002. state.unbindTexture();
  16003. };
  16004. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  16005. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef
  16006. }
  16007. }
  16008. /**
  16009. * @author Mugen87 / https://github.com/Mugen87
  16010. */
  16011. function WebGL1Renderer( parameters ) {
  16012. WebGLRenderer.call( this, parameters );
  16013. }
  16014. WebGL1Renderer.prototype = Object.assign( Object.create( WebGLRenderer.prototype ), {
  16015. constructor: WebGL1Renderer,
  16016. isWebGL1Renderer: true
  16017. } );
  16018. /**
  16019. * @author mrdoob / http://mrdoob.com/
  16020. * @author alteredq / http://alteredqualia.com/
  16021. */
  16022. function FogExp2( color, density ) {
  16023. this.name = '';
  16024. this.color = new Color( color );
  16025. this.density = ( density !== undefined ) ? density : 0.00025;
  16026. }
  16027. Object.assign( FogExp2.prototype, {
  16028. isFogExp2: true,
  16029. clone: function () {
  16030. return new FogExp2( this.color, this.density );
  16031. },
  16032. toJSON: function ( /* meta */ ) {
  16033. return {
  16034. type: 'FogExp2',
  16035. color: this.color.getHex(),
  16036. density: this.density
  16037. };
  16038. }
  16039. } );
  16040. /**
  16041. * @author mrdoob / http://mrdoob.com/
  16042. * @author alteredq / http://alteredqualia.com/
  16043. */
  16044. function Fog( color, near, far ) {
  16045. this.name = '';
  16046. this.color = new Color( color );
  16047. this.near = ( near !== undefined ) ? near : 1;
  16048. this.far = ( far !== undefined ) ? far : 1000;
  16049. }
  16050. Object.assign( Fog.prototype, {
  16051. isFog: true,
  16052. clone: function () {
  16053. return new Fog( this.color, this.near, this.far );
  16054. },
  16055. toJSON: function ( /* meta */ ) {
  16056. return {
  16057. type: 'Fog',
  16058. color: this.color.getHex(),
  16059. near: this.near,
  16060. far: this.far
  16061. };
  16062. }
  16063. } );
  16064. /**
  16065. * @author benaadams / https://twitter.com/ben_a_adams
  16066. */
  16067. function InterleavedBuffer( array, stride ) {
  16068. this.array = array;
  16069. this.stride = stride;
  16070. this.count = array !== undefined ? array.length / stride : 0;
  16071. this.usage = StaticDrawUsage;
  16072. this.updateRange = { offset: 0, count: - 1 };
  16073. this.version = 0;
  16074. this.uuid = MathUtils.generateUUID();
  16075. }
  16076. Object.defineProperty( InterleavedBuffer.prototype, 'needsUpdate', {
  16077. set: function ( value ) {
  16078. if ( value === true ) { this.version ++; }
  16079. }
  16080. } );
  16081. Object.assign( InterleavedBuffer.prototype, {
  16082. isInterleavedBuffer: true,
  16083. onUploadCallback: function () {},
  16084. setUsage: function ( value ) {
  16085. this.usage = value;
  16086. return this;
  16087. },
  16088. copy: function ( source ) {
  16089. this.array = new source.array.constructor( source.array );
  16090. this.count = source.count;
  16091. this.stride = source.stride;
  16092. this.usage = source.usage;
  16093. return this;
  16094. },
  16095. copyAt: function ( index1, attribute, index2 ) {
  16096. index1 *= this.stride;
  16097. index2 *= attribute.stride;
  16098. for ( var i = 0, l = this.stride; i < l; i ++ ) {
  16099. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  16100. }
  16101. return this;
  16102. },
  16103. set: function ( value, offset ) {
  16104. if ( offset === undefined ) { offset = 0; }
  16105. this.array.set( value, offset );
  16106. return this;
  16107. },
  16108. clone: function ( data ) {
  16109. if ( data.arrayBuffers === undefined ) {
  16110. data.arrayBuffers = {};
  16111. }
  16112. if ( this.array.buffer._uuid === undefined ) {
  16113. this.array.buffer._uuid = MathUtils.generateUUID();
  16114. }
  16115. if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {
  16116. data.arrayBuffers[ this.array.buffer._uuid ] = this.array.slice( 0 ).buffer;
  16117. }
  16118. var array = new this.array.constructor( data.arrayBuffers[ this.array.buffer._uuid ] );
  16119. var ib = new InterleavedBuffer( array, this.stride );
  16120. ib.setUsage( this.usage );
  16121. return ib;
  16122. },
  16123. onUpload: function ( callback ) {
  16124. this.onUploadCallback = callback;
  16125. return this;
  16126. },
  16127. toJSON: function ( data ) {
  16128. if ( data.arrayBuffers === undefined ) {
  16129. data.arrayBuffers = {};
  16130. }
  16131. // generate UUID for array buffer if necessary
  16132. if ( this.array.buffer._uuid === undefined ) {
  16133. this.array.buffer._uuid = MathUtils.generateUUID();
  16134. }
  16135. if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {
  16136. data.arrayBuffers[ this.array.buffer._uuid ] = Array.prototype.slice.call( new Uint32Array( this.array.buffer ) );
  16137. }
  16138. //
  16139. return {
  16140. uuid: this.uuid,
  16141. buffer: this.array.buffer._uuid,
  16142. type: this.array.constructor.name,
  16143. stride: this.stride
  16144. };
  16145. }
  16146. } );
  16147. /**
  16148. * @author benaadams / https://twitter.com/ben_a_adams
  16149. */
  16150. var _vector$6 = new Vector3();
  16151. function InterleavedBufferAttribute( interleavedBuffer, itemSize, offset, normalized ) {
  16152. this.name = '';
  16153. this.data = interleavedBuffer;
  16154. this.itemSize = itemSize;
  16155. this.offset = offset;
  16156. this.normalized = normalized === true;
  16157. }
  16158. Object.defineProperties( InterleavedBufferAttribute.prototype, {
  16159. count: {
  16160. get: function () {
  16161. return this.data.count;
  16162. }
  16163. },
  16164. array: {
  16165. get: function () {
  16166. return this.data.array;
  16167. }
  16168. },
  16169. needsUpdate: {
  16170. set: function ( value ) {
  16171. this.data.needsUpdate = value;
  16172. }
  16173. }
  16174. } );
  16175. Object.assign( InterleavedBufferAttribute.prototype, {
  16176. isInterleavedBufferAttribute: true,
  16177. applyMatrix4: function ( m ) {
  16178. for ( var i = 0, l = this.data.count; i < l; i ++ ) {
  16179. _vector$6.x = this.getX( i );
  16180. _vector$6.y = this.getY( i );
  16181. _vector$6.z = this.getZ( i );
  16182. _vector$6.applyMatrix4( m );
  16183. this.setXYZ( i, _vector$6.x, _vector$6.y, _vector$6.z );
  16184. }
  16185. return this;
  16186. },
  16187. setX: function ( index, x ) {
  16188. this.data.array[ index * this.data.stride + this.offset ] = x;
  16189. return this;
  16190. },
  16191. setY: function ( index, y ) {
  16192. this.data.array[ index * this.data.stride + this.offset + 1 ] = y;
  16193. return this;
  16194. },
  16195. setZ: function ( index, z ) {
  16196. this.data.array[ index * this.data.stride + this.offset + 2 ] = z;
  16197. return this;
  16198. },
  16199. setW: function ( index, w ) {
  16200. this.data.array[ index * this.data.stride + this.offset + 3 ] = w;
  16201. return this;
  16202. },
  16203. getX: function ( index ) {
  16204. return this.data.array[ index * this.data.stride + this.offset ];
  16205. },
  16206. getY: function ( index ) {
  16207. return this.data.array[ index * this.data.stride + this.offset + 1 ];
  16208. },
  16209. getZ: function ( index ) {
  16210. return this.data.array[ index * this.data.stride + this.offset + 2 ];
  16211. },
  16212. getW: function ( index ) {
  16213. return this.data.array[ index * this.data.stride + this.offset + 3 ];
  16214. },
  16215. setXY: function ( index, x, y ) {
  16216. index = index * this.data.stride + this.offset;
  16217. this.data.array[ index + 0 ] = x;
  16218. this.data.array[ index + 1 ] = y;
  16219. return this;
  16220. },
  16221. setXYZ: function ( index, x, y, z ) {
  16222. index = index * this.data.stride + this.offset;
  16223. this.data.array[ index + 0 ] = x;
  16224. this.data.array[ index + 1 ] = y;
  16225. this.data.array[ index + 2 ] = z;
  16226. return this;
  16227. },
  16228. setXYZW: function ( index, x, y, z, w ) {
  16229. index = index * this.data.stride + this.offset;
  16230. this.data.array[ index + 0 ] = x;
  16231. this.data.array[ index + 1 ] = y;
  16232. this.data.array[ index + 2 ] = z;
  16233. this.data.array[ index + 3 ] = w;
  16234. return this;
  16235. },
  16236. clone: function ( data ) {
  16237. if ( data === undefined ) {
  16238. console.log( 'THREE.InterleavedBufferAttribute.clone(): Cloning an interlaved buffer attribute will deinterleave buffer data.' );
  16239. var array = [];
  16240. for ( var i = 0; i < this.count; i ++ ) {
  16241. var index = i * this.data.stride + this.offset;
  16242. for ( var j = 0; j < this.itemSize; j ++ ) {
  16243. array.push( this.data.array[ index + j ] );
  16244. }
  16245. }
  16246. return new BufferAttribute( new this.array.constructor( array ), this.itemSize, this.normalized );
  16247. } else {
  16248. if ( data.interleavedBuffers === undefined ) {
  16249. data.interleavedBuffers = {};
  16250. }
  16251. if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {
  16252. data.interleavedBuffers[ this.data.uuid ] = this.data.clone( data );
  16253. }
  16254. return new InterleavedBufferAttribute( data.interleavedBuffers[ this.data.uuid ], this.itemSize, this.offset, this.normalized );
  16255. }
  16256. },
  16257. toJSON: function ( data ) {
  16258. if ( data === undefined ) {
  16259. console.log( 'THREE.InterleavedBufferAttribute.toJSON(): Serializing an interlaved buffer attribute will deinterleave buffer data.' );
  16260. var array = [];
  16261. for ( var i = 0; i < this.count; i ++ ) {
  16262. var index = i * this.data.stride + this.offset;
  16263. for ( var j = 0; j < this.itemSize; j ++ ) {
  16264. array.push( this.data.array[ index + j ] );
  16265. }
  16266. }
  16267. // deinterleave data and save it as an ordinary buffer attribute for now
  16268. return {
  16269. itemSize: this.itemSize,
  16270. type: this.array.constructor.name,
  16271. array: array,
  16272. normalized: this.normalized
  16273. };
  16274. } else {
  16275. // save as true interlaved attribtue
  16276. if ( data.interleavedBuffers === undefined ) {
  16277. data.interleavedBuffers = {};
  16278. }
  16279. if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {
  16280. data.interleavedBuffers[ this.data.uuid ] = this.data.toJSON( data );
  16281. }
  16282. return {
  16283. isInterleavedBufferAttribute: true,
  16284. itemSize: this.itemSize,
  16285. data: this.data.uuid,
  16286. offset: this.offset,
  16287. normalized: this.normalized
  16288. };
  16289. }
  16290. }
  16291. } );
  16292. /**
  16293. * @author alteredq / http://alteredqualia.com/
  16294. *
  16295. * parameters = {
  16296. * color: <hex>,
  16297. * map: new THREE.Texture( <Image> ),
  16298. * alphaMap: new THREE.Texture( <Image> ),
  16299. * rotation: <float>,
  16300. * sizeAttenuation: <bool>
  16301. * }
  16302. */
  16303. function SpriteMaterial( parameters ) {
  16304. Material.call( this );
  16305. this.type = 'SpriteMaterial';
  16306. this.color = new Color( 0xffffff );
  16307. this.map = null;
  16308. this.alphaMap = null;
  16309. this.rotation = 0;
  16310. this.sizeAttenuation = true;
  16311. this.transparent = true;
  16312. this.setValues( parameters );
  16313. }
  16314. SpriteMaterial.prototype = Object.create( Material.prototype );
  16315. SpriteMaterial.prototype.constructor = SpriteMaterial;
  16316. SpriteMaterial.prototype.isSpriteMaterial = true;
  16317. SpriteMaterial.prototype.copy = function ( source ) {
  16318. Material.prototype.copy.call( this, source );
  16319. this.color.copy( source.color );
  16320. this.map = source.map;
  16321. this.alphaMap = source.alphaMap;
  16322. this.rotation = source.rotation;
  16323. this.sizeAttenuation = source.sizeAttenuation;
  16324. return this;
  16325. };
  16326. /**
  16327. * @author mikael emtinger / http://gomo.se/
  16328. * @author alteredq / http://alteredqualia.com/
  16329. */
  16330. var _geometry;
  16331. var _intersectPoint = new Vector3();
  16332. var _worldScale = new Vector3();
  16333. var _mvPosition = new Vector3();
  16334. var _alignedPosition = new Vector2();
  16335. var _rotatedPosition = new Vector2();
  16336. var _viewWorldMatrix = new Matrix4();
  16337. var _vA$1 = new Vector3();
  16338. var _vB$1 = new Vector3();
  16339. var _vC$1 = new Vector3();
  16340. var _uvA$1 = new Vector2();
  16341. var _uvB$1 = new Vector2();
  16342. var _uvC$1 = new Vector2();
  16343. function Sprite( material ) {
  16344. Object3D.call( this );
  16345. this.type = 'Sprite';
  16346. if ( _geometry === undefined ) {
  16347. _geometry = new BufferGeometry();
  16348. var float32Array = new Float32Array( [
  16349. - 0.5, - 0.5, 0, 0, 0,
  16350. 0.5, - 0.5, 0, 1, 0,
  16351. 0.5, 0.5, 0, 1, 1,
  16352. - 0.5, 0.5, 0, 0, 1
  16353. ] );
  16354. var interleavedBuffer = new InterleavedBuffer( float32Array, 5 );
  16355. _geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] );
  16356. _geometry.setAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );
  16357. _geometry.setAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );
  16358. }
  16359. this.geometry = _geometry;
  16360. this.material = ( material !== undefined ) ? material : new SpriteMaterial();
  16361. this.center = new Vector2( 0.5, 0.5 );
  16362. }
  16363. Sprite.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16364. constructor: Sprite,
  16365. isSprite: true,
  16366. raycast: function ( raycaster, intersects ) {
  16367. if ( raycaster.camera === null ) {
  16368. console.error( 'THREE.Sprite: "Raycaster.camera" needs to be set in order to raycast against sprites.' );
  16369. }
  16370. _worldScale.setFromMatrixScale( this.matrixWorld );
  16371. _viewWorldMatrix.copy( raycaster.camera.matrixWorld );
  16372. this.modelViewMatrix.multiplyMatrices( raycaster.camera.matrixWorldInverse, this.matrixWorld );
  16373. _mvPosition.setFromMatrixPosition( this.modelViewMatrix );
  16374. if ( raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false ) {
  16375. _worldScale.multiplyScalar( - _mvPosition.z );
  16376. }
  16377. var rotation = this.material.rotation;
  16378. var sin, cos;
  16379. if ( rotation !== 0 ) {
  16380. cos = Math.cos( rotation );
  16381. sin = Math.sin( rotation );
  16382. }
  16383. var center = this.center;
  16384. transformVertex( _vA$1.set( - 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  16385. transformVertex( _vB$1.set( 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  16386. transformVertex( _vC$1.set( 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  16387. _uvA$1.set( 0, 0 );
  16388. _uvB$1.set( 1, 0 );
  16389. _uvC$1.set( 1, 1 );
  16390. // check first triangle
  16391. var intersect = raycaster.ray.intersectTriangle( _vA$1, _vB$1, _vC$1, false, _intersectPoint );
  16392. if ( intersect === null ) {
  16393. // check second triangle
  16394. transformVertex( _vB$1.set( - 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  16395. _uvB$1.set( 0, 1 );
  16396. intersect = raycaster.ray.intersectTriangle( _vA$1, _vC$1, _vB$1, false, _intersectPoint );
  16397. if ( intersect === null ) {
  16398. return;
  16399. }
  16400. }
  16401. var distance = raycaster.ray.origin.distanceTo( _intersectPoint );
  16402. if ( distance < raycaster.near || distance > raycaster.far ) { return; }
  16403. intersects.push( {
  16404. distance: distance,
  16405. point: _intersectPoint.clone(),
  16406. uv: Triangle.getUV( _intersectPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() ),
  16407. face: null,
  16408. object: this
  16409. } );
  16410. },
  16411. copy: function ( source ) {
  16412. Object3D.prototype.copy.call( this, source );
  16413. if ( source.center !== undefined ) { this.center.copy( source.center ); }
  16414. this.material = source.material;
  16415. return this;
  16416. }
  16417. } );
  16418. function transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) {
  16419. // compute position in camera space
  16420. _alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale );
  16421. // to check if rotation is not zero
  16422. if ( sin !== undefined ) {
  16423. _rotatedPosition.x = ( cos * _alignedPosition.x ) - ( sin * _alignedPosition.y );
  16424. _rotatedPosition.y = ( sin * _alignedPosition.x ) + ( cos * _alignedPosition.y );
  16425. } else {
  16426. _rotatedPosition.copy( _alignedPosition );
  16427. }
  16428. vertexPosition.copy( mvPosition );
  16429. vertexPosition.x += _rotatedPosition.x;
  16430. vertexPosition.y += _rotatedPosition.y;
  16431. // transform to world space
  16432. vertexPosition.applyMatrix4( _viewWorldMatrix );
  16433. }
  16434. /**
  16435. * @author mikael emtinger / http://gomo.se/
  16436. * @author alteredq / http://alteredqualia.com/
  16437. * @author mrdoob / http://mrdoob.com/
  16438. */
  16439. var _v1$4 = new Vector3();
  16440. var _v2$2 = new Vector3();
  16441. function LOD() {
  16442. Object3D.call( this );
  16443. this._currentLevel = 0;
  16444. this.type = 'LOD';
  16445. Object.defineProperties( this, {
  16446. levels: {
  16447. enumerable: true,
  16448. value: []
  16449. }
  16450. } );
  16451. this.autoUpdate = true;
  16452. }
  16453. LOD.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16454. constructor: LOD,
  16455. isLOD: true,
  16456. copy: function ( source ) {
  16457. Object3D.prototype.copy.call( this, source, false );
  16458. var levels = source.levels;
  16459. for ( var i = 0, l = levels.length; i < l; i ++ ) {
  16460. var level = levels[ i ];
  16461. this.addLevel( level.object.clone(), level.distance );
  16462. }
  16463. this.autoUpdate = source.autoUpdate;
  16464. return this;
  16465. },
  16466. addLevel: function ( object, distance ) {
  16467. if ( distance === undefined ) { distance = 0; }
  16468. distance = Math.abs( distance );
  16469. var levels = this.levels;
  16470. var l;
  16471. for ( l = 0; l < levels.length; l ++ ) {
  16472. if ( distance < levels[ l ].distance ) {
  16473. break;
  16474. }
  16475. }
  16476. levels.splice( l, 0, { distance: distance, object: object } );
  16477. this.add( object );
  16478. return this;
  16479. },
  16480. getCurrentLevel: function () {
  16481. return this._currentLevel;
  16482. },
  16483. getObjectForDistance: function ( distance ) {
  16484. var levels = this.levels;
  16485. if ( levels.length > 0 ) {
  16486. var i, l;
  16487. for ( i = 1, l = levels.length; i < l; i ++ ) {
  16488. if ( distance < levels[ i ].distance ) {
  16489. break;
  16490. }
  16491. }
  16492. return levels[ i - 1 ].object;
  16493. }
  16494. return null;
  16495. },
  16496. raycast: function ( raycaster, intersects ) {
  16497. var levels = this.levels;
  16498. if ( levels.length > 0 ) {
  16499. _v1$4.setFromMatrixPosition( this.matrixWorld );
  16500. var distance = raycaster.ray.origin.distanceTo( _v1$4 );
  16501. this.getObjectForDistance( distance ).raycast( raycaster, intersects );
  16502. }
  16503. },
  16504. update: function ( camera ) {
  16505. var levels = this.levels;
  16506. if ( levels.length > 1 ) {
  16507. _v1$4.setFromMatrixPosition( camera.matrixWorld );
  16508. _v2$2.setFromMatrixPosition( this.matrixWorld );
  16509. var distance = _v1$4.distanceTo( _v2$2 ) / camera.zoom;
  16510. levels[ 0 ].object.visible = true;
  16511. var i, l;
  16512. for ( i = 1, l = levels.length; i < l; i ++ ) {
  16513. if ( distance >= levels[ i ].distance ) {
  16514. levels[ i - 1 ].object.visible = false;
  16515. levels[ i ].object.visible = true;
  16516. } else {
  16517. break;
  16518. }
  16519. }
  16520. this._currentLevel = i - 1;
  16521. for ( ; i < l; i ++ ) {
  16522. levels[ i ].object.visible = false;
  16523. }
  16524. }
  16525. },
  16526. toJSON: function ( meta ) {
  16527. var data = Object3D.prototype.toJSON.call( this, meta );
  16528. if ( this.autoUpdate === false ) { data.object.autoUpdate = false; }
  16529. data.object.levels = [];
  16530. var levels = this.levels;
  16531. for ( var i = 0, l = levels.length; i < l; i ++ ) {
  16532. var level = levels[ i ];
  16533. data.object.levels.push( {
  16534. object: level.object.uuid,
  16535. distance: level.distance
  16536. } );
  16537. }
  16538. return data;
  16539. }
  16540. } );
  16541. /**
  16542. * @author mikael emtinger / http://gomo.se/
  16543. * @author alteredq / http://alteredqualia.com/
  16544. * @author ikerr / http://verold.com
  16545. */
  16546. function SkinnedMesh( geometry, material ) {
  16547. if ( geometry && geometry.isGeometry ) {
  16548. console.error( 'THREE.SkinnedMesh no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
  16549. }
  16550. Mesh.call( this, geometry, material );
  16551. this.type = 'SkinnedMesh';
  16552. this.bindMode = 'attached';
  16553. this.bindMatrix = new Matrix4();
  16554. this.bindMatrixInverse = new Matrix4();
  16555. }
  16556. SkinnedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {
  16557. constructor: SkinnedMesh,
  16558. isSkinnedMesh: true,
  16559. copy: function ( source ) {
  16560. Mesh.prototype.copy.call( this, source );
  16561. this.bindMode = source.bindMode;
  16562. this.bindMatrix.copy( source.bindMatrix );
  16563. this.bindMatrixInverse.copy( source.bindMatrixInverse );
  16564. this.skeleton = source.skeleton;
  16565. return this;
  16566. },
  16567. bind: function ( skeleton, bindMatrix ) {
  16568. this.skeleton = skeleton;
  16569. if ( bindMatrix === undefined ) {
  16570. this.updateMatrixWorld( true );
  16571. this.skeleton.calculateInverses();
  16572. bindMatrix = this.matrixWorld;
  16573. }
  16574. this.bindMatrix.copy( bindMatrix );
  16575. this.bindMatrixInverse.getInverse( bindMatrix );
  16576. },
  16577. pose: function () {
  16578. this.skeleton.pose();
  16579. },
  16580. normalizeSkinWeights: function () {
  16581. var vector = new Vector4();
  16582. var skinWeight = this.geometry.attributes.skinWeight;
  16583. for ( var i = 0, l = skinWeight.count; i < l; i ++ ) {
  16584. vector.x = skinWeight.getX( i );
  16585. vector.y = skinWeight.getY( i );
  16586. vector.z = skinWeight.getZ( i );
  16587. vector.w = skinWeight.getW( i );
  16588. var scale = 1.0 / vector.manhattanLength();
  16589. if ( scale !== Infinity ) {
  16590. vector.multiplyScalar( scale );
  16591. } else {
  16592. vector.set( 1, 0, 0, 0 ); // do something reasonable
  16593. }
  16594. skinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w );
  16595. }
  16596. },
  16597. updateMatrixWorld: function ( force ) {
  16598. Mesh.prototype.updateMatrixWorld.call( this, force );
  16599. if ( this.bindMode === 'attached' ) {
  16600. this.bindMatrixInverse.getInverse( this.matrixWorld );
  16601. } else if ( this.bindMode === 'detached' ) {
  16602. this.bindMatrixInverse.getInverse( this.bindMatrix );
  16603. } else {
  16604. console.warn( 'THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode );
  16605. }
  16606. },
  16607. boneTransform: ( function () {
  16608. var basePosition = new Vector3();
  16609. var skinIndex = new Vector4();
  16610. var skinWeight = new Vector4();
  16611. var vector = new Vector3();
  16612. var matrix = new Matrix4();
  16613. return function ( index, target ) {
  16614. var skeleton = this.skeleton;
  16615. var geometry = this.geometry;
  16616. skinIndex.fromBufferAttribute( geometry.attributes.skinIndex, index );
  16617. skinWeight.fromBufferAttribute( geometry.attributes.skinWeight, index );
  16618. basePosition.fromBufferAttribute( geometry.attributes.position, index ).applyMatrix4( this.bindMatrix );
  16619. target.set( 0, 0, 0 );
  16620. for ( var i = 0; i < 4; i ++ ) {
  16621. var weight = skinWeight.getComponent( i );
  16622. if ( weight !== 0 ) {
  16623. var boneIndex = skinIndex.getComponent( i );
  16624. matrix.multiplyMatrices( skeleton.bones[ boneIndex ].matrixWorld, skeleton.boneInverses[ boneIndex ] );
  16625. target.addScaledVector( vector.copy( basePosition ).applyMatrix4( matrix ), weight );
  16626. }
  16627. }
  16628. return target.applyMatrix4( this.bindMatrixInverse );
  16629. };
  16630. }() )
  16631. } );
  16632. /**
  16633. * @author mikael emtinger / http://gomo.se/
  16634. * @author alteredq / http://alteredqualia.com/
  16635. * @author michael guerrero / http://realitymeltdown.com
  16636. * @author ikerr / http://verold.com
  16637. */
  16638. var _offsetMatrix = new Matrix4();
  16639. var _identityMatrix = new Matrix4();
  16640. function Skeleton( bones, boneInverses ) {
  16641. // copy the bone array
  16642. bones = bones || [];
  16643. this.bones = bones.slice( 0 );
  16644. this.boneMatrices = new Float32Array( this.bones.length * 16 );
  16645. this.frame = - 1;
  16646. // use the supplied bone inverses or calculate the inverses
  16647. if ( boneInverses === undefined ) {
  16648. this.calculateInverses();
  16649. } else {
  16650. if ( this.bones.length === boneInverses.length ) {
  16651. this.boneInverses = boneInverses.slice( 0 );
  16652. } else {
  16653. console.warn( 'THREE.Skeleton boneInverses is the wrong length.' );
  16654. this.boneInverses = [];
  16655. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  16656. this.boneInverses.push( new Matrix4() );
  16657. }
  16658. }
  16659. }
  16660. }
  16661. Object.assign( Skeleton.prototype, {
  16662. calculateInverses: function () {
  16663. this.boneInverses = [];
  16664. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  16665. var inverse = new Matrix4();
  16666. if ( this.bones[ i ] ) {
  16667. inverse.getInverse( this.bones[ i ].matrixWorld );
  16668. }
  16669. this.boneInverses.push( inverse );
  16670. }
  16671. },
  16672. pose: function () {
  16673. // recover the bind-time world matrices
  16674. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  16675. var bone = this.bones[ i ];
  16676. if ( bone ) {
  16677. bone.matrixWorld.getInverse( this.boneInverses[ i ] );
  16678. }
  16679. }
  16680. // compute the local matrices, positions, rotations and scales
  16681. for ( var i$1 = 0, il$1 = this.bones.length; i$1 < il$1; i$1 ++ ) {
  16682. var bone$1 = this.bones[ i$1 ];
  16683. if ( bone$1 ) {
  16684. if ( bone$1.parent && bone$1.parent.isBone ) {
  16685. bone$1.matrix.getInverse( bone$1.parent.matrixWorld );
  16686. bone$1.matrix.multiply( bone$1.matrixWorld );
  16687. } else {
  16688. bone$1.matrix.copy( bone$1.matrixWorld );
  16689. }
  16690. bone$1.matrix.decompose( bone$1.position, bone$1.quaternion, bone$1.scale );
  16691. }
  16692. }
  16693. },
  16694. update: function () {
  16695. var bones = this.bones;
  16696. var boneInverses = this.boneInverses;
  16697. var boneMatrices = this.boneMatrices;
  16698. var boneTexture = this.boneTexture;
  16699. // flatten bone matrices to array
  16700. for ( var i = 0, il = bones.length; i < il; i ++ ) {
  16701. // compute the offset between the current and the original transform
  16702. var matrix = bones[ i ] ? bones[ i ].matrixWorld : _identityMatrix;
  16703. _offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );
  16704. _offsetMatrix.toArray( boneMatrices, i * 16 );
  16705. }
  16706. if ( boneTexture !== undefined ) {
  16707. boneTexture.needsUpdate = true;
  16708. }
  16709. },
  16710. clone: function () {
  16711. return new Skeleton( this.bones, this.boneInverses );
  16712. },
  16713. getBoneByName: function ( name ) {
  16714. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  16715. var bone = this.bones[ i ];
  16716. if ( bone.name === name ) {
  16717. return bone;
  16718. }
  16719. }
  16720. return undefined;
  16721. },
  16722. dispose: function ( ) {
  16723. if ( this.boneTexture ) {
  16724. this.boneTexture.dispose();
  16725. this.boneTexture = undefined;
  16726. }
  16727. }
  16728. } );
  16729. /**
  16730. * @author mikael emtinger / http://gomo.se/
  16731. * @author alteredq / http://alteredqualia.com/
  16732. * @author ikerr / http://verold.com
  16733. */
  16734. function Bone() {
  16735. Object3D.call( this );
  16736. this.type = 'Bone';
  16737. }
  16738. Bone.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16739. constructor: Bone,
  16740. isBone: true
  16741. } );
  16742. /**
  16743. * @author mrdoob / http://mrdoob.com/
  16744. */
  16745. var _instanceLocalMatrix = new Matrix4();
  16746. var _instanceWorldMatrix = new Matrix4();
  16747. var _instanceIntersects = [];
  16748. var _mesh = new Mesh();
  16749. function InstancedMesh( geometry, material, count ) {
  16750. Mesh.call( this, geometry, material );
  16751. this.instanceMatrix = new BufferAttribute( new Float32Array( count * 16 ), 16 );
  16752. this.count = count;
  16753. this.frustumCulled = false;
  16754. }
  16755. InstancedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {
  16756. constructor: InstancedMesh,
  16757. isInstancedMesh: true,
  16758. copy: function ( source ) {
  16759. Mesh.prototype.copy.call( this, source );
  16760. this.instanceMatrix.copy( source.instanceMatrix );
  16761. this.count = source.count;
  16762. return this;
  16763. },
  16764. getMatrixAt: function ( index, matrix ) {
  16765. matrix.fromArray( this.instanceMatrix.array, index * 16 );
  16766. },
  16767. raycast: function ( raycaster, intersects ) {
  16768. var matrixWorld = this.matrixWorld;
  16769. var raycastTimes = this.count;
  16770. _mesh.geometry = this.geometry;
  16771. _mesh.material = this.material;
  16772. if ( _mesh.material === undefined ) { return; }
  16773. for ( var instanceId = 0; instanceId < raycastTimes; instanceId ++ ) {
  16774. // calculate the world matrix for each instance
  16775. this.getMatrixAt( instanceId, _instanceLocalMatrix );
  16776. _instanceWorldMatrix.multiplyMatrices( matrixWorld, _instanceLocalMatrix );
  16777. // the mesh represents this single instance
  16778. _mesh.matrixWorld = _instanceWorldMatrix;
  16779. _mesh.raycast( raycaster, _instanceIntersects );
  16780. // process the result of raycast
  16781. for ( var i = 0, l = _instanceIntersects.length; i < l; i ++ ) {
  16782. var intersect = _instanceIntersects[ i ];
  16783. intersect.instanceId = instanceId;
  16784. intersect.object = this;
  16785. intersects.push( intersect );
  16786. }
  16787. _instanceIntersects.length = 0;
  16788. }
  16789. },
  16790. setMatrixAt: function ( index, matrix ) {
  16791. matrix.toArray( this.instanceMatrix.array, index * 16 );
  16792. },
  16793. updateMorphTargets: function () {
  16794. }
  16795. } );
  16796. /**
  16797. * @author mrdoob / http://mrdoob.com/
  16798. * @author alteredq / http://alteredqualia.com/
  16799. *
  16800. * parameters = {
  16801. * color: <hex>,
  16802. * opacity: <float>,
  16803. *
  16804. * linewidth: <float>,
  16805. * linecap: "round",
  16806. * linejoin: "round"
  16807. * }
  16808. */
  16809. function LineBasicMaterial( parameters ) {
  16810. Material.call( this );
  16811. this.type = 'LineBasicMaterial';
  16812. this.color = new Color( 0xffffff );
  16813. this.linewidth = 1;
  16814. this.linecap = 'round';
  16815. this.linejoin = 'round';
  16816. this.morphTargets = false;
  16817. this.setValues( parameters );
  16818. }
  16819. LineBasicMaterial.prototype = Object.create( Material.prototype );
  16820. LineBasicMaterial.prototype.constructor = LineBasicMaterial;
  16821. LineBasicMaterial.prototype.isLineBasicMaterial = true;
  16822. LineBasicMaterial.prototype.copy = function ( source ) {
  16823. Material.prototype.copy.call( this, source );
  16824. this.color.copy( source.color );
  16825. this.linewidth = source.linewidth;
  16826. this.linecap = source.linecap;
  16827. this.linejoin = source.linejoin;
  16828. this.morphTargets = source.morphTargets;
  16829. return this;
  16830. };
  16831. /**
  16832. * @author mrdoob / http://mrdoob.com/
  16833. */
  16834. var _start = new Vector3();
  16835. var _end = new Vector3();
  16836. var _inverseMatrix$1 = new Matrix4();
  16837. var _ray$1 = new Ray();
  16838. var _sphere$2 = new Sphere();
  16839. function Line( geometry, material, mode ) {
  16840. if ( mode === 1 ) {
  16841. console.error( 'THREE.Line: parameter THREE.LinePieces no longer supported. Use THREE.LineSegments instead.' );
  16842. }
  16843. Object3D.call( this );
  16844. this.type = 'Line';
  16845. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  16846. this.material = material !== undefined ? material : new LineBasicMaterial();
  16847. this.updateMorphTargets();
  16848. }
  16849. Line.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16850. constructor: Line,
  16851. isLine: true,
  16852. copy: function ( source ) {
  16853. Object3D.prototype.copy.call( this, source );
  16854. this.material = source.material;
  16855. this.geometry = source.geometry;
  16856. return this;
  16857. },
  16858. computeLineDistances: function () {
  16859. var geometry = this.geometry;
  16860. if ( geometry.isBufferGeometry ) {
  16861. // we assume non-indexed geometry
  16862. if ( geometry.index === null ) {
  16863. var positionAttribute = geometry.attributes.position;
  16864. var lineDistances = [ 0 ];
  16865. for ( var i = 1, l = positionAttribute.count; i < l; i ++ ) {
  16866. _start.fromBufferAttribute( positionAttribute, i - 1 );
  16867. _end.fromBufferAttribute( positionAttribute, i );
  16868. lineDistances[ i ] = lineDistances[ i - 1 ];
  16869. lineDistances[ i ] += _start.distanceTo( _end );
  16870. }
  16871. geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  16872. } else {
  16873. console.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  16874. }
  16875. } else if ( geometry.isGeometry ) {
  16876. var vertices = geometry.vertices;
  16877. var lineDistances$1 = geometry.lineDistances;
  16878. lineDistances$1[ 0 ] = 0;
  16879. for ( var i$1 = 1, l$1 = vertices.length; i$1 < l$1; i$1 ++ ) {
  16880. lineDistances$1[ i$1 ] = lineDistances$1[ i$1 - 1 ];
  16881. lineDistances$1[ i$1 ] += vertices[ i$1 - 1 ].distanceTo( vertices[ i$1 ] );
  16882. }
  16883. }
  16884. return this;
  16885. },
  16886. raycast: function ( raycaster, intersects ) {
  16887. var geometry = this.geometry;
  16888. var matrixWorld = this.matrixWorld;
  16889. var threshold = raycaster.params.Line.threshold;
  16890. // Checking boundingSphere distance to ray
  16891. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  16892. _sphere$2.copy( geometry.boundingSphere );
  16893. _sphere$2.applyMatrix4( matrixWorld );
  16894. _sphere$2.radius += threshold;
  16895. if ( raycaster.ray.intersectsSphere( _sphere$2 ) === false ) { return; }
  16896. //
  16897. _inverseMatrix$1.getInverse( matrixWorld );
  16898. _ray$1.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$1 );
  16899. var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  16900. var localThresholdSq = localThreshold * localThreshold;
  16901. var vStart = new Vector3();
  16902. var vEnd = new Vector3();
  16903. var interSegment = new Vector3();
  16904. var interRay = new Vector3();
  16905. var step = ( this && this.isLineSegments ) ? 2 : 1;
  16906. if ( geometry.isBufferGeometry ) {
  16907. var index = geometry.index;
  16908. var attributes = geometry.attributes;
  16909. var positions = attributes.position.array;
  16910. if ( index !== null ) {
  16911. var indices = index.array;
  16912. for ( var i = 0, l = indices.length - 1; i < l; i += step ) {
  16913. var a = indices[ i ];
  16914. var b = indices[ i + 1 ];
  16915. vStart.fromArray( positions, a * 3 );
  16916. vEnd.fromArray( positions, b * 3 );
  16917. var distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
  16918. if ( distSq > localThresholdSq ) { continue; }
  16919. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  16920. var distance = raycaster.ray.origin.distanceTo( interRay );
  16921. if ( distance < raycaster.near || distance > raycaster.far ) { continue; }
  16922. intersects.push( {
  16923. distance: distance,
  16924. // What do we want? intersection point on the ray or on the segment??
  16925. // point: raycaster.ray.at( distance ),
  16926. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  16927. index: i,
  16928. face: null,
  16929. faceIndex: null,
  16930. object: this
  16931. } );
  16932. }
  16933. } else {
  16934. for ( var i$1 = 0, l$1 = positions.length / 3 - 1; i$1 < l$1; i$1 += step ) {
  16935. vStart.fromArray( positions, 3 * i$1 );
  16936. vEnd.fromArray( positions, 3 * i$1 + 3 );
  16937. var distSq$1 = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
  16938. if ( distSq$1 > localThresholdSq ) { continue; }
  16939. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  16940. var distance$1 = raycaster.ray.origin.distanceTo( interRay );
  16941. if ( distance$1 < raycaster.near || distance$1 > raycaster.far ) { continue; }
  16942. intersects.push( {
  16943. distance: distance$1,
  16944. // What do we want? intersection point on the ray or on the segment??
  16945. // point: raycaster.ray.at( distance ),
  16946. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  16947. index: i$1,
  16948. face: null,
  16949. faceIndex: null,
  16950. object: this
  16951. } );
  16952. }
  16953. }
  16954. } else if ( geometry.isGeometry ) {
  16955. var vertices = geometry.vertices;
  16956. var nbVertices = vertices.length;
  16957. for ( var i$2 = 0; i$2 < nbVertices - 1; i$2 += step ) {
  16958. var distSq$2 = _ray$1.distanceSqToSegment( vertices[ i$2 ], vertices[ i$2 + 1 ], interRay, interSegment );
  16959. if ( distSq$2 > localThresholdSq ) { continue; }
  16960. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  16961. var distance$2 = raycaster.ray.origin.distanceTo( interRay );
  16962. if ( distance$2 < raycaster.near || distance$2 > raycaster.far ) { continue; }
  16963. intersects.push( {
  16964. distance: distance$2,
  16965. // What do we want? intersection point on the ray or on the segment??
  16966. // point: raycaster.ray.at( distance ),
  16967. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  16968. index: i$2,
  16969. face: null,
  16970. faceIndex: null,
  16971. object: this
  16972. } );
  16973. }
  16974. }
  16975. },
  16976. updateMorphTargets: function () {
  16977. var geometry = this.geometry;
  16978. if ( geometry.isBufferGeometry ) {
  16979. var morphAttributes = geometry.morphAttributes;
  16980. var keys = Object.keys( morphAttributes );
  16981. if ( keys.length > 0 ) {
  16982. var morphAttribute = morphAttributes[ keys[ 0 ] ];
  16983. if ( morphAttribute !== undefined ) {
  16984. this.morphTargetInfluences = [];
  16985. this.morphTargetDictionary = {};
  16986. for ( var m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  16987. var name = morphAttribute[ m ].name || String( m );
  16988. this.morphTargetInfluences.push( 0 );
  16989. this.morphTargetDictionary[ name ] = m;
  16990. }
  16991. }
  16992. }
  16993. } else {
  16994. var morphTargets = geometry.morphTargets;
  16995. if ( morphTargets !== undefined && morphTargets.length > 0 ) {
  16996. console.error( 'THREE.Line.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.' );
  16997. }
  16998. }
  16999. }
  17000. } );
  17001. /**
  17002. * @author mrdoob / http://mrdoob.com/
  17003. */
  17004. var _start$1 = new Vector3();
  17005. var _end$1 = new Vector3();
  17006. function LineSegments( geometry, material ) {
  17007. Line.call( this, geometry, material );
  17008. this.type = 'LineSegments';
  17009. }
  17010. LineSegments.prototype = Object.assign( Object.create( Line.prototype ), {
  17011. constructor: LineSegments,
  17012. isLineSegments: true,
  17013. computeLineDistances: function () {
  17014. var geometry = this.geometry;
  17015. if ( geometry.isBufferGeometry ) {
  17016. // we assume non-indexed geometry
  17017. if ( geometry.index === null ) {
  17018. var positionAttribute = geometry.attributes.position;
  17019. var lineDistances = [];
  17020. for ( var i = 0, l = positionAttribute.count; i < l; i += 2 ) {
  17021. _start$1.fromBufferAttribute( positionAttribute, i );
  17022. _end$1.fromBufferAttribute( positionAttribute, i + 1 );
  17023. lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  17024. lineDistances[ i + 1 ] = lineDistances[ i ] + _start$1.distanceTo( _end$1 );
  17025. }
  17026. geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  17027. } else {
  17028. console.warn( 'THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  17029. }
  17030. } else if ( geometry.isGeometry ) {
  17031. var vertices = geometry.vertices;
  17032. var lineDistances$1 = geometry.lineDistances;
  17033. for ( var i$1 = 0, l$1 = vertices.length; i$1 < l$1; i$1 += 2 ) {
  17034. _start$1.copy( vertices[ i$1 ] );
  17035. _end$1.copy( vertices[ i$1 + 1 ] );
  17036. lineDistances$1[ i$1 ] = ( i$1 === 0 ) ? 0 : lineDistances$1[ i$1 - 1 ];
  17037. lineDistances$1[ i$1 + 1 ] = lineDistances$1[ i$1 ] + _start$1.distanceTo( _end$1 );
  17038. }
  17039. }
  17040. return this;
  17041. }
  17042. } );
  17043. /**
  17044. * @author mgreter / http://github.com/mgreter
  17045. */
  17046. function LineLoop( geometry, material ) {
  17047. Line.call( this, geometry, material );
  17048. this.type = 'LineLoop';
  17049. }
  17050. LineLoop.prototype = Object.assign( Object.create( Line.prototype ), {
  17051. constructor: LineLoop,
  17052. isLineLoop: true,
  17053. } );
  17054. /**
  17055. * @author mrdoob / http://mrdoob.com/
  17056. * @author alteredq / http://alteredqualia.com/
  17057. *
  17058. * parameters = {
  17059. * color: <hex>,
  17060. * opacity: <float>,
  17061. * map: new THREE.Texture( <Image> ),
  17062. * alphaMap: new THREE.Texture( <Image> ),
  17063. *
  17064. * size: <float>,
  17065. * sizeAttenuation: <bool>
  17066. *
  17067. * morphTargets: <bool>
  17068. * }
  17069. */
  17070. function PointsMaterial( parameters ) {
  17071. Material.call( this );
  17072. this.type = 'PointsMaterial';
  17073. this.color = new Color( 0xffffff );
  17074. this.map = null;
  17075. this.alphaMap = null;
  17076. this.size = 1;
  17077. this.sizeAttenuation = true;
  17078. this.morphTargets = false;
  17079. this.setValues( parameters );
  17080. }
  17081. PointsMaterial.prototype = Object.create( Material.prototype );
  17082. PointsMaterial.prototype.constructor = PointsMaterial;
  17083. PointsMaterial.prototype.isPointsMaterial = true;
  17084. PointsMaterial.prototype.copy = function ( source ) {
  17085. Material.prototype.copy.call( this, source );
  17086. this.color.copy( source.color );
  17087. this.map = source.map;
  17088. this.alphaMap = source.alphaMap;
  17089. this.size = source.size;
  17090. this.sizeAttenuation = source.sizeAttenuation;
  17091. this.morphTargets = source.morphTargets;
  17092. return this;
  17093. };
  17094. /**
  17095. * @author alteredq / http://alteredqualia.com/
  17096. */
  17097. var _inverseMatrix$2 = new Matrix4();
  17098. var _ray$2 = new Ray();
  17099. var _sphere$3 = new Sphere();
  17100. var _position$1 = new Vector3();
  17101. function Points( geometry, material ) {
  17102. Object3D.call( this );
  17103. this.type = 'Points';
  17104. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  17105. this.material = material !== undefined ? material : new PointsMaterial();
  17106. this.updateMorphTargets();
  17107. }
  17108. Points.prototype = Object.assign( Object.create( Object3D.prototype ), {
  17109. constructor: Points,
  17110. isPoints: true,
  17111. copy: function ( source ) {
  17112. Object3D.prototype.copy.call( this, source );
  17113. this.material = source.material;
  17114. this.geometry = source.geometry;
  17115. return this;
  17116. },
  17117. raycast: function ( raycaster, intersects ) {
  17118. var geometry = this.geometry;
  17119. var matrixWorld = this.matrixWorld;
  17120. var threshold = raycaster.params.Points.threshold;
  17121. // Checking boundingSphere distance to ray
  17122. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  17123. _sphere$3.copy( geometry.boundingSphere );
  17124. _sphere$3.applyMatrix4( matrixWorld );
  17125. _sphere$3.radius += threshold;
  17126. if ( raycaster.ray.intersectsSphere( _sphere$3 ) === false ) { return; }
  17127. //
  17128. _inverseMatrix$2.getInverse( matrixWorld );
  17129. _ray$2.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$2 );
  17130. var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  17131. var localThresholdSq = localThreshold * localThreshold;
  17132. if ( geometry.isBufferGeometry ) {
  17133. var index = geometry.index;
  17134. var attributes = geometry.attributes;
  17135. var positions = attributes.position.array;
  17136. if ( index !== null ) {
  17137. var indices = index.array;
  17138. for ( var i = 0, il = indices.length; i < il; i ++ ) {
  17139. var a = indices[ i ];
  17140. _position$1.fromArray( positions, a * 3 );
  17141. testPoint( _position$1, a, localThresholdSq, matrixWorld, raycaster, intersects, this );
  17142. }
  17143. } else {
  17144. for ( var i$1 = 0, l = positions.length / 3; i$1 < l; i$1 ++ ) {
  17145. _position$1.fromArray( positions, i$1 * 3 );
  17146. testPoint( _position$1, i$1, localThresholdSq, matrixWorld, raycaster, intersects, this );
  17147. }
  17148. }
  17149. } else {
  17150. var vertices = geometry.vertices;
  17151. for ( var i$2 = 0, l$1 = vertices.length; i$2 < l$1; i$2 ++ ) {
  17152. testPoint( vertices[ i$2 ], i$2, localThresholdSq, matrixWorld, raycaster, intersects, this );
  17153. }
  17154. }
  17155. },
  17156. updateMorphTargets: function () {
  17157. var geometry = this.geometry;
  17158. if ( geometry.isBufferGeometry ) {
  17159. var morphAttributes = geometry.morphAttributes;
  17160. var keys = Object.keys( morphAttributes );
  17161. if ( keys.length > 0 ) {
  17162. var morphAttribute = morphAttributes[ keys[ 0 ] ];
  17163. if ( morphAttribute !== undefined ) {
  17164. this.morphTargetInfluences = [];
  17165. this.morphTargetDictionary = {};
  17166. for ( var m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  17167. var name = morphAttribute[ m ].name || String( m );
  17168. this.morphTargetInfluences.push( 0 );
  17169. this.morphTargetDictionary[ name ] = m;
  17170. }
  17171. }
  17172. }
  17173. } else {
  17174. var morphTargets = geometry.morphTargets;
  17175. if ( morphTargets !== undefined && morphTargets.length > 0 ) {
  17176. console.error( 'THREE.Points.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.' );
  17177. }
  17178. }
  17179. }
  17180. } );
  17181. function testPoint( point, index, localThresholdSq, matrixWorld, raycaster, intersects, object ) {
  17182. var rayPointDistanceSq = _ray$2.distanceSqToPoint( point );
  17183. if ( rayPointDistanceSq < localThresholdSq ) {
  17184. var intersectPoint = new Vector3();
  17185. _ray$2.closestPointToPoint( point, intersectPoint );
  17186. intersectPoint.applyMatrix4( matrixWorld );
  17187. var distance = raycaster.ray.origin.distanceTo( intersectPoint );
  17188. if ( distance < raycaster.near || distance > raycaster.far ) { return; }
  17189. intersects.push( {
  17190. distance: distance,
  17191. distanceToRay: Math.sqrt( rayPointDistanceSq ),
  17192. point: intersectPoint,
  17193. index: index,
  17194. face: null,
  17195. object: object
  17196. } );
  17197. }
  17198. }
  17199. /**
  17200. * @author mrdoob / http://mrdoob.com/
  17201. */
  17202. function VideoTexture( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  17203. Texture.call( this, video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  17204. this.format = format !== undefined ? format : RGBFormat;
  17205. this.minFilter = minFilter !== undefined ? minFilter : LinearFilter;
  17206. this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
  17207. this.generateMipmaps = false;
  17208. var scope = this;
  17209. function updateVideo() {
  17210. scope.needsUpdate = true;
  17211. video.requestVideoFrameCallback( updateVideo );
  17212. }
  17213. if ( 'requestVideoFrameCallback' in video ) {
  17214. video.requestVideoFrameCallback( updateVideo );
  17215. }
  17216. }
  17217. VideoTexture.prototype = Object.assign( Object.create( Texture.prototype ), {
  17218. constructor: VideoTexture,
  17219. isVideoTexture: true,
  17220. update: function () {
  17221. var video = this.image;
  17222. var hasVideoFrameCallback = 'requestVideoFrameCallback' in video;
  17223. if ( hasVideoFrameCallback === false && video.readyState >= video.HAVE_CURRENT_DATA ) {
  17224. this.needsUpdate = true;
  17225. }
  17226. }
  17227. } );
  17228. /**
  17229. * @author alteredq / http://alteredqualia.com/
  17230. */
  17231. function CompressedTexture( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
  17232. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  17233. this.image = { width: width, height: height };
  17234. this.mipmaps = mipmaps;
  17235. // no flipping for cube textures
  17236. // (also flipping doesn't work for compressed textures )
  17237. this.flipY = false;
  17238. // can't generate mipmaps for compressed textures
  17239. // mips must be embedded in DDS files
  17240. this.generateMipmaps = false;
  17241. }
  17242. CompressedTexture.prototype = Object.create( Texture.prototype );
  17243. CompressedTexture.prototype.constructor = CompressedTexture;
  17244. CompressedTexture.prototype.isCompressedTexture = true;
  17245. /**
  17246. * @author mrdoob / http://mrdoob.com/
  17247. */
  17248. function CanvasTexture( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  17249. Texture.call( this, canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  17250. this.needsUpdate = true;
  17251. }
  17252. CanvasTexture.prototype = Object.create( Texture.prototype );
  17253. CanvasTexture.prototype.constructor = CanvasTexture;
  17254. CanvasTexture.prototype.isCanvasTexture = true;
  17255. /**
  17256. * @author Matt DesLauriers / @mattdesl
  17257. * @author atix / arthursilber.de
  17258. */
  17259. function DepthTexture( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format ) {
  17260. format = format !== undefined ? format : DepthFormat;
  17261. if ( format !== DepthFormat && format !== DepthStencilFormat ) {
  17262. throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );
  17263. }
  17264. if ( type === undefined && format === DepthFormat ) { type = UnsignedShortType; }
  17265. if ( type === undefined && format === DepthStencilFormat ) { type = UnsignedInt248Type; }
  17266. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  17267. this.image = { width: width, height: height };
  17268. this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
  17269. this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
  17270. this.flipY = false;
  17271. this.generateMipmaps = false;
  17272. }
  17273. DepthTexture.prototype = Object.create( Texture.prototype );
  17274. DepthTexture.prototype.constructor = DepthTexture;
  17275. DepthTexture.prototype.isDepthTexture = true;
  17276. /**
  17277. * @author mrdoob / http://mrdoob.com/
  17278. * @author Mugen87 / https://github.com/Mugen87
  17279. */
  17280. function WireframeGeometry( geometry ) {
  17281. BufferGeometry.call( this );
  17282. this.type = 'WireframeGeometry';
  17283. // buffer
  17284. var vertices = [];
  17285. // helper variables
  17286. var edge = [ 0, 0 ], edges = {};
  17287. var keys = [ 'a', 'b', 'c' ];
  17288. // different logic for Geometry and BufferGeometry
  17289. if ( geometry && geometry.isGeometry ) {
  17290. // create a data structure that contains all edges without duplicates
  17291. var faces = geometry.faces;
  17292. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  17293. var face = faces[ i ];
  17294. for ( var j = 0; j < 3; j ++ ) {
  17295. var edge1 = face[ keys[ j ] ];
  17296. var edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
  17297. edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates
  17298. edge[ 1 ] = Math.max( edge1, edge2 );
  17299. var key = edge[ 0 ] + ',' + edge[ 1 ];
  17300. if ( edges[ key ] === undefined ) {
  17301. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
  17302. }
  17303. }
  17304. }
  17305. // generate vertices
  17306. for ( var key$1 in edges ) {
  17307. var e = edges[ key$1 ];
  17308. var vertex = geometry.vertices[ e.index1 ];
  17309. vertices.push( vertex.x, vertex.y, vertex.z );
  17310. vertex = geometry.vertices[ e.index2 ];
  17311. vertices.push( vertex.x, vertex.y, vertex.z );
  17312. }
  17313. } else if ( geometry && geometry.isBufferGeometry ) {
  17314. var vertex$1 = new Vector3();
  17315. if ( geometry.index !== null ) {
  17316. // indexed BufferGeometry
  17317. var position = geometry.attributes.position;
  17318. var indices = geometry.index;
  17319. var groups = geometry.groups;
  17320. if ( groups.length === 0 ) {
  17321. groups = [ { start: 0, count: indices.count, materialIndex: 0 } ];
  17322. }
  17323. // create a data structure that contains all eges without duplicates
  17324. for ( var o = 0, ol = groups.length; o < ol; ++ o ) {
  17325. var group = groups[ o ];
  17326. var start = group.start;
  17327. var count = group.count;
  17328. for ( var i$1 = start, l$1 = ( start + count ); i$1 < l$1; i$1 += 3 ) {
  17329. for ( var j$1 = 0; j$1 < 3; j$1 ++ ) {
  17330. var edge1$1 = indices.getX( i$1 + j$1 );
  17331. var edge2$1 = indices.getX( i$1 + ( j$1 + 1 ) % 3 );
  17332. edge[ 0 ] = Math.min( edge1$1, edge2$1 ); // sorting prevents duplicates
  17333. edge[ 1 ] = Math.max( edge1$1, edge2$1 );
  17334. var key$2 = edge[ 0 ] + ',' + edge[ 1 ];
  17335. if ( edges[ key$2 ] === undefined ) {
  17336. edges[ key$2 ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
  17337. }
  17338. }
  17339. }
  17340. }
  17341. // generate vertices
  17342. for ( var key$3 in edges ) {
  17343. var e$1 = edges[ key$3 ];
  17344. vertex$1.fromBufferAttribute( position, e$1.index1 );
  17345. vertices.push( vertex$1.x, vertex$1.y, vertex$1.z );
  17346. vertex$1.fromBufferAttribute( position, e$1.index2 );
  17347. vertices.push( vertex$1.x, vertex$1.y, vertex$1.z );
  17348. }
  17349. } else {
  17350. // non-indexed BufferGeometry
  17351. var position$1 = geometry.attributes.position;
  17352. for ( var i$2 = 0, l$2 = ( position$1.count / 3 ); i$2 < l$2; i$2 ++ ) {
  17353. for ( var j$2 = 0; j$2 < 3; j$2 ++ ) {
  17354. // three edges per triangle, an edge is represented as (index1, index2)
  17355. // e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)
  17356. var index1 = 3 * i$2 + j$2;
  17357. vertex$1.fromBufferAttribute( position$1, index1 );
  17358. vertices.push( vertex$1.x, vertex$1.y, vertex$1.z );
  17359. var index2 = 3 * i$2 + ( ( j$2 + 1 ) % 3 );
  17360. vertex$1.fromBufferAttribute( position$1, index2 );
  17361. vertices.push( vertex$1.x, vertex$1.y, vertex$1.z );
  17362. }
  17363. }
  17364. }
  17365. }
  17366. // build geometry
  17367. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17368. }
  17369. WireframeGeometry.prototype = Object.create( BufferGeometry.prototype );
  17370. WireframeGeometry.prototype.constructor = WireframeGeometry;
  17371. /**
  17372. * @author zz85 / https://github.com/zz85
  17373. * @author Mugen87 / https://github.com/Mugen87
  17374. *
  17375. * Parametric Surfaces Geometry
  17376. * based on the brilliant article by @prideout https://prideout.net/blog/old/blog/index.html@p=44.html
  17377. */
  17378. // ParametricGeometry
  17379. function ParametricGeometry( func, slices, stacks ) {
  17380. Geometry.call( this );
  17381. this.type = 'ParametricGeometry';
  17382. this.parameters = {
  17383. func: func,
  17384. slices: slices,
  17385. stacks: stacks
  17386. };
  17387. this.fromBufferGeometry( new ParametricBufferGeometry( func, slices, stacks ) );
  17388. this.mergeVertices();
  17389. }
  17390. ParametricGeometry.prototype = Object.create( Geometry.prototype );
  17391. ParametricGeometry.prototype.constructor = ParametricGeometry;
  17392. // ParametricBufferGeometry
  17393. function ParametricBufferGeometry( func, slices, stacks ) {
  17394. BufferGeometry.call( this );
  17395. this.type = 'ParametricBufferGeometry';
  17396. this.parameters = {
  17397. func: func,
  17398. slices: slices,
  17399. stacks: stacks
  17400. };
  17401. // buffers
  17402. var indices = [];
  17403. var vertices = [];
  17404. var normals = [];
  17405. var uvs = [];
  17406. var EPS = 0.00001;
  17407. var normal = new Vector3();
  17408. var p0 = new Vector3(), p1 = new Vector3();
  17409. var pu = new Vector3(), pv = new Vector3();
  17410. if ( func.length < 3 ) {
  17411. console.error( 'THREE.ParametricGeometry: Function must now modify a Vector3 as third parameter.' );
  17412. }
  17413. // generate vertices, normals and uvs
  17414. var sliceCount = slices + 1;
  17415. for ( var i = 0; i <= stacks; i ++ ) {
  17416. var v = i / stacks;
  17417. for ( var j = 0; j <= slices; j ++ ) {
  17418. var u = j / slices;
  17419. // vertex
  17420. func( u, v, p0 );
  17421. vertices.push( p0.x, p0.y, p0.z );
  17422. // normal
  17423. // approximate tangent vectors via finite differences
  17424. if ( u - EPS >= 0 ) {
  17425. func( u - EPS, v, p1 );
  17426. pu.subVectors( p0, p1 );
  17427. } else {
  17428. func( u + EPS, v, p1 );
  17429. pu.subVectors( p1, p0 );
  17430. }
  17431. if ( v - EPS >= 0 ) {
  17432. func( u, v - EPS, p1 );
  17433. pv.subVectors( p0, p1 );
  17434. } else {
  17435. func( u, v + EPS, p1 );
  17436. pv.subVectors( p1, p0 );
  17437. }
  17438. // cross product of tangent vectors returns surface normal
  17439. normal.crossVectors( pu, pv ).normalize();
  17440. normals.push( normal.x, normal.y, normal.z );
  17441. // uv
  17442. uvs.push( u, v );
  17443. }
  17444. }
  17445. // generate indices
  17446. for ( var i$1 = 0; i$1 < stacks; i$1 ++ ) {
  17447. for ( var j$1 = 0; j$1 < slices; j$1 ++ ) {
  17448. var a = i$1 * sliceCount + j$1;
  17449. var b = i$1 * sliceCount + j$1 + 1;
  17450. var c = ( i$1 + 1 ) * sliceCount + j$1 + 1;
  17451. var d = ( i$1 + 1 ) * sliceCount + j$1;
  17452. // faces one and two
  17453. indices.push( a, b, d );
  17454. indices.push( b, c, d );
  17455. }
  17456. }
  17457. // build geometry
  17458. this.setIndex( indices );
  17459. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17460. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17461. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17462. }
  17463. ParametricBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17464. ParametricBufferGeometry.prototype.constructor = ParametricBufferGeometry;
  17465. /**
  17466. * @author clockworkgeek / https://github.com/clockworkgeek
  17467. * @author timothypratley / https://github.com/timothypratley
  17468. * @author WestLangley / http://github.com/WestLangley
  17469. * @author Mugen87 / https://github.com/Mugen87
  17470. */
  17471. // PolyhedronGeometry
  17472. function PolyhedronGeometry( vertices, indices, radius, detail ) {
  17473. Geometry.call( this );
  17474. this.type = 'PolyhedronGeometry';
  17475. this.parameters = {
  17476. vertices: vertices,
  17477. indices: indices,
  17478. radius: radius,
  17479. detail: detail
  17480. };
  17481. this.fromBufferGeometry( new PolyhedronBufferGeometry( vertices, indices, radius, detail ) );
  17482. this.mergeVertices();
  17483. }
  17484. PolyhedronGeometry.prototype = Object.create( Geometry.prototype );
  17485. PolyhedronGeometry.prototype.constructor = PolyhedronGeometry;
  17486. // PolyhedronBufferGeometry
  17487. function PolyhedronBufferGeometry( vertices, indices, radius, detail ) {
  17488. BufferGeometry.call( this );
  17489. this.type = 'PolyhedronBufferGeometry';
  17490. this.parameters = {
  17491. vertices: vertices,
  17492. indices: indices,
  17493. radius: radius,
  17494. detail: detail
  17495. };
  17496. radius = radius || 1;
  17497. detail = detail || 0;
  17498. // default buffer data
  17499. var vertexBuffer = [];
  17500. var uvBuffer = [];
  17501. // the subdivision creates the vertex buffer data
  17502. subdivide( detail );
  17503. // all vertices should lie on a conceptual sphere with a given radius
  17504. applyRadius( radius );
  17505. // finally, create the uv data
  17506. generateUVs();
  17507. // build non-indexed geometry
  17508. this.setAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) );
  17509. this.setAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) );
  17510. this.setAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );
  17511. if ( detail === 0 ) {
  17512. this.computeVertexNormals(); // flat normals
  17513. } else {
  17514. this.normalizeNormals(); // smooth normals
  17515. }
  17516. // helper functions
  17517. function subdivide( detail ) {
  17518. var a = new Vector3();
  17519. var b = new Vector3();
  17520. var c = new Vector3();
  17521. // iterate over all faces and apply a subdivison with the given detail value
  17522. for ( var i = 0; i < indices.length; i += 3 ) {
  17523. // get the vertices of the face
  17524. getVertexByIndex( indices[ i + 0 ], a );
  17525. getVertexByIndex( indices[ i + 1 ], b );
  17526. getVertexByIndex( indices[ i + 2 ], c );
  17527. // perform subdivision
  17528. subdivideFace( a, b, c, detail );
  17529. }
  17530. }
  17531. function subdivideFace( a, b, c, detail ) {
  17532. var cols = Math.pow( 2, detail );
  17533. // we use this multidimensional array as a data structure for creating the subdivision
  17534. var v = [];
  17535. // construct all of the vertices for this subdivision
  17536. for ( var i = 0; i <= cols; i ++ ) {
  17537. v[ i ] = [];
  17538. var aj = a.clone().lerp( c, i / cols );
  17539. var bj = b.clone().lerp( c, i / cols );
  17540. var rows = cols - i;
  17541. for ( var j = 0; j <= rows; j ++ ) {
  17542. if ( j === 0 && i === cols ) {
  17543. v[ i ][ j ] = aj;
  17544. } else {
  17545. v[ i ][ j ] = aj.clone().lerp( bj, j / rows );
  17546. }
  17547. }
  17548. }
  17549. // construct all of the faces
  17550. for ( var i$1 = 0; i$1 < cols; i$1 ++ ) {
  17551. for ( var j$1 = 0; j$1 < 2 * ( cols - i$1 ) - 1; j$1 ++ ) {
  17552. var k = Math.floor( j$1 / 2 );
  17553. if ( j$1 % 2 === 0 ) {
  17554. pushVertex( v[ i$1 ][ k + 1 ] );
  17555. pushVertex( v[ i$1 + 1 ][ k ] );
  17556. pushVertex( v[ i$1 ][ k ] );
  17557. } else {
  17558. pushVertex( v[ i$1 ][ k + 1 ] );
  17559. pushVertex( v[ i$1 + 1 ][ k + 1 ] );
  17560. pushVertex( v[ i$1 + 1 ][ k ] );
  17561. }
  17562. }
  17563. }
  17564. }
  17565. function applyRadius( radius ) {
  17566. var vertex = new Vector3();
  17567. // iterate over the entire buffer and apply the radius to each vertex
  17568. for ( var i = 0; i < vertexBuffer.length; i += 3 ) {
  17569. vertex.x = vertexBuffer[ i + 0 ];
  17570. vertex.y = vertexBuffer[ i + 1 ];
  17571. vertex.z = vertexBuffer[ i + 2 ];
  17572. vertex.normalize().multiplyScalar( radius );
  17573. vertexBuffer[ i + 0 ] = vertex.x;
  17574. vertexBuffer[ i + 1 ] = vertex.y;
  17575. vertexBuffer[ i + 2 ] = vertex.z;
  17576. }
  17577. }
  17578. function generateUVs() {
  17579. var vertex = new Vector3();
  17580. for ( var i = 0; i < vertexBuffer.length; i += 3 ) {
  17581. vertex.x = vertexBuffer[ i + 0 ];
  17582. vertex.y = vertexBuffer[ i + 1 ];
  17583. vertex.z = vertexBuffer[ i + 2 ];
  17584. var u = azimuth( vertex ) / 2 / Math.PI + 0.5;
  17585. var v = inclination( vertex ) / Math.PI + 0.5;
  17586. uvBuffer.push( u, 1 - v );
  17587. }
  17588. correctUVs();
  17589. correctSeam();
  17590. }
  17591. function correctSeam() {
  17592. // handle case when face straddles the seam, see #3269
  17593. for ( var i = 0; i < uvBuffer.length; i += 6 ) {
  17594. // uv data of a single face
  17595. var x0 = uvBuffer[ i + 0 ];
  17596. var x1 = uvBuffer[ i + 2 ];
  17597. var x2 = uvBuffer[ i + 4 ];
  17598. var max = Math.max( x0, x1, x2 );
  17599. var min = Math.min( x0, x1, x2 );
  17600. // 0.9 is somewhat arbitrary
  17601. if ( max > 0.9 && min < 0.1 ) {
  17602. if ( x0 < 0.2 ) { uvBuffer[ i + 0 ] += 1; }
  17603. if ( x1 < 0.2 ) { uvBuffer[ i + 2 ] += 1; }
  17604. if ( x2 < 0.2 ) { uvBuffer[ i + 4 ] += 1; }
  17605. }
  17606. }
  17607. }
  17608. function pushVertex( vertex ) {
  17609. vertexBuffer.push( vertex.x, vertex.y, vertex.z );
  17610. }
  17611. function getVertexByIndex( index, vertex ) {
  17612. var stride = index * 3;
  17613. vertex.x = vertices[ stride + 0 ];
  17614. vertex.y = vertices[ stride + 1 ];
  17615. vertex.z = vertices[ stride + 2 ];
  17616. }
  17617. function correctUVs() {
  17618. var a = new Vector3();
  17619. var b = new Vector3();
  17620. var c = new Vector3();
  17621. var centroid = new Vector3();
  17622. var uvA = new Vector2();
  17623. var uvB = new Vector2();
  17624. var uvC = new Vector2();
  17625. for ( var i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {
  17626. a.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );
  17627. b.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );
  17628. c.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );
  17629. uvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );
  17630. uvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );
  17631. uvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );
  17632. centroid.copy( a ).add( b ).add( c ).divideScalar( 3 );
  17633. var azi = azimuth( centroid );
  17634. correctUV( uvA, j + 0, a, azi );
  17635. correctUV( uvB, j + 2, b, azi );
  17636. correctUV( uvC, j + 4, c, azi );
  17637. }
  17638. }
  17639. function correctUV( uv, stride, vector, azimuth ) {
  17640. if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {
  17641. uvBuffer[ stride ] = uv.x - 1;
  17642. }
  17643. if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {
  17644. uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;
  17645. }
  17646. }
  17647. // Angle around the Y axis, counter-clockwise when looking from above.
  17648. function azimuth( vector ) {
  17649. return Math.atan2( vector.z, - vector.x );
  17650. }
  17651. // Angle above the XZ plane.
  17652. function inclination( vector ) {
  17653. return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );
  17654. }
  17655. }
  17656. PolyhedronBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17657. PolyhedronBufferGeometry.prototype.constructor = PolyhedronBufferGeometry;
  17658. /**
  17659. * @author timothypratley / https://github.com/timothypratley
  17660. * @author Mugen87 / https://github.com/Mugen87
  17661. */
  17662. // TetrahedronGeometry
  17663. function TetrahedronGeometry( radius, detail ) {
  17664. Geometry.call( this );
  17665. this.type = 'TetrahedronGeometry';
  17666. this.parameters = {
  17667. radius: radius,
  17668. detail: detail
  17669. };
  17670. this.fromBufferGeometry( new TetrahedronBufferGeometry( radius, detail ) );
  17671. this.mergeVertices();
  17672. }
  17673. TetrahedronGeometry.prototype = Object.create( Geometry.prototype );
  17674. TetrahedronGeometry.prototype.constructor = TetrahedronGeometry;
  17675. // TetrahedronBufferGeometry
  17676. function TetrahedronBufferGeometry( radius, detail ) {
  17677. var vertices = [
  17678. 1, 1, 1, - 1, - 1, 1, - 1, 1, - 1, 1, - 1, - 1
  17679. ];
  17680. var indices = [
  17681. 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1
  17682. ];
  17683. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17684. this.type = 'TetrahedronBufferGeometry';
  17685. this.parameters = {
  17686. radius: radius,
  17687. detail: detail
  17688. };
  17689. }
  17690. TetrahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17691. TetrahedronBufferGeometry.prototype.constructor = TetrahedronBufferGeometry;
  17692. /**
  17693. * @author timothypratley / https://github.com/timothypratley
  17694. * @author Mugen87 / https://github.com/Mugen87
  17695. */
  17696. // OctahedronGeometry
  17697. function OctahedronGeometry( radius, detail ) {
  17698. Geometry.call( this );
  17699. this.type = 'OctahedronGeometry';
  17700. this.parameters = {
  17701. radius: radius,
  17702. detail: detail
  17703. };
  17704. this.fromBufferGeometry( new OctahedronBufferGeometry( radius, detail ) );
  17705. this.mergeVertices();
  17706. }
  17707. OctahedronGeometry.prototype = Object.create( Geometry.prototype );
  17708. OctahedronGeometry.prototype.constructor = OctahedronGeometry;
  17709. // OctahedronBufferGeometry
  17710. function OctahedronBufferGeometry( radius, detail ) {
  17711. var vertices = [
  17712. 1, 0, 0, - 1, 0, 0, 0, 1, 0,
  17713. 0, - 1, 0, 0, 0, 1, 0, 0, - 1
  17714. ];
  17715. var indices = [
  17716. 0, 2, 4, 0, 4, 3, 0, 3, 5,
  17717. 0, 5, 2, 1, 2, 5, 1, 5, 3,
  17718. 1, 3, 4, 1, 4, 2
  17719. ];
  17720. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17721. this.type = 'OctahedronBufferGeometry';
  17722. this.parameters = {
  17723. radius: radius,
  17724. detail: detail
  17725. };
  17726. }
  17727. OctahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17728. OctahedronBufferGeometry.prototype.constructor = OctahedronBufferGeometry;
  17729. /**
  17730. * @author timothypratley / https://github.com/timothypratley
  17731. * @author Mugen87 / https://github.com/Mugen87
  17732. */
  17733. // IcosahedronGeometry
  17734. function IcosahedronGeometry( radius, detail ) {
  17735. Geometry.call( this );
  17736. this.type = 'IcosahedronGeometry';
  17737. this.parameters = {
  17738. radius: radius,
  17739. detail: detail
  17740. };
  17741. this.fromBufferGeometry( new IcosahedronBufferGeometry( radius, detail ) );
  17742. this.mergeVertices();
  17743. }
  17744. IcosahedronGeometry.prototype = Object.create( Geometry.prototype );
  17745. IcosahedronGeometry.prototype.constructor = IcosahedronGeometry;
  17746. // IcosahedronBufferGeometry
  17747. function IcosahedronBufferGeometry( radius, detail ) {
  17748. var t = ( 1 + Math.sqrt( 5 ) ) / 2;
  17749. var vertices = [
  17750. - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, 0,
  17751. 0, - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t,
  17752. t, 0, - 1, t, 0, 1, - t, 0, - 1, - t, 0, 1
  17753. ];
  17754. var indices = [
  17755. 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11,
  17756. 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8,
  17757. 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9,
  17758. 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1
  17759. ];
  17760. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17761. this.type = 'IcosahedronBufferGeometry';
  17762. this.parameters = {
  17763. radius: radius,
  17764. detail: detail
  17765. };
  17766. }
  17767. IcosahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17768. IcosahedronBufferGeometry.prototype.constructor = IcosahedronBufferGeometry;
  17769. /**
  17770. * @author Abe Pazos / https://hamoid.com
  17771. * @author Mugen87 / https://github.com/Mugen87
  17772. */
  17773. // DodecahedronGeometry
  17774. function DodecahedronGeometry( radius, detail ) {
  17775. Geometry.call( this );
  17776. this.type = 'DodecahedronGeometry';
  17777. this.parameters = {
  17778. radius: radius,
  17779. detail: detail
  17780. };
  17781. this.fromBufferGeometry( new DodecahedronBufferGeometry( radius, detail ) );
  17782. this.mergeVertices();
  17783. }
  17784. DodecahedronGeometry.prototype = Object.create( Geometry.prototype );
  17785. DodecahedronGeometry.prototype.constructor = DodecahedronGeometry;
  17786. // DodecahedronBufferGeometry
  17787. function DodecahedronBufferGeometry( radius, detail ) {
  17788. var t = ( 1 + Math.sqrt( 5 ) ) / 2;
  17789. var r = 1 / t;
  17790. var vertices = [
  17791. // (±1, ±1, ±1)
  17792. - 1, - 1, - 1, - 1, - 1, 1,
  17793. - 1, 1, - 1, - 1, 1, 1,
  17794. 1, - 1, - 1, 1, - 1, 1,
  17795. 1, 1, - 1, 1, 1, 1,
  17796. // (0, ±1/φ, ±φ)
  17797. 0, - r, - t, 0, - r, t,
  17798. 0, r, - t, 0, r, t,
  17799. // (±1/φ, ±φ, 0)
  17800. - r, - t, 0, - r, t, 0,
  17801. r, - t, 0, r, t, 0,
  17802. // (±φ, 0, ±1/φ)
  17803. - t, 0, - r, t, 0, - r,
  17804. - t, 0, r, t, 0, r
  17805. ];
  17806. var indices = [
  17807. 3, 11, 7, 3, 7, 15, 3, 15, 13,
  17808. 7, 19, 17, 7, 17, 6, 7, 6, 15,
  17809. 17, 4, 8, 17, 8, 10, 17, 10, 6,
  17810. 8, 0, 16, 8, 16, 2, 8, 2, 10,
  17811. 0, 12, 1, 0, 1, 18, 0, 18, 16,
  17812. 6, 10, 2, 6, 2, 13, 6, 13, 15,
  17813. 2, 16, 18, 2, 18, 3, 2, 3, 13,
  17814. 18, 1, 9, 18, 9, 11, 18, 11, 3,
  17815. 4, 14, 12, 4, 12, 0, 4, 0, 8,
  17816. 11, 9, 5, 11, 5, 19, 11, 19, 7,
  17817. 19, 5, 14, 19, 14, 4, 19, 4, 17,
  17818. 1, 12, 14, 1, 14, 5, 1, 5, 9
  17819. ];
  17820. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17821. this.type = 'DodecahedronBufferGeometry';
  17822. this.parameters = {
  17823. radius: radius,
  17824. detail: detail
  17825. };
  17826. }
  17827. DodecahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17828. DodecahedronBufferGeometry.prototype.constructor = DodecahedronBufferGeometry;
  17829. /**
  17830. * @author oosmoxiecode / https://github.com/oosmoxiecode
  17831. * @author WestLangley / https://github.com/WestLangley
  17832. * @author zz85 / https://github.com/zz85
  17833. * @author miningold / https://github.com/miningold
  17834. * @author jonobr1 / https://github.com/jonobr1
  17835. * @author Mugen87 / https://github.com/Mugen87
  17836. *
  17837. */
  17838. // TubeGeometry
  17839. function TubeGeometry( path, tubularSegments, radius, radialSegments, closed, taper ) {
  17840. Geometry.call( this );
  17841. this.type = 'TubeGeometry';
  17842. this.parameters = {
  17843. path: path,
  17844. tubularSegments: tubularSegments,
  17845. radius: radius,
  17846. radialSegments: radialSegments,
  17847. closed: closed
  17848. };
  17849. if ( taper !== undefined ) { console.warn( 'THREE.TubeGeometry: taper has been removed.' ); }
  17850. var bufferGeometry = new TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed );
  17851. // expose internals
  17852. this.tangents = bufferGeometry.tangents;
  17853. this.normals = bufferGeometry.normals;
  17854. this.binormals = bufferGeometry.binormals;
  17855. // create geometry
  17856. this.fromBufferGeometry( bufferGeometry );
  17857. this.mergeVertices();
  17858. }
  17859. TubeGeometry.prototype = Object.create( Geometry.prototype );
  17860. TubeGeometry.prototype.constructor = TubeGeometry;
  17861. // TubeBufferGeometry
  17862. function TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed ) {
  17863. BufferGeometry.call( this );
  17864. this.type = 'TubeBufferGeometry';
  17865. this.parameters = {
  17866. path: path,
  17867. tubularSegments: tubularSegments,
  17868. radius: radius,
  17869. radialSegments: radialSegments,
  17870. closed: closed
  17871. };
  17872. tubularSegments = tubularSegments || 64;
  17873. radius = radius || 1;
  17874. radialSegments = radialSegments || 8;
  17875. closed = closed || false;
  17876. var frames = path.computeFrenetFrames( tubularSegments, closed );
  17877. // expose internals
  17878. this.tangents = frames.tangents;
  17879. this.normals = frames.normals;
  17880. this.binormals = frames.binormals;
  17881. // helper variables
  17882. var vertex = new Vector3();
  17883. var normal = new Vector3();
  17884. var uv = new Vector2();
  17885. var P = new Vector3();
  17886. // buffer
  17887. var vertices = [];
  17888. var normals = [];
  17889. var uvs = [];
  17890. var indices = [];
  17891. // create buffer data
  17892. generateBufferData();
  17893. // build geometry
  17894. this.setIndex( indices );
  17895. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17896. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17897. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17898. // functions
  17899. function generateBufferData() {
  17900. for ( var i = 0; i < tubularSegments; i ++ ) {
  17901. generateSegment( i );
  17902. }
  17903. // if the geometry is not closed, generate the last row of vertices and normals
  17904. // at the regular position on the given path
  17905. //
  17906. // if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)
  17907. generateSegment( ( closed === false ) ? tubularSegments : 0 );
  17908. // uvs are generated in a separate function.
  17909. // this makes it easy compute correct values for closed geometries
  17910. generateUVs();
  17911. // finally create faces
  17912. generateIndices();
  17913. }
  17914. function generateSegment( i ) {
  17915. // we use getPointAt to sample evenly distributed points from the given path
  17916. P = path.getPointAt( i / tubularSegments, P );
  17917. // retrieve corresponding normal and binormal
  17918. var N = frames.normals[ i ];
  17919. var B = frames.binormals[ i ];
  17920. // generate normals and vertices for the current segment
  17921. for ( var j = 0; j <= radialSegments; j ++ ) {
  17922. var v = j / radialSegments * Math.PI * 2;
  17923. var sin = Math.sin( v );
  17924. var cos = - Math.cos( v );
  17925. // normal
  17926. normal.x = ( cos * N.x + sin * B.x );
  17927. normal.y = ( cos * N.y + sin * B.y );
  17928. normal.z = ( cos * N.z + sin * B.z );
  17929. normal.normalize();
  17930. normals.push( normal.x, normal.y, normal.z );
  17931. // vertex
  17932. vertex.x = P.x + radius * normal.x;
  17933. vertex.y = P.y + radius * normal.y;
  17934. vertex.z = P.z + radius * normal.z;
  17935. vertices.push( vertex.x, vertex.y, vertex.z );
  17936. }
  17937. }
  17938. function generateIndices() {
  17939. for ( var j = 1; j <= tubularSegments; j ++ ) {
  17940. for ( var i = 1; i <= radialSegments; i ++ ) {
  17941. var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  17942. var b = ( radialSegments + 1 ) * j + ( i - 1 );
  17943. var c = ( radialSegments + 1 ) * j + i;
  17944. var d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  17945. // faces
  17946. indices.push( a, b, d );
  17947. indices.push( b, c, d );
  17948. }
  17949. }
  17950. }
  17951. function generateUVs() {
  17952. for ( var i = 0; i <= tubularSegments; i ++ ) {
  17953. for ( var j = 0; j <= radialSegments; j ++ ) {
  17954. uv.x = i / tubularSegments;
  17955. uv.y = j / radialSegments;
  17956. uvs.push( uv.x, uv.y );
  17957. }
  17958. }
  17959. }
  17960. }
  17961. TubeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17962. TubeBufferGeometry.prototype.constructor = TubeBufferGeometry;
  17963. TubeBufferGeometry.prototype.toJSON = function () {
  17964. var data = BufferGeometry.prototype.toJSON.call( this );
  17965. data.path = this.parameters.path.toJSON();
  17966. return data;
  17967. };
  17968. /**
  17969. * @author oosmoxiecode
  17970. * @author Mugen87 / https://github.com/Mugen87
  17971. *
  17972. * based on http://www.blackpawn.com/texts/pqtorus/
  17973. */
  17974. // TorusKnotGeometry
  17975. function TorusKnotGeometry( radius, tube, tubularSegments, radialSegments, p, q, heightScale ) {
  17976. Geometry.call( this );
  17977. this.type = 'TorusKnotGeometry';
  17978. this.parameters = {
  17979. radius: radius,
  17980. tube: tube,
  17981. tubularSegments: tubularSegments,
  17982. radialSegments: radialSegments,
  17983. p: p,
  17984. q: q
  17985. };
  17986. if ( heightScale !== undefined ) { console.warn( 'THREE.TorusKnotGeometry: heightScale has been deprecated. Use .scale( x, y, z ) instead.' ); }
  17987. this.fromBufferGeometry( new TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) );
  17988. this.mergeVertices();
  17989. }
  17990. TorusKnotGeometry.prototype = Object.create( Geometry.prototype );
  17991. TorusKnotGeometry.prototype.constructor = TorusKnotGeometry;
  17992. // TorusKnotBufferGeometry
  17993. function TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) {
  17994. BufferGeometry.call( this );
  17995. this.type = 'TorusKnotBufferGeometry';
  17996. this.parameters = {
  17997. radius: radius,
  17998. tube: tube,
  17999. tubularSegments: tubularSegments,
  18000. radialSegments: radialSegments,
  18001. p: p,
  18002. q: q
  18003. };
  18004. radius = radius || 1;
  18005. tube = tube || 0.4;
  18006. tubularSegments = Math.floor( tubularSegments ) || 64;
  18007. radialSegments = Math.floor( radialSegments ) || 8;
  18008. p = p || 2;
  18009. q = q || 3;
  18010. // buffers
  18011. var indices = [];
  18012. var vertices = [];
  18013. var normals = [];
  18014. var uvs = [];
  18015. // helper variables
  18016. var vertex = new Vector3();
  18017. var normal = new Vector3();
  18018. var P1 = new Vector3();
  18019. var P2 = new Vector3();
  18020. var B = new Vector3();
  18021. var T = new Vector3();
  18022. var N = new Vector3();
  18023. // generate vertices, normals and uvs
  18024. for ( var i = 0; i <= tubularSegments; ++ i ) {
  18025. // the radian "u" is used to calculate the position on the torus curve of the current tubular segement
  18026. var u = i / tubularSegments * p * Math.PI * 2;
  18027. // now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.
  18028. // these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions
  18029. calculatePositionOnCurve( u, p, q, radius, P1 );
  18030. calculatePositionOnCurve( u + 0.01, p, q, radius, P2 );
  18031. // calculate orthonormal basis
  18032. T.subVectors( P2, P1 );
  18033. N.addVectors( P2, P1 );
  18034. B.crossVectors( T, N );
  18035. N.crossVectors( B, T );
  18036. // normalize B, N. T can be ignored, we don't use it
  18037. B.normalize();
  18038. N.normalize();
  18039. for ( var j = 0; j <= radialSegments; ++ j ) {
  18040. // now calculate the vertices. they are nothing more than an extrusion of the torus curve.
  18041. // because we extrude a shape in the xy-plane, there is no need to calculate a z-value.
  18042. var v = j / radialSegments * Math.PI * 2;
  18043. var cx = - tube * Math.cos( v );
  18044. var cy = tube * Math.sin( v );
  18045. // now calculate the final vertex position.
  18046. // first we orient the extrusion with our basis vectos, then we add it to the current position on the curve
  18047. vertex.x = P1.x + ( cx * N.x + cy * B.x );
  18048. vertex.y = P1.y + ( cx * N.y + cy * B.y );
  18049. vertex.z = P1.z + ( cx * N.z + cy * B.z );
  18050. vertices.push( vertex.x, vertex.y, vertex.z );
  18051. // normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)
  18052. normal.subVectors( vertex, P1 ).normalize();
  18053. normals.push( normal.x, normal.y, normal.z );
  18054. // uv
  18055. uvs.push( i / tubularSegments );
  18056. uvs.push( j / radialSegments );
  18057. }
  18058. }
  18059. // generate indices
  18060. for ( var j$1 = 1; j$1 <= tubularSegments; j$1 ++ ) {
  18061. for ( var i$1 = 1; i$1 <= radialSegments; i$1 ++ ) {
  18062. // indices
  18063. var a = ( radialSegments + 1 ) * ( j$1 - 1 ) + ( i$1 - 1 );
  18064. var b = ( radialSegments + 1 ) * j$1 + ( i$1 - 1 );
  18065. var c = ( radialSegments + 1 ) * j$1 + i$1;
  18066. var d = ( radialSegments + 1 ) * ( j$1 - 1 ) + i$1;
  18067. // faces
  18068. indices.push( a, b, d );
  18069. indices.push( b, c, d );
  18070. }
  18071. }
  18072. // build geometry
  18073. this.setIndex( indices );
  18074. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18075. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18076. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18077. // this function calculates the current position on the torus curve
  18078. function calculatePositionOnCurve( u, p, q, radius, position ) {
  18079. var cu = Math.cos( u );
  18080. var su = Math.sin( u );
  18081. var quOverP = q / p * u;
  18082. var cs = Math.cos( quOverP );
  18083. position.x = radius * ( 2 + cs ) * 0.5 * cu;
  18084. position.y = radius * ( 2 + cs ) * su * 0.5;
  18085. position.z = radius * Math.sin( quOverP ) * 0.5;
  18086. }
  18087. }
  18088. TorusKnotBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18089. TorusKnotBufferGeometry.prototype.constructor = TorusKnotBufferGeometry;
  18090. /**
  18091. * @author oosmoxiecode
  18092. * @author mrdoob / http://mrdoob.com/
  18093. * @author Mugen87 / https://github.com/Mugen87
  18094. */
  18095. // TorusGeometry
  18096. function TorusGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
  18097. Geometry.call( this );
  18098. this.type = 'TorusGeometry';
  18099. this.parameters = {
  18100. radius: radius,
  18101. tube: tube,
  18102. radialSegments: radialSegments,
  18103. tubularSegments: tubularSegments,
  18104. arc: arc
  18105. };
  18106. this.fromBufferGeometry( new TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) );
  18107. this.mergeVertices();
  18108. }
  18109. TorusGeometry.prototype = Object.create( Geometry.prototype );
  18110. TorusGeometry.prototype.constructor = TorusGeometry;
  18111. // TorusBufferGeometry
  18112. function TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
  18113. BufferGeometry.call( this );
  18114. this.type = 'TorusBufferGeometry';
  18115. this.parameters = {
  18116. radius: radius,
  18117. tube: tube,
  18118. radialSegments: radialSegments,
  18119. tubularSegments: tubularSegments,
  18120. arc: arc
  18121. };
  18122. radius = radius || 1;
  18123. tube = tube || 0.4;
  18124. radialSegments = Math.floor( radialSegments ) || 8;
  18125. tubularSegments = Math.floor( tubularSegments ) || 6;
  18126. arc = arc || Math.PI * 2;
  18127. // buffers
  18128. var indices = [];
  18129. var vertices = [];
  18130. var normals = [];
  18131. var uvs = [];
  18132. // helper variables
  18133. var center = new Vector3();
  18134. var vertex = new Vector3();
  18135. var normal = new Vector3();
  18136. // generate vertices, normals and uvs
  18137. for ( var j = 0; j <= radialSegments; j ++ ) {
  18138. for ( var i = 0; i <= tubularSegments; i ++ ) {
  18139. var u = i / tubularSegments * arc;
  18140. var v = j / radialSegments * Math.PI * 2;
  18141. // vertex
  18142. vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
  18143. vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
  18144. vertex.z = tube * Math.sin( v );
  18145. vertices.push( vertex.x, vertex.y, vertex.z );
  18146. // normal
  18147. center.x = radius * Math.cos( u );
  18148. center.y = radius * Math.sin( u );
  18149. normal.subVectors( vertex, center ).normalize();
  18150. normals.push( normal.x, normal.y, normal.z );
  18151. // uv
  18152. uvs.push( i / tubularSegments );
  18153. uvs.push( j / radialSegments );
  18154. }
  18155. }
  18156. // generate indices
  18157. for ( var j$1 = 1; j$1 <= radialSegments; j$1 ++ ) {
  18158. for ( var i$1 = 1; i$1 <= tubularSegments; i$1 ++ ) {
  18159. // indices
  18160. var a = ( tubularSegments + 1 ) * j$1 + i$1 - 1;
  18161. var b = ( tubularSegments + 1 ) * ( j$1 - 1 ) + i$1 - 1;
  18162. var c = ( tubularSegments + 1 ) * ( j$1 - 1 ) + i$1;
  18163. var d = ( tubularSegments + 1 ) * j$1 + i$1;
  18164. // faces
  18165. indices.push( a, b, d );
  18166. indices.push( b, c, d );
  18167. }
  18168. }
  18169. // build geometry
  18170. this.setIndex( indices );
  18171. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18172. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18173. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18174. }
  18175. TorusBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18176. TorusBufferGeometry.prototype.constructor = TorusBufferGeometry;
  18177. /**
  18178. * @author Mugen87 / https://github.com/Mugen87
  18179. * Port from https://github.com/mapbox/earcut (v2.2.2)
  18180. */
  18181. var Earcut = {
  18182. triangulate: function ( data, holeIndices, dim ) {
  18183. dim = dim || 2;
  18184. var hasHoles = holeIndices && holeIndices.length,
  18185. outerLen = hasHoles ? holeIndices[ 0 ] * dim : data.length,
  18186. outerNode = linkedList( data, 0, outerLen, dim, true ),
  18187. triangles = [];
  18188. if ( ! outerNode || outerNode.next === outerNode.prev ) { return triangles; }
  18189. var minX, minY, maxX, maxY, x, y, invSize;
  18190. if ( hasHoles ) { outerNode = eliminateHoles( data, holeIndices, outerNode, dim ); }
  18191. // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
  18192. if ( data.length > 80 * dim ) {
  18193. minX = maxX = data[ 0 ];
  18194. minY = maxY = data[ 1 ];
  18195. for ( var i = dim; i < outerLen; i += dim ) {
  18196. x = data[ i ];
  18197. y = data[ i + 1 ];
  18198. if ( x < minX ) { minX = x; }
  18199. if ( y < minY ) { minY = y; }
  18200. if ( x > maxX ) { maxX = x; }
  18201. if ( y > maxY ) { maxY = y; }
  18202. }
  18203. // minX, minY and invSize are later used to transform coords into integers for z-order calculation
  18204. invSize = Math.max( maxX - minX, maxY - minY );
  18205. invSize = invSize !== 0 ? 1 / invSize : 0;
  18206. }
  18207. earcutLinked( outerNode, triangles, dim, minX, minY, invSize );
  18208. return triangles;
  18209. }
  18210. };
  18211. // create a circular doubly linked list from polygon points in the specified winding order
  18212. function linkedList( data, start, end, dim, clockwise ) {
  18213. var i, last;
  18214. if ( clockwise === ( signedArea( data, start, end, dim ) > 0 ) ) {
  18215. for ( i = start; i < end; i += dim ) { last = insertNode( i, data[ i ], data[ i + 1 ], last ); }
  18216. } else {
  18217. for ( i = end - dim; i >= start; i -= dim ) { last = insertNode( i, data[ i ], data[ i + 1 ], last ); }
  18218. }
  18219. if ( last && equals( last, last.next ) ) {
  18220. removeNode( last );
  18221. last = last.next;
  18222. }
  18223. return last;
  18224. }
  18225. // eliminate colinear or duplicate points
  18226. function filterPoints( start, end ) {
  18227. if ( ! start ) { return start; }
  18228. if ( ! end ) { end = start; }
  18229. var p = start,
  18230. again;
  18231. do {
  18232. again = false;
  18233. if ( ! p.steiner && ( equals( p, p.next ) || area( p.prev, p, p.next ) === 0 ) ) {
  18234. removeNode( p );
  18235. p = end = p.prev;
  18236. if ( p === p.next ) { break; }
  18237. again = true;
  18238. } else {
  18239. p = p.next;
  18240. }
  18241. } while ( again || p !== end );
  18242. return end;
  18243. }
  18244. // main ear slicing loop which triangulates a polygon (given as a linked list)
  18245. function earcutLinked( ear, triangles, dim, minX, minY, invSize, pass ) {
  18246. if ( ! ear ) { return; }
  18247. // interlink polygon nodes in z-order
  18248. if ( ! pass && invSize ) { indexCurve( ear, minX, minY, invSize ); }
  18249. var stop = ear,
  18250. prev, next;
  18251. // iterate through ears, slicing them one by one
  18252. while ( ear.prev !== ear.next ) {
  18253. prev = ear.prev;
  18254. next = ear.next;
  18255. if ( invSize ? isEarHashed( ear, minX, minY, invSize ) : isEar( ear ) ) {
  18256. // cut off the triangle
  18257. triangles.push( prev.i / dim );
  18258. triangles.push( ear.i / dim );
  18259. triangles.push( next.i / dim );
  18260. removeNode( ear );
  18261. // skipping the next vertex leads to less sliver triangles
  18262. ear = next.next;
  18263. stop = next.next;
  18264. continue;
  18265. }
  18266. ear = next;
  18267. // if we looped through the whole remaining polygon and can't find any more ears
  18268. if ( ear === stop ) {
  18269. // try filtering points and slicing again
  18270. if ( ! pass ) {
  18271. earcutLinked( filterPoints( ear ), triangles, dim, minX, minY, invSize, 1 );
  18272. // if this didn't work, try curing all small self-intersections locally
  18273. } else if ( pass === 1 ) {
  18274. ear = cureLocalIntersections( filterPoints( ear ), triangles, dim );
  18275. earcutLinked( ear, triangles, dim, minX, minY, invSize, 2 );
  18276. // as a last resort, try splitting the remaining polygon into two
  18277. } else if ( pass === 2 ) {
  18278. splitEarcut( ear, triangles, dim, minX, minY, invSize );
  18279. }
  18280. break;
  18281. }
  18282. }
  18283. }
  18284. // check whether a polygon node forms a valid ear with adjacent nodes
  18285. function isEar( ear ) {
  18286. var a = ear.prev,
  18287. b = ear,
  18288. c = ear.next;
  18289. if ( area( a, b, c ) >= 0 ) { return false; } // reflex, can't be an ear
  18290. // now make sure we don't have other points inside the potential ear
  18291. var p = ear.next.next;
  18292. while ( p !== ear.prev ) {
  18293. if ( pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  18294. area( p.prev, p, p.next ) >= 0 ) { return false; }
  18295. p = p.next;
  18296. }
  18297. return true;
  18298. }
  18299. function isEarHashed( ear, minX, minY, invSize ) {
  18300. var a = ear.prev,
  18301. b = ear,
  18302. c = ear.next;
  18303. if ( area( a, b, c ) >= 0 ) { return false; } // reflex, can't be an ear
  18304. // triangle bbox; min & max are calculated like this for speed
  18305. var minTX = a.x < b.x ? ( a.x < c.x ? a.x : c.x ) : ( b.x < c.x ? b.x : c.x ),
  18306. minTY = a.y < b.y ? ( a.y < c.y ? a.y : c.y ) : ( b.y < c.y ? b.y : c.y ),
  18307. maxTX = a.x > b.x ? ( a.x > c.x ? a.x : c.x ) : ( b.x > c.x ? b.x : c.x ),
  18308. maxTY = a.y > b.y ? ( a.y > c.y ? a.y : c.y ) : ( b.y > c.y ? b.y : c.y );
  18309. // z-order range for the current triangle bbox;
  18310. var minZ = zOrder( minTX, minTY, minX, minY, invSize ),
  18311. maxZ = zOrder( maxTX, maxTY, minX, minY, invSize );
  18312. var p = ear.prevZ,
  18313. n = ear.nextZ;
  18314. // look for points inside the triangle in both directions
  18315. while ( p && p.z >= minZ && n && n.z <= maxZ ) {
  18316. if ( p !== ear.prev && p !== ear.next &&
  18317. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  18318. area( p.prev, p, p.next ) >= 0 ) { return false; }
  18319. p = p.prevZ;
  18320. if ( n !== ear.prev && n !== ear.next &&
  18321. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&
  18322. area( n.prev, n, n.next ) >= 0 ) { return false; }
  18323. n = n.nextZ;
  18324. }
  18325. // look for remaining points in decreasing z-order
  18326. while ( p && p.z >= minZ ) {
  18327. if ( p !== ear.prev && p !== ear.next &&
  18328. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  18329. area( p.prev, p, p.next ) >= 0 ) { return false; }
  18330. p = p.prevZ;
  18331. }
  18332. // look for remaining points in increasing z-order
  18333. while ( n && n.z <= maxZ ) {
  18334. if ( n !== ear.prev && n !== ear.next &&
  18335. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&
  18336. area( n.prev, n, n.next ) >= 0 ) { return false; }
  18337. n = n.nextZ;
  18338. }
  18339. return true;
  18340. }
  18341. // go through all polygon nodes and cure small local self-intersections
  18342. function cureLocalIntersections( start, triangles, dim ) {
  18343. var p = start;
  18344. do {
  18345. var a = p.prev,
  18346. b = p.next.next;
  18347. if ( ! equals( a, b ) && intersects( a, p, p.next, b ) && locallyInside( a, b ) && locallyInside( b, a ) ) {
  18348. triangles.push( a.i / dim );
  18349. triangles.push( p.i / dim );
  18350. triangles.push( b.i / dim );
  18351. // remove two nodes involved
  18352. removeNode( p );
  18353. removeNode( p.next );
  18354. p = start = b;
  18355. }
  18356. p = p.next;
  18357. } while ( p !== start );
  18358. return filterPoints( p );
  18359. }
  18360. // try splitting polygon into two and triangulate them independently
  18361. function splitEarcut( start, triangles, dim, minX, minY, invSize ) {
  18362. // look for a valid diagonal that divides the polygon into two
  18363. var a = start;
  18364. do {
  18365. var b = a.next.next;
  18366. while ( b !== a.prev ) {
  18367. if ( a.i !== b.i && isValidDiagonal( a, b ) ) {
  18368. // split the polygon in two by the diagonal
  18369. var c = splitPolygon( a, b );
  18370. // filter colinear points around the cuts
  18371. a = filterPoints( a, a.next );
  18372. c = filterPoints( c, c.next );
  18373. // run earcut on each half
  18374. earcutLinked( a, triangles, dim, minX, minY, invSize );
  18375. earcutLinked( c, triangles, dim, minX, minY, invSize );
  18376. return;
  18377. }
  18378. b = b.next;
  18379. }
  18380. a = a.next;
  18381. } while ( a !== start );
  18382. }
  18383. // link every hole into the outer loop, producing a single-ring polygon without holes
  18384. function eliminateHoles( data, holeIndices, outerNode, dim ) {
  18385. var queue = [],
  18386. i, len, start, end, list;
  18387. for ( i = 0, len = holeIndices.length; i < len; i ++ ) {
  18388. start = holeIndices[ i ] * dim;
  18389. end = i < len - 1 ? holeIndices[ i + 1 ] * dim : data.length;
  18390. list = linkedList( data, start, end, dim, false );
  18391. if ( list === list.next ) { list.steiner = true; }
  18392. queue.push( getLeftmost( list ) );
  18393. }
  18394. queue.sort( compareX );
  18395. // process holes from left to right
  18396. for ( i = 0; i < queue.length; i ++ ) {
  18397. eliminateHole( queue[ i ], outerNode );
  18398. outerNode = filterPoints( outerNode, outerNode.next );
  18399. }
  18400. return outerNode;
  18401. }
  18402. function compareX( a, b ) {
  18403. return a.x - b.x;
  18404. }
  18405. // find a bridge between vertices that connects hole with an outer ring and and link it
  18406. function eliminateHole( hole, outerNode ) {
  18407. outerNode = findHoleBridge( hole, outerNode );
  18408. if ( outerNode ) {
  18409. var b = splitPolygon( outerNode, hole );
  18410. // filter collinear points around the cuts
  18411. filterPoints( outerNode, outerNode.next );
  18412. filterPoints( b, b.next );
  18413. }
  18414. }
  18415. // David Eberly's algorithm for finding a bridge between hole and outer polygon
  18416. function findHoleBridge( hole, outerNode ) {
  18417. var p = outerNode,
  18418. hx = hole.x,
  18419. hy = hole.y,
  18420. qx = - Infinity,
  18421. m;
  18422. // find a segment intersected by a ray from the hole's leftmost point to the left;
  18423. // segment's endpoint with lesser x will be potential connection point
  18424. do {
  18425. if ( hy <= p.y && hy >= p.next.y && p.next.y !== p.y ) {
  18426. var x = p.x + ( hy - p.y ) * ( p.next.x - p.x ) / ( p.next.y - p.y );
  18427. if ( x <= hx && x > qx ) {
  18428. qx = x;
  18429. if ( x === hx ) {
  18430. if ( hy === p.y ) { return p; }
  18431. if ( hy === p.next.y ) { return p.next; }
  18432. }
  18433. m = p.x < p.next.x ? p : p.next;
  18434. }
  18435. }
  18436. p = p.next;
  18437. } while ( p !== outerNode );
  18438. if ( ! m ) { return null; }
  18439. if ( hx === qx ) { return m; } // hole touches outer segment; pick leftmost endpoint
  18440. // look for points inside the triangle of hole point, segment intersection and endpoint;
  18441. // if there are no points found, we have a valid connection;
  18442. // otherwise choose the point of the minimum angle with the ray as connection point
  18443. var stop = m,
  18444. mx = m.x,
  18445. my = m.y,
  18446. tanMin = Infinity,
  18447. tan;
  18448. p = m;
  18449. do {
  18450. if ( hx >= p.x && p.x >= mx && hx !== p.x &&
  18451. pointInTriangle( hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y ) ) {
  18452. tan = Math.abs( hy - p.y ) / ( hx - p.x ); // tangential
  18453. if ( locallyInside( p, hole ) && ( tan < tanMin || ( tan === tanMin && ( p.x > m.x || ( p.x === m.x && sectorContainsSector( m, p ) ) ) ) ) ) {
  18454. m = p;
  18455. tanMin = tan;
  18456. }
  18457. }
  18458. p = p.next;
  18459. } while ( p !== stop );
  18460. return m;
  18461. }
  18462. // whether sector in vertex m contains sector in vertex p in the same coordinates
  18463. function sectorContainsSector( m, p ) {
  18464. return area( m.prev, m, p.prev ) < 0 && area( p.next, m, m.next ) < 0;
  18465. }
  18466. // interlink polygon nodes in z-order
  18467. function indexCurve( start, minX, minY, invSize ) {
  18468. var p = start;
  18469. do {
  18470. if ( p.z === null ) { p.z = zOrder( p.x, p.y, minX, minY, invSize ); }
  18471. p.prevZ = p.prev;
  18472. p.nextZ = p.next;
  18473. p = p.next;
  18474. } while ( p !== start );
  18475. p.prevZ.nextZ = null;
  18476. p.prevZ = null;
  18477. sortLinked( p );
  18478. }
  18479. // Simon Tatham's linked list merge sort algorithm
  18480. // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
  18481. function sortLinked( list ) {
  18482. var i, p, q, e, tail, numMerges, pSize, qSize,
  18483. inSize = 1;
  18484. do {
  18485. p = list;
  18486. list = null;
  18487. tail = null;
  18488. numMerges = 0;
  18489. while ( p ) {
  18490. numMerges ++;
  18491. q = p;
  18492. pSize = 0;
  18493. for ( i = 0; i < inSize; i ++ ) {
  18494. pSize ++;
  18495. q = q.nextZ;
  18496. if ( ! q ) { break; }
  18497. }
  18498. qSize = inSize;
  18499. while ( pSize > 0 || ( qSize > 0 && q ) ) {
  18500. if ( pSize !== 0 && ( qSize === 0 || ! q || p.z <= q.z ) ) {
  18501. e = p;
  18502. p = p.nextZ;
  18503. pSize --;
  18504. } else {
  18505. e = q;
  18506. q = q.nextZ;
  18507. qSize --;
  18508. }
  18509. if ( tail ) { tail.nextZ = e; }
  18510. else { list = e; }
  18511. e.prevZ = tail;
  18512. tail = e;
  18513. }
  18514. p = q;
  18515. }
  18516. tail.nextZ = null;
  18517. inSize *= 2;
  18518. } while ( numMerges > 1 );
  18519. return list;
  18520. }
  18521. // z-order of a point given coords and inverse of the longer side of data bbox
  18522. function zOrder( x, y, minX, minY, invSize ) {
  18523. // coords are transformed into non-negative 15-bit integer range
  18524. x = 32767 * ( x - minX ) * invSize;
  18525. y = 32767 * ( y - minY ) * invSize;
  18526. x = ( x | ( x << 8 ) ) & 0x00FF00FF;
  18527. x = ( x | ( x << 4 ) ) & 0x0F0F0F0F;
  18528. x = ( x | ( x << 2 ) ) & 0x33333333;
  18529. x = ( x | ( x << 1 ) ) & 0x55555555;
  18530. y = ( y | ( y << 8 ) ) & 0x00FF00FF;
  18531. y = ( y | ( y << 4 ) ) & 0x0F0F0F0F;
  18532. y = ( y | ( y << 2 ) ) & 0x33333333;
  18533. y = ( y | ( y << 1 ) ) & 0x55555555;
  18534. return x | ( y << 1 );
  18535. }
  18536. // find the leftmost node of a polygon ring
  18537. function getLeftmost( start ) {
  18538. var p = start,
  18539. leftmost = start;
  18540. do {
  18541. if ( p.x < leftmost.x || ( p.x === leftmost.x && p.y < leftmost.y ) ) { leftmost = p; }
  18542. p = p.next;
  18543. } while ( p !== start );
  18544. return leftmost;
  18545. }
  18546. // check if a point lies within a convex triangle
  18547. function pointInTriangle( ax, ay, bx, by, cx, cy, px, py ) {
  18548. return ( cx - px ) * ( ay - py ) - ( ax - px ) * ( cy - py ) >= 0 &&
  18549. ( ax - px ) * ( by - py ) - ( bx - px ) * ( ay - py ) >= 0 &&
  18550. ( bx - px ) * ( cy - py ) - ( cx - px ) * ( by - py ) >= 0;
  18551. }
  18552. // check if a diagonal between two polygon nodes is valid (lies in polygon interior)
  18553. function isValidDiagonal( a, b ) {
  18554. return a.next.i !== b.i && a.prev.i !== b.i && ! intersectsPolygon( a, b ) && // dones't intersect other edges
  18555. ( locallyInside( a, b ) && locallyInside( b, a ) && middleInside( a, b ) && // locally visible
  18556. ( area( a.prev, a, b.prev ) || area( a, b.prev, b ) ) || // does not create opposite-facing sectors
  18557. equals( a, b ) && area( a.prev, a, a.next ) > 0 && area( b.prev, b, b.next ) > 0 ); // special zero-length case
  18558. }
  18559. // signed area of a triangle
  18560. function area( p, q, r ) {
  18561. return ( q.y - p.y ) * ( r.x - q.x ) - ( q.x - p.x ) * ( r.y - q.y );
  18562. }
  18563. // check if two points are equal
  18564. function equals( p1, p2 ) {
  18565. return p1.x === p2.x && p1.y === p2.y;
  18566. }
  18567. // check if two segments intersect
  18568. function intersects( p1, q1, p2, q2 ) {
  18569. var o1 = sign( area( p1, q1, p2 ) );
  18570. var o2 = sign( area( p1, q1, q2 ) );
  18571. var o3 = sign( area( p2, q2, p1 ) );
  18572. var o4 = sign( area( p2, q2, q1 ) );
  18573. if ( o1 !== o2 && o3 !== o4 ) { return true; } // general case
  18574. if ( o1 === 0 && onSegment( p1, p2, q1 ) ) { return true; } // p1, q1 and p2 are collinear and p2 lies on p1q1
  18575. if ( o2 === 0 && onSegment( p1, q2, q1 ) ) { return true; } // p1, q1 and q2 are collinear and q2 lies on p1q1
  18576. if ( o3 === 0 && onSegment( p2, p1, q2 ) ) { return true; } // p2, q2 and p1 are collinear and p1 lies on p2q2
  18577. if ( o4 === 0 && onSegment( p2, q1, q2 ) ) { return true; } // p2, q2 and q1 are collinear and q1 lies on p2q2
  18578. return false;
  18579. }
  18580. // for collinear points p, q, r, check if point q lies on segment pr
  18581. function onSegment( p, q, r ) {
  18582. 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 );
  18583. }
  18584. function sign( num ) {
  18585. return num > 0 ? 1 : num < 0 ? - 1 : 0;
  18586. }
  18587. // check if a polygon diagonal intersects any polygon segments
  18588. function intersectsPolygon( a, b ) {
  18589. var p = a;
  18590. do {
  18591. if ( p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&
  18592. intersects( p, p.next, a, b ) ) { return true; }
  18593. p = p.next;
  18594. } while ( p !== a );
  18595. return false;
  18596. }
  18597. // check if a polygon diagonal is locally inside the polygon
  18598. function locallyInside( a, b ) {
  18599. return area( a.prev, a, a.next ) < 0 ?
  18600. area( a, b, a.next ) >= 0 && area( a, a.prev, b ) >= 0 :
  18601. area( a, b, a.prev ) < 0 || area( a, a.next, b ) < 0;
  18602. }
  18603. // check if the middle point of a polygon diagonal is inside the polygon
  18604. function middleInside( a, b ) {
  18605. var p = a,
  18606. inside = false,
  18607. px = ( a.x + b.x ) / 2,
  18608. py = ( a.y + b.y ) / 2;
  18609. do {
  18610. if ( ( ( p.y > py ) !== ( p.next.y > py ) ) && p.next.y !== p.y &&
  18611. ( px < ( p.next.x - p.x ) * ( py - p.y ) / ( p.next.y - p.y ) + p.x ) )
  18612. { inside = ! inside; }
  18613. p = p.next;
  18614. } while ( p !== a );
  18615. return inside;
  18616. }
  18617. // link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
  18618. // if one belongs to the outer ring and another to a hole, it merges it into a single ring
  18619. function splitPolygon( a, b ) {
  18620. var a2 = new Node( a.i, a.x, a.y ),
  18621. b2 = new Node( b.i, b.x, b.y ),
  18622. an = a.next,
  18623. bp = b.prev;
  18624. a.next = b;
  18625. b.prev = a;
  18626. a2.next = an;
  18627. an.prev = a2;
  18628. b2.next = a2;
  18629. a2.prev = b2;
  18630. bp.next = b2;
  18631. b2.prev = bp;
  18632. return b2;
  18633. }
  18634. // create a node and optionally link it with previous one (in a circular doubly linked list)
  18635. function insertNode( i, x, y, last ) {
  18636. var p = new Node( i, x, y );
  18637. if ( ! last ) {
  18638. p.prev = p;
  18639. p.next = p;
  18640. } else {
  18641. p.next = last.next;
  18642. p.prev = last;
  18643. last.next.prev = p;
  18644. last.next = p;
  18645. }
  18646. return p;
  18647. }
  18648. function removeNode( p ) {
  18649. p.next.prev = p.prev;
  18650. p.prev.next = p.next;
  18651. if ( p.prevZ ) { p.prevZ.nextZ = p.nextZ; }
  18652. if ( p.nextZ ) { p.nextZ.prevZ = p.prevZ; }
  18653. }
  18654. function Node( i, x, y ) {
  18655. // vertex index in coordinates array
  18656. this.i = i;
  18657. // vertex coordinates
  18658. this.x = x;
  18659. this.y = y;
  18660. // previous and next vertex nodes in a polygon ring
  18661. this.prev = null;
  18662. this.next = null;
  18663. // z-order curve value
  18664. this.z = null;
  18665. // previous and next nodes in z-order
  18666. this.prevZ = null;
  18667. this.nextZ = null;
  18668. // indicates whether this is a steiner point
  18669. this.steiner = false;
  18670. }
  18671. function signedArea( data, start, end, dim ) {
  18672. var sum = 0;
  18673. for ( var i = start, j = end - dim; i < end; i += dim ) {
  18674. sum += ( data[ j ] - data[ i ] ) * ( data[ i + 1 ] + data[ j + 1 ] );
  18675. j = i;
  18676. }
  18677. return sum;
  18678. }
  18679. /**
  18680. * @author zz85 / http://www.lab4games.net/zz85/blog
  18681. */
  18682. var ShapeUtils = {
  18683. // calculate area of the contour polygon
  18684. area: function ( contour ) {
  18685. var n = contour.length;
  18686. var a = 0.0;
  18687. for ( var p = n - 1, q = 0; q < n; p = q ++ ) {
  18688. a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
  18689. }
  18690. return a * 0.5;
  18691. },
  18692. isClockWise: function ( pts ) {
  18693. return ShapeUtils.area( pts ) < 0;
  18694. },
  18695. triangulateShape: function ( contour, holes ) {
  18696. var vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]
  18697. var holeIndices = []; // array of hole indices
  18698. var faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]
  18699. removeDupEndPts( contour );
  18700. addContour( vertices, contour );
  18701. //
  18702. var holeIndex = contour.length;
  18703. holes.forEach( removeDupEndPts );
  18704. for ( var i = 0; i < holes.length; i ++ ) {
  18705. holeIndices.push( holeIndex );
  18706. holeIndex += holes[ i ].length;
  18707. addContour( vertices, holes[ i ] );
  18708. }
  18709. //
  18710. var triangles = Earcut.triangulate( vertices, holeIndices );
  18711. //
  18712. for ( var i$1 = 0; i$1 < triangles.length; i$1 += 3 ) {
  18713. faces.push( triangles.slice( i$1, i$1 + 3 ) );
  18714. }
  18715. return faces;
  18716. }
  18717. };
  18718. function removeDupEndPts( points ) {
  18719. var l = points.length;
  18720. if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {
  18721. points.pop();
  18722. }
  18723. }
  18724. function addContour( vertices, contour ) {
  18725. for ( var i = 0; i < contour.length; i ++ ) {
  18726. vertices.push( contour[ i ].x );
  18727. vertices.push( contour[ i ].y );
  18728. }
  18729. }
  18730. /**
  18731. * @author zz85 / http://www.lab4games.net/zz85/blog
  18732. *
  18733. * Creates extruded geometry from a path shape.
  18734. *
  18735. * parameters = {
  18736. *
  18737. * curveSegments: <int>, // number of points on the curves
  18738. * steps: <int>, // number of points for z-side extrusions / used for subdividing segments of extrude spline too
  18739. * depth: <float>, // Depth to extrude the shape
  18740. *
  18741. * bevelEnabled: <bool>, // turn on bevel
  18742. * bevelThickness: <float>, // how deep into the original shape bevel goes
  18743. * bevelSize: <float>, // how far from shape outline (including bevelOffset) is bevel
  18744. * bevelOffset: <float>, // how far from shape outline does bevel start
  18745. * bevelSegments: <int>, // number of bevel layers
  18746. *
  18747. * extrudePath: <THREE.Curve> // curve to extrude shape along
  18748. *
  18749. * UVGenerator: <Object> // object that provides UV generator functions
  18750. *
  18751. * }
  18752. */
  18753. // ExtrudeGeometry
  18754. function ExtrudeGeometry( shapes, options ) {
  18755. Geometry.call( this );
  18756. this.type = 'ExtrudeGeometry';
  18757. this.parameters = {
  18758. shapes: shapes,
  18759. options: options
  18760. };
  18761. this.fromBufferGeometry( new ExtrudeBufferGeometry( shapes, options ) );
  18762. this.mergeVertices();
  18763. }
  18764. ExtrudeGeometry.prototype = Object.create( Geometry.prototype );
  18765. ExtrudeGeometry.prototype.constructor = ExtrudeGeometry;
  18766. ExtrudeGeometry.prototype.toJSON = function () {
  18767. var data = Geometry.prototype.toJSON.call( this );
  18768. var shapes = this.parameters.shapes;
  18769. var options = this.parameters.options;
  18770. return toJSON( shapes, options, data );
  18771. };
  18772. // ExtrudeBufferGeometry
  18773. function ExtrudeBufferGeometry( shapes, options ) {
  18774. BufferGeometry.call( this );
  18775. this.type = 'ExtrudeBufferGeometry';
  18776. this.parameters = {
  18777. shapes: shapes,
  18778. options: options
  18779. };
  18780. shapes = Array.isArray( shapes ) ? shapes : [ shapes ];
  18781. var scope = this;
  18782. var verticesArray = [];
  18783. var uvArray = [];
  18784. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  18785. var shape = shapes[ i ];
  18786. addShape( shape );
  18787. }
  18788. // build geometry
  18789. this.setAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );
  18790. this.setAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );
  18791. this.computeVertexNormals();
  18792. // functions
  18793. function addShape( shape ) {
  18794. var placeholder = [];
  18795. // options
  18796. var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
  18797. var steps = options.steps !== undefined ? options.steps : 1;
  18798. var depth = options.depth !== undefined ? options.depth : 100;
  18799. var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;
  18800. var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6;
  18801. var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2;
  18802. var bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0;
  18803. var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
  18804. var extrudePath = options.extrudePath;
  18805. var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;
  18806. // deprecated options
  18807. if ( options.amount !== undefined ) {
  18808. console.warn( 'THREE.ExtrudeBufferGeometry: amount has been renamed to depth.' );
  18809. depth = options.amount;
  18810. }
  18811. //
  18812. var extrudePts, extrudeByPath = false;
  18813. var splineTube, binormal, normal, position2;
  18814. if ( extrudePath ) {
  18815. extrudePts = extrudePath.getSpacedPoints( steps );
  18816. extrudeByPath = true;
  18817. bevelEnabled = false; // bevels not supported for path extrusion
  18818. // SETUP TNB variables
  18819. // TODO1 - have a .isClosed in spline?
  18820. splineTube = extrudePath.computeFrenetFrames( steps, false );
  18821. // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
  18822. binormal = new Vector3();
  18823. normal = new Vector3();
  18824. position2 = new Vector3();
  18825. }
  18826. // Safeguards if bevels are not enabled
  18827. if ( ! bevelEnabled ) {
  18828. bevelSegments = 0;
  18829. bevelThickness = 0;
  18830. bevelSize = 0;
  18831. bevelOffset = 0;
  18832. }
  18833. // Variables initialization
  18834. var shapePoints = shape.extractPoints( curveSegments );
  18835. var vertices = shapePoints.shape;
  18836. var holes = shapePoints.holes;
  18837. var reverse = ! ShapeUtils.isClockWise( vertices );
  18838. if ( reverse ) {
  18839. vertices = vertices.reverse();
  18840. // Maybe we should also check if holes are in the opposite direction, just to be safe ...
  18841. for ( var h = 0, hl = holes.length; h < hl; h ++ ) {
  18842. var ahole = holes[ h ];
  18843. if ( ShapeUtils.isClockWise( ahole ) ) {
  18844. holes[ h ] = ahole.reverse();
  18845. }
  18846. }
  18847. }
  18848. var faces = ShapeUtils.triangulateShape( vertices, holes );
  18849. /* Vertices */
  18850. var contour = vertices; // vertices has all points but contour has only points of circumference
  18851. for ( var h$1 = 0, hl$1 = holes.length; h$1 < hl$1; h$1 ++ ) {
  18852. var ahole$1 = holes[ h$1 ];
  18853. vertices = vertices.concat( ahole$1 );
  18854. }
  18855. function scalePt2( pt, vec, size ) {
  18856. if ( ! vec ) { console.error( "THREE.ExtrudeGeometry: vec does not exist" ); }
  18857. return vec.clone().multiplyScalar( size ).add( pt );
  18858. }
  18859. var vlen = vertices.length, flen = faces.length;
  18860. // Find directions for point movement
  18861. function getBevelVec( inPt, inPrev, inNext ) {
  18862. // computes for inPt the corresponding point inPt' on a new contour
  18863. // shifted by 1 unit (length of normalized vector) to the left
  18864. // if we walk along contour clockwise, this new contour is outside the old one
  18865. //
  18866. // inPt' is the intersection of the two lines parallel to the two
  18867. // adjacent edges of inPt at a distance of 1 unit on the left side.
  18868. var v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt
  18869. // good reading for geometry algorithms (here: line-line intersection)
  18870. // http://geomalgorithms.com/a05-_intersect-1.html
  18871. var v_prev_x = inPt.x - inPrev.x,
  18872. v_prev_y = inPt.y - inPrev.y;
  18873. var v_next_x = inNext.x - inPt.x,
  18874. v_next_y = inNext.y - inPt.y;
  18875. var v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
  18876. // check for collinear edges
  18877. var collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  18878. if ( Math.abs( collinear0 ) > Number.EPSILON ) {
  18879. // not collinear
  18880. // length of vectors for normalizing
  18881. var v_prev_len = Math.sqrt( v_prev_lensq );
  18882. var v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );
  18883. // shift adjacent points by unit vectors to the left
  18884. var ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
  18885. var ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
  18886. var ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
  18887. var ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
  18888. // scaling factor for v_prev to intersection point
  18889. var sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
  18890. ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /
  18891. ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  18892. // vector from inPt to intersection point
  18893. v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
  18894. v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
  18895. // Don't normalize!, otherwise sharp corners become ugly
  18896. // but prevent crazy spikes
  18897. var v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );
  18898. if ( v_trans_lensq <= 2 ) {
  18899. return new Vector2( v_trans_x, v_trans_y );
  18900. } else {
  18901. shrink_by = Math.sqrt( v_trans_lensq / 2 );
  18902. }
  18903. } else {
  18904. // handle special case of collinear edges
  18905. var direction_eq = false; // assumes: opposite
  18906. if ( v_prev_x > Number.EPSILON ) {
  18907. if ( v_next_x > Number.EPSILON ) {
  18908. direction_eq = true;
  18909. }
  18910. } else {
  18911. if ( v_prev_x < - Number.EPSILON ) {
  18912. if ( v_next_x < - Number.EPSILON ) {
  18913. direction_eq = true;
  18914. }
  18915. } else {
  18916. if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {
  18917. direction_eq = true;
  18918. }
  18919. }
  18920. }
  18921. if ( direction_eq ) {
  18922. // console.log("Warning: lines are a straight sequence");
  18923. v_trans_x = - v_prev_y;
  18924. v_trans_y = v_prev_x;
  18925. shrink_by = Math.sqrt( v_prev_lensq );
  18926. } else {
  18927. // console.log("Warning: lines are a straight spike");
  18928. v_trans_x = v_prev_x;
  18929. v_trans_y = v_prev_y;
  18930. shrink_by = Math.sqrt( v_prev_lensq / 2 );
  18931. }
  18932. }
  18933. return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
  18934. }
  18935. var contourMovements = [];
  18936. for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  18937. if ( j === il ) { j = 0; }
  18938. if ( k === il ) { k = 0; }
  18939. // (j)---(i)---(k)
  18940. // console.log('i,j,k', i, j , k)
  18941. contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
  18942. }
  18943. var holesMovements = [];
  18944. var oneHoleMovements, verticesMovements = contourMovements.concat();
  18945. for ( var h$2 = 0, hl$2 = holes.length; h$2 < hl$2; h$2 ++ ) {
  18946. var ahole$2 = holes[ h$2 ];
  18947. oneHoleMovements = [];
  18948. 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 ++ ) {
  18949. if ( j$1 === il$1 ) { j$1 = 0; }
  18950. if ( k$1 === il$1 ) { k$1 = 0; }
  18951. // (j)---(i)---(k)
  18952. oneHoleMovements[ i$1 ] = getBevelVec( ahole$2[ i$1 ], ahole$2[ j$1 ], ahole$2[ k$1 ] );
  18953. }
  18954. holesMovements.push( oneHoleMovements );
  18955. verticesMovements = verticesMovements.concat( oneHoleMovements );
  18956. }
  18957. // Loop bevelSegments, 1 for the front, 1 for the back
  18958. for ( var b = 0; b < bevelSegments; b ++ ) {
  18959. //for ( b = bevelSegments; b > 0; b -- ) {
  18960. var t = b / bevelSegments;
  18961. var z = bevelThickness * Math.cos( t * Math.PI / 2 );
  18962. var bs$1 = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  18963. // contract shape
  18964. for ( var i$2 = 0, il$2 = contour.length; i$2 < il$2; i$2 ++ ) {
  18965. var vert = scalePt2( contour[ i$2 ], contourMovements[ i$2 ], bs$1 );
  18966. v( vert.x, vert.y, - z );
  18967. }
  18968. // expand holes
  18969. for ( var h$3 = 0, hl$3 = holes.length; h$3 < hl$3; h$3 ++ ) {
  18970. var ahole$3 = holes[ h$3 ];
  18971. oneHoleMovements = holesMovements[ h$3 ];
  18972. for ( var i$3 = 0, il$3 = ahole$3.length; i$3 < il$3; i$3 ++ ) {
  18973. var vert$1 = scalePt2( ahole$3[ i$3 ], oneHoleMovements[ i$3 ], bs$1 );
  18974. v( vert$1.x, vert$1.y, - z );
  18975. }
  18976. }
  18977. }
  18978. var bs = bevelSize + bevelOffset;
  18979. // Back facing vertices
  18980. for ( var i$4 = 0; i$4 < vlen; i$4 ++ ) {
  18981. var vert$2 = bevelEnabled ? scalePt2( vertices[ i$4 ], verticesMovements[ i$4 ], bs ) : vertices[ i$4 ];
  18982. if ( ! extrudeByPath ) {
  18983. v( vert$2.x, vert$2.y, 0 );
  18984. } else {
  18985. // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
  18986. normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert$2.x );
  18987. binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert$2.y );
  18988. position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );
  18989. v( position2.x, position2.y, position2.z );
  18990. }
  18991. }
  18992. // Add stepped vertices...
  18993. // Including front facing vertices
  18994. for ( var s = 1; s <= steps; s ++ ) {
  18995. for ( var i$5 = 0; i$5 < vlen; i$5 ++ ) {
  18996. var vert$3 = bevelEnabled ? scalePt2( vertices[ i$5 ], verticesMovements[ i$5 ], bs ) : vertices[ i$5 ];
  18997. if ( ! extrudeByPath ) {
  18998. v( vert$3.x, vert$3.y, depth / steps * s );
  18999. } else {
  19000. // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
  19001. normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert$3.x );
  19002. binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert$3.y );
  19003. position2.copy( extrudePts[ s ] ).add( normal ).add( binormal );
  19004. v( position2.x, position2.y, position2.z );
  19005. }
  19006. }
  19007. }
  19008. // Add bevel segments planes
  19009. //for ( b = 1; b <= bevelSegments; b ++ ) {
  19010. for ( var b$1 = bevelSegments - 1; b$1 >= 0; b$1 -- ) {
  19011. var t$1 = b$1 / bevelSegments;
  19012. var z$1 = bevelThickness * Math.cos( t$1 * Math.PI / 2 );
  19013. var bs$2 = bevelSize * Math.sin( t$1 * Math.PI / 2 ) + bevelOffset;
  19014. // contract shape
  19015. for ( var i$6 = 0, il$4 = contour.length; i$6 < il$4; i$6 ++ ) {
  19016. var vert$4 = scalePt2( contour[ i$6 ], contourMovements[ i$6 ], bs$2 );
  19017. v( vert$4.x, vert$4.y, depth + z$1 );
  19018. }
  19019. // expand holes
  19020. for ( var h$4 = 0, hl$4 = holes.length; h$4 < hl$4; h$4 ++ ) {
  19021. var ahole$4 = holes[ h$4 ];
  19022. oneHoleMovements = holesMovements[ h$4 ];
  19023. for ( var i$7 = 0, il$5 = ahole$4.length; i$7 < il$5; i$7 ++ ) {
  19024. var vert$5 = scalePt2( ahole$4[ i$7 ], oneHoleMovements[ i$7 ], bs$2 );
  19025. if ( ! extrudeByPath ) {
  19026. v( vert$5.x, vert$5.y, depth + z$1 );
  19027. } else {
  19028. v( vert$5.x, vert$5.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z$1 );
  19029. }
  19030. }
  19031. }
  19032. }
  19033. /* Faces */
  19034. // Top and bottom faces
  19035. buildLidFaces();
  19036. // Sides faces
  19037. buildSideFaces();
  19038. ///// Internal functions
  19039. function buildLidFaces() {
  19040. var start = verticesArray.length / 3;
  19041. if ( bevelEnabled ) {
  19042. var layer = 0; // steps + 1
  19043. var offset = vlen * layer;
  19044. // Bottom faces
  19045. for ( var i = 0; i < flen; i ++ ) {
  19046. var face = faces[ i ];
  19047. f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );
  19048. }
  19049. layer = steps + bevelSegments * 2;
  19050. offset = vlen * layer;
  19051. // Top faces
  19052. for ( var i$1 = 0; i$1 < flen; i$1 ++ ) {
  19053. var face$1 = faces[ i$1 ];
  19054. f3( face$1[ 0 ] + offset, face$1[ 1 ] + offset, face$1[ 2 ] + offset );
  19055. }
  19056. } else {
  19057. // Bottom faces
  19058. for ( var i$2 = 0; i$2 < flen; i$2 ++ ) {
  19059. var face$2 = faces[ i$2 ];
  19060. f3( face$2[ 2 ], face$2[ 1 ], face$2[ 0 ] );
  19061. }
  19062. // Top faces
  19063. for ( var i$3 = 0; i$3 < flen; i$3 ++ ) {
  19064. var face$3 = faces[ i$3 ];
  19065. f3( face$3[ 0 ] + vlen * steps, face$3[ 1 ] + vlen * steps, face$3[ 2 ] + vlen * steps );
  19066. }
  19067. }
  19068. scope.addGroup( start, verticesArray.length / 3 - start, 0 );
  19069. }
  19070. // Create faces for the z-sides of the shape
  19071. function buildSideFaces() {
  19072. var start = verticesArray.length / 3;
  19073. var layeroffset = 0;
  19074. sidewalls( contour, layeroffset );
  19075. layeroffset += contour.length;
  19076. for ( var h = 0, hl = holes.length; h < hl; h ++ ) {
  19077. var ahole = holes[ h ];
  19078. sidewalls( ahole, layeroffset );
  19079. //, true
  19080. layeroffset += ahole.length;
  19081. }
  19082. scope.addGroup( start, verticesArray.length / 3 - start, 1 );
  19083. }
  19084. function sidewalls( contour, layeroffset ) {
  19085. var i = contour.length;
  19086. while ( -- i >= 0 ) {
  19087. var j = i;
  19088. var k = i - 1;
  19089. if ( k < 0 ) { k = contour.length - 1; }
  19090. //console.log('b', i,j, i-1, k,vertices.length);
  19091. for ( var s = 0, sl = ( steps + bevelSegments * 2 ); s < sl; s ++ ) {
  19092. var slen1 = vlen * s;
  19093. var slen2 = vlen * ( s + 1 );
  19094. var a = layeroffset + j + slen1,
  19095. b = layeroffset + k + slen1,
  19096. c = layeroffset + k + slen2,
  19097. d = layeroffset + j + slen2;
  19098. f4( a, b, c, d );
  19099. }
  19100. }
  19101. }
  19102. function v( x, y, z ) {
  19103. placeholder.push( x );
  19104. placeholder.push( y );
  19105. placeholder.push( z );
  19106. }
  19107. function f3( a, b, c ) {
  19108. addVertex( a );
  19109. addVertex( b );
  19110. addVertex( c );
  19111. var nextIndex = verticesArray.length / 3;
  19112. var uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  19113. addUV( uvs[ 0 ] );
  19114. addUV( uvs[ 1 ] );
  19115. addUV( uvs[ 2 ] );
  19116. }
  19117. function f4( a, b, c, d ) {
  19118. addVertex( a );
  19119. addVertex( b );
  19120. addVertex( d );
  19121. addVertex( b );
  19122. addVertex( c );
  19123. addVertex( d );
  19124. var nextIndex = verticesArray.length / 3;
  19125. var uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  19126. addUV( uvs[ 0 ] );
  19127. addUV( uvs[ 1 ] );
  19128. addUV( uvs[ 3 ] );
  19129. addUV( uvs[ 1 ] );
  19130. addUV( uvs[ 2 ] );
  19131. addUV( uvs[ 3 ] );
  19132. }
  19133. function addVertex( index ) {
  19134. verticesArray.push( placeholder[ index * 3 + 0 ] );
  19135. verticesArray.push( placeholder[ index * 3 + 1 ] );
  19136. verticesArray.push( placeholder[ index * 3 + 2 ] );
  19137. }
  19138. function addUV( vector2 ) {
  19139. uvArray.push( vector2.x );
  19140. uvArray.push( vector2.y );
  19141. }
  19142. }
  19143. }
  19144. ExtrudeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19145. ExtrudeBufferGeometry.prototype.constructor = ExtrudeBufferGeometry;
  19146. ExtrudeBufferGeometry.prototype.toJSON = function () {
  19147. var data = BufferGeometry.prototype.toJSON.call( this );
  19148. var shapes = this.parameters.shapes;
  19149. var options = this.parameters.options;
  19150. return toJSON( shapes, options, data );
  19151. };
  19152. //
  19153. var WorldUVGenerator = {
  19154. generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {
  19155. var a_x = vertices[ indexA * 3 ];
  19156. var a_y = vertices[ indexA * 3 + 1 ];
  19157. var b_x = vertices[ indexB * 3 ];
  19158. var b_y = vertices[ indexB * 3 + 1 ];
  19159. var c_x = vertices[ indexC * 3 ];
  19160. var c_y = vertices[ indexC * 3 + 1 ];
  19161. return [
  19162. new Vector2( a_x, a_y ),
  19163. new Vector2( b_x, b_y ),
  19164. new Vector2( c_x, c_y )
  19165. ];
  19166. },
  19167. generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {
  19168. var a_x = vertices[ indexA * 3 ];
  19169. var a_y = vertices[ indexA * 3 + 1 ];
  19170. var a_z = vertices[ indexA * 3 + 2 ];
  19171. var b_x = vertices[ indexB * 3 ];
  19172. var b_y = vertices[ indexB * 3 + 1 ];
  19173. var b_z = vertices[ indexB * 3 + 2 ];
  19174. var c_x = vertices[ indexC * 3 ];
  19175. var c_y = vertices[ indexC * 3 + 1 ];
  19176. var c_z = vertices[ indexC * 3 + 2 ];
  19177. var d_x = vertices[ indexD * 3 ];
  19178. var d_y = vertices[ indexD * 3 + 1 ];
  19179. var d_z = vertices[ indexD * 3 + 2 ];
  19180. if ( Math.abs( a_y - b_y ) < 0.01 ) {
  19181. return [
  19182. new Vector2( a_x, 1 - a_z ),
  19183. new Vector2( b_x, 1 - b_z ),
  19184. new Vector2( c_x, 1 - c_z ),
  19185. new Vector2( d_x, 1 - d_z )
  19186. ];
  19187. } else {
  19188. return [
  19189. new Vector2( a_y, 1 - a_z ),
  19190. new Vector2( b_y, 1 - b_z ),
  19191. new Vector2( c_y, 1 - c_z ),
  19192. new Vector2( d_y, 1 - d_z )
  19193. ];
  19194. }
  19195. }
  19196. };
  19197. function toJSON( shapes, options, data ) {
  19198. //
  19199. data.shapes = [];
  19200. if ( Array.isArray( shapes ) ) {
  19201. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  19202. var shape = shapes[ i ];
  19203. data.shapes.push( shape.uuid );
  19204. }
  19205. } else {
  19206. data.shapes.push( shapes.uuid );
  19207. }
  19208. //
  19209. if ( options.extrudePath !== undefined ) { data.options.extrudePath = options.extrudePath.toJSON(); }
  19210. return data;
  19211. }
  19212. /**
  19213. * @author zz85 / http://www.lab4games.net/zz85/blog
  19214. * @author alteredq / http://alteredqualia.com/
  19215. *
  19216. * Text = 3D Text
  19217. *
  19218. * parameters = {
  19219. * font: <THREE.Font>, // font
  19220. *
  19221. * size: <float>, // size of the text
  19222. * height: <float>, // thickness to extrude text
  19223. * curveSegments: <int>, // number of points on the curves
  19224. *
  19225. * bevelEnabled: <bool>, // turn on bevel
  19226. * bevelThickness: <float>, // how deep into text bevel goes
  19227. * bevelSize: <float>, // how far from text outline (including bevelOffset) is bevel
  19228. * bevelOffset: <float> // how far from text outline does bevel start
  19229. * }
  19230. */
  19231. // TextGeometry
  19232. function TextGeometry( text, parameters ) {
  19233. Geometry.call( this );
  19234. this.type = 'TextGeometry';
  19235. this.parameters = {
  19236. text: text,
  19237. parameters: parameters
  19238. };
  19239. this.fromBufferGeometry( new TextBufferGeometry( text, parameters ) );
  19240. this.mergeVertices();
  19241. }
  19242. TextGeometry.prototype = Object.create( Geometry.prototype );
  19243. TextGeometry.prototype.constructor = TextGeometry;
  19244. // TextBufferGeometry
  19245. function TextBufferGeometry( text, parameters ) {
  19246. parameters = parameters || {};
  19247. var font = parameters.font;
  19248. if ( ! ( font && font.isFont ) ) {
  19249. console.error( 'THREE.TextGeometry: font parameter is not an instance of THREE.Font.' );
  19250. return new Geometry();
  19251. }
  19252. var shapes = font.generateShapes( text, parameters.size );
  19253. // translate parameters to ExtrudeGeometry API
  19254. parameters.depth = parameters.height !== undefined ? parameters.height : 50;
  19255. // defaults
  19256. if ( parameters.bevelThickness === undefined ) { parameters.bevelThickness = 10; }
  19257. if ( parameters.bevelSize === undefined ) { parameters.bevelSize = 8; }
  19258. if ( parameters.bevelEnabled === undefined ) { parameters.bevelEnabled = false; }
  19259. ExtrudeBufferGeometry.call( this, shapes, parameters );
  19260. this.type = 'TextBufferGeometry';
  19261. }
  19262. TextBufferGeometry.prototype = Object.create( ExtrudeBufferGeometry.prototype );
  19263. TextBufferGeometry.prototype.constructor = TextBufferGeometry;
  19264. /**
  19265. * @author mrdoob / http://mrdoob.com/
  19266. * @author benaadams / https://twitter.com/ben_a_adams
  19267. * @author Mugen87 / https://github.com/Mugen87
  19268. */
  19269. // SphereGeometry
  19270. function SphereGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
  19271. Geometry.call( this );
  19272. this.type = 'SphereGeometry';
  19273. this.parameters = {
  19274. radius: radius,
  19275. widthSegments: widthSegments,
  19276. heightSegments: heightSegments,
  19277. phiStart: phiStart,
  19278. phiLength: phiLength,
  19279. thetaStart: thetaStart,
  19280. thetaLength: thetaLength
  19281. };
  19282. this.fromBufferGeometry( new SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) );
  19283. this.mergeVertices();
  19284. }
  19285. SphereGeometry.prototype = Object.create( Geometry.prototype );
  19286. SphereGeometry.prototype.constructor = SphereGeometry;
  19287. // SphereBufferGeometry
  19288. function SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
  19289. BufferGeometry.call( this );
  19290. this.type = 'SphereBufferGeometry';
  19291. this.parameters = {
  19292. radius: radius,
  19293. widthSegments: widthSegments,
  19294. heightSegments: heightSegments,
  19295. phiStart: phiStart,
  19296. phiLength: phiLength,
  19297. thetaStart: thetaStart,
  19298. thetaLength: thetaLength
  19299. };
  19300. radius = radius || 1;
  19301. widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 );
  19302. heightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 );
  19303. phiStart = phiStart !== undefined ? phiStart : 0;
  19304. phiLength = phiLength !== undefined ? phiLength : Math.PI * 2;
  19305. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  19306. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI;
  19307. var thetaEnd = Math.min( thetaStart + thetaLength, Math.PI );
  19308. var index = 0;
  19309. var grid = [];
  19310. var vertex = new Vector3();
  19311. var normal = new Vector3();
  19312. // buffers
  19313. var indices = [];
  19314. var vertices = [];
  19315. var normals = [];
  19316. var uvs = [];
  19317. // generate vertices, normals and uvs
  19318. for ( var iy = 0; iy <= heightSegments; iy ++ ) {
  19319. var verticesRow = [];
  19320. var v = iy / heightSegments;
  19321. // special case for the poles
  19322. var uOffset = 0;
  19323. if ( iy == 0 && thetaStart == 0 ) {
  19324. uOffset = 0.5 / widthSegments;
  19325. } else if ( iy == heightSegments && thetaEnd == Math.PI ) {
  19326. uOffset = - 0.5 / widthSegments;
  19327. }
  19328. for ( var ix = 0; ix <= widthSegments; ix ++ ) {
  19329. var u = ix / widthSegments;
  19330. // vertex
  19331. vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  19332. vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
  19333. vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  19334. vertices.push( vertex.x, vertex.y, vertex.z );
  19335. // normal
  19336. normal.copy( vertex ).normalize();
  19337. normals.push( normal.x, normal.y, normal.z );
  19338. // uv
  19339. uvs.push( u + uOffset, 1 - v );
  19340. verticesRow.push( index ++ );
  19341. }
  19342. grid.push( verticesRow );
  19343. }
  19344. // indices
  19345. for ( var iy$1 = 0; iy$1 < heightSegments; iy$1 ++ ) {
  19346. for ( var ix$1 = 0; ix$1 < widthSegments; ix$1 ++ ) {
  19347. var a = grid[ iy$1 ][ ix$1 + 1 ];
  19348. var b = grid[ iy$1 ][ ix$1 ];
  19349. var c = grid[ iy$1 + 1 ][ ix$1 ];
  19350. var d = grid[ iy$1 + 1 ][ ix$1 + 1 ];
  19351. if ( iy$1 !== 0 || thetaStart > 0 ) { indices.push( a, b, d ); }
  19352. if ( iy$1 !== heightSegments - 1 || thetaEnd < Math.PI ) { indices.push( b, c, d ); }
  19353. }
  19354. }
  19355. // build geometry
  19356. this.setIndex( indices );
  19357. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19358. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19359. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19360. }
  19361. SphereBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19362. SphereBufferGeometry.prototype.constructor = SphereBufferGeometry;
  19363. /**
  19364. * @author Kaleb Murphy
  19365. * @author Mugen87 / https://github.com/Mugen87
  19366. */
  19367. // RingGeometry
  19368. function RingGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
  19369. Geometry.call( this );
  19370. this.type = 'RingGeometry';
  19371. this.parameters = {
  19372. innerRadius: innerRadius,
  19373. outerRadius: outerRadius,
  19374. thetaSegments: thetaSegments,
  19375. phiSegments: phiSegments,
  19376. thetaStart: thetaStart,
  19377. thetaLength: thetaLength
  19378. };
  19379. this.fromBufferGeometry( new RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) );
  19380. this.mergeVertices();
  19381. }
  19382. RingGeometry.prototype = Object.create( Geometry.prototype );
  19383. RingGeometry.prototype.constructor = RingGeometry;
  19384. // RingBufferGeometry
  19385. function RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
  19386. BufferGeometry.call( this );
  19387. this.type = 'RingBufferGeometry';
  19388. this.parameters = {
  19389. innerRadius: innerRadius,
  19390. outerRadius: outerRadius,
  19391. thetaSegments: thetaSegments,
  19392. phiSegments: phiSegments,
  19393. thetaStart: thetaStart,
  19394. thetaLength: thetaLength
  19395. };
  19396. innerRadius = innerRadius || 0.5;
  19397. outerRadius = outerRadius || 1;
  19398. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  19399. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  19400. thetaSegments = thetaSegments !== undefined ? Math.max( 3, thetaSegments ) : 8;
  19401. phiSegments = phiSegments !== undefined ? Math.max( 1, phiSegments ) : 1;
  19402. // buffers
  19403. var indices = [];
  19404. var vertices = [];
  19405. var normals = [];
  19406. var uvs = [];
  19407. // some helper variables
  19408. var radius = innerRadius;
  19409. var radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
  19410. var vertex = new Vector3();
  19411. var uv = new Vector2();
  19412. // generate vertices, normals and uvs
  19413. for ( var j = 0; j <= phiSegments; j ++ ) {
  19414. for ( var i = 0; i <= thetaSegments; i ++ ) {
  19415. // values are generate from the inside of the ring to the outside
  19416. var segment = thetaStart + i / thetaSegments * thetaLength;
  19417. // vertex
  19418. vertex.x = radius * Math.cos( segment );
  19419. vertex.y = radius * Math.sin( segment );
  19420. vertices.push( vertex.x, vertex.y, vertex.z );
  19421. // normal
  19422. normals.push( 0, 0, 1 );
  19423. // uv
  19424. uv.x = ( vertex.x / outerRadius + 1 ) / 2;
  19425. uv.y = ( vertex.y / outerRadius + 1 ) / 2;
  19426. uvs.push( uv.x, uv.y );
  19427. }
  19428. // increase the radius for next row of vertices
  19429. radius += radiusStep;
  19430. }
  19431. // indices
  19432. for ( var j$1 = 0; j$1 < phiSegments; j$1 ++ ) {
  19433. var thetaSegmentLevel = j$1 * ( thetaSegments + 1 );
  19434. for ( var i$1 = 0; i$1 < thetaSegments; i$1 ++ ) {
  19435. var segment$1 = i$1 + thetaSegmentLevel;
  19436. var a = segment$1;
  19437. var b = segment$1 + thetaSegments + 1;
  19438. var c = segment$1 + thetaSegments + 2;
  19439. var d = segment$1 + 1;
  19440. // faces
  19441. indices.push( a, b, d );
  19442. indices.push( b, c, d );
  19443. }
  19444. }
  19445. // build geometry
  19446. this.setIndex( indices );
  19447. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19448. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19449. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19450. }
  19451. RingBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19452. RingBufferGeometry.prototype.constructor = RingBufferGeometry;
  19453. /**
  19454. * @author zz85 / https://github.com/zz85
  19455. * @author bhouston / http://clara.io
  19456. * @author Mugen87 / https://github.com/Mugen87
  19457. */
  19458. // LatheGeometry
  19459. function LatheGeometry( points, segments, phiStart, phiLength ) {
  19460. Geometry.call( this );
  19461. this.type = 'LatheGeometry';
  19462. this.parameters = {
  19463. points: points,
  19464. segments: segments,
  19465. phiStart: phiStart,
  19466. phiLength: phiLength
  19467. };
  19468. this.fromBufferGeometry( new LatheBufferGeometry( points, segments, phiStart, phiLength ) );
  19469. this.mergeVertices();
  19470. }
  19471. LatheGeometry.prototype = Object.create( Geometry.prototype );
  19472. LatheGeometry.prototype.constructor = LatheGeometry;
  19473. // LatheBufferGeometry
  19474. function LatheBufferGeometry( points, segments, phiStart, phiLength ) {
  19475. BufferGeometry.call( this );
  19476. this.type = 'LatheBufferGeometry';
  19477. this.parameters = {
  19478. points: points,
  19479. segments: segments,
  19480. phiStart: phiStart,
  19481. phiLength: phiLength
  19482. };
  19483. segments = Math.floor( segments ) || 12;
  19484. phiStart = phiStart || 0;
  19485. phiLength = phiLength || Math.PI * 2;
  19486. // clamp phiLength so it's in range of [ 0, 2PI ]
  19487. phiLength = MathUtils.clamp( phiLength, 0, Math.PI * 2 );
  19488. // buffers
  19489. var indices = [];
  19490. var vertices = [];
  19491. var uvs = [];
  19492. // helper variables
  19493. var inverseSegments = 1.0 / segments;
  19494. var vertex = new Vector3();
  19495. var uv = new Vector2();
  19496. // generate vertices and uvs
  19497. for ( var i = 0; i <= segments; i ++ ) {
  19498. var phi = phiStart + i * inverseSegments * phiLength;
  19499. var sin = Math.sin( phi );
  19500. var cos = Math.cos( phi );
  19501. for ( var j = 0; j <= ( points.length - 1 ); j ++ ) {
  19502. // vertex
  19503. vertex.x = points[ j ].x * sin;
  19504. vertex.y = points[ j ].y;
  19505. vertex.z = points[ j ].x * cos;
  19506. vertices.push( vertex.x, vertex.y, vertex.z );
  19507. // uv
  19508. uv.x = i / segments;
  19509. uv.y = j / ( points.length - 1 );
  19510. uvs.push( uv.x, uv.y );
  19511. }
  19512. }
  19513. // indices
  19514. for ( var i$1 = 0; i$1 < segments; i$1 ++ ) {
  19515. for ( var j$1 = 0; j$1 < ( points.length - 1 ); j$1 ++ ) {
  19516. var base = j$1 + i$1 * points.length;
  19517. var a = base;
  19518. var b = base + points.length;
  19519. var c = base + points.length + 1;
  19520. var d = base + 1;
  19521. // faces
  19522. indices.push( a, b, d );
  19523. indices.push( b, c, d );
  19524. }
  19525. }
  19526. // build geometry
  19527. this.setIndex( indices );
  19528. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19529. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19530. // generate normals
  19531. this.computeVertexNormals();
  19532. // if the geometry is closed, we need to average the normals along the seam.
  19533. // because the corresponding vertices are identical (but still have different UVs).
  19534. if ( phiLength === Math.PI * 2 ) {
  19535. var normals = this.attributes.normal.array;
  19536. var n1 = new Vector3();
  19537. var n2 = new Vector3();
  19538. var n = new Vector3();
  19539. // this is the buffer offset for the last line of vertices
  19540. var base$1 = segments * points.length * 3;
  19541. for ( var i$2 = 0, j$2 = 0; i$2 < points.length; i$2 ++, j$2 += 3 ) {
  19542. // select the normal of the vertex in the first line
  19543. n1.x = normals[ j$2 + 0 ];
  19544. n1.y = normals[ j$2 + 1 ];
  19545. n1.z = normals[ j$2 + 2 ];
  19546. // select the normal of the vertex in the last line
  19547. n2.x = normals[ base$1 + j$2 + 0 ];
  19548. n2.y = normals[ base$1 + j$2 + 1 ];
  19549. n2.z = normals[ base$1 + j$2 + 2 ];
  19550. // average normals
  19551. n.addVectors( n1, n2 ).normalize();
  19552. // assign the new values to both normals
  19553. normals[ j$2 + 0 ] = normals[ base$1 + j$2 + 0 ] = n.x;
  19554. normals[ j$2 + 1 ] = normals[ base$1 + j$2 + 1 ] = n.y;
  19555. normals[ j$2 + 2 ] = normals[ base$1 + j$2 + 2 ] = n.z;
  19556. }
  19557. }
  19558. }
  19559. LatheBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19560. LatheBufferGeometry.prototype.constructor = LatheBufferGeometry;
  19561. /**
  19562. * @author jonobr1 / http://jonobr1.com
  19563. * @author Mugen87 / https://github.com/Mugen87
  19564. */
  19565. // ShapeGeometry
  19566. function ShapeGeometry( shapes, curveSegments ) {
  19567. Geometry.call( this );
  19568. this.type = 'ShapeGeometry';
  19569. if ( typeof curveSegments === 'object' ) {
  19570. console.warn( 'THREE.ShapeGeometry: Options parameter has been removed.' );
  19571. curveSegments = curveSegments.curveSegments;
  19572. }
  19573. this.parameters = {
  19574. shapes: shapes,
  19575. curveSegments: curveSegments
  19576. };
  19577. this.fromBufferGeometry( new ShapeBufferGeometry( shapes, curveSegments ) );
  19578. this.mergeVertices();
  19579. }
  19580. ShapeGeometry.prototype = Object.create( Geometry.prototype );
  19581. ShapeGeometry.prototype.constructor = ShapeGeometry;
  19582. ShapeGeometry.prototype.toJSON = function () {
  19583. var data = Geometry.prototype.toJSON.call( this );
  19584. var shapes = this.parameters.shapes;
  19585. return toJSON$1( shapes, data );
  19586. };
  19587. // ShapeBufferGeometry
  19588. function ShapeBufferGeometry( shapes, curveSegments ) {
  19589. BufferGeometry.call( this );
  19590. this.type = 'ShapeBufferGeometry';
  19591. this.parameters = {
  19592. shapes: shapes,
  19593. curveSegments: curveSegments
  19594. };
  19595. curveSegments = curveSegments || 12;
  19596. // buffers
  19597. var indices = [];
  19598. var vertices = [];
  19599. var normals = [];
  19600. var uvs = [];
  19601. // helper variables
  19602. var groupStart = 0;
  19603. var groupCount = 0;
  19604. // allow single and array values for "shapes" parameter
  19605. if ( Array.isArray( shapes ) === false ) {
  19606. addShape( shapes );
  19607. } else {
  19608. for ( var i = 0; i < shapes.length; i ++ ) {
  19609. addShape( shapes[ i ] );
  19610. this.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support
  19611. groupStart += groupCount;
  19612. groupCount = 0;
  19613. }
  19614. }
  19615. // build geometry
  19616. this.setIndex( indices );
  19617. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19618. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19619. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19620. // helper functions
  19621. function addShape( shape ) {
  19622. var indexOffset = vertices.length / 3;
  19623. var points = shape.extractPoints( curveSegments );
  19624. var shapeVertices = points.shape;
  19625. var shapeHoles = points.holes;
  19626. // check direction of vertices
  19627. if ( ShapeUtils.isClockWise( shapeVertices ) === false ) {
  19628. shapeVertices = shapeVertices.reverse();
  19629. }
  19630. for ( var i = 0, l = shapeHoles.length; i < l; i ++ ) {
  19631. var shapeHole = shapeHoles[ i ];
  19632. if ( ShapeUtils.isClockWise( shapeHole ) === true ) {
  19633. shapeHoles[ i ] = shapeHole.reverse();
  19634. }
  19635. }
  19636. var faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );
  19637. // join vertices of inner and outer paths to a single array
  19638. for ( var i$1 = 0, l$1 = shapeHoles.length; i$1 < l$1; i$1 ++ ) {
  19639. var shapeHole$1 = shapeHoles[ i$1 ];
  19640. shapeVertices = shapeVertices.concat( shapeHole$1 );
  19641. }
  19642. // vertices, normals, uvs
  19643. for ( var i$2 = 0, l$2 = shapeVertices.length; i$2 < l$2; i$2 ++ ) {
  19644. var vertex = shapeVertices[ i$2 ];
  19645. vertices.push( vertex.x, vertex.y, 0 );
  19646. normals.push( 0, 0, 1 );
  19647. uvs.push( vertex.x, vertex.y ); // world uvs
  19648. }
  19649. // incides
  19650. for ( var i$3 = 0, l$3 = faces.length; i$3 < l$3; i$3 ++ ) {
  19651. var face = faces[ i$3 ];
  19652. var a = face[ 0 ] + indexOffset;
  19653. var b = face[ 1 ] + indexOffset;
  19654. var c = face[ 2 ] + indexOffset;
  19655. indices.push( a, b, c );
  19656. groupCount += 3;
  19657. }
  19658. }
  19659. }
  19660. ShapeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19661. ShapeBufferGeometry.prototype.constructor = ShapeBufferGeometry;
  19662. ShapeBufferGeometry.prototype.toJSON = function () {
  19663. var data = BufferGeometry.prototype.toJSON.call( this );
  19664. var shapes = this.parameters.shapes;
  19665. return toJSON$1( shapes, data );
  19666. };
  19667. //
  19668. function toJSON$1( shapes, data ) {
  19669. data.shapes = [];
  19670. if ( Array.isArray( shapes ) ) {
  19671. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  19672. var shape = shapes[ i ];
  19673. data.shapes.push( shape.uuid );
  19674. }
  19675. } else {
  19676. data.shapes.push( shapes.uuid );
  19677. }
  19678. return data;
  19679. }
  19680. /**
  19681. * @author WestLangley / http://github.com/WestLangley
  19682. * @author Mugen87 / https://github.com/Mugen87
  19683. */
  19684. function EdgesGeometry( geometry, thresholdAngle ) {
  19685. BufferGeometry.call( this );
  19686. this.type = 'EdgesGeometry';
  19687. this.parameters = {
  19688. thresholdAngle: thresholdAngle
  19689. };
  19690. thresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1;
  19691. // buffer
  19692. var vertices = [];
  19693. // helper variables
  19694. var thresholdDot = Math.cos( MathUtils.DEG2RAD * thresholdAngle );
  19695. var edge = [ 0, 0 ], edges = {};
  19696. var edge1, edge2, key;
  19697. var keys = [ 'a', 'b', 'c' ];
  19698. // prepare source geometry
  19699. var geometry2;
  19700. if ( geometry.isBufferGeometry ) {
  19701. geometry2 = new Geometry();
  19702. geometry2.fromBufferGeometry( geometry );
  19703. } else {
  19704. geometry2 = geometry.clone();
  19705. }
  19706. geometry2.mergeVertices();
  19707. geometry2.computeFaceNormals();
  19708. var sourceVertices = geometry2.vertices;
  19709. var faces = geometry2.faces;
  19710. // now create a data structure where each entry represents an edge with its adjoining faces
  19711. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  19712. var face = faces[ i ];
  19713. for ( var j = 0; j < 3; j ++ ) {
  19714. edge1 = face[ keys[ j ] ];
  19715. edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
  19716. edge[ 0 ] = Math.min( edge1, edge2 );
  19717. edge[ 1 ] = Math.max( edge1, edge2 );
  19718. key = edge[ 0 ] + ',' + edge[ 1 ];
  19719. if ( edges[ key ] === undefined ) {
  19720. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ], face1: i, face2: undefined };
  19721. } else {
  19722. edges[ key ].face2 = i;
  19723. }
  19724. }
  19725. }
  19726. // generate vertices
  19727. for ( key in edges ) {
  19728. var e = edges[ key ];
  19729. // an edge is only rendered if the angle (in degrees) between the face normals of the adjoining faces exceeds this value. default = 1 degree.
  19730. if ( e.face2 === undefined || faces[ e.face1 ].normal.dot( faces[ e.face2 ].normal ) <= thresholdDot ) {
  19731. var vertex = sourceVertices[ e.index1 ];
  19732. vertices.push( vertex.x, vertex.y, vertex.z );
  19733. vertex = sourceVertices[ e.index2 ];
  19734. vertices.push( vertex.x, vertex.y, vertex.z );
  19735. }
  19736. }
  19737. // build geometry
  19738. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19739. }
  19740. EdgesGeometry.prototype = Object.create( BufferGeometry.prototype );
  19741. EdgesGeometry.prototype.constructor = EdgesGeometry;
  19742. /**
  19743. * @author mrdoob / http://mrdoob.com/
  19744. * @author Mugen87 / https://github.com/Mugen87
  19745. */
  19746. // CylinderGeometry
  19747. function CylinderGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19748. Geometry.call( this );
  19749. this.type = 'CylinderGeometry';
  19750. this.parameters = {
  19751. radiusTop: radiusTop,
  19752. radiusBottom: radiusBottom,
  19753. height: height,
  19754. radialSegments: radialSegments,
  19755. heightSegments: heightSegments,
  19756. openEnded: openEnded,
  19757. thetaStart: thetaStart,
  19758. thetaLength: thetaLength
  19759. };
  19760. this.fromBufferGeometry( new CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) );
  19761. this.mergeVertices();
  19762. }
  19763. CylinderGeometry.prototype = Object.create( Geometry.prototype );
  19764. CylinderGeometry.prototype.constructor = CylinderGeometry;
  19765. // CylinderBufferGeometry
  19766. function CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19767. BufferGeometry.call( this );
  19768. this.type = 'CylinderBufferGeometry';
  19769. this.parameters = {
  19770. radiusTop: radiusTop,
  19771. radiusBottom: radiusBottom,
  19772. height: height,
  19773. radialSegments: radialSegments,
  19774. heightSegments: heightSegments,
  19775. openEnded: openEnded,
  19776. thetaStart: thetaStart,
  19777. thetaLength: thetaLength
  19778. };
  19779. var scope = this;
  19780. radiusTop = radiusTop !== undefined ? radiusTop : 1;
  19781. radiusBottom = radiusBottom !== undefined ? radiusBottom : 1;
  19782. height = height || 1;
  19783. radialSegments = Math.floor( radialSegments ) || 8;
  19784. heightSegments = Math.floor( heightSegments ) || 1;
  19785. openEnded = openEnded !== undefined ? openEnded : false;
  19786. thetaStart = thetaStart !== undefined ? thetaStart : 0.0;
  19787. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  19788. // buffers
  19789. var indices = [];
  19790. var vertices = [];
  19791. var normals = [];
  19792. var uvs = [];
  19793. // helper variables
  19794. var index = 0;
  19795. var indexArray = [];
  19796. var halfHeight = height / 2;
  19797. var groupStart = 0;
  19798. // generate geometry
  19799. generateTorso();
  19800. if ( openEnded === false ) {
  19801. if ( radiusTop > 0 ) { generateCap( true ); }
  19802. if ( radiusBottom > 0 ) { generateCap( false ); }
  19803. }
  19804. // build geometry
  19805. this.setIndex( indices );
  19806. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19807. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19808. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19809. function generateTorso() {
  19810. var normal = new Vector3();
  19811. var vertex = new Vector3();
  19812. var groupCount = 0;
  19813. // this will be used to calculate the normal
  19814. var slope = ( radiusBottom - radiusTop ) / height;
  19815. // generate vertices, normals and uvs
  19816. for ( var y = 0; y <= heightSegments; y ++ ) {
  19817. var indexRow = [];
  19818. var v = y / heightSegments;
  19819. // calculate the radius of the current row
  19820. var radius = v * ( radiusBottom - radiusTop ) + radiusTop;
  19821. for ( var x = 0; x <= radialSegments; x ++ ) {
  19822. var u = x / radialSegments;
  19823. var theta = u * thetaLength + thetaStart;
  19824. var sinTheta = Math.sin( theta );
  19825. var cosTheta = Math.cos( theta );
  19826. // vertex
  19827. vertex.x = radius * sinTheta;
  19828. vertex.y = - v * height + halfHeight;
  19829. vertex.z = radius * cosTheta;
  19830. vertices.push( vertex.x, vertex.y, vertex.z );
  19831. // normal
  19832. normal.set( sinTheta, slope, cosTheta ).normalize();
  19833. normals.push( normal.x, normal.y, normal.z );
  19834. // uv
  19835. uvs.push( u, 1 - v );
  19836. // save index of vertex in respective row
  19837. indexRow.push( index ++ );
  19838. }
  19839. // now save vertices of the row in our index array
  19840. indexArray.push( indexRow );
  19841. }
  19842. // generate indices
  19843. for ( var x$1 = 0; x$1 < radialSegments; x$1 ++ ) {
  19844. for ( var y$1 = 0; y$1 < heightSegments; y$1 ++ ) {
  19845. // we use the index array to access the correct indices
  19846. var a = indexArray[ y$1 ][ x$1 ];
  19847. var b = indexArray[ y$1 + 1 ][ x$1 ];
  19848. var c = indexArray[ y$1 + 1 ][ x$1 + 1 ];
  19849. var d = indexArray[ y$1 ][ x$1 + 1 ];
  19850. // faces
  19851. indices.push( a, b, d );
  19852. indices.push( b, c, d );
  19853. // update group counter
  19854. groupCount += 6;
  19855. }
  19856. }
  19857. // add a group to the geometry. this will ensure multi material support
  19858. scope.addGroup( groupStart, groupCount, 0 );
  19859. // calculate new start value for groups
  19860. groupStart += groupCount;
  19861. }
  19862. function generateCap( top ) {
  19863. var centerIndexStart, centerIndexEnd;
  19864. var uv = new Vector2();
  19865. var vertex = new Vector3();
  19866. var groupCount = 0;
  19867. var radius = ( top === true ) ? radiusTop : radiusBottom;
  19868. var sign = ( top === true ) ? 1 : - 1;
  19869. // save the index of the first center vertex
  19870. centerIndexStart = index;
  19871. // first we generate the center vertex data of the cap.
  19872. // because the geometry needs one set of uvs per face,
  19873. // we must generate a center vertex per face/segment
  19874. for ( var x = 1; x <= radialSegments; x ++ ) {
  19875. // vertex
  19876. vertices.push( 0, halfHeight * sign, 0 );
  19877. // normal
  19878. normals.push( 0, sign, 0 );
  19879. // uv
  19880. uvs.push( 0.5, 0.5 );
  19881. // increase index
  19882. index ++;
  19883. }
  19884. // save the index of the last center vertex
  19885. centerIndexEnd = index;
  19886. // now we generate the surrounding vertices, normals and uvs
  19887. for ( var x$1 = 0; x$1 <= radialSegments; x$1 ++ ) {
  19888. var u = x$1 / radialSegments;
  19889. var theta = u * thetaLength + thetaStart;
  19890. var cosTheta = Math.cos( theta );
  19891. var sinTheta = Math.sin( theta );
  19892. // vertex
  19893. vertex.x = radius * sinTheta;
  19894. vertex.y = halfHeight * sign;
  19895. vertex.z = radius * cosTheta;
  19896. vertices.push( vertex.x, vertex.y, vertex.z );
  19897. // normal
  19898. normals.push( 0, sign, 0 );
  19899. // uv
  19900. uv.x = ( cosTheta * 0.5 ) + 0.5;
  19901. uv.y = ( sinTheta * 0.5 * sign ) + 0.5;
  19902. uvs.push( uv.x, uv.y );
  19903. // increase index
  19904. index ++;
  19905. }
  19906. // generate indices
  19907. for ( var x$2 = 0; x$2 < radialSegments; x$2 ++ ) {
  19908. var c = centerIndexStart + x$2;
  19909. var i = centerIndexEnd + x$2;
  19910. if ( top === true ) {
  19911. // face top
  19912. indices.push( i, i + 1, c );
  19913. } else {
  19914. // face bottom
  19915. indices.push( i + 1, i, c );
  19916. }
  19917. groupCount += 3;
  19918. }
  19919. // add a group to the geometry. this will ensure multi material support
  19920. scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );
  19921. // calculate new start value for groups
  19922. groupStart += groupCount;
  19923. }
  19924. }
  19925. CylinderBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19926. CylinderBufferGeometry.prototype.constructor = CylinderBufferGeometry;
  19927. /**
  19928. * @author abelnation / http://github.com/abelnation
  19929. */
  19930. // ConeGeometry
  19931. function ConeGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19932. CylinderGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  19933. this.type = 'ConeGeometry';
  19934. this.parameters = {
  19935. radius: radius,
  19936. height: height,
  19937. radialSegments: radialSegments,
  19938. heightSegments: heightSegments,
  19939. openEnded: openEnded,
  19940. thetaStart: thetaStart,
  19941. thetaLength: thetaLength
  19942. };
  19943. }
  19944. ConeGeometry.prototype = Object.create( CylinderGeometry.prototype );
  19945. ConeGeometry.prototype.constructor = ConeGeometry;
  19946. // ConeBufferGeometry
  19947. function ConeBufferGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19948. CylinderBufferGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  19949. this.type = 'ConeBufferGeometry';
  19950. this.parameters = {
  19951. radius: radius,
  19952. height: height,
  19953. radialSegments: radialSegments,
  19954. heightSegments: heightSegments,
  19955. openEnded: openEnded,
  19956. thetaStart: thetaStart,
  19957. thetaLength: thetaLength
  19958. };
  19959. }
  19960. ConeBufferGeometry.prototype = Object.create( CylinderBufferGeometry.prototype );
  19961. ConeBufferGeometry.prototype.constructor = ConeBufferGeometry;
  19962. /**
  19963. * @author benaadams / https://twitter.com/ben_a_adams
  19964. * @author Mugen87 / https://github.com/Mugen87
  19965. * @author hughes
  19966. */
  19967. // CircleGeometry
  19968. function CircleGeometry( radius, segments, thetaStart, thetaLength ) {
  19969. Geometry.call( this );
  19970. this.type = 'CircleGeometry';
  19971. this.parameters = {
  19972. radius: radius,
  19973. segments: segments,
  19974. thetaStart: thetaStart,
  19975. thetaLength: thetaLength
  19976. };
  19977. this.fromBufferGeometry( new CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) );
  19978. this.mergeVertices();
  19979. }
  19980. CircleGeometry.prototype = Object.create( Geometry.prototype );
  19981. CircleGeometry.prototype.constructor = CircleGeometry;
  19982. // CircleBufferGeometry
  19983. function CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) {
  19984. BufferGeometry.call( this );
  19985. this.type = 'CircleBufferGeometry';
  19986. this.parameters = {
  19987. radius: radius,
  19988. segments: segments,
  19989. thetaStart: thetaStart,
  19990. thetaLength: thetaLength
  19991. };
  19992. radius = radius || 1;
  19993. segments = segments !== undefined ? Math.max( 3, segments ) : 8;
  19994. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  19995. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  19996. // buffers
  19997. var indices = [];
  19998. var vertices = [];
  19999. var normals = [];
  20000. var uvs = [];
  20001. // helper variables
  20002. var vertex = new Vector3();
  20003. var uv = new Vector2();
  20004. // center point
  20005. vertices.push( 0, 0, 0 );
  20006. normals.push( 0, 0, 1 );
  20007. uvs.push( 0.5, 0.5 );
  20008. for ( var s = 0, i = 3; s <= segments; s ++, i += 3 ) {
  20009. var segment = thetaStart + s / segments * thetaLength;
  20010. // vertex
  20011. vertex.x = radius * Math.cos( segment );
  20012. vertex.y = radius * Math.sin( segment );
  20013. vertices.push( vertex.x, vertex.y, vertex.z );
  20014. // normal
  20015. normals.push( 0, 0, 1 );
  20016. // uvs
  20017. uv.x = ( vertices[ i ] / radius + 1 ) / 2;
  20018. uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;
  20019. uvs.push( uv.x, uv.y );
  20020. }
  20021. // indices
  20022. for ( var i$1 = 1; i$1 <= segments; i$1 ++ ) {
  20023. indices.push( i$1, i$1 + 1, 0 );
  20024. }
  20025. // build geometry
  20026. this.setIndex( indices );
  20027. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  20028. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  20029. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  20030. }
  20031. CircleBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  20032. CircleBufferGeometry.prototype.constructor = CircleBufferGeometry;
  20033. var Geometries = /*#__PURE__*/Object.freeze({
  20034. __proto__: null,
  20035. WireframeGeometry: WireframeGeometry,
  20036. ParametricGeometry: ParametricGeometry,
  20037. ParametricBufferGeometry: ParametricBufferGeometry,
  20038. TetrahedronGeometry: TetrahedronGeometry,
  20039. TetrahedronBufferGeometry: TetrahedronBufferGeometry,
  20040. OctahedronGeometry: OctahedronGeometry,
  20041. OctahedronBufferGeometry: OctahedronBufferGeometry,
  20042. IcosahedronGeometry: IcosahedronGeometry,
  20043. IcosahedronBufferGeometry: IcosahedronBufferGeometry,
  20044. DodecahedronGeometry: DodecahedronGeometry,
  20045. DodecahedronBufferGeometry: DodecahedronBufferGeometry,
  20046. PolyhedronGeometry: PolyhedronGeometry,
  20047. PolyhedronBufferGeometry: PolyhedronBufferGeometry,
  20048. TubeGeometry: TubeGeometry,
  20049. TubeBufferGeometry: TubeBufferGeometry,
  20050. TorusKnotGeometry: TorusKnotGeometry,
  20051. TorusKnotBufferGeometry: TorusKnotBufferGeometry,
  20052. TorusGeometry: TorusGeometry,
  20053. TorusBufferGeometry: TorusBufferGeometry,
  20054. TextGeometry: TextGeometry,
  20055. TextBufferGeometry: TextBufferGeometry,
  20056. SphereGeometry: SphereGeometry,
  20057. SphereBufferGeometry: SphereBufferGeometry,
  20058. RingGeometry: RingGeometry,
  20059. RingBufferGeometry: RingBufferGeometry,
  20060. PlaneGeometry: PlaneGeometry,
  20061. PlaneBufferGeometry: PlaneBufferGeometry,
  20062. LatheGeometry: LatheGeometry,
  20063. LatheBufferGeometry: LatheBufferGeometry,
  20064. ShapeGeometry: ShapeGeometry,
  20065. ShapeBufferGeometry: ShapeBufferGeometry,
  20066. ExtrudeGeometry: ExtrudeGeometry,
  20067. ExtrudeBufferGeometry: ExtrudeBufferGeometry,
  20068. EdgesGeometry: EdgesGeometry,
  20069. ConeGeometry: ConeGeometry,
  20070. ConeBufferGeometry: ConeBufferGeometry,
  20071. CylinderGeometry: CylinderGeometry,
  20072. CylinderBufferGeometry: CylinderBufferGeometry,
  20073. CircleGeometry: CircleGeometry,
  20074. CircleBufferGeometry: CircleBufferGeometry,
  20075. BoxGeometry: BoxGeometry,
  20076. BoxBufferGeometry: BoxBufferGeometry
  20077. });
  20078. /**
  20079. * @author mrdoob / http://mrdoob.com/
  20080. *
  20081. * parameters = {
  20082. * color: <THREE.Color>
  20083. * }
  20084. */
  20085. function ShadowMaterial( parameters ) {
  20086. Material.call( this );
  20087. this.type = 'ShadowMaterial';
  20088. this.color = new Color( 0x000000 );
  20089. this.transparent = true;
  20090. this.setValues( parameters );
  20091. }
  20092. ShadowMaterial.prototype = Object.create( Material.prototype );
  20093. ShadowMaterial.prototype.constructor = ShadowMaterial;
  20094. ShadowMaterial.prototype.isShadowMaterial = true;
  20095. ShadowMaterial.prototype.copy = function ( source ) {
  20096. Material.prototype.copy.call( this, source );
  20097. this.color.copy( source.color );
  20098. return this;
  20099. };
  20100. /**
  20101. * @author mrdoob / http://mrdoob.com/
  20102. */
  20103. function RawShaderMaterial( parameters ) {
  20104. ShaderMaterial.call( this, parameters );
  20105. this.type = 'RawShaderMaterial';
  20106. }
  20107. RawShaderMaterial.prototype = Object.create( ShaderMaterial.prototype );
  20108. RawShaderMaterial.prototype.constructor = RawShaderMaterial;
  20109. RawShaderMaterial.prototype.isRawShaderMaterial = true;
  20110. /**
  20111. * @author WestLangley / http://github.com/WestLangley
  20112. *
  20113. * parameters = {
  20114. * color: <hex>,
  20115. * roughness: <float>,
  20116. * metalness: <float>,
  20117. * opacity: <float>,
  20118. *
  20119. * map: new THREE.Texture( <Image> ),
  20120. *
  20121. * lightMap: new THREE.Texture( <Image> ),
  20122. * lightMapIntensity: <float>
  20123. *
  20124. * aoMap: new THREE.Texture( <Image> ),
  20125. * aoMapIntensity: <float>
  20126. *
  20127. * emissive: <hex>,
  20128. * emissiveIntensity: <float>
  20129. * emissiveMap: new THREE.Texture( <Image> ),
  20130. *
  20131. * bumpMap: new THREE.Texture( <Image> ),
  20132. * bumpScale: <float>,
  20133. *
  20134. * normalMap: new THREE.Texture( <Image> ),
  20135. * normalMapType: THREE.TangentSpaceNormalMap,
  20136. * normalScale: <Vector2>,
  20137. *
  20138. * displacementMap: new THREE.Texture( <Image> ),
  20139. * displacementScale: <float>,
  20140. * displacementBias: <float>,
  20141. *
  20142. * roughnessMap: new THREE.Texture( <Image> ),
  20143. *
  20144. * metalnessMap: new THREE.Texture( <Image> ),
  20145. *
  20146. * alphaMap: new THREE.Texture( <Image> ),
  20147. *
  20148. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  20149. * envMapIntensity: <float>
  20150. *
  20151. * refractionRatio: <float>,
  20152. *
  20153. * wireframe: <boolean>,
  20154. * wireframeLinewidth: <float>,
  20155. *
  20156. * skinning: <bool>,
  20157. * morphTargets: <bool>,
  20158. * morphNormals: <bool>
  20159. * }
  20160. */
  20161. function MeshStandardMaterial( parameters ) {
  20162. Material.call( this );
  20163. this.defines = { 'STANDARD': '' };
  20164. this.type = 'MeshStandardMaterial';
  20165. this.color = new Color( 0xffffff ); // diffuse
  20166. this.roughness = 1.0;
  20167. this.metalness = 0.0;
  20168. this.map = null;
  20169. this.lightMap = null;
  20170. this.lightMapIntensity = 1.0;
  20171. this.aoMap = null;
  20172. this.aoMapIntensity = 1.0;
  20173. this.emissive = new Color( 0x000000 );
  20174. this.emissiveIntensity = 1.0;
  20175. this.emissiveMap = null;
  20176. this.bumpMap = null;
  20177. this.bumpScale = 1;
  20178. this.normalMap = null;
  20179. this.normalMapType = TangentSpaceNormalMap;
  20180. this.normalScale = new Vector2( 1, 1 );
  20181. this.displacementMap = null;
  20182. this.displacementScale = 1;
  20183. this.displacementBias = 0;
  20184. this.roughnessMap = null;
  20185. this.metalnessMap = null;
  20186. this.alphaMap = null;
  20187. this.envMap = null;
  20188. this.envMapIntensity = 1.0;
  20189. this.refractionRatio = 0.98;
  20190. this.wireframe = false;
  20191. this.wireframeLinewidth = 1;
  20192. this.wireframeLinecap = 'round';
  20193. this.wireframeLinejoin = 'round';
  20194. this.skinning = false;
  20195. this.morphTargets = false;
  20196. this.morphNormals = false;
  20197. this.vertexTangents = false;
  20198. this.setValues( parameters );
  20199. }
  20200. MeshStandardMaterial.prototype = Object.create( Material.prototype );
  20201. MeshStandardMaterial.prototype.constructor = MeshStandardMaterial;
  20202. MeshStandardMaterial.prototype.isMeshStandardMaterial = true;
  20203. MeshStandardMaterial.prototype.copy = function ( source ) {
  20204. Material.prototype.copy.call( this, source );
  20205. this.defines = { 'STANDARD': '' };
  20206. this.color.copy( source.color );
  20207. this.roughness = source.roughness;
  20208. this.metalness = source.metalness;
  20209. this.map = source.map;
  20210. this.lightMap = source.lightMap;
  20211. this.lightMapIntensity = source.lightMapIntensity;
  20212. this.aoMap = source.aoMap;
  20213. this.aoMapIntensity = source.aoMapIntensity;
  20214. this.emissive.copy( source.emissive );
  20215. this.emissiveMap = source.emissiveMap;
  20216. this.emissiveIntensity = source.emissiveIntensity;
  20217. this.bumpMap = source.bumpMap;
  20218. this.bumpScale = source.bumpScale;
  20219. this.normalMap = source.normalMap;
  20220. this.normalMapType = source.normalMapType;
  20221. this.normalScale.copy( source.normalScale );
  20222. this.displacementMap = source.displacementMap;
  20223. this.displacementScale = source.displacementScale;
  20224. this.displacementBias = source.displacementBias;
  20225. this.roughnessMap = source.roughnessMap;
  20226. this.metalnessMap = source.metalnessMap;
  20227. this.alphaMap = source.alphaMap;
  20228. this.envMap = source.envMap;
  20229. this.envMapIntensity = source.envMapIntensity;
  20230. this.refractionRatio = source.refractionRatio;
  20231. this.wireframe = source.wireframe;
  20232. this.wireframeLinewidth = source.wireframeLinewidth;
  20233. this.wireframeLinecap = source.wireframeLinecap;
  20234. this.wireframeLinejoin = source.wireframeLinejoin;
  20235. this.skinning = source.skinning;
  20236. this.morphTargets = source.morphTargets;
  20237. this.morphNormals = source.morphNormals;
  20238. this.vertexTangents = source.vertexTangents;
  20239. return this;
  20240. };
  20241. /**
  20242. * @author WestLangley / http://github.com/WestLangley
  20243. *
  20244. * parameters = {
  20245. * clearcoat: <float>,
  20246. * clearcoatMap: new THREE.Texture( <Image> ),
  20247. * clearcoatRoughness: <float>,
  20248. * clearcoatRoughnessMap: new THREE.Texture( <Image> ),
  20249. * clearcoatNormalScale: <Vector2>,
  20250. * clearcoatNormalMap: new THREE.Texture( <Image> ),
  20251. *
  20252. * reflectivity: <float>,
  20253. *
  20254. * sheen: <Color>,
  20255. *
  20256. * transmission: <float>,
  20257. * transmissionMap: new THREE.Texture( <Image> )
  20258. * }
  20259. */
  20260. function MeshPhysicalMaterial( parameters ) {
  20261. MeshStandardMaterial.call( this );
  20262. this.defines = {
  20263. 'STANDARD': '',
  20264. 'PHYSICAL': ''
  20265. };
  20266. this.type = 'MeshPhysicalMaterial';
  20267. this.clearcoat = 0.0;
  20268. this.clearcoatMap = null;
  20269. this.clearcoatRoughness = 0.0;
  20270. this.clearcoatRoughnessMap = null;
  20271. this.clearcoatNormalScale = new Vector2( 1, 1 );
  20272. this.clearcoatNormalMap = null;
  20273. this.reflectivity = 0.5; // maps to F0 = 0.04
  20274. this.sheen = null; // null will disable sheen bsdf
  20275. this.transmission = 0.0;
  20276. this.transmissionMap = null;
  20277. this.setValues( parameters );
  20278. }
  20279. MeshPhysicalMaterial.prototype = Object.create( MeshStandardMaterial.prototype );
  20280. MeshPhysicalMaterial.prototype.constructor = MeshPhysicalMaterial;
  20281. MeshPhysicalMaterial.prototype.isMeshPhysicalMaterial = true;
  20282. MeshPhysicalMaterial.prototype.copy = function ( source ) {
  20283. MeshStandardMaterial.prototype.copy.call( this, source );
  20284. this.defines = {
  20285. 'STANDARD': '',
  20286. 'PHYSICAL': ''
  20287. };
  20288. this.clearcoat = source.clearcoat;
  20289. this.clearcoatMap = source.clearcoatMap;
  20290. this.clearcoatRoughness = source.clearcoatRoughness;
  20291. this.clearcoatRoughnessMap = source.clearcoatRoughnessMap;
  20292. this.clearcoatNormalMap = source.clearcoatNormalMap;
  20293. this.clearcoatNormalScale.copy( source.clearcoatNormalScale );
  20294. this.reflectivity = source.reflectivity;
  20295. if ( source.sheen ) {
  20296. this.sheen = ( this.sheen || new Color() ).copy( source.sheen );
  20297. } else {
  20298. this.sheen = null;
  20299. }
  20300. this.transmission = source.transmission;
  20301. this.transmissionMap = source.transmissionMap;
  20302. return this;
  20303. };
  20304. /**
  20305. * @author mrdoob / http://mrdoob.com/
  20306. * @author alteredq / http://alteredqualia.com/
  20307. *
  20308. * parameters = {
  20309. * color: <hex>,
  20310. * specular: <hex>,
  20311. * shininess: <float>,
  20312. * opacity: <float>,
  20313. *
  20314. * map: new THREE.Texture( <Image> ),
  20315. *
  20316. * lightMap: new THREE.Texture( <Image> ),
  20317. * lightMapIntensity: <float>
  20318. *
  20319. * aoMap: new THREE.Texture( <Image> ),
  20320. * aoMapIntensity: <float>
  20321. *
  20322. * emissive: <hex>,
  20323. * emissiveIntensity: <float>
  20324. * emissiveMap: new THREE.Texture( <Image> ),
  20325. *
  20326. * bumpMap: new THREE.Texture( <Image> ),
  20327. * bumpScale: <float>,
  20328. *
  20329. * normalMap: new THREE.Texture( <Image> ),
  20330. * normalMapType: THREE.TangentSpaceNormalMap,
  20331. * normalScale: <Vector2>,
  20332. *
  20333. * displacementMap: new THREE.Texture( <Image> ),
  20334. * displacementScale: <float>,
  20335. * displacementBias: <float>,
  20336. *
  20337. * specularMap: new THREE.Texture( <Image> ),
  20338. *
  20339. * alphaMap: new THREE.Texture( <Image> ),
  20340. *
  20341. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  20342. * combine: THREE.MultiplyOperation,
  20343. * reflectivity: <float>,
  20344. * refractionRatio: <float>,
  20345. *
  20346. * wireframe: <boolean>,
  20347. * wireframeLinewidth: <float>,
  20348. *
  20349. * skinning: <bool>,
  20350. * morphTargets: <bool>,
  20351. * morphNormals: <bool>
  20352. * }
  20353. */
  20354. function MeshPhongMaterial( parameters ) {
  20355. Material.call( this );
  20356. this.type = 'MeshPhongMaterial';
  20357. this.color = new Color( 0xffffff ); // diffuse
  20358. this.specular = new Color( 0x111111 );
  20359. this.shininess = 30;
  20360. this.map = null;
  20361. this.lightMap = null;
  20362. this.lightMapIntensity = 1.0;
  20363. this.aoMap = null;
  20364. this.aoMapIntensity = 1.0;
  20365. this.emissive = new Color( 0x000000 );
  20366. this.emissiveIntensity = 1.0;
  20367. this.emissiveMap = null;
  20368. this.bumpMap = null;
  20369. this.bumpScale = 1;
  20370. this.normalMap = null;
  20371. this.normalMapType = TangentSpaceNormalMap;
  20372. this.normalScale = new Vector2( 1, 1 );
  20373. this.displacementMap = null;
  20374. this.displacementScale = 1;
  20375. this.displacementBias = 0;
  20376. this.specularMap = null;
  20377. this.alphaMap = null;
  20378. this.envMap = null;
  20379. this.combine = MultiplyOperation;
  20380. this.reflectivity = 1;
  20381. this.refractionRatio = 0.98;
  20382. this.wireframe = false;
  20383. this.wireframeLinewidth = 1;
  20384. this.wireframeLinecap = 'round';
  20385. this.wireframeLinejoin = 'round';
  20386. this.skinning = false;
  20387. this.morphTargets = false;
  20388. this.morphNormals = false;
  20389. this.setValues( parameters );
  20390. }
  20391. MeshPhongMaterial.prototype = Object.create( Material.prototype );
  20392. MeshPhongMaterial.prototype.constructor = MeshPhongMaterial;
  20393. MeshPhongMaterial.prototype.isMeshPhongMaterial = true;
  20394. MeshPhongMaterial.prototype.copy = function ( source ) {
  20395. Material.prototype.copy.call( this, source );
  20396. this.color.copy( source.color );
  20397. this.specular.copy( source.specular );
  20398. this.shininess = source.shininess;
  20399. this.map = source.map;
  20400. this.lightMap = source.lightMap;
  20401. this.lightMapIntensity = source.lightMapIntensity;
  20402. this.aoMap = source.aoMap;
  20403. this.aoMapIntensity = source.aoMapIntensity;
  20404. this.emissive.copy( source.emissive );
  20405. this.emissiveMap = source.emissiveMap;
  20406. this.emissiveIntensity = source.emissiveIntensity;
  20407. this.bumpMap = source.bumpMap;
  20408. this.bumpScale = source.bumpScale;
  20409. this.normalMap = source.normalMap;
  20410. this.normalMapType = source.normalMapType;
  20411. this.normalScale.copy( source.normalScale );
  20412. this.displacementMap = source.displacementMap;
  20413. this.displacementScale = source.displacementScale;
  20414. this.displacementBias = source.displacementBias;
  20415. this.specularMap = source.specularMap;
  20416. this.alphaMap = source.alphaMap;
  20417. this.envMap = source.envMap;
  20418. this.combine = source.combine;
  20419. this.reflectivity = source.reflectivity;
  20420. this.refractionRatio = source.refractionRatio;
  20421. this.wireframe = source.wireframe;
  20422. this.wireframeLinewidth = source.wireframeLinewidth;
  20423. this.wireframeLinecap = source.wireframeLinecap;
  20424. this.wireframeLinejoin = source.wireframeLinejoin;
  20425. this.skinning = source.skinning;
  20426. this.morphTargets = source.morphTargets;
  20427. this.morphNormals = source.morphNormals;
  20428. return this;
  20429. };
  20430. /**
  20431. * @author takahirox / http://github.com/takahirox
  20432. *
  20433. * parameters = {
  20434. * color: <hex>,
  20435. *
  20436. * map: new THREE.Texture( <Image> ),
  20437. * gradientMap: new THREE.Texture( <Image> ),
  20438. *
  20439. * lightMap: new THREE.Texture( <Image> ),
  20440. * lightMapIntensity: <float>
  20441. *
  20442. * aoMap: new THREE.Texture( <Image> ),
  20443. * aoMapIntensity: <float>
  20444. *
  20445. * emissive: <hex>,
  20446. * emissiveIntensity: <float>
  20447. * emissiveMap: new THREE.Texture( <Image> ),
  20448. *
  20449. * bumpMap: new THREE.Texture( <Image> ),
  20450. * bumpScale: <float>,
  20451. *
  20452. * normalMap: new THREE.Texture( <Image> ),
  20453. * normalMapType: THREE.TangentSpaceNormalMap,
  20454. * normalScale: <Vector2>,
  20455. *
  20456. * displacementMap: new THREE.Texture( <Image> ),
  20457. * displacementScale: <float>,
  20458. * displacementBias: <float>,
  20459. *
  20460. * alphaMap: new THREE.Texture( <Image> ),
  20461. *
  20462. * wireframe: <boolean>,
  20463. * wireframeLinewidth: <float>,
  20464. *
  20465. * skinning: <bool>,
  20466. * morphTargets: <bool>,
  20467. * morphNormals: <bool>
  20468. * }
  20469. */
  20470. function MeshToonMaterial( parameters ) {
  20471. Material.call( this );
  20472. this.defines = { 'TOON': '' };
  20473. this.type = 'MeshToonMaterial';
  20474. this.color = new Color( 0xffffff );
  20475. this.map = null;
  20476. this.gradientMap = null;
  20477. this.lightMap = null;
  20478. this.lightMapIntensity = 1.0;
  20479. this.aoMap = null;
  20480. this.aoMapIntensity = 1.0;
  20481. this.emissive = new Color( 0x000000 );
  20482. this.emissiveIntensity = 1.0;
  20483. this.emissiveMap = null;
  20484. this.bumpMap = null;
  20485. this.bumpScale = 1;
  20486. this.normalMap = null;
  20487. this.normalMapType = TangentSpaceNormalMap;
  20488. this.normalScale = new Vector2( 1, 1 );
  20489. this.displacementMap = null;
  20490. this.displacementScale = 1;
  20491. this.displacementBias = 0;
  20492. this.alphaMap = null;
  20493. this.wireframe = false;
  20494. this.wireframeLinewidth = 1;
  20495. this.wireframeLinecap = 'round';
  20496. this.wireframeLinejoin = 'round';
  20497. this.skinning = false;
  20498. this.morphTargets = false;
  20499. this.morphNormals = false;
  20500. this.setValues( parameters );
  20501. }
  20502. MeshToonMaterial.prototype = Object.create( Material.prototype );
  20503. MeshToonMaterial.prototype.constructor = MeshToonMaterial;
  20504. MeshToonMaterial.prototype.isMeshToonMaterial = true;
  20505. MeshToonMaterial.prototype.copy = function ( source ) {
  20506. Material.prototype.copy.call( this, source );
  20507. this.color.copy( source.color );
  20508. this.map = source.map;
  20509. this.gradientMap = source.gradientMap;
  20510. this.lightMap = source.lightMap;
  20511. this.lightMapIntensity = source.lightMapIntensity;
  20512. this.aoMap = source.aoMap;
  20513. this.aoMapIntensity = source.aoMapIntensity;
  20514. this.emissive.copy( source.emissive );
  20515. this.emissiveMap = source.emissiveMap;
  20516. this.emissiveIntensity = source.emissiveIntensity;
  20517. this.bumpMap = source.bumpMap;
  20518. this.bumpScale = source.bumpScale;
  20519. this.normalMap = source.normalMap;
  20520. this.normalMapType = source.normalMapType;
  20521. this.normalScale.copy( source.normalScale );
  20522. this.displacementMap = source.displacementMap;
  20523. this.displacementScale = source.displacementScale;
  20524. this.displacementBias = source.displacementBias;
  20525. this.alphaMap = source.alphaMap;
  20526. this.wireframe = source.wireframe;
  20527. this.wireframeLinewidth = source.wireframeLinewidth;
  20528. this.wireframeLinecap = source.wireframeLinecap;
  20529. this.wireframeLinejoin = source.wireframeLinejoin;
  20530. this.skinning = source.skinning;
  20531. this.morphTargets = source.morphTargets;
  20532. this.morphNormals = source.morphNormals;
  20533. return this;
  20534. };
  20535. /**
  20536. * @author mrdoob / http://mrdoob.com/
  20537. * @author WestLangley / http://github.com/WestLangley
  20538. *
  20539. * parameters = {
  20540. * opacity: <float>,
  20541. *
  20542. * bumpMap: new THREE.Texture( <Image> ),
  20543. * bumpScale: <float>,
  20544. *
  20545. * normalMap: new THREE.Texture( <Image> ),
  20546. * normalMapType: THREE.TangentSpaceNormalMap,
  20547. * normalScale: <Vector2>,
  20548. *
  20549. * displacementMap: new THREE.Texture( <Image> ),
  20550. * displacementScale: <float>,
  20551. * displacementBias: <float>,
  20552. *
  20553. * wireframe: <boolean>,
  20554. * wireframeLinewidth: <float>
  20555. *
  20556. * skinning: <bool>,
  20557. * morphTargets: <bool>,
  20558. * morphNormals: <bool>
  20559. * }
  20560. */
  20561. function MeshNormalMaterial( parameters ) {
  20562. Material.call( this );
  20563. this.type = 'MeshNormalMaterial';
  20564. this.bumpMap = null;
  20565. this.bumpScale = 1;
  20566. this.normalMap = null;
  20567. this.normalMapType = TangentSpaceNormalMap;
  20568. this.normalScale = new Vector2( 1, 1 );
  20569. this.displacementMap = null;
  20570. this.displacementScale = 1;
  20571. this.displacementBias = 0;
  20572. this.wireframe = false;
  20573. this.wireframeLinewidth = 1;
  20574. this.fog = false;
  20575. this.skinning = false;
  20576. this.morphTargets = false;
  20577. this.morphNormals = false;
  20578. this.setValues( parameters );
  20579. }
  20580. MeshNormalMaterial.prototype = Object.create( Material.prototype );
  20581. MeshNormalMaterial.prototype.constructor = MeshNormalMaterial;
  20582. MeshNormalMaterial.prototype.isMeshNormalMaterial = true;
  20583. MeshNormalMaterial.prototype.copy = function ( source ) {
  20584. Material.prototype.copy.call( this, source );
  20585. this.bumpMap = source.bumpMap;
  20586. this.bumpScale = source.bumpScale;
  20587. this.normalMap = source.normalMap;
  20588. this.normalMapType = source.normalMapType;
  20589. this.normalScale.copy( source.normalScale );
  20590. this.displacementMap = source.displacementMap;
  20591. this.displacementScale = source.displacementScale;
  20592. this.displacementBias = source.displacementBias;
  20593. this.wireframe = source.wireframe;
  20594. this.wireframeLinewidth = source.wireframeLinewidth;
  20595. this.skinning = source.skinning;
  20596. this.morphTargets = source.morphTargets;
  20597. this.morphNormals = source.morphNormals;
  20598. return this;
  20599. };
  20600. /**
  20601. * @author mrdoob / http://mrdoob.com/
  20602. * @author alteredq / http://alteredqualia.com/
  20603. *
  20604. * parameters = {
  20605. * color: <hex>,
  20606. * opacity: <float>,
  20607. *
  20608. * map: new THREE.Texture( <Image> ),
  20609. *
  20610. * lightMap: new THREE.Texture( <Image> ),
  20611. * lightMapIntensity: <float>
  20612. *
  20613. * aoMap: new THREE.Texture( <Image> ),
  20614. * aoMapIntensity: <float>
  20615. *
  20616. * emissive: <hex>,
  20617. * emissiveIntensity: <float>
  20618. * emissiveMap: new THREE.Texture( <Image> ),
  20619. *
  20620. * specularMap: new THREE.Texture( <Image> ),
  20621. *
  20622. * alphaMap: new THREE.Texture( <Image> ),
  20623. *
  20624. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  20625. * combine: THREE.Multiply,
  20626. * reflectivity: <float>,
  20627. * refractionRatio: <float>,
  20628. *
  20629. * wireframe: <boolean>,
  20630. * wireframeLinewidth: <float>,
  20631. *
  20632. * skinning: <bool>,
  20633. * morphTargets: <bool>,
  20634. * morphNormals: <bool>
  20635. * }
  20636. */
  20637. function MeshLambertMaterial( parameters ) {
  20638. Material.call( this );
  20639. this.type = 'MeshLambertMaterial';
  20640. this.color = new Color( 0xffffff ); // diffuse
  20641. this.map = null;
  20642. this.lightMap = null;
  20643. this.lightMapIntensity = 1.0;
  20644. this.aoMap = null;
  20645. this.aoMapIntensity = 1.0;
  20646. this.emissive = new Color( 0x000000 );
  20647. this.emissiveIntensity = 1.0;
  20648. this.emissiveMap = null;
  20649. this.specularMap = null;
  20650. this.alphaMap = null;
  20651. this.envMap = null;
  20652. this.combine = MultiplyOperation;
  20653. this.reflectivity = 1;
  20654. this.refractionRatio = 0.98;
  20655. this.wireframe = false;
  20656. this.wireframeLinewidth = 1;
  20657. this.wireframeLinecap = 'round';
  20658. this.wireframeLinejoin = 'round';
  20659. this.skinning = false;
  20660. this.morphTargets = false;
  20661. this.morphNormals = false;
  20662. this.setValues( parameters );
  20663. }
  20664. MeshLambertMaterial.prototype = Object.create( Material.prototype );
  20665. MeshLambertMaterial.prototype.constructor = MeshLambertMaterial;
  20666. MeshLambertMaterial.prototype.isMeshLambertMaterial = true;
  20667. MeshLambertMaterial.prototype.copy = function ( source ) {
  20668. Material.prototype.copy.call( this, source );
  20669. this.color.copy( source.color );
  20670. this.map = source.map;
  20671. this.lightMap = source.lightMap;
  20672. this.lightMapIntensity = source.lightMapIntensity;
  20673. this.aoMap = source.aoMap;
  20674. this.aoMapIntensity = source.aoMapIntensity;
  20675. this.emissive.copy( source.emissive );
  20676. this.emissiveMap = source.emissiveMap;
  20677. this.emissiveIntensity = source.emissiveIntensity;
  20678. this.specularMap = source.specularMap;
  20679. this.alphaMap = source.alphaMap;
  20680. this.envMap = source.envMap;
  20681. this.combine = source.combine;
  20682. this.reflectivity = source.reflectivity;
  20683. this.refractionRatio = source.refractionRatio;
  20684. this.wireframe = source.wireframe;
  20685. this.wireframeLinewidth = source.wireframeLinewidth;
  20686. this.wireframeLinecap = source.wireframeLinecap;
  20687. this.wireframeLinejoin = source.wireframeLinejoin;
  20688. this.skinning = source.skinning;
  20689. this.morphTargets = source.morphTargets;
  20690. this.morphNormals = source.morphNormals;
  20691. return this;
  20692. };
  20693. /**
  20694. * @author WestLangley / http://github.com/WestLangley
  20695. *
  20696. * parameters = {
  20697. * color: <hex>,
  20698. * opacity: <float>,
  20699. *
  20700. * matcap: new THREE.Texture( <Image> ),
  20701. *
  20702. * map: new THREE.Texture( <Image> ),
  20703. *
  20704. * bumpMap: new THREE.Texture( <Image> ),
  20705. * bumpScale: <float>,
  20706. *
  20707. * normalMap: new THREE.Texture( <Image> ),
  20708. * normalMapType: THREE.TangentSpaceNormalMap,
  20709. * normalScale: <Vector2>,
  20710. *
  20711. * displacementMap: new THREE.Texture( <Image> ),
  20712. * displacementScale: <float>,
  20713. * displacementBias: <float>,
  20714. *
  20715. * alphaMap: new THREE.Texture( <Image> ),
  20716. *
  20717. * skinning: <bool>,
  20718. * morphTargets: <bool>,
  20719. * morphNormals: <bool>
  20720. * }
  20721. */
  20722. function MeshMatcapMaterial( parameters ) {
  20723. Material.call( this );
  20724. this.defines = { 'MATCAP': '' };
  20725. this.type = 'MeshMatcapMaterial';
  20726. this.color = new Color( 0xffffff ); // diffuse
  20727. this.matcap = null;
  20728. this.map = null;
  20729. this.bumpMap = null;
  20730. this.bumpScale = 1;
  20731. this.normalMap = null;
  20732. this.normalMapType = TangentSpaceNormalMap;
  20733. this.normalScale = new Vector2( 1, 1 );
  20734. this.displacementMap = null;
  20735. this.displacementScale = 1;
  20736. this.displacementBias = 0;
  20737. this.alphaMap = null;
  20738. this.skinning = false;
  20739. this.morphTargets = false;
  20740. this.morphNormals = false;
  20741. this.setValues( parameters );
  20742. }
  20743. MeshMatcapMaterial.prototype = Object.create( Material.prototype );
  20744. MeshMatcapMaterial.prototype.constructor = MeshMatcapMaterial;
  20745. MeshMatcapMaterial.prototype.isMeshMatcapMaterial = true;
  20746. MeshMatcapMaterial.prototype.copy = function ( source ) {
  20747. Material.prototype.copy.call( this, source );
  20748. this.defines = { 'MATCAP': '' };
  20749. this.color.copy( source.color );
  20750. this.matcap = source.matcap;
  20751. this.map = source.map;
  20752. this.bumpMap = source.bumpMap;
  20753. this.bumpScale = source.bumpScale;
  20754. this.normalMap = source.normalMap;
  20755. this.normalMapType = source.normalMapType;
  20756. this.normalScale.copy( source.normalScale );
  20757. this.displacementMap = source.displacementMap;
  20758. this.displacementScale = source.displacementScale;
  20759. this.displacementBias = source.displacementBias;
  20760. this.alphaMap = source.alphaMap;
  20761. this.skinning = source.skinning;
  20762. this.morphTargets = source.morphTargets;
  20763. this.morphNormals = source.morphNormals;
  20764. return this;
  20765. };
  20766. /**
  20767. * @author alteredq / http://alteredqualia.com/
  20768. *
  20769. * parameters = {
  20770. * color: <hex>,
  20771. * opacity: <float>,
  20772. *
  20773. * linewidth: <float>,
  20774. *
  20775. * scale: <float>,
  20776. * dashSize: <float>,
  20777. * gapSize: <float>
  20778. * }
  20779. */
  20780. function LineDashedMaterial( parameters ) {
  20781. LineBasicMaterial.call( this );
  20782. this.type = 'LineDashedMaterial';
  20783. this.scale = 1;
  20784. this.dashSize = 3;
  20785. this.gapSize = 1;
  20786. this.setValues( parameters );
  20787. }
  20788. LineDashedMaterial.prototype = Object.create( LineBasicMaterial.prototype );
  20789. LineDashedMaterial.prototype.constructor = LineDashedMaterial;
  20790. LineDashedMaterial.prototype.isLineDashedMaterial = true;
  20791. LineDashedMaterial.prototype.copy = function ( source ) {
  20792. LineBasicMaterial.prototype.copy.call( this, source );
  20793. this.scale = source.scale;
  20794. this.dashSize = source.dashSize;
  20795. this.gapSize = source.gapSize;
  20796. return this;
  20797. };
  20798. var Materials = /*#__PURE__*/Object.freeze({
  20799. __proto__: null,
  20800. ShadowMaterial: ShadowMaterial,
  20801. SpriteMaterial: SpriteMaterial,
  20802. RawShaderMaterial: RawShaderMaterial,
  20803. ShaderMaterial: ShaderMaterial,
  20804. PointsMaterial: PointsMaterial,
  20805. MeshPhysicalMaterial: MeshPhysicalMaterial,
  20806. MeshStandardMaterial: MeshStandardMaterial,
  20807. MeshPhongMaterial: MeshPhongMaterial,
  20808. MeshToonMaterial: MeshToonMaterial,
  20809. MeshNormalMaterial: MeshNormalMaterial,
  20810. MeshLambertMaterial: MeshLambertMaterial,
  20811. MeshDepthMaterial: MeshDepthMaterial,
  20812. MeshDistanceMaterial: MeshDistanceMaterial,
  20813. MeshBasicMaterial: MeshBasicMaterial,
  20814. MeshMatcapMaterial: MeshMatcapMaterial,
  20815. LineDashedMaterial: LineDashedMaterial,
  20816. LineBasicMaterial: LineBasicMaterial,
  20817. Material: Material
  20818. });
  20819. /**
  20820. * @author tschw
  20821. * @author Ben Houston / http://clara.io/
  20822. * @author David Sarno / http://lighthaus.us/
  20823. */
  20824. var AnimationUtils = {
  20825. // same as Array.prototype.slice, but also works on typed arrays
  20826. arraySlice: function ( array, from, to ) {
  20827. if ( AnimationUtils.isTypedArray( array ) ) {
  20828. // in ios9 array.subarray(from, undefined) will return empty array
  20829. // but array.subarray(from) or array.subarray(from, len) is correct
  20830. return new array.constructor( array.subarray( from, to !== undefined ? to : array.length ) );
  20831. }
  20832. return array.slice( from, to );
  20833. },
  20834. // converts an array to a specific type
  20835. convertArray: function ( array, type, forceClone ) {
  20836. if ( ! array || // let 'undefined' and 'null' pass
  20837. ! forceClone && array.constructor === type ) { return array; }
  20838. if ( typeof type.BYTES_PER_ELEMENT === 'number' ) {
  20839. return new type( array ); // create typed array
  20840. }
  20841. return Array.prototype.slice.call( array ); // create Array
  20842. },
  20843. isTypedArray: function ( object ) {
  20844. return ArrayBuffer.isView( object ) &&
  20845. ! ( object instanceof DataView );
  20846. },
  20847. // returns an array by which times and values can be sorted
  20848. getKeyframeOrder: function ( times ) {
  20849. function compareTime( i, j ) {
  20850. return times[ i ] - times[ j ];
  20851. }
  20852. var n = times.length;
  20853. var result = new Array( n );
  20854. for ( var i = 0; i !== n; ++ i ) { result[ i ] = i; }
  20855. result.sort( compareTime );
  20856. return result;
  20857. },
  20858. // uses the array previously returned by 'getKeyframeOrder' to sort data
  20859. sortedArray: function ( values, stride, order ) {
  20860. var nValues = values.length;
  20861. var result = new values.constructor( nValues );
  20862. for ( var i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {
  20863. var srcOffset = order[ i ] * stride;
  20864. for ( var j = 0; j !== stride; ++ j ) {
  20865. result[ dstOffset ++ ] = values[ srcOffset + j ];
  20866. }
  20867. }
  20868. return result;
  20869. },
  20870. // function for parsing AOS keyframe formats
  20871. flattenJSON: function ( jsonKeys, times, values, valuePropertyName ) {
  20872. var i = 1, key = jsonKeys[ 0 ];
  20873. while ( key !== undefined && key[ valuePropertyName ] === undefined ) {
  20874. key = jsonKeys[ i ++ ];
  20875. }
  20876. if ( key === undefined ) { return; } // no data
  20877. var value = key[ valuePropertyName ];
  20878. if ( value === undefined ) { return; } // no data
  20879. if ( Array.isArray( value ) ) {
  20880. do {
  20881. value = key[ valuePropertyName ];
  20882. if ( value !== undefined ) {
  20883. times.push( key.time );
  20884. values.push.apply( values, value ); // push all elements
  20885. }
  20886. key = jsonKeys[ i ++ ];
  20887. } while ( key !== undefined );
  20888. } else if ( value.toArray !== undefined ) {
  20889. // ...assume THREE.Math-ish
  20890. do {
  20891. value = key[ valuePropertyName ];
  20892. if ( value !== undefined ) {
  20893. times.push( key.time );
  20894. value.toArray( values, values.length );
  20895. }
  20896. key = jsonKeys[ i ++ ];
  20897. } while ( key !== undefined );
  20898. } else {
  20899. // otherwise push as-is
  20900. do {
  20901. value = key[ valuePropertyName ];
  20902. if ( value !== undefined ) {
  20903. times.push( key.time );
  20904. values.push( value );
  20905. }
  20906. key = jsonKeys[ i ++ ];
  20907. } while ( key !== undefined );
  20908. }
  20909. },
  20910. subclip: function ( sourceClip, name, startFrame, endFrame, fps ) {
  20911. fps = fps || 30;
  20912. var clip = sourceClip.clone();
  20913. clip.name = name;
  20914. var tracks = [];
  20915. for ( var i = 0; i < clip.tracks.length; ++ i ) {
  20916. var track = clip.tracks[ i ];
  20917. var valueSize = track.getValueSize();
  20918. var times = [];
  20919. var values = [];
  20920. for ( var j = 0; j < track.times.length; ++ j ) {
  20921. var frame = track.times[ j ] * fps;
  20922. if ( frame < startFrame || frame >= endFrame ) { continue; }
  20923. times.push( track.times[ j ] );
  20924. for ( var k = 0; k < valueSize; ++ k ) {
  20925. values.push( track.values[ j * valueSize + k ] );
  20926. }
  20927. }
  20928. if ( times.length === 0 ) { continue; }
  20929. track.times = AnimationUtils.convertArray( times, track.times.constructor );
  20930. track.values = AnimationUtils.convertArray( values, track.values.constructor );
  20931. tracks.push( track );
  20932. }
  20933. clip.tracks = tracks;
  20934. // find minimum .times value across all tracks in the trimmed clip
  20935. var minStartTime = Infinity;
  20936. for ( var i$1 = 0; i$1 < clip.tracks.length; ++ i$1 ) {
  20937. if ( minStartTime > clip.tracks[ i$1 ].times[ 0 ] ) {
  20938. minStartTime = clip.tracks[ i$1 ].times[ 0 ];
  20939. }
  20940. }
  20941. // shift all tracks such that clip begins at t=0
  20942. for ( var i$2 = 0; i$2 < clip.tracks.length; ++ i$2 ) {
  20943. clip.tracks[ i$2 ].shift( - 1 * minStartTime );
  20944. }
  20945. clip.resetDuration();
  20946. return clip;
  20947. },
  20948. makeClipAdditive: function ( targetClip, referenceFrame, referenceClip, fps ) {
  20949. if ( referenceFrame === undefined ) { referenceFrame = 0; }
  20950. if ( referenceClip === undefined ) { referenceClip = targetClip; }
  20951. if ( fps === undefined || fps <= 0 ) { fps = 30; }
  20952. var numTracks = targetClip.tracks.length;
  20953. var referenceTime = referenceFrame / fps;
  20954. // Make each track's values relative to the values at the reference frame
  20955. var loop = function ( i ) {
  20956. var referenceTrack = referenceClip.tracks[ i ];
  20957. var referenceTrackType = referenceTrack.ValueTypeName;
  20958. // Skip this track if it's non-numeric
  20959. if ( referenceTrackType === 'bool' || referenceTrackType === 'string' ) { return; }
  20960. // Find the track in the target clip whose name and type matches the reference track
  20961. var targetTrack = targetClip.tracks.find( function ( track ) {
  20962. return track.name === referenceTrack.name
  20963. && track.ValueTypeName === referenceTrackType;
  20964. } );
  20965. if ( targetTrack === undefined ) { return; }
  20966. var valueSize = referenceTrack.getValueSize();
  20967. var lastIndex = referenceTrack.times.length - 1;
  20968. var referenceValue = (void 0);
  20969. // Find the value to subtract out of the track
  20970. if ( referenceTime <= referenceTrack.times[ 0 ] ) {
  20971. // Reference frame is earlier than the first keyframe, so just use the first keyframe
  20972. referenceValue = AnimationUtils.arraySlice( referenceTrack.values, 0, referenceTrack.valueSize );
  20973. } else if ( referenceTime >= referenceTrack.times[ lastIndex ] ) {
  20974. // Reference frame is after the last keyframe, so just use the last keyframe
  20975. var startIndex = lastIndex * valueSize;
  20976. referenceValue = AnimationUtils.arraySlice( referenceTrack.values, startIndex );
  20977. } else {
  20978. // Interpolate to the reference value
  20979. var interpolant = referenceTrack.createInterpolant();
  20980. interpolant.evaluate( referenceTime );
  20981. referenceValue = interpolant.resultBuffer;
  20982. }
  20983. // Conjugate the quaternion
  20984. if ( referenceTrackType === 'quaternion' ) {
  20985. var referenceQuat = new Quaternion(
  20986. referenceValue[ 0 ],
  20987. referenceValue[ 1 ],
  20988. referenceValue[ 2 ],
  20989. referenceValue[ 3 ]
  20990. ).normalize().conjugate();
  20991. referenceQuat.toArray( referenceValue );
  20992. }
  20993. // Subtract the reference value from all of the track values
  20994. var numTimes = targetTrack.times.length;
  20995. for ( var j = 0; j < numTimes; ++ j ) {
  20996. var valueStart = j * valueSize;
  20997. if ( referenceTrackType === 'quaternion' ) {
  20998. // Multiply the conjugate for quaternion track types
  20999. Quaternion.multiplyQuaternionsFlat(
  21000. targetTrack.values,
  21001. valueStart,
  21002. referenceValue,
  21003. 0,
  21004. targetTrack.values,
  21005. valueStart
  21006. );
  21007. } else {
  21008. // Subtract each value for all other numeric track types
  21009. for ( var k = 0; k < valueSize; ++ k ) {
  21010. targetTrack.values[ valueStart + k ] -= referenceValue[ k ];
  21011. }
  21012. }
  21013. }
  21014. };
  21015. for ( var i = 0; i < numTracks; ++ i ) loop( i );
  21016. targetClip.blendMode = AdditiveAnimationBlendMode;
  21017. return targetClip;
  21018. }
  21019. };
  21020. /**
  21021. * Abstract base class of interpolants over parametric samples.
  21022. *
  21023. * The parameter domain is one dimensional, typically the time or a path
  21024. * along a curve defined by the data.
  21025. *
  21026. * The sample values can have any dimensionality and derived classes may
  21027. * apply special interpretations to the data.
  21028. *
  21029. * This class provides the interval seek in a Template Method, deferring
  21030. * the actual interpolation to derived classes.
  21031. *
  21032. * Time complexity is O(1) for linear access crossing at most two points
  21033. * and O(log N) for random access, where N is the number of positions.
  21034. *
  21035. * References:
  21036. *
  21037. * http://www.oodesign.com/template-method-pattern.html
  21038. *
  21039. * @author tschw
  21040. */
  21041. function Interpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  21042. this.parameterPositions = parameterPositions;
  21043. this._cachedIndex = 0;
  21044. this.resultBuffer = resultBuffer !== undefined ?
  21045. resultBuffer : new sampleValues.constructor( sampleSize );
  21046. this.sampleValues = sampleValues;
  21047. this.valueSize = sampleSize;
  21048. }
  21049. Object.assign( Interpolant.prototype, {
  21050. evaluate: function ( t ) {
  21051. var pp = this.parameterPositions,
  21052. i1 = this._cachedIndex,
  21053. t1 = pp[ i1 ],
  21054. t0 = pp[ i1 - 1 ];
  21055. validate_interval: {
  21056. seek: {
  21057. var right;
  21058. linear_scan: {
  21059. //- See http://jsperf.com/comparison-to-undefined/3
  21060. //- slower code:
  21061. //-
  21062. //- if ( t >= t1 || t1 === undefined ) {
  21063. forward_scan: if ( ! ( t < t1 ) ) {
  21064. for ( var giveUpAt = i1 + 2; ; ) {
  21065. if ( t1 === undefined ) {
  21066. if ( t < t0 ) { break forward_scan; }
  21067. // after end
  21068. i1 = pp.length;
  21069. this._cachedIndex = i1;
  21070. return this.afterEnd_( i1 - 1, t, t0 );
  21071. }
  21072. if ( i1 === giveUpAt ) { break; } // this loop
  21073. t0 = t1;
  21074. t1 = pp[ ++ i1 ];
  21075. if ( t < t1 ) {
  21076. // we have arrived at the sought interval
  21077. break seek;
  21078. }
  21079. }
  21080. // prepare binary search on the right side of the index
  21081. right = pp.length;
  21082. break linear_scan;
  21083. }
  21084. //- slower code:
  21085. //- if ( t < t0 || t0 === undefined ) {
  21086. if ( ! ( t >= t0 ) ) {
  21087. // looping?
  21088. var t1global = pp[ 1 ];
  21089. if ( t < t1global ) {
  21090. i1 = 2; // + 1, using the scan for the details
  21091. t0 = t1global;
  21092. }
  21093. // linear reverse scan
  21094. for ( var giveUpAt$1 = i1 - 2; ; ) {
  21095. if ( t0 === undefined ) {
  21096. // before start
  21097. this._cachedIndex = 0;
  21098. return this.beforeStart_( 0, t, t1 );
  21099. }
  21100. if ( i1 === giveUpAt$1 ) { break; } // this loop
  21101. t1 = t0;
  21102. t0 = pp[ -- i1 - 1 ];
  21103. if ( t >= t0 ) {
  21104. // we have arrived at the sought interval
  21105. break seek;
  21106. }
  21107. }
  21108. // prepare binary search on the left side of the index
  21109. right = i1;
  21110. i1 = 0;
  21111. break linear_scan;
  21112. }
  21113. // the interval is valid
  21114. break validate_interval;
  21115. } // linear scan
  21116. // binary search
  21117. while ( i1 < right ) {
  21118. var mid = ( i1 + right ) >>> 1;
  21119. if ( t < pp[ mid ] ) {
  21120. right = mid;
  21121. } else {
  21122. i1 = mid + 1;
  21123. }
  21124. }
  21125. t1 = pp[ i1 ];
  21126. t0 = pp[ i1 - 1 ];
  21127. // check boundary cases, again
  21128. if ( t0 === undefined ) {
  21129. this._cachedIndex = 0;
  21130. return this.beforeStart_( 0, t, t1 );
  21131. }
  21132. if ( t1 === undefined ) {
  21133. i1 = pp.length;
  21134. this._cachedIndex = i1;
  21135. return this.afterEnd_( i1 - 1, t0, t );
  21136. }
  21137. } // seek
  21138. this._cachedIndex = i1;
  21139. this.intervalChanged_( i1, t0, t1 );
  21140. } // validate_interval
  21141. return this.interpolate_( i1, t0, t, t1 );
  21142. },
  21143. settings: null, // optional, subclass-specific settings structure
  21144. // Note: The indirection allows central control of many interpolants.
  21145. // --- Protected interface
  21146. DefaultSettings_: {},
  21147. getSettings_: function () {
  21148. return this.settings || this.DefaultSettings_;
  21149. },
  21150. copySampleValue_: function ( index ) {
  21151. // copies a sample value to the result buffer
  21152. var result = this.resultBuffer,
  21153. values = this.sampleValues,
  21154. stride = this.valueSize,
  21155. offset = index * stride;
  21156. for ( var i = 0; i !== stride; ++ i ) {
  21157. result[ i ] = values[ offset + i ];
  21158. }
  21159. return result;
  21160. },
  21161. // Template methods for derived classes:
  21162. interpolate_: function ( /* i1, t0, t, t1 */ ) {
  21163. throw new Error( 'call to abstract method' );
  21164. // implementations shall return this.resultBuffer
  21165. },
  21166. intervalChanged_: function ( /* i1, t0, t1 */ ) {
  21167. // empty
  21168. }
  21169. } );
  21170. // DECLARE ALIAS AFTER assign prototype
  21171. Object.assign( Interpolant.prototype, {
  21172. //( 0, t, t0 ), returns this.resultBuffer
  21173. beforeStart_: Interpolant.prototype.copySampleValue_,
  21174. //( N-1, tN-1, t ), returns this.resultBuffer
  21175. afterEnd_: Interpolant.prototype.copySampleValue_,
  21176. } );
  21177. /**
  21178. * Fast and simple cubic spline interpolant.
  21179. *
  21180. * It was derived from a Hermitian construction setting the first derivative
  21181. * at each sample position to the linear slope between neighboring positions
  21182. * over their parameter interval.
  21183. *
  21184. * @author tschw
  21185. */
  21186. function CubicInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  21187. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  21188. this._weightPrev = - 0;
  21189. this._offsetPrev = - 0;
  21190. this._weightNext = - 0;
  21191. this._offsetNext = - 0;
  21192. }
  21193. CubicInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  21194. constructor: CubicInterpolant,
  21195. DefaultSettings_: {
  21196. endingStart: ZeroCurvatureEnding,
  21197. endingEnd: ZeroCurvatureEnding
  21198. },
  21199. intervalChanged_: function ( i1, t0, t1 ) {
  21200. var pp = this.parameterPositions,
  21201. iPrev = i1 - 2,
  21202. iNext = i1 + 1,
  21203. tPrev = pp[ iPrev ],
  21204. tNext = pp[ iNext ];
  21205. if ( tPrev === undefined ) {
  21206. switch ( this.getSettings_().endingStart ) {
  21207. case ZeroSlopeEnding:
  21208. // f'(t0) = 0
  21209. iPrev = i1;
  21210. tPrev = 2 * t0 - t1;
  21211. break;
  21212. case WrapAroundEnding:
  21213. // use the other end of the curve
  21214. iPrev = pp.length - 2;
  21215. tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];
  21216. break;
  21217. default: // ZeroCurvatureEnding
  21218. // f''(t0) = 0 a.k.a. Natural Spline
  21219. iPrev = i1;
  21220. tPrev = t1;
  21221. }
  21222. }
  21223. if ( tNext === undefined ) {
  21224. switch ( this.getSettings_().endingEnd ) {
  21225. case ZeroSlopeEnding:
  21226. // f'(tN) = 0
  21227. iNext = i1;
  21228. tNext = 2 * t1 - t0;
  21229. break;
  21230. case WrapAroundEnding:
  21231. // use the other end of the curve
  21232. iNext = 1;
  21233. tNext = t1 + pp[ 1 ] - pp[ 0 ];
  21234. break;
  21235. default: // ZeroCurvatureEnding
  21236. // f''(tN) = 0, a.k.a. Natural Spline
  21237. iNext = i1 - 1;
  21238. tNext = t0;
  21239. }
  21240. }
  21241. var halfDt = ( t1 - t0 ) * 0.5,
  21242. stride = this.valueSize;
  21243. this._weightPrev = halfDt / ( t0 - tPrev );
  21244. this._weightNext = halfDt / ( tNext - t1 );
  21245. this._offsetPrev = iPrev * stride;
  21246. this._offsetNext = iNext * stride;
  21247. },
  21248. interpolate_: function ( i1, t0, t, t1 ) {
  21249. var result = this.resultBuffer,
  21250. values = this.sampleValues,
  21251. stride = this.valueSize,
  21252. o1 = i1 * stride, o0 = o1 - stride,
  21253. oP = this._offsetPrev, oN = this._offsetNext,
  21254. wP = this._weightPrev, wN = this._weightNext,
  21255. p = ( t - t0 ) / ( t1 - t0 ),
  21256. pp = p * p,
  21257. ppp = pp * p;
  21258. // evaluate polynomials
  21259. var sP = - wP * ppp + 2 * wP * pp - wP * p;
  21260. var s0 = ( 1 + wP ) * ppp + ( - 1.5 - 2 * wP ) * pp + ( - 0.5 + wP ) * p + 1;
  21261. var s1 = ( - 1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;
  21262. var sN = wN * ppp - wN * pp;
  21263. // combine data linearly
  21264. for ( var i = 0; i !== stride; ++ i ) {
  21265. result[ i ] =
  21266. sP * values[ oP + i ] +
  21267. s0 * values[ o0 + i ] +
  21268. s1 * values[ o1 + i ] +
  21269. sN * values[ oN + i ];
  21270. }
  21271. return result;
  21272. }
  21273. } );
  21274. /**
  21275. * @author tschw
  21276. */
  21277. function LinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  21278. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  21279. }
  21280. LinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  21281. constructor: LinearInterpolant,
  21282. interpolate_: function ( i1, t0, t, t1 ) {
  21283. var result = this.resultBuffer,
  21284. values = this.sampleValues,
  21285. stride = this.valueSize,
  21286. offset1 = i1 * stride,
  21287. offset0 = offset1 - stride,
  21288. weight1 = ( t - t0 ) / ( t1 - t0 ),
  21289. weight0 = 1 - weight1;
  21290. for ( var i = 0; i !== stride; ++ i ) {
  21291. result[ i ] =
  21292. values[ offset0 + i ] * weight0 +
  21293. values[ offset1 + i ] * weight1;
  21294. }
  21295. return result;
  21296. }
  21297. } );
  21298. /**
  21299. *
  21300. * Interpolant that evaluates to the sample value at the position preceeding
  21301. * the parameter.
  21302. *
  21303. * @author tschw
  21304. */
  21305. function DiscreteInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  21306. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  21307. }
  21308. DiscreteInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  21309. constructor: DiscreteInterpolant,
  21310. interpolate_: function ( i1 /*, t0, t, t1 */ ) {
  21311. return this.copySampleValue_( i1 - 1 );
  21312. }
  21313. } );
  21314. /**
  21315. *
  21316. * A timed sequence of keyframes for a specific property.
  21317. *
  21318. *
  21319. * @author Ben Houston / http://clara.io/
  21320. * @author David Sarno / http://lighthaus.us/
  21321. * @author tschw
  21322. */
  21323. function KeyframeTrack( name, times, values, interpolation ) {
  21324. if ( name === undefined ) { throw new Error( 'THREE.KeyframeTrack: track name is undefined' ); }
  21325. if ( times === undefined || times.length === 0 ) { throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name ); }
  21326. this.name = name;
  21327. this.times = AnimationUtils.convertArray( times, this.TimeBufferType );
  21328. this.values = AnimationUtils.convertArray( values, this.ValueBufferType );
  21329. this.setInterpolation( interpolation || this.DefaultInterpolation );
  21330. }
  21331. // Static methods
  21332. Object.assign( KeyframeTrack, {
  21333. // Serialization (in static context, because of constructor invocation
  21334. // and automatic invocation of .toJSON):
  21335. toJSON: function ( track ) {
  21336. var trackType = track.constructor;
  21337. var json;
  21338. // derived classes can define a static toJSON method
  21339. if ( trackType.toJSON !== undefined ) {
  21340. json = trackType.toJSON( track );
  21341. } else {
  21342. // by default, we assume the data can be serialized as-is
  21343. json = {
  21344. 'name': track.name,
  21345. 'times': AnimationUtils.convertArray( track.times, Array ),
  21346. 'values': AnimationUtils.convertArray( track.values, Array )
  21347. };
  21348. var interpolation = track.getInterpolation();
  21349. if ( interpolation !== track.DefaultInterpolation ) {
  21350. json.interpolation = interpolation;
  21351. }
  21352. }
  21353. json.type = track.ValueTypeName; // mandatory
  21354. return json;
  21355. }
  21356. } );
  21357. Object.assign( KeyframeTrack.prototype, {
  21358. constructor: KeyframeTrack,
  21359. TimeBufferType: Float32Array,
  21360. ValueBufferType: Float32Array,
  21361. DefaultInterpolation: InterpolateLinear,
  21362. InterpolantFactoryMethodDiscrete: function ( result ) {
  21363. return new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result );
  21364. },
  21365. InterpolantFactoryMethodLinear: function ( result ) {
  21366. return new LinearInterpolant( this.times, this.values, this.getValueSize(), result );
  21367. },
  21368. InterpolantFactoryMethodSmooth: function ( result ) {
  21369. return new CubicInterpolant( this.times, this.values, this.getValueSize(), result );
  21370. },
  21371. setInterpolation: function ( interpolation ) {
  21372. var factoryMethod;
  21373. switch ( interpolation ) {
  21374. case InterpolateDiscrete:
  21375. factoryMethod = this.InterpolantFactoryMethodDiscrete;
  21376. break;
  21377. case InterpolateLinear:
  21378. factoryMethod = this.InterpolantFactoryMethodLinear;
  21379. break;
  21380. case InterpolateSmooth:
  21381. factoryMethod = this.InterpolantFactoryMethodSmooth;
  21382. break;
  21383. }
  21384. if ( factoryMethod === undefined ) {
  21385. var message = "unsupported interpolation for " +
  21386. this.ValueTypeName + " keyframe track named " + this.name;
  21387. if ( this.createInterpolant === undefined ) {
  21388. // fall back to default, unless the default itself is messed up
  21389. if ( interpolation !== this.DefaultInterpolation ) {
  21390. this.setInterpolation( this.DefaultInterpolation );
  21391. } else {
  21392. throw new Error( message ); // fatal, in this case
  21393. }
  21394. }
  21395. console.warn( 'THREE.KeyframeTrack:', message );
  21396. return this;
  21397. }
  21398. this.createInterpolant = factoryMethod;
  21399. return this;
  21400. },
  21401. getInterpolation: function () {
  21402. switch ( this.createInterpolant ) {
  21403. case this.InterpolantFactoryMethodDiscrete:
  21404. return InterpolateDiscrete;
  21405. case this.InterpolantFactoryMethodLinear:
  21406. return InterpolateLinear;
  21407. case this.InterpolantFactoryMethodSmooth:
  21408. return InterpolateSmooth;
  21409. }
  21410. },
  21411. getValueSize: function () {
  21412. return this.values.length / this.times.length;
  21413. },
  21414. // move all keyframes either forwards or backwards in time
  21415. shift: function ( timeOffset ) {
  21416. if ( timeOffset !== 0.0 ) {
  21417. var times = this.times;
  21418. for ( var i = 0, n = times.length; i !== n; ++ i ) {
  21419. times[ i ] += timeOffset;
  21420. }
  21421. }
  21422. return this;
  21423. },
  21424. // scale all keyframe times by a factor (useful for frame <-> seconds conversions)
  21425. scale: function ( timeScale ) {
  21426. if ( timeScale !== 1.0 ) {
  21427. var times = this.times;
  21428. for ( var i = 0, n = times.length; i !== n; ++ i ) {
  21429. times[ i ] *= timeScale;
  21430. }
  21431. }
  21432. return this;
  21433. },
  21434. // removes keyframes before and after animation without changing any values within the range [startTime, endTime].
  21435. // IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values
  21436. trim: function ( startTime, endTime ) {
  21437. var times = this.times,
  21438. nKeys = times.length;
  21439. var from = 0,
  21440. to = nKeys - 1;
  21441. while ( from !== nKeys && times[ from ] < startTime ) {
  21442. ++ from;
  21443. }
  21444. while ( to !== - 1 && times[ to ] > endTime ) {
  21445. -- to;
  21446. }
  21447. ++ to; // inclusive -> exclusive bound
  21448. if ( from !== 0 || to !== nKeys ) {
  21449. // empty tracks are forbidden, so keep at least one keyframe
  21450. if ( from >= to ) {
  21451. to = Math.max( to, 1 );
  21452. from = to - 1;
  21453. }
  21454. var stride = this.getValueSize();
  21455. this.times = AnimationUtils.arraySlice( times, from, to );
  21456. this.values = AnimationUtils.arraySlice( this.values, from * stride, to * stride );
  21457. }
  21458. return this;
  21459. },
  21460. // ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable
  21461. validate: function () {
  21462. var valid = true;
  21463. var valueSize = this.getValueSize();
  21464. if ( valueSize - Math.floor( valueSize ) !== 0 ) {
  21465. console.error( 'THREE.KeyframeTrack: Invalid value size in track.', this );
  21466. valid = false;
  21467. }
  21468. var times = this.times,
  21469. values = this.values,
  21470. nKeys = times.length;
  21471. if ( nKeys === 0 ) {
  21472. console.error( 'THREE.KeyframeTrack: Track is empty.', this );
  21473. valid = false;
  21474. }
  21475. var prevTime = null;
  21476. for ( var i = 0; i !== nKeys; i ++ ) {
  21477. var currTime = times[ i ];
  21478. if ( typeof currTime === 'number' && isNaN( currTime ) ) {
  21479. console.error( 'THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime );
  21480. valid = false;
  21481. break;
  21482. }
  21483. if ( prevTime !== null && prevTime > currTime ) {
  21484. console.error( 'THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime );
  21485. valid = false;
  21486. break;
  21487. }
  21488. prevTime = currTime;
  21489. }
  21490. if ( values !== undefined ) {
  21491. if ( AnimationUtils.isTypedArray( values ) ) {
  21492. for ( var i$1 = 0, n = values.length; i$1 !== n; ++ i$1 ) {
  21493. var value = values[ i$1 ];
  21494. if ( isNaN( value ) ) {
  21495. console.error( 'THREE.KeyframeTrack: Value is not a valid number.', this, i$1, value );
  21496. valid = false;
  21497. break;
  21498. }
  21499. }
  21500. }
  21501. }
  21502. return valid;
  21503. },
  21504. // removes equivalent sequential keys as common in morph target sequences
  21505. // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)
  21506. optimize: function () {
  21507. // times or values may be shared with other tracks, so overwriting is unsafe
  21508. var times = AnimationUtils.arraySlice( this.times ),
  21509. values = AnimationUtils.arraySlice( this.values ),
  21510. stride = this.getValueSize(),
  21511. smoothInterpolation = this.getInterpolation() === InterpolateSmooth,
  21512. lastIndex = times.length - 1;
  21513. var writeIndex = 1;
  21514. for ( var i = 1; i < lastIndex; ++ i ) {
  21515. var keep = false;
  21516. var time = times[ i ];
  21517. var timeNext = times[ i + 1 ];
  21518. // remove adjacent keyframes scheduled at the same time
  21519. if ( time !== timeNext && ( i !== 1 || time !== time[ 0 ] ) ) {
  21520. if ( ! smoothInterpolation ) {
  21521. // remove unnecessary keyframes same as their neighbors
  21522. var offset = i * stride,
  21523. offsetP = offset - stride,
  21524. offsetN = offset + stride;
  21525. for ( var j = 0; j !== stride; ++ j ) {
  21526. var value = values[ offset + j ];
  21527. if ( value !== values[ offsetP + j ] ||
  21528. value !== values[ offsetN + j ] ) {
  21529. keep = true;
  21530. break;
  21531. }
  21532. }
  21533. } else {
  21534. keep = true;
  21535. }
  21536. }
  21537. // in-place compaction
  21538. if ( keep ) {
  21539. if ( i !== writeIndex ) {
  21540. times[ writeIndex ] = times[ i ];
  21541. var readOffset = i * stride,
  21542. writeOffset = writeIndex * stride;
  21543. for ( var j$1 = 0; j$1 !== stride; ++ j$1 ) {
  21544. values[ writeOffset + j$1 ] = values[ readOffset + j$1 ];
  21545. }
  21546. }
  21547. ++ writeIndex;
  21548. }
  21549. }
  21550. // flush last keyframe (compaction looks ahead)
  21551. if ( lastIndex > 0 ) {
  21552. times[ writeIndex ] = times[ lastIndex ];
  21553. for ( var readOffset$1 = lastIndex * stride, writeOffset$1 = writeIndex * stride, j$2 = 0; j$2 !== stride; ++ j$2 ) {
  21554. values[ writeOffset$1 + j$2 ] = values[ readOffset$1 + j$2 ];
  21555. }
  21556. ++ writeIndex;
  21557. }
  21558. if ( writeIndex !== times.length ) {
  21559. this.times = AnimationUtils.arraySlice( times, 0, writeIndex );
  21560. this.values = AnimationUtils.arraySlice( values, 0, writeIndex * stride );
  21561. } else {
  21562. this.times = times;
  21563. this.values = values;
  21564. }
  21565. return this;
  21566. },
  21567. clone: function () {
  21568. var times = AnimationUtils.arraySlice( this.times, 0 );
  21569. var values = AnimationUtils.arraySlice( this.values, 0 );
  21570. var TypedKeyframeTrack = this.constructor;
  21571. var track = new TypedKeyframeTrack( this.name, times, values );
  21572. // Interpolant argument to constructor is not saved, so copy the factory method directly.
  21573. track.createInterpolant = this.createInterpolant;
  21574. return track;
  21575. }
  21576. } );
  21577. /**
  21578. *
  21579. * A Track of Boolean keyframe values.
  21580. *
  21581. *
  21582. * @author Ben Houston / http://clara.io/
  21583. * @author David Sarno / http://lighthaus.us/
  21584. * @author tschw
  21585. */
  21586. function BooleanKeyframeTrack( name, times, values ) {
  21587. KeyframeTrack.call( this, name, times, values );
  21588. }
  21589. BooleanKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21590. constructor: BooleanKeyframeTrack,
  21591. ValueTypeName: 'bool',
  21592. ValueBufferType: Array,
  21593. DefaultInterpolation: InterpolateDiscrete,
  21594. InterpolantFactoryMethodLinear: undefined,
  21595. InterpolantFactoryMethodSmooth: undefined
  21596. // Note: Actually this track could have a optimized / compressed
  21597. // representation of a single value and a custom interpolant that
  21598. // computes "firstValue ^ isOdd( index )".
  21599. } );
  21600. /**
  21601. *
  21602. * A Track of keyframe values that represent color.
  21603. *
  21604. *
  21605. * @author Ben Houston / http://clara.io/
  21606. * @author David Sarno / http://lighthaus.us/
  21607. * @author tschw
  21608. */
  21609. function ColorKeyframeTrack( name, times, values, interpolation ) {
  21610. KeyframeTrack.call( this, name, times, values, interpolation );
  21611. }
  21612. ColorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21613. constructor: ColorKeyframeTrack,
  21614. ValueTypeName: 'color'
  21615. // ValueBufferType is inherited
  21616. // DefaultInterpolation is inherited
  21617. // Note: Very basic implementation and nothing special yet.
  21618. // However, this is the place for color space parameterization.
  21619. } );
  21620. /**
  21621. *
  21622. * A Track of numeric keyframe values.
  21623. *
  21624. * @author Ben Houston / http://clara.io/
  21625. * @author David Sarno / http://lighthaus.us/
  21626. * @author tschw
  21627. */
  21628. function NumberKeyframeTrack( name, times, values, interpolation ) {
  21629. KeyframeTrack.call( this, name, times, values, interpolation );
  21630. }
  21631. NumberKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21632. constructor: NumberKeyframeTrack,
  21633. ValueTypeName: 'number'
  21634. // ValueBufferType is inherited
  21635. // DefaultInterpolation is inherited
  21636. } );
  21637. /**
  21638. * Spherical linear unit quaternion interpolant.
  21639. *
  21640. * @author tschw
  21641. */
  21642. function QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  21643. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  21644. }
  21645. QuaternionLinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  21646. constructor: QuaternionLinearInterpolant,
  21647. interpolate_: function ( i1, t0, t, t1 ) {
  21648. var result = this.resultBuffer,
  21649. values = this.sampleValues,
  21650. stride = this.valueSize,
  21651. alpha = ( t - t0 ) / ( t1 - t0 );
  21652. var offset = i1 * stride;
  21653. for ( var end = offset + stride; offset !== end; offset += 4 ) {
  21654. Quaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha );
  21655. }
  21656. return result;
  21657. }
  21658. } );
  21659. /**
  21660. *
  21661. * A Track of quaternion keyframe values.
  21662. *
  21663. * @author Ben Houston / http://clara.io/
  21664. * @author David Sarno / http://lighthaus.us/
  21665. * @author tschw
  21666. */
  21667. function QuaternionKeyframeTrack( name, times, values, interpolation ) {
  21668. KeyframeTrack.call( this, name, times, values, interpolation );
  21669. }
  21670. QuaternionKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21671. constructor: QuaternionKeyframeTrack,
  21672. ValueTypeName: 'quaternion',
  21673. // ValueBufferType is inherited
  21674. DefaultInterpolation: InterpolateLinear,
  21675. InterpolantFactoryMethodLinear: function ( result ) {
  21676. return new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result );
  21677. },
  21678. InterpolantFactoryMethodSmooth: undefined // not yet implemented
  21679. } );
  21680. /**
  21681. *
  21682. * A Track that interpolates Strings
  21683. *
  21684. *
  21685. * @author Ben Houston / http://clara.io/
  21686. * @author David Sarno / http://lighthaus.us/
  21687. * @author tschw
  21688. */
  21689. function StringKeyframeTrack( name, times, values, interpolation ) {
  21690. KeyframeTrack.call( this, name, times, values, interpolation );
  21691. }
  21692. StringKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21693. constructor: StringKeyframeTrack,
  21694. ValueTypeName: 'string',
  21695. ValueBufferType: Array,
  21696. DefaultInterpolation: InterpolateDiscrete,
  21697. InterpolantFactoryMethodLinear: undefined,
  21698. InterpolantFactoryMethodSmooth: undefined
  21699. } );
  21700. /**
  21701. *
  21702. * A Track of vectored keyframe values.
  21703. *
  21704. *
  21705. * @author Ben Houston / http://clara.io/
  21706. * @author David Sarno / http://lighthaus.us/
  21707. * @author tschw
  21708. */
  21709. function VectorKeyframeTrack( name, times, values, interpolation ) {
  21710. KeyframeTrack.call( this, name, times, values, interpolation );
  21711. }
  21712. VectorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21713. constructor: VectorKeyframeTrack,
  21714. ValueTypeName: 'vector'
  21715. // ValueBufferType is inherited
  21716. // DefaultInterpolation is inherited
  21717. } );
  21718. /**
  21719. *
  21720. * Reusable set of Tracks that represent an animation.
  21721. *
  21722. * @author Ben Houston / http://clara.io/
  21723. * @author David Sarno / http://lighthaus.us/
  21724. */
  21725. function AnimationClip( name, duration, tracks, blendMode ) {
  21726. this.name = name;
  21727. this.tracks = tracks;
  21728. this.duration = ( duration !== undefined ) ? duration : - 1;
  21729. this.blendMode = ( blendMode !== undefined ) ? blendMode : NormalAnimationBlendMode;
  21730. this.uuid = MathUtils.generateUUID();
  21731. // this means it should figure out its duration by scanning the tracks
  21732. if ( this.duration < 0 ) {
  21733. this.resetDuration();
  21734. }
  21735. }
  21736. function getTrackTypeForValueTypeName( typeName ) {
  21737. switch ( typeName.toLowerCase() ) {
  21738. case 'scalar':
  21739. case 'double':
  21740. case 'float':
  21741. case 'number':
  21742. case 'integer':
  21743. return NumberKeyframeTrack;
  21744. case 'vector':
  21745. case 'vector2':
  21746. case 'vector3':
  21747. case 'vector4':
  21748. return VectorKeyframeTrack;
  21749. case 'color':
  21750. return ColorKeyframeTrack;
  21751. case 'quaternion':
  21752. return QuaternionKeyframeTrack;
  21753. case 'bool':
  21754. case 'boolean':
  21755. return BooleanKeyframeTrack;
  21756. case 'string':
  21757. return StringKeyframeTrack;
  21758. }
  21759. throw new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName );
  21760. }
  21761. function parseKeyframeTrack( json ) {
  21762. if ( json.type === undefined ) {
  21763. throw new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' );
  21764. }
  21765. var trackType = getTrackTypeForValueTypeName( json.type );
  21766. if ( json.times === undefined ) {
  21767. var times = [], values = [];
  21768. AnimationUtils.flattenJSON( json.keys, times, values, 'value' );
  21769. json.times = times;
  21770. json.values = values;
  21771. }
  21772. // derived classes can define a static parse method
  21773. if ( trackType.parse !== undefined ) {
  21774. return trackType.parse( json );
  21775. } else {
  21776. // by default, we assume a constructor compatible with the base
  21777. return new trackType( json.name, json.times, json.values, json.interpolation );
  21778. }
  21779. }
  21780. Object.assign( AnimationClip, {
  21781. parse: function ( json ) {
  21782. var tracks = [],
  21783. jsonTracks = json.tracks,
  21784. frameTime = 1.0 / ( json.fps || 1.0 );
  21785. for ( var i = 0, n = jsonTracks.length; i !== n; ++ i ) {
  21786. tracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) );
  21787. }
  21788. return new AnimationClip( json.name, json.duration, tracks, json.blendMode );
  21789. },
  21790. toJSON: function ( clip ) {
  21791. var tracks = [],
  21792. clipTracks = clip.tracks;
  21793. var json = {
  21794. 'name': clip.name,
  21795. 'duration': clip.duration,
  21796. 'tracks': tracks,
  21797. 'uuid': clip.uuid,
  21798. 'blendMode': clip.blendMode
  21799. };
  21800. for ( var i = 0, n = clipTracks.length; i !== n; ++ i ) {
  21801. tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );
  21802. }
  21803. return json;
  21804. },
  21805. CreateFromMorphTargetSequence: function ( name, morphTargetSequence, fps, noLoop ) {
  21806. var numMorphTargets = morphTargetSequence.length;
  21807. var tracks = [];
  21808. for ( var i = 0; i < numMorphTargets; i ++ ) {
  21809. var times = [];
  21810. var values = [];
  21811. times.push(
  21812. ( i + numMorphTargets - 1 ) % numMorphTargets,
  21813. i,
  21814. ( i + 1 ) % numMorphTargets );
  21815. values.push( 0, 1, 0 );
  21816. var order = AnimationUtils.getKeyframeOrder( times );
  21817. times = AnimationUtils.sortedArray( times, 1, order );
  21818. values = AnimationUtils.sortedArray( values, 1, order );
  21819. // if there is a key at the first frame, duplicate it as the
  21820. // last frame as well for perfect loop.
  21821. if ( ! noLoop && times[ 0 ] === 0 ) {
  21822. times.push( numMorphTargets );
  21823. values.push( values[ 0 ] );
  21824. }
  21825. tracks.push(
  21826. new NumberKeyframeTrack(
  21827. '.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',
  21828. times, values
  21829. ).scale( 1.0 / fps ) );
  21830. }
  21831. return new AnimationClip( name, - 1, tracks );
  21832. },
  21833. findByName: function ( objectOrClipArray, name ) {
  21834. var clipArray = objectOrClipArray;
  21835. if ( ! Array.isArray( objectOrClipArray ) ) {
  21836. var o = objectOrClipArray;
  21837. clipArray = o.geometry && o.geometry.animations || o.animations;
  21838. }
  21839. for ( var i = 0; i < clipArray.length; i ++ ) {
  21840. if ( clipArray[ i ].name === name ) {
  21841. return clipArray[ i ];
  21842. }
  21843. }
  21844. return null;
  21845. },
  21846. CreateClipsFromMorphTargetSequences: function ( morphTargets, fps, noLoop ) {
  21847. var animationToMorphTargets = {};
  21848. // tested with https://regex101.com/ on trick sequences
  21849. // such flamingo_flyA_003, flamingo_run1_003, crdeath0059
  21850. var pattern = /^([\w-]*?)([\d]+)$/;
  21851. // sort morph target names into animation groups based
  21852. // patterns like Walk_001, Walk_002, Run_001, Run_002
  21853. for ( var i = 0, il = morphTargets.length; i < il; i ++ ) {
  21854. var morphTarget = morphTargets[ i ];
  21855. var parts = morphTarget.name.match( pattern );
  21856. if ( parts && parts.length > 1 ) {
  21857. var name = parts[ 1 ];
  21858. var animationMorphTargets = animationToMorphTargets[ name ];
  21859. if ( ! animationMorphTargets ) {
  21860. animationToMorphTargets[ name ] = animationMorphTargets = [];
  21861. }
  21862. animationMorphTargets.push( morphTarget );
  21863. }
  21864. }
  21865. var clips = [];
  21866. for ( var name$1 in animationToMorphTargets ) {
  21867. clips.push( AnimationClip.CreateFromMorphTargetSequence( name$1, animationToMorphTargets[ name$1 ], fps, noLoop ) );
  21868. }
  21869. return clips;
  21870. },
  21871. // parse the animation.hierarchy format
  21872. parseAnimation: function ( animation, bones ) {
  21873. if ( ! animation ) {
  21874. console.error( 'THREE.AnimationClip: No animation in JSONLoader data.' );
  21875. return null;
  21876. }
  21877. var addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) {
  21878. // only return track if there are actually keys.
  21879. if ( animationKeys.length !== 0 ) {
  21880. var times = [];
  21881. var values = [];
  21882. AnimationUtils.flattenJSON( animationKeys, times, values, propertyName );
  21883. // empty keys are filtered out, so check again
  21884. if ( times.length !== 0 ) {
  21885. destTracks.push( new trackType( trackName, times, values ) );
  21886. }
  21887. }
  21888. };
  21889. var tracks = [];
  21890. var clipName = animation.name || 'default';
  21891. var fps = animation.fps || 30;
  21892. var blendMode = animation.blendMode;
  21893. // automatic length determination in AnimationClip.
  21894. var duration = animation.length || - 1;
  21895. var hierarchyTracks = animation.hierarchy || [];
  21896. for ( var h = 0; h < hierarchyTracks.length; h ++ ) {
  21897. var animationKeys = hierarchyTracks[ h ].keys;
  21898. // skip empty tracks
  21899. if ( ! animationKeys || animationKeys.length === 0 ) { continue; }
  21900. // process morph targets
  21901. if ( animationKeys[ 0 ].morphTargets ) {
  21902. // figure out all morph targets used in this track
  21903. var morphTargetNames = {};
  21904. var k = (void 0);
  21905. for ( k = 0; k < animationKeys.length; k ++ ) {
  21906. if ( animationKeys[ k ].morphTargets ) {
  21907. for ( var m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) {
  21908. morphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = - 1;
  21909. }
  21910. }
  21911. }
  21912. // create a track for each morph target with all zero
  21913. // morphTargetInfluences except for the keys in which
  21914. // the morphTarget is named.
  21915. for ( var morphTargetName in morphTargetNames ) {
  21916. var times = [];
  21917. var values = [];
  21918. for ( var m$1 = 0; m$1 !== animationKeys[ k ].morphTargets.length; ++ m$1 ) {
  21919. var animationKey = animationKeys[ k ];
  21920. times.push( animationKey.time );
  21921. values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );
  21922. }
  21923. tracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) );
  21924. }
  21925. duration = morphTargetNames.length * ( fps || 1.0 );
  21926. } else {
  21927. // ...assume skeletal animation
  21928. var boneName = '.bones[' + bones[ h ].name + ']';
  21929. addNonemptyTrack(
  21930. VectorKeyframeTrack, boneName + '.position',
  21931. animationKeys, 'pos', tracks );
  21932. addNonemptyTrack(
  21933. QuaternionKeyframeTrack, boneName + '.quaternion',
  21934. animationKeys, 'rot', tracks );
  21935. addNonemptyTrack(
  21936. VectorKeyframeTrack, boneName + '.scale',
  21937. animationKeys, 'scl', tracks );
  21938. }
  21939. }
  21940. if ( tracks.length === 0 ) {
  21941. return null;
  21942. }
  21943. var clip = new AnimationClip( clipName, duration, tracks, blendMode );
  21944. return clip;
  21945. }
  21946. } );
  21947. Object.assign( AnimationClip.prototype, {
  21948. resetDuration: function () {
  21949. var tracks = this.tracks;
  21950. var duration = 0;
  21951. for ( var i = 0, n = tracks.length; i !== n; ++ i ) {
  21952. var track = this.tracks[ i ];
  21953. duration = Math.max( duration, track.times[ track.times.length - 1 ] );
  21954. }
  21955. this.duration = duration;
  21956. return this;
  21957. },
  21958. trim: function () {
  21959. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21960. this.tracks[ i ].trim( 0, this.duration );
  21961. }
  21962. return this;
  21963. },
  21964. validate: function () {
  21965. var valid = true;
  21966. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21967. valid = valid && this.tracks[ i ].validate();
  21968. }
  21969. return valid;
  21970. },
  21971. optimize: function () {
  21972. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21973. this.tracks[ i ].optimize();
  21974. }
  21975. return this;
  21976. },
  21977. clone: function () {
  21978. var tracks = [];
  21979. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21980. tracks.push( this.tracks[ i ].clone() );
  21981. }
  21982. return new AnimationClip( this.name, this.duration, tracks, this.blendMode );
  21983. }
  21984. } );
  21985. /**
  21986. * @author mrdoob / http://mrdoob.com/
  21987. */
  21988. var Cache = {
  21989. enabled: false,
  21990. files: {},
  21991. add: function ( key, file ) {
  21992. if ( this.enabled === false ) { return; }
  21993. // console.log( 'THREE.Cache', 'Adding key:', key );
  21994. this.files[ key ] = file;
  21995. },
  21996. get: function ( key ) {
  21997. if ( this.enabled === false ) { return; }
  21998. // console.log( 'THREE.Cache', 'Checking key:', key );
  21999. return this.files[ key ];
  22000. },
  22001. remove: function ( key ) {
  22002. delete this.files[ key ];
  22003. },
  22004. clear: function () {
  22005. this.files = {};
  22006. }
  22007. };
  22008. /**
  22009. * @author mrdoob / http://mrdoob.com/
  22010. */
  22011. function LoadingManager( onLoad, onProgress, onError ) {
  22012. var scope = this;
  22013. var isLoading = false;
  22014. var itemsLoaded = 0;
  22015. var itemsTotal = 0;
  22016. var urlModifier = undefined;
  22017. var handlers = [];
  22018. // Refer to #5689 for the reason why we don't set .onStart
  22019. // in the constructor
  22020. this.onStart = undefined;
  22021. this.onLoad = onLoad;
  22022. this.onProgress = onProgress;
  22023. this.onError = onError;
  22024. this.itemStart = function ( url ) {
  22025. itemsTotal ++;
  22026. if ( isLoading === false ) {
  22027. if ( scope.onStart !== undefined ) {
  22028. scope.onStart( url, itemsLoaded, itemsTotal );
  22029. }
  22030. }
  22031. isLoading = true;
  22032. };
  22033. this.itemEnd = function ( url ) {
  22034. itemsLoaded ++;
  22035. if ( scope.onProgress !== undefined ) {
  22036. scope.onProgress( url, itemsLoaded, itemsTotal );
  22037. }
  22038. if ( itemsLoaded === itemsTotal ) {
  22039. isLoading = false;
  22040. if ( scope.onLoad !== undefined ) {
  22041. scope.onLoad();
  22042. }
  22043. }
  22044. };
  22045. this.itemError = function ( url ) {
  22046. if ( scope.onError !== undefined ) {
  22047. scope.onError( url );
  22048. }
  22049. };
  22050. this.resolveURL = function ( url ) {
  22051. if ( urlModifier ) {
  22052. return urlModifier( url );
  22053. }
  22054. return url;
  22055. };
  22056. this.setURLModifier = function ( transform ) {
  22057. urlModifier = transform;
  22058. return this;
  22059. };
  22060. this.addHandler = function ( regex, loader ) {
  22061. handlers.push( regex, loader );
  22062. return this;
  22063. };
  22064. this.removeHandler = function ( regex ) {
  22065. var index = handlers.indexOf( regex );
  22066. if ( index !== - 1 ) {
  22067. handlers.splice( index, 2 );
  22068. }
  22069. return this;
  22070. };
  22071. this.getHandler = function ( file ) {
  22072. for ( var i = 0, l = handlers.length; i < l; i += 2 ) {
  22073. var regex = handlers[ i ];
  22074. var loader = handlers[ i + 1 ];
  22075. if ( regex.global ) { regex.lastIndex = 0; } // see #17920
  22076. if ( regex.test( file ) ) {
  22077. return loader;
  22078. }
  22079. }
  22080. return null;
  22081. };
  22082. }
  22083. var DefaultLoadingManager = new LoadingManager();
  22084. /**
  22085. * @author alteredq / http://alteredqualia.com/
  22086. */
  22087. function Loader( manager ) {
  22088. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  22089. this.crossOrigin = 'anonymous';
  22090. this.path = '';
  22091. this.resourcePath = '';
  22092. this.requestHeader = {};
  22093. }
  22094. Object.assign( Loader.prototype, {
  22095. load: function ( /* url, onLoad, onProgress, onError */ ) {},
  22096. loadAsync: function ( url, onProgress ) {
  22097. var scope = this;
  22098. return new Promise( function ( resolve, reject ) {
  22099. scope.load( url, resolve, onProgress, reject );
  22100. } );
  22101. },
  22102. parse: function ( /* data */ ) {},
  22103. setCrossOrigin: function ( crossOrigin ) {
  22104. this.crossOrigin = crossOrigin;
  22105. return this;
  22106. },
  22107. setPath: function ( path ) {
  22108. this.path = path;
  22109. return this;
  22110. },
  22111. setResourcePath: function ( resourcePath ) {
  22112. this.resourcePath = resourcePath;
  22113. return this;
  22114. },
  22115. setRequestHeader: function ( requestHeader ) {
  22116. this.requestHeader = requestHeader;
  22117. return this;
  22118. }
  22119. } );
  22120. /**
  22121. * @author mrdoob / http://mrdoob.com/
  22122. */
  22123. var loading = {};
  22124. function FileLoader( manager ) {
  22125. Loader.call( this, manager );
  22126. }
  22127. FileLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  22128. constructor: FileLoader,
  22129. load: function ( url, onLoad, onProgress, onError ) {
  22130. if ( url === undefined ) { url = ''; }
  22131. if ( this.path !== undefined ) { url = this.path + url; }
  22132. url = this.manager.resolveURL( url );
  22133. var scope = this;
  22134. var cached = Cache.get( url );
  22135. if ( cached !== undefined ) {
  22136. scope.manager.itemStart( url );
  22137. setTimeout( function () {
  22138. if ( onLoad ) { onLoad( cached ); }
  22139. scope.manager.itemEnd( url );
  22140. }, 0 );
  22141. return cached;
  22142. }
  22143. // Check if request is duplicate
  22144. if ( loading[ url ] !== undefined ) {
  22145. loading[ url ].push( {
  22146. onLoad: onLoad,
  22147. onProgress: onProgress,
  22148. onError: onError
  22149. } );
  22150. return;
  22151. }
  22152. // Check for data: URI
  22153. var dataUriRegex = /^data:(.*?)(;base64)?,(.*)$/;
  22154. var dataUriRegexResult = url.match( dataUriRegex );
  22155. var request;
  22156. // Safari can not handle Data URIs through XMLHttpRequest so process manually
  22157. if ( dataUriRegexResult ) {
  22158. var mimeType = dataUriRegexResult[ 1 ];
  22159. var isBase64 = !! dataUriRegexResult[ 2 ];
  22160. var data = dataUriRegexResult[ 3 ];
  22161. data = decodeURIComponent( data );
  22162. if ( isBase64 ) { data = atob( data ); }
  22163. try {
  22164. var response;
  22165. var responseType = ( this.responseType || '' ).toLowerCase();
  22166. switch ( responseType ) {
  22167. case 'arraybuffer':
  22168. case 'blob':
  22169. var view = new Uint8Array( data.length );
  22170. for ( var i = 0; i < data.length; i ++ ) {
  22171. view[ i ] = data.charCodeAt( i );
  22172. }
  22173. if ( responseType === 'blob' ) {
  22174. response = new Blob( [ view.buffer ], { type: mimeType } );
  22175. } else {
  22176. response = view.buffer;
  22177. }
  22178. break;
  22179. case 'document':
  22180. var parser = new DOMParser();
  22181. response = parser.parseFromString( data, mimeType );
  22182. break;
  22183. case 'json':
  22184. response = JSON.parse( data );
  22185. break;
  22186. default: // 'text' or other
  22187. response = data;
  22188. break;
  22189. }
  22190. // Wait for next browser tick like standard XMLHttpRequest event dispatching does
  22191. setTimeout( function () {
  22192. if ( onLoad ) { onLoad( response ); }
  22193. scope.manager.itemEnd( url );
  22194. }, 0 );
  22195. } catch ( error ) {
  22196. // Wait for next browser tick like standard XMLHttpRequest event dispatching does
  22197. setTimeout( function () {
  22198. if ( onError ) { onError( error ); }
  22199. scope.manager.itemError( url );
  22200. scope.manager.itemEnd( url );
  22201. }, 0 );
  22202. }
  22203. } else {
  22204. // Initialise array for duplicate requests
  22205. loading[ url ] = [];
  22206. loading[ url ].push( {
  22207. onLoad: onLoad,
  22208. onProgress: onProgress,
  22209. onError: onError
  22210. } );
  22211. request = new XMLHttpRequest();
  22212. request.open( 'GET', url, true );
  22213. request.addEventListener( 'load', function ( event ) {
  22214. var response = this.response;
  22215. var callbacks = loading[ url ];
  22216. delete loading[ url ];
  22217. if ( this.status === 200 || this.status === 0 ) {
  22218. // Some browsers return HTTP Status 0 when using non-http protocol
  22219. // e.g. 'file://' or 'data://'. Handle as success.
  22220. if ( this.status === 0 ) { console.warn( 'THREE.FileLoader: HTTP Status 0 received.' ); }
  22221. // Add to cache only on HTTP success, so that we do not cache
  22222. // error response bodies as proper responses to requests.
  22223. Cache.add( url, response );
  22224. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  22225. var callback = callbacks[ i ];
  22226. if ( callback.onLoad ) { callback.onLoad( response ); }
  22227. }
  22228. scope.manager.itemEnd( url );
  22229. } else {
  22230. for ( var i$1 = 0, il$1 = callbacks.length; i$1 < il$1; i$1 ++ ) {
  22231. var callback$1 = callbacks[ i$1 ];
  22232. if ( callback$1.onError ) { callback$1.onError( event ); }
  22233. }
  22234. scope.manager.itemError( url );
  22235. scope.manager.itemEnd( url );
  22236. }
  22237. }, false );
  22238. request.addEventListener( 'progress', function ( event ) {
  22239. var callbacks = loading[ url ];
  22240. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  22241. var callback = callbacks[ i ];
  22242. if ( callback.onProgress ) { callback.onProgress( event ); }
  22243. }
  22244. }, false );
  22245. request.addEventListener( 'error', function ( event ) {
  22246. var callbacks = loading[ url ];
  22247. delete loading[ url ];
  22248. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  22249. var callback = callbacks[ i ];
  22250. if ( callback.onError ) { callback.onError( event ); }
  22251. }
  22252. scope.manager.itemError( url );
  22253. scope.manager.itemEnd( url );
  22254. }, false );
  22255. request.addEventListener( 'abort', function ( event ) {
  22256. var callbacks = loading[ url ];
  22257. delete loading[ url ];
  22258. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  22259. var callback = callbacks[ i ];
  22260. if ( callback.onError ) { callback.onError( event ); }
  22261. }
  22262. scope.manager.itemError( url );
  22263. scope.manager.itemEnd( url );
  22264. }, false );
  22265. if ( this.responseType !== undefined ) { request.responseType = this.responseType; }
  22266. if ( this.withCredentials !== undefined ) { request.withCredentials = this.withCredentials; }
  22267. if ( request.overrideMimeType ) { request.overrideMimeType( this.mimeType !== undefined ? this.mimeType : 'text/plain' ); }
  22268. for ( var header in this.requestHeader ) {
  22269. request.setRequestHeader( header, this.requestHeader[ header ] );
  22270. }
  22271. request.send( null );
  22272. }
  22273. scope.manager.itemStart( url );
  22274. return request;
  22275. },
  22276. setResponseType: function ( value ) {
  22277. this.responseType = value;
  22278. return this;
  22279. },
  22280. setWithCredentials: function ( value ) {
  22281. this.withCredentials = value;
  22282. return this;
  22283. },
  22284. setMimeType: function ( value ) {
  22285. this.mimeType = value;
  22286. return this;
  22287. }
  22288. } );
  22289. /**
  22290. * @author bhouston / http://clara.io/
  22291. */
  22292. function AnimationLoader( manager ) {
  22293. Loader.call( this, manager );
  22294. }
  22295. AnimationLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  22296. constructor: AnimationLoader,
  22297. load: function ( url, onLoad, onProgress, onError ) {
  22298. var scope = this;
  22299. var loader = new FileLoader( scope.manager );
  22300. loader.setPath( scope.path );
  22301. loader.setRequestHeader( scope.requestHeader );
  22302. loader.load( url, function ( text ) {
  22303. try {
  22304. onLoad( scope.parse( JSON.parse( text ) ) );
  22305. } catch ( e ) {
  22306. if ( onError ) {
  22307. onError( e );
  22308. } else {
  22309. console.error( e );
  22310. }
  22311. scope.manager.itemError( url );
  22312. }
  22313. }, onProgress, onError );
  22314. },
  22315. parse: function ( json ) {
  22316. var animations = [];
  22317. for ( var i = 0; i < json.length; i ++ ) {
  22318. var clip = AnimationClip.parse( json[ i ] );
  22319. animations.push( clip );
  22320. }
  22321. return animations;
  22322. }
  22323. } );
  22324. /**
  22325. * @author mrdoob / http://mrdoob.com/
  22326. *
  22327. * Abstract Base class to block based textures loader (dds, pvr, ...)
  22328. *
  22329. * Sub classes have to implement the parse() method which will be used in load().
  22330. */
  22331. function CompressedTextureLoader( manager ) {
  22332. Loader.call( this, manager );
  22333. }
  22334. CompressedTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  22335. constructor: CompressedTextureLoader,
  22336. load: function ( url, onLoad, onProgress, onError ) {
  22337. var scope = this;
  22338. var images = [];
  22339. var texture = new CompressedTexture();
  22340. texture.image = images;
  22341. var loader = new FileLoader( this.manager );
  22342. loader.setPath( this.path );
  22343. loader.setResponseType( 'arraybuffer' );
  22344. loader.setRequestHeader( this.requestHeader );
  22345. var loaded = 0;
  22346. function loadTexture( i ) {
  22347. loader.load( url[ i ], function ( buffer ) {
  22348. var texDatas = scope.parse( buffer, true );
  22349. images[ i ] = {
  22350. width: texDatas.width,
  22351. height: texDatas.height,
  22352. format: texDatas.format,
  22353. mipmaps: texDatas.mipmaps
  22354. };
  22355. loaded += 1;
  22356. if ( loaded === 6 ) {
  22357. if ( texDatas.mipmapCount === 1 )
  22358. { texture.minFilter = LinearFilter; }
  22359. texture.format = texDatas.format;
  22360. texture.needsUpdate = true;
  22361. if ( onLoad ) { onLoad( texture ); }
  22362. }
  22363. }, onProgress, onError );
  22364. }
  22365. if ( Array.isArray( url ) ) {
  22366. for ( var i = 0, il = url.length; i < il; ++ i ) {
  22367. loadTexture( i );
  22368. }
  22369. } else {
  22370. // compressed cubemap texture stored in a single DDS file
  22371. loader.load( url, function ( buffer ) {
  22372. var texDatas = scope.parse( buffer, true );
  22373. if ( texDatas.isCubemap ) {
  22374. var faces = texDatas.mipmaps.length / texDatas.mipmapCount;
  22375. for ( var f = 0; f < faces; f ++ ) {
  22376. images[ f ] = { mipmaps: [] };
  22377. for ( var i = 0; i < texDatas.mipmapCount; i ++ ) {
  22378. images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );
  22379. images[ f ].format = texDatas.format;
  22380. images[ f ].width = texDatas.width;
  22381. images[ f ].height = texDatas.height;
  22382. }
  22383. }
  22384. } else {
  22385. texture.image.width = texDatas.width;
  22386. texture.image.height = texDatas.height;
  22387. texture.mipmaps = texDatas.mipmaps;
  22388. }
  22389. if ( texDatas.mipmapCount === 1 ) {
  22390. texture.minFilter = LinearFilter;
  22391. }
  22392. texture.format = texDatas.format;
  22393. texture.needsUpdate = true;
  22394. if ( onLoad ) { onLoad( texture ); }
  22395. }, onProgress, onError );
  22396. }
  22397. return texture;
  22398. }
  22399. } );
  22400. /**
  22401. * @author Nikos M. / https://github.com/foo123/
  22402. *
  22403. * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...)
  22404. *
  22405. * Sub classes have to implement the parse() method which will be used in load().
  22406. */
  22407. function DataTextureLoader( manager ) {
  22408. Loader.call( this, manager );
  22409. }
  22410. DataTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  22411. constructor: DataTextureLoader,
  22412. load: function ( url, onLoad, onProgress, onError ) {
  22413. var scope = this;
  22414. var texture = new DataTexture();
  22415. var loader = new FileLoader( this.manager );
  22416. loader.setResponseType( 'arraybuffer' );
  22417. loader.setRequestHeader( this.requestHeader );
  22418. loader.setPath( this.path );
  22419. loader.load( url, function ( buffer ) {
  22420. var texData = scope.parse( buffer );
  22421. if ( ! texData ) { return; }
  22422. if ( texData.image !== undefined ) {
  22423. texture.image = texData.image;
  22424. } else if ( texData.data !== undefined ) {
  22425. texture.image.width = texData.width;
  22426. texture.image.height = texData.height;
  22427. texture.image.data = texData.data;
  22428. }
  22429. texture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;
  22430. texture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;
  22431. texture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;
  22432. texture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearFilter;
  22433. texture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;
  22434. if ( texData.format !== undefined ) {
  22435. texture.format = texData.format;
  22436. }
  22437. if ( texData.type !== undefined ) {
  22438. texture.type = texData.type;
  22439. }
  22440. if ( texData.mipmaps !== undefined ) {
  22441. texture.mipmaps = texData.mipmaps;
  22442. texture.minFilter = LinearMipmapLinearFilter; // presumably...
  22443. }
  22444. if ( texData.mipmapCount === 1 ) {
  22445. texture.minFilter = LinearFilter;
  22446. }
  22447. texture.needsUpdate = true;
  22448. if ( onLoad ) { onLoad( texture, texData ); }
  22449. }, onProgress, onError );
  22450. return texture;
  22451. }
  22452. } );
  22453. /**
  22454. * @author mrdoob / http://mrdoob.com/
  22455. */
  22456. function ImageLoader( manager ) {
  22457. Loader.call( this, manager );
  22458. }
  22459. ImageLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  22460. constructor: ImageLoader,
  22461. load: function ( url, onLoad, onProgress, onError ) {
  22462. if ( this.path !== undefined ) { url = this.path + url; }
  22463. url = this.manager.resolveURL( url );
  22464. var scope = this;
  22465. var cached = Cache.get( url );
  22466. if ( cached !== undefined ) {
  22467. scope.manager.itemStart( url );
  22468. setTimeout( function () {
  22469. if ( onLoad ) { onLoad( cached ); }
  22470. scope.manager.itemEnd( url );
  22471. }, 0 );
  22472. return cached;
  22473. }
  22474. var image = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'img' );
  22475. function onImageLoad() {
  22476. image.removeEventListener( 'load', onImageLoad, false );
  22477. image.removeEventListener( 'error', onImageError, false );
  22478. Cache.add( url, this );
  22479. if ( onLoad ) { onLoad( this ); }
  22480. scope.manager.itemEnd( url );
  22481. }
  22482. function onImageError( event ) {
  22483. image.removeEventListener( 'load', onImageLoad, false );
  22484. image.removeEventListener( 'error', onImageError, false );
  22485. if ( onError ) { onError( event ); }
  22486. scope.manager.itemError( url );
  22487. scope.manager.itemEnd( url );
  22488. }
  22489. image.addEventListener( 'load', onImageLoad, false );
  22490. image.addEventListener( 'error', onImageError, false );
  22491. if ( url.substr( 0, 5 ) !== 'data:' ) {
  22492. if ( this.crossOrigin !== undefined ) { image.crossOrigin = this.crossOrigin; }
  22493. }
  22494. scope.manager.itemStart( url );
  22495. image.src = url;
  22496. return image;
  22497. }
  22498. } );
  22499. /**
  22500. * @author mrdoob / http://mrdoob.com/
  22501. */
  22502. function CubeTextureLoader( manager ) {
  22503. Loader.call( this, manager );
  22504. }
  22505. CubeTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  22506. constructor: CubeTextureLoader,
  22507. load: function ( urls, onLoad, onProgress, onError ) {
  22508. var texture = new CubeTexture();
  22509. var loader = new ImageLoader( this.manager );
  22510. loader.setCrossOrigin( this.crossOrigin );
  22511. loader.setPath( this.path );
  22512. var loaded = 0;
  22513. function loadTexture( i ) {
  22514. loader.load( urls[ i ], function ( image ) {
  22515. texture.images[ i ] = image;
  22516. loaded ++;
  22517. if ( loaded === 6 ) {
  22518. texture.needsUpdate = true;
  22519. if ( onLoad ) { onLoad( texture ); }
  22520. }
  22521. }, undefined, onError );
  22522. }
  22523. for ( var i = 0; i < urls.length; ++ i ) {
  22524. loadTexture( i );
  22525. }
  22526. return texture;
  22527. }
  22528. } );
  22529. /**
  22530. * @author mrdoob / http://mrdoob.com/
  22531. */
  22532. function TextureLoader( manager ) {
  22533. Loader.call( this, manager );
  22534. }
  22535. TextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  22536. constructor: TextureLoader,
  22537. load: function ( url, onLoad, onProgress, onError ) {
  22538. var texture = new Texture();
  22539. var loader = new ImageLoader( this.manager );
  22540. loader.setCrossOrigin( this.crossOrigin );
  22541. loader.setPath( this.path );
  22542. loader.load( url, function ( image ) {
  22543. texture.image = image;
  22544. // JPEGs can't have an alpha channel, so memory can be saved by storing them as RGB.
  22545. var isJPEG = url.search( /\.jpe?g($|\?)/i ) > 0 || url.search( /^data\:image\/jpeg/ ) === 0;
  22546. texture.format = isJPEG ? RGBFormat : RGBAFormat;
  22547. texture.needsUpdate = true;
  22548. if ( onLoad !== undefined ) {
  22549. onLoad( texture );
  22550. }
  22551. }, onProgress, onError );
  22552. return texture;
  22553. }
  22554. } );
  22555. /**
  22556. * @author zz85 / http://www.lab4games.net/zz85/blog
  22557. * Extensible curve object
  22558. *
  22559. * Some common of curve methods:
  22560. * .getPoint( t, optionalTarget ), .getTangent( t, optionalTarget )
  22561. * .getPointAt( u, optionalTarget ), .getTangentAt( u, optionalTarget )
  22562. * .getPoints(), .getSpacedPoints()
  22563. * .getLength()
  22564. * .updateArcLengths()
  22565. *
  22566. * This following curves inherit from THREE.Curve:
  22567. *
  22568. * -- 2D curves --
  22569. * THREE.ArcCurve
  22570. * THREE.CubicBezierCurve
  22571. * THREE.EllipseCurve
  22572. * THREE.LineCurve
  22573. * THREE.QuadraticBezierCurve
  22574. * THREE.SplineCurve
  22575. *
  22576. * -- 3D curves --
  22577. * THREE.CatmullRomCurve3
  22578. * THREE.CubicBezierCurve3
  22579. * THREE.LineCurve3
  22580. * THREE.QuadraticBezierCurve3
  22581. *
  22582. * A series of curves can be represented as a THREE.CurvePath.
  22583. *
  22584. **/
  22585. /**************************************************************
  22586. * Abstract Curve base class
  22587. **************************************************************/
  22588. function Curve() {
  22589. this.type = 'Curve';
  22590. this.arcLengthDivisions = 200;
  22591. }
  22592. Object.assign( Curve.prototype, {
  22593. // Virtual base class method to overwrite and implement in subclasses
  22594. // - t [0 .. 1]
  22595. getPoint: function ( /* t, optionalTarget */ ) {
  22596. console.warn( 'THREE.Curve: .getPoint() not implemented.' );
  22597. return null;
  22598. },
  22599. // Get point at relative position in curve according to arc length
  22600. // - u [0 .. 1]
  22601. getPointAt: function ( u, optionalTarget ) {
  22602. var t = this.getUtoTmapping( u );
  22603. return this.getPoint( t, optionalTarget );
  22604. },
  22605. // Get sequence of points using getPoint( t )
  22606. getPoints: function ( divisions ) {
  22607. if ( divisions === undefined ) { divisions = 5; }
  22608. var points = [];
  22609. for ( var d = 0; d <= divisions; d ++ ) {
  22610. points.push( this.getPoint( d / divisions ) );
  22611. }
  22612. return points;
  22613. },
  22614. // Get sequence of points using getPointAt( u )
  22615. getSpacedPoints: function ( divisions ) {
  22616. if ( divisions === undefined ) { divisions = 5; }
  22617. var points = [];
  22618. for ( var d = 0; d <= divisions; d ++ ) {
  22619. points.push( this.getPointAt( d / divisions ) );
  22620. }
  22621. return points;
  22622. },
  22623. // Get total curve arc length
  22624. getLength: function () {
  22625. var lengths = this.getLengths();
  22626. return lengths[ lengths.length - 1 ];
  22627. },
  22628. // Get list of cumulative segment lengths
  22629. getLengths: function ( divisions ) {
  22630. if ( divisions === undefined ) { divisions = this.arcLengthDivisions; }
  22631. if ( this.cacheArcLengths &&
  22632. ( this.cacheArcLengths.length === divisions + 1 ) &&
  22633. ! this.needsUpdate ) {
  22634. return this.cacheArcLengths;
  22635. }
  22636. this.needsUpdate = false;
  22637. var cache = [];
  22638. var current, last = this.getPoint( 0 );
  22639. var sum = 0;
  22640. cache.push( 0 );
  22641. for ( var p = 1; p <= divisions; p ++ ) {
  22642. current = this.getPoint( p / divisions );
  22643. sum += current.distanceTo( last );
  22644. cache.push( sum );
  22645. last = current;
  22646. }
  22647. this.cacheArcLengths = cache;
  22648. return cache; // { sums: cache, sum: sum }; Sum is in the last element.
  22649. },
  22650. updateArcLengths: function () {
  22651. this.needsUpdate = true;
  22652. this.getLengths();
  22653. },
  22654. // Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant
  22655. getUtoTmapping: function ( u, distance ) {
  22656. var arcLengths = this.getLengths();
  22657. var i = 0, il = arcLengths.length;
  22658. var targetArcLength; // The targeted u distance value to get
  22659. if ( distance ) {
  22660. targetArcLength = distance;
  22661. } else {
  22662. targetArcLength = u * arcLengths[ il - 1 ];
  22663. }
  22664. // binary search for the index with largest value smaller than target u distance
  22665. var low = 0, high = il - 1, comparison;
  22666. while ( low <= high ) {
  22667. 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
  22668. comparison = arcLengths[ i ] - targetArcLength;
  22669. if ( comparison < 0 ) {
  22670. low = i + 1;
  22671. } else if ( comparison > 0 ) {
  22672. high = i - 1;
  22673. } else {
  22674. high = i;
  22675. break;
  22676. // DONE
  22677. }
  22678. }
  22679. i = high;
  22680. if ( arcLengths[ i ] === targetArcLength ) {
  22681. return i / ( il - 1 );
  22682. }
  22683. // we could get finer grain at lengths, or use simple interpolation between two points
  22684. var lengthBefore = arcLengths[ i ];
  22685. var lengthAfter = arcLengths[ i + 1 ];
  22686. var segmentLength = lengthAfter - lengthBefore;
  22687. // determine where we are between the 'before' and 'after' points
  22688. var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
  22689. // add that fractional amount to t
  22690. var t = ( i + segmentFraction ) / ( il - 1 );
  22691. return t;
  22692. },
  22693. // Returns a unit vector tangent at t
  22694. // In case any sub curve does not implement its tangent derivation,
  22695. // 2 points a small delta apart will be used to find its gradient
  22696. // which seems to give a reasonable approximation
  22697. getTangent: function ( t, optionalTarget ) {
  22698. var delta = 0.0001;
  22699. var t1 = t - delta;
  22700. var t2 = t + delta;
  22701. // Capping in case of danger
  22702. if ( t1 < 0 ) { t1 = 0; }
  22703. if ( t2 > 1 ) { t2 = 1; }
  22704. var pt1 = this.getPoint( t1 );
  22705. var pt2 = this.getPoint( t2 );
  22706. var tangent = optionalTarget || ( ( pt1.isVector2 ) ? new Vector2() : new Vector3() );
  22707. tangent.copy( pt2 ).sub( pt1 ).normalize();
  22708. return tangent;
  22709. },
  22710. getTangentAt: function ( u, optionalTarget ) {
  22711. var t = this.getUtoTmapping( u );
  22712. return this.getTangent( t, optionalTarget );
  22713. },
  22714. computeFrenetFrames: function ( segments, closed ) {
  22715. // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf
  22716. var normal = new Vector3();
  22717. var tangents = [];
  22718. var normals = [];
  22719. var binormals = [];
  22720. var vec = new Vector3();
  22721. var mat = new Matrix4();
  22722. // compute the tangent vectors for each segment on the curve
  22723. for ( var i = 0; i <= segments; i ++ ) {
  22724. var u = i / segments;
  22725. tangents[ i ] = this.getTangentAt( u, new Vector3() );
  22726. tangents[ i ].normalize();
  22727. }
  22728. // select an initial normal vector perpendicular to the first tangent vector,
  22729. // and in the direction of the minimum tangent xyz component
  22730. normals[ 0 ] = new Vector3();
  22731. binormals[ 0 ] = new Vector3();
  22732. var min = Number.MAX_VALUE;
  22733. var tx = Math.abs( tangents[ 0 ].x );
  22734. var ty = Math.abs( tangents[ 0 ].y );
  22735. var tz = Math.abs( tangents[ 0 ].z );
  22736. if ( tx <= min ) {
  22737. min = tx;
  22738. normal.set( 1, 0, 0 );
  22739. }
  22740. if ( ty <= min ) {
  22741. min = ty;
  22742. normal.set( 0, 1, 0 );
  22743. }
  22744. if ( tz <= min ) {
  22745. normal.set( 0, 0, 1 );
  22746. }
  22747. vec.crossVectors( tangents[ 0 ], normal ).normalize();
  22748. normals[ 0 ].crossVectors( tangents[ 0 ], vec );
  22749. binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );
  22750. // compute the slowly-varying normal and binormal vectors for each segment on the curve
  22751. for ( var i$1 = 1; i$1 <= segments; i$1 ++ ) {
  22752. normals[ i$1 ] = normals[ i$1 - 1 ].clone();
  22753. binormals[ i$1 ] = binormals[ i$1 - 1 ].clone();
  22754. vec.crossVectors( tangents[ i$1 - 1 ], tangents[ i$1 ] );
  22755. if ( vec.length() > Number.EPSILON ) {
  22756. vec.normalize();
  22757. var theta = Math.acos( MathUtils.clamp( tangents[ i$1 - 1 ].dot( tangents[ i$1 ] ), - 1, 1 ) ); // clamp for floating pt errors
  22758. normals[ i$1 ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );
  22759. }
  22760. binormals[ i$1 ].crossVectors( tangents[ i$1 ], normals[ i$1 ] );
  22761. }
  22762. // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
  22763. if ( closed === true ) {
  22764. var theta$1 = Math.acos( MathUtils.clamp( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) );
  22765. theta$1 /= segments;
  22766. if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {
  22767. theta$1 = - theta$1;
  22768. }
  22769. for ( var i$2 = 1; i$2 <= segments; i$2 ++ ) {
  22770. // twist a little...
  22771. normals[ i$2 ].applyMatrix4( mat.makeRotationAxis( tangents[ i$2 ], theta$1 * i$2 ) );
  22772. binormals[ i$2 ].crossVectors( tangents[ i$2 ], normals[ i$2 ] );
  22773. }
  22774. }
  22775. return {
  22776. tangents: tangents,
  22777. normals: normals,
  22778. binormals: binormals
  22779. };
  22780. },
  22781. clone: function () {
  22782. return new this.constructor().copy( this );
  22783. },
  22784. copy: function ( source ) {
  22785. this.arcLengthDivisions = source.arcLengthDivisions;
  22786. return this;
  22787. },
  22788. toJSON: function () {
  22789. var data = {
  22790. metadata: {
  22791. version: 4.5,
  22792. type: 'Curve',
  22793. generator: 'Curve.toJSON'
  22794. }
  22795. };
  22796. data.arcLengthDivisions = this.arcLengthDivisions;
  22797. data.type = this.type;
  22798. return data;
  22799. },
  22800. fromJSON: function ( json ) {
  22801. this.arcLengthDivisions = json.arcLengthDivisions;
  22802. return this;
  22803. }
  22804. } );
  22805. function EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  22806. Curve.call( this );
  22807. this.type = 'EllipseCurve';
  22808. this.aX = aX || 0;
  22809. this.aY = aY || 0;
  22810. this.xRadius = xRadius || 1;
  22811. this.yRadius = yRadius || 1;
  22812. this.aStartAngle = aStartAngle || 0;
  22813. this.aEndAngle = aEndAngle || 2 * Math.PI;
  22814. this.aClockwise = aClockwise || false;
  22815. this.aRotation = aRotation || 0;
  22816. }
  22817. EllipseCurve.prototype = Object.create( Curve.prototype );
  22818. EllipseCurve.prototype.constructor = EllipseCurve;
  22819. EllipseCurve.prototype.isEllipseCurve = true;
  22820. EllipseCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22821. var point = optionalTarget || new Vector2();
  22822. var twoPi = Math.PI * 2;
  22823. var deltaAngle = this.aEndAngle - this.aStartAngle;
  22824. var samePoints = Math.abs( deltaAngle ) < Number.EPSILON;
  22825. // ensures that deltaAngle is 0 .. 2 PI
  22826. while ( deltaAngle < 0 ) { deltaAngle += twoPi; }
  22827. while ( deltaAngle > twoPi ) { deltaAngle -= twoPi; }
  22828. if ( deltaAngle < Number.EPSILON ) {
  22829. if ( samePoints ) {
  22830. deltaAngle = 0;
  22831. } else {
  22832. deltaAngle = twoPi;
  22833. }
  22834. }
  22835. if ( this.aClockwise === true && ! samePoints ) {
  22836. if ( deltaAngle === twoPi ) {
  22837. deltaAngle = - twoPi;
  22838. } else {
  22839. deltaAngle = deltaAngle - twoPi;
  22840. }
  22841. }
  22842. var angle = this.aStartAngle + t * deltaAngle;
  22843. var x = this.aX + this.xRadius * Math.cos( angle );
  22844. var y = this.aY + this.yRadius * Math.sin( angle );
  22845. if ( this.aRotation !== 0 ) {
  22846. var cos = Math.cos( this.aRotation );
  22847. var sin = Math.sin( this.aRotation );
  22848. var tx = x - this.aX;
  22849. var ty = y - this.aY;
  22850. // Rotate the point about the center of the ellipse.
  22851. x = tx * cos - ty * sin + this.aX;
  22852. y = tx * sin + ty * cos + this.aY;
  22853. }
  22854. return point.set( x, y );
  22855. };
  22856. EllipseCurve.prototype.copy = function ( source ) {
  22857. Curve.prototype.copy.call( this, source );
  22858. this.aX = source.aX;
  22859. this.aY = source.aY;
  22860. this.xRadius = source.xRadius;
  22861. this.yRadius = source.yRadius;
  22862. this.aStartAngle = source.aStartAngle;
  22863. this.aEndAngle = source.aEndAngle;
  22864. this.aClockwise = source.aClockwise;
  22865. this.aRotation = source.aRotation;
  22866. return this;
  22867. };
  22868. EllipseCurve.prototype.toJSON = function () {
  22869. var data = Curve.prototype.toJSON.call( this );
  22870. data.aX = this.aX;
  22871. data.aY = this.aY;
  22872. data.xRadius = this.xRadius;
  22873. data.yRadius = this.yRadius;
  22874. data.aStartAngle = this.aStartAngle;
  22875. data.aEndAngle = this.aEndAngle;
  22876. data.aClockwise = this.aClockwise;
  22877. data.aRotation = this.aRotation;
  22878. return data;
  22879. };
  22880. EllipseCurve.prototype.fromJSON = function ( json ) {
  22881. Curve.prototype.fromJSON.call( this, json );
  22882. this.aX = json.aX;
  22883. this.aY = json.aY;
  22884. this.xRadius = json.xRadius;
  22885. this.yRadius = json.yRadius;
  22886. this.aStartAngle = json.aStartAngle;
  22887. this.aEndAngle = json.aEndAngle;
  22888. this.aClockwise = json.aClockwise;
  22889. this.aRotation = json.aRotation;
  22890. return this;
  22891. };
  22892. function ArcCurve( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  22893. EllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  22894. this.type = 'ArcCurve';
  22895. }
  22896. ArcCurve.prototype = Object.create( EllipseCurve.prototype );
  22897. ArcCurve.prototype.constructor = ArcCurve;
  22898. ArcCurve.prototype.isArcCurve = true;
  22899. /**
  22900. * @author zz85 https://github.com/zz85
  22901. *
  22902. * Centripetal CatmullRom Curve - which is useful for avoiding
  22903. * cusps and self-intersections in non-uniform catmull rom curves.
  22904. * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf
  22905. *
  22906. * curve.type accepts centripetal(default), chordal and catmullrom
  22907. * curve.tension is used for catmullrom which defaults to 0.5
  22908. */
  22909. /*
  22910. Based on an optimized c++ solution in
  22911. - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/
  22912. - http://ideone.com/NoEbVM
  22913. This CubicPoly class could be used for reusing some variables and calculations,
  22914. but for three.js curve use, it could be possible inlined and flatten into a single function call
  22915. which can be placed in CurveUtils.
  22916. */
  22917. function CubicPoly() {
  22918. var c0 = 0, c1 = 0, c2 = 0, c3 = 0;
  22919. /*
  22920. * Compute coefficients for a cubic polynomial
  22921. * p(s) = c0 + c1*s + c2*s^2 + c3*s^3
  22922. * such that
  22923. * p(0) = x0, p(1) = x1
  22924. * and
  22925. * p'(0) = t0, p'(1) = t1.
  22926. */
  22927. function init( x0, x1, t0, t1 ) {
  22928. c0 = x0;
  22929. c1 = t0;
  22930. c2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1;
  22931. c3 = 2 * x0 - 2 * x1 + t0 + t1;
  22932. }
  22933. return {
  22934. initCatmullRom: function ( x0, x1, x2, x3, tension ) {
  22935. init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );
  22936. },
  22937. initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {
  22938. // compute tangents when parameterized in [t1,t2]
  22939. var t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;
  22940. var t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;
  22941. // rescale tangents for parametrization in [0,1]
  22942. t1 *= dt1;
  22943. t2 *= dt1;
  22944. init( x1, x2, t1, t2 );
  22945. },
  22946. calc: function ( t ) {
  22947. var t2 = t * t;
  22948. var t3 = t2 * t;
  22949. return c0 + c1 * t + c2 * t2 + c3 * t3;
  22950. }
  22951. };
  22952. }
  22953. //
  22954. var tmp = new Vector3();
  22955. var px = new CubicPoly(), py = new CubicPoly(), pz = new CubicPoly();
  22956. function CatmullRomCurve3( points, closed, curveType, tension ) {
  22957. Curve.call( this );
  22958. this.type = 'CatmullRomCurve3';
  22959. this.points = points || [];
  22960. this.closed = closed || false;
  22961. this.curveType = curveType || 'centripetal';
  22962. this.tension = ( tension !== undefined ) ? tension : 0.5;
  22963. }
  22964. CatmullRomCurve3.prototype = Object.create( Curve.prototype );
  22965. CatmullRomCurve3.prototype.constructor = CatmullRomCurve3;
  22966. CatmullRomCurve3.prototype.isCatmullRomCurve3 = true;
  22967. CatmullRomCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22968. var point = optionalTarget || new Vector3();
  22969. var points = this.points;
  22970. var l = points.length;
  22971. var p = ( l - ( this.closed ? 0 : 1 ) ) * t;
  22972. var intPoint = Math.floor( p );
  22973. var weight = p - intPoint;
  22974. if ( this.closed ) {
  22975. intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l;
  22976. } else if ( weight === 0 && intPoint === l - 1 ) {
  22977. intPoint = l - 2;
  22978. weight = 1;
  22979. }
  22980. var p0, p1, p2, p3; // 4 points
  22981. if ( this.closed || intPoint > 0 ) {
  22982. p0 = points[ ( intPoint - 1 ) % l ];
  22983. } else {
  22984. // extrapolate first point
  22985. tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );
  22986. p0 = tmp;
  22987. }
  22988. p1 = points[ intPoint % l ];
  22989. p2 = points[ ( intPoint + 1 ) % l ];
  22990. if ( this.closed || intPoint + 2 < l ) {
  22991. p3 = points[ ( intPoint + 2 ) % l ];
  22992. } else {
  22993. // extrapolate last point
  22994. tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );
  22995. p3 = tmp;
  22996. }
  22997. if ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) {
  22998. // init Centripetal / Chordal Catmull-Rom
  22999. var pow = this.curveType === 'chordal' ? 0.5 : 0.25;
  23000. var dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );
  23001. var dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );
  23002. var dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );
  23003. // safety check for repeated points
  23004. if ( dt1 < 1e-4 ) { dt1 = 1.0; }
  23005. if ( dt0 < 1e-4 ) { dt0 = dt1; }
  23006. if ( dt2 < 1e-4 ) { dt2 = dt1; }
  23007. px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );
  23008. py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );
  23009. pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );
  23010. } else if ( this.curveType === 'catmullrom' ) {
  23011. px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension );
  23012. py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension );
  23013. pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension );
  23014. }
  23015. point.set(
  23016. px.calc( weight ),
  23017. py.calc( weight ),
  23018. pz.calc( weight )
  23019. );
  23020. return point;
  23021. };
  23022. CatmullRomCurve3.prototype.copy = function ( source ) {
  23023. Curve.prototype.copy.call( this, source );
  23024. this.points = [];
  23025. for ( var i = 0, l = source.points.length; i < l; i ++ ) {
  23026. var point = source.points[ i ];
  23027. this.points.push( point.clone() );
  23028. }
  23029. this.closed = source.closed;
  23030. this.curveType = source.curveType;
  23031. this.tension = source.tension;
  23032. return this;
  23033. };
  23034. CatmullRomCurve3.prototype.toJSON = function () {
  23035. var data = Curve.prototype.toJSON.call( this );
  23036. data.points = [];
  23037. for ( var i = 0, l = this.points.length; i < l; i ++ ) {
  23038. var point = this.points[ i ];
  23039. data.points.push( point.toArray() );
  23040. }
  23041. data.closed = this.closed;
  23042. data.curveType = this.curveType;
  23043. data.tension = this.tension;
  23044. return data;
  23045. };
  23046. CatmullRomCurve3.prototype.fromJSON = function ( json ) {
  23047. Curve.prototype.fromJSON.call( this, json );
  23048. this.points = [];
  23049. for ( var i = 0, l = json.points.length; i < l; i ++ ) {
  23050. var point = json.points[ i ];
  23051. this.points.push( new Vector3().fromArray( point ) );
  23052. }
  23053. this.closed = json.closed;
  23054. this.curveType = json.curveType;
  23055. this.tension = json.tension;
  23056. return this;
  23057. };
  23058. /**
  23059. * @author zz85 / http://www.lab4games.net/zz85/blog
  23060. *
  23061. * Bezier Curves formulas obtained from
  23062. * http://en.wikipedia.org/wiki/Bézier_curve
  23063. */
  23064. function CatmullRom( t, p0, p1, p2, p3 ) {
  23065. var v0 = ( p2 - p0 ) * 0.5;
  23066. var v1 = ( p3 - p1 ) * 0.5;
  23067. var t2 = t * t;
  23068. var t3 = t * t2;
  23069. return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
  23070. }
  23071. //
  23072. function QuadraticBezierP0( t, p ) {
  23073. var k = 1 - t;
  23074. return k * k * p;
  23075. }
  23076. function QuadraticBezierP1( t, p ) {
  23077. return 2 * ( 1 - t ) * t * p;
  23078. }
  23079. function QuadraticBezierP2( t, p ) {
  23080. return t * t * p;
  23081. }
  23082. function QuadraticBezier( t, p0, p1, p2 ) {
  23083. return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +
  23084. QuadraticBezierP2( t, p2 );
  23085. }
  23086. //
  23087. function CubicBezierP0( t, p ) {
  23088. var k = 1 - t;
  23089. return k * k * k * p;
  23090. }
  23091. function CubicBezierP1( t, p ) {
  23092. var k = 1 - t;
  23093. return 3 * k * k * t * p;
  23094. }
  23095. function CubicBezierP2( t, p ) {
  23096. return 3 * ( 1 - t ) * t * t * p;
  23097. }
  23098. function CubicBezierP3( t, p ) {
  23099. return t * t * t * p;
  23100. }
  23101. function CubicBezier( t, p0, p1, p2, p3 ) {
  23102. return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +
  23103. CubicBezierP3( t, p3 );
  23104. }
  23105. function CubicBezierCurve( v0, v1, v2, v3 ) {
  23106. Curve.call( this );
  23107. this.type = 'CubicBezierCurve';
  23108. this.v0 = v0 || new Vector2();
  23109. this.v1 = v1 || new Vector2();
  23110. this.v2 = v2 || new Vector2();
  23111. this.v3 = v3 || new Vector2();
  23112. }
  23113. CubicBezierCurve.prototype = Object.create( Curve.prototype );
  23114. CubicBezierCurve.prototype.constructor = CubicBezierCurve;
  23115. CubicBezierCurve.prototype.isCubicBezierCurve = true;
  23116. CubicBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {
  23117. var point = optionalTarget || new Vector2();
  23118. var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  23119. point.set(
  23120. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  23121. CubicBezier( t, v0.y, v1.y, v2.y, v3.y )
  23122. );
  23123. return point;
  23124. };
  23125. CubicBezierCurve.prototype.copy = function ( source ) {
  23126. Curve.prototype.copy.call( this, source );
  23127. this.v0.copy( source.v0 );
  23128. this.v1.copy( source.v1 );
  23129. this.v2.copy( source.v2 );
  23130. this.v3.copy( source.v3 );
  23131. return this;
  23132. };
  23133. CubicBezierCurve.prototype.toJSON = function () {
  23134. var data = Curve.prototype.toJSON.call( this );
  23135. data.v0 = this.v0.toArray();
  23136. data.v1 = this.v1.toArray();
  23137. data.v2 = this.v2.toArray();
  23138. data.v3 = this.v3.toArray();
  23139. return data;
  23140. };
  23141. CubicBezierCurve.prototype.fromJSON = function ( json ) {
  23142. Curve.prototype.fromJSON.call( this, json );
  23143. this.v0.fromArray( json.v0 );
  23144. this.v1.fromArray( json.v1 );
  23145. this.v2.fromArray( json.v2 );
  23146. this.v3.fromArray( json.v3 );
  23147. return this;
  23148. };
  23149. function CubicBezierCurve3( v0, v1, v2, v3 ) {
  23150. Curve.call( this );
  23151. this.type = 'CubicBezierCurve3';
  23152. this.v0 = v0 || new Vector3();
  23153. this.v1 = v1 || new Vector3();
  23154. this.v2 = v2 || new Vector3();
  23155. this.v3 = v3 || new Vector3();
  23156. }
  23157. CubicBezierCurve3.prototype = Object.create( Curve.prototype );
  23158. CubicBezierCurve3.prototype.constructor = CubicBezierCurve3;
  23159. CubicBezierCurve3.prototype.isCubicBezierCurve3 = true;
  23160. CubicBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  23161. var point = optionalTarget || new Vector3();
  23162. var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  23163. point.set(
  23164. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  23165. CubicBezier( t, v0.y, v1.y, v2.y, v3.y ),
  23166. CubicBezier( t, v0.z, v1.z, v2.z, v3.z )
  23167. );
  23168. return point;
  23169. };
  23170. CubicBezierCurve3.prototype.copy = function ( source ) {
  23171. Curve.prototype.copy.call( this, source );
  23172. this.v0.copy( source.v0 );
  23173. this.v1.copy( source.v1 );
  23174. this.v2.copy( source.v2 );
  23175. this.v3.copy( source.v3 );
  23176. return this;
  23177. };
  23178. CubicBezierCurve3.prototype.toJSON = function () {
  23179. var data = Curve.prototype.toJSON.call( this );
  23180. data.v0 = this.v0.toArray();
  23181. data.v1 = this.v1.toArray();
  23182. data.v2 = this.v2.toArray();
  23183. data.v3 = this.v3.toArray();
  23184. return data;
  23185. };
  23186. CubicBezierCurve3.prototype.fromJSON = function ( json ) {
  23187. Curve.prototype.fromJSON.call( this, json );
  23188. this.v0.fromArray( json.v0 );
  23189. this.v1.fromArray( json.v1 );
  23190. this.v2.fromArray( json.v2 );
  23191. this.v3.fromArray( json.v3 );
  23192. return this;
  23193. };
  23194. function LineCurve( v1, v2 ) {
  23195. Curve.call( this );
  23196. this.type = 'LineCurve';
  23197. this.v1 = v1 || new Vector2();
  23198. this.v2 = v2 || new Vector2();
  23199. }
  23200. LineCurve.prototype = Object.create( Curve.prototype );
  23201. LineCurve.prototype.constructor = LineCurve;
  23202. LineCurve.prototype.isLineCurve = true;
  23203. LineCurve.prototype.getPoint = function ( t, optionalTarget ) {
  23204. var point = optionalTarget || new Vector2();
  23205. if ( t === 1 ) {
  23206. point.copy( this.v2 );
  23207. } else {
  23208. point.copy( this.v2 ).sub( this.v1 );
  23209. point.multiplyScalar( t ).add( this.v1 );
  23210. }
  23211. return point;
  23212. };
  23213. // Line curve is linear, so we can overwrite default getPointAt
  23214. LineCurve.prototype.getPointAt = function ( u, optionalTarget ) {
  23215. return this.getPoint( u, optionalTarget );
  23216. };
  23217. LineCurve.prototype.getTangent = function ( t, optionalTarget ) {
  23218. var tangent = optionalTarget || new Vector2();
  23219. tangent.copy( this.v2 ).sub( this.v1 ).normalize();
  23220. return tangent;
  23221. };
  23222. LineCurve.prototype.copy = function ( source ) {
  23223. Curve.prototype.copy.call( this, source );
  23224. this.v1.copy( source.v1 );
  23225. this.v2.copy( source.v2 );
  23226. return this;
  23227. };
  23228. LineCurve.prototype.toJSON = function () {
  23229. var data = Curve.prototype.toJSON.call( this );
  23230. data.v1 = this.v1.toArray();
  23231. data.v2 = this.v2.toArray();
  23232. return data;
  23233. };
  23234. LineCurve.prototype.fromJSON = function ( json ) {
  23235. Curve.prototype.fromJSON.call( this, json );
  23236. this.v1.fromArray( json.v1 );
  23237. this.v2.fromArray( json.v2 );
  23238. return this;
  23239. };
  23240. function LineCurve3( v1, v2 ) {
  23241. Curve.call( this );
  23242. this.type = 'LineCurve3';
  23243. this.v1 = v1 || new Vector3();
  23244. this.v2 = v2 || new Vector3();
  23245. }
  23246. LineCurve3.prototype = Object.create( Curve.prototype );
  23247. LineCurve3.prototype.constructor = LineCurve3;
  23248. LineCurve3.prototype.isLineCurve3 = true;
  23249. LineCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  23250. var point = optionalTarget || new Vector3();
  23251. if ( t === 1 ) {
  23252. point.copy( this.v2 );
  23253. } else {
  23254. point.copy( this.v2 ).sub( this.v1 );
  23255. point.multiplyScalar( t ).add( this.v1 );
  23256. }
  23257. return point;
  23258. };
  23259. // Line curve is linear, so we can overwrite default getPointAt
  23260. LineCurve3.prototype.getPointAt = function ( u, optionalTarget ) {
  23261. return this.getPoint( u, optionalTarget );
  23262. };
  23263. LineCurve3.prototype.copy = function ( source ) {
  23264. Curve.prototype.copy.call( this, source );
  23265. this.v1.copy( source.v1 );
  23266. this.v2.copy( source.v2 );
  23267. return this;
  23268. };
  23269. LineCurve3.prototype.toJSON = function () {
  23270. var data = Curve.prototype.toJSON.call( this );
  23271. data.v1 = this.v1.toArray();
  23272. data.v2 = this.v2.toArray();
  23273. return data;
  23274. };
  23275. LineCurve3.prototype.fromJSON = function ( json ) {
  23276. Curve.prototype.fromJSON.call( this, json );
  23277. this.v1.fromArray( json.v1 );
  23278. this.v2.fromArray( json.v2 );
  23279. return this;
  23280. };
  23281. function QuadraticBezierCurve( v0, v1, v2 ) {
  23282. Curve.call( this );
  23283. this.type = 'QuadraticBezierCurve';
  23284. this.v0 = v0 || new Vector2();
  23285. this.v1 = v1 || new Vector2();
  23286. this.v2 = v2 || new Vector2();
  23287. }
  23288. QuadraticBezierCurve.prototype = Object.create( Curve.prototype );
  23289. QuadraticBezierCurve.prototype.constructor = QuadraticBezierCurve;
  23290. QuadraticBezierCurve.prototype.isQuadraticBezierCurve = true;
  23291. QuadraticBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {
  23292. var point = optionalTarget || new Vector2();
  23293. var v0 = this.v0, v1 = this.v1, v2 = this.v2;
  23294. point.set(
  23295. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  23296. QuadraticBezier( t, v0.y, v1.y, v2.y )
  23297. );
  23298. return point;
  23299. };
  23300. QuadraticBezierCurve.prototype.copy = function ( source ) {
  23301. Curve.prototype.copy.call( this, source );
  23302. this.v0.copy( source.v0 );
  23303. this.v1.copy( source.v1 );
  23304. this.v2.copy( source.v2 );
  23305. return this;
  23306. };
  23307. QuadraticBezierCurve.prototype.toJSON = function () {
  23308. var data = Curve.prototype.toJSON.call( this );
  23309. data.v0 = this.v0.toArray();
  23310. data.v1 = this.v1.toArray();
  23311. data.v2 = this.v2.toArray();
  23312. return data;
  23313. };
  23314. QuadraticBezierCurve.prototype.fromJSON = function ( json ) {
  23315. Curve.prototype.fromJSON.call( this, json );
  23316. this.v0.fromArray( json.v0 );
  23317. this.v1.fromArray( json.v1 );
  23318. this.v2.fromArray( json.v2 );
  23319. return this;
  23320. };
  23321. function QuadraticBezierCurve3( v0, v1, v2 ) {
  23322. Curve.call( this );
  23323. this.type = 'QuadraticBezierCurve3';
  23324. this.v0 = v0 || new Vector3();
  23325. this.v1 = v1 || new Vector3();
  23326. this.v2 = v2 || new Vector3();
  23327. }
  23328. QuadraticBezierCurve3.prototype = Object.create( Curve.prototype );
  23329. QuadraticBezierCurve3.prototype.constructor = QuadraticBezierCurve3;
  23330. QuadraticBezierCurve3.prototype.isQuadraticBezierCurve3 = true;
  23331. QuadraticBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  23332. var point = optionalTarget || new Vector3();
  23333. var v0 = this.v0, v1 = this.v1, v2 = this.v2;
  23334. point.set(
  23335. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  23336. QuadraticBezier( t, v0.y, v1.y, v2.y ),
  23337. QuadraticBezier( t, v0.z, v1.z, v2.z )
  23338. );
  23339. return point;
  23340. };
  23341. QuadraticBezierCurve3.prototype.copy = function ( source ) {
  23342. Curve.prototype.copy.call( this, source );
  23343. this.v0.copy( source.v0 );
  23344. this.v1.copy( source.v1 );
  23345. this.v2.copy( source.v2 );
  23346. return this;
  23347. };
  23348. QuadraticBezierCurve3.prototype.toJSON = function () {
  23349. var data = Curve.prototype.toJSON.call( this );
  23350. data.v0 = this.v0.toArray();
  23351. data.v1 = this.v1.toArray();
  23352. data.v2 = this.v2.toArray();
  23353. return data;
  23354. };
  23355. QuadraticBezierCurve3.prototype.fromJSON = function ( json ) {
  23356. Curve.prototype.fromJSON.call( this, json );
  23357. this.v0.fromArray( json.v0 );
  23358. this.v1.fromArray( json.v1 );
  23359. this.v2.fromArray( json.v2 );
  23360. return this;
  23361. };
  23362. function SplineCurve( points /* array of Vector2 */ ) {
  23363. Curve.call( this );
  23364. this.type = 'SplineCurve';
  23365. this.points = points || [];
  23366. }
  23367. SplineCurve.prototype = Object.create( Curve.prototype );
  23368. SplineCurve.prototype.constructor = SplineCurve;
  23369. SplineCurve.prototype.isSplineCurve = true;
  23370. SplineCurve.prototype.getPoint = function ( t, optionalTarget ) {
  23371. var point = optionalTarget || new Vector2();
  23372. var points = this.points;
  23373. var p = ( points.length - 1 ) * t;
  23374. var intPoint = Math.floor( p );
  23375. var weight = p - intPoint;
  23376. var p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];
  23377. var p1 = points[ intPoint ];
  23378. var p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
  23379. var p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];
  23380. point.set(
  23381. CatmullRom( weight, p0.x, p1.x, p2.x, p3.x ),
  23382. CatmullRom( weight, p0.y, p1.y, p2.y, p3.y )
  23383. );
  23384. return point;
  23385. };
  23386. SplineCurve.prototype.copy = function ( source ) {
  23387. Curve.prototype.copy.call( this, source );
  23388. this.points = [];
  23389. for ( var i = 0, l = source.points.length; i < l; i ++ ) {
  23390. var point = source.points[ i ];
  23391. this.points.push( point.clone() );
  23392. }
  23393. return this;
  23394. };
  23395. SplineCurve.prototype.toJSON = function () {
  23396. var data = Curve.prototype.toJSON.call( this );
  23397. data.points = [];
  23398. for ( var i = 0, l = this.points.length; i < l; i ++ ) {
  23399. var point = this.points[ i ];
  23400. data.points.push( point.toArray() );
  23401. }
  23402. return data;
  23403. };
  23404. SplineCurve.prototype.fromJSON = function ( json ) {
  23405. Curve.prototype.fromJSON.call( this, json );
  23406. this.points = [];
  23407. for ( var i = 0, l = json.points.length; i < l; i ++ ) {
  23408. var point = json.points[ i ];
  23409. this.points.push( new Vector2().fromArray( point ) );
  23410. }
  23411. return this;
  23412. };
  23413. var Curves = /*#__PURE__*/Object.freeze({
  23414. __proto__: null,
  23415. ArcCurve: ArcCurve,
  23416. CatmullRomCurve3: CatmullRomCurve3,
  23417. CubicBezierCurve: CubicBezierCurve,
  23418. CubicBezierCurve3: CubicBezierCurve3,
  23419. EllipseCurve: EllipseCurve,
  23420. LineCurve: LineCurve,
  23421. LineCurve3: LineCurve3,
  23422. QuadraticBezierCurve: QuadraticBezierCurve,
  23423. QuadraticBezierCurve3: QuadraticBezierCurve3,
  23424. SplineCurve: SplineCurve
  23425. });
  23426. /**
  23427. * @author zz85 / http://www.lab4games.net/zz85/blog
  23428. *
  23429. **/
  23430. /**************************************************************
  23431. * Curved Path - a curve path is simply a array of connected
  23432. * curves, but retains the api of a curve
  23433. **************************************************************/
  23434. function CurvePath() {
  23435. Curve.call( this );
  23436. this.type = 'CurvePath';
  23437. this.curves = [];
  23438. this.autoClose = false; // Automatically closes the path
  23439. }
  23440. CurvePath.prototype = Object.assign( Object.create( Curve.prototype ), {
  23441. constructor: CurvePath,
  23442. add: function ( curve ) {
  23443. this.curves.push( curve );
  23444. },
  23445. closePath: function () {
  23446. // Add a line curve if start and end of lines are not connected
  23447. var startPoint = this.curves[ 0 ].getPoint( 0 );
  23448. var endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );
  23449. if ( ! startPoint.equals( endPoint ) ) {
  23450. this.curves.push( new LineCurve( endPoint, startPoint ) );
  23451. }
  23452. },
  23453. // To get accurate point with reference to
  23454. // entire path distance at time t,
  23455. // following has to be done:
  23456. // 1. Length of each sub path have to be known
  23457. // 2. Locate and identify type of curve
  23458. // 3. Get t for the curve
  23459. // 4. Return curve.getPointAt(t')
  23460. getPoint: function ( t ) {
  23461. var d = t * this.getLength();
  23462. var curveLengths = this.getCurveLengths();
  23463. var i = 0;
  23464. // To think about boundaries points.
  23465. while ( i < curveLengths.length ) {
  23466. if ( curveLengths[ i ] >= d ) {
  23467. var diff = curveLengths[ i ] - d;
  23468. var curve = this.curves[ i ];
  23469. var segmentLength = curve.getLength();
  23470. var u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;
  23471. return curve.getPointAt( u );
  23472. }
  23473. i ++;
  23474. }
  23475. return null;
  23476. // loop where sum != 0, sum > d , sum+1 <d
  23477. },
  23478. // We cannot use the default THREE.Curve getPoint() with getLength() because in
  23479. // THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
  23480. // getPoint() depends on getLength
  23481. getLength: function () {
  23482. var lens = this.getCurveLengths();
  23483. return lens[ lens.length - 1 ];
  23484. },
  23485. // cacheLengths must be recalculated.
  23486. updateArcLengths: function () {
  23487. this.needsUpdate = true;
  23488. this.cacheLengths = null;
  23489. this.getCurveLengths();
  23490. },
  23491. // Compute lengths and cache them
  23492. // We cannot overwrite getLengths() because UtoT mapping uses it.
  23493. getCurveLengths: function () {
  23494. // We use cache values if curves and cache array are same length
  23495. if ( this.cacheLengths && this.cacheLengths.length === this.curves.length ) {
  23496. return this.cacheLengths;
  23497. }
  23498. // Get length of sub-curve
  23499. // Push sums into cached array
  23500. var lengths = [];
  23501. var sums = 0;
  23502. for ( var i = 0, l = this.curves.length; i < l; i ++ ) {
  23503. sums += this.curves[ i ].getLength();
  23504. lengths.push( sums );
  23505. }
  23506. this.cacheLengths = lengths;
  23507. return lengths;
  23508. },
  23509. getSpacedPoints: function ( divisions ) {
  23510. if ( divisions === undefined ) { divisions = 40; }
  23511. var points = [];
  23512. for ( var i = 0; i <= divisions; i ++ ) {
  23513. points.push( this.getPoint( i / divisions ) );
  23514. }
  23515. if ( this.autoClose ) {
  23516. points.push( points[ 0 ] );
  23517. }
  23518. return points;
  23519. },
  23520. getPoints: function ( divisions ) {
  23521. divisions = divisions || 12;
  23522. var points = [];
  23523. var last;
  23524. for ( var i = 0, curves = this.curves; i < curves.length; i ++ ) {
  23525. var curve = curves[ i ];
  23526. var resolution = ( curve && curve.isEllipseCurve ) ? divisions * 2
  23527. : ( curve && ( curve.isLineCurve || curve.isLineCurve3 ) ) ? 1
  23528. : ( curve && curve.isSplineCurve ) ? divisions * curve.points.length
  23529. : divisions;
  23530. var pts = curve.getPoints( resolution );
  23531. for ( var j = 0; j < pts.length; j ++ ) {
  23532. var point = pts[ j ];
  23533. if ( last && last.equals( point ) ) { continue; } // ensures no consecutive points are duplicates
  23534. points.push( point );
  23535. last = point;
  23536. }
  23537. }
  23538. if ( this.autoClose && points.length > 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) {
  23539. points.push( points[ 0 ] );
  23540. }
  23541. return points;
  23542. },
  23543. copy: function ( source ) {
  23544. Curve.prototype.copy.call( this, source );
  23545. this.curves = [];
  23546. for ( var i = 0, l = source.curves.length; i < l; i ++ ) {
  23547. var curve = source.curves[ i ];
  23548. this.curves.push( curve.clone() );
  23549. }
  23550. this.autoClose = source.autoClose;
  23551. return this;
  23552. },
  23553. toJSON: function () {
  23554. var data = Curve.prototype.toJSON.call( this );
  23555. data.autoClose = this.autoClose;
  23556. data.curves = [];
  23557. for ( var i = 0, l = this.curves.length; i < l; i ++ ) {
  23558. var curve = this.curves[ i ];
  23559. data.curves.push( curve.toJSON() );
  23560. }
  23561. return data;
  23562. },
  23563. fromJSON: function ( json ) {
  23564. Curve.prototype.fromJSON.call( this, json );
  23565. this.autoClose = json.autoClose;
  23566. this.curves = [];
  23567. for ( var i = 0, l = json.curves.length; i < l; i ++ ) {
  23568. var curve = json.curves[ i ];
  23569. this.curves.push( new Curves[ curve.type ]().fromJSON( curve ) );
  23570. }
  23571. return this;
  23572. }
  23573. } );
  23574. /**
  23575. * @author zz85 / http://www.lab4games.net/zz85/blog
  23576. * Creates free form 2d path using series of points, lines or curves.
  23577. **/
  23578. function Path( points ) {
  23579. CurvePath.call( this );
  23580. this.type = 'Path';
  23581. this.currentPoint = new Vector2();
  23582. if ( points ) {
  23583. this.setFromPoints( points );
  23584. }
  23585. }
  23586. Path.prototype = Object.assign( Object.create( CurvePath.prototype ), {
  23587. constructor: Path,
  23588. setFromPoints: function ( points ) {
  23589. this.moveTo( points[ 0 ].x, points[ 0 ].y );
  23590. for ( var i = 1, l = points.length; i < l; i ++ ) {
  23591. this.lineTo( points[ i ].x, points[ i ].y );
  23592. }
  23593. return this;
  23594. },
  23595. moveTo: function ( x, y ) {
  23596. this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?
  23597. return this;
  23598. },
  23599. lineTo: function ( x, y ) {
  23600. var curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );
  23601. this.curves.push( curve );
  23602. this.currentPoint.set( x, y );
  23603. return this;
  23604. },
  23605. quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
  23606. var curve = new QuadraticBezierCurve(
  23607. this.currentPoint.clone(),
  23608. new Vector2( aCPx, aCPy ),
  23609. new Vector2( aX, aY )
  23610. );
  23611. this.curves.push( curve );
  23612. this.currentPoint.set( aX, aY );
  23613. return this;
  23614. },
  23615. bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  23616. var curve = new CubicBezierCurve(
  23617. this.currentPoint.clone(),
  23618. new Vector2( aCP1x, aCP1y ),
  23619. new Vector2( aCP2x, aCP2y ),
  23620. new Vector2( aX, aY )
  23621. );
  23622. this.curves.push( curve );
  23623. this.currentPoint.set( aX, aY );
  23624. return this;
  23625. },
  23626. splineThru: function ( pts /*Array of Vector*/ ) {
  23627. var npts = [ this.currentPoint.clone() ].concat( pts );
  23628. var curve = new SplineCurve( npts );
  23629. this.curves.push( curve );
  23630. this.currentPoint.copy( pts[ pts.length - 1 ] );
  23631. return this;
  23632. },
  23633. arc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  23634. var x0 = this.currentPoint.x;
  23635. var y0 = this.currentPoint.y;
  23636. this.absarc( aX + x0, aY + y0, aRadius,
  23637. aStartAngle, aEndAngle, aClockwise );
  23638. return this;
  23639. },
  23640. absarc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  23641. this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  23642. return this;
  23643. },
  23644. ellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  23645. var x0 = this.currentPoint.x;
  23646. var y0 = this.currentPoint.y;
  23647. this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  23648. return this;
  23649. },
  23650. absellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  23651. var curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  23652. if ( this.curves.length > 0 ) {
  23653. // if a previous curve is present, attempt to join
  23654. var firstPoint = curve.getPoint( 0 );
  23655. if ( ! firstPoint.equals( this.currentPoint ) ) {
  23656. this.lineTo( firstPoint.x, firstPoint.y );
  23657. }
  23658. }
  23659. this.curves.push( curve );
  23660. var lastPoint = curve.getPoint( 1 );
  23661. this.currentPoint.copy( lastPoint );
  23662. return this;
  23663. },
  23664. copy: function ( source ) {
  23665. CurvePath.prototype.copy.call( this, source );
  23666. this.currentPoint.copy( source.currentPoint );
  23667. return this;
  23668. },
  23669. toJSON: function () {
  23670. var data = CurvePath.prototype.toJSON.call( this );
  23671. data.currentPoint = this.currentPoint.toArray();
  23672. return data;
  23673. },
  23674. fromJSON: function ( json ) {
  23675. CurvePath.prototype.fromJSON.call( this, json );
  23676. this.currentPoint.fromArray( json.currentPoint );
  23677. return this;
  23678. }
  23679. } );
  23680. /**
  23681. * @author zz85 / http://www.lab4games.net/zz85/blog
  23682. * Defines a 2d shape plane using paths.
  23683. **/
  23684. // STEP 1 Create a path.
  23685. // STEP 2 Turn path into shape.
  23686. // STEP 3 ExtrudeGeometry takes in Shape/Shapes
  23687. // STEP 3a - Extract points from each shape, turn to vertices
  23688. // STEP 3b - Triangulate each shape, add faces.
  23689. function Shape( points ) {
  23690. Path.call( this, points );
  23691. this.uuid = MathUtils.generateUUID();
  23692. this.type = 'Shape';
  23693. this.holes = [];
  23694. }
  23695. Shape.prototype = Object.assign( Object.create( Path.prototype ), {
  23696. constructor: Shape,
  23697. getPointsHoles: function ( divisions ) {
  23698. var holesPts = [];
  23699. for ( var i = 0, l = this.holes.length; i < l; i ++ ) {
  23700. holesPts[ i ] = this.holes[ i ].getPoints( divisions );
  23701. }
  23702. return holesPts;
  23703. },
  23704. // get points of shape and holes (keypoints based on segments parameter)
  23705. extractPoints: function ( divisions ) {
  23706. return {
  23707. shape: this.getPoints( divisions ),
  23708. holes: this.getPointsHoles( divisions )
  23709. };
  23710. },
  23711. copy: function ( source ) {
  23712. Path.prototype.copy.call( this, source );
  23713. this.holes = [];
  23714. for ( var i = 0, l = source.holes.length; i < l; i ++ ) {
  23715. var hole = source.holes[ i ];
  23716. this.holes.push( hole.clone() );
  23717. }
  23718. return this;
  23719. },
  23720. toJSON: function () {
  23721. var data = Path.prototype.toJSON.call( this );
  23722. data.uuid = this.uuid;
  23723. data.holes = [];
  23724. for ( var i = 0, l = this.holes.length; i < l; i ++ ) {
  23725. var hole = this.holes[ i ];
  23726. data.holes.push( hole.toJSON() );
  23727. }
  23728. return data;
  23729. },
  23730. fromJSON: function ( json ) {
  23731. Path.prototype.fromJSON.call( this, json );
  23732. this.uuid = json.uuid;
  23733. this.holes = [];
  23734. for ( var i = 0, l = json.holes.length; i < l; i ++ ) {
  23735. var hole = json.holes[ i ];
  23736. this.holes.push( new Path().fromJSON( hole ) );
  23737. }
  23738. return this;
  23739. }
  23740. } );
  23741. /**
  23742. * @author mrdoob / http://mrdoob.com/
  23743. * @author alteredq / http://alteredqualia.com/
  23744. */
  23745. function Light( color, intensity ) {
  23746. Object3D.call( this );
  23747. this.type = 'Light';
  23748. this.color = new Color( color );
  23749. this.intensity = intensity !== undefined ? intensity : 1;
  23750. this.receiveShadow = undefined;
  23751. }
  23752. Light.prototype = Object.assign( Object.create( Object3D.prototype ), {
  23753. constructor: Light,
  23754. isLight: true,
  23755. copy: function ( source ) {
  23756. Object3D.prototype.copy.call( this, source );
  23757. this.color.copy( source.color );
  23758. this.intensity = source.intensity;
  23759. return this;
  23760. },
  23761. toJSON: function ( meta ) {
  23762. var data = Object3D.prototype.toJSON.call( this, meta );
  23763. data.object.color = this.color.getHex();
  23764. data.object.intensity = this.intensity;
  23765. if ( this.groundColor !== undefined ) { data.object.groundColor = this.groundColor.getHex(); }
  23766. if ( this.distance !== undefined ) { data.object.distance = this.distance; }
  23767. if ( this.angle !== undefined ) { data.object.angle = this.angle; }
  23768. if ( this.decay !== undefined ) { data.object.decay = this.decay; }
  23769. if ( this.penumbra !== undefined ) { data.object.penumbra = this.penumbra; }
  23770. if ( this.shadow !== undefined ) { data.object.shadow = this.shadow.toJSON(); }
  23771. return data;
  23772. }
  23773. } );
  23774. /**
  23775. * @author alteredq / http://alteredqualia.com/
  23776. */
  23777. function HemisphereLight( skyColor, groundColor, intensity ) {
  23778. Light.call( this, skyColor, intensity );
  23779. this.type = 'HemisphereLight';
  23780. this.castShadow = undefined;
  23781. this.position.copy( Object3D.DefaultUp );
  23782. this.updateMatrix();
  23783. this.groundColor = new Color( groundColor );
  23784. }
  23785. HemisphereLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23786. constructor: HemisphereLight,
  23787. isHemisphereLight: true,
  23788. copy: function ( source ) {
  23789. Light.prototype.copy.call( this, source );
  23790. this.groundColor.copy( source.groundColor );
  23791. return this;
  23792. }
  23793. } );
  23794. /**
  23795. * @author mrdoob / http://mrdoob.com/
  23796. */
  23797. function LightShadow( camera ) {
  23798. this.camera = camera;
  23799. this.bias = 0;
  23800. this.normalBias = 0;
  23801. this.radius = 1;
  23802. this.mapSize = new Vector2( 512, 512 );
  23803. this.map = null;
  23804. this.mapPass = null;
  23805. this.matrix = new Matrix4();
  23806. this.autoUpdate = true;
  23807. this.needsUpdate = false;
  23808. this._frustum = new Frustum();
  23809. this._frameExtents = new Vector2( 1, 1 );
  23810. this._viewportCount = 1;
  23811. this._viewports = [
  23812. new Vector4( 0, 0, 1, 1 )
  23813. ];
  23814. }
  23815. Object.assign( LightShadow.prototype, {
  23816. _projScreenMatrix: new Matrix4(),
  23817. _lightPositionWorld: new Vector3(),
  23818. _lookTarget: new Vector3(),
  23819. getViewportCount: function () {
  23820. return this._viewportCount;
  23821. },
  23822. getFrustum: function () {
  23823. return this._frustum;
  23824. },
  23825. updateMatrices: function ( light ) {
  23826. var shadowCamera = this.camera,
  23827. shadowMatrix = this.matrix,
  23828. projScreenMatrix = this._projScreenMatrix,
  23829. lookTarget = this._lookTarget,
  23830. lightPositionWorld = this._lightPositionWorld;
  23831. lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  23832. shadowCamera.position.copy( lightPositionWorld );
  23833. lookTarget.setFromMatrixPosition( light.target.matrixWorld );
  23834. shadowCamera.lookAt( lookTarget );
  23835. shadowCamera.updateMatrixWorld();
  23836. projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
  23837. this._frustum.setFromProjectionMatrix( projScreenMatrix );
  23838. shadowMatrix.set(
  23839. 0.5, 0.0, 0.0, 0.5,
  23840. 0.0, 0.5, 0.0, 0.5,
  23841. 0.0, 0.0, 0.5, 0.5,
  23842. 0.0, 0.0, 0.0, 1.0
  23843. );
  23844. shadowMatrix.multiply( shadowCamera.projectionMatrix );
  23845. shadowMatrix.multiply( shadowCamera.matrixWorldInverse );
  23846. },
  23847. getViewport: function ( viewportIndex ) {
  23848. return this._viewports[ viewportIndex ];
  23849. },
  23850. getFrameExtents: function () {
  23851. return this._frameExtents;
  23852. },
  23853. copy: function ( source ) {
  23854. this.camera = source.camera.clone();
  23855. this.bias = source.bias;
  23856. this.radius = source.radius;
  23857. this.mapSize.copy( source.mapSize );
  23858. return this;
  23859. },
  23860. clone: function () {
  23861. return new this.constructor().copy( this );
  23862. },
  23863. toJSON: function () {
  23864. var object = {};
  23865. if ( this.bias !== 0 ) { object.bias = this.bias; }
  23866. if ( this.normalBias !== 0 ) { object.normalBias = this.normalBias; }
  23867. if ( this.radius !== 1 ) { object.radius = this.radius; }
  23868. if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) { object.mapSize = this.mapSize.toArray(); }
  23869. object.camera = this.camera.toJSON( false ).object;
  23870. delete object.camera.matrix;
  23871. return object;
  23872. }
  23873. } );
  23874. /**
  23875. * @author mrdoob / http://mrdoob.com/
  23876. */
  23877. function SpotLightShadow() {
  23878. LightShadow.call( this, new PerspectiveCamera( 50, 1, 0.5, 500 ) );
  23879. }
  23880. SpotLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  23881. constructor: SpotLightShadow,
  23882. isSpotLightShadow: true,
  23883. updateMatrices: function ( light ) {
  23884. var camera = this.camera;
  23885. var fov = MathUtils.RAD2DEG * 2 * light.angle;
  23886. var aspect = this.mapSize.width / this.mapSize.height;
  23887. var far = light.distance || camera.far;
  23888. if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {
  23889. camera.fov = fov;
  23890. camera.aspect = aspect;
  23891. camera.far = far;
  23892. camera.updateProjectionMatrix();
  23893. }
  23894. LightShadow.prototype.updateMatrices.call( this, light );
  23895. }
  23896. } );
  23897. /**
  23898. * @author alteredq / http://alteredqualia.com/
  23899. */
  23900. function SpotLight( color, intensity, distance, angle, penumbra, decay ) {
  23901. Light.call( this, color, intensity );
  23902. this.type = 'SpotLight';
  23903. this.position.copy( Object3D.DefaultUp );
  23904. this.updateMatrix();
  23905. this.target = new Object3D();
  23906. Object.defineProperty( this, 'power', {
  23907. get: function () {
  23908. // intensity = power per solid angle.
  23909. // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23910. return this.intensity * Math.PI;
  23911. },
  23912. set: function ( power ) {
  23913. // intensity = power per solid angle.
  23914. // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23915. this.intensity = power / Math.PI;
  23916. }
  23917. } );
  23918. this.distance = ( distance !== undefined ) ? distance : 0;
  23919. this.angle = ( angle !== undefined ) ? angle : Math.PI / 3;
  23920. this.penumbra = ( penumbra !== undefined ) ? penumbra : 0;
  23921. this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
  23922. this.shadow = new SpotLightShadow();
  23923. }
  23924. SpotLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23925. constructor: SpotLight,
  23926. isSpotLight: true,
  23927. copy: function ( source ) {
  23928. Light.prototype.copy.call( this, source );
  23929. this.distance = source.distance;
  23930. this.angle = source.angle;
  23931. this.penumbra = source.penumbra;
  23932. this.decay = source.decay;
  23933. this.target = source.target.clone();
  23934. this.shadow = source.shadow.clone();
  23935. return this;
  23936. }
  23937. } );
  23938. function PointLightShadow() {
  23939. LightShadow.call( this, new PerspectiveCamera( 90, 1, 0.5, 500 ) );
  23940. this._frameExtents = new Vector2( 4, 2 );
  23941. this._viewportCount = 6;
  23942. this._viewports = [
  23943. // These viewports map a cube-map onto a 2D texture with the
  23944. // following orientation:
  23945. //
  23946. // xzXZ
  23947. // y Y
  23948. //
  23949. // X - Positive x direction
  23950. // x - Negative x direction
  23951. // Y - Positive y direction
  23952. // y - Negative y direction
  23953. // Z - Positive z direction
  23954. // z - Negative z direction
  23955. // positive X
  23956. new Vector4( 2, 1, 1, 1 ),
  23957. // negative X
  23958. new Vector4( 0, 1, 1, 1 ),
  23959. // positive Z
  23960. new Vector4( 3, 1, 1, 1 ),
  23961. // negative Z
  23962. new Vector4( 1, 1, 1, 1 ),
  23963. // positive Y
  23964. new Vector4( 3, 0, 1, 1 ),
  23965. // negative Y
  23966. new Vector4( 1, 0, 1, 1 )
  23967. ];
  23968. this._cubeDirections = [
  23969. new Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ),
  23970. new Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 )
  23971. ];
  23972. this._cubeUps = [
  23973. new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ),
  23974. new Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ), new Vector3( 0, 0, - 1 )
  23975. ];
  23976. }
  23977. PointLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  23978. constructor: PointLightShadow,
  23979. isPointLightShadow: true,
  23980. updateMatrices: function ( light, viewportIndex ) {
  23981. if ( viewportIndex === undefined ) { viewportIndex = 0; }
  23982. var camera = this.camera,
  23983. shadowMatrix = this.matrix,
  23984. lightPositionWorld = this._lightPositionWorld,
  23985. lookTarget = this._lookTarget,
  23986. projScreenMatrix = this._projScreenMatrix;
  23987. lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  23988. camera.position.copy( lightPositionWorld );
  23989. lookTarget.copy( camera.position );
  23990. lookTarget.add( this._cubeDirections[ viewportIndex ] );
  23991. camera.up.copy( this._cubeUps[ viewportIndex ] );
  23992. camera.lookAt( lookTarget );
  23993. camera.updateMatrixWorld();
  23994. shadowMatrix.makeTranslation( - lightPositionWorld.x, - lightPositionWorld.y, - lightPositionWorld.z );
  23995. projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  23996. this._frustum.setFromProjectionMatrix( projScreenMatrix );
  23997. }
  23998. } );
  23999. /**
  24000. * @author mrdoob / http://mrdoob.com/
  24001. */
  24002. function PointLight( color, intensity, distance, decay ) {
  24003. Light.call( this, color, intensity );
  24004. this.type = 'PointLight';
  24005. Object.defineProperty( this, 'power', {
  24006. get: function () {
  24007. // intensity = power per solid angle.
  24008. // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  24009. return this.intensity * 4 * Math.PI;
  24010. },
  24011. set: function ( power ) {
  24012. // intensity = power per solid angle.
  24013. // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  24014. this.intensity = power / ( 4 * Math.PI );
  24015. }
  24016. } );
  24017. this.distance = ( distance !== undefined ) ? distance : 0;
  24018. this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
  24019. this.shadow = new PointLightShadow();
  24020. }
  24021. PointLight.prototype = Object.assign( Object.create( Light.prototype ), {
  24022. constructor: PointLight,
  24023. isPointLight: true,
  24024. copy: function ( source ) {
  24025. Light.prototype.copy.call( this, source );
  24026. this.distance = source.distance;
  24027. this.decay = source.decay;
  24028. this.shadow = source.shadow.clone();
  24029. return this;
  24030. }
  24031. } );
  24032. /**
  24033. * @author alteredq / http://alteredqualia.com/
  24034. * @author arose / http://github.com/arose
  24035. */
  24036. function OrthographicCamera( left, right, top, bottom, near, far ) {
  24037. Camera.call( this );
  24038. this.type = 'OrthographicCamera';
  24039. this.zoom = 1;
  24040. this.view = null;
  24041. this.left = ( left !== undefined ) ? left : - 1;
  24042. this.right = ( right !== undefined ) ? right : 1;
  24043. this.top = ( top !== undefined ) ? top : 1;
  24044. this.bottom = ( bottom !== undefined ) ? bottom : - 1;
  24045. this.near = ( near !== undefined ) ? near : 0.1;
  24046. this.far = ( far !== undefined ) ? far : 2000;
  24047. this.updateProjectionMatrix();
  24048. }
  24049. OrthographicCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
  24050. constructor: OrthographicCamera,
  24051. isOrthographicCamera: true,
  24052. copy: function ( source, recursive ) {
  24053. Camera.prototype.copy.call( this, source, recursive );
  24054. this.left = source.left;
  24055. this.right = source.right;
  24056. this.top = source.top;
  24057. this.bottom = source.bottom;
  24058. this.near = source.near;
  24059. this.far = source.far;
  24060. this.zoom = source.zoom;
  24061. this.view = source.view === null ? null : Object.assign( {}, source.view );
  24062. return this;
  24063. },
  24064. setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
  24065. if ( this.view === null ) {
  24066. this.view = {
  24067. enabled: true,
  24068. fullWidth: 1,
  24069. fullHeight: 1,
  24070. offsetX: 0,
  24071. offsetY: 0,
  24072. width: 1,
  24073. height: 1
  24074. };
  24075. }
  24076. this.view.enabled = true;
  24077. this.view.fullWidth = fullWidth;
  24078. this.view.fullHeight = fullHeight;
  24079. this.view.offsetX = x;
  24080. this.view.offsetY = y;
  24081. this.view.width = width;
  24082. this.view.height = height;
  24083. this.updateProjectionMatrix();
  24084. },
  24085. clearViewOffset: function () {
  24086. if ( this.view !== null ) {
  24087. this.view.enabled = false;
  24088. }
  24089. this.updateProjectionMatrix();
  24090. },
  24091. updateProjectionMatrix: function () {
  24092. var dx = ( this.right - this.left ) / ( 2 * this.zoom );
  24093. var dy = ( this.top - this.bottom ) / ( 2 * this.zoom );
  24094. var cx = ( this.right + this.left ) / 2;
  24095. var cy = ( this.top + this.bottom ) / 2;
  24096. var left = cx - dx;
  24097. var right = cx + dx;
  24098. var top = cy + dy;
  24099. var bottom = cy - dy;
  24100. if ( this.view !== null && this.view.enabled ) {
  24101. var scaleW = ( this.right - this.left ) / this.view.fullWidth / this.zoom;
  24102. var scaleH = ( this.top - this.bottom ) / this.view.fullHeight / this.zoom;
  24103. left += scaleW * this.view.offsetX;
  24104. right = left + scaleW * this.view.width;
  24105. top -= scaleH * this.view.offsetY;
  24106. bottom = top - scaleH * this.view.height;
  24107. }
  24108. this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far );
  24109. this.projectionMatrixInverse.getInverse( this.projectionMatrix );
  24110. },
  24111. toJSON: function ( meta ) {
  24112. var data = Object3D.prototype.toJSON.call( this, meta );
  24113. data.object.zoom = this.zoom;
  24114. data.object.left = this.left;
  24115. data.object.right = this.right;
  24116. data.object.top = this.top;
  24117. data.object.bottom = this.bottom;
  24118. data.object.near = this.near;
  24119. data.object.far = this.far;
  24120. if ( this.view !== null ) { data.object.view = Object.assign( {}, this.view ); }
  24121. return data;
  24122. }
  24123. } );
  24124. /**
  24125. * @author mrdoob / http://mrdoob.com/
  24126. */
  24127. function DirectionalLightShadow() {
  24128. LightShadow.call( this, new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) );
  24129. }
  24130. DirectionalLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  24131. constructor: DirectionalLightShadow,
  24132. isDirectionalLightShadow: true,
  24133. updateMatrices: function ( light ) {
  24134. LightShadow.prototype.updateMatrices.call( this, light );
  24135. }
  24136. } );
  24137. /**
  24138. * @author mrdoob / http://mrdoob.com/
  24139. * @author alteredq / http://alteredqualia.com/
  24140. */
  24141. function DirectionalLight( color, intensity ) {
  24142. Light.call( this, color, intensity );
  24143. this.type = 'DirectionalLight';
  24144. this.position.copy( Object3D.DefaultUp );
  24145. this.updateMatrix();
  24146. this.target = new Object3D();
  24147. this.shadow = new DirectionalLightShadow();
  24148. }
  24149. DirectionalLight.prototype = Object.assign( Object.create( Light.prototype ), {
  24150. constructor: DirectionalLight,
  24151. isDirectionalLight: true,
  24152. copy: function ( source ) {
  24153. Light.prototype.copy.call( this, source );
  24154. this.target = source.target.clone();
  24155. this.shadow = source.shadow.clone();
  24156. return this;
  24157. }
  24158. } );
  24159. /**
  24160. * @author mrdoob / http://mrdoob.com/
  24161. */
  24162. function AmbientLight( color, intensity ) {
  24163. Light.call( this, color, intensity );
  24164. this.type = 'AmbientLight';
  24165. this.castShadow = undefined;
  24166. }
  24167. AmbientLight.prototype = Object.assign( Object.create( Light.prototype ), {
  24168. constructor: AmbientLight,
  24169. isAmbientLight: true
  24170. } );
  24171. /**
  24172. * @author abelnation / http://github.com/abelnation
  24173. */
  24174. function RectAreaLight( color, intensity, width, height ) {
  24175. Light.call( this, color, intensity );
  24176. this.type = 'RectAreaLight';
  24177. this.width = ( width !== undefined ) ? width : 10;
  24178. this.height = ( height !== undefined ) ? height : 10;
  24179. }
  24180. RectAreaLight.prototype = Object.assign( Object.create( Light.prototype ), {
  24181. constructor: RectAreaLight,
  24182. isRectAreaLight: true,
  24183. copy: function ( source ) {
  24184. Light.prototype.copy.call( this, source );
  24185. this.width = source.width;
  24186. this.height = source.height;
  24187. return this;
  24188. },
  24189. toJSON: function ( meta ) {
  24190. var data = Light.prototype.toJSON.call( this, meta );
  24191. data.object.width = this.width;
  24192. data.object.height = this.height;
  24193. return data;
  24194. }
  24195. } );
  24196. /**
  24197. * @author bhouston / http://clara.io
  24198. * @author WestLangley / http://github.com/WestLangley
  24199. *
  24200. * Primary reference:
  24201. * https://graphics.stanford.edu/papers/envmap/envmap.pdf
  24202. *
  24203. * Secondary reference:
  24204. * https://www.ppsloan.org/publications/StupidSH36.pdf
  24205. */
  24206. // 3-band SH defined by 9 coefficients
  24207. function SphericalHarmonics3() {
  24208. this.coefficients = [];
  24209. for ( var i = 0; i < 9; i ++ ) {
  24210. this.coefficients.push( new Vector3() );
  24211. }
  24212. }
  24213. Object.assign( SphericalHarmonics3.prototype, {
  24214. isSphericalHarmonics3: true,
  24215. set: function ( coefficients ) {
  24216. for ( var i = 0; i < 9; i ++ ) {
  24217. this.coefficients[ i ].copy( coefficients[ i ] );
  24218. }
  24219. return this;
  24220. },
  24221. zero: function () {
  24222. for ( var i = 0; i < 9; i ++ ) {
  24223. this.coefficients[ i ].set( 0, 0, 0 );
  24224. }
  24225. return this;
  24226. },
  24227. // get the radiance in the direction of the normal
  24228. // target is a Vector3
  24229. getAt: function ( normal, target ) {
  24230. // normal is assumed to be unit length
  24231. var x = normal.x, y = normal.y, z = normal.z;
  24232. var coeff = this.coefficients;
  24233. // band 0
  24234. target.copy( coeff[ 0 ] ).multiplyScalar( 0.282095 );
  24235. // band 1
  24236. target.addScaledVector( coeff[ 1 ], 0.488603 * y );
  24237. target.addScaledVector( coeff[ 2 ], 0.488603 * z );
  24238. target.addScaledVector( coeff[ 3 ], 0.488603 * x );
  24239. // band 2
  24240. target.addScaledVector( coeff[ 4 ], 1.092548 * ( x * y ) );
  24241. target.addScaledVector( coeff[ 5 ], 1.092548 * ( y * z ) );
  24242. target.addScaledVector( coeff[ 6 ], 0.315392 * ( 3.0 * z * z - 1.0 ) );
  24243. target.addScaledVector( coeff[ 7 ], 1.092548 * ( x * z ) );
  24244. target.addScaledVector( coeff[ 8 ], 0.546274 * ( x * x - y * y ) );
  24245. return target;
  24246. },
  24247. // get the irradiance (radiance convolved with cosine lobe) in the direction of the normal
  24248. // target is a Vector3
  24249. // https://graphics.stanford.edu/papers/envmap/envmap.pdf
  24250. getIrradianceAt: function ( normal, target ) {
  24251. // normal is assumed to be unit length
  24252. var x = normal.x, y = normal.y, z = normal.z;
  24253. var coeff = this.coefficients;
  24254. // band 0
  24255. target.copy( coeff[ 0 ] ).multiplyScalar( 0.886227 ); // π * 0.282095
  24256. // band 1
  24257. target.addScaledVector( coeff[ 1 ], 2.0 * 0.511664 * y ); // ( 2 * π / 3 ) * 0.488603
  24258. target.addScaledVector( coeff[ 2 ], 2.0 * 0.511664 * z );
  24259. target.addScaledVector( coeff[ 3 ], 2.0 * 0.511664 * x );
  24260. // band 2
  24261. target.addScaledVector( coeff[ 4 ], 2.0 * 0.429043 * x * y ); // ( π / 4 ) * 1.092548
  24262. target.addScaledVector( coeff[ 5 ], 2.0 * 0.429043 * y * z );
  24263. target.addScaledVector( coeff[ 6 ], 0.743125 * z * z - 0.247708 ); // ( π / 4 ) * 0.315392 * 3
  24264. target.addScaledVector( coeff[ 7 ], 2.0 * 0.429043 * x * z );
  24265. target.addScaledVector( coeff[ 8 ], 0.429043 * ( x * x - y * y ) ); // ( π / 4 ) * 0.546274
  24266. return target;
  24267. },
  24268. add: function ( sh ) {
  24269. for ( var i = 0; i < 9; i ++ ) {
  24270. this.coefficients[ i ].add( sh.coefficients[ i ] );
  24271. }
  24272. return this;
  24273. },
  24274. addScaledSH: function ( sh, s ) {
  24275. for ( var i = 0; i < 9; i ++ ) {
  24276. this.coefficients[ i ].addScaledVector( sh.coefficients[ i ], s );
  24277. }
  24278. return this;
  24279. },
  24280. scale: function ( s ) {
  24281. for ( var i = 0; i < 9; i ++ ) {
  24282. this.coefficients[ i ].multiplyScalar( s );
  24283. }
  24284. return this;
  24285. },
  24286. lerp: function ( sh, alpha ) {
  24287. for ( var i = 0; i < 9; i ++ ) {
  24288. this.coefficients[ i ].lerp( sh.coefficients[ i ], alpha );
  24289. }
  24290. return this;
  24291. },
  24292. equals: function ( sh ) {
  24293. for ( var i = 0; i < 9; i ++ ) {
  24294. if ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) {
  24295. return false;
  24296. }
  24297. }
  24298. return true;
  24299. },
  24300. copy: function ( sh ) {
  24301. return this.set( sh.coefficients );
  24302. },
  24303. clone: function () {
  24304. return new this.constructor().copy( this );
  24305. },
  24306. fromArray: function ( array, offset ) {
  24307. if ( offset === undefined ) { offset = 0; }
  24308. var coefficients = this.coefficients;
  24309. for ( var i = 0; i < 9; i ++ ) {
  24310. coefficients[ i ].fromArray( array, offset + ( i * 3 ) );
  24311. }
  24312. return this;
  24313. },
  24314. toArray: function ( array, offset ) {
  24315. if ( array === undefined ) { array = []; }
  24316. if ( offset === undefined ) { offset = 0; }
  24317. var coefficients = this.coefficients;
  24318. for ( var i = 0; i < 9; i ++ ) {
  24319. coefficients[ i ].toArray( array, offset + ( i * 3 ) );
  24320. }
  24321. return array;
  24322. }
  24323. } );
  24324. Object.assign( SphericalHarmonics3, {
  24325. // evaluate the basis functions
  24326. // shBasis is an Array[ 9 ]
  24327. getBasisAt: function ( normal, shBasis ) {
  24328. // normal is assumed to be unit length
  24329. var x = normal.x, y = normal.y, z = normal.z;
  24330. // band 0
  24331. shBasis[ 0 ] = 0.282095;
  24332. // band 1
  24333. shBasis[ 1 ] = 0.488603 * y;
  24334. shBasis[ 2 ] = 0.488603 * z;
  24335. shBasis[ 3 ] = 0.488603 * x;
  24336. // band 2
  24337. shBasis[ 4 ] = 1.092548 * x * y;
  24338. shBasis[ 5 ] = 1.092548 * y * z;
  24339. shBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 );
  24340. shBasis[ 7 ] = 1.092548 * x * z;
  24341. shBasis[ 8 ] = 0.546274 * ( x * x - y * y );
  24342. }
  24343. } );
  24344. /**
  24345. * @author WestLangley / http://github.com/WestLangley
  24346. *
  24347. * A LightProbe is a source of indirect-diffuse light
  24348. */
  24349. function LightProbe( sh, intensity ) {
  24350. Light.call( this, undefined, intensity );
  24351. this.type = 'LightProbe';
  24352. this.sh = ( sh !== undefined ) ? sh : new SphericalHarmonics3();
  24353. }
  24354. LightProbe.prototype = Object.assign( Object.create( Light.prototype ), {
  24355. constructor: LightProbe,
  24356. isLightProbe: true,
  24357. copy: function ( source ) {
  24358. Light.prototype.copy.call( this, source );
  24359. this.sh.copy( source.sh );
  24360. return this;
  24361. },
  24362. fromJSON: function ( json ) {
  24363. this.intensity = json.intensity; // TODO: Move this bit to Light.fromJSON();
  24364. this.sh.fromArray( json.sh );
  24365. return this;
  24366. },
  24367. toJSON: function ( meta ) {
  24368. var data = Light.prototype.toJSON.call( this, meta );
  24369. data.object.sh = this.sh.toArray();
  24370. return data;
  24371. }
  24372. } );
  24373. /**
  24374. * @author mrdoob / http://mrdoob.com/
  24375. */
  24376. function MaterialLoader( manager ) {
  24377. Loader.call( this, manager );
  24378. this.textures = {};
  24379. }
  24380. MaterialLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  24381. constructor: MaterialLoader,
  24382. load: function ( url, onLoad, onProgress, onError ) {
  24383. var scope = this;
  24384. var loader = new FileLoader( scope.manager );
  24385. loader.setPath( scope.path );
  24386. loader.setRequestHeader( scope.requestHeader );
  24387. loader.load( url, function ( text ) {
  24388. try {
  24389. onLoad( scope.parse( JSON.parse( text ) ) );
  24390. } catch ( e ) {
  24391. if ( onError ) {
  24392. onError( e );
  24393. } else {
  24394. console.error( e );
  24395. }
  24396. scope.manager.itemError( url );
  24397. }
  24398. }, onProgress, onError );
  24399. },
  24400. parse: function ( json ) {
  24401. var textures = this.textures;
  24402. function getTexture( name ) {
  24403. if ( textures[ name ] === undefined ) {
  24404. console.warn( 'THREE.MaterialLoader: Undefined texture', name );
  24405. }
  24406. return textures[ name ];
  24407. }
  24408. var material = new Materials[ json.type ]();
  24409. if ( json.uuid !== undefined ) { material.uuid = json.uuid; }
  24410. if ( json.name !== undefined ) { material.name = json.name; }
  24411. if ( json.color !== undefined ) { material.color.setHex( json.color ); }
  24412. if ( json.roughness !== undefined ) { material.roughness = json.roughness; }
  24413. if ( json.metalness !== undefined ) { material.metalness = json.metalness; }
  24414. if ( json.sheen !== undefined ) { material.sheen = new Color().setHex( json.sheen ); }
  24415. if ( json.emissive !== undefined ) { material.emissive.setHex( json.emissive ); }
  24416. if ( json.specular !== undefined ) { material.specular.setHex( json.specular ); }
  24417. if ( json.shininess !== undefined ) { material.shininess = json.shininess; }
  24418. if ( json.clearcoat !== undefined ) { material.clearcoat = json.clearcoat; }
  24419. if ( json.clearcoatRoughness !== undefined ) { material.clearcoatRoughness = json.clearcoatRoughness; }
  24420. if ( json.fog !== undefined ) { material.fog = json.fog; }
  24421. if ( json.flatShading !== undefined ) { material.flatShading = json.flatShading; }
  24422. if ( json.blending !== undefined ) { material.blending = json.blending; }
  24423. if ( json.combine !== undefined ) { material.combine = json.combine; }
  24424. if ( json.side !== undefined ) { material.side = json.side; }
  24425. if ( json.opacity !== undefined ) { material.opacity = json.opacity; }
  24426. if ( json.transparent !== undefined ) { material.transparent = json.transparent; }
  24427. if ( json.alphaTest !== undefined ) { material.alphaTest = json.alphaTest; }
  24428. if ( json.depthTest !== undefined ) { material.depthTest = json.depthTest; }
  24429. if ( json.depthWrite !== undefined ) { material.depthWrite = json.depthWrite; }
  24430. if ( json.colorWrite !== undefined ) { material.colorWrite = json.colorWrite; }
  24431. if ( json.stencilWrite !== undefined ) { material.stencilWrite = json.stencilWrite; }
  24432. if ( json.stencilWriteMask !== undefined ) { material.stencilWriteMask = json.stencilWriteMask; }
  24433. if ( json.stencilFunc !== undefined ) { material.stencilFunc = json.stencilFunc; }
  24434. if ( json.stencilRef !== undefined ) { material.stencilRef = json.stencilRef; }
  24435. if ( json.stencilFuncMask !== undefined ) { material.stencilFuncMask = json.stencilFuncMask; }
  24436. if ( json.stencilFail !== undefined ) { material.stencilFail = json.stencilFail; }
  24437. if ( json.stencilZFail !== undefined ) { material.stencilZFail = json.stencilZFail; }
  24438. if ( json.stencilZPass !== undefined ) { material.stencilZPass = json.stencilZPass; }
  24439. if ( json.wireframe !== undefined ) { material.wireframe = json.wireframe; }
  24440. if ( json.wireframeLinewidth !== undefined ) { material.wireframeLinewidth = json.wireframeLinewidth; }
  24441. if ( json.wireframeLinecap !== undefined ) { material.wireframeLinecap = json.wireframeLinecap; }
  24442. if ( json.wireframeLinejoin !== undefined ) { material.wireframeLinejoin = json.wireframeLinejoin; }
  24443. if ( json.rotation !== undefined ) { material.rotation = json.rotation; }
  24444. if ( json.linewidth !== 1 ) { material.linewidth = json.linewidth; }
  24445. if ( json.dashSize !== undefined ) { material.dashSize = json.dashSize; }
  24446. if ( json.gapSize !== undefined ) { material.gapSize = json.gapSize; }
  24447. if ( json.scale !== undefined ) { material.scale = json.scale; }
  24448. if ( json.polygonOffset !== undefined ) { material.polygonOffset = json.polygonOffset; }
  24449. if ( json.polygonOffsetFactor !== undefined ) { material.polygonOffsetFactor = json.polygonOffsetFactor; }
  24450. if ( json.polygonOffsetUnits !== undefined ) { material.polygonOffsetUnits = json.polygonOffsetUnits; }
  24451. if ( json.skinning !== undefined ) { material.skinning = json.skinning; }
  24452. if ( json.morphTargets !== undefined ) { material.morphTargets = json.morphTargets; }
  24453. if ( json.morphNormals !== undefined ) { material.morphNormals = json.morphNormals; }
  24454. if ( json.dithering !== undefined ) { material.dithering = json.dithering; }
  24455. if ( json.vertexTangents !== undefined ) { material.vertexTangents = json.vertexTangents; }
  24456. if ( json.visible !== undefined ) { material.visible = json.visible; }
  24457. if ( json.toneMapped !== undefined ) { material.toneMapped = json.toneMapped; }
  24458. if ( json.userData !== undefined ) { material.userData = json.userData; }
  24459. if ( json.vertexColors !== undefined ) {
  24460. if ( typeof json.vertexColors === 'number' ) {
  24461. material.vertexColors = ( json.vertexColors > 0 ) ? true : false;
  24462. } else {
  24463. material.vertexColors = json.vertexColors;
  24464. }
  24465. }
  24466. // Shader Material
  24467. if ( json.uniforms !== undefined ) {
  24468. for ( var name in json.uniforms ) {
  24469. var uniform = json.uniforms[ name ];
  24470. material.uniforms[ name ] = {};
  24471. switch ( uniform.type ) {
  24472. case 't':
  24473. material.uniforms[ name ].value = getTexture( uniform.value );
  24474. break;
  24475. case 'c':
  24476. material.uniforms[ name ].value = new Color().setHex( uniform.value );
  24477. break;
  24478. case 'v2':
  24479. material.uniforms[ name ].value = new Vector2().fromArray( uniform.value );
  24480. break;
  24481. case 'v3':
  24482. material.uniforms[ name ].value = new Vector3().fromArray( uniform.value );
  24483. break;
  24484. case 'v4':
  24485. material.uniforms[ name ].value = new Vector4().fromArray( uniform.value );
  24486. break;
  24487. case 'm3':
  24488. material.uniforms[ name ].value = new Matrix3().fromArray( uniform.value );
  24489. case 'm4':
  24490. material.uniforms[ name ].value = new Matrix4().fromArray( uniform.value );
  24491. break;
  24492. default:
  24493. material.uniforms[ name ].value = uniform.value;
  24494. }
  24495. }
  24496. }
  24497. if ( json.defines !== undefined ) { material.defines = json.defines; }
  24498. if ( json.vertexShader !== undefined ) { material.vertexShader = json.vertexShader; }
  24499. if ( json.fragmentShader !== undefined ) { material.fragmentShader = json.fragmentShader; }
  24500. if ( json.extensions !== undefined ) {
  24501. for ( var key in json.extensions ) {
  24502. material.extensions[ key ] = json.extensions[ key ];
  24503. }
  24504. }
  24505. // Deprecated
  24506. if ( json.shading !== undefined ) { material.flatShading = json.shading === 1; } // THREE.FlatShading
  24507. // for PointsMaterial
  24508. if ( json.size !== undefined ) { material.size = json.size; }
  24509. if ( json.sizeAttenuation !== undefined ) { material.sizeAttenuation = json.sizeAttenuation; }
  24510. // maps
  24511. if ( json.map !== undefined ) { material.map = getTexture( json.map ); }
  24512. if ( json.matcap !== undefined ) { material.matcap = getTexture( json.matcap ); }
  24513. if ( json.alphaMap !== undefined ) { material.alphaMap = getTexture( json.alphaMap ); }
  24514. if ( json.bumpMap !== undefined ) { material.bumpMap = getTexture( json.bumpMap ); }
  24515. if ( json.bumpScale !== undefined ) { material.bumpScale = json.bumpScale; }
  24516. if ( json.normalMap !== undefined ) { material.normalMap = getTexture( json.normalMap ); }
  24517. if ( json.normalMapType !== undefined ) { material.normalMapType = json.normalMapType; }
  24518. if ( json.normalScale !== undefined ) {
  24519. var normalScale = json.normalScale;
  24520. if ( Array.isArray( normalScale ) === false ) {
  24521. // Blender exporter used to export a scalar. See #7459
  24522. normalScale = [ normalScale, normalScale ];
  24523. }
  24524. material.normalScale = new Vector2().fromArray( normalScale );
  24525. }
  24526. if ( json.displacementMap !== undefined ) { material.displacementMap = getTexture( json.displacementMap ); }
  24527. if ( json.displacementScale !== undefined ) { material.displacementScale = json.displacementScale; }
  24528. if ( json.displacementBias !== undefined ) { material.displacementBias = json.displacementBias; }
  24529. if ( json.roughnessMap !== undefined ) { material.roughnessMap = getTexture( json.roughnessMap ); }
  24530. if ( json.metalnessMap !== undefined ) { material.metalnessMap = getTexture( json.metalnessMap ); }
  24531. if ( json.emissiveMap !== undefined ) { material.emissiveMap = getTexture( json.emissiveMap ); }
  24532. if ( json.emissiveIntensity !== undefined ) { material.emissiveIntensity = json.emissiveIntensity; }
  24533. if ( json.specularMap !== undefined ) { material.specularMap = getTexture( json.specularMap ); }
  24534. if ( json.envMap !== undefined ) { material.envMap = getTexture( json.envMap ); }
  24535. if ( json.envMapIntensity !== undefined ) { material.envMapIntensity = json.envMapIntensity; }
  24536. if ( json.reflectivity !== undefined ) { material.reflectivity = json.reflectivity; }
  24537. if ( json.refractionRatio !== undefined ) { material.refractionRatio = json.refractionRatio; }
  24538. if ( json.lightMap !== undefined ) { material.lightMap = getTexture( json.lightMap ); }
  24539. if ( json.lightMapIntensity !== undefined ) { material.lightMapIntensity = json.lightMapIntensity; }
  24540. if ( json.aoMap !== undefined ) { material.aoMap = getTexture( json.aoMap ); }
  24541. if ( json.aoMapIntensity !== undefined ) { material.aoMapIntensity = json.aoMapIntensity; }
  24542. if ( json.gradientMap !== undefined ) { material.gradientMap = getTexture( json.gradientMap ); }
  24543. if ( json.clearcoatMap !== undefined ) { material.clearcoatMap = getTexture( json.clearcoatMap ); }
  24544. if ( json.clearcoatRoughnessMap !== undefined ) { material.clearcoatRoughnessMap = getTexture( json.clearcoatRoughnessMap ); }
  24545. if ( json.clearcoatNormalMap !== undefined ) { material.clearcoatNormalMap = getTexture( json.clearcoatNormalMap ); }
  24546. if ( json.clearcoatNormalScale !== undefined ) { material.clearcoatNormalScale = new Vector2().fromArray( json.clearcoatNormalScale ); }
  24547. if ( json.transmission !== undefined ) { material.transmission = json.transmission; }
  24548. if ( json.transmissionMap !== undefined ) { material.transmissionMap = getTexture( json.transmissionMap ); }
  24549. return material;
  24550. },
  24551. setTextures: function ( value ) {
  24552. this.textures = value;
  24553. return this;
  24554. }
  24555. } );
  24556. /**
  24557. * @author Don McCurdy / https://www.donmccurdy.com
  24558. */
  24559. var LoaderUtils = {
  24560. decodeText: function ( array ) {
  24561. if ( typeof TextDecoder !== 'undefined' ) {
  24562. return new TextDecoder().decode( array );
  24563. }
  24564. // Avoid the String.fromCharCode.apply(null, array) shortcut, which
  24565. // throws a "maximum call stack size exceeded" error for large arrays.
  24566. var s = '';
  24567. for ( var i = 0, il = array.length; i < il; i ++ ) {
  24568. // Implicitly assumes little-endian.
  24569. s += String.fromCharCode( array[ i ] );
  24570. }
  24571. try {
  24572. // merges multi-byte utf-8 characters.
  24573. return decodeURIComponent( escape( s ) );
  24574. } catch ( e ) { // see #16358
  24575. return s;
  24576. }
  24577. },
  24578. extractUrlBase: function ( url ) {
  24579. var index = url.lastIndexOf( '/' );
  24580. if ( index === - 1 ) { return './'; }
  24581. return url.substr( 0, index + 1 );
  24582. }
  24583. };
  24584. /**
  24585. * @author benaadams / https://twitter.com/ben_a_adams
  24586. */
  24587. function InstancedBufferGeometry() {
  24588. BufferGeometry.call( this );
  24589. this.type = 'InstancedBufferGeometry';
  24590. this.instanceCount = Infinity;
  24591. }
  24592. InstancedBufferGeometry.prototype = Object.assign( Object.create( BufferGeometry.prototype ), {
  24593. constructor: InstancedBufferGeometry,
  24594. isInstancedBufferGeometry: true,
  24595. copy: function ( source ) {
  24596. BufferGeometry.prototype.copy.call( this, source );
  24597. this.instanceCount = source.instanceCount;
  24598. return this;
  24599. },
  24600. clone: function () {
  24601. return new this.constructor().copy( this );
  24602. },
  24603. toJSON: function () {
  24604. var data = BufferGeometry.prototype.toJSON.call( this );
  24605. data.instanceCount = this.instanceCount;
  24606. data.isInstancedBufferGeometry = true;
  24607. return data;
  24608. }
  24609. } );
  24610. /**
  24611. * @author benaadams / https://twitter.com/ben_a_adams
  24612. */
  24613. function InstancedBufferAttribute( array, itemSize, normalized, meshPerAttribute ) {
  24614. if ( typeof ( normalized ) === 'number' ) {
  24615. meshPerAttribute = normalized;
  24616. normalized = false;
  24617. console.error( 'THREE.InstancedBufferAttribute: The constructor now expects normalized as the third argument.' );
  24618. }
  24619. BufferAttribute.call( this, array, itemSize, normalized );
  24620. this.meshPerAttribute = meshPerAttribute || 1;
  24621. }
  24622. InstancedBufferAttribute.prototype = Object.assign( Object.create( BufferAttribute.prototype ), {
  24623. constructor: InstancedBufferAttribute,
  24624. isInstancedBufferAttribute: true,
  24625. copy: function ( source ) {
  24626. BufferAttribute.prototype.copy.call( this, source );
  24627. this.meshPerAttribute = source.meshPerAttribute;
  24628. return this;
  24629. },
  24630. toJSON: function () {
  24631. var data = BufferAttribute.prototype.toJSON.call( this );
  24632. data.meshPerAttribute = this.meshPerAttribute;
  24633. data.isInstancedBufferAttribute = true;
  24634. return data;
  24635. }
  24636. } );
  24637. /**
  24638. * @author mrdoob / http://mrdoob.com/
  24639. */
  24640. function BufferGeometryLoader( manager ) {
  24641. Loader.call( this, manager );
  24642. }
  24643. BufferGeometryLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  24644. constructor: BufferGeometryLoader,
  24645. load: function ( url, onLoad, onProgress, onError ) {
  24646. var scope = this;
  24647. var loader = new FileLoader( scope.manager );
  24648. loader.setPath( scope.path );
  24649. loader.setRequestHeader( scope.requestHeader );
  24650. loader.load( url, function ( text ) {
  24651. try {
  24652. onLoad( scope.parse( JSON.parse( text ) ) );
  24653. } catch ( e ) {
  24654. if ( onError ) {
  24655. onError( e );
  24656. } else {
  24657. console.error( e );
  24658. }
  24659. scope.manager.itemError( url );
  24660. }
  24661. }, onProgress, onError );
  24662. },
  24663. parse: function ( json ) {
  24664. var interleavedBufferMap = {};
  24665. var arrayBufferMap = {};
  24666. function getInterleavedBuffer( json, uuid ) {
  24667. if ( interleavedBufferMap[ uuid ] !== undefined ) { return interleavedBufferMap[ uuid ]; }
  24668. var interleavedBuffers = json.interleavedBuffers;
  24669. var interleavedBuffer = interleavedBuffers[ uuid ];
  24670. var buffer = getArrayBuffer( json, interleavedBuffer.buffer );
  24671. var array = new TYPED_ARRAYS[ interleavedBuffer.type ]( buffer );
  24672. var ib = new InterleavedBuffer( array, interleavedBuffer.stride );
  24673. ib.uuid = interleavedBuffer.uuid;
  24674. interleavedBufferMap[ uuid ] = ib;
  24675. return ib;
  24676. }
  24677. function getArrayBuffer( json, uuid ) {
  24678. if ( arrayBufferMap[ uuid ] !== undefined ) { return arrayBufferMap[ uuid ]; }
  24679. var arrayBuffers = json.arrayBuffers;
  24680. var arrayBuffer = arrayBuffers[ uuid ];
  24681. var ab = new Uint32Array( arrayBuffer ).buffer;
  24682. arrayBufferMap[ uuid ] = ab;
  24683. return ab;
  24684. }
  24685. var geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry();
  24686. var index = json.data.index;
  24687. if ( index !== undefined ) {
  24688. var typedArray = new TYPED_ARRAYS[ index.type ]( index.array );
  24689. geometry.setIndex( new BufferAttribute( typedArray, 1 ) );
  24690. }
  24691. var attributes = json.data.attributes;
  24692. for ( var key in attributes ) {
  24693. var attribute = attributes[ key ];
  24694. var bufferAttribute = (void 0);
  24695. if ( attribute.isInterleavedBufferAttribute ) {
  24696. var interleavedBuffer = getInterleavedBuffer( json.data, attribute.data );
  24697. bufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized );
  24698. } else {
  24699. var typedArray$1 = new TYPED_ARRAYS[ attribute.type ]( attribute.array );
  24700. var bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute;
  24701. bufferAttribute = new bufferAttributeConstr( typedArray$1, attribute.itemSize, attribute.normalized );
  24702. }
  24703. if ( attribute.name !== undefined ) { bufferAttribute.name = attribute.name; }
  24704. geometry.setAttribute( key, bufferAttribute );
  24705. }
  24706. var morphAttributes = json.data.morphAttributes;
  24707. if ( morphAttributes ) {
  24708. for ( var key$1 in morphAttributes ) {
  24709. var attributeArray = morphAttributes[ key$1 ];
  24710. var array = [];
  24711. for ( var i = 0, il = attributeArray.length; i < il; i ++ ) {
  24712. var attribute$1 = attributeArray[ i ];
  24713. var bufferAttribute$1 = (void 0);
  24714. if ( attribute$1.isInterleavedBufferAttribute ) {
  24715. var interleavedBuffer$1 = getInterleavedBuffer( json.data, attribute$1.data );
  24716. bufferAttribute$1 = new InterleavedBufferAttribute( interleavedBuffer$1, attribute$1.itemSize, attribute$1.offset, attribute$1.normalized );
  24717. } else {
  24718. var typedArray$2 = new TYPED_ARRAYS[ attribute$1.type ]( attribute$1.array );
  24719. bufferAttribute$1 = new BufferAttribute( typedArray$2, attribute$1.itemSize, attribute$1.normalized );
  24720. }
  24721. if ( attribute$1.name !== undefined ) { bufferAttribute$1.name = attribute$1.name; }
  24722. array.push( bufferAttribute$1 );
  24723. }
  24724. geometry.morphAttributes[ key$1 ] = array;
  24725. }
  24726. }
  24727. var morphTargetsRelative = json.data.morphTargetsRelative;
  24728. if ( morphTargetsRelative ) {
  24729. geometry.morphTargetsRelative = true;
  24730. }
  24731. var groups = json.data.groups || json.data.drawcalls || json.data.offsets;
  24732. if ( groups !== undefined ) {
  24733. for ( var i$1 = 0, n = groups.length; i$1 !== n; ++ i$1 ) {
  24734. var group = groups[ i$1 ];
  24735. geometry.addGroup( group.start, group.count, group.materialIndex );
  24736. }
  24737. }
  24738. var boundingSphere = json.data.boundingSphere;
  24739. if ( boundingSphere !== undefined ) {
  24740. var center = new Vector3();
  24741. if ( boundingSphere.center !== undefined ) {
  24742. center.fromArray( boundingSphere.center );
  24743. }
  24744. geometry.boundingSphere = new Sphere( center, boundingSphere.radius );
  24745. }
  24746. if ( json.name ) { geometry.name = json.name; }
  24747. if ( json.userData ) { geometry.userData = json.userData; }
  24748. return geometry;
  24749. }
  24750. } );
  24751. var TYPED_ARRAYS = {
  24752. Int8Array: Int8Array,
  24753. Uint8Array: Uint8Array,
  24754. // Workaround for IE11 pre KB2929437. See #11440
  24755. Uint8ClampedArray: typeof Uint8ClampedArray !== 'undefined' ? Uint8ClampedArray : Uint8Array,
  24756. Int16Array: Int16Array,
  24757. Uint16Array: Uint16Array,
  24758. Int32Array: Int32Array,
  24759. Uint32Array: Uint32Array,
  24760. Float32Array: Float32Array,
  24761. Float64Array: Float64Array
  24762. };
  24763. /**
  24764. * @author mrdoob / http://mrdoob.com/
  24765. */
  24766. function ObjectLoader( manager ) {
  24767. Loader.call( this, manager );
  24768. }
  24769. ObjectLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  24770. constructor: ObjectLoader,
  24771. load: function ( url, onLoad, onProgress, onError ) {
  24772. var scope = this;
  24773. var path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;
  24774. this.resourcePath = this.resourcePath || path;
  24775. var loader = new FileLoader( scope.manager );
  24776. loader.setPath( this.path );
  24777. loader.setRequestHeader( this.requestHeader );
  24778. loader.load( url, function ( text ) {
  24779. var json = null;
  24780. try {
  24781. json = JSON.parse( text );
  24782. } catch ( error ) {
  24783. if ( onError !== undefined ) { onError( error ); }
  24784. console.error( 'THREE:ObjectLoader: Can\'t parse ' + url + '.', error.message );
  24785. return;
  24786. }
  24787. var metadata = json.metadata;
  24788. if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
  24789. console.error( 'THREE.ObjectLoader: Can\'t load ' + url );
  24790. return;
  24791. }
  24792. scope.parse( json, onLoad );
  24793. }, onProgress, onError );
  24794. },
  24795. parse: function ( json, onLoad ) {
  24796. var shapes = this.parseShape( json.shapes );
  24797. var geometries = this.parseGeometries( json.geometries, shapes );
  24798. var images = this.parseImages( json.images, function () {
  24799. if ( onLoad !== undefined ) { onLoad( object ); }
  24800. } );
  24801. var textures = this.parseTextures( json.textures, images );
  24802. var materials = this.parseMaterials( json.materials, textures );
  24803. var object = this.parseObject( json.object, geometries, materials );
  24804. if ( json.animations ) {
  24805. object.animations = this.parseAnimations( json.animations );
  24806. }
  24807. if ( json.images === undefined || json.images.length === 0 ) {
  24808. if ( onLoad !== undefined ) { onLoad( object ); }
  24809. }
  24810. return object;
  24811. },
  24812. parseShape: function ( json ) {
  24813. var shapes = {};
  24814. if ( json !== undefined ) {
  24815. for ( var i = 0, l = json.length; i < l; i ++ ) {
  24816. var shape = new Shape().fromJSON( json[ i ] );
  24817. shapes[ shape.uuid ] = shape;
  24818. }
  24819. }
  24820. return shapes;
  24821. },
  24822. parseGeometries: function ( json, shapes ) {
  24823. var geometries = {};
  24824. var geometryShapes;
  24825. if ( json !== undefined ) {
  24826. var bufferGeometryLoader = new BufferGeometryLoader();
  24827. for ( var i = 0, l = json.length; i < l; i ++ ) {
  24828. var geometry = (void 0);
  24829. var data = json[ i ];
  24830. switch ( data.type ) {
  24831. case 'PlaneGeometry':
  24832. case 'PlaneBufferGeometry':
  24833. geometry = new Geometries[ data.type ](
  24834. data.width,
  24835. data.height,
  24836. data.widthSegments,
  24837. data.heightSegments
  24838. );
  24839. break;
  24840. case 'BoxGeometry':
  24841. case 'BoxBufferGeometry':
  24842. case 'CubeGeometry': // backwards compatible
  24843. geometry = new Geometries[ data.type ](
  24844. data.width,
  24845. data.height,
  24846. data.depth,
  24847. data.widthSegments,
  24848. data.heightSegments,
  24849. data.depthSegments
  24850. );
  24851. break;
  24852. case 'CircleGeometry':
  24853. case 'CircleBufferGeometry':
  24854. geometry = new Geometries[ data.type ](
  24855. data.radius,
  24856. data.segments,
  24857. data.thetaStart,
  24858. data.thetaLength
  24859. );
  24860. break;
  24861. case 'CylinderGeometry':
  24862. case 'CylinderBufferGeometry':
  24863. geometry = new Geometries[ data.type ](
  24864. data.radiusTop,
  24865. data.radiusBottom,
  24866. data.height,
  24867. data.radialSegments,
  24868. data.heightSegments,
  24869. data.openEnded,
  24870. data.thetaStart,
  24871. data.thetaLength
  24872. );
  24873. break;
  24874. case 'ConeGeometry':
  24875. case 'ConeBufferGeometry':
  24876. geometry = new Geometries[ data.type ](
  24877. data.radius,
  24878. data.height,
  24879. data.radialSegments,
  24880. data.heightSegments,
  24881. data.openEnded,
  24882. data.thetaStart,
  24883. data.thetaLength
  24884. );
  24885. break;
  24886. case 'SphereGeometry':
  24887. case 'SphereBufferGeometry':
  24888. geometry = new Geometries[ data.type ](
  24889. data.radius,
  24890. data.widthSegments,
  24891. data.heightSegments,
  24892. data.phiStart,
  24893. data.phiLength,
  24894. data.thetaStart,
  24895. data.thetaLength
  24896. );
  24897. break;
  24898. case 'DodecahedronGeometry':
  24899. case 'DodecahedronBufferGeometry':
  24900. case 'IcosahedronGeometry':
  24901. case 'IcosahedronBufferGeometry':
  24902. case 'OctahedronGeometry':
  24903. case 'OctahedronBufferGeometry':
  24904. case 'TetrahedronGeometry':
  24905. case 'TetrahedronBufferGeometry':
  24906. geometry = new Geometries[ data.type ](
  24907. data.radius,
  24908. data.detail
  24909. );
  24910. break;
  24911. case 'RingGeometry':
  24912. case 'RingBufferGeometry':
  24913. geometry = new Geometries[ data.type ](
  24914. data.innerRadius,
  24915. data.outerRadius,
  24916. data.thetaSegments,
  24917. data.phiSegments,
  24918. data.thetaStart,
  24919. data.thetaLength
  24920. );
  24921. break;
  24922. case 'TorusGeometry':
  24923. case 'TorusBufferGeometry':
  24924. geometry = new Geometries[ data.type ](
  24925. data.radius,
  24926. data.tube,
  24927. data.radialSegments,
  24928. data.tubularSegments,
  24929. data.arc
  24930. );
  24931. break;
  24932. case 'TorusKnotGeometry':
  24933. case 'TorusKnotBufferGeometry':
  24934. geometry = new Geometries[ data.type ](
  24935. data.radius,
  24936. data.tube,
  24937. data.tubularSegments,
  24938. data.radialSegments,
  24939. data.p,
  24940. data.q
  24941. );
  24942. break;
  24943. case 'TubeGeometry':
  24944. case 'TubeBufferGeometry':
  24945. // This only works for built-in curves (e.g. CatmullRomCurve3).
  24946. // User defined curves or instances of CurvePath will not be deserialized.
  24947. geometry = new Geometries[ data.type ](
  24948. new Curves[ data.path.type ]().fromJSON( data.path ),
  24949. data.tubularSegments,
  24950. data.radius,
  24951. data.radialSegments,
  24952. data.closed
  24953. );
  24954. break;
  24955. case 'LatheGeometry':
  24956. case 'LatheBufferGeometry':
  24957. geometry = new Geometries[ data.type ](
  24958. data.points,
  24959. data.segments,
  24960. data.phiStart,
  24961. data.phiLength
  24962. );
  24963. break;
  24964. case 'PolyhedronGeometry':
  24965. case 'PolyhedronBufferGeometry':
  24966. geometry = new Geometries[ data.type ](
  24967. data.vertices,
  24968. data.indices,
  24969. data.radius,
  24970. data.details
  24971. );
  24972. break;
  24973. case 'ShapeGeometry':
  24974. case 'ShapeBufferGeometry':
  24975. geometryShapes = [];
  24976. for ( var j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  24977. var shape = shapes[ data.shapes[ j ] ];
  24978. geometryShapes.push( shape );
  24979. }
  24980. geometry = new Geometries[ data.type ](
  24981. geometryShapes,
  24982. data.curveSegments
  24983. );
  24984. break;
  24985. case 'ExtrudeGeometry':
  24986. case 'ExtrudeBufferGeometry':
  24987. geometryShapes = [];
  24988. for ( var j$1 = 0, jl$1 = data.shapes.length; j$1 < jl$1; j$1 ++ ) {
  24989. var shape$1 = shapes[ data.shapes[ j$1 ] ];
  24990. geometryShapes.push( shape$1 );
  24991. }
  24992. var extrudePath = data.options.extrudePath;
  24993. if ( extrudePath !== undefined ) {
  24994. data.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath );
  24995. }
  24996. geometry = new Geometries[ data.type ](
  24997. geometryShapes,
  24998. data.options
  24999. );
  25000. break;
  25001. case 'BufferGeometry':
  25002. case 'InstancedBufferGeometry':
  25003. geometry = bufferGeometryLoader.parse( data );
  25004. break;
  25005. case 'Geometry':
  25006. console.error( 'THREE.ObjectLoader: Loading "Geometry" is not supported anymore.' );
  25007. break;
  25008. default:
  25009. console.warn( 'THREE.ObjectLoader: Unsupported geometry type "' + data.type + '"' );
  25010. continue;
  25011. }
  25012. geometry.uuid = data.uuid;
  25013. if ( data.name !== undefined ) { geometry.name = data.name; }
  25014. if ( geometry.isBufferGeometry === true && data.userData !== undefined ) { geometry.userData = data.userData; }
  25015. geometries[ data.uuid ] = geometry;
  25016. }
  25017. }
  25018. return geometries;
  25019. },
  25020. parseMaterials: function ( json, textures ) {
  25021. var cache = {}; // MultiMaterial
  25022. var materials = {};
  25023. if ( json !== undefined ) {
  25024. var loader = new MaterialLoader();
  25025. loader.setTextures( textures );
  25026. for ( var i = 0, l = json.length; i < l; i ++ ) {
  25027. var data = json[ i ];
  25028. if ( data.type === 'MultiMaterial' ) {
  25029. // Deprecated
  25030. var array = [];
  25031. for ( var j = 0; j < data.materials.length; j ++ ) {
  25032. var material = data.materials[ j ];
  25033. if ( cache[ material.uuid ] === undefined ) {
  25034. cache[ material.uuid ] = loader.parse( material );
  25035. }
  25036. array.push( cache[ material.uuid ] );
  25037. }
  25038. materials[ data.uuid ] = array;
  25039. } else {
  25040. if ( cache[ data.uuid ] === undefined ) {
  25041. cache[ data.uuid ] = loader.parse( data );
  25042. }
  25043. materials[ data.uuid ] = cache[ data.uuid ];
  25044. }
  25045. }
  25046. }
  25047. return materials;
  25048. },
  25049. parseAnimations: function ( json ) {
  25050. var animations = [];
  25051. for ( var i = 0; i < json.length; i ++ ) {
  25052. var data = json[ i ];
  25053. var clip = AnimationClip.parse( data );
  25054. if ( data.uuid !== undefined ) { clip.uuid = data.uuid; }
  25055. animations.push( clip );
  25056. }
  25057. return animations;
  25058. },
  25059. parseImages: function ( json, onLoad ) {
  25060. var scope = this;
  25061. var images = {};
  25062. var loader;
  25063. function loadImage( url ) {
  25064. scope.manager.itemStart( url );
  25065. return loader.load( url, function () {
  25066. scope.manager.itemEnd( url );
  25067. }, undefined, function () {
  25068. scope.manager.itemError( url );
  25069. scope.manager.itemEnd( url );
  25070. } );
  25071. }
  25072. if ( json !== undefined && json.length > 0 ) {
  25073. var manager = new LoadingManager( onLoad );
  25074. loader = new ImageLoader( manager );
  25075. loader.setCrossOrigin( this.crossOrigin );
  25076. for ( var i = 0, il = json.length; i < il; i ++ ) {
  25077. var image = json[ i ];
  25078. var url = image.url;
  25079. if ( Array.isArray( url ) ) {
  25080. // load array of images e.g CubeTexture
  25081. images[ image.uuid ] = [];
  25082. for ( var j = 0, jl = url.length; j < jl; j ++ ) {
  25083. var currentUrl = url[ j ];
  25084. var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( currentUrl ) ? currentUrl : scope.resourcePath + currentUrl;
  25085. images[ image.uuid ].push( loadImage( path ) );
  25086. }
  25087. } else {
  25088. // load single image
  25089. var path$1 = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( image.url ) ? image.url : scope.resourcePath + image.url;
  25090. images[ image.uuid ] = loadImage( path$1 );
  25091. }
  25092. }
  25093. }
  25094. return images;
  25095. },
  25096. parseTextures: function ( json, images ) {
  25097. function parseConstant( value, type ) {
  25098. if ( typeof value === 'number' ) { return value; }
  25099. console.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value );
  25100. return type[ value ];
  25101. }
  25102. var textures = {};
  25103. if ( json !== undefined ) {
  25104. for ( var i = 0, l = json.length; i < l; i ++ ) {
  25105. var data = json[ i ];
  25106. if ( data.image === undefined ) {
  25107. console.warn( 'THREE.ObjectLoader: No "image" specified for', data.uuid );
  25108. }
  25109. if ( images[ data.image ] === undefined ) {
  25110. console.warn( 'THREE.ObjectLoader: Undefined image', data.image );
  25111. }
  25112. var texture = (void 0);
  25113. if ( Array.isArray( images[ data.image ] ) ) {
  25114. texture = new CubeTexture( images[ data.image ] );
  25115. } else {
  25116. texture = new Texture( images[ data.image ] );
  25117. }
  25118. texture.needsUpdate = true;
  25119. texture.uuid = data.uuid;
  25120. if ( data.name !== undefined ) { texture.name = data.name; }
  25121. if ( data.mapping !== undefined ) { texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING ); }
  25122. if ( data.offset !== undefined ) { texture.offset.fromArray( data.offset ); }
  25123. if ( data.repeat !== undefined ) { texture.repeat.fromArray( data.repeat ); }
  25124. if ( data.center !== undefined ) { texture.center.fromArray( data.center ); }
  25125. if ( data.rotation !== undefined ) { texture.rotation = data.rotation; }
  25126. if ( data.wrap !== undefined ) {
  25127. texture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING );
  25128. texture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING );
  25129. }
  25130. if ( data.format !== undefined ) { texture.format = data.format; }
  25131. if ( data.type !== undefined ) { texture.type = data.type; }
  25132. if ( data.encoding !== undefined ) { texture.encoding = data.encoding; }
  25133. if ( data.minFilter !== undefined ) { texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER ); }
  25134. if ( data.magFilter !== undefined ) { texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER ); }
  25135. if ( data.anisotropy !== undefined ) { texture.anisotropy = data.anisotropy; }
  25136. if ( data.flipY !== undefined ) { texture.flipY = data.flipY; }
  25137. if ( data.premultiplyAlpha !== undefined ) { texture.premultiplyAlpha = data.premultiplyAlpha; }
  25138. if ( data.unpackAlignment !== undefined ) { texture.unpackAlignment = data.unpackAlignment; }
  25139. textures[ data.uuid ] = texture;
  25140. }
  25141. }
  25142. return textures;
  25143. },
  25144. parseObject: function ( data, geometries, materials ) {
  25145. var object;
  25146. function getGeometry( name ) {
  25147. if ( geometries[ name ] === undefined ) {
  25148. console.warn( 'THREE.ObjectLoader: Undefined geometry', name );
  25149. }
  25150. return geometries[ name ];
  25151. }
  25152. function getMaterial( name ) {
  25153. if ( name === undefined ) { return undefined; }
  25154. if ( Array.isArray( name ) ) {
  25155. var array = [];
  25156. for ( var i = 0, l = name.length; i < l; i ++ ) {
  25157. var uuid = name[ i ];
  25158. if ( materials[ uuid ] === undefined ) {
  25159. console.warn( 'THREE.ObjectLoader: Undefined material', uuid );
  25160. }
  25161. array.push( materials[ uuid ] );
  25162. }
  25163. return array;
  25164. }
  25165. if ( materials[ name ] === undefined ) {
  25166. console.warn( 'THREE.ObjectLoader: Undefined material', name );
  25167. }
  25168. return materials[ name ];
  25169. }
  25170. var geometry, material;
  25171. switch ( data.type ) {
  25172. case 'Scene':
  25173. object = new Scene();
  25174. if ( data.background !== undefined ) {
  25175. if ( Number.isInteger( data.background ) ) {
  25176. object.background = new Color( data.background );
  25177. }
  25178. }
  25179. if ( data.fog !== undefined ) {
  25180. if ( data.fog.type === 'Fog' ) {
  25181. object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );
  25182. } else if ( data.fog.type === 'FogExp2' ) {
  25183. object.fog = new FogExp2( data.fog.color, data.fog.density );
  25184. }
  25185. }
  25186. break;
  25187. case 'PerspectiveCamera':
  25188. object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );
  25189. if ( data.focus !== undefined ) { object.focus = data.focus; }
  25190. if ( data.zoom !== undefined ) { object.zoom = data.zoom; }
  25191. if ( data.filmGauge !== undefined ) { object.filmGauge = data.filmGauge; }
  25192. if ( data.filmOffset !== undefined ) { object.filmOffset = data.filmOffset; }
  25193. if ( data.view !== undefined ) { object.view = Object.assign( {}, data.view ); }
  25194. break;
  25195. case 'OrthographicCamera':
  25196. object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );
  25197. if ( data.zoom !== undefined ) { object.zoom = data.zoom; }
  25198. if ( data.view !== undefined ) { object.view = Object.assign( {}, data.view ); }
  25199. break;
  25200. case 'AmbientLight':
  25201. object = new AmbientLight( data.color, data.intensity );
  25202. break;
  25203. case 'DirectionalLight':
  25204. object = new DirectionalLight( data.color, data.intensity );
  25205. break;
  25206. case 'PointLight':
  25207. object = new PointLight( data.color, data.intensity, data.distance, data.decay );
  25208. break;
  25209. case 'RectAreaLight':
  25210. object = new RectAreaLight( data.color, data.intensity, data.width, data.height );
  25211. break;
  25212. case 'SpotLight':
  25213. object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );
  25214. break;
  25215. case 'HemisphereLight':
  25216. object = new HemisphereLight( data.color, data.groundColor, data.intensity );
  25217. break;
  25218. case 'LightProbe':
  25219. object = new LightProbe().fromJSON( data );
  25220. break;
  25221. case 'SkinnedMesh':
  25222. console.warn( 'THREE.ObjectLoader.parseObject() does not support SkinnedMesh yet.' );
  25223. case 'Mesh':
  25224. geometry = getGeometry( data.geometry );
  25225. material = getMaterial( data.material );
  25226. object = new Mesh( geometry, material );
  25227. break;
  25228. case 'InstancedMesh':
  25229. geometry = getGeometry( data.geometry );
  25230. material = getMaterial( data.material );
  25231. var count = data.count;
  25232. var instanceMatrix = data.instanceMatrix;
  25233. object = new InstancedMesh( geometry, material, count );
  25234. object.instanceMatrix = new BufferAttribute( new Float32Array( instanceMatrix.array ), 16 );
  25235. break;
  25236. case 'LOD':
  25237. object = new LOD();
  25238. break;
  25239. case 'Line':
  25240. object = new Line( getGeometry( data.geometry ), getMaterial( data.material ), data.mode );
  25241. break;
  25242. case 'LineLoop':
  25243. object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) );
  25244. break;
  25245. case 'LineSegments':
  25246. object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );
  25247. break;
  25248. case 'PointCloud':
  25249. case 'Points':
  25250. object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );
  25251. break;
  25252. case 'Sprite':
  25253. object = new Sprite( getMaterial( data.material ) );
  25254. break;
  25255. case 'Group':
  25256. object = new Group();
  25257. break;
  25258. default:
  25259. object = new Object3D();
  25260. }
  25261. object.uuid = data.uuid;
  25262. if ( data.name !== undefined ) { object.name = data.name; }
  25263. if ( data.matrix !== undefined ) {
  25264. object.matrix.fromArray( data.matrix );
  25265. if ( data.matrixAutoUpdate !== undefined ) { object.matrixAutoUpdate = data.matrixAutoUpdate; }
  25266. if ( object.matrixAutoUpdate ) { object.matrix.decompose( object.position, object.quaternion, object.scale ); }
  25267. } else {
  25268. if ( data.position !== undefined ) { object.position.fromArray( data.position ); }
  25269. if ( data.rotation !== undefined ) { object.rotation.fromArray( data.rotation ); }
  25270. if ( data.quaternion !== undefined ) { object.quaternion.fromArray( data.quaternion ); }
  25271. if ( data.scale !== undefined ) { object.scale.fromArray( data.scale ); }
  25272. }
  25273. if ( data.castShadow !== undefined ) { object.castShadow = data.castShadow; }
  25274. if ( data.receiveShadow !== undefined ) { object.receiveShadow = data.receiveShadow; }
  25275. if ( data.shadow ) {
  25276. if ( data.shadow.bias !== undefined ) { object.shadow.bias = data.shadow.bias; }
  25277. if ( data.shadow.normalBias !== undefined ) { object.shadow.normalBias = data.shadow.normalBias; }
  25278. if ( data.shadow.radius !== undefined ) { object.shadow.radius = data.shadow.radius; }
  25279. if ( data.shadow.mapSize !== undefined ) { object.shadow.mapSize.fromArray( data.shadow.mapSize ); }
  25280. if ( data.shadow.camera !== undefined ) { object.shadow.camera = this.parseObject( data.shadow.camera ); }
  25281. }
  25282. if ( data.visible !== undefined ) { object.visible = data.visible; }
  25283. if ( data.frustumCulled !== undefined ) { object.frustumCulled = data.frustumCulled; }
  25284. if ( data.renderOrder !== undefined ) { object.renderOrder = data.renderOrder; }
  25285. if ( data.userData !== undefined ) { object.userData = data.userData; }
  25286. if ( data.layers !== undefined ) { object.layers.mask = data.layers; }
  25287. if ( data.children !== undefined ) {
  25288. var children = data.children;
  25289. for ( var i = 0; i < children.length; i ++ ) {
  25290. object.add( this.parseObject( children[ i ], geometries, materials ) );
  25291. }
  25292. }
  25293. if ( data.type === 'LOD' ) {
  25294. if ( data.autoUpdate !== undefined ) { object.autoUpdate = data.autoUpdate; }
  25295. var levels = data.levels;
  25296. for ( var l = 0; l < levels.length; l ++ ) {
  25297. var level = levels[ l ];
  25298. var child = object.getObjectByProperty( 'uuid', level.object );
  25299. if ( child !== undefined ) {
  25300. object.addLevel( child, level.distance );
  25301. }
  25302. }
  25303. }
  25304. return object;
  25305. }
  25306. } );
  25307. var TEXTURE_MAPPING = {
  25308. UVMapping: UVMapping,
  25309. CubeReflectionMapping: CubeReflectionMapping,
  25310. CubeRefractionMapping: CubeRefractionMapping,
  25311. EquirectangularReflectionMapping: EquirectangularReflectionMapping,
  25312. EquirectangularRefractionMapping: EquirectangularRefractionMapping,
  25313. CubeUVReflectionMapping: CubeUVReflectionMapping,
  25314. CubeUVRefractionMapping: CubeUVRefractionMapping
  25315. };
  25316. var TEXTURE_WRAPPING = {
  25317. RepeatWrapping: RepeatWrapping,
  25318. ClampToEdgeWrapping: ClampToEdgeWrapping,
  25319. MirroredRepeatWrapping: MirroredRepeatWrapping
  25320. };
  25321. var TEXTURE_FILTER = {
  25322. NearestFilter: NearestFilter,
  25323. NearestMipmapNearestFilter: NearestMipmapNearestFilter,
  25324. NearestMipmapLinearFilter: NearestMipmapLinearFilter,
  25325. LinearFilter: LinearFilter,
  25326. LinearMipmapNearestFilter: LinearMipmapNearestFilter,
  25327. LinearMipmapLinearFilter: LinearMipmapLinearFilter
  25328. };
  25329. /**
  25330. * @author thespite / http://clicktorelease.com/
  25331. */
  25332. function ImageBitmapLoader( manager ) {
  25333. if ( typeof createImageBitmap === 'undefined' ) {
  25334. console.warn( 'THREE.ImageBitmapLoader: createImageBitmap() not supported.' );
  25335. }
  25336. if ( typeof fetch === 'undefined' ) {
  25337. console.warn( 'THREE.ImageBitmapLoader: fetch() not supported.' );
  25338. }
  25339. Loader.call( this, manager );
  25340. this.options = { premultiplyAlpha: 'none' };
  25341. }
  25342. ImageBitmapLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  25343. constructor: ImageBitmapLoader,
  25344. isImageBitmapLoader: true,
  25345. setOptions: function setOptions( options ) {
  25346. this.options = options;
  25347. return this;
  25348. },
  25349. load: function ( url, onLoad, onProgress, onError ) {
  25350. if ( url === undefined ) { url = ''; }
  25351. if ( this.path !== undefined ) { url = this.path + url; }
  25352. url = this.manager.resolveURL( url );
  25353. var scope = this;
  25354. var cached = Cache.get( url );
  25355. if ( cached !== undefined ) {
  25356. scope.manager.itemStart( url );
  25357. setTimeout( function () {
  25358. if ( onLoad ) { onLoad( cached ); }
  25359. scope.manager.itemEnd( url );
  25360. }, 0 );
  25361. return cached;
  25362. }
  25363. fetch( url ).then( function ( res ) {
  25364. return res.blob();
  25365. } ).then( function ( blob ) {
  25366. return createImageBitmap( blob, scope.options );
  25367. } ).then( function ( imageBitmap ) {
  25368. Cache.add( url, imageBitmap );
  25369. if ( onLoad ) { onLoad( imageBitmap ); }
  25370. scope.manager.itemEnd( url );
  25371. } ).catch( function ( e ) {
  25372. if ( onError ) { onError( e ); }
  25373. scope.manager.itemError( url );
  25374. scope.manager.itemEnd( url );
  25375. } );
  25376. scope.manager.itemStart( url );
  25377. }
  25378. } );
  25379. /**
  25380. * @author zz85 / http://www.lab4games.net/zz85/blog
  25381. * minimal class for proxing functions to Path. Replaces old "extractSubpaths()"
  25382. **/
  25383. function ShapePath() {
  25384. this.type = 'ShapePath';
  25385. this.color = new Color();
  25386. this.subPaths = [];
  25387. this.currentPath = null;
  25388. }
  25389. Object.assign( ShapePath.prototype, {
  25390. moveTo: function ( x, y ) {
  25391. this.currentPath = new Path();
  25392. this.subPaths.push( this.currentPath );
  25393. this.currentPath.moveTo( x, y );
  25394. return this;
  25395. },
  25396. lineTo: function ( x, y ) {
  25397. this.currentPath.lineTo( x, y );
  25398. return this;
  25399. },
  25400. quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
  25401. this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );
  25402. return this;
  25403. },
  25404. bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  25405. this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );
  25406. return this;
  25407. },
  25408. splineThru: function ( pts ) {
  25409. this.currentPath.splineThru( pts );
  25410. return this;
  25411. },
  25412. toShapes: function ( isCCW, noHoles ) {
  25413. function toShapesNoHoles( inSubpaths ) {
  25414. var shapes = [];
  25415. for ( var i = 0, l = inSubpaths.length; i < l; i ++ ) {
  25416. var tmpPath = inSubpaths[ i ];
  25417. var tmpShape = new Shape();
  25418. tmpShape.curves = tmpPath.curves;
  25419. shapes.push( tmpShape );
  25420. }
  25421. return shapes;
  25422. }
  25423. function isPointInsidePolygon( inPt, inPolygon ) {
  25424. var polyLen = inPolygon.length;
  25425. // inPt on polygon contour => immediate success or
  25426. // toggling of inside/outside at every single! intersection point of an edge
  25427. // with the horizontal line through inPt, left of inPt
  25428. // not counting lowerY endpoints of edges and whole edges on that line
  25429. var inside = false;
  25430. for ( var p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {
  25431. var edgeLowPt = inPolygon[ p ];
  25432. var edgeHighPt = inPolygon[ q ];
  25433. var edgeDx = edgeHighPt.x - edgeLowPt.x;
  25434. var edgeDy = edgeHighPt.y - edgeLowPt.y;
  25435. if ( Math.abs( edgeDy ) > Number.EPSILON ) {
  25436. // not parallel
  25437. if ( edgeDy < 0 ) {
  25438. edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;
  25439. edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;
  25440. }
  25441. if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) { continue; }
  25442. if ( inPt.y === edgeLowPt.y ) {
  25443. if ( inPt.x === edgeLowPt.x ) { return true; } // inPt is on contour ?
  25444. // continue; // no intersection or edgeLowPt => doesn't count !!!
  25445. } else {
  25446. var perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );
  25447. if ( perpEdge === 0 ) { return true; } // inPt is on contour ?
  25448. if ( perpEdge < 0 ) { continue; }
  25449. inside = ! inside; // true intersection left of inPt
  25450. }
  25451. } else {
  25452. // parallel or collinear
  25453. if ( inPt.y !== edgeLowPt.y ) { continue; } // parallel
  25454. // edge lies on the same horizontal line as inPt
  25455. if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
  25456. ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) { return true; } // inPt: Point on contour !
  25457. // continue;
  25458. }
  25459. }
  25460. return inside;
  25461. }
  25462. var isClockWise = ShapeUtils.isClockWise;
  25463. var subPaths = this.subPaths;
  25464. if ( subPaths.length === 0 ) { return []; }
  25465. if ( noHoles === true ) { return toShapesNoHoles( subPaths ); }
  25466. var solid, tmpPath, tmpShape, shapes = [];
  25467. if ( subPaths.length === 1 ) {
  25468. tmpPath = subPaths[ 0 ];
  25469. tmpShape = new Shape();
  25470. tmpShape.curves = tmpPath.curves;
  25471. shapes.push( tmpShape );
  25472. return shapes;
  25473. }
  25474. var holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );
  25475. holesFirst = isCCW ? ! holesFirst : holesFirst;
  25476. // console.log("Holes first", holesFirst);
  25477. var betterShapeHoles = [];
  25478. var newShapes = [];
  25479. var newShapeHoles = [];
  25480. var mainIdx = 0;
  25481. var tmpPoints;
  25482. newShapes[ mainIdx ] = undefined;
  25483. newShapeHoles[ mainIdx ] = [];
  25484. for ( var i = 0, l = subPaths.length; i < l; i ++ ) {
  25485. tmpPath = subPaths[ i ];
  25486. tmpPoints = tmpPath.getPoints();
  25487. solid = isClockWise( tmpPoints );
  25488. solid = isCCW ? ! solid : solid;
  25489. if ( solid ) {
  25490. if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ) { mainIdx ++; }
  25491. newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints };
  25492. newShapes[ mainIdx ].s.curves = tmpPath.curves;
  25493. if ( holesFirst ) { mainIdx ++; }
  25494. newShapeHoles[ mainIdx ] = [];
  25495. //console.log('cw', i);
  25496. } else {
  25497. newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );
  25498. //console.log('ccw', i);
  25499. }
  25500. }
  25501. // only Holes? -> probably all Shapes with wrong orientation
  25502. if ( ! newShapes[ 0 ] ) { return toShapesNoHoles( subPaths ); }
  25503. if ( newShapes.length > 1 ) {
  25504. var ambiguous = false;
  25505. var toChange = [];
  25506. for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  25507. betterShapeHoles[ sIdx ] = [];
  25508. }
  25509. for ( var sIdx$1 = 0, sLen$1 = newShapes.length; sIdx$1 < sLen$1; sIdx$1 ++ ) {
  25510. var sho = newShapeHoles[ sIdx$1 ];
  25511. for ( var hIdx = 0; hIdx < sho.length; hIdx ++ ) {
  25512. var ho = sho[ hIdx ];
  25513. var hole_unassigned = true;
  25514. for ( var s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {
  25515. if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {
  25516. if ( sIdx$1 !== s2Idx ) { toChange.push( { froms: sIdx$1, tos: s2Idx, hole: hIdx } ); }
  25517. if ( hole_unassigned ) {
  25518. hole_unassigned = false;
  25519. betterShapeHoles[ s2Idx ].push( ho );
  25520. } else {
  25521. ambiguous = true;
  25522. }
  25523. }
  25524. }
  25525. if ( hole_unassigned ) {
  25526. betterShapeHoles[ sIdx$1 ].push( ho );
  25527. }
  25528. }
  25529. }
  25530. // console.log("ambiguous: ", ambiguous);
  25531. if ( toChange.length > 0 ) {
  25532. // console.log("to change: ", toChange);
  25533. if ( ! ambiguous ) { newShapeHoles = betterShapeHoles; }
  25534. }
  25535. }
  25536. var tmpHoles;
  25537. for ( var i$1 = 0, il = newShapes.length; i$1 < il; i$1 ++ ) {
  25538. tmpShape = newShapes[ i$1 ].s;
  25539. shapes.push( tmpShape );
  25540. tmpHoles = newShapeHoles[ i$1 ];
  25541. for ( var j = 0, jl = tmpHoles.length; j < jl; j ++ ) {
  25542. tmpShape.holes.push( tmpHoles[ j ].h );
  25543. }
  25544. }
  25545. //console.log("shape", shapes);
  25546. return shapes;
  25547. }
  25548. } );
  25549. /**
  25550. * @author zz85 / http://www.lab4games.net/zz85/blog
  25551. * @author mrdoob / http://mrdoob.com/
  25552. */
  25553. function Font( data ) {
  25554. this.type = 'Font';
  25555. this.data = data;
  25556. }
  25557. Object.assign( Font.prototype, {
  25558. isFont: true,
  25559. generateShapes: function ( text, size ) {
  25560. if ( size === undefined ) { size = 100; }
  25561. var shapes = [];
  25562. var paths = createPaths( text, size, this.data );
  25563. for ( var p = 0, pl = paths.length; p < pl; p ++ ) {
  25564. Array.prototype.push.apply( shapes, paths[ p ].toShapes() );
  25565. }
  25566. return shapes;
  25567. }
  25568. } );
  25569. function createPaths( text, size, data ) {
  25570. var chars = Array.from ? Array.from( text ) : String( text ).split( '' ); // workaround for IE11, see #13988
  25571. var scale = size / data.resolution;
  25572. var line_height = ( data.boundingBox.yMax - data.boundingBox.yMin + data.underlineThickness ) * scale;
  25573. var paths = [];
  25574. var offsetX = 0, offsetY = 0;
  25575. for ( var i = 0; i < chars.length; i ++ ) {
  25576. var char = chars[ i ];
  25577. if ( char === '\n' ) {
  25578. offsetX = 0;
  25579. offsetY -= line_height;
  25580. } else {
  25581. var ret = createPath( char, scale, offsetX, offsetY, data );
  25582. offsetX += ret.offsetX;
  25583. paths.push( ret.path );
  25584. }
  25585. }
  25586. return paths;
  25587. }
  25588. function createPath( char, scale, offsetX, offsetY, data ) {
  25589. var glyph = data.glyphs[ char ] || data.glyphs[ '?' ];
  25590. if ( ! glyph ) {
  25591. console.error( 'THREE.Font: character "' + char + '" does not exists in font family ' + data.familyName + '.' );
  25592. return;
  25593. }
  25594. var path = new ShapePath();
  25595. var x, y, cpx, cpy, cpx1, cpy1, cpx2, cpy2;
  25596. if ( glyph.o ) {
  25597. var outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) );
  25598. for ( var i = 0, l = outline.length; i < l; ) {
  25599. var action = outline[ i ++ ];
  25600. switch ( action ) {
  25601. case 'm': // moveTo
  25602. x = outline[ i ++ ] * scale + offsetX;
  25603. y = outline[ i ++ ] * scale + offsetY;
  25604. path.moveTo( x, y );
  25605. break;
  25606. case 'l': // lineTo
  25607. x = outline[ i ++ ] * scale + offsetX;
  25608. y = outline[ i ++ ] * scale + offsetY;
  25609. path.lineTo( x, y );
  25610. break;
  25611. case 'q': // quadraticCurveTo
  25612. cpx = outline[ i ++ ] * scale + offsetX;
  25613. cpy = outline[ i ++ ] * scale + offsetY;
  25614. cpx1 = outline[ i ++ ] * scale + offsetX;
  25615. cpy1 = outline[ i ++ ] * scale + offsetY;
  25616. path.quadraticCurveTo( cpx1, cpy1, cpx, cpy );
  25617. break;
  25618. case 'b': // bezierCurveTo
  25619. cpx = outline[ i ++ ] * scale + offsetX;
  25620. cpy = outline[ i ++ ] * scale + offsetY;
  25621. cpx1 = outline[ i ++ ] * scale + offsetX;
  25622. cpy1 = outline[ i ++ ] * scale + offsetY;
  25623. cpx2 = outline[ i ++ ] * scale + offsetX;
  25624. cpy2 = outline[ i ++ ] * scale + offsetY;
  25625. path.bezierCurveTo( cpx1, cpy1, cpx2, cpy2, cpx, cpy );
  25626. break;
  25627. }
  25628. }
  25629. }
  25630. return { offsetX: glyph.ha * scale, path: path };
  25631. }
  25632. /**
  25633. * @author mrdoob / http://mrdoob.com/
  25634. */
  25635. function FontLoader( manager ) {
  25636. Loader.call( this, manager );
  25637. }
  25638. FontLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  25639. constructor: FontLoader,
  25640. load: function ( url, onLoad, onProgress, onError ) {
  25641. var scope = this;
  25642. var loader = new FileLoader( this.manager );
  25643. loader.setPath( this.path );
  25644. loader.setRequestHeader( this.requestHeader );
  25645. loader.load( url, function ( text ) {
  25646. var json;
  25647. try {
  25648. json = JSON.parse( text );
  25649. } catch ( e ) {
  25650. console.warn( 'THREE.FontLoader: typeface.js support is being deprecated. Use typeface.json instead.' );
  25651. json = JSON.parse( text.substring( 65, text.length - 2 ) );
  25652. }
  25653. var font = scope.parse( json );
  25654. if ( onLoad ) { onLoad( font ); }
  25655. }, onProgress, onError );
  25656. },
  25657. parse: function ( json ) {
  25658. return new Font( json );
  25659. }
  25660. } );
  25661. /**
  25662. * @author mrdoob / http://mrdoob.com/
  25663. */
  25664. var _context;
  25665. var AudioContext = {
  25666. getContext: function () {
  25667. if ( _context === undefined ) {
  25668. _context = new ( window.AudioContext || window.webkitAudioContext )();
  25669. }
  25670. return _context;
  25671. },
  25672. setContext: function ( value ) {
  25673. _context = value;
  25674. }
  25675. };
  25676. /**
  25677. * @author Reece Aaron Lecrivain / http://reecenotes.com/
  25678. */
  25679. function AudioLoader( manager ) {
  25680. Loader.call( this, manager );
  25681. }
  25682. AudioLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  25683. constructor: AudioLoader,
  25684. load: function ( url, onLoad, onProgress, onError ) {
  25685. var scope = this;
  25686. var loader = new FileLoader( scope.manager );
  25687. loader.setResponseType( 'arraybuffer' );
  25688. loader.setPath( scope.path );
  25689. loader.setRequestHeader( scope.requestHeader );
  25690. loader.load( url, function ( buffer ) {
  25691. try {
  25692. // Create a copy of the buffer. The `decodeAudioData` method
  25693. // detaches the buffer when complete, preventing reuse.
  25694. var bufferCopy = buffer.slice( 0 );
  25695. var context = AudioContext.getContext();
  25696. context.decodeAudioData( bufferCopy, function ( audioBuffer ) {
  25697. onLoad( audioBuffer );
  25698. } );
  25699. } catch ( e ) {
  25700. if ( onError ) {
  25701. onError( e );
  25702. } else {
  25703. console.error( e );
  25704. }
  25705. scope.manager.itemError( url );
  25706. }
  25707. }, onProgress, onError );
  25708. }
  25709. } );
  25710. /**
  25711. * @author WestLangley / http://github.com/WestLangley
  25712. */
  25713. function HemisphereLightProbe( skyColor, groundColor, intensity ) {
  25714. LightProbe.call( this, undefined, intensity );
  25715. var color1 = new Color().set( skyColor );
  25716. var color2 = new Color().set( groundColor );
  25717. var sky = new Vector3( color1.r, color1.g, color1.b );
  25718. var ground = new Vector3( color2.r, color2.g, color2.b );
  25719. // without extra factor of PI in the shader, should = 1 / Math.sqrt( Math.PI );
  25720. var c0 = Math.sqrt( Math.PI );
  25721. var c1 = c0 * Math.sqrt( 0.75 );
  25722. this.sh.coefficients[ 0 ].copy( sky ).add( ground ).multiplyScalar( c0 );
  25723. this.sh.coefficients[ 1 ].copy( sky ).sub( ground ).multiplyScalar( c1 );
  25724. }
  25725. HemisphereLightProbe.prototype = Object.assign( Object.create( LightProbe.prototype ), {
  25726. constructor: HemisphereLightProbe,
  25727. isHemisphereLightProbe: true,
  25728. copy: function ( source ) { // modifying colors not currently supported
  25729. LightProbe.prototype.copy.call( this, source );
  25730. return this;
  25731. },
  25732. toJSON: function ( meta ) {
  25733. var data = LightProbe.prototype.toJSON.call( this, meta );
  25734. // data.sh = this.sh.toArray(); // todo
  25735. return data;
  25736. }
  25737. } );
  25738. /**
  25739. * @author WestLangley / http://github.com/WestLangley
  25740. */
  25741. function AmbientLightProbe( color, intensity ) {
  25742. LightProbe.call( this, undefined, intensity );
  25743. var color1 = new Color().set( color );
  25744. // without extra factor of PI in the shader, would be 2 / Math.sqrt( Math.PI );
  25745. this.sh.coefficients[ 0 ].set( color1.r, color1.g, color1.b ).multiplyScalar( 2 * Math.sqrt( Math.PI ) );
  25746. }
  25747. AmbientLightProbe.prototype = Object.assign( Object.create( LightProbe.prototype ), {
  25748. constructor: AmbientLightProbe,
  25749. isAmbientLightProbe: true,
  25750. copy: function ( source ) { // modifying color not currently supported
  25751. LightProbe.prototype.copy.call( this, source );
  25752. return this;
  25753. },
  25754. toJSON: function ( meta ) {
  25755. var data = LightProbe.prototype.toJSON.call( this, meta );
  25756. // data.sh = this.sh.toArray(); // todo
  25757. return data;
  25758. }
  25759. } );
  25760. var _eyeRight = new Matrix4();
  25761. var _eyeLeft = new Matrix4();
  25762. /**
  25763. * @author mrdoob / http://mrdoob.com/
  25764. */
  25765. function StereoCamera() {
  25766. this.type = 'StereoCamera';
  25767. this.aspect = 1;
  25768. this.eyeSep = 0.064;
  25769. this.cameraL = new PerspectiveCamera();
  25770. this.cameraL.layers.enable( 1 );
  25771. this.cameraL.matrixAutoUpdate = false;
  25772. this.cameraR = new PerspectiveCamera();
  25773. this.cameraR.layers.enable( 2 );
  25774. this.cameraR.matrixAutoUpdate = false;
  25775. this._cache = {
  25776. focus: null,
  25777. fov: null,
  25778. aspect: null,
  25779. near: null,
  25780. far: null,
  25781. zoom: null,
  25782. eyeSep: null
  25783. };
  25784. }
  25785. Object.assign( StereoCamera.prototype, {
  25786. update: function ( camera ) {
  25787. var cache = this._cache;
  25788. var needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov ||
  25789. cache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near ||
  25790. cache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep;
  25791. if ( needsUpdate ) {
  25792. cache.focus = camera.focus;
  25793. cache.fov = camera.fov;
  25794. cache.aspect = camera.aspect * this.aspect;
  25795. cache.near = camera.near;
  25796. cache.far = camera.far;
  25797. cache.zoom = camera.zoom;
  25798. cache.eyeSep = this.eyeSep;
  25799. // Off-axis stereoscopic effect based on
  25800. // http://paulbourke.net/stereographics/stereorender/
  25801. var projectionMatrix = camera.projectionMatrix.clone();
  25802. var eyeSepHalf = cache.eyeSep / 2;
  25803. var eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus;
  25804. var ymax = ( cache.near * Math.tan( MathUtils.DEG2RAD * cache.fov * 0.5 ) ) / cache.zoom;
  25805. var xmin, xmax;
  25806. // translate xOffset
  25807. _eyeLeft.elements[ 12 ] = - eyeSepHalf;
  25808. _eyeRight.elements[ 12 ] = eyeSepHalf;
  25809. // for left eye
  25810. xmin = - ymax * cache.aspect + eyeSepOnProjection;
  25811. xmax = ymax * cache.aspect + eyeSepOnProjection;
  25812. projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  25813. projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  25814. this.cameraL.projectionMatrix.copy( projectionMatrix );
  25815. // for right eye
  25816. xmin = - ymax * cache.aspect - eyeSepOnProjection;
  25817. xmax = ymax * cache.aspect - eyeSepOnProjection;
  25818. projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  25819. projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  25820. this.cameraR.projectionMatrix.copy( projectionMatrix );
  25821. }
  25822. this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeLeft );
  25823. this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeRight );
  25824. }
  25825. } );
  25826. /**
  25827. * @author alteredq / http://alteredqualia.com/
  25828. */
  25829. function Clock( autoStart ) {
  25830. this.autoStart = ( autoStart !== undefined ) ? autoStart : true;
  25831. this.startTime = 0;
  25832. this.oldTime = 0;
  25833. this.elapsedTime = 0;
  25834. this.running = false;
  25835. }
  25836. Object.assign( Clock.prototype, {
  25837. start: function () {
  25838. this.startTime = ( typeof performance === 'undefined' ? Date : performance ).now(); // see #10732
  25839. this.oldTime = this.startTime;
  25840. this.elapsedTime = 0;
  25841. this.running = true;
  25842. },
  25843. stop: function () {
  25844. this.getElapsedTime();
  25845. this.running = false;
  25846. this.autoStart = false;
  25847. },
  25848. getElapsedTime: function () {
  25849. this.getDelta();
  25850. return this.elapsedTime;
  25851. },
  25852. getDelta: function () {
  25853. var diff = 0;
  25854. if ( this.autoStart && ! this.running ) {
  25855. this.start();
  25856. return 0;
  25857. }
  25858. if ( this.running ) {
  25859. var newTime = ( typeof performance === 'undefined' ? Date : performance ).now();
  25860. diff = ( newTime - this.oldTime ) / 1000;
  25861. this.oldTime = newTime;
  25862. this.elapsedTime += diff;
  25863. }
  25864. return diff;
  25865. }
  25866. } );
  25867. /**
  25868. * @author mrdoob / http://mrdoob.com/
  25869. */
  25870. var _position$2 = new Vector3();
  25871. var _quaternion$3 = new Quaternion();
  25872. var _scale$1 = new Vector3();
  25873. var _orientation = new Vector3();
  25874. function AudioListener() {
  25875. Object3D.call( this );
  25876. this.type = 'AudioListener';
  25877. this.context = AudioContext.getContext();
  25878. this.gain = this.context.createGain();
  25879. this.gain.connect( this.context.destination );
  25880. this.filter = null;
  25881. this.timeDelta = 0;
  25882. // private
  25883. this._clock = new Clock();
  25884. }
  25885. AudioListener.prototype = Object.assign( Object.create( Object3D.prototype ), {
  25886. constructor: AudioListener,
  25887. getInput: function () {
  25888. return this.gain;
  25889. },
  25890. removeFilter: function ( ) {
  25891. if ( this.filter !== null ) {
  25892. this.gain.disconnect( this.filter );
  25893. this.filter.disconnect( this.context.destination );
  25894. this.gain.connect( this.context.destination );
  25895. this.filter = null;
  25896. }
  25897. return this;
  25898. },
  25899. getFilter: function () {
  25900. return this.filter;
  25901. },
  25902. setFilter: function ( value ) {
  25903. if ( this.filter !== null ) {
  25904. this.gain.disconnect( this.filter );
  25905. this.filter.disconnect( this.context.destination );
  25906. } else {
  25907. this.gain.disconnect( this.context.destination );
  25908. }
  25909. this.filter = value;
  25910. this.gain.connect( this.filter );
  25911. this.filter.connect( this.context.destination );
  25912. return this;
  25913. },
  25914. getMasterVolume: function () {
  25915. return this.gain.gain.value;
  25916. },
  25917. setMasterVolume: function ( value ) {
  25918. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  25919. return this;
  25920. },
  25921. updateMatrixWorld: function ( force ) {
  25922. Object3D.prototype.updateMatrixWorld.call( this, force );
  25923. var listener = this.context.listener;
  25924. var up = this.up;
  25925. this.timeDelta = this._clock.getDelta();
  25926. this.matrixWorld.decompose( _position$2, _quaternion$3, _scale$1 );
  25927. _orientation.set( 0, 0, - 1 ).applyQuaternion( _quaternion$3 );
  25928. if ( listener.positionX ) {
  25929. // code path for Chrome (see #14393)
  25930. var endTime = this.context.currentTime + this.timeDelta;
  25931. listener.positionX.linearRampToValueAtTime( _position$2.x, endTime );
  25932. listener.positionY.linearRampToValueAtTime( _position$2.y, endTime );
  25933. listener.positionZ.linearRampToValueAtTime( _position$2.z, endTime );
  25934. listener.forwardX.linearRampToValueAtTime( _orientation.x, endTime );
  25935. listener.forwardY.linearRampToValueAtTime( _orientation.y, endTime );
  25936. listener.forwardZ.linearRampToValueAtTime( _orientation.z, endTime );
  25937. listener.upX.linearRampToValueAtTime( up.x, endTime );
  25938. listener.upY.linearRampToValueAtTime( up.y, endTime );
  25939. listener.upZ.linearRampToValueAtTime( up.z, endTime );
  25940. } else {
  25941. listener.setPosition( _position$2.x, _position$2.y, _position$2.z );
  25942. listener.setOrientation( _orientation.x, _orientation.y, _orientation.z, up.x, up.y, up.z );
  25943. }
  25944. }
  25945. } );
  25946. /**
  25947. * @author mrdoob / http://mrdoob.com/
  25948. * @author Reece Aaron Lecrivain / http://reecenotes.com/
  25949. */
  25950. function Audio( listener ) {
  25951. Object3D.call( this );
  25952. this.type = 'Audio';
  25953. this.listener = listener;
  25954. this.context = listener.context;
  25955. this.gain = this.context.createGain();
  25956. this.gain.connect( listener.getInput() );
  25957. this.autoplay = false;
  25958. this.buffer = null;
  25959. this.detune = 0;
  25960. this.loop = false;
  25961. this.loopStart = 0;
  25962. this.loopEnd = 0;
  25963. this.offset = 0;
  25964. this.duration = undefined;
  25965. this.playbackRate = 1;
  25966. this.isPlaying = false;
  25967. this.hasPlaybackControl = true;
  25968. this.sourceType = 'empty';
  25969. this._startedAt = 0;
  25970. this._progress = 0;
  25971. this.filters = [];
  25972. }
  25973. Audio.prototype = Object.assign( Object.create( Object3D.prototype ), {
  25974. constructor: Audio,
  25975. getOutput: function () {
  25976. return this.gain;
  25977. },
  25978. setNodeSource: function ( audioNode ) {
  25979. this.hasPlaybackControl = false;
  25980. this.sourceType = 'audioNode';
  25981. this.source = audioNode;
  25982. this.connect();
  25983. return this;
  25984. },
  25985. setMediaElementSource: function ( mediaElement ) {
  25986. this.hasPlaybackControl = false;
  25987. this.sourceType = 'mediaNode';
  25988. this.source = this.context.createMediaElementSource( mediaElement );
  25989. this.connect();
  25990. return this;
  25991. },
  25992. setMediaStreamSource: function ( mediaStream ) {
  25993. this.hasPlaybackControl = false;
  25994. this.sourceType = 'mediaStreamNode';
  25995. this.source = this.context.createMediaStreamSource( mediaStream );
  25996. this.connect();
  25997. return this;
  25998. },
  25999. setBuffer: function ( audioBuffer ) {
  26000. this.buffer = audioBuffer;
  26001. this.sourceType = 'buffer';
  26002. if ( this.autoplay ) { this.play(); }
  26003. return this;
  26004. },
  26005. play: function ( delay ) {
  26006. if ( delay === undefined ) { delay = 0; }
  26007. if ( this.isPlaying === true ) {
  26008. console.warn( 'THREE.Audio: Audio is already playing.' );
  26009. return;
  26010. }
  26011. if ( this.hasPlaybackControl === false ) {
  26012. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  26013. return;
  26014. }
  26015. this._startedAt = this.context.currentTime + delay;
  26016. var source = this.context.createBufferSource();
  26017. source.buffer = this.buffer;
  26018. source.loop = this.loop;
  26019. source.loopStart = this.loopStart;
  26020. source.loopEnd = this.loopEnd;
  26021. source.onended = this.onEnded.bind( this );
  26022. source.start( this._startedAt, this._progress + this.offset, this.duration );
  26023. this.isPlaying = true;
  26024. this.source = source;
  26025. this.setDetune( this.detune );
  26026. this.setPlaybackRate( this.playbackRate );
  26027. return this.connect();
  26028. },
  26029. pause: function () {
  26030. if ( this.hasPlaybackControl === false ) {
  26031. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  26032. return;
  26033. }
  26034. if ( this.isPlaying === true ) {
  26035. // update current progress
  26036. this._progress += Math.max( this.context.currentTime - this._startedAt, 0 ) * this.playbackRate;
  26037. if ( this.loop === true ) {
  26038. // ensure _progress does not exceed duration with looped audios
  26039. this._progress = this._progress % ( this.duration || this.buffer.duration );
  26040. }
  26041. this.source.stop();
  26042. this.source.onended = null;
  26043. this.isPlaying = false;
  26044. }
  26045. return this;
  26046. },
  26047. stop: function () {
  26048. if ( this.hasPlaybackControl === false ) {
  26049. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  26050. return;
  26051. }
  26052. this._progress = 0;
  26053. this.source.stop();
  26054. this.source.onended = null;
  26055. this.isPlaying = false;
  26056. return this;
  26057. },
  26058. connect: function () {
  26059. if ( this.filters.length > 0 ) {
  26060. this.source.connect( this.filters[ 0 ] );
  26061. for ( var i = 1, l = this.filters.length; i < l; i ++ ) {
  26062. this.filters[ i - 1 ].connect( this.filters[ i ] );
  26063. }
  26064. this.filters[ this.filters.length - 1 ].connect( this.getOutput() );
  26065. } else {
  26066. this.source.connect( this.getOutput() );
  26067. }
  26068. return this;
  26069. },
  26070. disconnect: function () {
  26071. if ( this.filters.length > 0 ) {
  26072. this.source.disconnect( this.filters[ 0 ] );
  26073. for ( var i = 1, l = this.filters.length; i < l; i ++ ) {
  26074. this.filters[ i - 1 ].disconnect( this.filters[ i ] );
  26075. }
  26076. this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );
  26077. } else {
  26078. this.source.disconnect( this.getOutput() );
  26079. }
  26080. return this;
  26081. },
  26082. getFilters: function () {
  26083. return this.filters;
  26084. },
  26085. setFilters: function ( value ) {
  26086. if ( ! value ) { value = []; }
  26087. if ( this.isPlaying === true ) {
  26088. this.disconnect();
  26089. this.filters = value;
  26090. this.connect();
  26091. } else {
  26092. this.filters = value;
  26093. }
  26094. return this;
  26095. },
  26096. setDetune: function ( value ) {
  26097. this.detune = value;
  26098. if ( this.source.detune === undefined ) { return; } // only set detune when available
  26099. if ( this.isPlaying === true ) {
  26100. this.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 );
  26101. }
  26102. return this;
  26103. },
  26104. getDetune: function () {
  26105. return this.detune;
  26106. },
  26107. getFilter: function () {
  26108. return this.getFilters()[ 0 ];
  26109. },
  26110. setFilter: function ( filter ) {
  26111. return this.setFilters( filter ? [ filter ] : [] );
  26112. },
  26113. setPlaybackRate: function ( value ) {
  26114. if ( this.hasPlaybackControl === false ) {
  26115. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  26116. return;
  26117. }
  26118. this.playbackRate = value;
  26119. if ( this.isPlaying === true ) {
  26120. this.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 );
  26121. }
  26122. return this;
  26123. },
  26124. getPlaybackRate: function () {
  26125. return this.playbackRate;
  26126. },
  26127. onEnded: function () {
  26128. this.isPlaying = false;
  26129. },
  26130. getLoop: function () {
  26131. if ( this.hasPlaybackControl === false ) {
  26132. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  26133. return false;
  26134. }
  26135. return this.loop;
  26136. },
  26137. setLoop: function ( value ) {
  26138. if ( this.hasPlaybackControl === false ) {
  26139. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  26140. return;
  26141. }
  26142. this.loop = value;
  26143. if ( this.isPlaying === true ) {
  26144. this.source.loop = this.loop;
  26145. }
  26146. return this;
  26147. },
  26148. setLoopStart: function ( value ) {
  26149. this.loopStart = value;
  26150. return this;
  26151. },
  26152. setLoopEnd: function ( value ) {
  26153. this.loopEnd = value;
  26154. return this;
  26155. },
  26156. getVolume: function () {
  26157. return this.gain.gain.value;
  26158. },
  26159. setVolume: function ( value ) {
  26160. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  26161. return this;
  26162. }
  26163. } );
  26164. /**
  26165. * @author mrdoob / http://mrdoob.com/
  26166. */
  26167. var _position$3 = new Vector3();
  26168. var _quaternion$4 = new Quaternion();
  26169. var _scale$2 = new Vector3();
  26170. var _orientation$1 = new Vector3();
  26171. function PositionalAudio( listener ) {
  26172. Audio.call( this, listener );
  26173. this.panner = this.context.createPanner();
  26174. this.panner.panningModel = 'HRTF';
  26175. this.panner.connect( this.gain );
  26176. }
  26177. PositionalAudio.prototype = Object.assign( Object.create( Audio.prototype ), {
  26178. constructor: PositionalAudio,
  26179. getOutput: function () {
  26180. return this.panner;
  26181. },
  26182. getRefDistance: function () {
  26183. return this.panner.refDistance;
  26184. },
  26185. setRefDistance: function ( value ) {
  26186. this.panner.refDistance = value;
  26187. return this;
  26188. },
  26189. getRolloffFactor: function () {
  26190. return this.panner.rolloffFactor;
  26191. },
  26192. setRolloffFactor: function ( value ) {
  26193. this.panner.rolloffFactor = value;
  26194. return this;
  26195. },
  26196. getDistanceModel: function () {
  26197. return this.panner.distanceModel;
  26198. },
  26199. setDistanceModel: function ( value ) {
  26200. this.panner.distanceModel = value;
  26201. return this;
  26202. },
  26203. getMaxDistance: function () {
  26204. return this.panner.maxDistance;
  26205. },
  26206. setMaxDistance: function ( value ) {
  26207. this.panner.maxDistance = value;
  26208. return this;
  26209. },
  26210. setDirectionalCone: function ( coneInnerAngle, coneOuterAngle, coneOuterGain ) {
  26211. this.panner.coneInnerAngle = coneInnerAngle;
  26212. this.panner.coneOuterAngle = coneOuterAngle;
  26213. this.panner.coneOuterGain = coneOuterGain;
  26214. return this;
  26215. },
  26216. updateMatrixWorld: function ( force ) {
  26217. Object3D.prototype.updateMatrixWorld.call( this, force );
  26218. if ( this.hasPlaybackControl === true && this.isPlaying === false ) { return; }
  26219. this.matrixWorld.decompose( _position$3, _quaternion$4, _scale$2 );
  26220. _orientation$1.set( 0, 0, 1 ).applyQuaternion( _quaternion$4 );
  26221. var panner = this.panner;
  26222. if ( panner.positionX ) {
  26223. // code path for Chrome and Firefox (see #14393)
  26224. var endTime = this.context.currentTime + this.listener.timeDelta;
  26225. panner.positionX.linearRampToValueAtTime( _position$3.x, endTime );
  26226. panner.positionY.linearRampToValueAtTime( _position$3.y, endTime );
  26227. panner.positionZ.linearRampToValueAtTime( _position$3.z, endTime );
  26228. panner.orientationX.linearRampToValueAtTime( _orientation$1.x, endTime );
  26229. panner.orientationY.linearRampToValueAtTime( _orientation$1.y, endTime );
  26230. panner.orientationZ.linearRampToValueAtTime( _orientation$1.z, endTime );
  26231. } else {
  26232. panner.setPosition( _position$3.x, _position$3.y, _position$3.z );
  26233. panner.setOrientation( _orientation$1.x, _orientation$1.y, _orientation$1.z );
  26234. }
  26235. }
  26236. } );
  26237. /**
  26238. * @author mrdoob / http://mrdoob.com/
  26239. */
  26240. function AudioAnalyser( audio, fftSize ) {
  26241. this.analyser = audio.context.createAnalyser();
  26242. this.analyser.fftSize = fftSize !== undefined ? fftSize : 2048;
  26243. this.data = new Uint8Array( this.analyser.frequencyBinCount );
  26244. audio.getOutput().connect( this.analyser );
  26245. }
  26246. Object.assign( AudioAnalyser.prototype, {
  26247. getFrequencyData: function () {
  26248. this.analyser.getByteFrequencyData( this.data );
  26249. return this.data;
  26250. },
  26251. getAverageFrequency: function () {
  26252. var value = 0;
  26253. var data = this.getFrequencyData();
  26254. for ( var i = 0; i < data.length; i ++ ) {
  26255. value += data[ i ];
  26256. }
  26257. return value / data.length;
  26258. }
  26259. } );
  26260. /**
  26261. *
  26262. * Buffered scene graph property that allows weighted accumulation.
  26263. *
  26264. *
  26265. * @author Ben Houston / http://clara.io/
  26266. * @author David Sarno / http://lighthaus.us/
  26267. * @author tschw
  26268. */
  26269. function PropertyMixer( binding, typeName, valueSize ) {
  26270. this.binding = binding;
  26271. this.valueSize = valueSize;
  26272. var mixFunction,
  26273. mixFunctionAdditive,
  26274. setIdentity;
  26275. // buffer layout: [ incoming | accu0 | accu1 | orig | addAccu | (optional work) ]
  26276. //
  26277. // interpolators can use .buffer as their .result
  26278. // the data then goes to 'incoming'
  26279. //
  26280. // 'accu0' and 'accu1' are used frame-interleaved for
  26281. // the cumulative result and are compared to detect
  26282. // changes
  26283. //
  26284. // 'orig' stores the original state of the property
  26285. //
  26286. // 'add' is used for additive cumulative results
  26287. //
  26288. // 'work' is optional and is only present for quaternion types. It is used
  26289. // to store intermediate quaternion multiplication results
  26290. switch ( typeName ) {
  26291. case 'quaternion':
  26292. mixFunction = this._slerp;
  26293. mixFunctionAdditive = this._slerpAdditive;
  26294. setIdentity = this._setAdditiveIdentityQuaternion;
  26295. this.buffer = new Float64Array( valueSize * 6 );
  26296. this._workIndex = 5;
  26297. break;
  26298. case 'string':
  26299. case 'bool':
  26300. mixFunction = this._select;
  26301. // Use the regular mix function and for additive on these types,
  26302. // additive is not relevant for non-numeric types
  26303. mixFunctionAdditive = this._select;
  26304. setIdentity = this._setAdditiveIdentityOther;
  26305. this.buffer = new Array( valueSize * 5 );
  26306. break;
  26307. default:
  26308. mixFunction = this._lerp;
  26309. mixFunctionAdditive = this._lerpAdditive;
  26310. setIdentity = this._setAdditiveIdentityNumeric;
  26311. this.buffer = new Float64Array( valueSize * 5 );
  26312. }
  26313. this._mixBufferRegion = mixFunction;
  26314. this._mixBufferRegionAdditive = mixFunctionAdditive;
  26315. this._setIdentity = setIdentity;
  26316. this._origIndex = 3;
  26317. this._addIndex = 4;
  26318. this.cumulativeWeight = 0;
  26319. this.cumulativeWeightAdditive = 0;
  26320. this.useCount = 0;
  26321. this.referenceCount = 0;
  26322. }
  26323. Object.assign( PropertyMixer.prototype, {
  26324. // accumulate data in the 'incoming' region into 'accu<i>'
  26325. accumulate: function ( accuIndex, weight ) {
  26326. // note: happily accumulating nothing when weight = 0, the caller knows
  26327. // the weight and shouldn't have made the call in the first place
  26328. var buffer = this.buffer,
  26329. stride = this.valueSize,
  26330. offset = accuIndex * stride + stride;
  26331. var currentWeight = this.cumulativeWeight;
  26332. if ( currentWeight === 0 ) {
  26333. // accuN := incoming * weight
  26334. for ( var i = 0; i !== stride; ++ i ) {
  26335. buffer[ offset + i ] = buffer[ i ];
  26336. }
  26337. currentWeight = weight;
  26338. } else {
  26339. // accuN := accuN + incoming * weight
  26340. currentWeight += weight;
  26341. var mix = weight / currentWeight;
  26342. this._mixBufferRegion( buffer, offset, 0, mix, stride );
  26343. }
  26344. this.cumulativeWeight = currentWeight;
  26345. },
  26346. // accumulate data in the 'incoming' region into 'add'
  26347. accumulateAdditive: function ( weight ) {
  26348. var buffer = this.buffer,
  26349. stride = this.valueSize,
  26350. offset = stride * this._addIndex;
  26351. if ( this.cumulativeWeightAdditive === 0 ) {
  26352. // add = identity
  26353. this._setIdentity();
  26354. }
  26355. // add := add + incoming * weight
  26356. this._mixBufferRegionAdditive( buffer, offset, 0, weight, stride );
  26357. this.cumulativeWeightAdditive += weight;
  26358. },
  26359. // apply the state of 'accu<i>' to the binding when accus differ
  26360. apply: function ( accuIndex ) {
  26361. var stride = this.valueSize,
  26362. buffer = this.buffer,
  26363. offset = accuIndex * stride + stride,
  26364. weight = this.cumulativeWeight,
  26365. weightAdditive = this.cumulativeWeightAdditive,
  26366. binding = this.binding;
  26367. this.cumulativeWeight = 0;
  26368. this.cumulativeWeightAdditive = 0;
  26369. if ( weight < 1 ) {
  26370. // accuN := accuN + original * ( 1 - cumulativeWeight )
  26371. var originalValueOffset = stride * this._origIndex;
  26372. this._mixBufferRegion(
  26373. buffer, offset, originalValueOffset, 1 - weight, stride );
  26374. }
  26375. if ( weightAdditive > 0 ) {
  26376. // accuN := accuN + additive accuN
  26377. this._mixBufferRegionAdditive( buffer, offset, this._addIndex * stride, 1, stride );
  26378. }
  26379. for ( var i = stride, e = stride + stride; i !== e; ++ i ) {
  26380. if ( buffer[ i ] !== buffer[ i + stride ] ) {
  26381. // value has changed -> update scene graph
  26382. binding.setValue( buffer, offset );
  26383. break;
  26384. }
  26385. }
  26386. },
  26387. // remember the state of the bound property and copy it to both accus
  26388. saveOriginalState: function () {
  26389. var binding = this.binding;
  26390. var buffer = this.buffer,
  26391. stride = this.valueSize,
  26392. originalValueOffset = stride * this._origIndex;
  26393. binding.getValue( buffer, originalValueOffset );
  26394. // accu[0..1] := orig -- initially detect changes against the original
  26395. for ( var i = stride, e = originalValueOffset; i !== e; ++ i ) {
  26396. buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];
  26397. }
  26398. // Add to identity for additive
  26399. this._setIdentity();
  26400. this.cumulativeWeight = 0;
  26401. this.cumulativeWeightAdditive = 0;
  26402. },
  26403. // apply the state previously taken via 'saveOriginalState' to the binding
  26404. restoreOriginalState: function () {
  26405. var originalValueOffset = this.valueSize * 3;
  26406. this.binding.setValue( this.buffer, originalValueOffset );
  26407. },
  26408. _setAdditiveIdentityNumeric: function () {
  26409. var startIndex = this._addIndex * this.valueSize;
  26410. var endIndex = startIndex + this.valueSize;
  26411. for ( var i = startIndex; i < endIndex; i ++ ) {
  26412. this.buffer[ i ] = 0;
  26413. }
  26414. },
  26415. _setAdditiveIdentityQuaternion: function () {
  26416. this._setAdditiveIdentityNumeric();
  26417. this.buffer[ this._addIndex * 4 + 3 ] = 1;
  26418. },
  26419. _setAdditiveIdentityOther: function () {
  26420. var startIndex = this._origIndex * this.valueSize;
  26421. var targetIndex = this._addIndex * this.valueSize;
  26422. for ( var i = 0; i < this.valueSize; i ++ ) {
  26423. this.buffer[ targetIndex + i ] = this.buffer[ startIndex + i ];
  26424. }
  26425. },
  26426. // mix functions
  26427. _select: function ( buffer, dstOffset, srcOffset, t, stride ) {
  26428. if ( t >= 0.5 ) {
  26429. for ( var i = 0; i !== stride; ++ i ) {
  26430. buffer[ dstOffset + i ] = buffer[ srcOffset + i ];
  26431. }
  26432. }
  26433. },
  26434. _slerp: function ( buffer, dstOffset, srcOffset, t ) {
  26435. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t );
  26436. },
  26437. _slerpAdditive: function ( buffer, dstOffset, srcOffset, t, stride ) {
  26438. var workOffset = this._workIndex * stride;
  26439. // Store result in intermediate buffer offset
  26440. Quaternion.multiplyQuaternionsFlat( buffer, workOffset, buffer, dstOffset, buffer, srcOffset );
  26441. // Slerp to the intermediate result
  26442. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, workOffset, t );
  26443. },
  26444. _lerp: function ( buffer, dstOffset, srcOffset, t, stride ) {
  26445. var s = 1 - t;
  26446. for ( var i = 0; i !== stride; ++ i ) {
  26447. var j = dstOffset + i;
  26448. buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;
  26449. }
  26450. },
  26451. _lerpAdditive: function ( buffer, dstOffset, srcOffset, t, stride ) {
  26452. for ( var i = 0; i !== stride; ++ i ) {
  26453. var j = dstOffset + i;
  26454. buffer[ j ] = buffer[ j ] + buffer[ srcOffset + i ] * t;
  26455. }
  26456. }
  26457. } );
  26458. /**
  26459. *
  26460. * A reference to a real property in the scene graph.
  26461. *
  26462. *
  26463. * @author Ben Houston / http://clara.io/
  26464. * @author David Sarno / http://lighthaus.us/
  26465. * @author tschw
  26466. */
  26467. // Characters [].:/ are reserved for track binding syntax.
  26468. var _RESERVED_CHARS_RE = '\\[\\]\\.:\\/';
  26469. var _reservedRe = new RegExp( '[' + _RESERVED_CHARS_RE + ']', 'g' );
  26470. // Attempts to allow node names from any language. ES5's `\w` regexp matches
  26471. // only latin characters, and the unicode \p{L} is not yet supported. So
  26472. // instead, we exclude reserved characters and match everything else.
  26473. var _wordChar = '[^' + _RESERVED_CHARS_RE + ']';
  26474. var _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace( '\\.', '' ) + ']';
  26475. // Parent directories, delimited by '/' or ':'. Currently unused, but must
  26476. // be matched to parse the rest of the track name.
  26477. var _directoryRe = /((?:WC+[\/:])*)/.source.replace( 'WC', _wordChar );
  26478. // Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.
  26479. var _nodeRe = /(WCOD+)?/.source.replace( 'WCOD', _wordCharOrDot );
  26480. // Object on target node, and accessor. May not contain reserved
  26481. // characters. Accessor may contain any character except closing bracket.
  26482. var _objectRe = /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace( 'WC', _wordChar );
  26483. // Property and accessor. May not contain reserved characters. Accessor may
  26484. // contain any non-bracket characters.
  26485. var _propertyRe = /\.(WC+)(?:\[(.+)\])?/.source.replace( 'WC', _wordChar );
  26486. var _trackRe = new RegExp( ''
  26487. + '^'
  26488. + _directoryRe
  26489. + _nodeRe
  26490. + _objectRe
  26491. + _propertyRe
  26492. + '$'
  26493. );
  26494. var _supportedObjectNames = [ 'material', 'materials', 'bones' ];
  26495. function Composite( targetGroup, path, optionalParsedPath ) {
  26496. var parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );
  26497. this._targetGroup = targetGroup;
  26498. this._bindings = targetGroup.subscribe_( path, parsedPath );
  26499. }
  26500. Object.assign( Composite.prototype, {
  26501. getValue: function ( array, offset ) {
  26502. this.bind(); // bind all binding
  26503. var firstValidIndex = this._targetGroup.nCachedObjects_,
  26504. binding = this._bindings[ firstValidIndex ];
  26505. // and only call .getValue on the first
  26506. if ( binding !== undefined ) { binding.getValue( array, offset ); }
  26507. },
  26508. setValue: function ( array, offset ) {
  26509. var bindings = this._bindings;
  26510. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  26511. bindings[ i ].setValue( array, offset );
  26512. }
  26513. },
  26514. bind: function () {
  26515. var bindings = this._bindings;
  26516. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  26517. bindings[ i ].bind();
  26518. }
  26519. },
  26520. unbind: function () {
  26521. var bindings = this._bindings;
  26522. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  26523. bindings[ i ].unbind();
  26524. }
  26525. }
  26526. } );
  26527. function PropertyBinding( rootNode, path, parsedPath ) {
  26528. this.path = path;
  26529. this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );
  26530. this.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName ) || rootNode;
  26531. this.rootNode = rootNode;
  26532. }
  26533. Object.assign( PropertyBinding, {
  26534. Composite: Composite,
  26535. create: function ( root, path, parsedPath ) {
  26536. if ( ! ( root && root.isAnimationObjectGroup ) ) {
  26537. return new PropertyBinding( root, path, parsedPath );
  26538. } else {
  26539. return new PropertyBinding.Composite( root, path, parsedPath );
  26540. }
  26541. },
  26542. /**
  26543. * Replaces spaces with underscores and removes unsupported characters from
  26544. * node names, to ensure compatibility with parseTrackName().
  26545. *
  26546. * @param {string} name Node name to be sanitized.
  26547. * @return {string}
  26548. */
  26549. sanitizeNodeName: function ( name ) {
  26550. return name.replace( /\s/g, '_' ).replace( _reservedRe, '' );
  26551. },
  26552. parseTrackName: function ( trackName ) {
  26553. var matches = _trackRe.exec( trackName );
  26554. if ( ! matches ) {
  26555. throw new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName );
  26556. }
  26557. var results = {
  26558. // directoryName: matches[ 1 ], // (tschw) currently unused
  26559. nodeName: matches[ 2 ],
  26560. objectName: matches[ 3 ],
  26561. objectIndex: matches[ 4 ],
  26562. propertyName: matches[ 5 ], // required
  26563. propertyIndex: matches[ 6 ]
  26564. };
  26565. var lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );
  26566. if ( lastDot !== undefined && lastDot !== - 1 ) {
  26567. var objectName = results.nodeName.substring( lastDot + 1 );
  26568. // Object names must be checked against an allowlist. Otherwise, there
  26569. // is no way to parse 'foo.bar.baz': 'baz' must be a property, but
  26570. // 'bar' could be the objectName, or part of a nodeName (which can
  26571. // include '.' characters).
  26572. if ( _supportedObjectNames.indexOf( objectName ) !== - 1 ) {
  26573. results.nodeName = results.nodeName.substring( 0, lastDot );
  26574. results.objectName = objectName;
  26575. }
  26576. }
  26577. if ( results.propertyName === null || results.propertyName.length === 0 ) {
  26578. throw new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName );
  26579. }
  26580. return results;
  26581. },
  26582. findNode: function ( root, nodeName ) {
  26583. if ( ! nodeName || nodeName === "" || nodeName === "." || nodeName === - 1 || nodeName === root.name || nodeName === root.uuid ) {
  26584. return root;
  26585. }
  26586. // search into skeleton bones.
  26587. if ( root.skeleton ) {
  26588. var bone = root.skeleton.getBoneByName( nodeName );
  26589. if ( bone !== undefined ) {
  26590. return bone;
  26591. }
  26592. }
  26593. // search into node subtree.
  26594. if ( root.children ) {
  26595. var searchNodeSubtree = function ( children ) {
  26596. for ( var i = 0; i < children.length; i ++ ) {
  26597. var childNode = children[ i ];
  26598. if ( childNode.name === nodeName || childNode.uuid === nodeName ) {
  26599. return childNode;
  26600. }
  26601. var result = searchNodeSubtree( childNode.children );
  26602. if ( result ) { return result; }
  26603. }
  26604. return null;
  26605. };
  26606. var subTreeNode = searchNodeSubtree( root.children );
  26607. if ( subTreeNode ) {
  26608. return subTreeNode;
  26609. }
  26610. }
  26611. return null;
  26612. }
  26613. } );
  26614. Object.assign( PropertyBinding.prototype, { // prototype, continued
  26615. // these are used to "bind" a nonexistent property
  26616. _getValue_unavailable: function () {},
  26617. _setValue_unavailable: function () {},
  26618. BindingType: {
  26619. Direct: 0,
  26620. EntireArray: 1,
  26621. ArrayElement: 2,
  26622. HasFromToArray: 3
  26623. },
  26624. Versioning: {
  26625. None: 0,
  26626. NeedsUpdate: 1,
  26627. MatrixWorldNeedsUpdate: 2
  26628. },
  26629. GetterByBindingType: [
  26630. function getValue_direct( buffer, offset ) {
  26631. buffer[ offset ] = this.node[ this.propertyName ];
  26632. },
  26633. function getValue_array( buffer, offset ) {
  26634. var source = this.resolvedProperty;
  26635. for ( var i = 0, n = source.length; i !== n; ++ i ) {
  26636. buffer[ offset ++ ] = source[ i ];
  26637. }
  26638. },
  26639. function getValue_arrayElement( buffer, offset ) {
  26640. buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];
  26641. },
  26642. function getValue_toArray( buffer, offset ) {
  26643. this.resolvedProperty.toArray( buffer, offset );
  26644. }
  26645. ],
  26646. SetterByBindingTypeAndVersioning: [
  26647. [
  26648. // Direct
  26649. function setValue_direct( buffer, offset ) {
  26650. this.targetObject[ this.propertyName ] = buffer[ offset ];
  26651. },
  26652. function setValue_direct_setNeedsUpdate( buffer, offset ) {
  26653. this.targetObject[ this.propertyName ] = buffer[ offset ];
  26654. this.targetObject.needsUpdate = true;
  26655. },
  26656. function setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {
  26657. this.targetObject[ this.propertyName ] = buffer[ offset ];
  26658. this.targetObject.matrixWorldNeedsUpdate = true;
  26659. }
  26660. ], [
  26661. // EntireArray
  26662. function setValue_array( buffer, offset ) {
  26663. var dest = this.resolvedProperty;
  26664. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  26665. dest[ i ] = buffer[ offset ++ ];
  26666. }
  26667. },
  26668. function setValue_array_setNeedsUpdate( buffer, offset ) {
  26669. var dest = this.resolvedProperty;
  26670. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  26671. dest[ i ] = buffer[ offset ++ ];
  26672. }
  26673. this.targetObject.needsUpdate = true;
  26674. },
  26675. function setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {
  26676. var dest = this.resolvedProperty;
  26677. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  26678. dest[ i ] = buffer[ offset ++ ];
  26679. }
  26680. this.targetObject.matrixWorldNeedsUpdate = true;
  26681. }
  26682. ], [
  26683. // ArrayElement
  26684. function setValue_arrayElement( buffer, offset ) {
  26685. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  26686. },
  26687. function setValue_arrayElement_setNeedsUpdate( buffer, offset ) {
  26688. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  26689. this.targetObject.needsUpdate = true;
  26690. },
  26691. function setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {
  26692. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  26693. this.targetObject.matrixWorldNeedsUpdate = true;
  26694. }
  26695. ], [
  26696. // HasToFromArray
  26697. function setValue_fromArray( buffer, offset ) {
  26698. this.resolvedProperty.fromArray( buffer, offset );
  26699. },
  26700. function setValue_fromArray_setNeedsUpdate( buffer, offset ) {
  26701. this.resolvedProperty.fromArray( buffer, offset );
  26702. this.targetObject.needsUpdate = true;
  26703. },
  26704. function setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {
  26705. this.resolvedProperty.fromArray( buffer, offset );
  26706. this.targetObject.matrixWorldNeedsUpdate = true;
  26707. }
  26708. ]
  26709. ],
  26710. getValue: function getValue_unbound( targetArray, offset ) {
  26711. this.bind();
  26712. this.getValue( targetArray, offset );
  26713. // Note: This class uses a State pattern on a per-method basis:
  26714. // 'bind' sets 'this.getValue' / 'setValue' and shadows the
  26715. // prototype version of these methods with one that represents
  26716. // the bound state. When the property is not found, the methods
  26717. // become no-ops.
  26718. },
  26719. setValue: function getValue_unbound( sourceArray, offset ) {
  26720. this.bind();
  26721. this.setValue( sourceArray, offset );
  26722. },
  26723. // create getter / setter pair for a property in the scene graph
  26724. bind: function () {
  26725. var targetObject = this.node,
  26726. parsedPath = this.parsedPath,
  26727. objectName = parsedPath.objectName,
  26728. propertyName = parsedPath.propertyName,
  26729. propertyIndex = parsedPath.propertyIndex;
  26730. if ( ! targetObject ) {
  26731. targetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName ) || this.rootNode;
  26732. this.node = targetObject;
  26733. }
  26734. // set fail state so we can just 'return' on error
  26735. this.getValue = this._getValue_unavailable;
  26736. this.setValue = this._setValue_unavailable;
  26737. // ensure there is a value node
  26738. if ( ! targetObject ) {
  26739. console.error( 'THREE.PropertyBinding: Trying to update node for track: ' + this.path + ' but it wasn\'t found.' );
  26740. return;
  26741. }
  26742. if ( objectName ) {
  26743. var objectIndex = parsedPath.objectIndex;
  26744. // special cases were we need to reach deeper into the hierarchy to get the face materials....
  26745. switch ( objectName ) {
  26746. case 'materials':
  26747. if ( ! targetObject.material ) {
  26748. console.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this );
  26749. return;
  26750. }
  26751. if ( ! targetObject.material.materials ) {
  26752. console.error( 'THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this );
  26753. return;
  26754. }
  26755. targetObject = targetObject.material.materials;
  26756. break;
  26757. case 'bones':
  26758. if ( ! targetObject.skeleton ) {
  26759. console.error( 'THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this );
  26760. return;
  26761. }
  26762. // potential future optimization: skip this if propertyIndex is already an integer
  26763. // and convert the integer string to a true integer.
  26764. targetObject = targetObject.skeleton.bones;
  26765. // support resolving morphTarget names into indices.
  26766. for ( var i = 0; i < targetObject.length; i ++ ) {
  26767. if ( targetObject[ i ].name === objectIndex ) {
  26768. objectIndex = i;
  26769. break;
  26770. }
  26771. }
  26772. break;
  26773. default:
  26774. if ( targetObject[ objectName ] === undefined ) {
  26775. console.error( 'THREE.PropertyBinding: Can not bind to objectName of node undefined.', this );
  26776. return;
  26777. }
  26778. targetObject = targetObject[ objectName ];
  26779. }
  26780. if ( objectIndex !== undefined ) {
  26781. if ( targetObject[ objectIndex ] === undefined ) {
  26782. console.error( 'THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject );
  26783. return;
  26784. }
  26785. targetObject = targetObject[ objectIndex ];
  26786. }
  26787. }
  26788. // resolve property
  26789. var nodeProperty = targetObject[ propertyName ];
  26790. if ( nodeProperty === undefined ) {
  26791. var nodeName = parsedPath.nodeName;
  26792. console.error( 'THREE.PropertyBinding: Trying to update property for track: ' + nodeName +
  26793. '.' + propertyName + ' but it wasn\'t found.', targetObject );
  26794. return;
  26795. }
  26796. // determine versioning scheme
  26797. var versioning = this.Versioning.None;
  26798. this.targetObject = targetObject;
  26799. if ( targetObject.needsUpdate !== undefined ) { // material
  26800. versioning = this.Versioning.NeedsUpdate;
  26801. } else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform
  26802. versioning = this.Versioning.MatrixWorldNeedsUpdate;
  26803. }
  26804. // determine how the property gets bound
  26805. var bindingType = this.BindingType.Direct;
  26806. if ( propertyIndex !== undefined ) {
  26807. // access a sub element of the property array (only primitives are supported right now)
  26808. if ( propertyName === "morphTargetInfluences" ) {
  26809. // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.
  26810. // support resolving morphTarget names into indices.
  26811. if ( ! targetObject.geometry ) {
  26812. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );
  26813. return;
  26814. }
  26815. if ( targetObject.geometry.isBufferGeometry ) {
  26816. if ( ! targetObject.geometry.morphAttributes ) {
  26817. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );
  26818. return;
  26819. }
  26820. if ( targetObject.morphTargetDictionary[ propertyIndex ] !== undefined ) {
  26821. propertyIndex = targetObject.morphTargetDictionary[ propertyIndex ];
  26822. }
  26823. } else {
  26824. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences on THREE.Geometry. Use THREE.BufferGeometry instead.', this );
  26825. return;
  26826. }
  26827. }
  26828. bindingType = this.BindingType.ArrayElement;
  26829. this.resolvedProperty = nodeProperty;
  26830. this.propertyIndex = propertyIndex;
  26831. } else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {
  26832. // must use copy for Object3D.Euler/Quaternion
  26833. bindingType = this.BindingType.HasFromToArray;
  26834. this.resolvedProperty = nodeProperty;
  26835. } else if ( Array.isArray( nodeProperty ) ) {
  26836. bindingType = this.BindingType.EntireArray;
  26837. this.resolvedProperty = nodeProperty;
  26838. } else {
  26839. this.propertyName = propertyName;
  26840. }
  26841. // select getter / setter
  26842. this.getValue = this.GetterByBindingType[ bindingType ];
  26843. this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];
  26844. },
  26845. unbind: function () {
  26846. this.node = null;
  26847. // back to the prototype version of getValue / setValue
  26848. // note: avoiding to mutate the shape of 'this' via 'delete'
  26849. this.getValue = this._getValue_unbound;
  26850. this.setValue = this._setValue_unbound;
  26851. }
  26852. } );
  26853. // DECLARE ALIAS AFTER assign prototype
  26854. Object.assign( PropertyBinding.prototype, {
  26855. // initial state of these methods that calls 'bind'
  26856. _getValue_unbound: PropertyBinding.prototype.getValue,
  26857. _setValue_unbound: PropertyBinding.prototype.setValue,
  26858. } );
  26859. /**
  26860. *
  26861. * A group of objects that receives a shared animation state.
  26862. *
  26863. * Usage:
  26864. *
  26865. * - Add objects you would otherwise pass as 'root' to the
  26866. * constructor or the .clipAction method of AnimationMixer.
  26867. *
  26868. * - Instead pass this object as 'root'.
  26869. *
  26870. * - You can also add and remove objects later when the mixer
  26871. * is running.
  26872. *
  26873. * Note:
  26874. *
  26875. * Objects of this class appear as one object to the mixer,
  26876. * so cache control of the individual objects must be done
  26877. * on the group.
  26878. *
  26879. * Limitation:
  26880. *
  26881. * - The animated properties must be compatible among the
  26882. * all objects in the group.
  26883. *
  26884. * - A single property can either be controlled through a
  26885. * target group or directly, but not both.
  26886. *
  26887. * @author tschw
  26888. */
  26889. function AnimationObjectGroup() {
  26890. this.uuid = MathUtils.generateUUID();
  26891. // cached objects followed by the active ones
  26892. this._objects = Array.prototype.slice.call( arguments );
  26893. this.nCachedObjects_ = 0; // threshold
  26894. // note: read by PropertyBinding.Composite
  26895. var indices = {};
  26896. this._indicesByUUID = indices; // for bookkeeping
  26897. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  26898. indices[ arguments[ i ].uuid ] = i;
  26899. }
  26900. this._paths = []; // inside: string
  26901. this._parsedPaths = []; // inside: { we don't care, here }
  26902. this._bindings = []; // inside: Array< PropertyBinding >
  26903. this._bindingsIndicesByPath = {}; // inside: indices in these arrays
  26904. var scope = this;
  26905. this.stats = {
  26906. objects: {
  26907. get total() {
  26908. return scope._objects.length;
  26909. },
  26910. get inUse() {
  26911. return this.total - scope.nCachedObjects_;
  26912. }
  26913. },
  26914. get bindingsPerObject() {
  26915. return scope._bindings.length;
  26916. }
  26917. };
  26918. }
  26919. Object.assign( AnimationObjectGroup.prototype, {
  26920. isAnimationObjectGroup: true,
  26921. add: function () {
  26922. var objects = this._objects,
  26923. indicesByUUID = this._indicesByUUID,
  26924. paths = this._paths,
  26925. parsedPaths = this._parsedPaths,
  26926. bindings = this._bindings,
  26927. nBindings = bindings.length;
  26928. var knownObject = undefined,
  26929. nObjects = objects.length,
  26930. nCachedObjects = this.nCachedObjects_;
  26931. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  26932. var object = arguments[ i ],
  26933. uuid = object.uuid;
  26934. var index = indicesByUUID[ uuid ];
  26935. if ( index === undefined ) {
  26936. // unknown object -> add it to the ACTIVE region
  26937. index = nObjects ++;
  26938. indicesByUUID[ uuid ] = index;
  26939. objects.push( object );
  26940. // accounting is done, now do the same for all bindings
  26941. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  26942. bindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) );
  26943. }
  26944. } else if ( index < nCachedObjects ) {
  26945. knownObject = objects[ index ];
  26946. // move existing object to the ACTIVE region
  26947. var firstActiveIndex = -- nCachedObjects,
  26948. lastCachedObject = objects[ firstActiveIndex ];
  26949. indicesByUUID[ lastCachedObject.uuid ] = index;
  26950. objects[ index ] = lastCachedObject;
  26951. indicesByUUID[ uuid ] = firstActiveIndex;
  26952. objects[ firstActiveIndex ] = object;
  26953. // accounting is done, now do the same for all bindings
  26954. for ( var j$1 = 0, m$1 = nBindings; j$1 !== m$1; ++ j$1 ) {
  26955. var bindingsForPath = bindings[ j$1 ],
  26956. lastCached = bindingsForPath[ firstActiveIndex ];
  26957. var binding = bindingsForPath[ index ];
  26958. bindingsForPath[ index ] = lastCached;
  26959. if ( binding === undefined ) {
  26960. // since we do not bother to create new bindings
  26961. // for objects that are cached, the binding may
  26962. // or may not exist
  26963. binding = new PropertyBinding( object, paths[ j$1 ], parsedPaths[ j$1 ] );
  26964. }
  26965. bindingsForPath[ firstActiveIndex ] = binding;
  26966. }
  26967. } else if ( objects[ index ] !== knownObject ) {
  26968. console.error( 'THREE.AnimationObjectGroup: Different objects with the same UUID ' +
  26969. 'detected. Clean the caches or recreate your infrastructure when reloading scenes.' );
  26970. } // else the object is already where we want it to be
  26971. } // for arguments
  26972. this.nCachedObjects_ = nCachedObjects;
  26973. },
  26974. remove: function () {
  26975. var objects = this._objects,
  26976. indicesByUUID = this._indicesByUUID,
  26977. bindings = this._bindings,
  26978. nBindings = bindings.length;
  26979. var nCachedObjects = this.nCachedObjects_;
  26980. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  26981. var object = arguments[ i ],
  26982. uuid = object.uuid,
  26983. index = indicesByUUID[ uuid ];
  26984. if ( index !== undefined && index >= nCachedObjects ) {
  26985. // move existing object into the CACHED region
  26986. var lastCachedIndex = nCachedObjects ++,
  26987. firstActiveObject = objects[ lastCachedIndex ];
  26988. indicesByUUID[ firstActiveObject.uuid ] = index;
  26989. objects[ index ] = firstActiveObject;
  26990. indicesByUUID[ uuid ] = lastCachedIndex;
  26991. objects[ lastCachedIndex ] = object;
  26992. // accounting is done, now do the same for all bindings
  26993. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  26994. var bindingsForPath = bindings[ j ],
  26995. firstActive = bindingsForPath[ lastCachedIndex ],
  26996. binding = bindingsForPath[ index ];
  26997. bindingsForPath[ index ] = firstActive;
  26998. bindingsForPath[ lastCachedIndex ] = binding;
  26999. }
  27000. }
  27001. } // for arguments
  27002. this.nCachedObjects_ = nCachedObjects;
  27003. },
  27004. // remove & forget
  27005. uncache: function () {
  27006. var objects = this._objects,
  27007. indicesByUUID = this._indicesByUUID,
  27008. bindings = this._bindings,
  27009. nBindings = bindings.length;
  27010. var nCachedObjects = this.nCachedObjects_,
  27011. nObjects = objects.length;
  27012. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  27013. var object = arguments[ i ],
  27014. uuid = object.uuid,
  27015. index = indicesByUUID[ uuid ];
  27016. if ( index !== undefined ) {
  27017. delete indicesByUUID[ uuid ];
  27018. if ( index < nCachedObjects ) {
  27019. // object is cached, shrink the CACHED region
  27020. var firstActiveIndex = -- nCachedObjects,
  27021. lastCachedObject = objects[ firstActiveIndex ],
  27022. lastIndex = -- nObjects,
  27023. lastObject = objects[ lastIndex ];
  27024. // last cached object takes this object's place
  27025. indicesByUUID[ lastCachedObject.uuid ] = index;
  27026. objects[ index ] = lastCachedObject;
  27027. // last object goes to the activated slot and pop
  27028. indicesByUUID[ lastObject.uuid ] = firstActiveIndex;
  27029. objects[ firstActiveIndex ] = lastObject;
  27030. objects.pop();
  27031. // accounting is done, now do the same for all bindings
  27032. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  27033. var bindingsForPath = bindings[ j ],
  27034. lastCached = bindingsForPath[ firstActiveIndex ],
  27035. last = bindingsForPath[ lastIndex ];
  27036. bindingsForPath[ index ] = lastCached;
  27037. bindingsForPath[ firstActiveIndex ] = last;
  27038. bindingsForPath.pop();
  27039. }
  27040. } else {
  27041. // object is active, just swap with the last and pop
  27042. var lastIndex$1 = -- nObjects,
  27043. lastObject$1 = objects[ lastIndex$1 ];
  27044. indicesByUUID[ lastObject$1.uuid ] = index;
  27045. objects[ index ] = lastObject$1;
  27046. objects.pop();
  27047. // accounting is done, now do the same for all bindings
  27048. for ( var j$1 = 0, m$1 = nBindings; j$1 !== m$1; ++ j$1 ) {
  27049. var bindingsForPath$1 = bindings[ j$1 ];
  27050. bindingsForPath$1[ index ] = bindingsForPath$1[ lastIndex$1 ];
  27051. bindingsForPath$1.pop();
  27052. }
  27053. } // cached or active
  27054. } // if object is known
  27055. } // for arguments
  27056. this.nCachedObjects_ = nCachedObjects;
  27057. },
  27058. // Internal interface used by befriended PropertyBinding.Composite:
  27059. subscribe_: function ( path, parsedPath ) {
  27060. // returns an array of bindings for the given path that is changed
  27061. // according to the contained objects in the group
  27062. var indicesByPath = this._bindingsIndicesByPath,
  27063. index = indicesByPath[ path ],
  27064. bindings = this._bindings;
  27065. if ( index !== undefined ) { return bindings[ index ]; }
  27066. var paths = this._paths,
  27067. parsedPaths = this._parsedPaths,
  27068. objects = this._objects,
  27069. nObjects = objects.length,
  27070. nCachedObjects = this.nCachedObjects_,
  27071. bindingsForPath = new Array( nObjects );
  27072. index = bindings.length;
  27073. indicesByPath[ path ] = index;
  27074. paths.push( path );
  27075. parsedPaths.push( parsedPath );
  27076. bindings.push( bindingsForPath );
  27077. for ( var i = nCachedObjects, n = objects.length; i !== n; ++ i ) {
  27078. var object = objects[ i ];
  27079. bindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath );
  27080. }
  27081. return bindingsForPath;
  27082. },
  27083. unsubscribe_: function ( path ) {
  27084. // tells the group to forget about a property path and no longer
  27085. // update the array previously obtained with 'subscribe_'
  27086. var indicesByPath = this._bindingsIndicesByPath,
  27087. index = indicesByPath[ path ];
  27088. if ( index !== undefined ) {
  27089. var paths = this._paths,
  27090. parsedPaths = this._parsedPaths,
  27091. bindings = this._bindings,
  27092. lastBindingsIndex = bindings.length - 1,
  27093. lastBindings = bindings[ lastBindingsIndex ],
  27094. lastBindingsPath = path[ lastBindingsIndex ];
  27095. indicesByPath[ lastBindingsPath ] = index;
  27096. bindings[ index ] = lastBindings;
  27097. bindings.pop();
  27098. parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];
  27099. parsedPaths.pop();
  27100. paths[ index ] = paths[ lastBindingsIndex ];
  27101. paths.pop();
  27102. }
  27103. }
  27104. } );
  27105. /**
  27106. *
  27107. * Action provided by AnimationMixer for scheduling clip playback on specific
  27108. * objects.
  27109. *
  27110. * @author Ben Houston / http://clara.io/
  27111. * @author David Sarno / http://lighthaus.us/
  27112. * @author tschw
  27113. *
  27114. */
  27115. function AnimationAction( mixer, clip, localRoot, blendMode ) {
  27116. this._mixer = mixer;
  27117. this._clip = clip;
  27118. this._localRoot = localRoot || null;
  27119. this.blendMode = blendMode || clip.blendMode;
  27120. var tracks = clip.tracks,
  27121. nTracks = tracks.length,
  27122. interpolants = new Array( nTracks );
  27123. var interpolantSettings = {
  27124. endingStart: ZeroCurvatureEnding,
  27125. endingEnd: ZeroCurvatureEnding
  27126. };
  27127. for ( var i = 0; i !== nTracks; ++ i ) {
  27128. var interpolant = tracks[ i ].createInterpolant( null );
  27129. interpolants[ i ] = interpolant;
  27130. interpolant.settings = interpolantSettings;
  27131. }
  27132. this._interpolantSettings = interpolantSettings;
  27133. this._interpolants = interpolants; // bound by the mixer
  27134. // inside: PropertyMixer (managed by the mixer)
  27135. this._propertyBindings = new Array( nTracks );
  27136. this._cacheIndex = null; // for the memory manager
  27137. this._byClipCacheIndex = null; // for the memory manager
  27138. this._timeScaleInterpolant = null;
  27139. this._weightInterpolant = null;
  27140. this.loop = LoopRepeat;
  27141. this._loopCount = - 1;
  27142. // global mixer time when the action is to be started
  27143. // it's set back to 'null' upon start of the action
  27144. this._startTime = null;
  27145. // scaled local time of the action
  27146. // gets clamped or wrapped to 0..clip.duration according to loop
  27147. this.time = 0;
  27148. this.timeScale = 1;
  27149. this._effectiveTimeScale = 1;
  27150. this.weight = 1;
  27151. this._effectiveWeight = 1;
  27152. this.repetitions = Infinity; // no. of repetitions when looping
  27153. this.paused = false; // true -> zero effective time scale
  27154. this.enabled = true; // false -> zero effective weight
  27155. this.clampWhenFinished = false;// keep feeding the last frame?
  27156. this.zeroSlopeAtStart = true;// for smooth interpolation w/o separate
  27157. this.zeroSlopeAtEnd = true;// clips for start, loop and end
  27158. }
  27159. Object.assign( AnimationAction.prototype, {
  27160. // State & Scheduling
  27161. play: function () {
  27162. this._mixer._activateAction( this );
  27163. return this;
  27164. },
  27165. stop: function () {
  27166. this._mixer._deactivateAction( this );
  27167. return this.reset();
  27168. },
  27169. reset: function () {
  27170. this.paused = false;
  27171. this.enabled = true;
  27172. this.time = 0; // restart clip
  27173. this._loopCount = - 1;// forget previous loops
  27174. this._startTime = null;// forget scheduling
  27175. return this.stopFading().stopWarping();
  27176. },
  27177. isRunning: function () {
  27178. return this.enabled && ! this.paused && this.timeScale !== 0 &&
  27179. this._startTime === null && this._mixer._isActiveAction( this );
  27180. },
  27181. // return true when play has been called
  27182. isScheduled: function () {
  27183. return this._mixer._isActiveAction( this );
  27184. },
  27185. startAt: function ( time ) {
  27186. this._startTime = time;
  27187. return this;
  27188. },
  27189. setLoop: function ( mode, repetitions ) {
  27190. this.loop = mode;
  27191. this.repetitions = repetitions;
  27192. return this;
  27193. },
  27194. // Weight
  27195. // set the weight stopping any scheduled fading
  27196. // although .enabled = false yields an effective weight of zero, this
  27197. // method does *not* change .enabled, because it would be confusing
  27198. setEffectiveWeight: function ( weight ) {
  27199. this.weight = weight;
  27200. // note: same logic as when updated at runtime
  27201. this._effectiveWeight = this.enabled ? weight : 0;
  27202. return this.stopFading();
  27203. },
  27204. // return the weight considering fading and .enabled
  27205. getEffectiveWeight: function () {
  27206. return this._effectiveWeight;
  27207. },
  27208. fadeIn: function ( duration ) {
  27209. return this._scheduleFading( duration, 0, 1 );
  27210. },
  27211. fadeOut: function ( duration ) {
  27212. return this._scheduleFading( duration, 1, 0 );
  27213. },
  27214. crossFadeFrom: function ( fadeOutAction, duration, warp ) {
  27215. fadeOutAction.fadeOut( duration );
  27216. this.fadeIn( duration );
  27217. if ( warp ) {
  27218. var fadeInDuration = this._clip.duration,
  27219. fadeOutDuration = fadeOutAction._clip.duration,
  27220. startEndRatio = fadeOutDuration / fadeInDuration,
  27221. endStartRatio = fadeInDuration / fadeOutDuration;
  27222. fadeOutAction.warp( 1.0, startEndRatio, duration );
  27223. this.warp( endStartRatio, 1.0, duration );
  27224. }
  27225. return this;
  27226. },
  27227. crossFadeTo: function ( fadeInAction, duration, warp ) {
  27228. return fadeInAction.crossFadeFrom( this, duration, warp );
  27229. },
  27230. stopFading: function () {
  27231. var weightInterpolant = this._weightInterpolant;
  27232. if ( weightInterpolant !== null ) {
  27233. this._weightInterpolant = null;
  27234. this._mixer._takeBackControlInterpolant( weightInterpolant );
  27235. }
  27236. return this;
  27237. },
  27238. // Time Scale Control
  27239. // set the time scale stopping any scheduled warping
  27240. // although .paused = true yields an effective time scale of zero, this
  27241. // method does *not* change .paused, because it would be confusing
  27242. setEffectiveTimeScale: function ( timeScale ) {
  27243. this.timeScale = timeScale;
  27244. this._effectiveTimeScale = this.paused ? 0 : timeScale;
  27245. return this.stopWarping();
  27246. },
  27247. // return the time scale considering warping and .paused
  27248. getEffectiveTimeScale: function () {
  27249. return this._effectiveTimeScale;
  27250. },
  27251. setDuration: function ( duration ) {
  27252. this.timeScale = this._clip.duration / duration;
  27253. return this.stopWarping();
  27254. },
  27255. syncWith: function ( action ) {
  27256. this.time = action.time;
  27257. this.timeScale = action.timeScale;
  27258. return this.stopWarping();
  27259. },
  27260. halt: function ( duration ) {
  27261. return this.warp( this._effectiveTimeScale, 0, duration );
  27262. },
  27263. warp: function ( startTimeScale, endTimeScale, duration ) {
  27264. var mixer = this._mixer,
  27265. now = mixer.time,
  27266. timeScale = this.timeScale;
  27267. var interpolant = this._timeScaleInterpolant;
  27268. if ( interpolant === null ) {
  27269. interpolant = mixer._lendControlInterpolant();
  27270. this._timeScaleInterpolant = interpolant;
  27271. }
  27272. var times = interpolant.parameterPositions,
  27273. values = interpolant.sampleValues;
  27274. times[ 0 ] = now;
  27275. times[ 1 ] = now + duration;
  27276. values[ 0 ] = startTimeScale / timeScale;
  27277. values[ 1 ] = endTimeScale / timeScale;
  27278. return this;
  27279. },
  27280. stopWarping: function () {
  27281. var timeScaleInterpolant = this._timeScaleInterpolant;
  27282. if ( timeScaleInterpolant !== null ) {
  27283. this._timeScaleInterpolant = null;
  27284. this._mixer._takeBackControlInterpolant( timeScaleInterpolant );
  27285. }
  27286. return this;
  27287. },
  27288. // Object Accessors
  27289. getMixer: function () {
  27290. return this._mixer;
  27291. },
  27292. getClip: function () {
  27293. return this._clip;
  27294. },
  27295. getRoot: function () {
  27296. return this._localRoot || this._mixer._root;
  27297. },
  27298. // Interna
  27299. _update: function ( time, deltaTime, timeDirection, accuIndex ) {
  27300. // called by the mixer
  27301. if ( ! this.enabled ) {
  27302. // call ._updateWeight() to update ._effectiveWeight
  27303. this._updateWeight( time );
  27304. return;
  27305. }
  27306. var startTime = this._startTime;
  27307. if ( startTime !== null ) {
  27308. // check for scheduled start of action
  27309. var timeRunning = ( time - startTime ) * timeDirection;
  27310. if ( timeRunning < 0 || timeDirection === 0 ) {
  27311. return; // yet to come / don't decide when delta = 0
  27312. }
  27313. // start
  27314. this._startTime = null; // unschedule
  27315. deltaTime = timeDirection * timeRunning;
  27316. }
  27317. // apply time scale and advance time
  27318. deltaTime *= this._updateTimeScale( time );
  27319. var clipTime = this._updateTime( deltaTime );
  27320. // note: _updateTime may disable the action resulting in
  27321. // an effective weight of 0
  27322. var weight = this._updateWeight( time );
  27323. if ( weight > 0 ) {
  27324. var interpolants = this._interpolants;
  27325. var propertyMixers = this._propertyBindings;
  27326. switch ( this.blendMode ) {
  27327. case AdditiveAnimationBlendMode:
  27328. for ( var j = 0, m = interpolants.length; j !== m; ++ j ) {
  27329. interpolants[ j ].evaluate( clipTime );
  27330. propertyMixers[ j ].accumulateAdditive( weight );
  27331. }
  27332. break;
  27333. case NormalAnimationBlendMode:
  27334. default:
  27335. for ( var j$1 = 0, m$1 = interpolants.length; j$1 !== m$1; ++ j$1 ) {
  27336. interpolants[ j$1 ].evaluate( clipTime );
  27337. propertyMixers[ j$1 ].accumulate( accuIndex, weight );
  27338. }
  27339. }
  27340. }
  27341. },
  27342. _updateWeight: function ( time ) {
  27343. var weight = 0;
  27344. if ( this.enabled ) {
  27345. weight = this.weight;
  27346. var interpolant = this._weightInterpolant;
  27347. if ( interpolant !== null ) {
  27348. var interpolantValue = interpolant.evaluate( time )[ 0 ];
  27349. weight *= interpolantValue;
  27350. if ( time > interpolant.parameterPositions[ 1 ] ) {
  27351. this.stopFading();
  27352. if ( interpolantValue === 0 ) {
  27353. // faded out, disable
  27354. this.enabled = false;
  27355. }
  27356. }
  27357. }
  27358. }
  27359. this._effectiveWeight = weight;
  27360. return weight;
  27361. },
  27362. _updateTimeScale: function ( time ) {
  27363. var timeScale = 0;
  27364. if ( ! this.paused ) {
  27365. timeScale = this.timeScale;
  27366. var interpolant = this._timeScaleInterpolant;
  27367. if ( interpolant !== null ) {
  27368. var interpolantValue = interpolant.evaluate( time )[ 0 ];
  27369. timeScale *= interpolantValue;
  27370. if ( time > interpolant.parameterPositions[ 1 ] ) {
  27371. this.stopWarping();
  27372. if ( timeScale === 0 ) {
  27373. // motion has halted, pause
  27374. this.paused = true;
  27375. } else {
  27376. // warp done - apply final time scale
  27377. this.timeScale = timeScale;
  27378. }
  27379. }
  27380. }
  27381. }
  27382. this._effectiveTimeScale = timeScale;
  27383. return timeScale;
  27384. },
  27385. _updateTime: function ( deltaTime ) {
  27386. var duration = this._clip.duration;
  27387. var loop = this.loop;
  27388. var time = this.time + deltaTime;
  27389. var loopCount = this._loopCount;
  27390. var pingPong = ( loop === LoopPingPong );
  27391. if ( deltaTime === 0 ) {
  27392. if ( loopCount === - 1 ) { return time; }
  27393. return ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time;
  27394. }
  27395. if ( loop === LoopOnce ) {
  27396. if ( loopCount === - 1 ) {
  27397. // just started
  27398. this._loopCount = 0;
  27399. this._setEndings( true, true, false );
  27400. }
  27401. handle_stop: {
  27402. if ( time >= duration ) {
  27403. time = duration;
  27404. } else if ( time < 0 ) {
  27405. time = 0;
  27406. } else {
  27407. this.time = time;
  27408. break handle_stop;
  27409. }
  27410. if ( this.clampWhenFinished ) { this.paused = true; }
  27411. else { this.enabled = false; }
  27412. this.time = time;
  27413. this._mixer.dispatchEvent( {
  27414. type: 'finished', action: this,
  27415. direction: deltaTime < 0 ? - 1 : 1
  27416. } );
  27417. }
  27418. } else { // repetitive Repeat or PingPong
  27419. if ( loopCount === - 1 ) {
  27420. // just started
  27421. if ( deltaTime >= 0 ) {
  27422. loopCount = 0;
  27423. this._setEndings( true, this.repetitions === 0, pingPong );
  27424. } else {
  27425. // when looping in reverse direction, the initial
  27426. // transition through zero counts as a repetition,
  27427. // so leave loopCount at -1
  27428. this._setEndings( this.repetitions === 0, true, pingPong );
  27429. }
  27430. }
  27431. if ( time >= duration || time < 0 ) {
  27432. // wrap around
  27433. var loopDelta = Math.floor( time / duration ); // signed
  27434. time -= duration * loopDelta;
  27435. loopCount += Math.abs( loopDelta );
  27436. var pending = this.repetitions - loopCount;
  27437. if ( pending <= 0 ) {
  27438. // have to stop (switch state, clamp time, fire event)
  27439. if ( this.clampWhenFinished ) { this.paused = true; }
  27440. else { this.enabled = false; }
  27441. time = deltaTime > 0 ? duration : 0;
  27442. this.time = time;
  27443. this._mixer.dispatchEvent( {
  27444. type: 'finished', action: this,
  27445. direction: deltaTime > 0 ? 1 : - 1
  27446. } );
  27447. } else {
  27448. // keep running
  27449. if ( pending === 1 ) {
  27450. // entering the last round
  27451. var atStart = deltaTime < 0;
  27452. this._setEndings( atStart, ! atStart, pingPong );
  27453. } else {
  27454. this._setEndings( false, false, pingPong );
  27455. }
  27456. this._loopCount = loopCount;
  27457. this.time = time;
  27458. this._mixer.dispatchEvent( {
  27459. type: 'loop', action: this, loopDelta: loopDelta
  27460. } );
  27461. }
  27462. } else {
  27463. this.time = time;
  27464. }
  27465. if ( pingPong && ( loopCount & 1 ) === 1 ) {
  27466. // invert time for the "pong round"
  27467. return duration - time;
  27468. }
  27469. }
  27470. return time;
  27471. },
  27472. _setEndings: function ( atStart, atEnd, pingPong ) {
  27473. var settings = this._interpolantSettings;
  27474. if ( pingPong ) {
  27475. settings.endingStart = ZeroSlopeEnding;
  27476. settings.endingEnd = ZeroSlopeEnding;
  27477. } else {
  27478. // assuming for LoopOnce atStart == atEnd == true
  27479. if ( atStart ) {
  27480. settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;
  27481. } else {
  27482. settings.endingStart = WrapAroundEnding;
  27483. }
  27484. if ( atEnd ) {
  27485. settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;
  27486. } else {
  27487. settings.endingEnd = WrapAroundEnding;
  27488. }
  27489. }
  27490. },
  27491. _scheduleFading: function ( duration, weightNow, weightThen ) {
  27492. var mixer = this._mixer, now = mixer.time;
  27493. var interpolant = this._weightInterpolant;
  27494. if ( interpolant === null ) {
  27495. interpolant = mixer._lendControlInterpolant();
  27496. this._weightInterpolant = interpolant;
  27497. }
  27498. var times = interpolant.parameterPositions,
  27499. values = interpolant.sampleValues;
  27500. times[ 0 ] = now;
  27501. values[ 0 ] = weightNow;
  27502. times[ 1 ] = now + duration;
  27503. values[ 1 ] = weightThen;
  27504. return this;
  27505. }
  27506. } );
  27507. /**
  27508. *
  27509. * Player for AnimationClips.
  27510. *
  27511. *
  27512. * @author Ben Houston / http://clara.io/
  27513. * @author David Sarno / http://lighthaus.us/
  27514. * @author tschw
  27515. */
  27516. function AnimationMixer( root ) {
  27517. this._root = root;
  27518. this._initMemoryManager();
  27519. this._accuIndex = 0;
  27520. this.time = 0;
  27521. this.timeScale = 1.0;
  27522. }
  27523. AnimationMixer.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  27524. constructor: AnimationMixer,
  27525. _bindAction: function ( action, prototypeAction ) {
  27526. var root = action._localRoot || this._root,
  27527. tracks = action._clip.tracks,
  27528. nTracks = tracks.length,
  27529. bindings = action._propertyBindings,
  27530. interpolants = action._interpolants,
  27531. rootUuid = root.uuid,
  27532. bindingsByRoot = this._bindingsByRootAndName;
  27533. var bindingsByName = bindingsByRoot[ rootUuid ];
  27534. if ( bindingsByName === undefined ) {
  27535. bindingsByName = {};
  27536. bindingsByRoot[ rootUuid ] = bindingsByName;
  27537. }
  27538. for ( var i = 0; i !== nTracks; ++ i ) {
  27539. var track = tracks[ i ],
  27540. trackName = track.name;
  27541. var binding = bindingsByName[ trackName ];
  27542. if ( binding !== undefined ) {
  27543. bindings[ i ] = binding;
  27544. } else {
  27545. binding = bindings[ i ];
  27546. if ( binding !== undefined ) {
  27547. // existing binding, make sure the cache knows
  27548. if ( binding._cacheIndex === null ) {
  27549. ++ binding.referenceCount;
  27550. this._addInactiveBinding( binding, rootUuid, trackName );
  27551. }
  27552. continue;
  27553. }
  27554. var path = prototypeAction && prototypeAction.
  27555. _propertyBindings[ i ].binding.parsedPath;
  27556. binding = new PropertyMixer(
  27557. PropertyBinding.create( root, trackName, path ),
  27558. track.ValueTypeName, track.getValueSize() );
  27559. ++ binding.referenceCount;
  27560. this._addInactiveBinding( binding, rootUuid, trackName );
  27561. bindings[ i ] = binding;
  27562. }
  27563. interpolants[ i ].resultBuffer = binding.buffer;
  27564. }
  27565. },
  27566. _activateAction: function ( action ) {
  27567. if ( ! this._isActiveAction( action ) ) {
  27568. if ( action._cacheIndex === null ) {
  27569. // this action has been forgotten by the cache, but the user
  27570. // appears to be still using it -> rebind
  27571. var rootUuid = ( action._localRoot || this._root ).uuid,
  27572. clipUuid = action._clip.uuid,
  27573. actionsForClip = this._actionsByClip[ clipUuid ];
  27574. this._bindAction( action,
  27575. actionsForClip && actionsForClip.knownActions[ 0 ] );
  27576. this._addInactiveAction( action, clipUuid, rootUuid );
  27577. }
  27578. var bindings = action._propertyBindings;
  27579. // increment reference counts / sort out state
  27580. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  27581. var binding = bindings[ i ];
  27582. if ( binding.useCount ++ === 0 ) {
  27583. this._lendBinding( binding );
  27584. binding.saveOriginalState();
  27585. }
  27586. }
  27587. this._lendAction( action );
  27588. }
  27589. },
  27590. _deactivateAction: function ( action ) {
  27591. if ( this._isActiveAction( action ) ) {
  27592. var bindings = action._propertyBindings;
  27593. // decrement reference counts / sort out state
  27594. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  27595. var binding = bindings[ i ];
  27596. if ( -- binding.useCount === 0 ) {
  27597. binding.restoreOriginalState();
  27598. this._takeBackBinding( binding );
  27599. }
  27600. }
  27601. this._takeBackAction( action );
  27602. }
  27603. },
  27604. // Memory manager
  27605. _initMemoryManager: function () {
  27606. this._actions = []; // 'nActiveActions' followed by inactive ones
  27607. this._nActiveActions = 0;
  27608. this._actionsByClip = {};
  27609. // inside:
  27610. // {
  27611. // knownActions: Array< AnimationAction > - used as prototypes
  27612. // actionByRoot: AnimationAction - lookup
  27613. // }
  27614. this._bindings = []; // 'nActiveBindings' followed by inactive ones
  27615. this._nActiveBindings = 0;
  27616. this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >
  27617. this._controlInterpolants = []; // same game as above
  27618. this._nActiveControlInterpolants = 0;
  27619. var scope = this;
  27620. this.stats = {
  27621. actions: {
  27622. get total() {
  27623. return scope._actions.length;
  27624. },
  27625. get inUse() {
  27626. return scope._nActiveActions;
  27627. }
  27628. },
  27629. bindings: {
  27630. get total() {
  27631. return scope._bindings.length;
  27632. },
  27633. get inUse() {
  27634. return scope._nActiveBindings;
  27635. }
  27636. },
  27637. controlInterpolants: {
  27638. get total() {
  27639. return scope._controlInterpolants.length;
  27640. },
  27641. get inUse() {
  27642. return scope._nActiveControlInterpolants;
  27643. }
  27644. }
  27645. };
  27646. },
  27647. // Memory management for AnimationAction objects
  27648. _isActiveAction: function ( action ) {
  27649. var index = action._cacheIndex;
  27650. return index !== null && index < this._nActiveActions;
  27651. },
  27652. _addInactiveAction: function ( action, clipUuid, rootUuid ) {
  27653. var actions = this._actions,
  27654. actionsByClip = this._actionsByClip;
  27655. var actionsForClip = actionsByClip[ clipUuid ];
  27656. if ( actionsForClip === undefined ) {
  27657. actionsForClip = {
  27658. knownActions: [ action ],
  27659. actionByRoot: {}
  27660. };
  27661. action._byClipCacheIndex = 0;
  27662. actionsByClip[ clipUuid ] = actionsForClip;
  27663. } else {
  27664. var knownActions = actionsForClip.knownActions;
  27665. action._byClipCacheIndex = knownActions.length;
  27666. knownActions.push( action );
  27667. }
  27668. action._cacheIndex = actions.length;
  27669. actions.push( action );
  27670. actionsForClip.actionByRoot[ rootUuid ] = action;
  27671. },
  27672. _removeInactiveAction: function ( action ) {
  27673. var actions = this._actions,
  27674. lastInactiveAction = actions[ actions.length - 1 ],
  27675. cacheIndex = action._cacheIndex;
  27676. lastInactiveAction._cacheIndex = cacheIndex;
  27677. actions[ cacheIndex ] = lastInactiveAction;
  27678. actions.pop();
  27679. action._cacheIndex = null;
  27680. var clipUuid = action._clip.uuid,
  27681. actionsByClip = this._actionsByClip,
  27682. actionsForClip = actionsByClip[ clipUuid ],
  27683. knownActionsForClip = actionsForClip.knownActions,
  27684. lastKnownAction =
  27685. knownActionsForClip[ knownActionsForClip.length - 1 ],
  27686. byClipCacheIndex = action._byClipCacheIndex;
  27687. lastKnownAction._byClipCacheIndex = byClipCacheIndex;
  27688. knownActionsForClip[ byClipCacheIndex ] = lastKnownAction;
  27689. knownActionsForClip.pop();
  27690. action._byClipCacheIndex = null;
  27691. var actionByRoot = actionsForClip.actionByRoot,
  27692. rootUuid = ( action._localRoot || this._root ).uuid;
  27693. delete actionByRoot[ rootUuid ];
  27694. if ( knownActionsForClip.length === 0 ) {
  27695. delete actionsByClip[ clipUuid ];
  27696. }
  27697. this._removeInactiveBindingsForAction( action );
  27698. },
  27699. _removeInactiveBindingsForAction: function ( action ) {
  27700. var bindings = action._propertyBindings;
  27701. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  27702. var binding = bindings[ i ];
  27703. if ( -- binding.referenceCount === 0 ) {
  27704. this._removeInactiveBinding( binding );
  27705. }
  27706. }
  27707. },
  27708. _lendAction: function ( action ) {
  27709. // [ active actions | inactive actions ]
  27710. // [ active actions >| inactive actions ]
  27711. // s a
  27712. // <-swap->
  27713. // a s
  27714. var actions = this._actions,
  27715. prevIndex = action._cacheIndex,
  27716. lastActiveIndex = this._nActiveActions ++,
  27717. firstInactiveAction = actions[ lastActiveIndex ];
  27718. action._cacheIndex = lastActiveIndex;
  27719. actions[ lastActiveIndex ] = action;
  27720. firstInactiveAction._cacheIndex = prevIndex;
  27721. actions[ prevIndex ] = firstInactiveAction;
  27722. },
  27723. _takeBackAction: function ( action ) {
  27724. // [ active actions | inactive actions ]
  27725. // [ active actions |< inactive actions ]
  27726. // a s
  27727. // <-swap->
  27728. // s a
  27729. var actions = this._actions,
  27730. prevIndex = action._cacheIndex,
  27731. firstInactiveIndex = -- this._nActiveActions,
  27732. lastActiveAction = actions[ firstInactiveIndex ];
  27733. action._cacheIndex = firstInactiveIndex;
  27734. actions[ firstInactiveIndex ] = action;
  27735. lastActiveAction._cacheIndex = prevIndex;
  27736. actions[ prevIndex ] = lastActiveAction;
  27737. },
  27738. // Memory management for PropertyMixer objects
  27739. _addInactiveBinding: function ( binding, rootUuid, trackName ) {
  27740. var bindingsByRoot = this._bindingsByRootAndName,
  27741. bindings = this._bindings;
  27742. var bindingByName = bindingsByRoot[ rootUuid ];
  27743. if ( bindingByName === undefined ) {
  27744. bindingByName = {};
  27745. bindingsByRoot[ rootUuid ] = bindingByName;
  27746. }
  27747. bindingByName[ trackName ] = binding;
  27748. binding._cacheIndex = bindings.length;
  27749. bindings.push( binding );
  27750. },
  27751. _removeInactiveBinding: function ( binding ) {
  27752. var bindings = this._bindings,
  27753. propBinding = binding.binding,
  27754. rootUuid = propBinding.rootNode.uuid,
  27755. trackName = propBinding.path,
  27756. bindingsByRoot = this._bindingsByRootAndName,
  27757. bindingByName = bindingsByRoot[ rootUuid ],
  27758. lastInactiveBinding = bindings[ bindings.length - 1 ],
  27759. cacheIndex = binding._cacheIndex;
  27760. lastInactiveBinding._cacheIndex = cacheIndex;
  27761. bindings[ cacheIndex ] = lastInactiveBinding;
  27762. bindings.pop();
  27763. delete bindingByName[ trackName ];
  27764. if ( Object.keys( bindingByName ).length === 0 ) {
  27765. delete bindingsByRoot[ rootUuid ];
  27766. }
  27767. },
  27768. _lendBinding: function ( binding ) {
  27769. var bindings = this._bindings,
  27770. prevIndex = binding._cacheIndex,
  27771. lastActiveIndex = this._nActiveBindings ++,
  27772. firstInactiveBinding = bindings[ lastActiveIndex ];
  27773. binding._cacheIndex = lastActiveIndex;
  27774. bindings[ lastActiveIndex ] = binding;
  27775. firstInactiveBinding._cacheIndex = prevIndex;
  27776. bindings[ prevIndex ] = firstInactiveBinding;
  27777. },
  27778. _takeBackBinding: function ( binding ) {
  27779. var bindings = this._bindings,
  27780. prevIndex = binding._cacheIndex,
  27781. firstInactiveIndex = -- this._nActiveBindings,
  27782. lastActiveBinding = bindings[ firstInactiveIndex ];
  27783. binding._cacheIndex = firstInactiveIndex;
  27784. bindings[ firstInactiveIndex ] = binding;
  27785. lastActiveBinding._cacheIndex = prevIndex;
  27786. bindings[ prevIndex ] = lastActiveBinding;
  27787. },
  27788. // Memory management of Interpolants for weight and time scale
  27789. _lendControlInterpolant: function () {
  27790. var interpolants = this._controlInterpolants,
  27791. lastActiveIndex = this._nActiveControlInterpolants ++;
  27792. var interpolant = interpolants[ lastActiveIndex ];
  27793. if ( interpolant === undefined ) {
  27794. interpolant = new LinearInterpolant(
  27795. new Float32Array( 2 ), new Float32Array( 2 ),
  27796. 1, this._controlInterpolantsResultBuffer );
  27797. interpolant.__cacheIndex = lastActiveIndex;
  27798. interpolants[ lastActiveIndex ] = interpolant;
  27799. }
  27800. return interpolant;
  27801. },
  27802. _takeBackControlInterpolant: function ( interpolant ) {
  27803. var interpolants = this._controlInterpolants,
  27804. prevIndex = interpolant.__cacheIndex,
  27805. firstInactiveIndex = -- this._nActiveControlInterpolants,
  27806. lastActiveInterpolant = interpolants[ firstInactiveIndex ];
  27807. interpolant.__cacheIndex = firstInactiveIndex;
  27808. interpolants[ firstInactiveIndex ] = interpolant;
  27809. lastActiveInterpolant.__cacheIndex = prevIndex;
  27810. interpolants[ prevIndex ] = lastActiveInterpolant;
  27811. },
  27812. _controlInterpolantsResultBuffer: new Float32Array( 1 ),
  27813. // return an action for a clip optionally using a custom root target
  27814. // object (this method allocates a lot of dynamic memory in case a
  27815. // previously unknown clip/root combination is specified)
  27816. clipAction: function ( clip, optionalRoot, blendMode ) {
  27817. var root = optionalRoot || this._root,
  27818. rootUuid = root.uuid;
  27819. var clipObject = typeof clip === 'string' ? AnimationClip.findByName( root, clip ) : clip;
  27820. var clipUuid = clipObject !== null ? clipObject.uuid : clip;
  27821. var actionsForClip = this._actionsByClip[ clipUuid ],
  27822. prototypeAction = null;
  27823. if ( blendMode === undefined ) {
  27824. if ( clipObject !== null ) {
  27825. blendMode = clipObject.blendMode;
  27826. } else {
  27827. blendMode = NormalAnimationBlendMode;
  27828. }
  27829. }
  27830. if ( actionsForClip !== undefined ) {
  27831. var existingAction = actionsForClip.actionByRoot[ rootUuid ];
  27832. if ( existingAction !== undefined && existingAction.blendMode === blendMode ) {
  27833. return existingAction;
  27834. }
  27835. // we know the clip, so we don't have to parse all
  27836. // the bindings again but can just copy
  27837. prototypeAction = actionsForClip.knownActions[ 0 ];
  27838. // also, take the clip from the prototype action
  27839. if ( clipObject === null )
  27840. { clipObject = prototypeAction._clip; }
  27841. }
  27842. // clip must be known when specified via string
  27843. if ( clipObject === null ) { return null; }
  27844. // allocate all resources required to run it
  27845. var newAction = new AnimationAction( this, clipObject, optionalRoot, blendMode );
  27846. this._bindAction( newAction, prototypeAction );
  27847. // and make the action known to the memory manager
  27848. this._addInactiveAction( newAction, clipUuid, rootUuid );
  27849. return newAction;
  27850. },
  27851. // get an existing action
  27852. existingAction: function ( clip, optionalRoot ) {
  27853. var root = optionalRoot || this._root,
  27854. rootUuid = root.uuid,
  27855. clipObject = typeof clip === 'string' ?
  27856. AnimationClip.findByName( root, clip ) : clip,
  27857. clipUuid = clipObject ? clipObject.uuid : clip,
  27858. actionsForClip = this._actionsByClip[ clipUuid ];
  27859. if ( actionsForClip !== undefined ) {
  27860. return actionsForClip.actionByRoot[ rootUuid ] || null;
  27861. }
  27862. return null;
  27863. },
  27864. // deactivates all previously scheduled actions
  27865. stopAllAction: function () {
  27866. var actions = this._actions,
  27867. nActions = this._nActiveActions;
  27868. for ( var i = nActions - 1; i >= 0; -- i ) {
  27869. actions[ i ].stop();
  27870. }
  27871. return this;
  27872. },
  27873. // advance the time and update apply the animation
  27874. update: function ( deltaTime ) {
  27875. deltaTime *= this.timeScale;
  27876. var actions = this._actions,
  27877. nActions = this._nActiveActions,
  27878. time = this.time += deltaTime,
  27879. timeDirection = Math.sign( deltaTime ),
  27880. accuIndex = this._accuIndex ^= 1;
  27881. // run active actions
  27882. for ( var i = 0; i !== nActions; ++ i ) {
  27883. var action = actions[ i ];
  27884. action._update( time, deltaTime, timeDirection, accuIndex );
  27885. }
  27886. // update scene graph
  27887. var bindings = this._bindings,
  27888. nBindings = this._nActiveBindings;
  27889. for ( var i$1 = 0; i$1 !== nBindings; ++ i$1 ) {
  27890. bindings[ i$1 ].apply( accuIndex );
  27891. }
  27892. return this;
  27893. },
  27894. // Allows you to seek to a specific time in an animation.
  27895. setTime: function ( timeInSeconds ) {
  27896. this.time = 0; // Zero out time attribute for AnimationMixer object;
  27897. for ( var i = 0; i < this._actions.length; i ++ ) {
  27898. this._actions[ i ].time = 0; // Zero out time attribute for all associated AnimationAction objects.
  27899. }
  27900. return this.update( timeInSeconds ); // Update used to set exact time. Returns "this" AnimationMixer object.
  27901. },
  27902. // return this mixer's root target object
  27903. getRoot: function () {
  27904. return this._root;
  27905. },
  27906. // free all resources specific to a particular clip
  27907. uncacheClip: function ( clip ) {
  27908. var actions = this._actions,
  27909. clipUuid = clip.uuid,
  27910. actionsByClip = this._actionsByClip,
  27911. actionsForClip = actionsByClip[ clipUuid ];
  27912. if ( actionsForClip !== undefined ) {
  27913. // note: just calling _removeInactiveAction would mess up the
  27914. // iteration state and also require updating the state we can
  27915. // just throw away
  27916. var actionsToRemove = actionsForClip.knownActions;
  27917. for ( var i = 0, n = actionsToRemove.length; i !== n; ++ i ) {
  27918. var action = actionsToRemove[ i ];
  27919. this._deactivateAction( action );
  27920. var cacheIndex = action._cacheIndex,
  27921. lastInactiveAction = actions[ actions.length - 1 ];
  27922. action._cacheIndex = null;
  27923. action._byClipCacheIndex = null;
  27924. lastInactiveAction._cacheIndex = cacheIndex;
  27925. actions[ cacheIndex ] = lastInactiveAction;
  27926. actions.pop();
  27927. this._removeInactiveBindingsForAction( action );
  27928. }
  27929. delete actionsByClip[ clipUuid ];
  27930. }
  27931. },
  27932. // free all resources specific to a particular root target object
  27933. uncacheRoot: function ( root ) {
  27934. var rootUuid = root.uuid,
  27935. actionsByClip = this._actionsByClip;
  27936. for ( var clipUuid in actionsByClip ) {
  27937. var actionByRoot = actionsByClip[ clipUuid ].actionByRoot,
  27938. action = actionByRoot[ rootUuid ];
  27939. if ( action !== undefined ) {
  27940. this._deactivateAction( action );
  27941. this._removeInactiveAction( action );
  27942. }
  27943. }
  27944. var bindingsByRoot = this._bindingsByRootAndName,
  27945. bindingByName = bindingsByRoot[ rootUuid ];
  27946. if ( bindingByName !== undefined ) {
  27947. for ( var trackName in bindingByName ) {
  27948. var binding = bindingByName[ trackName ];
  27949. binding.restoreOriginalState();
  27950. this._removeInactiveBinding( binding );
  27951. }
  27952. }
  27953. },
  27954. // remove a targeted clip from the cache
  27955. uncacheAction: function ( clip, optionalRoot ) {
  27956. var action = this.existingAction( clip, optionalRoot );
  27957. if ( action !== null ) {
  27958. this._deactivateAction( action );
  27959. this._removeInactiveAction( action );
  27960. }
  27961. }
  27962. } );
  27963. /**
  27964. * @author mrdoob / http://mrdoob.com/
  27965. */
  27966. function Uniform( value ) {
  27967. if ( typeof value === 'string' ) {
  27968. console.warn( 'THREE.Uniform: Type parameter is no longer needed.' );
  27969. value = arguments[ 1 ];
  27970. }
  27971. this.value = value;
  27972. }
  27973. Uniform.prototype.clone = function () {
  27974. return new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );
  27975. };
  27976. /**
  27977. * @author benaadams / https://twitter.com/ben_a_adams
  27978. */
  27979. function InstancedInterleavedBuffer( array, stride, meshPerAttribute ) {
  27980. InterleavedBuffer.call( this, array, stride );
  27981. this.meshPerAttribute = meshPerAttribute || 1;
  27982. }
  27983. InstancedInterleavedBuffer.prototype = Object.assign( Object.create( InterleavedBuffer.prototype ), {
  27984. constructor: InstancedInterleavedBuffer,
  27985. isInstancedInterleavedBuffer: true,
  27986. copy: function ( source ) {
  27987. InterleavedBuffer.prototype.copy.call( this, source );
  27988. this.meshPerAttribute = source.meshPerAttribute;
  27989. return this;
  27990. },
  27991. clone: function ( data ) {
  27992. var ib = InterleavedBuffer.prototype.clone.call( this, data );
  27993. ib.meshPerAttribute = this.meshPerAttribute;
  27994. return ib;
  27995. },
  27996. toJSON: function ( data ) {
  27997. var json = InterleavedBuffer.prototype.toJSON.call( this, data );
  27998. json.isInstancedInterleavedBuffer = true;
  27999. json.meshPerAttribute = this.meshPerAttribute;
  28000. return json;
  28001. }
  28002. } );
  28003. /**
  28004. * @author mrdoob / http://mrdoob.com/
  28005. * @author bhouston / http://clara.io/
  28006. * @author stephomi / http://stephaneginier.com/
  28007. */
  28008. function Raycaster( origin, direction, near, far ) {
  28009. this.ray = new Ray( origin, direction );
  28010. // direction is assumed to be normalized (for accurate distance calculations)
  28011. this.near = near || 0;
  28012. this.far = far || Infinity;
  28013. this.camera = null;
  28014. this.layers = new Layers();
  28015. this.params = {
  28016. Mesh: {},
  28017. Line: { threshold: 1 },
  28018. LOD: {},
  28019. Points: { threshold: 1 },
  28020. Sprite: {}
  28021. };
  28022. Object.defineProperties( this.params, {
  28023. PointCloud: {
  28024. get: function () {
  28025. console.warn( 'THREE.Raycaster: params.PointCloud has been renamed to params.Points.' );
  28026. return this.Points;
  28027. }
  28028. }
  28029. } );
  28030. }
  28031. function ascSort( a, b ) {
  28032. return a.distance - b.distance;
  28033. }
  28034. function intersectObject( object, raycaster, intersects, recursive ) {
  28035. if ( object.layers.test( raycaster.layers ) ) {
  28036. object.raycast( raycaster, intersects );
  28037. }
  28038. if ( recursive === true ) {
  28039. var children = object.children;
  28040. for ( var i = 0, l = children.length; i < l; i ++ ) {
  28041. intersectObject( children[ i ], raycaster, intersects, true );
  28042. }
  28043. }
  28044. }
  28045. Object.assign( Raycaster.prototype, {
  28046. set: function ( origin, direction ) {
  28047. // direction is assumed to be normalized (for accurate distance calculations)
  28048. this.ray.set( origin, direction );
  28049. },
  28050. setFromCamera: function ( coords, camera ) {
  28051. if ( ( camera && camera.isPerspectiveCamera ) ) {
  28052. this.ray.origin.setFromMatrixPosition( camera.matrixWorld );
  28053. this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();
  28054. this.camera = camera;
  28055. } else if ( ( camera && camera.isOrthographicCamera ) ) {
  28056. this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera
  28057. this.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld );
  28058. this.camera = camera;
  28059. } else {
  28060. console.error( 'THREE.Raycaster: Unsupported camera type.' );
  28061. }
  28062. },
  28063. intersectObject: function ( object, recursive, optionalTarget ) {
  28064. var intersects = optionalTarget || [];
  28065. intersectObject( object, this, intersects, recursive );
  28066. intersects.sort( ascSort );
  28067. return intersects;
  28068. },
  28069. intersectObjects: function ( objects, recursive, optionalTarget ) {
  28070. var intersects = optionalTarget || [];
  28071. if ( Array.isArray( objects ) === false ) {
  28072. console.warn( 'THREE.Raycaster.intersectObjects: objects is not an Array.' );
  28073. return intersects;
  28074. }
  28075. for ( var i = 0, l = objects.length; i < l; i ++ ) {
  28076. intersectObject( objects[ i ], this, intersects, recursive );
  28077. }
  28078. intersects.sort( ascSort );
  28079. return intersects;
  28080. }
  28081. } );
  28082. /**
  28083. * @author bhouston / http://clara.io
  28084. * @author WestLangley / http://github.com/WestLangley
  28085. *
  28086. * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system
  28087. *
  28088. * The polar angle (phi) is measured from the positive y-axis. The positive y-axis is up.
  28089. * The azimuthal angle (theta) is measured from the positive z-axis.
  28090. */
  28091. var Spherical = function Spherical( radius, phi, theta ) {
  28092. if ( radius === void 0 ) radius = 1;
  28093. if ( phi === void 0 ) phi = 0;
  28094. if ( theta === void 0 ) theta = 0;
  28095. this.radius = radius;
  28096. this.phi = phi; // polar angle
  28097. this.theta = theta; // azimuthal angle
  28098. return this;
  28099. };
  28100. Spherical.prototype.set = function set ( radius, phi, theta ) {
  28101. this.radius = radius;
  28102. this.phi = phi;
  28103. this.theta = theta;
  28104. return this;
  28105. };
  28106. Spherical.prototype.clone = function clone () {
  28107. return new this.constructor().copy( this );
  28108. };
  28109. Spherical.prototype.copy = function copy ( other ) {
  28110. this.radius = other.radius;
  28111. this.phi = other.phi;
  28112. this.theta = other.theta;
  28113. return this;
  28114. };
  28115. // restrict phi to be betwee EPS and PI-EPS
  28116. Spherical.prototype.makeSafe = function makeSafe () {
  28117. var EPS = 0.000001;
  28118. this.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) );
  28119. return this;
  28120. };
  28121. Spherical.prototype.setFromVector3 = function setFromVector3 ( v ) {
  28122. return this.setFromCartesianCoords( v.x, v.y, v.z );
  28123. };
  28124. Spherical.prototype.setFromCartesianCoords = function setFromCartesianCoords ( x, y, z ) {
  28125. this.radius = Math.sqrt( x * x + y * y + z * z );
  28126. if ( this.radius === 0 ) {
  28127. this.theta = 0;
  28128. this.phi = 0;
  28129. } else {
  28130. this.theta = Math.atan2( x, z );
  28131. this.phi = Math.acos( MathUtils.clamp( y / this.radius, - 1, 1 ) );
  28132. }
  28133. return this;
  28134. };
  28135. /**
  28136. * @author Mugen87 / https://github.com/Mugen87
  28137. *
  28138. * Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system
  28139. *
  28140. */
  28141. function Cylindrical( radius, theta, y ) {
  28142. this.radius = ( radius !== undefined ) ? radius : 1.0; // distance from the origin to a point in the x-z plane
  28143. this.theta = ( theta !== undefined ) ? theta : 0; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis
  28144. this.y = ( y !== undefined ) ? y : 0; // height above the x-z plane
  28145. return this;
  28146. }
  28147. Object.assign( Cylindrical.prototype, {
  28148. set: function ( radius, theta, y ) {
  28149. this.radius = radius;
  28150. this.theta = theta;
  28151. this.y = y;
  28152. return this;
  28153. },
  28154. clone: function () {
  28155. return new this.constructor().copy( this );
  28156. },
  28157. copy: function ( other ) {
  28158. this.radius = other.radius;
  28159. this.theta = other.theta;
  28160. this.y = other.y;
  28161. return this;
  28162. },
  28163. setFromVector3: function ( v ) {
  28164. return this.setFromCartesianCoords( v.x, v.y, v.z );
  28165. },
  28166. setFromCartesianCoords: function ( x, y, z ) {
  28167. this.radius = Math.sqrt( x * x + z * z );
  28168. this.theta = Math.atan2( x, z );
  28169. this.y = y;
  28170. return this;
  28171. }
  28172. } );
  28173. /**
  28174. * @author bhouston / http://clara.io
  28175. */
  28176. var _vector$7 = new Vector2();
  28177. function Box2( min, max ) {
  28178. this.min = ( min !== undefined ) ? min : new Vector2( + Infinity, + Infinity );
  28179. this.max = ( max !== undefined ) ? max : new Vector2( - Infinity, - Infinity );
  28180. }
  28181. Object.assign( Box2.prototype, {
  28182. set: function ( min, max ) {
  28183. this.min.copy( min );
  28184. this.max.copy( max );
  28185. return this;
  28186. },
  28187. setFromPoints: function ( points ) {
  28188. this.makeEmpty();
  28189. for ( var i = 0, il = points.length; i < il; i ++ ) {
  28190. this.expandByPoint( points[ i ] );
  28191. }
  28192. return this;
  28193. },
  28194. setFromCenterAndSize: function ( center, size ) {
  28195. var halfSize = _vector$7.copy( size ).multiplyScalar( 0.5 );
  28196. this.min.copy( center ).sub( halfSize );
  28197. this.max.copy( center ).add( halfSize );
  28198. return this;
  28199. },
  28200. clone: function () {
  28201. return new this.constructor().copy( this );
  28202. },
  28203. copy: function ( box ) {
  28204. this.min.copy( box.min );
  28205. this.max.copy( box.max );
  28206. return this;
  28207. },
  28208. makeEmpty: function () {
  28209. this.min.x = this.min.y = + Infinity;
  28210. this.max.x = this.max.y = - Infinity;
  28211. return this;
  28212. },
  28213. isEmpty: function () {
  28214. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  28215. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );
  28216. },
  28217. getCenter: function ( target ) {
  28218. if ( target === undefined ) {
  28219. console.warn( 'THREE.Box2: .getCenter() target is now required' );
  28220. target = new Vector2();
  28221. }
  28222. return this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  28223. },
  28224. getSize: function ( target ) {
  28225. if ( target === undefined ) {
  28226. console.warn( 'THREE.Box2: .getSize() target is now required' );
  28227. target = new Vector2();
  28228. }
  28229. return this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min );
  28230. },
  28231. expandByPoint: function ( point ) {
  28232. this.min.min( point );
  28233. this.max.max( point );
  28234. return this;
  28235. },
  28236. expandByVector: function ( vector ) {
  28237. this.min.sub( vector );
  28238. this.max.add( vector );
  28239. return this;
  28240. },
  28241. expandByScalar: function ( scalar ) {
  28242. this.min.addScalar( - scalar );
  28243. this.max.addScalar( scalar );
  28244. return this;
  28245. },
  28246. containsPoint: function ( point ) {
  28247. return point.x < this.min.x || point.x > this.max.x ||
  28248. point.y < this.min.y || point.y > this.max.y ? false : true;
  28249. },
  28250. containsBox: function ( box ) {
  28251. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  28252. this.min.y <= box.min.y && box.max.y <= this.max.y;
  28253. },
  28254. getParameter: function ( point, target ) {
  28255. // This can potentially have a divide by zero if the box
  28256. // has a size dimension of 0.
  28257. if ( target === undefined ) {
  28258. console.warn( 'THREE.Box2: .getParameter() target is now required' );
  28259. target = new Vector2();
  28260. }
  28261. return target.set(
  28262. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  28263. ( point.y - this.min.y ) / ( this.max.y - this.min.y )
  28264. );
  28265. },
  28266. intersectsBox: function ( box ) {
  28267. // using 4 splitting planes to rule out intersections
  28268. return box.max.x < this.min.x || box.min.x > this.max.x ||
  28269. box.max.y < this.min.y || box.min.y > this.max.y ? false : true;
  28270. },
  28271. clampPoint: function ( point, target ) {
  28272. if ( target === undefined ) {
  28273. console.warn( 'THREE.Box2: .clampPoint() target is now required' );
  28274. target = new Vector2();
  28275. }
  28276. return target.copy( point ).clamp( this.min, this.max );
  28277. },
  28278. distanceToPoint: function ( point ) {
  28279. var clampedPoint = _vector$7.copy( point ).clamp( this.min, this.max );
  28280. return clampedPoint.sub( point ).length();
  28281. },
  28282. intersect: function ( box ) {
  28283. this.min.max( box.min );
  28284. this.max.min( box.max );
  28285. return this;
  28286. },
  28287. union: function ( box ) {
  28288. this.min.min( box.min );
  28289. this.max.max( box.max );
  28290. return this;
  28291. },
  28292. translate: function ( offset ) {
  28293. this.min.add( offset );
  28294. this.max.add( offset );
  28295. return this;
  28296. },
  28297. equals: function ( box ) {
  28298. return box.min.equals( this.min ) && box.max.equals( this.max );
  28299. }
  28300. } );
  28301. /**
  28302. * @author bhouston / http://clara.io
  28303. */
  28304. var _startP = new Vector3();
  28305. var _startEnd = new Vector3();
  28306. function Line3( start, end ) {
  28307. this.start = ( start !== undefined ) ? start : new Vector3();
  28308. this.end = ( end !== undefined ) ? end : new Vector3();
  28309. }
  28310. Object.assign( Line3.prototype, {
  28311. set: function ( start, end ) {
  28312. this.start.copy( start );
  28313. this.end.copy( end );
  28314. return this;
  28315. },
  28316. clone: function () {
  28317. return new this.constructor().copy( this );
  28318. },
  28319. copy: function ( line ) {
  28320. this.start.copy( line.start );
  28321. this.end.copy( line.end );
  28322. return this;
  28323. },
  28324. getCenter: function ( target ) {
  28325. if ( target === undefined ) {
  28326. console.warn( 'THREE.Line3: .getCenter() target is now required' );
  28327. target = new Vector3();
  28328. }
  28329. return target.addVectors( this.start, this.end ).multiplyScalar( 0.5 );
  28330. },
  28331. delta: function ( target ) {
  28332. if ( target === undefined ) {
  28333. console.warn( 'THREE.Line3: .delta() target is now required' );
  28334. target = new Vector3();
  28335. }
  28336. return target.subVectors( this.end, this.start );
  28337. },
  28338. distanceSq: function () {
  28339. return this.start.distanceToSquared( this.end );
  28340. },
  28341. distance: function () {
  28342. return this.start.distanceTo( this.end );
  28343. },
  28344. at: function ( t, target ) {
  28345. if ( target === undefined ) {
  28346. console.warn( 'THREE.Line3: .at() target is now required' );
  28347. target = new Vector3();
  28348. }
  28349. return this.delta( target ).multiplyScalar( t ).add( this.start );
  28350. },
  28351. closestPointToPointParameter: function ( point, clampToLine ) {
  28352. _startP.subVectors( point, this.start );
  28353. _startEnd.subVectors( this.end, this.start );
  28354. var startEnd2 = _startEnd.dot( _startEnd );
  28355. var startEnd_startP = _startEnd.dot( _startP );
  28356. var t = startEnd_startP / startEnd2;
  28357. if ( clampToLine ) {
  28358. t = MathUtils.clamp( t, 0, 1 );
  28359. }
  28360. return t;
  28361. },
  28362. closestPointToPoint: function ( point, clampToLine, target ) {
  28363. var t = this.closestPointToPointParameter( point, clampToLine );
  28364. if ( target === undefined ) {
  28365. console.warn( 'THREE.Line3: .closestPointToPoint() target is now required' );
  28366. target = new Vector3();
  28367. }
  28368. return this.delta( target ).multiplyScalar( t ).add( this.start );
  28369. },
  28370. applyMatrix4: function ( matrix ) {
  28371. this.start.applyMatrix4( matrix );
  28372. this.end.applyMatrix4( matrix );
  28373. return this;
  28374. },
  28375. equals: function ( line ) {
  28376. return line.start.equals( this.start ) && line.end.equals( this.end );
  28377. }
  28378. } );
  28379. /**
  28380. * @author alteredq / http://alteredqualia.com/
  28381. */
  28382. function ImmediateRenderObject( material ) {
  28383. Object3D.call( this );
  28384. this.material = material;
  28385. this.render = function ( /* renderCallback */ ) {};
  28386. this.hasPositions = false;
  28387. this.hasNormals = false;
  28388. this.hasColors = false;
  28389. this.hasUvs = false;
  28390. this.positionArray = null;
  28391. this.normalArray = null;
  28392. this.colorArray = null;
  28393. this.uvArray = null;
  28394. this.count = 0;
  28395. }
  28396. ImmediateRenderObject.prototype = Object.create( Object3D.prototype );
  28397. ImmediateRenderObject.prototype.constructor = ImmediateRenderObject;
  28398. ImmediateRenderObject.prototype.isImmediateRenderObject = true;
  28399. /**
  28400. * @author alteredq / http://alteredqualia.com/
  28401. * @author mrdoob / http://mrdoob.com/
  28402. * @author WestLangley / http://github.com/WestLangley
  28403. */
  28404. var _vector$8 = new Vector3();
  28405. function SpotLightHelper( light, color ) {
  28406. Object3D.call( this );
  28407. this.light = light;
  28408. this.light.updateMatrixWorld();
  28409. this.matrix = light.matrixWorld;
  28410. this.matrixAutoUpdate = false;
  28411. this.color = color;
  28412. var geometry = new BufferGeometry();
  28413. var positions = [
  28414. 0, 0, 0, 0, 0, 1,
  28415. 0, 0, 0, 1, 0, 1,
  28416. 0, 0, 0, - 1, 0, 1,
  28417. 0, 0, 0, 0, 1, 1,
  28418. 0, 0, 0, 0, - 1, 1
  28419. ];
  28420. for ( var i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {
  28421. var p1 = ( i / l ) * Math.PI * 2;
  28422. var p2 = ( j / l ) * Math.PI * 2;
  28423. positions.push(
  28424. Math.cos( p1 ), Math.sin( p1 ), 1,
  28425. Math.cos( p2 ), Math.sin( p2 ), 1
  28426. );
  28427. }
  28428. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  28429. var material = new LineBasicMaterial( { fog: false, toneMapped: false } );
  28430. this.cone = new LineSegments( geometry, material );
  28431. this.add( this.cone );
  28432. this.update();
  28433. }
  28434. SpotLightHelper.prototype = Object.create( Object3D.prototype );
  28435. SpotLightHelper.prototype.constructor = SpotLightHelper;
  28436. SpotLightHelper.prototype.dispose = function () {
  28437. this.cone.geometry.dispose();
  28438. this.cone.material.dispose();
  28439. };
  28440. SpotLightHelper.prototype.update = function () {
  28441. this.light.updateMatrixWorld();
  28442. var coneLength = this.light.distance ? this.light.distance : 1000;
  28443. var coneWidth = coneLength * Math.tan( this.light.angle );
  28444. this.cone.scale.set( coneWidth, coneWidth, coneLength );
  28445. _vector$8.setFromMatrixPosition( this.light.target.matrixWorld );
  28446. this.cone.lookAt( _vector$8 );
  28447. if ( this.color !== undefined ) {
  28448. this.cone.material.color.set( this.color );
  28449. } else {
  28450. this.cone.material.color.copy( this.light.color );
  28451. }
  28452. };
  28453. /**
  28454. * @author Sean Griffin / http://twitter.com/sgrif
  28455. * @author Michael Guerrero / http://realitymeltdown.com
  28456. * @author mrdoob / http://mrdoob.com/
  28457. * @author ikerr / http://verold.com
  28458. * @author Mugen87 / https://github.com/Mugen87
  28459. */
  28460. var _vector$9 = new Vector3();
  28461. var _boneMatrix = new Matrix4();
  28462. var _matrixWorldInv = new Matrix4();
  28463. function getBoneList( object ) {
  28464. var boneList = [];
  28465. if ( object && object.isBone ) {
  28466. boneList.push( object );
  28467. }
  28468. for ( var i = 0; i < object.children.length; i ++ ) {
  28469. boneList.push.apply( boneList, getBoneList( object.children[ i ] ) );
  28470. }
  28471. return boneList;
  28472. }
  28473. function SkeletonHelper( object ) {
  28474. var bones = getBoneList( object );
  28475. var geometry = new BufferGeometry();
  28476. var vertices = [];
  28477. var colors = [];
  28478. var color1 = new Color( 0, 0, 1 );
  28479. var color2 = new Color( 0, 1, 0 );
  28480. for ( var i = 0; i < bones.length; i ++ ) {
  28481. var bone = bones[ i ];
  28482. if ( bone.parent && bone.parent.isBone ) {
  28483. vertices.push( 0, 0, 0 );
  28484. vertices.push( 0, 0, 0 );
  28485. colors.push( color1.r, color1.g, color1.b );
  28486. colors.push( color2.r, color2.g, color2.b );
  28487. }
  28488. }
  28489. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  28490. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  28491. var material = new LineBasicMaterial( { vertexColors: true, depthTest: false, depthWrite: false, toneMapped: false, transparent: true } );
  28492. LineSegments.call( this, geometry, material );
  28493. this.type = 'SkeletonHelper';
  28494. this.root = object;
  28495. this.bones = bones;
  28496. this.matrix = object.matrixWorld;
  28497. this.matrixAutoUpdate = false;
  28498. }
  28499. SkeletonHelper.prototype = Object.create( LineSegments.prototype );
  28500. SkeletonHelper.prototype.constructor = SkeletonHelper;
  28501. SkeletonHelper.prototype.isSkeletonHelper = true;
  28502. SkeletonHelper.prototype.updateMatrixWorld = function ( force ) {
  28503. var bones = this.bones;
  28504. var geometry = this.geometry;
  28505. var position = geometry.getAttribute( 'position' );
  28506. _matrixWorldInv.getInverse( this.root.matrixWorld );
  28507. for ( var i = 0, j = 0; i < bones.length; i ++ ) {
  28508. var bone = bones[ i ];
  28509. if ( bone.parent && bone.parent.isBone ) {
  28510. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.matrixWorld );
  28511. _vector$9.setFromMatrixPosition( _boneMatrix );
  28512. position.setXYZ( j, _vector$9.x, _vector$9.y, _vector$9.z );
  28513. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.parent.matrixWorld );
  28514. _vector$9.setFromMatrixPosition( _boneMatrix );
  28515. position.setXYZ( j + 1, _vector$9.x, _vector$9.y, _vector$9.z );
  28516. j += 2;
  28517. }
  28518. }
  28519. geometry.getAttribute( 'position' ).needsUpdate = true;
  28520. Object3D.prototype.updateMatrixWorld.call( this, force );
  28521. };
  28522. /**
  28523. * @author alteredq / http://alteredqualia.com/
  28524. * @author mrdoob / http://mrdoob.com/
  28525. */
  28526. function PointLightHelper( light, sphereSize, color ) {
  28527. this.light = light;
  28528. this.light.updateMatrixWorld();
  28529. this.color = color;
  28530. var geometry = new SphereBufferGeometry( sphereSize, 4, 2 );
  28531. var material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );
  28532. Mesh.call( this, geometry, material );
  28533. this.type = 'PointLightHelper';
  28534. this.matrix = this.light.matrixWorld;
  28535. this.matrixAutoUpdate = false;
  28536. this.update();
  28537. /*
  28538. const distanceGeometry = new THREE.IcosahedronBufferGeometry( 1, 2 );
  28539. const distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
  28540. this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
  28541. this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );
  28542. const d = light.distance;
  28543. if ( d === 0.0 ) {
  28544. this.lightDistance.visible = false;
  28545. } else {
  28546. this.lightDistance.scale.set( d, d, d );
  28547. }
  28548. this.add( this.lightDistance );
  28549. */
  28550. }
  28551. PointLightHelper.prototype = Object.create( Mesh.prototype );
  28552. PointLightHelper.prototype.constructor = PointLightHelper;
  28553. PointLightHelper.prototype.dispose = function () {
  28554. this.geometry.dispose();
  28555. this.material.dispose();
  28556. };
  28557. PointLightHelper.prototype.update = function () {
  28558. if ( this.color !== undefined ) {
  28559. this.material.color.set( this.color );
  28560. } else {
  28561. this.material.color.copy( this.light.color );
  28562. }
  28563. /*
  28564. const d = this.light.distance;
  28565. if ( d === 0.0 ) {
  28566. this.lightDistance.visible = false;
  28567. } else {
  28568. this.lightDistance.visible = true;
  28569. this.lightDistance.scale.set( d, d, d );
  28570. }
  28571. */
  28572. };
  28573. /**
  28574. * @author alteredq / http://alteredqualia.com/
  28575. * @author mrdoob / http://mrdoob.com/
  28576. * @author Mugen87 / https://github.com/Mugen87
  28577. */
  28578. var _vector$a = new Vector3();
  28579. var _color1 = new Color();
  28580. var _color2 = new Color();
  28581. function HemisphereLightHelper( light, size, color ) {
  28582. Object3D.call( this );
  28583. this.light = light;
  28584. this.light.updateMatrixWorld();
  28585. this.matrix = light.matrixWorld;
  28586. this.matrixAutoUpdate = false;
  28587. this.color = color;
  28588. var geometry = new OctahedronBufferGeometry( size );
  28589. geometry.rotateY( Math.PI * 0.5 );
  28590. this.material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );
  28591. if ( this.color === undefined ) { this.material.vertexColors = true; }
  28592. var position = geometry.getAttribute( 'position' );
  28593. var colors = new Float32Array( position.count * 3 );
  28594. geometry.setAttribute( 'color', new BufferAttribute( colors, 3 ) );
  28595. this.add( new Mesh( geometry, this.material ) );
  28596. this.update();
  28597. }
  28598. HemisphereLightHelper.prototype = Object.create( Object3D.prototype );
  28599. HemisphereLightHelper.prototype.constructor = HemisphereLightHelper;
  28600. HemisphereLightHelper.prototype.dispose = function () {
  28601. this.children[ 0 ].geometry.dispose();
  28602. this.children[ 0 ].material.dispose();
  28603. };
  28604. HemisphereLightHelper.prototype.update = function () {
  28605. var mesh = this.children[ 0 ];
  28606. if ( this.color !== undefined ) {
  28607. this.material.color.set( this.color );
  28608. } else {
  28609. var colors = mesh.geometry.getAttribute( 'color' );
  28610. _color1.copy( this.light.color );
  28611. _color2.copy( this.light.groundColor );
  28612. for ( var i = 0, l = colors.count; i < l; i ++ ) {
  28613. var color = ( i < ( l / 2 ) ) ? _color1 : _color2;
  28614. colors.setXYZ( i, color.r, color.g, color.b );
  28615. }
  28616. colors.needsUpdate = true;
  28617. }
  28618. mesh.lookAt( _vector$a.setFromMatrixPosition( this.light.matrixWorld ).negate() );
  28619. };
  28620. /**
  28621. * @author mrdoob / http://mrdoob.com/
  28622. */
  28623. function GridHelper( size, divisions, color1, color2 ) {
  28624. size = size || 10;
  28625. divisions = divisions || 10;
  28626. color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
  28627. color2 = new Color( color2 !== undefined ? color2 : 0x888888 );
  28628. var center = divisions / 2;
  28629. var step = size / divisions;
  28630. var halfSize = size / 2;
  28631. var vertices = [], colors = [];
  28632. for ( var i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) {
  28633. vertices.push( - halfSize, 0, k, halfSize, 0, k );
  28634. vertices.push( k, 0, - halfSize, k, 0, halfSize );
  28635. var color = i === center ? color1 : color2;
  28636. color.toArray( colors, j ); j += 3;
  28637. color.toArray( colors, j ); j += 3;
  28638. color.toArray( colors, j ); j += 3;
  28639. color.toArray( colors, j ); j += 3;
  28640. }
  28641. var geometry = new BufferGeometry();
  28642. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  28643. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  28644. var material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  28645. LineSegments.call( this, geometry, material );
  28646. this.type = 'GridHelper';
  28647. }
  28648. GridHelper.prototype = Object.create( LineSegments.prototype );
  28649. GridHelper.prototype.constructor = GridHelper;
  28650. /**
  28651. * @author mrdoob / http://mrdoob.com/
  28652. * @author Mugen87 / http://github.com/Mugen87
  28653. * @author Hectate / http://www.github.com/Hectate
  28654. */
  28655. function PolarGridHelper( radius, radials, circles, divisions, color1, color2 ) {
  28656. radius = radius || 10;
  28657. radials = radials || 16;
  28658. circles = circles || 8;
  28659. divisions = divisions || 64;
  28660. color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
  28661. color2 = new Color( color2 !== undefined ? color2 : 0x888888 );
  28662. var vertices = [];
  28663. var colors = [];
  28664. // create the radials
  28665. for ( var i = 0; i <= radials; i ++ ) {
  28666. var v = ( i / radials ) * ( Math.PI * 2 );
  28667. var x = Math.sin( v ) * radius;
  28668. var z = Math.cos( v ) * radius;
  28669. vertices.push( 0, 0, 0 );
  28670. vertices.push( x, 0, z );
  28671. var color = ( i & 1 ) ? color1 : color2;
  28672. colors.push( color.r, color.g, color.b );
  28673. colors.push( color.r, color.g, color.b );
  28674. }
  28675. // create the circles
  28676. for ( var i$1 = 0; i$1 <= circles; i$1 ++ ) {
  28677. var color$1 = ( i$1 & 1 ) ? color1 : color2;
  28678. var r = radius - ( radius / circles * i$1 );
  28679. for ( var j = 0; j < divisions; j ++ ) {
  28680. // first vertex
  28681. var v$1 = ( j / divisions ) * ( Math.PI * 2 );
  28682. var x$1 = Math.sin( v$1 ) * r;
  28683. var z$1 = Math.cos( v$1 ) * r;
  28684. vertices.push( x$1, 0, z$1 );
  28685. colors.push( color$1.r, color$1.g, color$1.b );
  28686. // second vertex
  28687. v$1 = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );
  28688. x$1 = Math.sin( v$1 ) * r;
  28689. z$1 = Math.cos( v$1 ) * r;
  28690. vertices.push( x$1, 0, z$1 );
  28691. colors.push( color$1.r, color$1.g, color$1.b );
  28692. }
  28693. }
  28694. var geometry = new BufferGeometry();
  28695. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  28696. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  28697. var material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  28698. LineSegments.call( this, geometry, material );
  28699. this.type = 'PolarGridHelper';
  28700. }
  28701. PolarGridHelper.prototype = Object.create( LineSegments.prototype );
  28702. PolarGridHelper.prototype.constructor = PolarGridHelper;
  28703. /**
  28704. * @author alteredq / http://alteredqualia.com/
  28705. * @author mrdoob / http://mrdoob.com/
  28706. * @author WestLangley / http://github.com/WestLangley
  28707. */
  28708. var _v1$5 = new Vector3();
  28709. var _v2$3 = new Vector3();
  28710. var _v3$1 = new Vector3();
  28711. function DirectionalLightHelper( light, size, color ) {
  28712. Object3D.call( this );
  28713. this.light = light;
  28714. this.light.updateMatrixWorld();
  28715. this.matrix = light.matrixWorld;
  28716. this.matrixAutoUpdate = false;
  28717. this.color = color;
  28718. if ( size === undefined ) { size = 1; }
  28719. var geometry = new BufferGeometry();
  28720. geometry.setAttribute( 'position', new Float32BufferAttribute( [
  28721. - size, size, 0,
  28722. size, size, 0,
  28723. size, - size, 0,
  28724. - size, - size, 0,
  28725. - size, size, 0
  28726. ], 3 ) );
  28727. var material = new LineBasicMaterial( { fog: false, toneMapped: false } );
  28728. this.lightPlane = new Line( geometry, material );
  28729. this.add( this.lightPlane );
  28730. geometry = new BufferGeometry();
  28731. geometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );
  28732. this.targetLine = new Line( geometry, material );
  28733. this.add( this.targetLine );
  28734. this.update();
  28735. }
  28736. DirectionalLightHelper.prototype = Object.create( Object3D.prototype );
  28737. DirectionalLightHelper.prototype.constructor = DirectionalLightHelper;
  28738. DirectionalLightHelper.prototype.dispose = function () {
  28739. this.lightPlane.geometry.dispose();
  28740. this.lightPlane.material.dispose();
  28741. this.targetLine.geometry.dispose();
  28742. this.targetLine.material.dispose();
  28743. };
  28744. DirectionalLightHelper.prototype.update = function () {
  28745. _v1$5.setFromMatrixPosition( this.light.matrixWorld );
  28746. _v2$3.setFromMatrixPosition( this.light.target.matrixWorld );
  28747. _v3$1.subVectors( _v2$3, _v1$5 );
  28748. this.lightPlane.lookAt( _v2$3 );
  28749. if ( this.color !== undefined ) {
  28750. this.lightPlane.material.color.set( this.color );
  28751. this.targetLine.material.color.set( this.color );
  28752. } else {
  28753. this.lightPlane.material.color.copy( this.light.color );
  28754. this.targetLine.material.color.copy( this.light.color );
  28755. }
  28756. this.targetLine.lookAt( _v2$3 );
  28757. this.targetLine.scale.z = _v3$1.length();
  28758. };
  28759. /**
  28760. * @author alteredq / http://alteredqualia.com/
  28761. * @author Mugen87 / https://github.com/Mugen87
  28762. *
  28763. * - shows frustum, line of sight and up of the camera
  28764. * - suitable for fast updates
  28765. * - based on frustum visualization in lightgl.js shadowmap example
  28766. * http://evanw.github.com/lightgl.js/tests/shadowmap.html
  28767. */
  28768. var _vector$b = new Vector3();
  28769. var _camera = new Camera();
  28770. function CameraHelper( camera ) {
  28771. var geometry = new BufferGeometry();
  28772. var material = new LineBasicMaterial( { color: 0xffffff, vertexColors: true, toneMapped: false } );
  28773. var vertices = [];
  28774. var colors = [];
  28775. var pointMap = {};
  28776. // colors
  28777. var colorFrustum = new Color( 0xffaa00 );
  28778. var colorCone = new Color( 0xff0000 );
  28779. var colorUp = new Color( 0x00aaff );
  28780. var colorTarget = new Color( 0xffffff );
  28781. var colorCross = new Color( 0x333333 );
  28782. // near
  28783. addLine( 'n1', 'n2', colorFrustum );
  28784. addLine( 'n2', 'n4', colorFrustum );
  28785. addLine( 'n4', 'n3', colorFrustum );
  28786. addLine( 'n3', 'n1', colorFrustum );
  28787. // far
  28788. addLine( 'f1', 'f2', colorFrustum );
  28789. addLine( 'f2', 'f4', colorFrustum );
  28790. addLine( 'f4', 'f3', colorFrustum );
  28791. addLine( 'f3', 'f1', colorFrustum );
  28792. // sides
  28793. addLine( 'n1', 'f1', colorFrustum );
  28794. addLine( 'n2', 'f2', colorFrustum );
  28795. addLine( 'n3', 'f3', colorFrustum );
  28796. addLine( 'n4', 'f4', colorFrustum );
  28797. // cone
  28798. addLine( 'p', 'n1', colorCone );
  28799. addLine( 'p', 'n2', colorCone );
  28800. addLine( 'p', 'n3', colorCone );
  28801. addLine( 'p', 'n4', colorCone );
  28802. // up
  28803. addLine( 'u1', 'u2', colorUp );
  28804. addLine( 'u2', 'u3', colorUp );
  28805. addLine( 'u3', 'u1', colorUp );
  28806. // target
  28807. addLine( 'c', 't', colorTarget );
  28808. addLine( 'p', 'c', colorCross );
  28809. // cross
  28810. addLine( 'cn1', 'cn2', colorCross );
  28811. addLine( 'cn3', 'cn4', colorCross );
  28812. addLine( 'cf1', 'cf2', colorCross );
  28813. addLine( 'cf3', 'cf4', colorCross );
  28814. function addLine( a, b, color ) {
  28815. addPoint( a, color );
  28816. addPoint( b, color );
  28817. }
  28818. function addPoint( id, color ) {
  28819. vertices.push( 0, 0, 0 );
  28820. colors.push( color.r, color.g, color.b );
  28821. if ( pointMap[ id ] === undefined ) {
  28822. pointMap[ id ] = [];
  28823. }
  28824. pointMap[ id ].push( ( vertices.length / 3 ) - 1 );
  28825. }
  28826. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  28827. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  28828. LineSegments.call( this, geometry, material );
  28829. this.type = 'CameraHelper';
  28830. this.camera = camera;
  28831. if ( this.camera.updateProjectionMatrix ) { this.camera.updateProjectionMatrix(); }
  28832. this.matrix = camera.matrixWorld;
  28833. this.matrixAutoUpdate = false;
  28834. this.pointMap = pointMap;
  28835. this.update();
  28836. }
  28837. CameraHelper.prototype = Object.create( LineSegments.prototype );
  28838. CameraHelper.prototype.constructor = CameraHelper;
  28839. CameraHelper.prototype.update = function () {
  28840. var geometry = this.geometry;
  28841. var pointMap = this.pointMap;
  28842. var w = 1, h = 1;
  28843. // we need just camera projection matrix inverse
  28844. // world matrix must be identity
  28845. _camera.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse );
  28846. // center / target
  28847. setPoint( 'c', pointMap, geometry, _camera, 0, 0, - 1 );
  28848. setPoint( 't', pointMap, geometry, _camera, 0, 0, 1 );
  28849. // near
  28850. setPoint( 'n1', pointMap, geometry, _camera, - w, - h, - 1 );
  28851. setPoint( 'n2', pointMap, geometry, _camera, w, - h, - 1 );
  28852. setPoint( 'n3', pointMap, geometry, _camera, - w, h, - 1 );
  28853. setPoint( 'n4', pointMap, geometry, _camera, w, h, - 1 );
  28854. // far
  28855. setPoint( 'f1', pointMap, geometry, _camera, - w, - h, 1 );
  28856. setPoint( 'f2', pointMap, geometry, _camera, w, - h, 1 );
  28857. setPoint( 'f3', pointMap, geometry, _camera, - w, h, 1 );
  28858. setPoint( 'f4', pointMap, geometry, _camera, w, h, 1 );
  28859. // up
  28860. setPoint( 'u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, - 1 );
  28861. setPoint( 'u2', pointMap, geometry, _camera, - w * 0.7, h * 1.1, - 1 );
  28862. setPoint( 'u3', pointMap, geometry, _camera, 0, h * 2, - 1 );
  28863. // cross
  28864. setPoint( 'cf1', pointMap, geometry, _camera, - w, 0, 1 );
  28865. setPoint( 'cf2', pointMap, geometry, _camera, w, 0, 1 );
  28866. setPoint( 'cf3', pointMap, geometry, _camera, 0, - h, 1 );
  28867. setPoint( 'cf4', pointMap, geometry, _camera, 0, h, 1 );
  28868. setPoint( 'cn1', pointMap, geometry, _camera, - w, 0, - 1 );
  28869. setPoint( 'cn2', pointMap, geometry, _camera, w, 0, - 1 );
  28870. setPoint( 'cn3', pointMap, geometry, _camera, 0, - h, - 1 );
  28871. setPoint( 'cn4', pointMap, geometry, _camera, 0, h, - 1 );
  28872. geometry.getAttribute( 'position' ).needsUpdate = true;
  28873. };
  28874. function setPoint( point, pointMap, geometry, camera, x, y, z ) {
  28875. _vector$b.set( x, y, z ).unproject( camera );
  28876. var points = pointMap[ point ];
  28877. if ( points !== undefined ) {
  28878. var position = geometry.getAttribute( 'position' );
  28879. for ( var i = 0, l = points.length; i < l; i ++ ) {
  28880. position.setXYZ( points[ i ], _vector$b.x, _vector$b.y, _vector$b.z );
  28881. }
  28882. }
  28883. }
  28884. /**
  28885. * @author mrdoob / http://mrdoob.com/
  28886. * @author Mugen87 / http://github.com/Mugen87
  28887. */
  28888. var _box$3 = new Box3();
  28889. function BoxHelper( object, color ) {
  28890. this.object = object;
  28891. if ( color === undefined ) { color = 0xffff00; }
  28892. 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 ] );
  28893. var positions = new Float32Array( 8 * 3 );
  28894. var geometry = new BufferGeometry();
  28895. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  28896. geometry.setAttribute( 'position', new BufferAttribute( positions, 3 ) );
  28897. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  28898. this.type = 'BoxHelper';
  28899. this.matrixAutoUpdate = false;
  28900. this.update();
  28901. }
  28902. BoxHelper.prototype = Object.create( LineSegments.prototype );
  28903. BoxHelper.prototype.constructor = BoxHelper;
  28904. BoxHelper.prototype.update = function ( object ) {
  28905. if ( object !== undefined ) {
  28906. console.warn( 'THREE.BoxHelper: .update() has no longer arguments.' );
  28907. }
  28908. if ( this.object !== undefined ) {
  28909. _box$3.setFromObject( this.object );
  28910. }
  28911. if ( _box$3.isEmpty() ) { return; }
  28912. var min = _box$3.min;
  28913. var max = _box$3.max;
  28914. /*
  28915. 5____4
  28916. 1/___0/|
  28917. | 6__|_7
  28918. 2/___3/
  28919. 0: max.x, max.y, max.z
  28920. 1: min.x, max.y, max.z
  28921. 2: min.x, min.y, max.z
  28922. 3: max.x, min.y, max.z
  28923. 4: max.x, max.y, min.z
  28924. 5: min.x, max.y, min.z
  28925. 6: min.x, min.y, min.z
  28926. 7: max.x, min.y, min.z
  28927. */
  28928. var position = this.geometry.attributes.position;
  28929. var array = position.array;
  28930. array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z;
  28931. array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z;
  28932. array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z;
  28933. array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;
  28934. array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;
  28935. array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;
  28936. array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;
  28937. array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;
  28938. position.needsUpdate = true;
  28939. this.geometry.computeBoundingSphere();
  28940. };
  28941. BoxHelper.prototype.setFromObject = function ( object ) {
  28942. this.object = object;
  28943. this.update();
  28944. return this;
  28945. };
  28946. BoxHelper.prototype.copy = function ( source ) {
  28947. LineSegments.prototype.copy.call( this, source );
  28948. this.object = source.object;
  28949. return this;
  28950. };
  28951. /**
  28952. * @author WestLangley / http://github.com/WestLangley
  28953. */
  28954. function Box3Helper( box, color ) {
  28955. this.type = 'Box3Helper';
  28956. this.box = box;
  28957. if ( color === undefined ) { color = 0xffff00; }
  28958. 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 ] );
  28959. 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 ];
  28960. var geometry = new BufferGeometry();
  28961. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  28962. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  28963. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  28964. this.type = 'Box3Helper';
  28965. this.geometry.computeBoundingSphere();
  28966. }
  28967. Box3Helper.prototype = Object.create( LineSegments.prototype );
  28968. Box3Helper.prototype.constructor = Box3Helper;
  28969. Box3Helper.prototype.updateMatrixWorld = function ( force ) {
  28970. var box = this.box;
  28971. if ( box.isEmpty() ) { return; }
  28972. box.getCenter( this.position );
  28973. box.getSize( this.scale );
  28974. this.scale.multiplyScalar( 0.5 );
  28975. Object3D.prototype.updateMatrixWorld.call( this, force );
  28976. };
  28977. /**
  28978. * @author WestLangley / http://github.com/WestLangley
  28979. */
  28980. function PlaneHelper( plane, size, hex ) {
  28981. this.plane = plane;
  28982. this.size = ( size === undefined ) ? 1 : size;
  28983. var color = ( hex !== undefined ) ? hex : 0xffff00;
  28984. 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 ];
  28985. var geometry = new BufferGeometry();
  28986. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  28987. geometry.computeBoundingSphere();
  28988. Line.call( this, geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  28989. this.type = 'PlaneHelper';
  28990. //
  28991. var positions2 = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, - 1, 1, 1, - 1, 1 ];
  28992. var geometry2 = new BufferGeometry();
  28993. geometry2.setAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
  28994. geometry2.computeBoundingSphere();
  28995. this.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false, toneMapped: false } ) ) );
  28996. }
  28997. PlaneHelper.prototype = Object.create( Line.prototype );
  28998. PlaneHelper.prototype.constructor = PlaneHelper;
  28999. PlaneHelper.prototype.updateMatrixWorld = function ( force ) {
  29000. var scale = - this.plane.constant;
  29001. if ( Math.abs( scale ) < 1e-8 ) { scale = 1e-8; } // sign does not matter
  29002. this.scale.set( 0.5 * this.size, 0.5 * this.size, scale );
  29003. this.children[ 0 ].material.side = ( scale < 0 ) ? BackSide : FrontSide; // renderer flips side when determinant < 0; flipping not wanted here
  29004. this.lookAt( this.plane.normal );
  29005. Object3D.prototype.updateMatrixWorld.call( this, force );
  29006. };
  29007. /**
  29008. * @author WestLangley / http://github.com/WestLangley
  29009. * @author zz85 / http://github.com/zz85
  29010. * @author bhouston / http://clara.io
  29011. *
  29012. * Creates an arrow for visualizing directions
  29013. *
  29014. * Parameters:
  29015. * dir - Vector3
  29016. * origin - Vector3
  29017. * length - Number
  29018. * color - color in hex value
  29019. * headLength - Number
  29020. * headWidth - Number
  29021. */
  29022. var _axis = new Vector3();
  29023. var _lineGeometry, _coneGeometry;
  29024. function ArrowHelper( dir, origin, length, color, headLength, headWidth ) {
  29025. // dir is assumed to be normalized
  29026. Object3D.call( this );
  29027. this.type = 'ArrowHelper';
  29028. if ( dir === undefined ) { dir = new Vector3( 0, 0, 1 ); }
  29029. if ( origin === undefined ) { origin = new Vector3( 0, 0, 0 ); }
  29030. if ( length === undefined ) { length = 1; }
  29031. if ( color === undefined ) { color = 0xffff00; }
  29032. if ( headLength === undefined ) { headLength = 0.2 * length; }
  29033. if ( headWidth === undefined ) { headWidth = 0.2 * headLength; }
  29034. if ( _lineGeometry === undefined ) {
  29035. _lineGeometry = new BufferGeometry();
  29036. _lineGeometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );
  29037. _coneGeometry = new CylinderBufferGeometry( 0, 0.5, 1, 5, 1 );
  29038. _coneGeometry.translate( 0, - 0.5, 0 );
  29039. }
  29040. this.position.copy( origin );
  29041. this.line = new Line( _lineGeometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  29042. this.line.matrixAutoUpdate = false;
  29043. this.add( this.line );
  29044. this.cone = new Mesh( _coneGeometry, new MeshBasicMaterial( { color: color, toneMapped: false } ) );
  29045. this.cone.matrixAutoUpdate = false;
  29046. this.add( this.cone );
  29047. this.setDirection( dir );
  29048. this.setLength( length, headLength, headWidth );
  29049. }
  29050. ArrowHelper.prototype = Object.create( Object3D.prototype );
  29051. ArrowHelper.prototype.constructor = ArrowHelper;
  29052. ArrowHelper.prototype.setDirection = function ( dir ) {
  29053. // dir is assumed to be normalized
  29054. if ( dir.y > 0.99999 ) {
  29055. this.quaternion.set( 0, 0, 0, 1 );
  29056. } else if ( dir.y < - 0.99999 ) {
  29057. this.quaternion.set( 1, 0, 0, 0 );
  29058. } else {
  29059. _axis.set( dir.z, 0, - dir.x ).normalize();
  29060. var radians = Math.acos( dir.y );
  29061. this.quaternion.setFromAxisAngle( _axis, radians );
  29062. }
  29063. };
  29064. ArrowHelper.prototype.setLength = function ( length, headLength, headWidth ) {
  29065. if ( headLength === undefined ) { headLength = 0.2 * length; }
  29066. if ( headWidth === undefined ) { headWidth = 0.2 * headLength; }
  29067. this.line.scale.set( 1, Math.max( 0.0001, length - headLength ), 1 ); // see #17458
  29068. this.line.updateMatrix();
  29069. this.cone.scale.set( headWidth, headLength, headWidth );
  29070. this.cone.position.y = length;
  29071. this.cone.updateMatrix();
  29072. };
  29073. ArrowHelper.prototype.setColor = function ( color ) {
  29074. this.line.material.color.set( color );
  29075. this.cone.material.color.set( color );
  29076. };
  29077. ArrowHelper.prototype.copy = function ( source ) {
  29078. Object3D.prototype.copy.call( this, source, false );
  29079. this.line.copy( source.line );
  29080. this.cone.copy( source.cone );
  29081. return this;
  29082. };
  29083. /**
  29084. * @author sroucheray / http://sroucheray.org/
  29085. * @author mrdoob / http://mrdoob.com/
  29086. */
  29087. function AxesHelper( size ) {
  29088. size = size || 1;
  29089. var vertices = [
  29090. 0, 0, 0, size, 0, 0,
  29091. 0, 0, 0, 0, size, 0,
  29092. 0, 0, 0, 0, 0, size
  29093. ];
  29094. var colors = [
  29095. 1, 0, 0, 1, 0.6, 0,
  29096. 0, 1, 0, 0.6, 1, 0,
  29097. 0, 0, 1, 0, 0.6, 1
  29098. ];
  29099. var geometry = new BufferGeometry();
  29100. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  29101. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  29102. var material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  29103. LineSegments.call( this, geometry, material );
  29104. this.type = 'AxesHelper';
  29105. }
  29106. AxesHelper.prototype = Object.create( LineSegments.prototype );
  29107. AxesHelper.prototype.constructor = AxesHelper;
  29108. /**
  29109. * @author Emmett Lalish / elalish
  29110. *
  29111. * This class generates a Prefiltered, Mipmapped Radiance Environment Map
  29112. * (PMREM) from a cubeMap environment texture. This allows different levels of
  29113. * blur to be quickly accessed based on material roughness. It is packed into a
  29114. * special CubeUV format that allows us to perform custom interpolation so that
  29115. * we can support nonlinear formats such as RGBE. Unlike a traditional mipmap
  29116. * chain, it only goes down to the LOD_MIN level (above), and then creates extra
  29117. * even more filtered 'mips' at the same LOD_MIN resolution, associated with
  29118. * higher roughness levels. In this way we maintain resolution to smoothly
  29119. * interpolate diffuse lighting while limiting sampling computation.
  29120. */
  29121. var LOD_MIN = 4;
  29122. var LOD_MAX = 8;
  29123. var SIZE_MAX = Math.pow( 2, LOD_MAX );
  29124. // The standard deviations (radians) associated with the extra mips. These are
  29125. // chosen to approximate a Trowbridge-Reitz distribution function times the
  29126. // geometric shadowing function. These sigma values squared must match the
  29127. // variance #defines in cube_uv_reflection_fragment.glsl.js.
  29128. var EXTRA_LOD_SIGMA = [ 0.125, 0.215, 0.35, 0.446, 0.526, 0.582 ];
  29129. var TOTAL_LODS = LOD_MAX - LOD_MIN + 1 + EXTRA_LOD_SIGMA.length;
  29130. // The maximum length of the blur for loop. Smaller sigmas will use fewer
  29131. // samples and exit early, but not recompile the shader.
  29132. var MAX_SAMPLES = 20;
  29133. var ENCODINGS = {};
  29134. ENCODINGS[ LinearEncoding ] = 0;
  29135. ENCODINGS[ sRGBEncoding ] = 1;
  29136. ENCODINGS[ RGBEEncoding ] = 2;
  29137. ENCODINGS[ RGBM7Encoding ] = 3;
  29138. ENCODINGS[ RGBM16Encoding ] = 4;
  29139. ENCODINGS[ RGBDEncoding ] = 5;
  29140. ENCODINGS[ GammaEncoding ] = 6;
  29141. var _flatCamera = new OrthographicCamera();
  29142. var ref = _createPlanes();
  29143. var _lodPlanes = ref._lodPlanes;
  29144. var _sizeLods = ref._sizeLods;
  29145. var _sigmas = ref._sigmas;
  29146. var _oldTarget = null;
  29147. // Golden Ratio
  29148. var PHI = ( 1 + Math.sqrt( 5 ) ) / 2;
  29149. var INV_PHI = 1 / PHI;
  29150. // Vertices of a dodecahedron (except the opposites, which represent the
  29151. // same axis), used as axis directions evenly spread on a sphere.
  29152. var _axisDirections = [
  29153. new Vector3( 1, 1, 1 ),
  29154. new Vector3( - 1, 1, 1 ),
  29155. new Vector3( 1, 1, - 1 ),
  29156. new Vector3( - 1, 1, - 1 ),
  29157. new Vector3( 0, PHI, INV_PHI ),
  29158. new Vector3( 0, PHI, - INV_PHI ),
  29159. new Vector3( INV_PHI, 0, PHI ),
  29160. new Vector3( - INV_PHI, 0, PHI ),
  29161. new Vector3( PHI, INV_PHI, 0 ),
  29162. new Vector3( - PHI, INV_PHI, 0 ) ];
  29163. function PMREMGenerator( renderer ) {
  29164. this._renderer = renderer;
  29165. this._pingPongRenderTarget = null;
  29166. this._blurMaterial = _getBlurShader( MAX_SAMPLES );
  29167. this._equirectShader = null;
  29168. this._cubemapShader = null;
  29169. this._compileMaterial( this._blurMaterial );
  29170. }
  29171. PMREMGenerator.prototype = {
  29172. constructor: PMREMGenerator,
  29173. /**
  29174. * Generates a PMREM from a supplied Scene, which can be faster than using an
  29175. * image if networking bandwidth is low. Optional sigma specifies a blur radius
  29176. * in radians to be applied to the scene before PMREM generation. Optional near
  29177. * and far planes ensure the scene is rendered in its entirety (the cubeCamera
  29178. * is placed at the origin).
  29179. */
  29180. fromScene: function ( scene, sigma, near, far ) {
  29181. if ( sigma === void 0 ) sigma = 0;
  29182. if ( near === void 0 ) near = 0.1;
  29183. if ( far === void 0 ) far = 100;
  29184. _oldTarget = this._renderer.getRenderTarget();
  29185. var cubeUVRenderTarget = this._allocateTargets();
  29186. this._sceneToCubeUV( scene, near, far, cubeUVRenderTarget );
  29187. if ( sigma > 0 ) {
  29188. this._blur( cubeUVRenderTarget, 0, 0, sigma );
  29189. }
  29190. this._applyPMREM( cubeUVRenderTarget );
  29191. this._cleanup( cubeUVRenderTarget );
  29192. return cubeUVRenderTarget;
  29193. },
  29194. /**
  29195. * Generates a PMREM from an equirectangular texture, which can be either LDR
  29196. * (RGBFormat) or HDR (RGBEFormat). The ideal input image size is 1k (1024 x 512),
  29197. * as this matches best with the 256 x 256 cubemap output.
  29198. */
  29199. fromEquirectangular: function ( equirectangular ) {
  29200. return this._fromTexture( equirectangular );
  29201. },
  29202. /**
  29203. * Generates a PMREM from an cubemap texture, which can be either LDR
  29204. * (RGBFormat) or HDR (RGBEFormat). The ideal input cube size is 256 x 256,
  29205. * as this matches best with the 256 x 256 cubemap output.
  29206. */
  29207. fromCubemap: function ( cubemap ) {
  29208. return this._fromTexture( cubemap );
  29209. },
  29210. /**
  29211. * Pre-compiles the cubemap shader. You can get faster start-up by invoking this method during
  29212. * your texture's network fetch for increased concurrency.
  29213. */
  29214. compileCubemapShader: function () {
  29215. if ( this._cubemapShader === null ) {
  29216. this._cubemapShader = _getCubemapShader();
  29217. this._compileMaterial( this._cubemapShader );
  29218. }
  29219. },
  29220. /**
  29221. * Pre-compiles the equirectangular shader. You can get faster start-up by invoking this method during
  29222. * your texture's network fetch for increased concurrency.
  29223. */
  29224. compileEquirectangularShader: function () {
  29225. if ( this._equirectShader === null ) {
  29226. this._equirectShader = _getEquirectShader();
  29227. this._compileMaterial( this._equirectShader );
  29228. }
  29229. },
  29230. /**
  29231. * Disposes of the PMREMGenerator's internal memory. Note that PMREMGenerator is a static class,
  29232. * so you should not need more than one PMREMGenerator object. If you do, calling dispose() on
  29233. * one of them will cause any others to also become unusable.
  29234. */
  29235. dispose: function () {
  29236. this._blurMaterial.dispose();
  29237. if ( this._cubemapShader !== null ) { this._cubemapShader.dispose(); }
  29238. if ( this._equirectShader !== null ) { this._equirectShader.dispose(); }
  29239. for ( var i = 0; i < _lodPlanes.length; i ++ ) {
  29240. _lodPlanes[ i ].dispose();
  29241. }
  29242. },
  29243. // private interface
  29244. _cleanup: function ( outputTarget ) {
  29245. this._pingPongRenderTarget.dispose();
  29246. this._renderer.setRenderTarget( _oldTarget );
  29247. outputTarget.scissorTest = false;
  29248. _setViewport( outputTarget, 0, 0, outputTarget.width, outputTarget.height );
  29249. },
  29250. _fromTexture: function ( texture ) {
  29251. _oldTarget = this._renderer.getRenderTarget();
  29252. var cubeUVRenderTarget = this._allocateTargets( texture );
  29253. this._textureToCubeUV( texture, cubeUVRenderTarget );
  29254. this._applyPMREM( cubeUVRenderTarget );
  29255. this._cleanup( cubeUVRenderTarget );
  29256. return cubeUVRenderTarget;
  29257. },
  29258. _allocateTargets: function ( texture ) { // warning: null texture is valid
  29259. var params = {
  29260. magFilter: NearestFilter,
  29261. minFilter: NearestFilter,
  29262. generateMipmaps: false,
  29263. type: UnsignedByteType,
  29264. format: RGBEFormat,
  29265. encoding: _isLDR( texture ) ? texture.encoding : RGBEEncoding,
  29266. depthBuffer: false,
  29267. stencilBuffer: false
  29268. };
  29269. var cubeUVRenderTarget = _createRenderTarget( params );
  29270. cubeUVRenderTarget.depthBuffer = texture ? false : true;
  29271. this._pingPongRenderTarget = _createRenderTarget( params );
  29272. return cubeUVRenderTarget;
  29273. },
  29274. _compileMaterial: function ( material ) {
  29275. var tmpMesh = new Mesh( _lodPlanes[ 0 ], material );
  29276. this._renderer.compile( tmpMesh, _flatCamera );
  29277. },
  29278. _sceneToCubeUV: function ( scene, near, far, cubeUVRenderTarget ) {
  29279. var fov = 90;
  29280. var aspect = 1;
  29281. var cubeCamera = new PerspectiveCamera( fov, aspect, near, far );
  29282. var upSign = [ 1, - 1, 1, 1, 1, 1 ];
  29283. var forwardSign = [ 1, 1, 1, - 1, - 1, - 1 ];
  29284. var renderer = this._renderer;
  29285. var outputEncoding = renderer.outputEncoding;
  29286. var toneMapping = renderer.toneMapping;
  29287. var clearColor = renderer.getClearColor();
  29288. var clearAlpha = renderer.getClearAlpha();
  29289. renderer.toneMapping = NoToneMapping;
  29290. renderer.outputEncoding = LinearEncoding;
  29291. var background = scene.background;
  29292. if ( background && background.isColor ) {
  29293. background.convertSRGBToLinear();
  29294. // Convert linear to RGBE
  29295. var maxComponent = Math.max( background.r, background.g, background.b );
  29296. var fExp = Math.min( Math.max( Math.ceil( Math.log2( maxComponent ) ), - 128.0 ), 127.0 );
  29297. background = background.multiplyScalar( Math.pow( 2.0, - fExp ) );
  29298. var alpha = ( fExp + 128.0 ) / 255.0;
  29299. renderer.setClearColor( background, alpha );
  29300. scene.background = null;
  29301. }
  29302. for ( var i = 0; i < 6; i ++ ) {
  29303. var col = i % 3;
  29304. if ( col == 0 ) {
  29305. cubeCamera.up.set( 0, upSign[ i ], 0 );
  29306. cubeCamera.lookAt( forwardSign[ i ], 0, 0 );
  29307. } else if ( col == 1 ) {
  29308. cubeCamera.up.set( 0, 0, upSign[ i ] );
  29309. cubeCamera.lookAt( 0, forwardSign[ i ], 0 );
  29310. } else {
  29311. cubeCamera.up.set( 0, upSign[ i ], 0 );
  29312. cubeCamera.lookAt( 0, 0, forwardSign[ i ] );
  29313. }
  29314. _setViewport( cubeUVRenderTarget,
  29315. col * SIZE_MAX, i > 2 ? SIZE_MAX : 0, SIZE_MAX, SIZE_MAX );
  29316. renderer.setRenderTarget( cubeUVRenderTarget );
  29317. renderer.render( scene, cubeCamera );
  29318. }
  29319. renderer.toneMapping = toneMapping;
  29320. renderer.outputEncoding = outputEncoding;
  29321. renderer.setClearColor( clearColor, clearAlpha );
  29322. },
  29323. _textureToCubeUV: function ( texture, cubeUVRenderTarget ) {
  29324. var renderer = this._renderer;
  29325. if ( texture.isCubeTexture ) {
  29326. if ( this._cubemapShader == null ) {
  29327. this._cubemapShader = _getCubemapShader();
  29328. }
  29329. } else {
  29330. if ( this._equirectShader == null ) {
  29331. this._equirectShader = _getEquirectShader();
  29332. }
  29333. }
  29334. var material = texture.isCubeTexture ? this._cubemapShader : this._equirectShader;
  29335. var mesh = new Mesh( _lodPlanes[ 0 ], material );
  29336. var uniforms = material.uniforms;
  29337. uniforms[ 'envMap' ].value = texture;
  29338. if ( ! texture.isCubeTexture ) {
  29339. uniforms[ 'texelSize' ].value.set( 1.0 / texture.image.width, 1.0 / texture.image.height );
  29340. }
  29341. uniforms[ 'inputEncoding' ].value = ENCODINGS[ texture.encoding ];
  29342. uniforms[ 'outputEncoding' ].value = ENCODINGS[ cubeUVRenderTarget.texture.encoding ];
  29343. _setViewport( cubeUVRenderTarget, 0, 0, 3 * SIZE_MAX, 2 * SIZE_MAX );
  29344. renderer.setRenderTarget( cubeUVRenderTarget );
  29345. renderer.render( mesh, _flatCamera );
  29346. },
  29347. _applyPMREM: function ( cubeUVRenderTarget ) {
  29348. var renderer = this._renderer;
  29349. var autoClear = renderer.autoClear;
  29350. renderer.autoClear = false;
  29351. for ( var i = 1; i < TOTAL_LODS; i ++ ) {
  29352. var sigma = Math.sqrt( _sigmas[ i ] * _sigmas[ i ] - _sigmas[ i - 1 ] * _sigmas[ i - 1 ] );
  29353. var poleAxis = _axisDirections[ ( i - 1 ) % _axisDirections.length ];
  29354. this._blur( cubeUVRenderTarget, i - 1, i, sigma, poleAxis );
  29355. }
  29356. renderer.autoClear = autoClear;
  29357. },
  29358. /**
  29359. * This is a two-pass Gaussian blur for a cubemap. Normally this is done
  29360. * vertically and horizontally, but this breaks down on a cube. Here we apply
  29361. * the blur latitudinally (around the poles), and then longitudinally (towards
  29362. * the poles) to approximate the orthogonally-separable blur. It is least
  29363. * accurate at the poles, but still does a decent job.
  29364. */
  29365. _blur: function ( cubeUVRenderTarget, lodIn, lodOut, sigma, poleAxis ) {
  29366. var pingPongRenderTarget = this._pingPongRenderTarget;
  29367. this._halfBlur(
  29368. cubeUVRenderTarget,
  29369. pingPongRenderTarget,
  29370. lodIn,
  29371. lodOut,
  29372. sigma,
  29373. 'latitudinal',
  29374. poleAxis );
  29375. this._halfBlur(
  29376. pingPongRenderTarget,
  29377. cubeUVRenderTarget,
  29378. lodOut,
  29379. lodOut,
  29380. sigma,
  29381. 'longitudinal',
  29382. poleAxis );
  29383. },
  29384. _halfBlur: function ( targetIn, targetOut, lodIn, lodOut, sigmaRadians, direction, poleAxis ) {
  29385. var renderer = this._renderer;
  29386. var blurMaterial = this._blurMaterial;
  29387. if ( direction !== 'latitudinal' && direction !== 'longitudinal' ) {
  29388. console.error(
  29389. 'blur direction must be either latitudinal or longitudinal!' );
  29390. }
  29391. // Number of standard deviations at which to cut off the discrete approximation.
  29392. var STANDARD_DEVIATIONS = 3;
  29393. var blurMesh = new Mesh( _lodPlanes[ lodOut ], blurMaterial );
  29394. var blurUniforms = blurMaterial.uniforms;
  29395. var pixels = _sizeLods[ lodIn ] - 1;
  29396. var radiansPerPixel = isFinite( sigmaRadians ) ? Math.PI / ( 2 * pixels ) : 2 * Math.PI / ( 2 * MAX_SAMPLES - 1 );
  29397. var sigmaPixels = sigmaRadians / radiansPerPixel;
  29398. var samples = isFinite( sigmaRadians ) ? 1 + Math.floor( STANDARD_DEVIATIONS * sigmaPixels ) : MAX_SAMPLES;
  29399. if ( samples > MAX_SAMPLES ) {
  29400. console.warn( ("sigmaRadians, " + sigmaRadians + ", is too large and will clip, as it requested " + samples + " samples when the maximum is set to " + MAX_SAMPLES) );
  29401. }
  29402. var weights = [];
  29403. var sum = 0;
  29404. for ( var i = 0; i < MAX_SAMPLES; ++ i ) {
  29405. var x$1 = i / sigmaPixels;
  29406. var weight = Math.exp( - x$1 * x$1 / 2 );
  29407. weights.push( weight );
  29408. if ( i == 0 ) {
  29409. sum += weight;
  29410. } else if ( i < samples ) {
  29411. sum += 2 * weight;
  29412. }
  29413. }
  29414. for ( var i$1 = 0; i$1 < weights.length; i$1 ++ ) {
  29415. weights[ i$1 ] = weights[ i$1 ] / sum;
  29416. }
  29417. blurUniforms[ 'envMap' ].value = targetIn.texture;
  29418. blurUniforms[ 'samples' ].value = samples;
  29419. blurUniforms[ 'weights' ].value = weights;
  29420. blurUniforms[ 'latitudinal' ].value = direction === 'latitudinal';
  29421. if ( poleAxis ) {
  29422. blurUniforms[ 'poleAxis' ].value = poleAxis;
  29423. }
  29424. blurUniforms[ 'dTheta' ].value = radiansPerPixel;
  29425. blurUniforms[ 'mipInt' ].value = LOD_MAX - lodIn;
  29426. blurUniforms[ 'inputEncoding' ].value = ENCODINGS[ targetIn.texture.encoding ];
  29427. blurUniforms[ 'outputEncoding' ].value = ENCODINGS[ targetIn.texture.encoding ];
  29428. var outputSize = _sizeLods[ lodOut ];
  29429. var x = 3 * Math.max( 0, SIZE_MAX - 2 * outputSize );
  29430. var y = ( lodOut === 0 ? 0 : 2 * SIZE_MAX ) + 2 * outputSize * ( lodOut > LOD_MAX - LOD_MIN ? lodOut - LOD_MAX + LOD_MIN : 0 );
  29431. _setViewport( targetOut, x, y, 3 * outputSize, 2 * outputSize );
  29432. renderer.setRenderTarget( targetOut );
  29433. renderer.render( blurMesh, _flatCamera );
  29434. }
  29435. };
  29436. function _isLDR( texture ) {
  29437. if ( texture === undefined || texture.type !== UnsignedByteType ) { return false; }
  29438. return texture.encoding === LinearEncoding || texture.encoding === sRGBEncoding || texture.encoding === GammaEncoding;
  29439. }
  29440. function _createPlanes() {
  29441. var _lodPlanes = [];
  29442. var _sizeLods = [];
  29443. var _sigmas = [];
  29444. var lod = LOD_MAX;
  29445. for ( var i = 0; i < TOTAL_LODS; i ++ ) {
  29446. var sizeLod = Math.pow( 2, lod );
  29447. _sizeLods.push( sizeLod );
  29448. var sigma = 1.0 / sizeLod;
  29449. if ( i > LOD_MAX - LOD_MIN ) {
  29450. sigma = EXTRA_LOD_SIGMA[ i - LOD_MAX + LOD_MIN - 1 ];
  29451. } else if ( i == 0 ) {
  29452. sigma = 0;
  29453. }
  29454. _sigmas.push( sigma );
  29455. var texelSize = 1.0 / ( sizeLod - 1 );
  29456. var min = - texelSize / 2;
  29457. var max = 1 + texelSize / 2;
  29458. var uv1 = [ min, min, max, min, max, max, min, min, max, max, min, max ];
  29459. var cubeFaces = 6;
  29460. var vertices = 6;
  29461. var positionSize = 3;
  29462. var uvSize = 2;
  29463. var faceIndexSize = 1;
  29464. var position = new Float32Array( positionSize * vertices * cubeFaces );
  29465. var uv = new Float32Array( uvSize * vertices * cubeFaces );
  29466. var faceIndex = new Float32Array( faceIndexSize * vertices * cubeFaces );
  29467. for ( var face = 0; face < cubeFaces; face ++ ) {
  29468. var x = ( face % 3 ) * 2 / 3 - 1;
  29469. var y = face > 2 ? 0 : - 1;
  29470. var coordinates = [
  29471. x, y, 0,
  29472. x + 2 / 3, y, 0,
  29473. x + 2 / 3, y + 1, 0,
  29474. x, y, 0,
  29475. x + 2 / 3, y + 1, 0,
  29476. x, y + 1, 0
  29477. ];
  29478. position.set( coordinates, positionSize * vertices * face );
  29479. uv.set( uv1, uvSize * vertices * face );
  29480. var fill = [ face, face, face, face, face, face ];
  29481. faceIndex.set( fill, faceIndexSize * vertices * face );
  29482. }
  29483. var planes = new BufferGeometry();
  29484. planes.setAttribute( 'position', new BufferAttribute( position, positionSize ) );
  29485. planes.setAttribute( 'uv', new BufferAttribute( uv, uvSize ) );
  29486. planes.setAttribute( 'faceIndex', new BufferAttribute( faceIndex, faceIndexSize ) );
  29487. _lodPlanes.push( planes );
  29488. if ( lod > LOD_MIN ) {
  29489. lod --;
  29490. }
  29491. }
  29492. return { _lodPlanes: _lodPlanes, _sizeLods: _sizeLods, _sigmas: _sigmas };
  29493. }
  29494. function _createRenderTarget( params ) {
  29495. var cubeUVRenderTarget = new WebGLRenderTarget( 3 * SIZE_MAX, 3 * SIZE_MAX, params );
  29496. cubeUVRenderTarget.texture.mapping = CubeUVReflectionMapping;
  29497. cubeUVRenderTarget.texture.name = 'PMREM.cubeUv';
  29498. cubeUVRenderTarget.scissorTest = true;
  29499. return cubeUVRenderTarget;
  29500. }
  29501. function _setViewport( target, x, y, width, height ) {
  29502. target.viewport.set( x, y, width, height );
  29503. target.scissor.set( x, y, width, height );
  29504. }
  29505. function _getBlurShader( maxSamples ) {
  29506. var weights = new Float32Array( maxSamples );
  29507. var poleAxis = new Vector3( 0, 1, 0 );
  29508. var shaderMaterial = new RawShaderMaterial( {
  29509. name: 'SphericalGaussianBlur',
  29510. defines: { 'n': maxSamples },
  29511. uniforms: {
  29512. 'envMap': { value: null },
  29513. 'samples': { value: 1 },
  29514. 'weights': { value: weights },
  29515. 'latitudinal': { value: false },
  29516. 'dTheta': { value: 0 },
  29517. 'mipInt': { value: 0 },
  29518. 'poleAxis': { value: poleAxis },
  29519. 'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },
  29520. 'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }
  29521. },
  29522. vertexShader: _getCommonVertexShader(),
  29523. 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"),
  29524. blending: NoBlending,
  29525. depthTest: false,
  29526. depthWrite: false
  29527. } );
  29528. return shaderMaterial;
  29529. }
  29530. function _getEquirectShader() {
  29531. var texelSize = new Vector2( 1, 1 );
  29532. var shaderMaterial = new RawShaderMaterial( {
  29533. name: 'EquirectangularToCubeUV',
  29534. uniforms: {
  29535. 'envMap': { value: null },
  29536. 'texelSize': { value: texelSize },
  29537. 'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },
  29538. 'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }
  29539. },
  29540. vertexShader: _getCommonVertexShader(),
  29541. 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"),
  29542. blending: NoBlending,
  29543. depthTest: false,
  29544. depthWrite: false
  29545. } );
  29546. return shaderMaterial;
  29547. }
  29548. function _getCubemapShader() {
  29549. var shaderMaterial = new RawShaderMaterial( {
  29550. name: 'CubemapToCubeUV',
  29551. uniforms: {
  29552. 'envMap': { value: null },
  29553. 'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },
  29554. 'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }
  29555. },
  29556. vertexShader: _getCommonVertexShader(),
  29557. 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"),
  29558. blending: NoBlending,
  29559. depthTest: false,
  29560. depthWrite: false
  29561. } );
  29562. return shaderMaterial;
  29563. }
  29564. function _getCommonVertexShader() {
  29565. 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";
  29566. }
  29567. function _getEncodings() {
  29568. 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";
  29569. }
  29570. /**
  29571. * @author mrdoob / http://mrdoob.com/
  29572. */
  29573. function Face4( a, b, c, d, normal, color, materialIndex ) {
  29574. console.warn( 'THREE.Face4 has been removed. A THREE.Face3 will be created instead.' );
  29575. return new Face3( a, b, c, normal, color, materialIndex );
  29576. }
  29577. var LineStrip = 0;
  29578. var LinePieces = 1;
  29579. var NoColors = 0;
  29580. var FaceColors = 1;
  29581. var VertexColors = 2;
  29582. function MeshFaceMaterial( materials ) {
  29583. console.warn( 'THREE.MeshFaceMaterial has been removed. Use an Array instead.' );
  29584. return materials;
  29585. }
  29586. function MultiMaterial( materials ) {
  29587. if ( materials === undefined ) { materials = []; }
  29588. console.warn( 'THREE.MultiMaterial has been removed. Use an Array instead.' );
  29589. materials.isMultiMaterial = true;
  29590. materials.materials = materials;
  29591. materials.clone = function () {
  29592. return materials.slice();
  29593. };
  29594. return materials;
  29595. }
  29596. function PointCloud( geometry, material ) {
  29597. console.warn( 'THREE.PointCloud has been renamed to THREE.Points.' );
  29598. return new Points( geometry, material );
  29599. }
  29600. function Particle( material ) {
  29601. console.warn( 'THREE.Particle has been renamed to THREE.Sprite.' );
  29602. return new Sprite( material );
  29603. }
  29604. function ParticleSystem( geometry, material ) {
  29605. console.warn( 'THREE.ParticleSystem has been renamed to THREE.Points.' );
  29606. return new Points( geometry, material );
  29607. }
  29608. function PointCloudMaterial( parameters ) {
  29609. console.warn( 'THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.' );
  29610. return new PointsMaterial( parameters );
  29611. }
  29612. function ParticleBasicMaterial( parameters ) {
  29613. console.warn( 'THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.' );
  29614. return new PointsMaterial( parameters );
  29615. }
  29616. function ParticleSystemMaterial( parameters ) {
  29617. console.warn( 'THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.' );
  29618. return new PointsMaterial( parameters );
  29619. }
  29620. function Vertex( x, y, z ) {
  29621. console.warn( 'THREE.Vertex has been removed. Use THREE.Vector3 instead.' );
  29622. return new Vector3( x, y, z );
  29623. }
  29624. //
  29625. function DynamicBufferAttribute( array, itemSize ) {
  29626. console.warn( 'THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setUsage( THREE.DynamicDrawUsage ) instead.' );
  29627. return new BufferAttribute( array, itemSize ).setUsage( DynamicDrawUsage );
  29628. }
  29629. function Int8Attribute( array, itemSize ) {
  29630. console.warn( 'THREE.Int8Attribute has been removed. Use new THREE.Int8BufferAttribute() instead.' );
  29631. return new Int8BufferAttribute( array, itemSize );
  29632. }
  29633. function Uint8Attribute( array, itemSize ) {
  29634. console.warn( 'THREE.Uint8Attribute has been removed. Use new THREE.Uint8BufferAttribute() instead.' );
  29635. return new Uint8BufferAttribute( array, itemSize );
  29636. }
  29637. function Uint8ClampedAttribute( array, itemSize ) {
  29638. console.warn( 'THREE.Uint8ClampedAttribute has been removed. Use new THREE.Uint8ClampedBufferAttribute() instead.' );
  29639. return new Uint8ClampedBufferAttribute( array, itemSize );
  29640. }
  29641. function Int16Attribute( array, itemSize ) {
  29642. console.warn( 'THREE.Int16Attribute has been removed. Use new THREE.Int16BufferAttribute() instead.' );
  29643. return new Int16BufferAttribute( array, itemSize );
  29644. }
  29645. function Uint16Attribute( array, itemSize ) {
  29646. console.warn( 'THREE.Uint16Attribute has been removed. Use new THREE.Uint16BufferAttribute() instead.' );
  29647. return new Uint16BufferAttribute( array, itemSize );
  29648. }
  29649. function Int32Attribute( array, itemSize ) {
  29650. console.warn( 'THREE.Int32Attribute has been removed. Use new THREE.Int32BufferAttribute() instead.' );
  29651. return new Int32BufferAttribute( array, itemSize );
  29652. }
  29653. function Uint32Attribute( array, itemSize ) {
  29654. console.warn( 'THREE.Uint32Attribute has been removed. Use new THREE.Uint32BufferAttribute() instead.' );
  29655. return new Uint32BufferAttribute( array, itemSize );
  29656. }
  29657. function Float32Attribute( array, itemSize ) {
  29658. console.warn( 'THREE.Float32Attribute has been removed. Use new THREE.Float32BufferAttribute() instead.' );
  29659. return new Float32BufferAttribute( array, itemSize );
  29660. }
  29661. function Float64Attribute( array, itemSize ) {
  29662. console.warn( 'THREE.Float64Attribute has been removed. Use new THREE.Float64BufferAttribute() instead.' );
  29663. return new Float64BufferAttribute( array, itemSize );
  29664. }
  29665. //
  29666. Curve.create = function ( construct, getPoint ) {
  29667. console.log( 'THREE.Curve.create() has been deprecated' );
  29668. construct.prototype = Object.create( Curve.prototype );
  29669. construct.prototype.constructor = construct;
  29670. construct.prototype.getPoint = getPoint;
  29671. return construct;
  29672. };
  29673. //
  29674. Object.assign( CurvePath.prototype, {
  29675. createPointsGeometry: function ( divisions ) {
  29676. console.warn( 'THREE.CurvePath: .createPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  29677. // generate geometry from path points (for Line or Points objects)
  29678. var pts = this.getPoints( divisions );
  29679. return this.createGeometry( pts );
  29680. },
  29681. createSpacedPointsGeometry: function ( divisions ) {
  29682. console.warn( 'THREE.CurvePath: .createSpacedPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  29683. // generate geometry from equidistant sampling along the path
  29684. var pts = this.getSpacedPoints( divisions );
  29685. return this.createGeometry( pts );
  29686. },
  29687. createGeometry: function ( points ) {
  29688. console.warn( 'THREE.CurvePath: .createGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  29689. var geometry = new Geometry();
  29690. for ( var i = 0, l = points.length; i < l; i ++ ) {
  29691. var point = points[ i ];
  29692. geometry.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );
  29693. }
  29694. return geometry;
  29695. }
  29696. } );
  29697. //
  29698. Object.assign( Path.prototype, {
  29699. fromPoints: function ( points ) {
  29700. console.warn( 'THREE.Path: .fromPoints() has been renamed to .setFromPoints().' );
  29701. return this.setFromPoints( points );
  29702. }
  29703. } );
  29704. //
  29705. function ClosedSplineCurve3( points ) {
  29706. console.warn( 'THREE.ClosedSplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
  29707. CatmullRomCurve3.call( this, points );
  29708. this.type = 'catmullrom';
  29709. this.closed = true;
  29710. }
  29711. ClosedSplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
  29712. //
  29713. function SplineCurve3( points ) {
  29714. console.warn( 'THREE.SplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
  29715. CatmullRomCurve3.call( this, points );
  29716. this.type = 'catmullrom';
  29717. }
  29718. SplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
  29719. //
  29720. function Spline( points ) {
  29721. console.warn( 'THREE.Spline has been removed. Use THREE.CatmullRomCurve3 instead.' );
  29722. CatmullRomCurve3.call( this, points );
  29723. this.type = 'catmullrom';
  29724. }
  29725. Spline.prototype = Object.create( CatmullRomCurve3.prototype );
  29726. Object.assign( Spline.prototype, {
  29727. initFromArray: function ( /* a */ ) {
  29728. console.error( 'THREE.Spline: .initFromArray() has been removed.' );
  29729. },
  29730. getControlPointsArray: function ( /* optionalTarget */ ) {
  29731. console.error( 'THREE.Spline: .getControlPointsArray() has been removed.' );
  29732. },
  29733. reparametrizeByArcLength: function ( /* samplingCoef */ ) {
  29734. console.error( 'THREE.Spline: .reparametrizeByArcLength() has been removed.' );
  29735. }
  29736. } );
  29737. //
  29738. function AxisHelper( size ) {
  29739. console.warn( 'THREE.AxisHelper has been renamed to THREE.AxesHelper.' );
  29740. return new AxesHelper( size );
  29741. }
  29742. function BoundingBoxHelper( object, color ) {
  29743. console.warn( 'THREE.BoundingBoxHelper has been deprecated. Creating a THREE.BoxHelper instead.' );
  29744. return new BoxHelper( object, color );
  29745. }
  29746. function EdgesHelper( object, hex ) {
  29747. console.warn( 'THREE.EdgesHelper has been removed. Use THREE.EdgesGeometry instead.' );
  29748. return new LineSegments( new EdgesGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );
  29749. }
  29750. GridHelper.prototype.setColors = function () {
  29751. console.error( 'THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.' );
  29752. };
  29753. SkeletonHelper.prototype.update = function () {
  29754. console.error( 'THREE.SkeletonHelper: update() no longer needs to be called.' );
  29755. };
  29756. function WireframeHelper( object, hex ) {
  29757. console.warn( 'THREE.WireframeHelper has been removed. Use THREE.WireframeGeometry instead.' );
  29758. return new LineSegments( new WireframeGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );
  29759. }
  29760. //
  29761. Object.assign( Loader.prototype, {
  29762. extractUrlBase: function ( url ) {
  29763. console.warn( 'THREE.Loader: .extractUrlBase() has been deprecated. Use THREE.LoaderUtils.extractUrlBase() instead.' );
  29764. return LoaderUtils.extractUrlBase( url );
  29765. }
  29766. } );
  29767. Loader.Handlers = {
  29768. add: function ( /* regex, loader */ ) {
  29769. console.error( 'THREE.Loader: Handlers.add() has been removed. Use LoadingManager.addHandler() instead.' );
  29770. },
  29771. get: function ( /* file */ ) {
  29772. console.error( 'THREE.Loader: Handlers.get() has been removed. Use LoadingManager.getHandler() instead.' );
  29773. }
  29774. };
  29775. function XHRLoader( manager ) {
  29776. console.warn( 'THREE.XHRLoader has been renamed to THREE.FileLoader.' );
  29777. return new FileLoader( manager );
  29778. }
  29779. function BinaryTextureLoader( manager ) {
  29780. console.warn( 'THREE.BinaryTextureLoader has been renamed to THREE.DataTextureLoader.' );
  29781. return new DataTextureLoader( manager );
  29782. }
  29783. Object.assign( ObjectLoader.prototype, {
  29784. setTexturePath: function ( value ) {
  29785. console.warn( 'THREE.ObjectLoader: .setTexturePath() has been renamed to .setResourcePath().' );
  29786. return this.setResourcePath( value );
  29787. }
  29788. } );
  29789. //
  29790. Object.assign( Box2.prototype, {
  29791. center: function ( optionalTarget ) {
  29792. console.warn( 'THREE.Box2: .center() has been renamed to .getCenter().' );
  29793. return this.getCenter( optionalTarget );
  29794. },
  29795. empty: function () {
  29796. console.warn( 'THREE.Box2: .empty() has been renamed to .isEmpty().' );
  29797. return this.isEmpty();
  29798. },
  29799. isIntersectionBox: function ( box ) {
  29800. console.warn( 'THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().' );
  29801. return this.intersectsBox( box );
  29802. },
  29803. size: function ( optionalTarget ) {
  29804. console.warn( 'THREE.Box2: .size() has been renamed to .getSize().' );
  29805. return this.getSize( optionalTarget );
  29806. }
  29807. } );
  29808. Object.assign( Box3.prototype, {
  29809. center: function ( optionalTarget ) {
  29810. console.warn( 'THREE.Box3: .center() has been renamed to .getCenter().' );
  29811. return this.getCenter( optionalTarget );
  29812. },
  29813. empty: function () {
  29814. console.warn( 'THREE.Box3: .empty() has been renamed to .isEmpty().' );
  29815. return this.isEmpty();
  29816. },
  29817. isIntersectionBox: function ( box ) {
  29818. console.warn( 'THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().' );
  29819. return this.intersectsBox( box );
  29820. },
  29821. isIntersectionSphere: function ( sphere ) {
  29822. console.warn( 'THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
  29823. return this.intersectsSphere( sphere );
  29824. },
  29825. size: function ( optionalTarget ) {
  29826. console.warn( 'THREE.Box3: .size() has been renamed to .getSize().' );
  29827. return this.getSize( optionalTarget );
  29828. }
  29829. } );
  29830. Object.assign( Sphere.prototype, {
  29831. empty: function () {
  29832. console.warn( 'THREE.Sphere: .empty() has been renamed to .isEmpty().' );
  29833. return this.isEmpty();
  29834. },
  29835. } );
  29836. Frustum.prototype.setFromMatrix = function ( m ) {
  29837. console.warn( 'THREE.Frustum: .setFromMatrix() has been renamed to .setFromProjectionMatrix().' );
  29838. return this.setFromProjectionMatrix( m );
  29839. };
  29840. Line3.prototype.center = function ( optionalTarget ) {
  29841. console.warn( 'THREE.Line3: .center() has been renamed to .getCenter().' );
  29842. return this.getCenter( optionalTarget );
  29843. };
  29844. Object.assign( MathUtils, {
  29845. random16: function () {
  29846. console.warn( 'THREE.Math: .random16() has been deprecated. Use Math.random() instead.' );
  29847. return Math.random();
  29848. },
  29849. nearestPowerOfTwo: function ( value ) {
  29850. console.warn( 'THREE.Math: .nearestPowerOfTwo() has been renamed to .floorPowerOfTwo().' );
  29851. return MathUtils.floorPowerOfTwo( value );
  29852. },
  29853. nextPowerOfTwo: function ( value ) {
  29854. console.warn( 'THREE.Math: .nextPowerOfTwo() has been renamed to .ceilPowerOfTwo().' );
  29855. return MathUtils.ceilPowerOfTwo( value );
  29856. }
  29857. } );
  29858. Object.assign( Matrix3.prototype, {
  29859. flattenToArrayOffset: function ( array, offset ) {
  29860. console.warn( "THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
  29861. return this.toArray( array, offset );
  29862. },
  29863. multiplyVector3: function ( vector ) {
  29864. console.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' );
  29865. return vector.applyMatrix3( this );
  29866. },
  29867. multiplyVector3Array: function ( /* a */ ) {
  29868. console.error( 'THREE.Matrix3: .multiplyVector3Array() has been removed.' );
  29869. },
  29870. applyToBufferAttribute: function ( attribute ) {
  29871. console.warn( 'THREE.Matrix3: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix3( matrix ) instead.' );
  29872. return attribute.applyMatrix3( this );
  29873. },
  29874. applyToVector3Array: function ( /* array, offset, length */ ) {
  29875. console.error( 'THREE.Matrix3: .applyToVector3Array() has been removed.' );
  29876. }
  29877. } );
  29878. Object.assign( Matrix4.prototype, {
  29879. extractPosition: function ( m ) {
  29880. console.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' );
  29881. return this.copyPosition( m );
  29882. },
  29883. flattenToArrayOffset: function ( array, offset ) {
  29884. console.warn( "THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
  29885. return this.toArray( array, offset );
  29886. },
  29887. getPosition: function () {
  29888. console.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' );
  29889. return new Vector3().setFromMatrixColumn( this, 3 );
  29890. },
  29891. setRotationFromQuaternion: function ( q ) {
  29892. console.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' );
  29893. return this.makeRotationFromQuaternion( q );
  29894. },
  29895. multiplyToArray: function () {
  29896. console.warn( 'THREE.Matrix4: .multiplyToArray() has been removed.' );
  29897. },
  29898. multiplyVector3: function ( vector ) {
  29899. console.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  29900. return vector.applyMatrix4( this );
  29901. },
  29902. multiplyVector4: function ( vector ) {
  29903. console.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  29904. return vector.applyMatrix4( this );
  29905. },
  29906. multiplyVector3Array: function ( /* a */ ) {
  29907. console.error( 'THREE.Matrix4: .multiplyVector3Array() has been removed.' );
  29908. },
  29909. rotateAxis: function ( v ) {
  29910. console.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' );
  29911. v.transformDirection( this );
  29912. },
  29913. crossVector: function ( vector ) {
  29914. console.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  29915. return vector.applyMatrix4( this );
  29916. },
  29917. translate: function () {
  29918. console.error( 'THREE.Matrix4: .translate() has been removed.' );
  29919. },
  29920. rotateX: function () {
  29921. console.error( 'THREE.Matrix4: .rotateX() has been removed.' );
  29922. },
  29923. rotateY: function () {
  29924. console.error( 'THREE.Matrix4: .rotateY() has been removed.' );
  29925. },
  29926. rotateZ: function () {
  29927. console.error( 'THREE.Matrix4: .rotateZ() has been removed.' );
  29928. },
  29929. rotateByAxis: function () {
  29930. console.error( 'THREE.Matrix4: .rotateByAxis() has been removed.' );
  29931. },
  29932. applyToBufferAttribute: function ( attribute ) {
  29933. console.warn( 'THREE.Matrix4: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix4( matrix ) instead.' );
  29934. return attribute.applyMatrix4( this );
  29935. },
  29936. applyToVector3Array: function ( /* array, offset, length */ ) {
  29937. console.error( 'THREE.Matrix4: .applyToVector3Array() has been removed.' );
  29938. },
  29939. makeFrustum: function ( left, right, bottom, top, near, far ) {
  29940. console.warn( 'THREE.Matrix4: .makeFrustum() has been removed. Use .makePerspective( left, right, top, bottom, near, far ) instead.' );
  29941. return this.makePerspective( left, right, top, bottom, near, far );
  29942. }
  29943. } );
  29944. Plane.prototype.isIntersectionLine = function ( line ) {
  29945. console.warn( 'THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().' );
  29946. return this.intersectsLine( line );
  29947. };
  29948. Quaternion.prototype.multiplyVector3 = function ( vector ) {
  29949. console.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );
  29950. return vector.applyQuaternion( this );
  29951. };
  29952. Object.assign( Ray.prototype, {
  29953. isIntersectionBox: function ( box ) {
  29954. console.warn( 'THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().' );
  29955. return this.intersectsBox( box );
  29956. },
  29957. isIntersectionPlane: function ( plane ) {
  29958. console.warn( 'THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().' );
  29959. return this.intersectsPlane( plane );
  29960. },
  29961. isIntersectionSphere: function ( sphere ) {
  29962. console.warn( 'THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
  29963. return this.intersectsSphere( sphere );
  29964. }
  29965. } );
  29966. Object.assign( Triangle.prototype, {
  29967. area: function () {
  29968. console.warn( 'THREE.Triangle: .area() has been renamed to .getArea().' );
  29969. return this.getArea();
  29970. },
  29971. barycoordFromPoint: function ( point, target ) {
  29972. console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
  29973. return this.getBarycoord( point, target );
  29974. },
  29975. midpoint: function ( target ) {
  29976. console.warn( 'THREE.Triangle: .midpoint() has been renamed to .getMidpoint().' );
  29977. return this.getMidpoint( target );
  29978. },
  29979. normal: function ( target ) {
  29980. console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
  29981. return this.getNormal( target );
  29982. },
  29983. plane: function ( target ) {
  29984. console.warn( 'THREE.Triangle: .plane() has been renamed to .getPlane().' );
  29985. return this.getPlane( target );
  29986. }
  29987. } );
  29988. Object.assign( Triangle, {
  29989. barycoordFromPoint: function ( point, a, b, c, target ) {
  29990. console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
  29991. return Triangle.getBarycoord( point, a, b, c, target );
  29992. },
  29993. normal: function ( a, b, c, target ) {
  29994. console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
  29995. return Triangle.getNormal( a, b, c, target );
  29996. }
  29997. } );
  29998. Object.assign( Shape.prototype, {
  29999. extractAllPoints: function ( divisions ) {
  30000. console.warn( 'THREE.Shape: .extractAllPoints() has been removed. Use .extractPoints() instead.' );
  30001. return this.extractPoints( divisions );
  30002. },
  30003. extrude: function ( options ) {
  30004. console.warn( 'THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead.' );
  30005. return new ExtrudeGeometry( this, options );
  30006. },
  30007. makeGeometry: function ( options ) {
  30008. console.warn( 'THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead.' );
  30009. return new ShapeGeometry( this, options );
  30010. }
  30011. } );
  30012. Object.assign( Vector2.prototype, {
  30013. fromAttribute: function ( attribute, index, offset ) {
  30014. console.warn( 'THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  30015. return this.fromBufferAttribute( attribute, index, offset );
  30016. },
  30017. distanceToManhattan: function ( v ) {
  30018. console.warn( 'THREE.Vector2: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
  30019. return this.manhattanDistanceTo( v );
  30020. },
  30021. lengthManhattan: function () {
  30022. console.warn( 'THREE.Vector2: .lengthManhattan() has been renamed to .manhattanLength().' );
  30023. return this.manhattanLength();
  30024. }
  30025. } );
  30026. Object.assign( Vector3.prototype, {
  30027. setEulerFromRotationMatrix: function () {
  30028. console.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' );
  30029. },
  30030. setEulerFromQuaternion: function () {
  30031. console.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' );
  30032. },
  30033. getPositionFromMatrix: function ( m ) {
  30034. console.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' );
  30035. return this.setFromMatrixPosition( m );
  30036. },
  30037. getScaleFromMatrix: function ( m ) {
  30038. console.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' );
  30039. return this.setFromMatrixScale( m );
  30040. },
  30041. getColumnFromMatrix: function ( index, matrix ) {
  30042. console.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' );
  30043. return this.setFromMatrixColumn( matrix, index );
  30044. },
  30045. applyProjection: function ( m ) {
  30046. console.warn( 'THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead.' );
  30047. return this.applyMatrix4( m );
  30048. },
  30049. fromAttribute: function ( attribute, index, offset ) {
  30050. console.warn( 'THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  30051. return this.fromBufferAttribute( attribute, index, offset );
  30052. },
  30053. distanceToManhattan: function ( v ) {
  30054. console.warn( 'THREE.Vector3: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
  30055. return this.manhattanDistanceTo( v );
  30056. },
  30057. lengthManhattan: function () {
  30058. console.warn( 'THREE.Vector3: .lengthManhattan() has been renamed to .manhattanLength().' );
  30059. return this.manhattanLength();
  30060. }
  30061. } );
  30062. Object.assign( Vector4.prototype, {
  30063. fromAttribute: function ( attribute, index, offset ) {
  30064. console.warn( 'THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  30065. return this.fromBufferAttribute( attribute, index, offset );
  30066. },
  30067. lengthManhattan: function () {
  30068. console.warn( 'THREE.Vector4: .lengthManhattan() has been renamed to .manhattanLength().' );
  30069. return this.manhattanLength();
  30070. }
  30071. } );
  30072. //
  30073. Object.assign( Geometry.prototype, {
  30074. computeTangents: function () {
  30075. console.error( 'THREE.Geometry: .computeTangents() has been removed.' );
  30076. },
  30077. computeLineDistances: function () {
  30078. console.error( 'THREE.Geometry: .computeLineDistances() has been removed. Use THREE.Line.computeLineDistances() instead.' );
  30079. },
  30080. applyMatrix: function ( matrix ) {
  30081. console.warn( 'THREE.Geometry: .applyMatrix() has been renamed to .applyMatrix4().' );
  30082. return this.applyMatrix4( matrix );
  30083. }
  30084. } );
  30085. Object.assign( Object3D.prototype, {
  30086. getChildByName: function ( name ) {
  30087. console.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' );
  30088. return this.getObjectByName( name );
  30089. },
  30090. renderDepth: function () {
  30091. console.warn( 'THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.' );
  30092. },
  30093. translate: function ( distance, axis ) {
  30094. console.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' );
  30095. return this.translateOnAxis( axis, distance );
  30096. },
  30097. getWorldRotation: function () {
  30098. console.error( 'THREE.Object3D: .getWorldRotation() has been removed. Use THREE.Object3D.getWorldQuaternion( target ) instead.' );
  30099. },
  30100. applyMatrix: function ( matrix ) {
  30101. console.warn( 'THREE.Object3D: .applyMatrix() has been renamed to .applyMatrix4().' );
  30102. return this.applyMatrix4( matrix );
  30103. }
  30104. } );
  30105. Object.defineProperties( Object3D.prototype, {
  30106. eulerOrder: {
  30107. get: function () {
  30108. console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
  30109. return this.rotation.order;
  30110. },
  30111. set: function ( value ) {
  30112. console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
  30113. this.rotation.order = value;
  30114. }
  30115. },
  30116. useQuaternion: {
  30117. get: function () {
  30118. console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  30119. },
  30120. set: function () {
  30121. console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  30122. }
  30123. }
  30124. } );
  30125. Object.assign( Mesh.prototype, {
  30126. setDrawMode: function () {
  30127. console.error( 'THREE.Mesh: .setDrawMode() has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.' );
  30128. },
  30129. } );
  30130. Object.defineProperties( Mesh.prototype, {
  30131. drawMode: {
  30132. get: function () {
  30133. console.error( 'THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode.' );
  30134. return TrianglesDrawMode;
  30135. },
  30136. set: function () {
  30137. console.error( 'THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.' );
  30138. }
  30139. }
  30140. } );
  30141. Object.defineProperties( LOD.prototype, {
  30142. objects: {
  30143. get: function () {
  30144. console.warn( 'THREE.LOD: .objects has been renamed to .levels.' );
  30145. return this.levels;
  30146. }
  30147. }
  30148. } );
  30149. Object.defineProperty( Skeleton.prototype, 'useVertexTexture', {
  30150. get: function () {
  30151. console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );
  30152. },
  30153. set: function () {
  30154. console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );
  30155. }
  30156. } );
  30157. SkinnedMesh.prototype.initBones = function () {
  30158. console.error( 'THREE.SkinnedMesh: initBones() has been removed.' );
  30159. };
  30160. Object.defineProperty( Curve.prototype, '__arcLengthDivisions', {
  30161. get: function () {
  30162. console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
  30163. return this.arcLengthDivisions;
  30164. },
  30165. set: function ( value ) {
  30166. console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
  30167. this.arcLengthDivisions = value;
  30168. }
  30169. } );
  30170. //
  30171. PerspectiveCamera.prototype.setLens = function ( focalLength, filmGauge ) {
  30172. console.warn( "THREE.PerspectiveCamera.setLens is deprecated. " +
  30173. "Use .setFocalLength and .filmGauge for a photographic setup." );
  30174. if ( filmGauge !== undefined ) { this.filmGauge = filmGauge; }
  30175. this.setFocalLength( focalLength );
  30176. };
  30177. //
  30178. Object.defineProperties( Light.prototype, {
  30179. onlyShadow: {
  30180. set: function () {
  30181. console.warn( 'THREE.Light: .onlyShadow has been removed.' );
  30182. }
  30183. },
  30184. shadowCameraFov: {
  30185. set: function ( value ) {
  30186. console.warn( 'THREE.Light: .shadowCameraFov is now .shadow.camera.fov.' );
  30187. this.shadow.camera.fov = value;
  30188. }
  30189. },
  30190. shadowCameraLeft: {
  30191. set: function ( value ) {
  30192. console.warn( 'THREE.Light: .shadowCameraLeft is now .shadow.camera.left.' );
  30193. this.shadow.camera.left = value;
  30194. }
  30195. },
  30196. shadowCameraRight: {
  30197. set: function ( value ) {
  30198. console.warn( 'THREE.Light: .shadowCameraRight is now .shadow.camera.right.' );
  30199. this.shadow.camera.right = value;
  30200. }
  30201. },
  30202. shadowCameraTop: {
  30203. set: function ( value ) {
  30204. console.warn( 'THREE.Light: .shadowCameraTop is now .shadow.camera.top.' );
  30205. this.shadow.camera.top = value;
  30206. }
  30207. },
  30208. shadowCameraBottom: {
  30209. set: function ( value ) {
  30210. console.warn( 'THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom.' );
  30211. this.shadow.camera.bottom = value;
  30212. }
  30213. },
  30214. shadowCameraNear: {
  30215. set: function ( value ) {
  30216. console.warn( 'THREE.Light: .shadowCameraNear is now .shadow.camera.near.' );
  30217. this.shadow.camera.near = value;
  30218. }
  30219. },
  30220. shadowCameraFar: {
  30221. set: function ( value ) {
  30222. console.warn( 'THREE.Light: .shadowCameraFar is now .shadow.camera.far.' );
  30223. this.shadow.camera.far = value;
  30224. }
  30225. },
  30226. shadowCameraVisible: {
  30227. set: function () {
  30228. console.warn( 'THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.' );
  30229. }
  30230. },
  30231. shadowBias: {
  30232. set: function ( value ) {
  30233. console.warn( 'THREE.Light: .shadowBias is now .shadow.bias.' );
  30234. this.shadow.bias = value;
  30235. }
  30236. },
  30237. shadowDarkness: {
  30238. set: function () {
  30239. console.warn( 'THREE.Light: .shadowDarkness has been removed.' );
  30240. }
  30241. },
  30242. shadowMapWidth: {
  30243. set: function ( value ) {
  30244. console.warn( 'THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.' );
  30245. this.shadow.mapSize.width = value;
  30246. }
  30247. },
  30248. shadowMapHeight: {
  30249. set: function ( value ) {
  30250. console.warn( 'THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.' );
  30251. this.shadow.mapSize.height = value;
  30252. }
  30253. }
  30254. } );
  30255. //
  30256. Object.defineProperties( BufferAttribute.prototype, {
  30257. length: {
  30258. get: function () {
  30259. console.warn( 'THREE.BufferAttribute: .length has been deprecated. Use .count instead.' );
  30260. return this.array.length;
  30261. }
  30262. },
  30263. dynamic: {
  30264. get: function () {
  30265. console.warn( 'THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.' );
  30266. return this.usage === DynamicDrawUsage;
  30267. },
  30268. set: function ( /* value */ ) {
  30269. console.warn( 'THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.' );
  30270. this.setUsage( DynamicDrawUsage );
  30271. }
  30272. }
  30273. } );
  30274. Object.assign( BufferAttribute.prototype, {
  30275. setDynamic: function ( value ) {
  30276. console.warn( 'THREE.BufferAttribute: .setDynamic() has been deprecated. Use .setUsage() instead.' );
  30277. this.setUsage( value === true ? DynamicDrawUsage : StaticDrawUsage );
  30278. return this;
  30279. },
  30280. copyIndicesArray: function ( /* indices */ ) {
  30281. console.error( 'THREE.BufferAttribute: .copyIndicesArray() has been removed.' );
  30282. },
  30283. setArray: function ( /* array */ ) {
  30284. console.error( 'THREE.BufferAttribute: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers' );
  30285. }
  30286. } );
  30287. Object.assign( BufferGeometry.prototype, {
  30288. addIndex: function ( index ) {
  30289. console.warn( 'THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().' );
  30290. this.setIndex( index );
  30291. },
  30292. addAttribute: function ( name, attribute ) {
  30293. console.warn( 'THREE.BufferGeometry: .addAttribute() has been renamed to .setAttribute().' );
  30294. if ( ! ( attribute && attribute.isBufferAttribute ) && ! ( attribute && attribute.isInterleavedBufferAttribute ) ) {
  30295. console.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' );
  30296. return this.setAttribute( name, new BufferAttribute( arguments[ 1 ], arguments[ 2 ] ) );
  30297. }
  30298. if ( name === 'index' ) {
  30299. console.warn( 'THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.' );
  30300. this.setIndex( attribute );
  30301. return this;
  30302. }
  30303. return this.setAttribute( name, attribute );
  30304. },
  30305. addDrawCall: function ( start, count, indexOffset ) {
  30306. if ( indexOffset !== undefined ) {
  30307. console.warn( 'THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.' );
  30308. }
  30309. console.warn( 'THREE.BufferGeometry: .addDrawCall() is now .addGroup().' );
  30310. this.addGroup( start, count );
  30311. },
  30312. clearDrawCalls: function () {
  30313. console.warn( 'THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().' );
  30314. this.clearGroups();
  30315. },
  30316. computeTangents: function () {
  30317. console.warn( 'THREE.BufferGeometry: .computeTangents() has been removed.' );
  30318. },
  30319. computeOffsets: function () {
  30320. console.warn( 'THREE.BufferGeometry: .computeOffsets() has been removed.' );
  30321. },
  30322. removeAttribute: function ( name ) {
  30323. console.warn( 'THREE.BufferGeometry: .removeAttribute() has been renamed to .deleteAttribute().' );
  30324. return this.deleteAttribute( name );
  30325. },
  30326. applyMatrix: function ( matrix ) {
  30327. console.warn( 'THREE.BufferGeometry: .applyMatrix() has been renamed to .applyMatrix4().' );
  30328. return this.applyMatrix4( matrix );
  30329. }
  30330. } );
  30331. Object.defineProperties( BufferGeometry.prototype, {
  30332. drawcalls: {
  30333. get: function () {
  30334. console.error( 'THREE.BufferGeometry: .drawcalls has been renamed to .groups.' );
  30335. return this.groups;
  30336. }
  30337. },
  30338. offsets: {
  30339. get: function () {
  30340. console.warn( 'THREE.BufferGeometry: .offsets has been renamed to .groups.' );
  30341. return this.groups;
  30342. }
  30343. }
  30344. } );
  30345. Object.defineProperties( InstancedBufferGeometry.prototype, {
  30346. maxInstancedCount: {
  30347. get: function () {
  30348. console.warn( 'THREE.InstancedBufferGeometry: .maxInstancedCount has been renamed to .instanceCount.' );
  30349. return this.instanceCount;
  30350. },
  30351. set: function ( value ) {
  30352. console.warn( 'THREE.InstancedBufferGeometry: .maxInstancedCount has been renamed to .instanceCount.' );
  30353. this.instanceCount = value;
  30354. }
  30355. }
  30356. } );
  30357. Object.defineProperties( Raycaster.prototype, {
  30358. linePrecision: {
  30359. get: function () {
  30360. console.warn( 'THREE.Raycaster: .linePrecision has been deprecated. Use .params.Line.threshold instead.' );
  30361. return this.params.Line.threshold;
  30362. },
  30363. set: function ( value ) {
  30364. console.warn( 'THREE.Raycaster: .linePrecision has been deprecated. Use .params.Line.threshold instead.' );
  30365. this.params.Line.threshold = value;
  30366. }
  30367. }
  30368. } );
  30369. Object.defineProperties( InterleavedBuffer.prototype, {
  30370. dynamic: {
  30371. get: function () {
  30372. console.warn( 'THREE.InterleavedBuffer: .length has been deprecated. Use .usage instead.' );
  30373. return this.usage === DynamicDrawUsage;
  30374. },
  30375. set: function ( value ) {
  30376. console.warn( 'THREE.InterleavedBuffer: .length has been deprecated. Use .usage instead.' );
  30377. this.setUsage( value );
  30378. }
  30379. }
  30380. } );
  30381. Object.assign( InterleavedBuffer.prototype, {
  30382. setDynamic: function ( value ) {
  30383. console.warn( 'THREE.InterleavedBuffer: .setDynamic() has been deprecated. Use .setUsage() instead.' );
  30384. this.setUsage( value === true ? DynamicDrawUsage : StaticDrawUsage );
  30385. return this;
  30386. },
  30387. setArray: function ( /* array */ ) {
  30388. console.error( 'THREE.InterleavedBuffer: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers' );
  30389. }
  30390. } );
  30391. //
  30392. Object.assign( ExtrudeBufferGeometry.prototype, {
  30393. getArrays: function () {
  30394. console.error( 'THREE.ExtrudeBufferGeometry: .getArrays() has been removed.' );
  30395. },
  30396. addShapeList: function () {
  30397. console.error( 'THREE.ExtrudeBufferGeometry: .addShapeList() has been removed.' );
  30398. },
  30399. addShape: function () {
  30400. console.error( 'THREE.ExtrudeBufferGeometry: .addShape() has been removed.' );
  30401. }
  30402. } );
  30403. //
  30404. Object.defineProperties( Uniform.prototype, {
  30405. dynamic: {
  30406. set: function () {
  30407. console.warn( 'THREE.Uniform: .dynamic has been removed. Use object.onBeforeRender() instead.' );
  30408. }
  30409. },
  30410. onUpdate: {
  30411. value: function () {
  30412. console.warn( 'THREE.Uniform: .onUpdate() has been removed. Use object.onBeforeRender() instead.' );
  30413. return this;
  30414. }
  30415. }
  30416. } );
  30417. //
  30418. Object.defineProperties( Material.prototype, {
  30419. wrapAround: {
  30420. get: function () {
  30421. console.warn( 'THREE.Material: .wrapAround has been removed.' );
  30422. },
  30423. set: function () {
  30424. console.warn( 'THREE.Material: .wrapAround has been removed.' );
  30425. }
  30426. },
  30427. overdraw: {
  30428. get: function () {
  30429. console.warn( 'THREE.Material: .overdraw has been removed.' );
  30430. },
  30431. set: function () {
  30432. console.warn( 'THREE.Material: .overdraw has been removed.' );
  30433. }
  30434. },
  30435. wrapRGB: {
  30436. get: function () {
  30437. console.warn( 'THREE.Material: .wrapRGB has been removed.' );
  30438. return new Color();
  30439. }
  30440. },
  30441. shading: {
  30442. get: function () {
  30443. console.error( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  30444. },
  30445. set: function ( value ) {
  30446. console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  30447. this.flatShading = ( value === FlatShading );
  30448. }
  30449. },
  30450. stencilMask: {
  30451. get: function () {
  30452. console.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' );
  30453. return this.stencilFuncMask;
  30454. },
  30455. set: function ( value ) {
  30456. console.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' );
  30457. this.stencilFuncMask = value;
  30458. }
  30459. }
  30460. } );
  30461. Object.defineProperties( MeshPhongMaterial.prototype, {
  30462. metal: {
  30463. get: function () {
  30464. console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead.' );
  30465. return false;
  30466. },
  30467. set: function () {
  30468. console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead' );
  30469. }
  30470. }
  30471. } );
  30472. Object.defineProperties( MeshPhysicalMaterial.prototype, {
  30473. transparency: {
  30474. get: function () {
  30475. console.warn( 'THREE.MeshPhysicalMaterial: .transparency has been renamed to .transmission.' );
  30476. return this.transmission;
  30477. },
  30478. set: function ( value ) {
  30479. console.warn( 'THREE.MeshPhysicalMaterial: .transparency has been renamed to .transmission.' );
  30480. this.transmission = value;
  30481. }
  30482. }
  30483. } );
  30484. Object.defineProperties( ShaderMaterial.prototype, {
  30485. derivatives: {
  30486. get: function () {
  30487. console.warn( 'THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
  30488. return this.extensions.derivatives;
  30489. },
  30490. set: function ( value ) {
  30491. console.warn( 'THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
  30492. this.extensions.derivatives = value;
  30493. }
  30494. }
  30495. } );
  30496. //
  30497. Object.assign( WebGLRenderer.prototype, {
  30498. clearTarget: function ( renderTarget, color, depth, stencil ) {
  30499. console.warn( 'THREE.WebGLRenderer: .clearTarget() has been deprecated. Use .setRenderTarget() and .clear() instead.' );
  30500. this.setRenderTarget( renderTarget );
  30501. this.clear( color, depth, stencil );
  30502. },
  30503. animate: function ( callback ) {
  30504. console.warn( 'THREE.WebGLRenderer: .animate() is now .setAnimationLoop().' );
  30505. this.setAnimationLoop( callback );
  30506. },
  30507. getCurrentRenderTarget: function () {
  30508. console.warn( 'THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget().' );
  30509. return this.getRenderTarget();
  30510. },
  30511. getMaxAnisotropy: function () {
  30512. console.warn( 'THREE.WebGLRenderer: .getMaxAnisotropy() is now .capabilities.getMaxAnisotropy().' );
  30513. return this.capabilities.getMaxAnisotropy();
  30514. },
  30515. getPrecision: function () {
  30516. console.warn( 'THREE.WebGLRenderer: .getPrecision() is now .capabilities.precision.' );
  30517. return this.capabilities.precision;
  30518. },
  30519. resetGLState: function () {
  30520. console.warn( 'THREE.WebGLRenderer: .resetGLState() is now .state.reset().' );
  30521. return this.state.reset();
  30522. },
  30523. supportsFloatTextures: function () {
  30524. console.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).' );
  30525. return this.extensions.get( 'OES_texture_float' );
  30526. },
  30527. supportsHalfFloatTextures: function () {
  30528. console.warn( 'THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \'OES_texture_half_float\' ).' );
  30529. return this.extensions.get( 'OES_texture_half_float' );
  30530. },
  30531. supportsStandardDerivatives: function () {
  30532. console.warn( 'THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \'OES_standard_derivatives\' ).' );
  30533. return this.extensions.get( 'OES_standard_derivatives' );
  30534. },
  30535. supportsCompressedTextureS3TC: function () {
  30536. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \'WEBGL_compressed_texture_s3tc\' ).' );
  30537. return this.extensions.get( 'WEBGL_compressed_texture_s3tc' );
  30538. },
  30539. supportsCompressedTexturePVRTC: function () {
  30540. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \'WEBGL_compressed_texture_pvrtc\' ).' );
  30541. return this.extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  30542. },
  30543. supportsBlendMinMax: function () {
  30544. console.warn( 'THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \'EXT_blend_minmax\' ).' );
  30545. return this.extensions.get( 'EXT_blend_minmax' );
  30546. },
  30547. supportsVertexTextures: function () {
  30548. console.warn( 'THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures.' );
  30549. return this.capabilities.vertexTextures;
  30550. },
  30551. supportsInstancedArrays: function () {
  30552. console.warn( 'THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \'ANGLE_instanced_arrays\' ).' );
  30553. return this.extensions.get( 'ANGLE_instanced_arrays' );
  30554. },
  30555. enableScissorTest: function ( boolean ) {
  30556. console.warn( 'THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().' );
  30557. this.setScissorTest( boolean );
  30558. },
  30559. initMaterial: function () {
  30560. console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );
  30561. },
  30562. addPrePlugin: function () {
  30563. console.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );
  30564. },
  30565. addPostPlugin: function () {
  30566. console.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );
  30567. },
  30568. updateShadowMap: function () {
  30569. console.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );
  30570. },
  30571. setFaceCulling: function () {
  30572. console.warn( 'THREE.WebGLRenderer: .setFaceCulling() has been removed.' );
  30573. },
  30574. allocTextureUnit: function () {
  30575. console.warn( 'THREE.WebGLRenderer: .allocTextureUnit() has been removed.' );
  30576. },
  30577. setTexture: function () {
  30578. console.warn( 'THREE.WebGLRenderer: .setTexture() has been removed.' );
  30579. },
  30580. setTexture2D: function () {
  30581. console.warn( 'THREE.WebGLRenderer: .setTexture2D() has been removed.' );
  30582. },
  30583. setTextureCube: function () {
  30584. console.warn( 'THREE.WebGLRenderer: .setTextureCube() has been removed.' );
  30585. },
  30586. getActiveMipMapLevel: function () {
  30587. console.warn( 'THREE.WebGLRenderer: .getActiveMipMapLevel() is now .getActiveMipmapLevel().' );
  30588. return this.getActiveMipmapLevel();
  30589. }
  30590. } );
  30591. Object.defineProperties( WebGLRenderer.prototype, {
  30592. shadowMapEnabled: {
  30593. get: function () {
  30594. return this.shadowMap.enabled;
  30595. },
  30596. set: function ( value ) {
  30597. console.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' );
  30598. this.shadowMap.enabled = value;
  30599. }
  30600. },
  30601. shadowMapType: {
  30602. get: function () {
  30603. return this.shadowMap.type;
  30604. },
  30605. set: function ( value ) {
  30606. console.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' );
  30607. this.shadowMap.type = value;
  30608. }
  30609. },
  30610. shadowMapCullFace: {
  30611. get: function () {
  30612. console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
  30613. return undefined;
  30614. },
  30615. set: function ( /* value */ ) {
  30616. console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
  30617. }
  30618. },
  30619. context: {
  30620. get: function () {
  30621. console.warn( 'THREE.WebGLRenderer: .context has been removed. Use .getContext() instead.' );
  30622. return this.getContext();
  30623. }
  30624. },
  30625. vr: {
  30626. get: function () {
  30627. console.warn( 'THREE.WebGLRenderer: .vr has been renamed to .xr' );
  30628. return this.xr;
  30629. }
  30630. },
  30631. gammaInput: {
  30632. get: function () {
  30633. console.warn( 'THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.' );
  30634. return false;
  30635. },
  30636. set: function () {
  30637. console.warn( 'THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.' );
  30638. }
  30639. },
  30640. gammaOutput: {
  30641. get: function () {
  30642. console.warn( 'THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.' );
  30643. return false;
  30644. },
  30645. set: function ( value ) {
  30646. console.warn( 'THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.' );
  30647. this.outputEncoding = ( value === true ) ? sRGBEncoding : LinearEncoding;
  30648. }
  30649. },
  30650. toneMappingWhitePoint: {
  30651. get: function () {
  30652. console.warn( 'THREE.WebGLRenderer: .toneMappingWhitePoint has been removed.' );
  30653. return 1.0;
  30654. },
  30655. set: function () {
  30656. console.warn( 'THREE.WebGLRenderer: .toneMappingWhitePoint has been removed.' );
  30657. }
  30658. },
  30659. } );
  30660. Object.defineProperties( WebGLShadowMap.prototype, {
  30661. cullFace: {
  30662. get: function () {
  30663. console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
  30664. return undefined;
  30665. },
  30666. set: function ( /* cullFace */ ) {
  30667. console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
  30668. }
  30669. },
  30670. renderReverseSided: {
  30671. get: function () {
  30672. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
  30673. return undefined;
  30674. },
  30675. set: function () {
  30676. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
  30677. }
  30678. },
  30679. renderSingleSided: {
  30680. get: function () {
  30681. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
  30682. return undefined;
  30683. },
  30684. set: function () {
  30685. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
  30686. }
  30687. }
  30688. } );
  30689. function WebGLRenderTargetCube( width, height, options ) {
  30690. console.warn( 'THREE.WebGLRenderTargetCube( width, height, options ) is now WebGLCubeRenderTarget( size, options ).' );
  30691. return new WebGLCubeRenderTarget( width, options );
  30692. }
  30693. //
  30694. Object.defineProperties( WebGLRenderTarget.prototype, {
  30695. wrapS: {
  30696. get: function () {
  30697. console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
  30698. return this.texture.wrapS;
  30699. },
  30700. set: function ( value ) {
  30701. console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
  30702. this.texture.wrapS = value;
  30703. }
  30704. },
  30705. wrapT: {
  30706. get: function () {
  30707. console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
  30708. return this.texture.wrapT;
  30709. },
  30710. set: function ( value ) {
  30711. console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
  30712. this.texture.wrapT = value;
  30713. }
  30714. },
  30715. magFilter: {
  30716. get: function () {
  30717. console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
  30718. return this.texture.magFilter;
  30719. },
  30720. set: function ( value ) {
  30721. console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
  30722. this.texture.magFilter = value;
  30723. }
  30724. },
  30725. minFilter: {
  30726. get: function () {
  30727. console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
  30728. return this.texture.minFilter;
  30729. },
  30730. set: function ( value ) {
  30731. console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
  30732. this.texture.minFilter = value;
  30733. }
  30734. },
  30735. anisotropy: {
  30736. get: function () {
  30737. console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
  30738. return this.texture.anisotropy;
  30739. },
  30740. set: function ( value ) {
  30741. console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
  30742. this.texture.anisotropy = value;
  30743. }
  30744. },
  30745. offset: {
  30746. get: function () {
  30747. console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
  30748. return this.texture.offset;
  30749. },
  30750. set: function ( value ) {
  30751. console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
  30752. this.texture.offset = value;
  30753. }
  30754. },
  30755. repeat: {
  30756. get: function () {
  30757. console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
  30758. return this.texture.repeat;
  30759. },
  30760. set: function ( value ) {
  30761. console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
  30762. this.texture.repeat = value;
  30763. }
  30764. },
  30765. format: {
  30766. get: function () {
  30767. console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
  30768. return this.texture.format;
  30769. },
  30770. set: function ( value ) {
  30771. console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
  30772. this.texture.format = value;
  30773. }
  30774. },
  30775. type: {
  30776. get: function () {
  30777. console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
  30778. return this.texture.type;
  30779. },
  30780. set: function ( value ) {
  30781. console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
  30782. this.texture.type = value;
  30783. }
  30784. },
  30785. generateMipmaps: {
  30786. get: function () {
  30787. console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
  30788. return this.texture.generateMipmaps;
  30789. },
  30790. set: function ( value ) {
  30791. console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
  30792. this.texture.generateMipmaps = value;
  30793. }
  30794. }
  30795. } );
  30796. //
  30797. Object.defineProperties( Audio.prototype, {
  30798. load: {
  30799. value: function ( file ) {
  30800. console.warn( 'THREE.Audio: .load has been deprecated. Use THREE.AudioLoader instead.' );
  30801. var scope = this;
  30802. var audioLoader = new AudioLoader();
  30803. audioLoader.load( file, function ( buffer ) {
  30804. scope.setBuffer( buffer );
  30805. } );
  30806. return this;
  30807. }
  30808. },
  30809. startTime: {
  30810. set: function () {
  30811. console.warn( 'THREE.Audio: .startTime is now .play( delay ).' );
  30812. }
  30813. }
  30814. } );
  30815. AudioAnalyser.prototype.getData = function () {
  30816. console.warn( 'THREE.AudioAnalyser: .getData() is now .getFrequencyData().' );
  30817. return this.getFrequencyData();
  30818. };
  30819. //
  30820. CubeCamera.prototype.updateCubeMap = function ( renderer, scene ) {
  30821. console.warn( 'THREE.CubeCamera: .updateCubeMap() is now .update().' );
  30822. return this.update( renderer, scene );
  30823. };
  30824. //
  30825. var GeometryUtils = {
  30826. merge: function ( geometry1, geometry2, materialIndexOffset ) {
  30827. console.warn( 'THREE.GeometryUtils: .merge() has been moved to Geometry. Use geometry.merge( geometry2, matrix, materialIndexOffset ) instead.' );
  30828. var matrix;
  30829. if ( geometry2.isMesh ) {
  30830. geometry2.matrixAutoUpdate && geometry2.updateMatrix();
  30831. matrix = geometry2.matrix;
  30832. geometry2 = geometry2.geometry;
  30833. }
  30834. geometry1.merge( geometry2, matrix, materialIndexOffset );
  30835. },
  30836. center: function ( geometry ) {
  30837. console.warn( 'THREE.GeometryUtils: .center() has been moved to Geometry. Use geometry.center() instead.' );
  30838. return geometry.center();
  30839. }
  30840. };
  30841. ImageUtils.crossOrigin = undefined;
  30842. ImageUtils.loadTexture = function ( url, mapping, onLoad, onError ) {
  30843. console.warn( 'THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.' );
  30844. var loader = new TextureLoader();
  30845. loader.setCrossOrigin( this.crossOrigin );
  30846. var texture = loader.load( url, onLoad, undefined, onError );
  30847. if ( mapping ) { texture.mapping = mapping; }
  30848. return texture;
  30849. };
  30850. ImageUtils.loadTextureCube = function ( urls, mapping, onLoad, onError ) {
  30851. console.warn( 'THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.' );
  30852. var loader = new CubeTextureLoader();
  30853. loader.setCrossOrigin( this.crossOrigin );
  30854. var texture = loader.load( urls, onLoad, undefined, onError );
  30855. if ( mapping ) { texture.mapping = mapping; }
  30856. return texture;
  30857. };
  30858. ImageUtils.loadCompressedTexture = function () {
  30859. console.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' );
  30860. };
  30861. ImageUtils.loadCompressedTextureCube = function () {
  30862. console.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' );
  30863. };
  30864. //
  30865. function CanvasRenderer() {
  30866. console.error( 'THREE.CanvasRenderer has been removed' );
  30867. }
  30868. //
  30869. function JSONLoader() {
  30870. console.error( 'THREE.JSONLoader has been removed.' );
  30871. }
  30872. //
  30873. var SceneUtils = {
  30874. createMultiMaterialObject: function ( /* geometry, materials */ ) {
  30875. console.error( 'THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js' );
  30876. },
  30877. detach: function ( /* child, parent, scene */ ) {
  30878. console.error( 'THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js' );
  30879. },
  30880. attach: function ( /* child, scene, parent */ ) {
  30881. console.error( 'THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js' );
  30882. }
  30883. };
  30884. //
  30885. function LensFlare() {
  30886. console.error( 'THREE.LensFlare has been moved to /examples/jsm/objects/Lensflare.js' );
  30887. }
  30888. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  30889. /* eslint-disable no-undef */
  30890. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'register', { detail: {
  30891. revision: REVISION,
  30892. } } ) );
  30893. /* eslint-enable no-undef */
  30894. }
  30895. exports.ACESFilmicToneMapping = ACESFilmicToneMapping;
  30896. exports.AddEquation = AddEquation;
  30897. exports.AddOperation = AddOperation;
  30898. exports.AdditiveAnimationBlendMode = AdditiveAnimationBlendMode;
  30899. exports.AdditiveBlending = AdditiveBlending;
  30900. exports.AlphaFormat = AlphaFormat;
  30901. exports.AlwaysDepth = AlwaysDepth;
  30902. exports.AlwaysStencilFunc = AlwaysStencilFunc;
  30903. exports.AmbientLight = AmbientLight;
  30904. exports.AmbientLightProbe = AmbientLightProbe;
  30905. exports.AnimationClip = AnimationClip;
  30906. exports.AnimationLoader = AnimationLoader;
  30907. exports.AnimationMixer = AnimationMixer;
  30908. exports.AnimationObjectGroup = AnimationObjectGroup;
  30909. exports.AnimationUtils = AnimationUtils;
  30910. exports.ArcCurve = ArcCurve;
  30911. exports.ArrayCamera = ArrayCamera;
  30912. exports.ArrowHelper = ArrowHelper;
  30913. exports.Audio = Audio;
  30914. exports.AudioAnalyser = AudioAnalyser;
  30915. exports.AudioContext = AudioContext;
  30916. exports.AudioListener = AudioListener;
  30917. exports.AudioLoader = AudioLoader;
  30918. exports.AxesHelper = AxesHelper;
  30919. exports.AxisHelper = AxisHelper;
  30920. exports.BackSide = BackSide;
  30921. exports.BasicDepthPacking = BasicDepthPacking;
  30922. exports.BasicShadowMap = BasicShadowMap;
  30923. exports.BinaryTextureLoader = BinaryTextureLoader;
  30924. exports.Bone = Bone;
  30925. exports.BooleanKeyframeTrack = BooleanKeyframeTrack;
  30926. exports.BoundingBoxHelper = BoundingBoxHelper;
  30927. exports.Box2 = Box2;
  30928. exports.Box3 = Box3;
  30929. exports.Box3Helper = Box3Helper;
  30930. exports.BoxBufferGeometry = BoxBufferGeometry;
  30931. exports.BoxGeometry = BoxGeometry;
  30932. exports.BoxHelper = BoxHelper;
  30933. exports.BufferAttribute = BufferAttribute;
  30934. exports.BufferGeometry = BufferGeometry;
  30935. exports.BufferGeometryLoader = BufferGeometryLoader;
  30936. exports.ByteType = ByteType;
  30937. exports.Cache = Cache;
  30938. exports.Camera = Camera;
  30939. exports.CameraHelper = CameraHelper;
  30940. exports.CanvasRenderer = CanvasRenderer;
  30941. exports.CanvasTexture = CanvasTexture;
  30942. exports.CatmullRomCurve3 = CatmullRomCurve3;
  30943. exports.CineonToneMapping = CineonToneMapping;
  30944. exports.CircleBufferGeometry = CircleBufferGeometry;
  30945. exports.CircleGeometry = CircleGeometry;
  30946. exports.ClampToEdgeWrapping = ClampToEdgeWrapping;
  30947. exports.Clock = Clock;
  30948. exports.ClosedSplineCurve3 = ClosedSplineCurve3;
  30949. exports.Color = Color;
  30950. exports.ColorKeyframeTrack = ColorKeyframeTrack;
  30951. exports.CompressedTexture = CompressedTexture;
  30952. exports.CompressedTextureLoader = CompressedTextureLoader;
  30953. exports.ConeBufferGeometry = ConeBufferGeometry;
  30954. exports.ConeGeometry = ConeGeometry;
  30955. exports.CubeCamera = CubeCamera;
  30956. exports.CubeGeometry = BoxGeometry;
  30957. exports.CubeReflectionMapping = CubeReflectionMapping;
  30958. exports.CubeRefractionMapping = CubeRefractionMapping;
  30959. exports.CubeTexture = CubeTexture;
  30960. exports.CubeTextureLoader = CubeTextureLoader;
  30961. exports.CubeUVReflectionMapping = CubeUVReflectionMapping;
  30962. exports.CubeUVRefractionMapping = CubeUVRefractionMapping;
  30963. exports.CubicBezierCurve = CubicBezierCurve;
  30964. exports.CubicBezierCurve3 = CubicBezierCurve3;
  30965. exports.CubicInterpolant = CubicInterpolant;
  30966. exports.CullFaceBack = CullFaceBack;
  30967. exports.CullFaceFront = CullFaceFront;
  30968. exports.CullFaceFrontBack = CullFaceFrontBack;
  30969. exports.CullFaceNone = CullFaceNone;
  30970. exports.Curve = Curve;
  30971. exports.CurvePath = CurvePath;
  30972. exports.CustomBlending = CustomBlending;
  30973. exports.CustomToneMapping = CustomToneMapping;
  30974. exports.CylinderBufferGeometry = CylinderBufferGeometry;
  30975. exports.CylinderGeometry = CylinderGeometry;
  30976. exports.Cylindrical = Cylindrical;
  30977. exports.DataTexture = DataTexture;
  30978. exports.DataTexture2DArray = DataTexture2DArray;
  30979. exports.DataTexture3D = DataTexture3D;
  30980. exports.DataTextureLoader = DataTextureLoader;
  30981. exports.DecrementStencilOp = DecrementStencilOp;
  30982. exports.DecrementWrapStencilOp = DecrementWrapStencilOp;
  30983. exports.DefaultLoadingManager = DefaultLoadingManager;
  30984. exports.DepthFormat = DepthFormat;
  30985. exports.DepthStencilFormat = DepthStencilFormat;
  30986. exports.DepthTexture = DepthTexture;
  30987. exports.DirectionalLight = DirectionalLight;
  30988. exports.DirectionalLightHelper = DirectionalLightHelper;
  30989. exports.DirectionalLightShadow = DirectionalLightShadow;
  30990. exports.DiscreteInterpolant = DiscreteInterpolant;
  30991. exports.DodecahedronBufferGeometry = DodecahedronBufferGeometry;
  30992. exports.DodecahedronGeometry = DodecahedronGeometry;
  30993. exports.DoubleSide = DoubleSide;
  30994. exports.DstAlphaFactor = DstAlphaFactor;
  30995. exports.DstColorFactor = DstColorFactor;
  30996. exports.DynamicBufferAttribute = DynamicBufferAttribute;
  30997. exports.DynamicCopyUsage = DynamicCopyUsage;
  30998. exports.DynamicDrawUsage = DynamicDrawUsage;
  30999. exports.DynamicReadUsage = DynamicReadUsage;
  31000. exports.EdgesGeometry = EdgesGeometry;
  31001. exports.EdgesHelper = EdgesHelper;
  31002. exports.EllipseCurve = EllipseCurve;
  31003. exports.EqualDepth = EqualDepth;
  31004. exports.EqualStencilFunc = EqualStencilFunc;
  31005. exports.EquirectangularReflectionMapping = EquirectangularReflectionMapping;
  31006. exports.EquirectangularRefractionMapping = EquirectangularRefractionMapping;
  31007. exports.Euler = Euler;
  31008. exports.EventDispatcher = EventDispatcher;
  31009. exports.ExtrudeBufferGeometry = ExtrudeBufferGeometry;
  31010. exports.ExtrudeGeometry = ExtrudeGeometry;
  31011. exports.Face3 = Face3;
  31012. exports.Face4 = Face4;
  31013. exports.FaceColors = FaceColors;
  31014. exports.FileLoader = FileLoader;
  31015. exports.FlatShading = FlatShading;
  31016. exports.Float32Attribute = Float32Attribute;
  31017. exports.Float32BufferAttribute = Float32BufferAttribute;
  31018. exports.Float64Attribute = Float64Attribute;
  31019. exports.Float64BufferAttribute = Float64BufferAttribute;
  31020. exports.FloatType = FloatType;
  31021. exports.Fog = Fog;
  31022. exports.FogExp2 = FogExp2;
  31023. exports.Font = Font;
  31024. exports.FontLoader = FontLoader;
  31025. exports.FrontSide = FrontSide;
  31026. exports.Frustum = Frustum;
  31027. exports.GammaEncoding = GammaEncoding;
  31028. exports.Geometry = Geometry;
  31029. exports.GeometryUtils = GeometryUtils;
  31030. exports.GreaterDepth = GreaterDepth;
  31031. exports.GreaterEqualDepth = GreaterEqualDepth;
  31032. exports.GreaterEqualStencilFunc = GreaterEqualStencilFunc;
  31033. exports.GreaterStencilFunc = GreaterStencilFunc;
  31034. exports.GridHelper = GridHelper;
  31035. exports.Group = Group;
  31036. exports.HalfFloatType = HalfFloatType;
  31037. exports.HemisphereLight = HemisphereLight;
  31038. exports.HemisphereLightHelper = HemisphereLightHelper;
  31039. exports.HemisphereLightProbe = HemisphereLightProbe;
  31040. exports.IcosahedronBufferGeometry = IcosahedronBufferGeometry;
  31041. exports.IcosahedronGeometry = IcosahedronGeometry;
  31042. exports.ImageBitmapLoader = ImageBitmapLoader;
  31043. exports.ImageLoader = ImageLoader;
  31044. exports.ImageUtils = ImageUtils;
  31045. exports.ImmediateRenderObject = ImmediateRenderObject;
  31046. exports.IncrementStencilOp = IncrementStencilOp;
  31047. exports.IncrementWrapStencilOp = IncrementWrapStencilOp;
  31048. exports.InstancedBufferAttribute = InstancedBufferAttribute;
  31049. exports.InstancedBufferGeometry = InstancedBufferGeometry;
  31050. exports.InstancedInterleavedBuffer = InstancedInterleavedBuffer;
  31051. exports.InstancedMesh = InstancedMesh;
  31052. exports.Int16Attribute = Int16Attribute;
  31053. exports.Int16BufferAttribute = Int16BufferAttribute;
  31054. exports.Int32Attribute = Int32Attribute;
  31055. exports.Int32BufferAttribute = Int32BufferAttribute;
  31056. exports.Int8Attribute = Int8Attribute;
  31057. exports.Int8BufferAttribute = Int8BufferAttribute;
  31058. exports.IntType = IntType;
  31059. exports.InterleavedBuffer = InterleavedBuffer;
  31060. exports.InterleavedBufferAttribute = InterleavedBufferAttribute;
  31061. exports.Interpolant = Interpolant;
  31062. exports.InterpolateDiscrete = InterpolateDiscrete;
  31063. exports.InterpolateLinear = InterpolateLinear;
  31064. exports.InterpolateSmooth = InterpolateSmooth;
  31065. exports.InvertStencilOp = InvertStencilOp;
  31066. exports.JSONLoader = JSONLoader;
  31067. exports.KeepStencilOp = KeepStencilOp;
  31068. exports.KeyframeTrack = KeyframeTrack;
  31069. exports.LOD = LOD;
  31070. exports.LatheBufferGeometry = LatheBufferGeometry;
  31071. exports.LatheGeometry = LatheGeometry;
  31072. exports.Layers = Layers;
  31073. exports.LensFlare = LensFlare;
  31074. exports.LessDepth = LessDepth;
  31075. exports.LessEqualDepth = LessEqualDepth;
  31076. exports.LessEqualStencilFunc = LessEqualStencilFunc;
  31077. exports.LessStencilFunc = LessStencilFunc;
  31078. exports.Light = Light;
  31079. exports.LightProbe = LightProbe;
  31080. exports.LightShadow = LightShadow;
  31081. exports.Line = Line;
  31082. exports.Line3 = Line3;
  31083. exports.LineBasicMaterial = LineBasicMaterial;
  31084. exports.LineCurve = LineCurve;
  31085. exports.LineCurve3 = LineCurve3;
  31086. exports.LineDashedMaterial = LineDashedMaterial;
  31087. exports.LineLoop = LineLoop;
  31088. exports.LinePieces = LinePieces;
  31089. exports.LineSegments = LineSegments;
  31090. exports.LineStrip = LineStrip;
  31091. exports.LinearEncoding = LinearEncoding;
  31092. exports.LinearFilter = LinearFilter;
  31093. exports.LinearInterpolant = LinearInterpolant;
  31094. exports.LinearMipMapLinearFilter = LinearMipMapLinearFilter;
  31095. exports.LinearMipMapNearestFilter = LinearMipMapNearestFilter;
  31096. exports.LinearMipmapLinearFilter = LinearMipmapLinearFilter;
  31097. exports.LinearMipmapNearestFilter = LinearMipmapNearestFilter;
  31098. exports.LinearToneMapping = LinearToneMapping;
  31099. exports.Loader = Loader;
  31100. exports.LoaderUtils = LoaderUtils;
  31101. exports.LoadingManager = LoadingManager;
  31102. exports.LogLuvEncoding = LogLuvEncoding;
  31103. exports.LoopOnce = LoopOnce;
  31104. exports.LoopPingPong = LoopPingPong;
  31105. exports.LoopRepeat = LoopRepeat;
  31106. exports.LuminanceAlphaFormat = LuminanceAlphaFormat;
  31107. exports.LuminanceFormat = LuminanceFormat;
  31108. exports.MOUSE = MOUSE;
  31109. exports.Material = Material;
  31110. exports.MaterialLoader = MaterialLoader;
  31111. exports.Math = MathUtils;
  31112. exports.MathUtils = MathUtils;
  31113. exports.Matrix3 = Matrix3;
  31114. exports.Matrix4 = Matrix4;
  31115. exports.MaxEquation = MaxEquation;
  31116. exports.Mesh = Mesh;
  31117. exports.MeshBasicMaterial = MeshBasicMaterial;
  31118. exports.MeshDepthMaterial = MeshDepthMaterial;
  31119. exports.MeshDistanceMaterial = MeshDistanceMaterial;
  31120. exports.MeshFaceMaterial = MeshFaceMaterial;
  31121. exports.MeshLambertMaterial = MeshLambertMaterial;
  31122. exports.MeshMatcapMaterial = MeshMatcapMaterial;
  31123. exports.MeshNormalMaterial = MeshNormalMaterial;
  31124. exports.MeshPhongMaterial = MeshPhongMaterial;
  31125. exports.MeshPhysicalMaterial = MeshPhysicalMaterial;
  31126. exports.MeshStandardMaterial = MeshStandardMaterial;
  31127. exports.MeshToonMaterial = MeshToonMaterial;
  31128. exports.MinEquation = MinEquation;
  31129. exports.MirroredRepeatWrapping = MirroredRepeatWrapping;
  31130. exports.MixOperation = MixOperation;
  31131. exports.MultiMaterial = MultiMaterial;
  31132. exports.MultiplyBlending = MultiplyBlending;
  31133. exports.MultiplyOperation = MultiplyOperation;
  31134. exports.NearestFilter = NearestFilter;
  31135. exports.NearestMipMapLinearFilter = NearestMipMapLinearFilter;
  31136. exports.NearestMipMapNearestFilter = NearestMipMapNearestFilter;
  31137. exports.NearestMipmapLinearFilter = NearestMipmapLinearFilter;
  31138. exports.NearestMipmapNearestFilter = NearestMipmapNearestFilter;
  31139. exports.NeverDepth = NeverDepth;
  31140. exports.NeverStencilFunc = NeverStencilFunc;
  31141. exports.NoBlending = NoBlending;
  31142. exports.NoColors = NoColors;
  31143. exports.NoToneMapping = NoToneMapping;
  31144. exports.NormalAnimationBlendMode = NormalAnimationBlendMode;
  31145. exports.NormalBlending = NormalBlending;
  31146. exports.NotEqualDepth = NotEqualDepth;
  31147. exports.NotEqualStencilFunc = NotEqualStencilFunc;
  31148. exports.NumberKeyframeTrack = NumberKeyframeTrack;
  31149. exports.Object3D = Object3D;
  31150. exports.ObjectLoader = ObjectLoader;
  31151. exports.ObjectSpaceNormalMap = ObjectSpaceNormalMap;
  31152. exports.OctahedronBufferGeometry = OctahedronBufferGeometry;
  31153. exports.OctahedronGeometry = OctahedronGeometry;
  31154. exports.OneFactor = OneFactor;
  31155. exports.OneMinusDstAlphaFactor = OneMinusDstAlphaFactor;
  31156. exports.OneMinusDstColorFactor = OneMinusDstColorFactor;
  31157. exports.OneMinusSrcAlphaFactor = OneMinusSrcAlphaFactor;
  31158. exports.OneMinusSrcColorFactor = OneMinusSrcColorFactor;
  31159. exports.OrthographicCamera = OrthographicCamera;
  31160. exports.PCFShadowMap = PCFShadowMap;
  31161. exports.PCFSoftShadowMap = PCFSoftShadowMap;
  31162. exports.PMREMGenerator = PMREMGenerator;
  31163. exports.ParametricBufferGeometry = ParametricBufferGeometry;
  31164. exports.ParametricGeometry = ParametricGeometry;
  31165. exports.Particle = Particle;
  31166. exports.ParticleBasicMaterial = ParticleBasicMaterial;
  31167. exports.ParticleSystem = ParticleSystem;
  31168. exports.ParticleSystemMaterial = ParticleSystemMaterial;
  31169. exports.Path = Path;
  31170. exports.PerspectiveCamera = PerspectiveCamera;
  31171. exports.Plane = Plane;
  31172. exports.PlaneBufferGeometry = PlaneBufferGeometry;
  31173. exports.PlaneGeometry = PlaneGeometry;
  31174. exports.PlaneHelper = PlaneHelper;
  31175. exports.PointCloud = PointCloud;
  31176. exports.PointCloudMaterial = PointCloudMaterial;
  31177. exports.PointLight = PointLight;
  31178. exports.PointLightHelper = PointLightHelper;
  31179. exports.Points = Points;
  31180. exports.PointsMaterial = PointsMaterial;
  31181. exports.PolarGridHelper = PolarGridHelper;
  31182. exports.PolyhedronBufferGeometry = PolyhedronBufferGeometry;
  31183. exports.PolyhedronGeometry = PolyhedronGeometry;
  31184. exports.PositionalAudio = PositionalAudio;
  31185. exports.PropertyBinding = PropertyBinding;
  31186. exports.PropertyMixer = PropertyMixer;
  31187. exports.QuadraticBezierCurve = QuadraticBezierCurve;
  31188. exports.QuadraticBezierCurve3 = QuadraticBezierCurve3;
  31189. exports.Quaternion = Quaternion;
  31190. exports.QuaternionKeyframeTrack = QuaternionKeyframeTrack;
  31191. exports.QuaternionLinearInterpolant = QuaternionLinearInterpolant;
  31192. exports.REVISION = REVISION;
  31193. exports.RGBADepthPacking = RGBADepthPacking;
  31194. exports.RGBAFormat = RGBAFormat;
  31195. exports.RGBAIntegerFormat = RGBAIntegerFormat;
  31196. exports.RGBA_ASTC_10x10_Format = RGBA_ASTC_10x10_Format;
  31197. exports.RGBA_ASTC_10x5_Format = RGBA_ASTC_10x5_Format;
  31198. exports.RGBA_ASTC_10x6_Format = RGBA_ASTC_10x6_Format;
  31199. exports.RGBA_ASTC_10x8_Format = RGBA_ASTC_10x8_Format;
  31200. exports.RGBA_ASTC_12x10_Format = RGBA_ASTC_12x10_Format;
  31201. exports.RGBA_ASTC_12x12_Format = RGBA_ASTC_12x12_Format;
  31202. exports.RGBA_ASTC_4x4_Format = RGBA_ASTC_4x4_Format;
  31203. exports.RGBA_ASTC_5x4_Format = RGBA_ASTC_5x4_Format;
  31204. exports.RGBA_ASTC_5x5_Format = RGBA_ASTC_5x5_Format;
  31205. exports.RGBA_ASTC_6x5_Format = RGBA_ASTC_6x5_Format;
  31206. exports.RGBA_ASTC_6x6_Format = RGBA_ASTC_6x6_Format;
  31207. exports.RGBA_ASTC_8x5_Format = RGBA_ASTC_8x5_Format;
  31208. exports.RGBA_ASTC_8x6_Format = RGBA_ASTC_8x6_Format;
  31209. exports.RGBA_ASTC_8x8_Format = RGBA_ASTC_8x8_Format;
  31210. exports.RGBA_BPTC_Format = RGBA_BPTC_Format;
  31211. exports.RGBA_ETC2_EAC_Format = RGBA_ETC2_EAC_Format;
  31212. exports.RGBA_PVRTC_2BPPV1_Format = RGBA_PVRTC_2BPPV1_Format;
  31213. exports.RGBA_PVRTC_4BPPV1_Format = RGBA_PVRTC_4BPPV1_Format;
  31214. exports.RGBA_S3TC_DXT1_Format = RGBA_S3TC_DXT1_Format;
  31215. exports.RGBA_S3TC_DXT3_Format = RGBA_S3TC_DXT3_Format;
  31216. exports.RGBA_S3TC_DXT5_Format = RGBA_S3TC_DXT5_Format;
  31217. exports.RGBDEncoding = RGBDEncoding;
  31218. exports.RGBEEncoding = RGBEEncoding;
  31219. exports.RGBEFormat = RGBEFormat;
  31220. exports.RGBFormat = RGBFormat;
  31221. exports.RGBIntegerFormat = RGBIntegerFormat;
  31222. exports.RGBM16Encoding = RGBM16Encoding;
  31223. exports.RGBM7Encoding = RGBM7Encoding;
  31224. exports.RGB_ETC1_Format = RGB_ETC1_Format;
  31225. exports.RGB_ETC2_Format = RGB_ETC2_Format;
  31226. exports.RGB_PVRTC_2BPPV1_Format = RGB_PVRTC_2BPPV1_Format;
  31227. exports.RGB_PVRTC_4BPPV1_Format = RGB_PVRTC_4BPPV1_Format;
  31228. exports.RGB_S3TC_DXT1_Format = RGB_S3TC_DXT1_Format;
  31229. exports.RGFormat = RGFormat;
  31230. exports.RGIntegerFormat = RGIntegerFormat;
  31231. exports.RawShaderMaterial = RawShaderMaterial;
  31232. exports.Ray = Ray;
  31233. exports.Raycaster = Raycaster;
  31234. exports.RectAreaLight = RectAreaLight;
  31235. exports.RedFormat = RedFormat;
  31236. exports.RedIntegerFormat = RedIntegerFormat;
  31237. exports.ReinhardToneMapping = ReinhardToneMapping;
  31238. exports.RepeatWrapping = RepeatWrapping;
  31239. exports.ReplaceStencilOp = ReplaceStencilOp;
  31240. exports.ReverseSubtractEquation = ReverseSubtractEquation;
  31241. exports.RingBufferGeometry = RingBufferGeometry;
  31242. exports.RingGeometry = RingGeometry;
  31243. exports.SRGB8_ALPHA8_ASTC_10x10_Format = SRGB8_ALPHA8_ASTC_10x10_Format;
  31244. exports.SRGB8_ALPHA8_ASTC_10x5_Format = SRGB8_ALPHA8_ASTC_10x5_Format;
  31245. exports.SRGB8_ALPHA8_ASTC_10x6_Format = SRGB8_ALPHA8_ASTC_10x6_Format;
  31246. exports.SRGB8_ALPHA8_ASTC_10x8_Format = SRGB8_ALPHA8_ASTC_10x8_Format;
  31247. exports.SRGB8_ALPHA8_ASTC_12x10_Format = SRGB8_ALPHA8_ASTC_12x10_Format;
  31248. exports.SRGB8_ALPHA8_ASTC_12x12_Format = SRGB8_ALPHA8_ASTC_12x12_Format;
  31249. exports.SRGB8_ALPHA8_ASTC_4x4_Format = SRGB8_ALPHA8_ASTC_4x4_Format;
  31250. exports.SRGB8_ALPHA8_ASTC_5x4_Format = SRGB8_ALPHA8_ASTC_5x4_Format;
  31251. exports.SRGB8_ALPHA8_ASTC_5x5_Format = SRGB8_ALPHA8_ASTC_5x5_Format;
  31252. exports.SRGB8_ALPHA8_ASTC_6x5_Format = SRGB8_ALPHA8_ASTC_6x5_Format;
  31253. exports.SRGB8_ALPHA8_ASTC_6x6_Format = SRGB8_ALPHA8_ASTC_6x6_Format;
  31254. exports.SRGB8_ALPHA8_ASTC_8x5_Format = SRGB8_ALPHA8_ASTC_8x5_Format;
  31255. exports.SRGB8_ALPHA8_ASTC_8x6_Format = SRGB8_ALPHA8_ASTC_8x6_Format;
  31256. exports.SRGB8_ALPHA8_ASTC_8x8_Format = SRGB8_ALPHA8_ASTC_8x8_Format;
  31257. exports.Scene = Scene;
  31258. exports.SceneUtils = SceneUtils;
  31259. exports.ShaderChunk = ShaderChunk;
  31260. exports.ShaderLib = ShaderLib;
  31261. exports.ShaderMaterial = ShaderMaterial;
  31262. exports.ShadowMaterial = ShadowMaterial;
  31263. exports.Shape = Shape;
  31264. exports.ShapeBufferGeometry = ShapeBufferGeometry;
  31265. exports.ShapeGeometry = ShapeGeometry;
  31266. exports.ShapePath = ShapePath;
  31267. exports.ShapeUtils = ShapeUtils;
  31268. exports.ShortType = ShortType;
  31269. exports.Skeleton = Skeleton;
  31270. exports.SkeletonHelper = SkeletonHelper;
  31271. exports.SkinnedMesh = SkinnedMesh;
  31272. exports.SmoothShading = SmoothShading;
  31273. exports.Sphere = Sphere;
  31274. exports.SphereBufferGeometry = SphereBufferGeometry;
  31275. exports.SphereGeometry = SphereGeometry;
  31276. exports.Spherical = Spherical;
  31277. exports.SphericalHarmonics3 = SphericalHarmonics3;
  31278. exports.Spline = Spline;
  31279. exports.SplineCurve = SplineCurve;
  31280. exports.SplineCurve3 = SplineCurve3;
  31281. exports.SpotLight = SpotLight;
  31282. exports.SpotLightHelper = SpotLightHelper;
  31283. exports.SpotLightShadow = SpotLightShadow;
  31284. exports.Sprite = Sprite;
  31285. exports.SpriteMaterial = SpriteMaterial;
  31286. exports.SrcAlphaFactor = SrcAlphaFactor;
  31287. exports.SrcAlphaSaturateFactor = SrcAlphaSaturateFactor;
  31288. exports.SrcColorFactor = SrcColorFactor;
  31289. exports.StaticCopyUsage = StaticCopyUsage;
  31290. exports.StaticDrawUsage = StaticDrawUsage;
  31291. exports.StaticReadUsage = StaticReadUsage;
  31292. exports.StereoCamera = StereoCamera;
  31293. exports.StreamCopyUsage = StreamCopyUsage;
  31294. exports.StreamDrawUsage = StreamDrawUsage;
  31295. exports.StreamReadUsage = StreamReadUsage;
  31296. exports.StringKeyframeTrack = StringKeyframeTrack;
  31297. exports.SubtractEquation = SubtractEquation;
  31298. exports.SubtractiveBlending = SubtractiveBlending;
  31299. exports.TOUCH = TOUCH;
  31300. exports.TangentSpaceNormalMap = TangentSpaceNormalMap;
  31301. exports.TetrahedronBufferGeometry = TetrahedronBufferGeometry;
  31302. exports.TetrahedronGeometry = TetrahedronGeometry;
  31303. exports.TextBufferGeometry = TextBufferGeometry;
  31304. exports.TextGeometry = TextGeometry;
  31305. exports.Texture = Texture;
  31306. exports.TextureLoader = TextureLoader;
  31307. exports.TorusBufferGeometry = TorusBufferGeometry;
  31308. exports.TorusGeometry = TorusGeometry;
  31309. exports.TorusKnotBufferGeometry = TorusKnotBufferGeometry;
  31310. exports.TorusKnotGeometry = TorusKnotGeometry;
  31311. exports.Triangle = Triangle;
  31312. exports.TriangleFanDrawMode = TriangleFanDrawMode;
  31313. exports.TriangleStripDrawMode = TriangleStripDrawMode;
  31314. exports.TrianglesDrawMode = TrianglesDrawMode;
  31315. exports.TubeBufferGeometry = TubeBufferGeometry;
  31316. exports.TubeGeometry = TubeGeometry;
  31317. exports.UVMapping = UVMapping;
  31318. exports.Uint16Attribute = Uint16Attribute;
  31319. exports.Uint16BufferAttribute = Uint16BufferAttribute;
  31320. exports.Uint32Attribute = Uint32Attribute;
  31321. exports.Uint32BufferAttribute = Uint32BufferAttribute;
  31322. exports.Uint8Attribute = Uint8Attribute;
  31323. exports.Uint8BufferAttribute = Uint8BufferAttribute;
  31324. exports.Uint8ClampedAttribute = Uint8ClampedAttribute;
  31325. exports.Uint8ClampedBufferAttribute = Uint8ClampedBufferAttribute;
  31326. exports.Uniform = Uniform;
  31327. exports.UniformsLib = UniformsLib;
  31328. exports.UniformsUtils = UniformsUtils;
  31329. exports.UnsignedByteType = UnsignedByteType;
  31330. exports.UnsignedInt248Type = UnsignedInt248Type;
  31331. exports.UnsignedIntType = UnsignedIntType;
  31332. exports.UnsignedShort4444Type = UnsignedShort4444Type;
  31333. exports.UnsignedShort5551Type = UnsignedShort5551Type;
  31334. exports.UnsignedShort565Type = UnsignedShort565Type;
  31335. exports.UnsignedShortType = UnsignedShortType;
  31336. exports.VSMShadowMap = VSMShadowMap;
  31337. exports.Vector2 = Vector2;
  31338. exports.Vector3 = Vector3;
  31339. exports.Vector4 = Vector4;
  31340. exports.VectorKeyframeTrack = VectorKeyframeTrack;
  31341. exports.Vertex = Vertex;
  31342. exports.VertexColors = VertexColors;
  31343. exports.VideoTexture = VideoTexture;
  31344. exports.WebGL1Renderer = WebGL1Renderer;
  31345. exports.WebGLCubeRenderTarget = WebGLCubeRenderTarget;
  31346. exports.WebGLMultisampleRenderTarget = WebGLMultisampleRenderTarget;
  31347. exports.WebGLRenderTarget = WebGLRenderTarget;
  31348. exports.WebGLRenderTargetCube = WebGLRenderTargetCube;
  31349. exports.WebGLRenderer = WebGLRenderer;
  31350. exports.WebGLUtils = WebGLUtils;
  31351. exports.WireframeGeometry = WireframeGeometry;
  31352. exports.WireframeHelper = WireframeHelper;
  31353. exports.WrapAroundEnding = WrapAroundEnding;
  31354. exports.XHRLoader = XHRLoader;
  31355. exports.ZeroCurvatureEnding = ZeroCurvatureEnding;
  31356. exports.ZeroFactor = ZeroFactor;
  31357. exports.ZeroSlopeEnding = ZeroSlopeEnding;
  31358. exports.ZeroStencilOp = ZeroStencilOp;
  31359. exports.sRGBEncoding = sRGBEncoding;
  31360. Object.defineProperty(exports, '__esModule', { value: true });
  31361. })));